Re: Update on AudioGameMaker

Actually Dark, Combat is a game where you lay as a tank. TThe original version was a two-player game where you and your friend took turns trying to shoot each other. That's it. Kangaroo as a game where you played as---well, a kangaroo. Your mission was to make it from the bottom of the field to the top in order to rescue your baby from a band of evil, fruitchucking monkeys! It was a pretty cool game.

Re: Update on AudioGameMaker

Hmmm Brian, I was sure that early beat em up was called Combat, ----- but it's true I could be wrong.

The tank game I remember most from the Atari 2600 is of course battlezone, which I certainly imagine you've played.

Is the Kangaroo game you mention similar to Donkey Kong? I've got a relatively clear notion of how to create a 2D vertical game in audio, though I'm stil thinking about ways to do it with the Agm.

Re: Update on AudioGameMaker

Actually I don't think I've played Battlezone. Combat was probably similar. The game actually had several modes of play. One was tanks, one was jets and the other was regular airplanes. Then there was also Tank Pong, which was basically Pong with tanks thrown into the mix but which didn't use the little paddles the way the actual Pong game does.
  In answer o your other question though, you could say that Kangaroo is similar to Donkey Kong. You do have to run through th levels, jumping or ducking the fruit te monkeys throw at you, but you could actually punch then if you managed to get close enough, and I blieve the fists actually helped block fruits that were thrown your way. Then of course you had to climb up ladders to get from the bottom to the top. It's actually quite an addicting game, and music and sound effects such as they were were pretty catchy.

Re: Update on AudioGameMaker

Just got a quick question. Does anybody know of a place where i can find sound good sound effects, even ones I might have to purchase, but that are fairly inexpensive? I've been trying to find sounds on the internet that i might use when AGM comes out but those aren't always easy to come by, and they're not always of the most desirable quality. I know many game programmers use soun effect libraries they purchase on CD, so I'm curious if anyone knows of ay that might be fairly affordable? well, thanks for any input. And michiel, good luck with whatever work still needs to be done on the AGM. I can't wait, now that we're reaching a possible countdown to release, to start working with it.

Re: Update on AudioGameMaker

Hmmm Brian, it sounds like battlezone was rather different to combat, sinse battlezone only had tanks of various kinds, and was quite unusual for the time in that the view was semi-3D as iff you were sitting in the cocpit with a targit scope.

the Kangaroo game you mentioned sounds fun! It might just be that I'm slightly the wrong age, but there always seems to be something missing in those avoid -em up games as they're sometimes called. This is why I enjoy Ice climbers or Mario more than Dk, though admittedly Dk is about three years older if I've got my dates right.

About sounds though, I know the bbc used to produce rather good quality sfx tapes which were available to buy, and I'm fairly certain they will have been translated.

The Darker projects site: http://www.darkerprojects.com/

Might also be a good place to ask, sinse obviously they need sfx for their audio plays. I'll certainly look into sfx fairly extensively, but first I want to get to grips with using the Agm and the principles of game making. I've got a fairly good idea where to get the Sfx for the berzerk game I mentioned, and hopefully the Agm's sound libraries should help as well.

Re: Update on AudioGameMaker

Ah yes, Bererk. That would be an interesting audio game. It's a pity my fiance probably won't be helping with the project anymore since she will most likely not be my fiance much longer. It's that that has me up at close to four in the morning Idaho time. It's  a long story, but suffice it to say our parenting styles are to different for this to really work. She prefers to let the kids walk all over her, so to speak, then reward them. Of course she'd never say that but she thinks I'm too strict because I decided not to allow them to go to a barbecue because they didn't mind their uncle when he babysat them on Saturday. But anyway this isn't a support group, it's the Audio Game Maker forum.
  As to my Frogs and Flies game, I wantt to find some atmospheric sounds for a marsh, since that's where the game takes place. Granted there won't be any two-player but I could always make the other frog a computer-controlled oponent, and your job would then be to eat more flies than the opponent frog in the allotted time limit. It should be a nice, simple project that might hopefully give me a baisc idea how the AGM works. I have rather a powerful feeling that only by doing it will I truly understand the program. Hopefully it won't be too long before I can get started.

