Re: [Audyssey] Randomising Montezuma's Revenge.

2007-07-12 Thread Willem
I agree.  Maybe your score will not be taken into account if you play the 
randomized game or there should be two scoreboards.
- Original Message - 
From: Charles Rivard [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, July 11, 2007 11:42 PM
Subject: Re: [Audyssey] Randomising Montezuma's Revenge.


 If we are going to be competing for a high score, the adition of treasures
 and monsters would enable a higher score based on the luck of the draw. I
 like the idea of having dual modes--one classic and the other randomized 
 if
 it can be done.
 --
 God loves everyone, but probably prefers fruits of the spirit over
 religious nuts!

 - Original Message - 
 From: Thomas Ward [EMAIL PROTECTED]
 To: gamers@audyssey.org
 Sent: Wednesday, July 11, 2007 4:22 PM
 Subject: [Audyssey] Randomising Montezuma's Revenge.


 Hi all,
 I know this has been a topic of interest of late so I thought I would
 put this out here under it's own topic in the hopes of generating an
 informative discussion that will aid in making Monty a better game for
 all.
 From what I have read here allot of folks are interested in some
 randomisation in the game. As I have pointed out the original game had
 no randomisation, but that doesn't mean though that some randomisation
 can't be added.
 For example, allot of gamers are interested in randomising where the
 monsters and treasures are. For technical reasons I am not prepared at
 this point to rewrite a large part of the 1.0 engine to add this kind of
 randomisation.
 However, I do have an alternative that perhaps some of you might be
 satisfied with. There are allot of treasures, weapons, etc laying around
 the temples. One way of randomising the game is simply by randomising
 how many gems, gold coins, and swords are on that particular level. You
 might play one game and only find two swords on level 1, and in the next
 find 4 or 5 swords. That would drastically change your score as well as
 how many weapons you have to use against your enemies.
 I've also looked at when placing a monster in a room rather than
 statically plae it's starting location randomly placing it in the room
 so that where it starts is different, and sometimes monsters will be
 closer together in one game, but fara apart in the next. While at the
 same time keeping the originalaty of the game, by still having the
 monsters in the rooms they are suppose to be in.
 What do you all think?


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Re: [Audyssey] Randomising Montezuma's Revenge.

2007-07-12 Thread Thomas Ward
Hi,
My guess is the easiest way to create maps for an end user is to use xml 
files with a series of variables. Then, all the end user would need do 
is phil in the values they want for walls, monsters, etc and drop it in 
the folder.
For example, WallBottom=30 WallTop=21, and so on.
That is certainly allot easier than what I am doing which is a loop like
for (int i = 21; i  30; i++)
temple.Add(wall, 0, i);
I could still have the engine do that, but read from the variables in 
the xml data file.


Trenton Matthews wrote:
 Hmm. I wonder if the map editor could be like the one that's used for the 
 game Dynaman. Of course then the question would be, how complex could the 
 person make their own levels for Monty?
   


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[Audyssey] Randomising Montezuma's Revenge.

2007-07-11 Thread Thomas Ward
Hi all,
I know this has been a topic of interest of late so I thought I would 
put this out here under it's own topic in the hopes of generating an 
informative discussion that will aid in making Monty a better game for all.
 From what I have read here allot of folks are interested in some 
randomisation in the game. As I have pointed out the original game had 
no randomisation, but that doesn't mean though that some randomisation 
can't be added.
For example, allot of gamers are interested in randomising where the 
monsters and treasures are. For technical reasons I am not prepared at 
this point to rewrite a large part of the 1.0 engine to add this kind of 
randomisation.
However, I do have an alternative that perhaps some of you might be 
satisfied with. There are allot of treasures, weapons, etc laying around 
the temples. One way of randomising the game is simply by randomising 
how many gems, gold coins, and swords are on that particular level. You 
might play one game and only find two swords on level 1, and in the next 
find 4 or 5 swords. That would drastically change your score as well as 
how many weapons you have to use against your enemies.
I've also looked at when placing a monster in a room rather than 
statically plae it's starting location randomly placing it in the room 
so that where it starts is different, and sometimes monsters will be 
closer together in one game, but fara apart in the next. While at the 
same time keeping the originalaty of the game, by still having the 
monsters in the rooms they are suppose to be in.
What do you all think?


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Re: [Audyssey] Randomising Montezuma's Revenge.

