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

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

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

Re: [Audyssey] USA Games Halloween Project

2011-09-30 Thread burakyuksek
] 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

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,

Re: [Audyssey] USA Games Halloween Project

2011-09-30 Thread Charles Rivard
@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

Re: [Audyssey] USA Games Halloween Project

2011-09-30 Thread Hayden Presley
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

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

Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread dark
...@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

Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Darren Harris
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

Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread john
: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

Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread john
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

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

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

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

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,

Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Darren Harris
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

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

Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Darren Harris
-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

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

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

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,

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. --- Gamers mailing list __ Gamers@audyssey.org If you

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

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

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.

Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread john
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

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

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

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

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

Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread 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

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

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

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

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

Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Charles Rivard
@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

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

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

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

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

Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Hayden Presley
: 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

Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Hayden Presley
...@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

Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Hayden Presley
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

Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Hayden Presley
...@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

Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread dark
-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

[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

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

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! --- Gamers mailing list __

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

Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Darren Harris
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

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

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

Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Charles Rivard
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

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,

Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread dark
...@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

Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Greg Steel
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

Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Thomas Ward
: 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

Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Darren Harris
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

Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread dark
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

Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread dark
...@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

Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Michael Feir
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

Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Scott Chesworth
, 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

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

Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Lori Duncan
. -- 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

Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Lori Duncan
: 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

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

Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread william lomas
. - 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

Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread william lomas
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

Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread burakyuksek
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

Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Lori Duncan
, 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

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

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

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

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

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.

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

Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Darren Harris
[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

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

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

Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread dark
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

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. --- Gamers

Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread 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

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. --- Gamers mailing list __ Gamers@audyssey.org If you

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

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

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

Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Darren Harris
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

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,

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,

Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Bryan Peterson
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

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 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update

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

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

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

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

Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Greg Steel
, 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

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

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

Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread john
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

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