-Please diddle (I know this is PANTS.)
MAX.
> -Please diddle (I know this is PANTS.)
>
> MAX.
__ ___ __ __ ___ __
|' |]_|_==|]_|=#] |-.|]_| =-|]_|=#|
\ \ - |-- /// \ \ '-| -}' ///
|. . __ . =#| | . __ _ .-#| Romeo, Romeo...
| . _ _ .[| |. . _[] =#[O~
|. ._[] _ .#| | . _ _ . -#|`
| . _ - - #|__________|' . __. .=#|
|' . __ .=#|######.:.:|' . _ . -=#|
| . . _ - #:=====-----:'. []. - #| ###
| [] . =#: _ -- == :. . __ - =#| #MAX#
|. .-"-. #:= __ --= : .-"-. #| ###
|. .|+++++|#: |\____/| :'|+++++| -#|:. ..::|8:.
| . |+++++|#: | | :.|^^^^^|. #|::.:.:.:|8:':.
| . |^^^^^|#: | | :'| | -#|:.:\&:.:|8:d\__
\ ,| ,;Wv_|,_ii._|_i;| _,,|!,#/:.:.A:',|8-'|.<|~
`'----=="` / :: :: \ `'----=="'`
/ ::' ':: \
I'm kinda new at this, and I diddled whilst on the phone,
so here's my entry. Thanks for the starter! But, just
out of curiosity, what are the two i's for? Is that like
the back of a carraige?
/)
<^/(=~
<\<\ PitS
MAX.
"SkyPhydeaux" <dwe...@cox-internet.com> wrote in message
news:tlhv0sf...@corp.supernews.com...
That's brilliant!
--
o
|\ _[]
L_ === Stuart Moore
[]\, stm
We should make a roguelike or ascii adventure game with all our leet
ascii pics.
--
| _ .\ ~~ _ ^~
| <')_,/ , ; .\ >(')__, . ` ' , ,______________._
| (_~=/ \._`.'. .\ (_~_/ _, '------:_______ ;==( *BANG*
| ='- \=~_) ; .\ ~^~~^~ ` (_~_/ | | `-\ \ *BANG*
| -'= .\ ~^~ ~^~~^~ `~' \_;
|ICQ:11367619 EMAIL:bateau:-)jupiter-io.net SITE:www.flashback-aw.net
How about a MUD? There's plenty of them already out there, so it'd be a fairly
simple matter to implement the graffics. I haven't done much with programming,
but it shouldn't be too hard. Anybody interested?
,
##, ;{`
###, ., ~(;`>`
|{` ;;, \\_
}|~` _,--._|__.-~',`-.__
||&___;={))~_._.-~--' //| -==#, '-;`;`,____
"`"'"'`<| |'"''""-~`'w\\ --==##,' -.'.'dew
/)
<^/(=~
<\<\ PitS
But MUDs suck =( No one will play it.
I have a little programming knowlege, and could quite easily create a text
based game (like those books that you choose your own fate) with ASCII art
that anyone would like to submit. But it's only an idea.
"Bateau" <Its...@Not-A-Real-Address.com> wrote in message
news:oo1aOze0bjFZd6...@4ax.com...
MUD = Multi User Dungeon. Multiplayer games somewhere between original text
based adventures and nethack. With worst bits from both.
Don't bother to code one. The code itself is not complex, but as with rpgs
and roguelikes the work to be done is enormous. And nobody plays them
anyways...
>> MUDs, call me lame or whatever you will, but what are they?
>>
>> I have a little programming knowlege, and could quite easily create a text
>> based game (like those books that you choose your own fate) with ASCII art
>> that anyone would like to submit. But it's only an idea.
>
>MUD = Multi User Dungeon. Multiplayer games somewhere between original text
>based adventures and nethack. With worst bits from both.
>
>Don't bother to code one. The code itself is not complex, but as with rpgs
>and roguelikes the work to be done is enormous. And nobody plays them
>anyways...
