Re: [Audyssey] USA Games Halloween Project

2011-10-01 Thread tim kilgore

Three-d works for me.  I appreciate the work you do.

Thanks for the good stuff.

Tim
- Original Message - 
From: william lomas will.d.lo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, September 28, 2011 8:58 AM
Subject: Re: [Audyssey] USA Games Halloween Project



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

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


Hi John,

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

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

Cheers!


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

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

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Re: [Audyssey] USA Games Halloween Project

2011-09-30 Thread Thomas Ward
Hi Shaun,

Actually, that is changing. USA Games, Draconis Entertainment, and
Blastbay Studios no longer are developing legacy software and are
developing for Windows XP, Windows Vista, Windows 7, and the soon to
be released Windows 8. As BGT was designed for a modern operating
system anyone who buys it and uses it for game production is
automatically creating games for XP and later. So there isn't a great
deal of legacy support in modern audio game development.

Oh, sure GMA is still developing games in VB 6 as well as Jim Kitchen.
However, neither developer has to spend extra time on legacy support
simply because that's the way VB 6 is. It was designed for Windows
95/98 to begin with. Plus GMA has the GMA Engine, and Jim Kitchen
mentioned copying and pasting code from one project to another to
quickly get a new game started. So legacy support for them isn't a big
deal. Its actually supporting newr ops like Windows 7 and Windows 8
correctly that is their bigger problem.

Cheers!




On 9/29/11, shaun everiss sm.ever...@gmail.com wrote:
 well the industry started easy.
 And there is almost no motivation to get things going, we don't have
 teams of people  working on things.
 When we do things the longer they take the bigger the flames.
 Not to mention that gaming development can't be a full life long job.
 And at minimal our games still need to run on someone's pentium
 100,  a lot of blind people still use old single core systems with
 old systems, I still know people that use cracked coppies of win998
 and lower because they can't afford anything else.
 So if we just didn't do any legacy development past xp and up maybe
 we could concentrate on actual real games but thats our lot, I still
 have  a single core I use on ocation.
 It was a struggle to upgrade everything, i have 2 dulecores and 1 i3
 though only one of the duelcores is mine.
 ANd its really old.

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Re: [Audyssey] USA Games Halloween Project

2011-09-30 Thread Thomas Ward
Hi Shaun,

No, actually the proper tools and languages have always been their,
but a lot of amateur self-taught audio game devs chose to take the
path of least resistance when it came to programming. Languages like
AutoIt and Visual Basic, for instance, are easy to learn and use so
they decided to learn and use those rather than something like C++.
Had they chosen to learn and use something like C++, which is the
industry standard, they would have had a language and more long term
development platform to work with. They could have fairly easily
updated the dependencies to newer DirectX libraries, recompiled the
games for say 64-bit platforms, and maintained the code over a long
period of time. However, that's not what happened.

I don't think we should blame them too much though. After all, Visual
Basic 6 was widely marketed in the 90's as the language for amateur
developers, an intro to programming, and there for a while there were
a few books being published how to do indi game development using VB
6. It was quick, it was fairly easy, and nobody was aware of the fact
by 2008 Microsoft would scrap Visual Basic 6 for the .Net language
sweit of languages. In short, those developers like Jim Kitchen, GMA,
Draconis, etc who had based all their games on Visual Basic 6 had the
rug rudely pulled out from under them as well as several indi
mainstream game developers too.

Anyway, the point i wanted to make is that we did have the tools and
languages available. They always have been available to us. There was
never any need to use Visual Basic 6, AutoIt, etc but that's what
people chose because of convenience. Now, we are paying for that lack
of industry standardization and forethought as there are some issues
running VB 6 apps on Windows 7, and the problem is likely to get worse
instead of better as time goes on. Had those devs used industry
standards like C++, DirectX 8, etc we probably wouldn't be in this
situation today as C++ apps are designed for long term support and
development.

Cheers!


On 9/29/11, shaun everiss sm.ever...@gmail.com wrote:
 I think another real aspect of this is the lack of technology and
 goes back to the legacy thing above.
 We don't or well didn't have the tools back then.
 as a result we have to deal with a legacy autoit, vb6 and other
 inferior languages as the basis for our games.
 including directx8.
 We don't have that many games that support the dx9 and up or dotnet
 standards.
 If we do its mostly 1.1, 1.0, or 2.0.
 I think we may have one or 2 games running 3.5 and maybe 4.0, and
 xna, but really thats our limit.
 Python has some traction but I doubt we will ever get up there, at
 least not till we ditch all the old languages.
 And since about 90% of all games are in those outdated crappy and has
 been languages I can't see  the backlog will ever clear itself, at
 least not right away.
 And ofcause the blind start simple and unless you have been exposed
 to the otherside or wanted to try and not stayed in your assigned
 boxes where you are put then you never know and therefore you never do.
 Also the bg community is only in its first generation cycle its still
 vary  young.
 So give it another 100-500 years and maybe it will work or it will die.
 Even when biggish games come, since its only 1 real person its so
 fragile that anything from the biggest disaster to the smallest
 illness can derail everything.
 The industry is like a mudflat, unstable at best at worse it could
 collapse at any time.
 There are probably only a few devs that actually  have the ideas of
 how the other side the rest of us are just along for the ride.
 and though we may have a chance with the engines comming out, we are
 not yet going to go foreward at least not that much for now.

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Re: [Audyssey] USA Games Halloween Project

2011-09-30 Thread burakyuksek

Hi,
I am wondering. Is the engine like bgt? I mean, are you coding it or is it 
like AGM?

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, September 28, 2011 5:42 PM
Subject: Re: [Audyssey] USA Games Halloween Project



Hi Dark,

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

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

Cheers!


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

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

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

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

game.

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


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

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

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

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

nav features were up to the task.

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

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

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

Beware the grue!

Dark.


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Re: [Audyssey] USA Games Halloween Project

2011-09-30 Thread Thomas Ward
Hi,

Its more like BGT accept there is as yet no scripting language. I just
code the games in straight C++ and include the engine, which is a
static library, into the game project and compile it. So in order to
use Genesis 3D someone has to know C/C++ to code games using the
engine.

That said, I've been looking at switching it over to a com library so
it could be plugged into other projects such as Python, .Net, Java,
whatever. However, as I'm the only one using it right now that upgrade
is still forth coming in the future.

Cheers!


On 9/30/11, burakyuksek burakyuksek...@gmail.com wrote:
 Hi,
 I am wondering. Is the engine like bgt? I mean, are you coding it or is it
 like AGM?
 saygilar sevgiler.

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Re: [Audyssey] USA Games Halloween Project

2011-09-30 Thread Charles Rivard
The Stand (uncut version) and It were both good, as are The Backman 
Books


---
Be positive!  When it comes to being defeated, if you think you're finished, 
you! are! finished!
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, September 29, 2011 6:22 PM
Subject: Re: [Audyssey] USA Games Halloween Project



Hi,
Try Pet Cemetary. Or perhaps Salem's Lot. Lol...But That's off topic so 
I'll

stop now.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Lori Duncan
Sent: Wednesday, September 28, 2011 8:58 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] USA Games Halloween Project

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

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


Yeah there really isn't a game of horrors out there is there, we need
that.
Something ver'r'r'r'r'r'r'ry Stephen king styled horror lol

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

Hi Daren,

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

Cheers!


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

Hi tom,

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


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Re: [Audyssey] USA Games Halloween Project

2011-09-30 Thread Hayden Presley
Hi,
True that. Althoguh the Stand wasn't so much horror. Oops--forgot the
Shining!

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Friday, September 30, 2011 10:36 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] USA Games Halloween Project

The Stand (uncut version) and It were both good, as are The Backman 
Books

---
Be positive!  When it comes to being defeated, if you think you're finished,

you! are! finished!
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, September 29, 2011 6:22 PM
Subject: Re: [Audyssey] USA Games Halloween Project


 Hi,
 Try Pet Cemetary. Or perhaps Salem's Lot. Lol...But That's off topic so 
 I'll
 stop now.

 Best Regards,
 Hayden


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Lori Duncan
 Sent: Wednesday, September 28, 2011 8:58 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] USA Games Halloween Project

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

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

 Yeah there really isn't a game of horrors out there is there, we need
 that.
 Something ver'r'r'r'r'r'r'ry Stephen king styled horror lol

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

 Hi Daren,

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

 Cheers!


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

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

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

2011-09-29 Thread dark

I'm not sure that's necessarily true Bryan.

I agree that judgement day was a great achievement, but certainly now if 
someone started working on another space invaders game I'd be rather 
concerned how unique they could make it, where as if someone started on 
another type of game we have fewer examples of I'd be less concerned.


Suppose for instance someone decided to make another tank Driving game. 
There is a lot they could stick in, they could for instance make combat a 
litle more strategic than action orientated with angle calculation and 
position as in Scorched earth, they could set it in the future and have 
completely different weapons like lasers and more missiles, or they could 
even make it a one on one battle game in which you needed to blow up the 
enemy tank where you had choices of what tank to play as with each having 
strengths and weaknesses like beat em up characters,  as the game Cyber 
sled did.


Heck, even if they just made the gameplay the same as Gma tank commander, 
they could probably stil! make the game a unique experience by including 
different levels to explore and different enemies in the game.


Where as a space invaders game, however differently you made the enemies, or 
another traditional game we have many examples of like blackjack or solitare 
would need to have something pretty unique about it in order to stand out.


Beware the grue!

Dark. 



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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread dark

Hi Greg.

Yes, it is possible with windows, but the compression rates, ease of use and 
ability to create different archives isn't that good, where as 7zip is 
fantastic for such things.


I hope you find it useful.

beware the grue!

Dark.
- Original Message - 
From: Greg Steel greegste...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, September 29, 2011 6:54 AM
Subject: Re: [Audyssey] USA Games Halloween Project


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

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



Hi greg.

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

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


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


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


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


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


hth.

Beware the grue!

Dark.