Re: Update on AudioGameMaker

I'm afraid i can't comment about parenting at all, but with some of the things you were saying earlier, it'd be a shame if things went wrong.

but as you said, this is a forum about the Agm. I like the computer opponent for frogs and flies, but how about making it a different, nastier animal than another frog, so as to add variety, ----- perhaps a batt.

as for marsh sounds, maybe ljudo would be helpful here, if they don't have marsh, you could always use a jungle or forest for background and add some mud sloshing and splashing noises for your movements to get the right feel.

If ljudo doesn't, I've just had another idea. If I remember rightly Brian, you can play Spc snes format music? The Empire strikes back game featured a very nice background swamp track for the Dagobar levels, which you could always convert to mp3 (either with a direct mp3 converter or by playing it onto your R09).

Just go to http://www.snesmusic.org/v2/ and look for the empire strikes back soundtrack.

Obviously this wouldn't be good if you were planning to make a commercial game, ----- but might work well for the Agm.

Of course, for ultimate realism, i'd suggest just wandering down to the nearest watery wood with your R09, but obviously whether this is possible will depend heavily upon geography, -----  I'm not sure how woodland and such works in Idaho.

Re: Update on AudioGameMaker

Hmmm, not a bad idea. Or I could have the opponent frog and then maybe another opponent, say an aligator or soething that would come up near your lily pad and you'd have to jump to avoid it (can the player even jump in AGM games I can't remember). Actually though Dark, there are some good places for recording atmospheric sounds around the Twin Falls area where I live. There are a few favorite camping spots that my family favors that might provide, but then again doing it that way would be tricky if I went with family. I'd have all kinds of non natural sounds in with the natural, what with my parents and their two small dogs. Still not a bad idea though, so I'd just have to figure out how to implement it. Like I said, with July fast approaching we can hope that we're finally nearing the end of our wait.

Re: Update on AudioGameMaker

Hi, all!
I wil create a soccergame!
The first accessible soccergame!!!
The name is "extreme soccer!"
In tis game, you can play with your Team a real action Soccermatch!
I have downloadet sounds for the game, and i have recording Sounds.
Wath you all tink about a Soccergame?
I wil make a Website, were i can post my Games.
Regards, Claudioaudio.

Re: Update on AudioGameMaker

Claudio, I would really advise starting off with something fairly small and simple before attempting a big project like that. A soccer game would probably require extenive and creative use of triggers and things, and until you get a clear understanding of how those things work you probably don't want to start anything big. That's why I'm starting with a fairly simple game like Frogs and Flies, not particularly complex but hopefully enough to get me started. With July finally upon us hopefully we're in the final weeks or even days of our wait, but until Michiel gives us another update we can only be patient. If anything this should hopefully give us time to at least start figuring out how we're going to go about creating our games. Me, I've beenon the lookout for sound effects, particularly marsh, swamp and lake sounds. Since Frogs and FLies is a game that takes place in a marsh, I've been looking for sounds you might hear in an area like that, small insects, water splashing and things like that. The question will then be hw to set them up in the AGM so that they play properly when the game loads.

Re: Update on AudioGameMaker

Sorry to post a reply to ask a slightly different question, but I am unable to post to the agm forum normally.
Anyway, my question is this: will there be a doplar setting? That is, is the doplar effect taken into account when a sound moves or the player moves?
Thanks for reading and for such an amazing product.
Alex

Re: Update on AudioGameMaker

Hmmm, as to the dopler effect I'm just not certain, far to technical for my knolidge I'm afraid.

claudio, I do agree another accessible football game might be good, however as Brian said, I'm not sure how you'd go about doing this in agm, particularly if you were planning to have the ability to switch betwene the different players during the game, dribble the ball etc.

Just on an informational point, there is one accessible football/socker game out at the moment, Super football from Vip gameszone http://vipgameszone.com/index.php

Of course, with only 1 available football game at the moment, there's certainly room for a good few more.

I'm glad you can find some wilderness type areas brian, Geography has never been one of my better subjects, so all I can really work out about Idaho is that it's not on the coast of the Us. also, I wasn't certain if you were in the middle of a city, or a lot of farmland which would make it slightly more difficult to find certain environments.

I'm glad you've found some sfx though. the Aligater is a good idea, ---- though you could just make it a stationary obstacle which you had to avoid running into while you dash about collecting the flies, or have a trigger reaction of the aligater waking up when you enter a particular area, and if your not out of that area after a given time, you end up as lunch.