Well that sounds like bullocks, if not, not very objective.
There are over 1500 muds out there, many with over 100 players
and 20+ coders on at all time, some over 10 years old. So for
these people the format must be doing something right. Actually,
MUD is the first proof of what will happen when vr's that my
grandma can use, hit the masses. If it works for you, tv-addiction
is paled compared to it.
(http://www.mudconnector.com/)
Granted, it isn't as popular as during the early 90ties, with
Quake and Ultima and all. I created most of my ascii stuff in
that period, for muds, as others did.
(http://www.lstock.demon.nl/htwteat3.html)
Right now I can't remember the last time I logged on to one,
though ;) (yes there's a paradox)
There not THAT bad... and not nobody plays them. I got on Realms of Despair
(www.game.org) just to check and just now they have 410 players. And that's just
one. Viva la MUD!!!
I have to admit that MUDs are an important part of the history of computer
gaming... But that's just it. I think that there is no use in coding 1600:th
MUD for a diminishing group of players. They became popular as as the first
form of "real online gaming" and where defined by technical limitations of
that time. Now that most of those limitations are history, why code an other
MUD? (Of course, people create 4-channel tracker music, too...)
100 players of a game is actually a microscopic amount.
I still think it would be best to do a roguelike with ascii art in it
cause I don't think it's ever been done before =)
>(http://www.mudconnector.com/)
>Granted, it isn't as popular as during the early 90ties, with
>Quake and Ultima and all. I created most of my ascii stuff in
>that period, for muds, as others did.
>(http://www.lstock.demon.nl/htwteat3.html)
>Right now I can't remember the last time I logged on to one,
>though ;) (yes there's a paradox)
--
O yeah? Go ahead then. Invent a world, a story and pack it into ascii-art
with some sort of subtitles. Try not to make it boring. FYI, MUDs are not
boring.
:>Well that sounds like bullocks, if not, not very objective.
:>There are over 1500 muds out there, many with over 100 players
:>and 20+ coders on at all time, some over 10 years old. So for
: 100 players of a game is actually a microscopic amount.
Compared to 64 -- limit of quake3.
\a Bye!
//\-')
.'o `/--._____.----')
`-. ,"""""
) ,'__,-( `-._
,','._) / `--.__)
(_' (_/ br
and ASCII-art! Antiquated fools.
----
___ ___
/(O)\ '(O)\
""""" '""""
/
< ,
<------->
"-===-" jjs
----
______
/ .. \
| :: | http://www.geocities.com/jjs_ascii/
| \ / |
| (O O) | jjs_...@yahoo.com
\ __ /
\ {__} /
jjs \____/ The Power of ASCII is Incredible!
That's one side of it.
The other side is not really answered by the 4-channel tracker music example,
but by the question:
Why do people read books when they can watch television and movies?
A: Because it's a different experience on a different level of
abstraction with its own strengths and weaknesses.
(still, telnet sucks of course)
For instance, none of the commercial graphical vr's so far has come close to
the sheer size and depth of many of the muds. That's because most resources
are spend on other things than the actual content. Which is b.t.w. the most
prevelant failure of all released v.r. systems. I've seen many where people
concentrate on making the best system, and implement Tic, Tac, Toe in glaring
3D realism as an afterthought. Funny to observe that in South-Korea, with
the heaviest internet use in the world (they are about 3 times longer online
compared to the average american/west european user), is the only country
where vr's have captured the masses. Mostly used in situations where family
at home can talk to family working elsewhere around the country or planet.
The vr's they run are like 1 generation behind Ultima, but the -worlds- they
created are the most sophistated in terms that they work for the people as
intended.
What I'm waiting for is the killer next generation graphical vr app, better
than the current Quake, Ultima and Sony efforts, easy to use, but distributed
and licensed as with MUDs, i.e. free and being able to start your own vr's.