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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Darren Harris
Hi dark,

I've said this before and it may not be popular but it's true never the
less, all these space invader and word type games boppit and the like are
simply killing the community. It's turning the whole idea of audio games
being a credible market into a joke quite honestly. Thus why I said a long
time ago that these types of games shouldn't be allowed for submition for
the audyssey magazine because anybody reading it is going to think lol jees
is this all people who are blind are capable of playing? No thanks I'll
stick with what I know.

In order to be credible we have to adapt ourselves to what's happening today
in the gaming market.

Whilst I've had disagreements in the passed with people like Thomas it has
to be said I do think he's on the right track here however. People like
Thomas, jeramy and the like can go a long way to bringing our community to
where it needs to be. 

What's the point in banging on about how we'd like to see more mainstream
game companies take more notice of the smaller blind market when we don't
even look like we'd be credible customers? Lets face it, word games are fun
but they're mostly played on cell phones, boppit games are for the age
ranges with single figure numbers in them for the most part and quite
frankly there's plenty of them around already, so all the likes of Nintendo
sega electronic arts thq have to do is to read our mags and see just how
many of these entries there are and well I think you have your answer. 

Our community as it stands at the moment doesn't stand up to the sorts of
games that are out there today! Like for example http://www.egosoft.com 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: 29 September 2011 07:47
To: Gamers Discussion list
Subject: Re: [Audyssey] USA Games Halloween Project

I'm not sure that's necessarily true Bryan.

I agree that judgement day was a great achievement, but certainly now if 
someone started working on another space invaders game I'd be rather 
concerned how unique they could make it, where as if someone started on 
another type of game we have fewer examples of I'd be less concerned.

Suppose for instance someone decided to make another tank Driving game. 
There is a lot they could stick in, they could for instance make combat a 
litle more strategic than action orientated with angle calculation and 
position as in Scorched earth, they could set it in the future and have 
completely different weapons like lasers and more missiles, or they could 
even make it a one on one battle game in which you needed to blow up the 
enemy tank where you had choices of what tank to play as with each having 
strengths and weaknesses like beat em up characters,  as the game Cyber 
sled did.

Heck, even if they just made the gameplay the same as Gma tank commander, 
they could probably stil! make the game a unique experience by including 
different levels to explore and different enemies in the game.

Where as a space invaders game, however differently you made the enemies, or

another traditional game we have many examples of like blackjack or solitare

would need to have something pretty unique about it in order to stand out.

Beware the grue!

Dark. 


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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread john
Ah, I see. I would never have guessed you'd edited those, that 
was a masterfull job. I use sound forge myself, it's nice to see 
a fellow user.


- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Wed, 28 Sep 2011 22:13:51 -0400
Subject: Re: [Audyssey] USA Games Halloween Project

Hi,

Well, I have Soundforge and Goldwave, and I did a decent job with 
the

zombies in MOTA simply by lowering the pitch of some screams and
growns. I'll probably end up doing something similar for the 
monsters
here once I find the right voice for the character. Not every 
voice

sounds quite right, got the touch so to speak, when altered.

Cheers!


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

lowering the pitch and distorting the sound a bit might give you
what your looking for?- Original Message -

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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread john
Actuallly, windows gets standard zip compression rates (tested 
with winzip and 7-zip) but the zip format gets the least 
compression as a reule.


- Original Message -
From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Date sent: Thu, 29 Sep 2011 07:48:47 +0100
Subject: Re: [Audyssey] USA Games Halloween Project

Hi Greg.

Yes, it is possible with windows, but the compression rates, ease 
of use and
ability to create different archives isn't that good, where as 
7zip is

fantastic for such things.

I hope you find it useful.

beware the grue!

Dark.
- Original Message -
From: Greg Steel greegste...@sbcglobal.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, September 29, 2011 6:54 AM
Subject: Re: [Audyssey] USA Games Halloween Project


Cool thanks Dark I have it.  I wasn't sure of what to do I did 
it with

windows.  So I know what to do for next time.
- Original Message -
From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, September 28, 2011 10:34 PM
Subject: Re: [Audyssey] USA Games Halloween Project


Hi greg.

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

this is a free zipping tool, and does an absolutely fantastic 
job as well

as being really easy to use.

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

the add to archive item at the top.

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

won't), just hit enter and wait a bit and vuala!

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


it can unzip Ra, iso, zip and several other formats, and can zip 
up in

zip, ta, or 7z format.

hth.

Beware the grue!

Dark.

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of the

list,
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of the

list,
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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread dark

Hi Darren.

While I agree we need more complex games simply for the need of having! 
complex games, I'm not sure about the mainstream companies arguement.


If anyone googled audio games net or asked for information, of course! we'd 
tell them about games like castaways, time of conflict, shades of doom, mota 
etc. Also, if you look on audiogames.net the genre catagories make it pretty 
clear that there are! games that are more than simple arcade style, so I 
think the evidence is out there if someone wants to look.


Myself though, I am very much less convinced mainstream companies would ever 
look into making audio games unless about a million people became blind. 
There might be the odd one like Sound voyager as a novelty, but a novelty is 
only novel if it's rare.


while people naturally do! compare audio games to mainstream games, this is 
just plane unreasonable. It's like comparing an ameter film produced with 
ten thousand dollars budgit to the latest multimillion dollar blockbuster.


of course! an ameter film maker who has to show a hellicotper blowing up by 
buying a scale model and filling it with fireworks is not going to get the 
same effect as a big studio who can just spend a few hundred thousand 
dollars on a real x military chopper and blow it up!


Comparing audiogames to indi games on the pc, it is true there is a gap, 
being that indi games include some pretty complex and astounding things, 
even if stil miles behind what's available from Nintendo, thq, sony etc.


However, I will say that in the past few years I've seen a lot of progress 
in what is done in audio.


Look at stratogy games. Four years ago, there wasn't anything other than 
galaxy ranger which boarders on being an aarcade game and really doesn't 
make massive use of the map or resources. Then we had sound rts, time of 
conflict and castaways, and now we're getting into some really quite complex 
affairs controlling hundreds of units at a time.

So hopefully things will! improve.

Beware the Grue!

Dark. 



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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Thomas Ward
Hi Darren,

That is the reason I personally got into writing audio games in the
first place. When I lost my sight I had come from a fairly mainstream
gaming background. I had played everything from the original Packman
right up to the FPS shooters like Doom, Quake, and Jedi Knight. I had
played games like Tomb Raider which had just come out while I was in
high school. So when I came to the audio games community I was shocked
to find people were playing text adventures or Space Invader clones
like Troopenum, Dark Destroyer, etc as that style or genre of game was
at least 20 years behind the mainstream. For me it was like stepping
into a timewarp.

Of course, I was attending Wright State at the time and was beginning
my programming studies in the late 90's and I understood the problems
VI developers faced. Many of the VI game developers here maintain they
were self-taught. That's fair, but there are certain advantages to
being professionally trained. One of those is before you even step
into a programming class you have to have a certain amount of math
which is required for advanced programming such as video games.
Another is the fact a person majoring in a computer science degree
will not study one language like Visual Basic, but be trained in a
number of languages like C++, SQL, Java, Visual Basic, etc. That kind
of in depth training allows a developer to pick and choose the right
kind of language for a specific kind of project. To weigh features of
language x, and find out if it is capable of handling the requirements
needed by the project.

Anyway, it seemed to me at the time that GMA was the only audio game
developer who was willing to try something like Shades of Doom and
later Tank Commander. David Greenwood paved the road so to speak for
guys like me to create games that were quite a lot more advanced than
Troopenum or some other Space Invader Clone or word game. To him I
give a lot of credit for breaking the mold of the typical audio game
that was out at that time. I decided once I had the time to work on it
that I'd enter the audio games market and produce more high-tech games
using some of my own experience and skills. Which is what I am doing
and why I do it. I do it for fun, but I also think it is rewarding
trying to improve accessibility standards and set new standards for
audio games too.

Like you said it probably is not a popular view, but I just know that
seeing another BopIt type game or Space Invader clone isn't what this
community needs. I realize amateur developers need to practice, but
they need to learn not to release every practice project they write.
I've seen a handful of those types of games since BGT came out, and I
think releasing too many simple practice projects will give the
mainstream gaming community the wrong idea that we can only play
simple games. Which is simply not true.

Cheers!

On 9/29/11, Darren Harris darren_g_har...@btinternet.com wrote:
 Hi dark,

 I've said this before and it may not be popular but it's true never the
 less, all these space invader and word type games boppit and the like are
 simply killing the community. It's turning the whole idea of audio games
 being a credible market into a joke quite honestly. Thus why I said a long
 time ago that these types of games shouldn't be allowed for submition for
 the audyssey magazine because anybody reading it is going to think lol jees
 is this all people who are blind are capable of playing? No thanks I'll
 stick with what I know.

 In order to be credible we have to adapt ourselves to what's happening today
 in the gaming market.

 Whilst I've had disagreements in the passed with people like Thomas it has
 to be said I do think he's on the right track here however. People like
 Thomas, jeramy and the like can go a long way to bringing our community to
 where it needs to be.

 What's the point in banging on about how we'd like to see more mainstream
 game companies take more notice of the smaller blind market when we don't
 even look like we'd be credible customers? Lets face it, word games are fun
 but they're mostly played on cell phones, boppit games are for the age
 ranges with single figure numbers in them for the most part and quite
 frankly there's plenty of them around already, so all the likes of Nintendo
 sega electronic arts thq have to do is to read our mags and see just how
 many of these entries there are and well I think you have your answer.

 Our community as it stands at the moment doesn't stand up to the sorts of
 games that are out there today! Like for example http://www.egosoft.com

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If you have any questions or concerns regarding 

Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Thomas Ward
Hi Dark,

Yeah, here is to hoping things will improve. Like Darren, though, I am
concerned the kind of message we send if we focus too much on any
specific type of game or genre. Sure there is a place for word games,
virtical shooters like Space Invaders, and probably room for simple
Duck Hunt knock-offs like Pull. Still, there is a lot of room to grow,
and most developers have not tapped the full potential of the style or
genres of the games they do create. I blame that on lack of practical
experience. Since many have been blind from birth, have no experience
playing independant or mainstream games, they don't have any idea how
far below standards their games really are if we compare them to
mainstream game x.