While this would involve triggers and a timer, I don't think it'd be too hard to do with Agm.

Re: Update on AudioGameMaker

It's unfortunate though, that yesterday I was out on I believe the Snake River, whee there would have been plenty of opportunities to collect sound effects right out of the environment with my Roland. Unfortunately with my parents around doing their fishing I'd have had the sounds of their rods, reels and things mixed in and I'm not enough of an expert with Gold Wave to edit that stuff out. All I can say is I hope we don't have too much longer of a wait before we can actually start testing our theories.

Re: Update on AudioGameMaker

Indeed, though personally I don't know if I'll be able to get any serious stuff done with Agm until september, sinse i'm away all of augast and likely to be extremely busy with my Phd and, ----- not to mention Deathly hallows, for most of this month. ut this is only a miner niggle, and I'll be glad whever it comes out, ----- even if I find that I'm dragged off to live on a desert island for six months just afterwards, very good game sresearch on a desert island actually methinks, I could take my rowland ;D.

Re: Update on AudioGameMaker

Desert island, huh? Of course right outside my paents' house isn't a bad place for sounds, particularly in the early orning with all the birds. It might not hurt my Frogs and Flies game to have some sounds of ducks in the background for realism. We've got about twenty in total at the moment with all the babies we're having hatch.

Re: Update on AudioGameMaker

Hi,
I haven't been here for ages, I forgot my password dawn it! I got it back though, and I'm here to haunt you all! (evil gri:)

You see Claudio, we've been patient. Howevr we've got to remain patient, because if we dont, the devs are gong to be upset, and it might get delayed even further, because they've gotta look at all this bla!

So please, for the sake of god... Just be patient!

Re: Update on AudioGameMaker

Hmmm ducks Brian? reminds me of colidge, sinse they had a lake.

My flat is extremely nice, and in a very green type area with trees birds etc, but I do slightly miss the lake and the ducks.

As an advantage though, it is down a very quiet street, so if I wanted some background noise for somewhere like a farming village in an Rpg game I wouldn't have traffic trouble.

the other day I was listening to Douglas Adam's last chance to see, ----- which is basically him wandering around the world looking for endangered species and recording them. Some of the techniques for recording animals in the wild struck me as rather cunning.

Re: Update on AudioGameMaker

Yep, ducks. Actually I should be getting a place of my own in the next few months. Should be nice. It won't be all that big (in fact it'll just be a studio apartment), but I don't need a wole lot of space. I'm actually thinking of taking a semester or two off of college an trying to find a job. I want to try and save a little money bfore I o back to school, and you can't do tat on social security alone. So I hope AGM comes out fairly soon so I'll actually have an internet connection to download it with. I don't know when I'll get internetat my new place, unless i'm somehow able to borrow somebody else's wireless network...

Re: Update on AudioGameMaker

Hello Michil!
Please say to mee, wath is the problem, tat you not can gife us the audiogamemaker?
The buildingbloks working, you have make a test game...!
Wath is the problem.
And i will a ansver from michil not from oters!!!
I have send michil a e-mail bath the ansver from michil is "please writhing your questions in the forum!
Yes michil, i writhing in the forum!
Bath you ansver not.
I hope you understand, why i have send you a e-mail.
---

Re: Update on AudioGameMaker

For the last time Claudio, the problem is that Audio Game Maker is not! ready! yet! Obviously there's stuff that still needs to be done, and he doesn't have to clue us in if hedoesn't feel the need, so be! patient! and! let! him! do! his! job! He'll give us the Audio Game Maker when he's damn good and ready. I apologize for language on here but this is getting riddiculous. i understand Claudio is anxious because so am I. But these constant questions are helping no one, Lleast of all Michiel.

Re: Update on AudioGameMaker

Well I do appreciate the cash trouble there Brian, I'm just lucky in that I had savings to furnish my flat, and managed to find a reasonable deal as far as my network connection goes. I'm going to be incredibly poor in september though, sinse accommodation at the music festival is most deffinately not! cheap.

Unfortunately it looks like Agm will have to wait for me to get back, but I don't mind, my ideas and I aren't going anywhere, and when agm's ready it's ready.