Back to ASCII art. If you're into popularity, it sounds like a good plan not
to create the 1600th mud. If you're into popularity, it sounds like a good plan
not to create ASCII art as well ;) Both can be a lot of fun though. I guess
for both, there will always be an audience.
I don't mean at one time.
Strangely enough, fans of roguelikes also seem to be more community
minded than fans of MUDs.
Not to fuel the debate to annoying proportions, but it would be kinda cool to
make a roguelike (or MUD, or something) ASCII art-intensive, maybe animated
ASCII cutscenes? Detailed maps and areas, maybe like a close-up view, like a
third-person viewpoint deal...
/\ /\ /\ /\
/ \/\&\/ \/ \
\ /\ #]\ /\ /
\/ \<\ \/ \/
/\ /\ /\ /\
Okay, the perspective isn't quite there, but you can get the generall idea
maybe. I think you've got a good idea, if we can agree on a direction for it.
Thoughts?
--
/)
<^/(=~
<\<\ PitS
--
/)
<^/(=~
<\<\ PitS
Now try it with a vanishing point :p
--
_ http://ooerr.cjb.net
(_' _.._ _. | | _.|| _ ._ NB! Reply only to:
__)(_|| (_| |/\|(_|||(/_| | sara(a)wallen.as
,&_
/ \#\_
##|_[[=| _ /}. \##\__
#"_/_//__ ,'~', __// \ ;####
#`,-=|###H.================"""""======================"" _-"""
#'.-'|Hh-._'---------------/----------------------------------""
#:.-'[####P""--,-._ _.-=m,__ _.
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// o {\ ` "######
// |~) "###
// ~(">7\ `"
// //
---######-------=##=----------------------------------------------dew
Uh, well... kinda emptyish...
--
/)
<^/(=~
<\<\ PitS
>
>"Bateau" <Its...@Not-A-Real-Address.com> insinuated in message
>news:YahZO3C7v3G4U+...@4ax.com...
>> We should make a roguelike or ascii adventure game with all our leet
>> ascii pics.
>> --
>
>Not to fuel the debate to annoying proportions, but it would be kinda cool to
>make a roguelike (or MUD, or something) ASCII art-intensive, maybe animated
>ASCII cutscenes? Detailed maps and areas, maybe like a close-up view, like a
>third-person viewpoint deal...
I used to be addicted to muds in the early 90's! ;)
It just takes a bit of imagination!
Here are some perspectives by Felix Lee
vanishing point
88888888888888888888888888888888888888888888888888888888888888888888888
88.._| | `-. | `. -_-_ _-_ _- _- -_ - .'| |.'| | _..88
88 `-.._ | |`! |`. -_ -__ -_ _- _-_- .' |.;' | _.!-'| 88
88 | `-!._ | `;! ;. _______________ ,'| .-' | _!.i' | 88
88..__ | |`-!._ | `.| |_______________||."'| _!.;' | _|..88
88 |``"..__ | |`";.| i|_|MMMMMMMMMMM|_|'| _!-| | _|..-|' 88
88 | |``--..|_ | `;!|l|MMoMMMMoMMM|1|.'j |_..!-'| | 88
88 | | | |`-,!_|_|MMMMP'YMMMM|_||.!-;' | | | 88
88___|______|____!.,.!,.!,!|d|MMMo * loMM|p|,!,.!.,.!..__|_____|_____88
88 | | | | | |_|MMMMb,dMMMM|_|| | | | | | 88
88 | | |..!-;'i|r|MPYMoMMMMoM|r| |`-..| | | | 88
88 | _!.-j' | _!,"|_|M)(MMMMoMMM|_||!._| `i-!.._ | | 88
88 _!.-'| | _."| !;|1|MbdMMoMMMMM|l|`.| `-._| |``-.._ | 88
88..-i' | _.''| !-| !|_|MMMoMMMMoMM|_|.|`-. | ``._ | |``"..88
88 | |.| |.| !| |u|MoMMMMoMMMM|n||`. |`! | `". | 88
88 | _.-' | .' |.' |/|_|MMMMoMMMMoM|_|! |`! `,.| |-._| 88
88 _!"'| !.'| .'| .'|[@]MMMMMMMMMMM[@] \| `. | `._ | `-._ 88
88-' | .' |.| |/| / \|`. |`! |.| |`-88
88 |_.'| .' | .' |/ \ \ | `. | `._ | 88
88 .' | .' |/| / \ |`! |`.| `. | 88
88 _.' !'| .' | / \| ` | `. |`.| 88
88 vanishing point 888888888888888888888888888888888888888888888 fL 888
_____
__ _ .-'| |
| |``-. ,a888a, | | |