However, you are absolutely right about the differences between a
mainstream company and VI independant developers. Lack of professional
training, lack of money to purchase high quality sound effects, and
plane simple lack of experience with mainstream games in general are
all problems facing this community as a whole. Its hard to strive for
something like that without money, proper training for it, and little
to no experience creating games like that.

Cheers!


On 9/29/11, dark d...@xgam.org wrote:
 Hi Darren.

 While I agree we need more complex games simply for the need of having!
 complex games, I'm not sure about the mainstream companies arguement.

 If anyone googled audio games net or asked for information, of course! we'd
 tell them about games like castaways, time of conflict, shades of doom, mota
 etc. Also, if you look on audiogames.net the genre catagories make it pretty
 clear that there are! games that are more than simple arcade style, so I
 think the evidence is out there if someone wants to look.

 Myself though, I am very much less convinced mainstream companies would ever
 look into making audio games unless about a million people became blind.
 There might be the odd one like Sound voyager as a novelty, but a novelty is
 only novel if it's rare.

 while people naturally do! compare audio games to mainstream games, this is
 just plane unreasonable. It's like comparing an ameter film produced with
 ten thousand dollars budgit to the latest multimillion dollar blockbuster.

 of course! an ameter film maker who has to show a hellicotper blowing up by
 buying a scale model and filling it with fireworks is not going to get the
 same effect as a big studio who can just spend a few hundred thousand
 dollars on a real x military chopper and blow it up!

 Comparing audiogames to indi games on the pc, it is true there is a gap,
 being that indi games include some pretty complex and astounding things,
 even if stil miles behind what's available from Nintendo, thq, sony etc.

 However, I will say that in the past few years I've seen a lot of progress
 in what is done in audio.

 Look at stratogy games. Four years ago, there wasn't anything other than
 galaxy ranger which boarders on being an aarcade game and really doesn't
 make massive use of the map or resources. Then we had sound rts, time of
 conflict and castaways, and now we're getting into some really quite complex
 affairs controlling hundreds of units at a time.
 So hopefully things will! improve.

 Beware the Grue!

 Dark.

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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Thomas Ward
Hi Dark,

This is really getting off topic here, but you are correct. There are
a number of ways a game developer could create another tank simulation
like GMA Tank Commander, but make it completely different.

For instance, there is a World War II tank game, I think it is called
Metal of Honor, where you command an M4 taking on Panzor and Tiger
tanks. I've played it and the game is hard. In large part because like
the real World War II tanks they are based on a frontal assault on a
Panzor or Tiger tank is pure suicide. The only way to take them out is
to use your speed to get in behind the enemy position and fire shells
into the rear of the enemy tanks where the armor plating is thin. That
kind of tactical planning etc hasn't been tried yet in an audio game.
Tank Commander is good, but the example above is just one of many ways
a VI game developer could take a tank game idea and make it very
different.

Cheers!


On 9/29/11, dark d...@xgam.org wrote:
 I'm not sure that's necessarily true Bryan.

 I agree that judgement day was a great achievement, but certainly now if
 someone started working on another space invaders game I'd be rather
 concerned how unique they could make it, where as if someone started on
 another type of game we have fewer examples of I'd be less concerned.

 Suppose for instance someone decided to make another tank Driving game.
 There is a lot they could stick in, they could for instance make combat a
 litle more strategic than action orientated with angle calculation and
 position as in Scorched earth, they could set it in the future and have
 completely different weapons like lasers and more missiles, or they could
 even make it a one on one battle game in which you needed to blow up the
 enemy tank where you had choices of what tank to play as with each having
 strengths and weaknesses like beat em up characters,  as the game Cyber
 sled did.

 Heck, even if they just made the gameplay the same as Gma tank commander,
 they could probably stil! make the game a unique experience by including
 different levels to explore and different enemies in the game.

 Where as a space invaders game, however differently you made the enemies, or
 another traditional game we have many examples of like blackjack or solitare
 would need to have something pretty unique about it in order to stand out.

 Beware the grue!

 Dark.

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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Darren Harris
Hi dark,

Oh yeah I think that with the addition of games like castaways there is
definite improvements. I do agree with that. But they should be at the
forefront of the community. For example, for resource management type games
have castaways for action games pick between tank commander and lw. What am
saying is that these titles need to be there for everybody to see without
having to look for them. Any company who ever it may be will obviously do
the research and the math but they will also take what is easiest to find as
a definitive result. So have a couple arcade games up there. Packman talks
is a good example of that as well. 

I think though that what really is required of the mainstream game companies
isn't so much that they make audio only games but they incorporate much more
audio elements into their games for those that want it. like entombed,
another groundbreaking game, using wind to tell you the direction of the
next passage is as you pass it, it's things like this, adding elements into
the game that are obviously pointers for those that need it but also can add
to the atmosphere of the game. For example Jason could have simply used a
beeping noise to tell you the next passage was there and where it was but he
didn't. he chose to use something that would add to the game whilst acting
as an audio pointer. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: 29 September 2011 12:27
To: Gamers Discussion list
Subject: Re: [Audyssey] USA Games Halloween Project

Hi Darren.

While I agree we need more complex games simply for the need of having! 
complex games, I'm not sure about the mainstream companies arguement.

If anyone googled audio games net or asked for information, of course! we'd 
tell them about games like castaways, time of conflict, shades of doom, mota

etc. Also, if you look on audiogames.net the genre catagories make it pretty

clear that there are! games that are more than simple arcade style, so I 
think the evidence is out there if someone wants to look.

Myself though, I am very much less convinced mainstream companies would ever

look into making audio games unless about a million people became blind. 
There might be the odd one like Sound voyager as a novelty, but a novelty is

only novel if it's rare.

while people naturally do! compare audio games to mainstream games, this is 
just plane unreasonable. It's like comparing an ameter film produced with 
ten thousand dollars budgit to the latest multimillion dollar blockbuster.

of course! an ameter film maker who has to show a hellicotper blowing up by 
buying a scale model and filling it with fireworks is not going to get the 
same effect as a big studio who can just spend a few hundred thousand 
dollars on a real x military chopper and blow it up!

Comparing audiogames to indi games on the pc, it is true there is a gap, 
being that indi games include some pretty complex and astounding things, 
even if stil miles behind what's available from Nintendo, thq, sony etc.

However, I will say that in the past few years I've seen a lot of progress 
in what is done in audio.

Look at stratogy games. Four years ago, there wasn't anything other than 
galaxy ranger which boarders on being an aarcade game and really doesn't 
make massive use of the map or resources. Then we had sound rts, time of 
conflict and castaways, and now we're getting into some really quite complex

affairs controlling hundreds of units at a time.
So hopefully things will! improve.

Beware the Grue!

Dark. 


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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Thomas Ward
Hi Will,

No. The game will be divided up into different levels like any other
game. The only difference you will notice is full 3d movement, and of
course all of the rooms etc will be drawn to scale. There will be
other differences like if you walk up a staircase you will actually
walk up the staircase, or down it depending on what direction you are
going. There will, of course, require 3d targeting as well. That's
enough, I think, for an introduction to 3d game play for most people.

There are technical reasons why it would not be a good idea to contain
the entire game in a single level. For one if you want to put a
certain number of monsters on each floor you can reuse enemy objects
per game level instead of having to create a couple of hundred enemy
objects. Why do that when you can just reset the object variables,
reset them to defaults, and reuse the same type of enemy you killed on
the previous floor/level?

Another is sound effects. Loading sounds, music, etc takes processor
power and memory. Again if you can reuse a sound that's no problem.
However, if you have hundreds of enemies and special items on a single
game level it gets complicated trying to manage all of those sound
effects. Its easier to just cut it down to the top 50 sounds you need
for that specific level and handle sounds etc on a level per level
basis. It saves the developer work, and saves processor power and
memory usage as well. Make sense?

Cheers!


On 9/29/11, william lomas will.d.lo...@gmail.com wrote:
 will it if it 3d just b one big sprawling level?

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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Darren Harris
Oh yeah david greenwood really did start the ball rolling. At first I only
bought his games because they really were the only ones worth playing. 

The last title I purchased was entombed which I really do have to get back
into again because I rather liked it. lol it gave me a few interesting
dreams when I went to sleep at night! Especially when I played as a
necromancer ahahaha! My partner would ask me if I had some sort of complex
issue because of the amount of boddies I carried around in case I needed
them!!!

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 29 September 2011 13:05
To: Gamers Discussion list
Subject: Re: [Audyssey] USA Games Halloween Project

Hi Darren,

That is the reason I personally got into writing audio games in the
first place. When I lost my sight I had come from a fairly mainstream
gaming background. I had played everything from the original Packman
right up to the FPS shooters like Doom, Quake, and Jedi Knight. I had
played games like Tomb Raider which had just come out while I was in
high school. So when I came to the audio games community I was shocked
to find people were playing text adventures or Space Invader clones
like Troopenum, Dark Destroyer, etc as that style or genre of game was
at least 20 years behind the mainstream. For me it was like stepping
into a timewarp.

Of course, I was attending Wright State at the time and was beginning
my programming studies in the late 90's and I understood the problems
VI developers faced. Many of the VI game developers here maintain they
were self-taught. That's fair, but there are certain advantages to
being professionally trained. One of those is before you even step
into a programming class you have to have a certain amount of math
which is required for advanced programming such as video games.
Another is the fact a person majoring in a computer science degree
will not study one language like Visual Basic, but be trained in a
number of languages like C++, SQL, Java, Visual Basic, etc. That kind
of in depth training allows a developer to pick and choose the right
kind of language for a specific kind of project. To weigh features of
language x, and find out if it is capable of handling the requirements
needed by the project.

