[Audyssey] AGM strengths

Josh jkenn337 at gmail.com
Wed Aug 1 21:30:24 EDT 2007


even simple star wars games like a light saber battle where you face more 
and more opponents for points and you get items that are force powers and 
things for extra points would probably be dueable. Also you could probably 
do a few simple harry potter games. nothing huge, but maybe a wand duel or 
something like that. What about doing a game like an audio version of 
spiral? wpiral is a playstation game. Or, maybe some kind of airplane game?

Josh

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----- Original Message ----- 
From: "Che" <che at blindAdrenaline.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Wednesday, August 01, 2007 9:24 PM
Subject: [Audyssey] AGM strengths


>  I am sure there are going to be significant limitations to what can be
> done with AGM, but a complex game engine isn't necessarily a sign of a
> quality game.
>  Look at games such as Tetris and Frogger, very simple games as far as
> mechanics go, but very fun and addictive games none the less.
>  It seems to me the most important thing to consider when developing games
> with AGM is a fun and unique game idea.
>  I hope we don't see a hundred more shooters made with this thing, we just
> don't need any more shooters, its been done and done.
>  From what I have read of the AGM manual, it will be possible to come up
> with some truly unique game ideas, which while they may not be that 
> complex,
> can be a lot of fun anyway.
>  I look forward to seeing what the community comes up with with this way
> cool tool.
>  Later,
>  Che
>
> ----- Original Message ----- 
> From: "Tristan" <theblinddj360 at gmail.com>
> To: "Gamers Discussion list" <gamers at audyssey.org>
> Sent: Wednesday, August 01, 2007 7:50 PM
> Subject: Re: [Audyssey] AGM
>
>
>> think about the rr code
>>
>>
>> Regards,
>> Tristan Bussiere
>>
>> Owner/Main Developer
>> AT Games
>>
>> Skype: Tristanbussiere
>> MSN: Tristandbussiere at msn.com
>> AIM: gitrdone9632
>> ----- Original Message ----- 
>> From: "Thomas Ward" <tward at usagames.us>
>> To: "Josh" <jkenn337 at gmail.com>; "Gamers Discussion list"
>> <gamers at audyssey.org>
>> Sent: Wednesday, August 01, 2007 8:47 PM
>> Subject: Re: [Audyssey] AGM
>>
>>
>>> Hi,
>>> If you think a shooter in VB 6 looks complicated you should look at a
>>> game written in C++. Sometimes I even get lost looking at the code, and
>>> I know the language. A project of any real size like a Doom or Quake
>>> game takes a long time to read and grasp the code as a whole. I looked
>>> the at the source code of the quake engine a while back, and it took me
>>> quite a while to get a feel for what was what.
>>> Bottom line, programming games from scratch or viewing pro game
>>> developers work really looks complex compared to
>>> even the simple sample games.
>>>
>>> Josh wrote:
>>>> yeah I looked at the code for even a smple shooter game in visual 
>>>> basic6
>>>> and
>>>> there's a lot involved. But maybe this will make it easier since I 
>>>> won't
>>>> have to write the code and I'll be using menus and things.
>>>>
>>>
>>>
>>> _______________________________________________
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>>
>>
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>
>
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