2007-07-11 Thread Mich
Hi Tom and all. I for one think that that is a good idea. Even though I 
haven't played Monty since it doesn't seem to work on my pc smile. well 
those are just my thoughts.
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Wednesday, July 11, 2007 5:22 PM
Subject: [Audyssey] Randomising Montezuma's Revenge.


 Hi all,
 I know this has been a topic of interest of late so I thought I would
 put this out here under it's own topic in the hopes of generating an
 informative discussion that will aid in making Monty a better game for 
 all.
 From what I have read here allot of folks are interested in some
 randomisation in the game. As I have pointed out the original game had
 no randomisation, but that doesn't mean though that some randomisation
 can't be added.
 For example, allot of gamers are interested in randomising where the
 monsters and treasures are. For technical reasons I am not prepared at
 this point to rewrite a large part of the 1.0 engine to add this kind of
 randomisation.
 However, I do have an alternative that perhaps some of you might be
 satisfied with. There are allot of treasures, weapons, etc laying around
 the temples. One way of randomising the game is simply by randomising
 how many gems, gold coins, and swords are on that particular level. You
 might play one game and only find two swords on level 1, and in the next
 find 4 or 5 swords. That would drastically change your score as well as
 how many weapons you have to use against your enemies.
 I've also looked at when placing a monster in a room rather than
 statically plae it's starting location randomly placing it in the room
 so that where it starts is different, and sometimes monsters will be
 closer together in one game, but fara apart in the next. While at the
 same time keeping the originalaty of the game, by still having the
 monsters in the rooms they are suppose to be in.
 What do you all think?


 ___
 Gamers mailing list .. Gamers@audyssey.org
 To unsubscribe send E-mail to [EMAIL PROTECTED] You can 
 visit
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
 any subscription changes via the web.

 


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Re: [Audyssey] Randomising Montezuma's Revenge.

2007-07-11 Thread Bryan Peterson
Personally, I feel that if it can be done without too much difficulty, you 
might consider adding a second mode of play to the game at a later time. So 
you could have classic Monty with the monsters and things in fixed 
locations, then another mode where it's a bit more random. Or perhaps the 
randomization could come into play on higher experience levels.
It ain't pretty when the pretty leaves you with no place to go.
J.D. Fortune, Pretty Vegas
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Wednesday, July 11, 2007 3:22 PM
Subject: [Audyssey] Randomising Montezuma's Revenge.


 Hi all,
 I know this has been a topic of interest of late so I thought I would
 put this out here under it's own topic in the hopes of generating an
 informative discussion that will aid in making Monty a better game for 
 all.
 From what I have read here allot of folks are interested in some
 randomisation in the game. As I have pointed out the original game had
 no randomisation, but that doesn't mean though that some randomisation
 can't be added.
 For example, allot of gamers are interested in randomising where the
 monsters and treasures are. For technical reasons I am not prepared at
 this point to rewrite a large part of the 1.0 engine to add this kind of
 randomisation.
 However, I do have an alternative that perhaps some of you might be
 satisfied with. There are allot of treasures, weapons, etc laying around
 the temples. One way of randomising the game is simply by randomising
 how many gems, gold coins, and swords are on that particular level. You
 might play one game and only find two swords on level 1, and in the next
 find 4 or 5 swords. That would drastically change your score as well as
 how many weapons you have to use against your enemies.
 I've also looked at when placing a monster in a room rather than
 statically plae it's starting location randomly placing it in the room
 so that where it starts is different, and sometimes monsters will be
 closer together in one game, but fara apart in the next. While at the
 same time keeping the originalaty of the game, by still having the
 monsters in the rooms they are suppose to be in.
 What do you all think?


 ___
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 visit
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
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Re: [Audyssey] Randomising Montezuma's Revenge.

2007-07-11 Thread Sarah Haake
Hi Thomas and list,

ok, here come my thoughts about randomization:

I personally love the idea of Monty to be as close to the original 
Atari-Game as possible and when I remember the orginal correctly, there was 
no randomization in it.
For me it would break the originality of the game to have randomization in 
it.
I often played games like Monty in the past when I could stil play sighted 
games and I simply loved them.
For me it was really amazing when I heard of Monty, that it would be as 
orginal as possible.
So, for me the randomization is not really apealing.

But I also understand the people who would like to have some randomization 
in the game.

Perhaps you could add the randomization as an optional feature?
For example, in the options menu you could choose whether you would like to 
have randomization in the game or not?
This way, everyone who wants to have randomization in the game can have it, 
and everyone who wants to play the original game as original as possible 
without any randomization can stil do that.
I personally would like this solution if it is possible.