Anyway, it seemed to me at the time that GMA was the only audio game
developer who was willing to try something like Shades of Doom and
later Tank Commander. David Greenwood paved the road so to speak for
guys like me to create games that were quite a lot more advanced than
Troopenum or some other Space Invader Clone or word game. To him I
give a lot of credit for breaking the mold of the typical audio game
that was out at that time. I decided once I had the time to work on it
that I'd enter the audio games market and produce more high-tech games
using some of my own experience and skills. Which is what I am doing
and why I do it. I do it for fun, but I also think it is rewarding
trying to improve accessibility standards and set new standards for
audio games too.

Like you said it probably is not a popular view, but I just know that
seeing another BopIt type game or Space Invader clone isn't what this
community needs. I realize amateur developers need to practice, but
they need to learn not to release every practice project they write.
I've seen a handful of those types of games since BGT came out, and I
think releasing too many simple practice projects will give the
mainstream gaming community the wrong idea that we can only play
simple games. Which is simply not true.

Cheers!

On 9/29/11, Darren Harris darren_g_har...@btinternet.com wrote:
 Hi dark,

 I've said this before and it may not be popular but it's true never the
 less, all these space invader and word type games boppit and the like are
 simply killing the community. It's turning the whole idea of audio games
 being a credible market into a joke quite honestly. Thus why I said a long
 time ago that these types of games shouldn't be allowed for submition for
 the audyssey magazine because anybody reading it is going to think lol
jees
 is this all people who are blind are capable of playing? No thanks I'll
 stick with what I know.

 In order to be credible we have to adapt ourselves to what's happening
today
 in the gaming market.

 Whilst I've had disagreements in the passed with people like Thomas it has
 to be said I do think he's on the right track here however. People like
 Thomas, jeramy and the like can go a long way to bringing our community to
 where it needs to be.

 What's the point in banging on about how we'd like to see more mainstream
 game companies take more notice of the smaller blind market when we don't
 even look like we'd be credible customers? Lets face it, word games are
fun
 but they're mostly played on cell phones, boppit games are for the age
 ranges with single figure numbers in them for the most part and quite
 frankly there's plenty of them

Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Thomas Ward
Hi,

Just a couple of miner corrections. The file types are rar and tar.
Not ra and ta. Not sure why but Dark seems to have missed a couple of
r's in his post. :D

Cheers!

On 9/29/11, dark d...@xgam.org wrote:
 Hi greg.

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

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

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

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

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

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

 hth.

 Beware the grue!

 Dark.

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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Thomas Ward
Hi Dark,

Yeah, I'd agree with that. Up until Montezuma's Revenge, now MOTA,
came out there weren't any audio side-scrollers that were true
side-scrollers.  Super Liam and Q9 are primarily 1d games. IE walk
left/right. There are no ladders, staircases, or things to jump onto
that would give you a y axis of movement. Just an x axis. Which is
fairly simplistic for the style and genre of games they represent.

However, I think Phil's new game, Perilous Hearts, is going to have
everyone beat. Its very advanced in terms of AI, great sound effects,
and the way you have to climb trees, walk along branches, is very much
in the style of the newer Pitfall games where you have to do a fair
amount of jumping from tree to tree, branch to branch, to get over
dangerous traps in the jungle. So it should be interesting to see
Phil's creativity in action as far as Perilous Hearts is concerned.

Cheers!


On 9/29/11, dark d...@xgam.org wrote:
 I'd also argue that only mota and hopefully perilous hearts are realside
 scrollers in the sense of using vertical movement.

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

 Beware the grue!

 Dark.

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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Thomas Ward
Hi Greg,

I highly recommend the free archiving tool 7zip. It has great
compression, is totally free, and is as good as Winzip, Winrar, or any
of the other professional zip tools. You can get it from
http://www.7zip.com
and as Dark mentioned it can open several file types including
Windows, Mac, and Linux archive file types.


On 9/28/11, Greg Steel greegste...@sbcglobal.net wrote:
 Hi Tom I made a folder with all of my sound effect Horror cds in it.  How do
 I compress it in a zip or rar format?

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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread john
I'd have to say 7-zip is better than anything on the market (I've 
had experiences with several of them). It supports far more types 
than anything else, ans has many more compression options. Also, 
it's help files are much more detailed.


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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Michael Gauler

Hi Thomas,
this is my own opinion and my own experience here.
I was born blind.
And it is true that I never played mainstream console games.
However I know the basics of games like Tomb Raider or Doom or Quake.
Even if  vi developers might not have the money for expensive sounds or 
music and maybe less experience than longtime mainstream developers, this 
seems not enough to explain why some games are way behind their mainstream 
versions.
Even if we might have some unexperienced developers in comparison to 
mainstream developers, this doesn't explain, why Sound RTS is the only full 
real time strathegy game, when such things are much older than our products.
There we had and might still have the Age of Empires game series, of which 
many sighted people know even if they haven't played them yet.

Or we have the total lack of really big RPGs.
I mean, everyone probably knows Final Fantasy by name and theese were 
originally created before Windows.

Or the Elder Scrolls series.
OK, maybe we couldn't do a clone due to license issues, but that's not 
keeping us from inventing something new.
While games like Shades of Doom and some other titles are not bad products, 
no one seemed to want to create another of them with a new story.
You said that the problem might be lack of mainstream knowledge, but that 
doesn't explain away the fact of less creativity.

We have interactive fiction titles and free gamebooks.
But why not create an audio version of something like out of the game books 
(provided it would be allowed)?
Or we had the talk about RPGs. Why don't we have games like Alter Aeon or 
Sryth made into a something for offline play and with audio?
Creativity is apparently there. And if our developers might have not enough 
knowledge or experience to atempt something like it, why not do it with a 
team instead of doing it alone?
I would not say I do know all about games or game styles, but I have 
experimented on my own with and without sighted assistance.
I know several blind PC users in Germany who are glad if JAWS or whatever 
they use can read  a program and its controls. But they are not the ones who 
use the advanced tools (e.G. various JAWS tools) to help make unknown 
objects accessible.
I at least have tried and in some cases it was enough to use some things 
like labeling graphics or such simple things to improove my access to a 
given program.
I also think that not enough training in using such things as screen readers 
is given to thoose who would need it, especially if it is their first 
contact with such technology, especially, if we are dealing with people who 
became blind or visually impaired after their birth...

But that's far enough in that direction .
But the Things I know are enough to know that I'd like to have more RPGs for 
example.
And finally I am interested in the upcoming game. 



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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Thomas Ward
Hi John,

Grin. I consider Soundforge Professional every bit a part of a
developers toolkit as his/her compilers and debuggers. If you can edit
and modify game sounds you are pretty much out of luck when it comes
to game development goes. Even if you buy stock royalty free sounds
and music from a company it is helpful to edit them as needed for the
project.

Cheers!


On 9/29/11, john jpcarnemo...@comcast.net wrote:
 Ah, I see. I would never have guessed you'd edited those, that
 was a masterfull job. I use sound forge myself, it's nice to see
 a fellow user.

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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread dark

Hi tom.

I think part of the problem is simply one of information.

while I agree with you about training and lack of experience, there does 
also seem to be a conceptual and technological issue as well.


People with functional eyeballs get about %80 of information about the world 
visually. This not only comes in the form of complete and very quick spacial 
information, but also an instant recognition of objects, which is naturally 
completely unconscious.


So, computers use vision as a chief output medium. Sinse the users own brain 
will naturally recognize objects, the computer just needs pictures of them 
for the user to recognize, and sinse the screen is visually speaking a large 
area for outputting information, a lot of space can be shown which a person 
looking at the screen can comprehend in a single glance, whether it's a 
virtual character in a 2D or 3D environment, or a map of a complex stratogy 
situation.


Extra atmospheric fluff or mechanical complexities can be added, animation, 
sound etc, but in order to setup the situation of a game and get the user to 
understand what the game is about and what is being required of them it's 
only necessary to show them standard elements and leave the rest up to the 
visual cortex.


In representing a game just! in audio though, you lose all of that. Most 
objects need specific identification, sinse only a few sounds (barking dogs, 
wind etc), are readily identifyable completely devorced from all context. 
Also because in real life things like tables, walls, cliff edges etc do not! 
naturally make sound, it's necessary to either have the sounds be 
representational, or to have an extra layer of audio navigation ontop.


To add to this, audio only comes from the left and right, and at most you 
can only distinguish five or six information bearing sounds at once,   
perhaps 8-10 if your really good. But comapre this to a visual overview of a 
large amount of infromation. This may change if larger scale tactile 
desplays ever become useable, but that's in the future.


Even just using black and white, on a tv screen it's possible to create a 2 
dimentional game. Because you have two dimentions to play with and a 
comparatively large surface to show object position, you can test the 
players spacial reactions and force them to judge relative speeds and 
positions of more than one object,  eg, two bats and a ball.


In audio however you don't have this advantage at all.

Most sounds will need extra explanation, and in order to show even a fully 
2D space, you'll need to think up some pretty novel ways of using sound and 
possibly some navigation aides,  and that's before we even get into 
environment, variety of objects or anything else.


So, because left/right with a few sounds is the easiest baseline, left/right 
is often what you get, eg, space invaders.


Becausesounds can play at once, it's hard to show the position of many 
objects, so instead of getting an exercise in judgement you get a here it 
react to it type of boppit situation.


Audio games of course have grown a lot sinse they began, but where as the 
beginning of visual games was at least 2D and requiring spacial judgement, 
the beginning of audio games was 1D and required nothing but fast reactions.


Of course, audio can go further, especially with some interesting tools. 
This is one reason I so much admire the context sensative menues in time of 
conflict, sinse they let players get through a hole load of very coplex 
information about the spacial location and distribution of units in very 
short order.


if you'd asked me in 2007 whether i thought an audio game could be created 
where you commanded hundreds of units on a huge world map, I'd have probably 
said no,  and I'm very pleased to be wrong.


nevertheless, it is stil true audio games, simply by virtue of being! audio 
are harder to design and create from the standpoint of giving information to 
the player.