__| | |__8888888___| | |____
--| | |----/|\-----| | |----
--| | |---/ | \----| | |----
__| | |__/ | \___| | |____
| | .' / | \ `. | |
__|__|.'___/____|____\___`.|_____|____
1-point perspective fL
.|``---..._
.' | |
__________V_| | |_____________________V______
------------| | |-------------------,a'------
------------\ | |-----------------,d8'-------
_____________\ | _.!_______________,d88'________
\|_..--'' ,d888'
______________________________________d8888'__________
2-point perspective fL
____ _____
_. / \ _.-'_.-'
;=',_ _____________________________ \ _\/ _/
S" .--` | Shanaka Dias | ___)/ __<
sS \__ | Victoria, Australia | <'-;:\_ _\
__.' ( \--> | sd...@netlane.com | '; \_\
_=/ _./-\/ |_____________________________| >/-,\
((\( /-' -'l ""` |_\
) |/ \\
snd \\ \
`~ `~
>
>"sara wallen" <miss...@btconnect.com> offered in message
>news:8qvrlt8q1d5580q8f...@4ax.com...
>> Now try it with a vanishing point :p
>>
>
I um like it, but it needs more angularity maybe, heck I dont know
__,....
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| |
ah heck I dont know if this shows what I am trying to say or not
| |
/| | |
--
__.-~---_
__)/ > O ( MikeChat
) / /|\ )"
) | ^ ^ ^|
)_\ ^ ^ (
)\ ^ ^ \
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~ ~~~~~~~~~ ~~~~ ~~~~~~~~~~~~~~
~~~~~~~~~ ~~~~~~~~~~~~ MJP~~~~~
Well this reminds me of the 8-bit game The Lords of Midnight,
if that rings a bell with anyone (ancient).
Anyway, if you want to have just the static shots, this is
cool. But we want to be even cooler of course, and for that
one would have to create the views out of 3d object definitions,
so you can look at it from any angle or distance.
That sounds harder than it is. Take that tree for example,
or the castle. One would only need a couple of different
versions of a number of objects, to create something you
can move around. LoM only took 48KB and sported a 4096
location map grid I think. It was a very clever aproach,
technically somewhat of a Doom 0.1.
(Alternatively, to confuse you more with concepts probably
lost in time and space, one could try it the 3D Ant Attack
way.)
One of the major enjoyments that Mudders have over you people who live and
die by ultima online, diablo, everquest, and the such is the use of our
IMAGINATIONS... On graphical user games... the designers lay out for you
what the world will look like. In a mud (text based game), you take a
couple lines of text, and imagine what you are seing... everyone can have a
different "feel" or "thought" as to exactly what the room or object looks
like... Graphical games are fun, no doubt, but once played, hmph... it's
boring. Text based games change... you can go into one room hundreds of
times and "see" something a little differently, and Muds are constantly
changing... New areas and worlds, new ideas, new plots.
I for one would love to see the end of the graphical generation... and see
everyone start using the wonderful ability we ALL have of the imagination...
DON'T be lead around by the computer tyrants that create the world you look
at... Be lead around by the free-willed imagination inside your own mind.
BTW... another great thought on the subject...
Diablo II $59.99 ( prices local to me )
Diablo II expansion $39.99 ( prices local to me )
Muds $ FREE
Muds Expansion I $ FREE
Muds Expansion II $ FREE
Muds Expansion III $ FREE
.