Well, that was my humble opinion on the matter. :-)

Regards
Sarah
--
Amicus certus in re incerta cernitur.
(Einen sicheren Freund erkennt man in unsicherer Sache.)
Cicero 


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Re: [Audyssey] Randomising Montezuma's Revenge.

2007-07-11 Thread Charles Rivard
If we are going to be competing for a high score, the adition of treasures 
and monsters would enable a higher score based on the luck of the draw. I 
like the idea of having dual modes--one classic and the other randomized if 
it can be done.
--
God loves everyone, but probably prefers fruits of the spirit over 
religious nuts!

- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Wednesday, July 11, 2007 4:22 PM
Subject: [Audyssey] Randomising Montezuma's Revenge.


 Hi all,
 I know this has been a topic of interest of late so I thought I would
 put this out here under it's own topic in the hopes of generating an
 informative discussion that will aid in making Monty a better game for 
 all.
 From what I have read here allot of folks are interested in some
 randomisation in the game. As I have pointed out the original game had
 no randomisation, but that doesn't mean though that some randomisation
 can't be added.
 For example, allot of gamers are interested in randomising where the
 monsters and treasures are. For technical reasons I am not prepared at
 this point to rewrite a large part of the 1.0 engine to add this kind of
 randomisation.
 However, I do have an alternative that perhaps some of you might be
 satisfied with. There are allot of treasures, weapons, etc laying around
 the temples. One way of randomising the game is simply by randomising
 how many gems, gold coins, and swords are on that particular level. You
 might play one game and only find two swords on level 1, and in the next
 find 4 or 5 swords. That would drastically change your score as well as
 how many weapons you have to use against your enemies.
 I've also looked at when placing a monster in a room rather than
 statically plae it's starting location randomly placing it in the room
 so that where it starts is different, and sometimes monsters will be
 closer together in one game, but fara apart in the next. While at the
 same time keeping the originalaty of the game, by still having the
 monsters in the rooms they are suppose to be in.
 What do you all think?


 ___
 Gamers mailing list .. Gamers@audyssey.org
 To unsubscribe send E-mail to [EMAIL PROTECTED] You can 
 visit
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
 any subscription changes via the web.
 



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Re: [Audyssey] Randomising Montezuma's Revenge.

2007-07-11 Thread Che
Hi Thomas,
  I assume you have programmed a map creation tool for Monty.  Is this going 
to be released in some form to the players of the game so custom levels can 
be made?
  I can tell you from my experience with RR that this will greatly expand 
the longevity of your game, and give the players maps that can be swapped 
and tested.
  Just my two cents, but if it were me, I wouldn't spend time worrying about 
randomization, but instead create a player friendly map maker, this feature 
alone will probably get you many sales you otherwise would not have, as well 
as keep buzz going for the game much longer than it  might without it.
 Just my opinion, that and a cup of coffee will get you a cup of coffee.
  Later,
  Che 


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Re: [Audyssey] Randomising Montezuma's Revenge.

2007-07-11 Thread Trenton Matthews
Go for it!
Nice idea!


- Original Message -
From: Thomas Ward [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Wednesday, July 11, 2007 3:22 PM
Subject: [Audyssey] Randomising Montezuma's Revenge.

 Hi all,
 I know this has been a topic of interest of late so I thought I would
 put this out here under it's own topic in the hopes of generating an
 informative discussion that will aid in making Monty a better game for 
 all.
 From what I have read here allot of folks are interested in some
 randomisation in the game. As I have pointed out the original game had
 no randomisation, but that doesn't mean though that some randomisation
 can't be added.
 For example, allot of gamers are interested in randomising where the
 monsters and treasures are. For technical reasons I am not prepared at
 this point to rewrite a large part of the 1.0 engine to add this kind of
 randomisation.
 However, I do have an alternative that perhaps some of you might be
 satisfied with. There are allot of treasures, weapons, etc laying around
 the temples. One way of randomising the game is simply by randomising
 how many gems, gold coins, and swords are on that particular level. You
 might play one game and only find two swords on level 1, and in the next
 find 4 or 5 swords. That would drastically change your score as well as
 how many weapons you have to use against your enemies.
 I've also looked at when placing a monster in a room rather than
 statically plae it's starting location randomly placing it in the room
 so that where it starts is different, and sometimes monsters will be
 closer together in one game, but fara apart in the next. While at the
 same time keeping the originalaty of the game, by still having the
 monsters in the rooms they are suppose to be in.
 What do you all think?