Beware the Grue!

Dark. 



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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread john
Wow dark, that was amazing. You've obviously done some major 
research here. ONe thing I'd like to add, while sighted people 
may look at a table or some kind of pillar and they can see the 
object the same in the real world as they do in a game, some vi 
people (myself included) may use echos of nearby sounds to pick 
out objects. Unfortunately, we can't really do this in audio (or 
at least I've never scene it) which also limits how much info we 
have access to.


- Original Message -
From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Date sent: Thu, 29 Sep 2011 14:43:34 +0100
Subject: Re: [Audyssey] USA Games Halloween Project

Hi tom.

I think part of the problem is simply one of information.

while I agree with you about training and lack of experience, 
there does

also seem to be a conceptual and technological issue as well.

People with functional eyeballs get about %80 of information 
about the world
visually. This not only comes in the form of complete and very 
quick spacial
information, but also an instant recognition of objects, which is 
naturally

completely unconscious.

So, computers use vision as a chief output medium. Sinse the 
users own brain
will naturally recognize objects, the computer just needs 
pictures of them
for the user to recognize, and sinse the screen is visually 
speaking a large
area for outputting information, a lot of space can be shown 
which a person
looking at the screen can comprehend in a single glance, whether 
it's a
virtual character in a 2D or 3D environment, or a map of a 
complex stratogy

situation.

Extra atmospheric fluff or mechanical complexities can be added, 
animation,
sound etc, but in order to setup the situation of a game and get 
the user to
understand what the game is about and what is being required of 
them it's
only necessary to show them standard elements and leave the rest 
up to the

visual cortex.

In representing a game just! in audio though, you lose all of 
that. Most
objects need specific identification, sinse only a few sounds 
(barking dogs,
wind etc), are readily identifyable completely devorced from all 
context.
Also because in real life things like tables, walls, cliff edges 
etc do not!

naturally make sound, it's necessary to either have the sounds be
representational, or to have an extra layer of audio navigation 
ontop.


To add to this, audio only comes from the left and right, and at 
most you
can only distinguish five or six information bearing sounds at 
once, 
perhaps 8-10 if your really good. But comapre this to a visual 
overview of a
large amount of infromation. This may change if larger scale 
tactile

desplays ever become useable, but that's in the future.

Even just using black and white, on a tv screen it's possible to 
create a 2
dimentional game. Because you have two dimentions to play with 
and a
comparatively large surface to show object position, you can test 
the
players spacial reactions and force them to judge relative speeds 
and

positions of more than one object,  eg, two bats and a ball.

In audio however you don't have this advantage at all.

Most sounds will need extra explanation, and in order to show 
even a fully
2D space, you'll need to think up some pretty novel ways of using 
sound and
possibly some navigation aides,  and that's before we even 
get into

environment, variety of objects or anything else.

So, because left/right with a few sounds is the easiest baseline, 
left/right

is often what you get, eg, space invaders.

Becausesounds can play at once, it's hard to show the position of 
many
objects, so instead of getting an exercise in judgement you get a 
here it

react to it type of boppit situation.

Audio games of course have grown a lot sinse they began, but 
where as the
beginning of visual games was at least 2D and requiring spacial 
judgement,
the beginning of audio games was 1D and required nothing but fast 
reactions.


Of course, audio can go further, especially with some interesting 
tools.
This is one reason I so much admire the context sensative menues 
in time of
conflict, sinse they let players get through a hole load of very 
coplex
information about the spacial location and distribution of units 
in very

short order.

if you'd asked me in 2007 whether i thought an audio game could 
be created
where you commanded hundreds of units on a huge world map, I'd 
have probably

said no,  and I'm very pleased to be wrong.

nevertheless, it is stil true audio games, simply by virtue of 
being! audio
are harder to design and create from the standpoint of giving 
information to

the player.

Beware the Grue!

Dark.


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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread dark

Hi Darren.

The wind thing in entombed actually came up after a discussion on the 
audiogames.net forum of how to show passages in four directions, it was 
actually a nice example of community in put I think.


i'm afraid I'm even more scheptical about whether a mainstream company would 
include audio elements in games just at the request of people who lack site.


Remember that companies like Capcom, Nintendo etc are motivated by one thing 
and one thing only, making money!


Many companies who make even standard products like tinned food don't 
include any sort of considderation for visually impared people, simply 
because there just aren't enough visually impared people to make cash off 
such things,  this is also why once you add the word accessible to 
something you can slam a few more zeroes on the price because fewer people 
are going to buy ite.


Only 0.6 percent of the entire world's population are classed as blind, that 
is roughly speaking one in every 250 people.


Out of that 0.6 percent, 50 percent will be over the age of 70, and thus 
very unlikely to play computer games, meaning only about 0.3 percent of 
people, or about 1 in every 400 have the potential (and that's not counting 
people of a younger age who are simply not gamers).


This makes for a very small group of people overall.

If a company won't even include accessible lables on cans of food,   
something which almost everyone is guaranteed to buy at some point, why 
would a company include accessible features in something that a very very 
very! low percentage of people would buy?


Heck, games companies regularly show litle regard even for their fans in 
trying to generate prophit, jacking up prices, making limited additions to 
increase demand, refusing releases in some regions, mucking up story lines 
just to bring out another game.


This is why a lot of indi developers tend to think that the gaming industry 
has cheapened and commercialized the hole experience, and so try to write 
their own games.


I freely admit, my experiences dealing with Capcom and nintendo, as well as 
what I've read and found out and my underlying misstrust of motives in the 
capitalist system anyway may make me more scheptical,  though I must 
confess the research i've done into disability generally for my thesis also 
supports this sort of conclusion.


All I can say is, thank the powers for Indi devs who are prepared to go the 
extra mile!


Anyway, getting away from the gloom and doom, your comment about up there 
rather confuses me.


If developers check audiogmaes.net, they can see the genre of games 
involved,  or are you suggesting some sort of showcase list be drawn up 
specifically to show people the potential of what is possible in audio?


That might be a good idea in itself.

Beware the Grue!

Dark. 



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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread dark

Hi tom.

On the single level point, there is actually another way around it.

What games like Metroid do, --- something I'd love to see done in audio 
actually, is have a large series of connected rooms.


The game only loads the monsters in the current room, thus cutting down lag 
time, you can slay all monsters in a room, however when you leave a room and 
return the monsters are back as they reload.


This isn't a problem though, sinse you can gather refill items from 
monsters.


some rooms have exits you can't reach or unlock without particular items, so 
the game becomes a big hunt through a maze like layout, with some rooms 
harder to get to than others, and hole regions of the maze inaccessible 
without certain items.


Obviously the easier a room is to get to, the easier the enemies in it.

What the old metroid games did about redoing enemies was pallet swap.

For instance you'd get green versions in one part of the planet, then later 
get red versions that behaved the same way, but moved faster, took more 
damage and hurt you a lot more if they hit.


Pitch swapping,  or even just the fact that your in a different 
environment could let you know that the evil super wolves inside! the crypt 
are much easier than the puny wolves outside.


I'm not suggesting this (though I believe one of the playstation castlevania 
games did follow a very similar layout), however it is something you might 
want to think about for a possible future title, sinse it gives some great 
options for exploration.


Beware the Grue!

Dark. 



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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread dark

Ah, the english accent of orphius strikes again!

My mistake.

Beware the grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, September 29, 2011 1:41 PM
Subject: Re: [Audyssey] USA Games Halloween Project



Hi,

Just a couple of miner corrections. The file types are rar and tar.
Not ra and ta. Not sure why but Dark seems to have missed a couple of
r's in his post. :D

Cheers!

On 9/29/11, dark d...@xgam.org wrote:

Hi greg.

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

this is a free zipping tool, and does an absolutely fantastic job as well 
as

being really easy to use.

When you've installed it, just hit the application key (or any right 
click

type thing), on the folder, and find the 7zip option. In there will be a
menue that lets you do various things, but the one you use most is the 
add

to archive item at the top.

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

just hit enter and wait a bit and vuala!

It's extremely simple to use and it's compression levels are great. You 
can

also use the same process to compress multiple files and zip them up by
selecting them as you would to copy and paste, and it also unzips more
efficiently than windows does and will tell you if there are any errors.

it can unzip Ra, iso, zip and several other formats, and can zip up in 
zip,

ta, or 7z format.

hth.

Beware the grue!

Dark.


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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread dark

Hi Michael.

leaving aside sounds and music, remember that programming a game is not an 
easy activity. People need training and qualification to do it, then the 
actual writing of the code is quite a tricky business is in itself, 
especially if you have to do everything from scratch.


Even for a game like sound rts, you are talking hundreds of lines of code, 
and for something like age of empires you are talking millions!


if you are a company with a huge great budgit you can higher many 
professional people. Because you are paying them, they will all have to work 
together and use the same programming language, and you'll have someone 
managing them, getting some to write different bits of code.


If your a single person, or a small group, this simply is not possible to 
do. This is why indi games are not up to the same sort of size or complexity 
as many mainstream games.


While I do agree that more could be done in audio, in order to create 
something like final fantasy your talking a huge! amount of work.


entombed, awsome though it is, is not near the standard of many rpg games 
even released on the Snes 20 years ago, let alone what is being released 
today.


So while I agree more could deffinately be done, we do have to be 
reasonable.


Beware the grue!

Dark. 



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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread dark

Hi John.

Echos are actually a very good way to show space in audio, though obviously 
you cannot really defign what an object is.


The Gma engine supported them a litle, but again there is rpobably more that 
could be done with them as an element to show space in games.


Beware the grue!

Dark.
- Original Message - 
From: john jpcarnemo...@comcast.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, September 29, 2011 3:09 PM
Subject: Re: [Audyssey] USA Games Halloween Project


Wow dark, that was amazing. You've obviously done some major research 
here. ONe thing I'd like to add, while sighted people may look at a table 
or some kind of pillar and they can see the object the same in the real 
world as they do in a game, some vi people (myself included) may use echos 
of nearby sounds to pick out objects. Unfortunately, we can't really do 
this in audio (or at least I've never scene it) which also limits how much 
info we have access to.