.
Muds Expansion M $ FREE
If everyone sees the game world differently then it really hampers
interaction.
--
| _ .\ ~~ _ ^~
| <')_,/ , ; .\ >(')__, . ` ' , ,______________._ *BANG*
Doesn't the same thing happen in real life? So are you saying muds are
more realistic? ... Just a thought...
--
/)
<^/(=~
<\<\ PitS
No, because everyone in the real world sees the same things.
"Bateau" <Its...@Not-A-Real-Address.com> wrote in message
news:TSBlO6YhdWVU25...@4ax.com...
> >Doesn't the same thing happen in real life? So are you saying muds are
> >more realistic? ... Just a thought...
> No, because everyone in the real world sees the same things.
Are you so sure about that ? .. I'm slightly colorblind f.x , so I see the world
differently from you .. the blind people might have a more different view of it.
And that's just the visual impression .. Even if two people see the same image
.. they can both percieve it differently.
It really depends on the person viewing how he/she sees it.
*lol*
A bit overboard .. don't you think ?
Well have fun with your imaginary friends, seeing as you're unable to
interact with any real people.
Hardly.
IMO, a MUD (or, of course, an RPG like Before Dark) can be thought of as
more realistic, because the images in any graphical game will be
compressed in some way. With the text description, compression is more
efficient, because the creator has absolute control over which bits are
left in or taken out.
> > > No, because everyone in the real world sees the same things.
> >
> > Are you so sure about that ? .. I'm slightly colorblind f.x , so I see the
> world
> > differently from you .. the blind people might have a more different view
> of it.
> > And that's just the visual impression .. Even if two people see the same
> image
> > .. they can both percieve it differently.
> > It really depends on the person viewing how he/she sees it.
> >
> >
We (that is, the majority of people I have discussed this with in the
past) tend to distinguish two levels of interpretation of an image.
The first (seeing) could be though of on the lines of what colours
something is, how big it is and so on.
The second (perceiving) is more like the mood generated by the image.
For example, a tree could be beautiful, or a cathedral could be
impressive.
In my experience, you need both of these elements to set the scene in a
game. Visual images are good for the first, but with a competent author
the perception can be much better from a written description.
>
> ok... here is my point... if 100 people looked at a picture like the one
> below, 95% would get the same idea of what the tree looks like...
>
> note if 100 people read this...
>
> "A tall tree, blooming with white buds, hovers over a long wooden fence. A
> lone telephone wire hangs gingerly before it. Sections of the trunk and
> stems can be seen through the leaves and buds."
>
> 95% of them would inagine different things... ie. the type of tree... the
> other possible surroundings. the actual height of the tree, the shape,
> exact colors. yes, there are people who are color blind that will percieve
> it different... but a majority will have the picture "told" to them in it's
> entirty.
>
Nice description. Not all of the details (type of tree etc.) are
relevant. If (for some reason) the author wants to mention them, it is
easy enough to do. But with a graphical representation, you will need to
decide on all these factors, whether they are relevant or not.
>
>
>
> begin 666 tree_jpg.jpg
> M_]C_X `02D9)1@`!`0$`2 !(``#_VP!#``8$!08%! 8&!08'!P8("A *"@D)
> M"A0.#PP0%Q08&!<4%A8:'24?&ALC'!86("P@(R8G*2HI&1\M,"TH,"4H*2C_
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> M*"@H*"@H*"@H*"@H*"@H*"@H*"@H*"C_P `1" +:`I,#`1$``A$!`Q$!_\0`
> M' ```04!`0$`````````````!0$"`P0&``<(_\0`1! ``@$#`P($! 0$!00"
> M`0$)`0(#``01!1(A,4$&$U%A%")Q@3*1H;$5(T+!!U+1X? D,V+Q%G*")31#
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<snip>
In addition, of course, the text description is a lot shorter. By about
3600 lines, if I count accurately.
--
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