 ___
 Gamers mailing list .. Gamers@audyssey.org
 To unsubscribe send E-mail to [EMAIL PROTECTED] You can 
 visit
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
 any subscription changes via the web.


 -- 
 No virus found in this incoming message.
 Checked by AVG Free Edition.
 Version: 7.5.476 / Virus Database: 269.10.2/894 - Release Date: 7/10/2007 
 5:44 PM

 

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Re: [Audyssey] Randomising Montezuma's Revenge.

2007-07-11 Thread Thomas Ward
Hi Che,
I have a program that builds map files, but unfortunately it requires a 
solid knolege of my underlying game engine API, and a good firm knolege 
of C#.Net.
I'd have to find a good way to allow users to script their own levels 
using xml or something much easier. I like the concept, and I think a 
end user map making utility might be something I should look at for 
version 2.0 or at least a future update after 1.0.

Che wrote:
 Hi Thomas,
   I assume you have programmed a map creation tool for Monty.  Is this going 
 to be released in some form to the players of the game so custom levels can 
 be made?
   I can tell you from my experience with RR that this will greatly expand 
 the longevity of your game, and give the players maps that can be swapped 
 and tested.
   Just my two cents, but if it were me, I wouldn't spend time worrying about 
 randomization, but instead create a player friendly map maker, this feature 
 alone will probably get you many sales you otherwise would not have, as well 
 as keep buzz going for the game much longer than it  might without it.
  Just my opinion, that and a cup of coffee will get you a cup of coffee.
   Later,
   Che 
   


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Re: [Audyssey] Randomising Montezuma's Revenge.

2007-07-11 Thread Thomas Ward
Hi Bryan,
Yes, I could do that. After the difficulty screen have a prompt ask you 
if you want to play classic monty or if you want to play with random 
objects, etc. Good thought.


Bryan Peterson wrote:
 Personally, I feel that if it can be done without too much difficulty, you 
 might consider adding a second mode of play to the game at a later time. So 
 you could have classic Monty with the monsters and things in fixed 
 locations, then another mode where it's a bit more random. Or perhaps the 
 randomization could come into play on higher experience levels.
   


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Re: [Audyssey] Randomising Montezuma's Revenge.

2007-07-11 Thread Thomas Ward
Hi Charles,
yes, it can certainly be done. As I was saying to brandon what I am 
thinking based on your immediate thoughts is have a menu pop up asking 
you if you want to play classic or randomised.
That will come in a later upgrade after 1.0.

Charles Rivard wrote:
 If we are going to be competing for a high score, the adition of treasures 
 and monsters would enable a higher score based on the luck of the draw. I 
 like the idea of having dual modes--one classic and the other randomized if 
 it can be done.
   


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Re: [Audyssey] Randomising Montezuma's Revenge.

2007-07-11 Thread Trenton Matthews
Hmm. I wonder if the map editor could be like the one that's used for the 
game Dynaman. Of course then the question would be, how complex could the 
person make their own levels for Monty?

- Original Message -
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, July 11, 2007 8:16 PM
Subject: Re: [Audyssey] Randomising Montezuma's Revenge.

 Hi Che,
 I have a program that builds map files, but unfortunately it requires a
 solid knolege of my underlying game engine API, and a good firm knolege
 of C#.Net.
 I'd have to find a good way to allow users to script their own levels
 using xml or something much easier. I like the concept, and I think a
 end user map making utility might be something I should look at for
 version 2.0 or at least a future update after 1.0.

 Che wrote:
 Hi Thomas,
   I assume you have programmed a map creation tool for Monty.  Is this 
 going
 to be released in some form to the players of the game so custom levels 
 can
 be made?
   I can tell you from my experience with RR that this will greatly expand
 the longevity of your game, and give the players maps that can be swapped
 and tested.
   Just my two cents, but if it were me, I wouldn't spend time worrying 
 about
 randomization, but instead create a player friendly map maker, this 
 feature
 alone will probably get you many sales you otherwise would not have, as 
 well
 as keep buzz going for the game much longer than it  might without it.
  Just my opinion, that and a cup of coffee will get you a cup of coffee.
   Later,
   Che



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 -- 
 No virus found in this incoming message.
 Checked by AVG Free Edition.
 Version: 7.5.476 / Virus Database: 269.10.2/894 - Release Date: 7/10/2007 
 5:44 PM

 

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Re: [Audyssey] Randomising Montezuma's Revenge.