- Original Message -
From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Date sent: Thu, 29 Sep 2011 14:43:34 +0100
Subject: Re: [Audyssey] USA Games Halloween Project

Hi tom.

I think part of the problem is simply one of information.

while I agree with you about training and lack of experience, there does
also seem to be a conceptual and technological issue as well.

People with functional eyeballs get about %80 of information about the 
world
visually. This not only comes in the form of complete and very quick 
spacial
information, but also an instant recognition of objects, which is 
naturally

completely unconscious.

So, computers use vision as a chief output medium. Sinse the users own 
brain

will naturally recognize objects, the computer just needs pictures of them
for the user to recognize, and sinse the screen is visually speaking a 
large
area for outputting information, a lot of space can be shown which a 
person

looking at the screen can comprehend in a single glance, whether it's a
virtual character in a 2D or 3D environment, or a map of a complex 
stratogy

situation.

Extra atmospheric fluff or mechanical complexities can be added, 
animation,
sound etc, but in order to setup the situation of a game and get the user 
to

understand what the game is about and what is being required of them it's
only necessary to show them standard elements and leave the rest up to the
visual cortex.

In representing a game just! in audio though, you lose all of that. Most
objects need specific identification, sinse only a few sounds (barking 
dogs,

wind etc), are readily identifyable completely devorced from all context.
Also because in real life things like tables, walls, cliff edges etc do 
not!

naturally make sound, it's necessary to either have the sounds be
representational, or to have an extra layer of audio navigation ontop.

To add to this, audio only comes from the left and right, and at most you
can only distinguish five or six information bearing sounds at once, 
perhaps 8-10 if your really good. But comapre this to a visual overview of 
a

large amount of infromation. This may change if larger scale tactile
desplays ever become useable, but that's in the future.

Even just using black and white, on a tv screen it's possible to create a 
2

dimentional game. Because you have two dimentions to play with and a
comparatively large surface to show object position, you can test the
players spacial reactions and force them to judge relative speeds and
positions of more than one object,  eg, two bats and a ball.

In audio however you don't have this advantage at all.

Most sounds will need extra explanation, and in order to show even a fully
2D space, you'll need to think up some pretty novel ways of using sound 
and

possibly some navigation aides,  and that's before we even get into
environment, variety of objects or anything else.

So, because left/right with a few sounds is the easiest baseline, 
left/right

is often what you get, eg, space invaders.

Becausesounds can play at once, it's hard to show the position of many
objects, so instead of getting an exercise in judgement you get a here 
it

react to it type of boppit situation.

Audio games of course have grown a lot sinse they began, but where as the
beginning of visual games was at least 2D and requiring spacial judgement,
the beginning of audio games was 1D and required nothing but fast 
reactions.


Of course, audio can go further, especially with some interesting tools.
This is one reason I so much admire the context sensative menues in time 
of

conflict, sinse they let players get through a hole load of very coplex
information about the spacial location and distribution of units in very
short order.

if you'd asked me in 2007 whether i thought an audio game could be created
where you commanded hundreds of units on a huge world map, I'd have 
probably

said no,  and I'm very pleased to be wrong.

nevertheless, it is stil true

Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Thomas Ward
Hi Dark,

That is an excellent overview of the situation. As I can not
constructively add to what you've already said I won't try. However,
your explanation is a good one for why and how the audio games
community has drifted into simple game concepts like BopIt, Space
Invaders, etc without venturing into something like Time of Conflict
earlier than this.

Cheers!

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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Thomas Ward
Michael,

Yeah, I understand where you are coming from. However, it is
unrealistic for a community our size and with one or two man
operations. Its not possible for a single indi developer to crank out
anything remotely as advanced or complex as Final Fantasy. Although,
it might be possible to create something on a smaller scale.

Its one thing for a single developer to spend a year or two writing
say 50,000 lines of code and quite another for a company who can hire
fully trained teams of specialists who can crank out millions of lines
a code per year. That's in part why there is no Final Fantasy or
Galaxy Civilization games for the VI audio games community. No one is
willing to spend the 5 to 10 years it will take to produce a single
game on that level. Certainly not me.

Unfortunately, its not a simple case of getting all the VI game
developers together to  do it. We all use different programming
languages, different development tools, and are pretty individual on
how we do things.

For instance, I consider myself primarily a C++ developer. David
Greenwood from GMA is a Visual Basic 6 programmer. For us to be able
to colaberate on a project one of us would have to switch programming
languages just to get started unless we picked a tool like the GMA
Engine which I feel is out of date considering Visual Basic 6 is no
longer supported on Windows 7 or on the Windows 8 beta.

This doesn't even count the potential for cross-platform design and
certain areas of game development I've been researching for quite some
time. As most VI game developers are Windows only users we could
hardly agree if one developer uses a Mac, another uses Linux, and all
the rest use Windows. Who's platform takes priority?

Anyway, what I'm saying is its not practical. You need a dedicated
team with similar skills, similar level of training, same programming
language, tools, operating system, etc in order to pull off a project
like Final Fantasy. The VI audio game developers just do not have
those resources to speak of.

As for using Gamebooks for game ideas its a matter of copyrights.
Anything and everything game related is copyrighted. You can only use
a game story and characters if the author or company who produces that
work gives you written permission, or that it is within the fair use
terms of the copyright laws. Otherwise using a copyrighted work
without permission can end up getting you fined, sued, or at the very
least hastled by the copyright holder. So its generally not good
practice to go around steeling someone's work.

I will say, however, that I've been working on writing documents here
and there for a potential RPG game. It is an audio/text adventure,
but as I've got many other things on my plate it could be a very very
long time before I actually work on it if at all. I've borrowed some
design elements from Entombed, but is a text adventure type game more
like Sryth with several cities, individual quests, and lots of weapons
and armor combinations.

Cheers!

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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Michael Gauler

Hi Dark,
while I am not an expert in programming myself, I know a few things and how 
tricky it can be to just create a simple program...

I have done so myself with other people in a small team...
But the point about simple VS complex games in our community is another.
Look at Sryth. I have played it a bit some years ago and while my stay was 
short due to not enough time, I know of it.
You are correct in saying that starting from scratch with game creation is 
nothing done in few days.
But obviously some people managed, if they did not, then we wouldn't have 
entombed or Shades of Doom etc.
And if we have creators of games like Sryth, which already exists, using 
such a thing as a basis for something audio RPG related would theoretically 
be not so bad, right?
But you are right, some Super Nintendo RPGs are in some ways still better 
than aspects of Entombed.
If I create classes of spellcasters, then it is a bit weak to give each 
class one main offensive spell only with no way of permanently getting more 
spells.
Yes, you have scrolls in Entombed, but by finding one, you get one usage of 
the spell.
But why shouldn't a Necromancer have unholy light, or whatever it is 
called.
While more work would be needed to make Entombed bigger (I'll use it as an 
example), adding more skills and abilities to the established core shouldn't 
be less difficult for the developer, since the game in its current form is 
stable (Don't know many bugs) and working mostly fine...
The other question I'd like to ask about the community in general is, why 
not many games (Top Speed or Sound RTS) get improoved with time.
Many games are developed, (don't know development time) and then they are 
released at a specific point in time.

If there are no problems or serious bugs, they are finished .
But most mainstream games are released and updated more or less frequently, 
and not all updates are just for error correction, but possibly with new 
content or with improovements of gameplay if people's feedback requires 
it... 



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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Michael Gauler

Hi Thomas,
first , back to combined projects.
You are right, that everyone here probably uses different programming 
languages and tools.
But isn't that the reason why mainstream companies have special tools or 
game engines to solve that problem?

What about all the games with the Unreal Engine for example?
And isn't BGT, G3D or the GMA engine supposed to be that bridge which would 
(theoretically) allow you to write a game together with David?
This is hypothetical, but shouldn't we do greather projects in the future 
with such tools?
And about game books: I didn't say we should steal anyone's work. It was 
just a suggestion to make a point.
We have games like Sryth or the Arborell game books. If the creators would 
theoretically aggree to it, why could it not be done converting one of them 
into an audio game? And even if it would not be allowed, to use such game 
material as an example to learn how they work and what they do contain (game 
play and other elements, like Sryth, which is already an RPG), then we would 
have at least a starting point... 



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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Charles Rivard
Is that like when he mentions a litle bit rather than a little bit?  (ornery 
grin)


---
Be positive!  When it comes to being defeated, if you think you're finished, 
you! are! finished!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, September 29, 2011 7:41 AM
Subject: Re: [Audyssey] USA Games Halloween Project



Hi,

Just a couple of miner corrections. The file types are rar and tar.
Not ra and ta. Not sure why but Dark seems to have missed a couple of
r's in his post. :D

Cheers!

On 9/29/11, dark d...@xgam.org wrote:

Hi greg.

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

this is a free zipping tool, and does an absolutely fantastic job as well 
as

being really easy to use.

When you've installed it, just hit the application key (or any right 
click

type thing), on the folder, and find the 7zip option. In there will be a
menue that lets you do various things, but the one you use most is the 
add

to archive item at the top.

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

just hit enter and wait a bit and vuala!

It's extremely simple to use and it's compression levels are great. You 
can

also use the same process to compress multiple files and zip them up by
selecting them as you would to copy and paste, and it also unzips more
efficiently than windows does and will tell you if there are any errors.

it can unzip Ra, iso, zip and several other formats, and can zip up in 
zip,

ta, or 7z format.

hth.

Beware the grue!

Dark.


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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread dark

No Charse itt iss totaly diferent!

Beware the grue!

