hI there
That would be great thanks. I hope he still does. I'll keep my fingers
crossed.
bfn
James
--
From: Kimberly Qualls kimberly021...@gmail.com
Sent: Tuesday, July 30, 2013 11:48 PM
To: Gamers Discussion list gamers@audyssey.org
Hi Cara,
Bugatti probably didn't pay Hasbro enough.
Here is more details and when it will be released:
Hasbro Monopoly Empire.
The folks at Hasbro have never had a problem letting everything from towns
to universities to movies to big-name commercial brands slap their names on
licensed versions
Hi Cara,
I definitely think some intro lessons would be a good idea. A lot of
people decide they want to write a game in BGT or some other language,
but find that they don't have the math or other technical skills
really necessary to pull off a very simple FPS game etc. I've often
thought that
Hi Cara,
Maybe just semantics, but isn't a timing loop what I use to control the frame
rate?
In my games such as Mach 1, Puppy 1 and Awesome Homer, they up date everything,
get input, and then wait for an amount of time to pass before doing it again.
It was years ago when I set my Ummm,
Hi Jim,
The frame rate is the number of frames per second the game state gets
updated. In games like Mysteries of the Ancients and Raceway I update
the input, audio, and other stuff 50 times per second. So my frames
per second would be 50.
As far as how often to update your main loop that
Well I'd be interested if someone could put a board like this for
the free monopoly game jim kitchen has as this really would rock.
Also to include this in some other monopoly games.
At 10:06 p.m. 31/07/2013, you wrote:
Hi Cara,
Bugatti probably didn't pay Hasbro enough.
Here is more details
Hi Cara,
Yes, perhaps it is too far for John, but in large part my response was
directed to Ryan who had asked about the concept.
The idea of putting together lessons is a great one. I personally have
already gained benefit from your math primer emails you sent a while ago
and even looking
Hi Tom,
Lol, exactly! Fortunately dos box would let you adjust the processor
speed back when I could see well enough to use it.
I had the same experiences with dos games running on a Pentium 100MHz,
smile.
Ian Reed
On 7/30/2013 7:10 PM, Thomas Ward wrote:
Hi Ian,
Yes, you are quite
Hi Jim,
I think you're right. I actually use a timer in my games to try and
achieve 60 frames a second.
And my little snippet before about basing the movement off of how much
time has actually elapsed makes it so that if you are actually on a slow
computer that only gets 40 frames a second
Hi,
I'm currently trying to learn to write games using BGT, and although I'm
nowhere near to being able to write complex games let alone an FPS and
considering the math that would go with a project like that, I do really
like your ideas on lessons/intros on the mathematical side. Like I said I
As I'm starting to seriously consider 3-d game programming, I've
run into several questions regarding bgt, sounds, and licensing:
Firstly, I'm wondering if there are any license issues if I
use soundds from a source such as youtube in games; I would
presume that it's a bit of a gray area, but
Heh I'm nowhere near as smart as you. I just go straight from
really simple command-line programming to full-on fps and figure
I'll learn as I go... we'll see how this turns out.
- Original Message -
From: Paul Lemm paul.l...@sky.com
To: 'Gamers Discussion list' gamers@audyssey.org
Hi John,
Well, best of luck with that. As a programmer with considerable
experience I can say it is generally a good idea to begin with simple
games and slowly work your way up to more complex types of games.
Going from text adventure to FPS is a pretty big leap. So don't be
surprised if you get
Hi John,
Below are your questions followed by my answers to them.
Quote
Firstly, I'm wondering if there are any license issues if I
use soundds from a source such as youtube in games; I would presume
that it's a bit of a gray area, but I have very limited knowledge of
such things, so I
I'm honestly looking forwards to seeing how many brick walls I
run into. Right now, the major issue I'm looking at is how to
program in somewhat useful enemies, but I'm still a ways away
from worrying about that. First I've got to figure out how I want
items other than the player to move
Thanks. I'm glad to have some clarification on those, especially
the bgt questions. It's nice to know I don't have to drag my
laptop with me in order to program properly.
- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date
Hi Jim, yes, frame rate is just a way of explain the iterations of a game loop.
It's referred to as a frame rate in graphical circles because the entire screen
is updated each iteration of the game loop. thus it is like frames of a film or
video.
yes, even if you are just using addition /
Hi Ian,
60 is good. On the iPHone there is actually a class called CADisplayLink which
automatically keeps graphical updates synced with the display refresh rate (of
60 FPS) so this class is actually really handy for audio work as well. It makes
a great all-purpose game loop! :)
As for people
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