2007-07-11 Thread Trenton Matthews
Hmm. Would it be better to have the option for the classic Monty game Atari 
Classic, or just Classic.


- Original Message -
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, July 11, 2007 8:34 PM
Subject: Re: [Audyssey] Randomising Montezuma's Revenge.

 Hi Charles,
 yes, it can certainly be done. As I was saying to brandon what I am
 thinking based on your immediate thoughts is have a menu pop up asking
 you if you want to play classic or randomised.
 That will come in a later upgrade after 1.0.

 Charles Rivard wrote:
 If we are going to be competing for a high score, the adition of 
 treasures
 and monsters would enable a higher score based on the luck of the draw. I
 like the idea of having dual modes--one classic and the other randomized 
 if
 it can be done.



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 Gamers mailing list .. Gamers@audyssey.org
 To unsubscribe send E-mail to [EMAIL PROTECTED] You can 
 visit
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 any subscription changes via the web.


 -- 
 No virus found in this incoming message.
 Checked by AVG Free Edition.
 Version: 7.5.476 / Virus Database: 269.10.2/894 - Release Date: 7/10/2007 
 5:44 PM

 

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Re: [Audyssey] randomising

2006-11-27 Thread Gary Whittington
Should send this off to All in Play.

I keep getting the same cards.  Smiles.

Their three lines of code that they show on their site, don't account for 
waiting.  They don't want to admit the trueth about getting a random number 
from what time it is.

Thanks for your code on how to randomize a value Tom.

Gary
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 26, 2006 12:20 PM
Subject: Re: [Audyssey] randomising


 Hi Nicol,

 Nicol wrote:
 I would  very much like to know how its possible for the computer to
 randomise.
 End Quote

 Well, actually it isn't very complex, but you will have rto write a
 function which does a few things such as seed the randomize function you
 are making with the computers time, select a number, and then return it
 to the variable calling it. In C#.NET a function to randomly select a
 random number would look like this. Make sure say all punctuation is on
 and your message window is maximized.

public int RandomNumber(int low, int high)
{

// First we need a temperary random seed object
// to seed our generator.
Random seed = new Random();

// Now, we will advance the seed with the system time
// and store it in the time variable.
int time = seed.Next();

// At this point we will create a random object for
// randomly generating numbers,
// and seed it with the time.
Random select = new Random(time);

// Now, we will select a number from the low and high numbers,
// and then add 1.
int number = select.Next(low, high) + 1;

// Return our random number.
return number;
}

 A couple of notes is in .net apps you can also make an call to the
 active thread to sleep or wait for so many milliseconds so as to allow
 the time on the clock to change. Without changing the time you will
 return the same number over and over again. To pause the thread in C#
 .net you would use
 Thread.Sleep(10;
 which would grab the active thread and pause it for 10 ms.
 So to use this function it would look like

 Thread.Sleep(10);
 dice1 = RandomNumber(1, 6);
 Thread.Sleep(10);
 dice2 = RandomNumber(1, 6);


 Which would roll to dice for you and all you need from there is display
 or do something based on the dice roll.




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[Audyssey] randomising

2006-11-11 Thread Nicol
HI all
I would  very much like to know how its possible for the computer to 
randomise. Take a game like pipe2.  How did they program the game so that 
the computer randomly choose an item. Randomising sounds to me like a 
supernatural thing.  I know that programmers puts  if statements  into their 
code:if this happens do this.  but how do they write a program to 
randomise; to randomly pick an item from others?  I think this is how dice 
games such as jims' games and GMA dice works. The moment you press a  key to 
throw the dice the computer first plays a sound of a   dice thrown and then 
it randomly  decides on a number within a range depending on the dice you 
are using, because there could impossibly not be a physical dice in the cpu.
How do a programmer tell  the computer to randomise? Is it only one 
statement in his code? Does the programmer   for instance put a line in his 
code that tells the computer: randomise?
Is randomising a function built into the computer or do the programmer have 
to instruct the computer on how to randomise? because as far as I know, a 
program is a set of instructions which tasks the computer should perform. I 
can't play pipe2 on my computer if I don't have the program because the 
computer doesn't know  how to present pipes to fit and side scrollers 
without instructions.   Because randomising is, as far as i know, mostly 
used in games, I  thought it would  be appropriate to ask it here.
I'm just curious how it happens that the computer gets its ability to 
randomise within a game. 


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