Dark.
- Original Message - 
From: Charles Rivard wee1s...@fidnet.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, September 29, 2011 6:22 PM
Subject: Re: [Audyssey] USA Games Halloween Project


Is that like when he mentions a litle bit rather than a little bit? 
(ornery grin)


---
Be positive!  When it comes to being defeated, if you think you're 
finished, you! are! finished!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, September 29, 2011 7:41 AM
Subject: Re: [Audyssey] USA Games Halloween Project



Hi,

Just a couple of miner corrections. The file types are rar and tar.
Not ra and ta. Not sure why but Dark seems to have missed a couple of
r's in his post. :D

Cheers!

On 9/29/11, dark d...@xgam.org wrote:

Hi greg.

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

this is a free zipping tool, and does an absolutely fantastic job as 
well as

being really easy to use.

When you've installed it, just hit the application key (or any right 
click

type thing), on the folder, and find the 7zip option. In there will be a
menue that lets you do various things, but the one you use most is the 
add

to archive item at the top.

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

just hit enter and wait a bit and vuala!

It's extremely simple to use and it's compression levels are great. You 
can

also use the same process to compress multiple files and zip them up by
selecting them as you would to copy and paste, and it also unzips more
efficiently than windows does and will tell you if there are any errors.

it can unzip Ra, iso, zip and several other formats, and can zip up in 
zip,

ta, or 7z format.

hth.

Beware the grue!

Dark.


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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread shaun everiss

well the industry started easy.
And there is almost no motivation to get things going, we don't have 
teams of people  working on things.

When we do things the longer they take the bigger the flames.
Not to mention that gaming development can't be a full life long job.
And at minimal our games still need to run on someone's pentium 
100,  a lot of blind people still use old single core systems with 
old systems, I still know people that use cracked coppies of win998 
and lower because they can't afford anything else.
So if we just didn't do any legacy development past xp and up maybe 
we could concentrate on actual real games but thats our lot, I still 
have  a single core I use on ocation.
It was a struggle to upgrade everything, i have 2 dulecores and 1 i3 
though only one of the duelcores is mine.

ANd its really old.
At 01:49 a.m. 30/09/2011, you wrote:

Hi Dark,

Yeah, I'd agree with that. Up until Montezuma's Revenge, now MOTA,
came out there weren't any audio side-scrollers that were true
side-scrollers.  Super Liam and Q9 are primarily 1d games. IE walk
left/right. There are no ladders, staircases, or things to jump onto
that would give you a y axis of movement. Just an x axis. Which is
fairly simplistic for the style and genre of games they represent.

However, I think Phil's new game, Perilous Hearts, is going to have
everyone beat. Its very advanced in terms of AI, great sound effects,
and the way you have to climb trees, walk along branches, is very much
in the style of the newer Pitfall games where you have to do a fair
amount of jumping from tree to tree, branch to branch, to get over
dangerous traps in the jungle. So it should be interesting to see
Phil's creativity in action as far as Perilous Hearts is concerned.

Cheers!


On 9/29/11, dark d...@xgam.org wrote:
 I'd also argue that only mota and hopefully perilous hearts are realside
 scrollers in the sense of using vertical movement.

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

 Beware the grue!

 Dark.

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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread shaun everiss
I think another real aspect of this is the lack of technology and 
goes back to the legacy thing above.

We don't or well didn't have the tools back then.
as a result we have to deal with a legacy autoit, vb6 and other 
inferior languages as the basis for our games.

including directx8.
We don't have that many games that support the dx9 and up or dotnet standards.
If we do its mostly 1.1, 1.0, or 2.0.
I think we may have one or 2 games running 3.5 and maybe 4.0, and 
xna, but really thats our limit.
Python has some traction but I doubt we will ever get up there, at 
least not till we ditch all the old languages.
And since about 90% of all games are in those outdated crappy and has 
been languages I can't see  the backlog will ever clear itself, at 
least not right away.
And ofcause the blind start simple and unless you have been exposed 
to the otherside or wanted to try and not stayed in your assigned 
boxes where you are put then you never know and therefore you never do.
Also the bg community is only in its first generation cycle its still 
vary  young.

So give it another 100-500 years and maybe it will work or it will die.
Even when biggish games come, since its only 1 real person its so 
fragile that anything from the biggest disaster to the smallest 
illness can derail everything.
The industry is like a mudflat, unstable at best at worse it could 
collapse at any time.
There are probably only a few devs that actually  have the ideas of 
how the other side the rest of us are just along for the ride.
and though we may have a chance with the engines comming out, we are 
not yet going to go foreward at least not that much for now.


At 01:59 a.m. 30/09/2011, you wrote:

Hi Thomas,
this is my own opinion and my own experience here.
I was born blind.
And it is true that I never played mainstream console games.
However I know the basics of games like Tomb Raider or Doom or Quake.
Even if  vi developers might not have the money for expensive sounds 
or music and maybe less experience than longtime mainstream 
developers, this seems not enough to explain why some games are way 
behind their mainstream versions.
Even if we might have some unexperienced developers in comparison 
to mainstream developers, this doesn't explain, why Sound RTS is the 
only full real time strathegy game, when such things are much older 
than our products.
There we had and might still have the Age of Empires game series, of 
which many sighted people know even if they haven't played them yet.

Or we have the total lack of really big RPGs.
I mean, everyone probably knows Final Fantasy by name and theese 
were originally created before Windows.

Or the Elder Scrolls series.
OK, maybe we couldn't do a clone due to license issues, but that's 
not keeping us from inventing something new.
While games like Shades of Doom and some other titles are not bad 
products, no one seemed to want to create another of them with a new story.
You said that the problem might be lack of mainstream knowledge, but 
that doesn't explain away the fact of less creativity.

We have interactive fiction titles and free gamebooks.
But why not create an audio version of something like out of the 
game books (provided it would be allowed)?
Or we had the talk about RPGs. Why don't we have games like Alter 
Aeon or Sryth made into a something for offline play and with audio?
Creativity is apparently there. And if our developers might have not 
enough knowledge or experience to atempt something like it, why not 
do it with a team instead of doing it alone?
I would not say I do know all about games or game styles, but I have 
experimented on my own with and without sighted assistance.
I know several blind PC users in Germany who are glad if JAWS or 
whatever they use can read  a program and its controls. But they are 
not the ones who use the advanced tools (e.G. various JAWS tools) to 
help make unknown objects accessible.
I at least have tried and in some cases it was enough to use some 
things like labeling graphics or such simple things to improove my 
access to a given program.
I also think that not enough training in using such things as screen 
readers is given to thoose who would need it, especially if it is 
their first contact with such technology, especially, if we are 
dealing with people who became blind or visually impaired after their birth...

But that's far enough in that direction .
But the Things I know are enough to know that I'd like to have more 
RPGs for example.

And finally I am interested in the upcoming game.

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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread shaun everiss
not to mention that the bigger sound you want the larger space you 
need for audio stuff.

I have speakers but would still use headphones.
I don't have any real space to put any more audio in here.
I may upgrade my speaker set but that means the old one will need to 
go to the dump because I can't have it in here.

At 02:43 a.m. 30/09/2011, you wrote:

Hi tom.

I think part of the problem is simply one of information.

while I agree with you about training and lack of experience, there 
does also seem to be a conceptual and technological issue as well.


People with functional eyeballs get about %80 of information about 
the world visually. This not only comes in the form of complete and 
very quick spacial information, but also an instant recognition of 
objects, which is naturally completely unconscious.


So, computers use vision as a chief output medium. Sinse the users 
own brain will naturally recognize objects, the computer just needs 
pictures of them for the user to recognize, and sinse the screen is 
visually speaking a large area for outputting information, a lot of 
space can be shown which a person looking at the screen can 
comprehend in a single glance, whether it's a virtual character in a 
2D or 3D environment, or a map of a complex stratogy situation.


Extra atmospheric fluff or mechanical complexities can be added, 
animation, sound etc, but in order to setup the situation of a game 
and get the user to understand what the game is about and what is 
being required of them it's only necessary to show them standard 
elements and leave the rest up to the visual cortex.


In representing a game just! in audio though, you lose all of that. 
Most objects need specific identification, sinse only a few sounds 
(barking dogs, wind etc), are readily identifyable completely 
devorced from all context. Also because in real life things like 
tables, walls, cliff edges etc do not! naturally make sound, it's 
necessary to either have the sounds be representational, or to have 
an extra layer of audio navigation ontop.


To add to this, audio only comes from the left and right, and at 
most you can only distinguish five or six information bearing sounds 
at once, 
perhaps 8-10 if your really good. But comapre this to a visual 
overview of a large amount of infromation. This may change if larger 
scale tactile desplays ever become useable, but that's in the future.


Even just using black and white, on a tv screen it's possible to 
create a 2 dimentional game. Because you have two dimentions to play 
with and a comparatively large surface to show object position, you 
can test the players spacial reactions and force them to judge 
relative speeds and positions of more than one object,  eg, two 
bats and a ball.


In audio however you don't have this advantage at all.

Most sounds will need extra explanation, and in order to show even a 
fully 2D space, you'll need to think up some pretty novel ways of 
using sound and possibly some navigation aides,  and that's 
before we even get into environment, variety of objects or anything else.


So, because left/right with a few sounds is the easiest baseline, 
left/right is often what you get, eg, space invaders.


Becausesounds can play at once, it's hard to show the position of 
many objects, so instead of getting an exercise in judgement you get 
a here it react to it type of boppit situation.


Audio games of course have grown a lot sinse they began, but where 
as the beginning of visual games was at least 2D and requiring 
spacial judgement, the beginning of audio games was 1D and required 
nothing but fast reactions.


Of course, audio can go further, especially with some interesting 
tools. This is one reason I so much admire the context sensative 
menues in time of conflict, sinse they let players get through a 
hole load of very coplex information about the spacial location and 
distribution of units in very short order.


if you'd asked me in 2007 whether i thought an audio game could be 
created where you commanded hundreds of units on a huge world map, 
I'd have probably said no,  and I'm very pleased to be wrong.


nevertheless, it is stil true audio games, simply by virtue of 
being! audio are harder to design and create from the standpoint of 
giving information to the player.


Beware the Grue!

Dark.

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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Hayden Presley
Hi,L
Ol...it strikes often. Perhaps my favorite from you is calling Amiga
Amiger.

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Thursday, September 29, 2011 9:23 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] USA Games Halloween Project

Ah, the english accent of orphius strikes again!

My mistake.

Beware the grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, September 29, 2011 1:41 PM
Subject: Re: [Audyssey] USA Games Halloween Project


 Hi,

 Just a couple of miner corrections. The file types are rar and tar.
 Not ra and ta. Not sure why but Dark seems to have missed a couple of
 r's in his post. :D

 Cheers!

 On 9/29/11, dark d...@xgam.org wrote:
 Hi greg.

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

 this is a free zipping tool, and does an absolutely fantastic job as well

 as
 being really easy to use.

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

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

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

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

 hth.

 Beware the grue!

 Dark.

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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Hayden Presley
HI,
That's definitely tre. After beating it once through, I said the heck with
these monsters and just pressed F5 to get passed them. Fighting them all the
time, every time, you go into reigons beyond the twon is just ridiculous.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Wednesday, September 28, 2011 10:38 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] USA Games Halloween Project

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

Beware the grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, September 28, 2011 3:30 PM
Subject: Re: [Audyssey] USA Games Halloween Project


 Hi,

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

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

 Cheers!


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

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

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

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

 Beware the Grue!

 Dark.

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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Hayden Presley
Hi,
Try Pet Cemetary. Or perhaps Salem's Lot. Lol...But That's off topic so I'll
stop now.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Lori Duncan
Sent: Wednesday, September 28, 2011 8:58 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] USA Games Halloween Project

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

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

 Yeah there really isn't a game of horrors out there is there, we need 
 that.
 Something ver'r'r'r'r'r'r'ry Stephen king styled horror lol

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

 Hi Daren,

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

 Cheers!


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

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

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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Hayden Presley
Hi Dark,
Yes, I did like the atmosphere in Decent into Madness. There was too much
whispering for my liking, but I did like the story line and the wafers you
picked up along the way.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Wednesday, September 28, 2011 8:37 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] USA Games Halloween Project

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

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

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

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

Beware the Grue!

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


 Yeah there really isn't a game of horrors out there is there, we need 
 that.
 Something ver'r'r'r'r'r'r'ry Stephen king styled horror lol

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

 Hi Daren,

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

 Cheers!


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

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

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

2011-09-29 Thread dark

Hi haiden.

I agree on the whispering, it might have been better if they just read the 
lines rather than tried to make them scary, sinse the atmosphere and plot is 
scary enough, but I don't mind this at all.


The only problem with descent into madness is the lack of saving bug. I 
actually got to the final scene of the game but made the wrong choice and 
ooopse!
That's why I've never completed it (though I should probably give it another 
try).


While I understand that you need betas of software, it is rather 
disappointing that in all the time sinse it's released the team haven't at 
least fixed that bug so that the game saves properly,  but ah well.


beware the grue!

Dark.

- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Friday, September 30, 2011 12:25 AM
Subject: Re: [Audyssey] USA Games Halloween Project



Hi Dark,
Yes, I did like the atmosphere in Decent into Madness. There was too much
whispering for my liking, but I did like the story line and the wafers you
picked up along the way.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Wednesday, September 28, 2011 8:37 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] USA Games Halloween Project

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

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

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

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

Beware the Grue!

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

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



Yeah there really isn't a game of horrors out there is there, we need
that.
Something ver'r'r'r'r'r'r'ry Stephen king styled horror lol

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

Hi Daren,

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

Cheers!


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

Hi tom,

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


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[Audyssey] USA Games Halloween Project

2011-09-28 Thread Thomas Ward
Hi everyone,

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

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

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

Thanks.

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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread dark

Hi Tom.

Myself, I can't actually decide.

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


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


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


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


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


All the best,

Dark. 



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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread john

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


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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Thomas Ward
Hi Dark,

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

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

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

Cheers!


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

 Myself, I can't actually decide.

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

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

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

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

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

 All the best,

 Dark.


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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Darren Harris
Hi tom,

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

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

Hi everyone,

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

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

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

Thanks.

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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Thomas Ward
Hi John,

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

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

Cheers!


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

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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Thomas Ward
Hi Daren,

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

Cheers!


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

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

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

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


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

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

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



Hi everyone,

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

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

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

Thanks.

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

2011-09-28 Thread Thomas Ward
Hi Charles,

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

Cheers!


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

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

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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread dark

Hi Tom.

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


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


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


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


Beware the Grue!

dark.

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

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



Hi Dark,

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

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

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

Cheers!


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

Hi Tom.

Myself, I can't actually decide.

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

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

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

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

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

sounds, sonar, area views etc.

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

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

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

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

All the best,

Dark.


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Re: [Audyssey] USA Games Halloween Project

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

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



Hi everyone,

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

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

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

Thanks.

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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Thomas Ward
Hi Dark,

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

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

Cheers!


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

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

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

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

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

 Beware the Grue!

 dark.

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


 Hi Dark,

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

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

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

 Cheers!


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

 Myself, I can't actually decide.

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

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

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

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

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

Re: [Audyssey] USA Games Halloween Project

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

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

Hi Daren,

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

Cheers!


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

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

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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread dark

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

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


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

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


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


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


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

Beware the grue!

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

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



Hi Dark,

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

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

Cheers!


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

Hi Tom.

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

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

ledges.

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

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

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

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

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


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

Beware the Grue!

dark.

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



Hi Dark,

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

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

Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread dark

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

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


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


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


Beware the Grue!

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

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


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

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

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

Hi Daren,

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

Cheers!


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

Hi tom,

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


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Re: [Audyssey] USA Games Halloween Project

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

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

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

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

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

 Cheers!


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

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

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

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

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

 Beware the Grue!

 dark.

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


 Hi Dark,

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

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

Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Scott Chesworth
Hi Tom,

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

Scott

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

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

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

 Cheers!


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

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

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

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

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

 Beware the Grue!

 dark.

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


 Hi Dark,

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

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

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

 Cheers!


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

 Myself, I can't actually decide.

 As you know, i'm certainly a fan

Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread dark

I agree Mike.

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


Beware the grue!

Dark. 



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Re: [Audyssey] USA Games Halloween Project

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


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


Hi everyone,

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

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

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

Thanks.

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Re: [Audyssey] USA Games Halloween Project

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


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

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

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

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

Hi Daren,

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

Cheers!


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

Hi tom,

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


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Re: [Audyssey] USA Games Halloween Project

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

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

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

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

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

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

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

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

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

Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread burakyuksek

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

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



Hi Tom,

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

Scott

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

Hi Dark,

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

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

Cheers!


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

Hi Tom.

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

ledges.

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

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

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

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

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

Beware the Grue!

dark.

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



Hi Dark,

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

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

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

Re: [Audyssey] USA Games Halloween Project

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


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


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

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


Hi John,

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

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

Cheers!


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

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

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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Thomas Ward
Hi Darren,

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

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

Cheers!

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

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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Thomas Ward
Hi,

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

Cheers!


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

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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread burakyuksek

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

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



Hi,

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

Cheers!


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

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


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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Thomas Ward
Hi,

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

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

Cheers!


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

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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Thomas Ward
Hi Michael,

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

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

Cheers!



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

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

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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Thomas Ward
Hi,

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

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

Cheers!


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

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

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

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

 Beware the Grue!

 Dark.

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Re: [Audyssey] USA Games Halloween Project

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

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

Hi Darren,

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

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

Cheers!

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

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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Thomas Ward
Hi Dark,

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

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

Cheers!


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

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

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

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

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

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

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

 Beware the grue!

 Dark.

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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Thomas Ward
Hi Darren,

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

Cheers!

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

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Re: [Audyssey] USA Games Halloween Project

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


Beware the grue!

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

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



Hi,

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

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

Cheers!


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

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

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

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

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

Beware the Grue!

Dark.


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Re: [Audyssey] USA Games Halloween Project

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


Beware the grue!

Dark. 



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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread dark

Hi Tom.

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


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


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


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


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


Beware the gRue!

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

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



Hi Dark,

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

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

Cheers!


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

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

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

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

game.

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


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

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

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

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

nav features were up to the task.

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

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

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

Beware the grue!

Dark.


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Re: [Audyssey] USA Games Halloween Project

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


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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Mike Maslo
3d fp 

Mike Maslo
Sent from my iPhone

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

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

2011-09-28 Thread Thomas Ward
Hi Dark,

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

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

Cheers!

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

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

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

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

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

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

 Beware the gRue!

 Dark.

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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread michael barnes

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


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Re: [Audyssey] USA Games Halloween Project

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

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

Hi Darren,

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

Cheers!

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

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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread shaun everiss

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

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

Hi everyone,

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

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

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

Thanks.

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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread shaun everiss

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

Hi Daren,

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

Cheers!


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

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

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Re: [Audyssey] USA Games Halloween Project

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

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

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



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

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

Hi everyone,

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

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

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

Thanks.

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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread lirin

Hello Thomas


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


cheers


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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Thomas Ward
Hi Michael,

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

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

Cheers!

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

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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Thomas Ward
Hi lirin,

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

Cheers!


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


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

 cheers


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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Thomas Ward
Hi Shaun,

Two comments here if I may.

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

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

Cheers!


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

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Re: [Audyssey] USA Games Halloween Project

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


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


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


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


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


Organs on the outside of bodies?

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


Beware the grue!

Dark. 



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Re: [Audyssey] USA Games Halloween Project

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

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



Hi Shaun,

Two comments here if I may.

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

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

Cheers!


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

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


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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Thomas Ward
Hi Dark,

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

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

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


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

Cheers!


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

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

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

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

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

 Organs on the outside of bodies?

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

 Beware the grue!

 Dark.

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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Thomas Ward
Hi Greg,

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

Cheers!


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

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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread john

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

and I believe I'm missing a few others.


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

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

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


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

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

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

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

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

game play. So here is the question.

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

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

Thanks.

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