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Alan Monroe
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Files
Sep 25, 2011
complabyrinth032.swf (85 KB) (Log in or Register to download.)
A bare-bones but playable Flash implementation of the D&D Computer Labyrinth Game.

Additions:
A moveable ghost pawn to help you estimate the ghost's position.
Key shortcut summary.
Downloads:296
Jun 11, 2011
complabyrinth031.swf (83 KB) (Log in or Register to download.)
A bare-bones but playable Flash implementation of the D&D Computer Labyrinth Game.

Additions:
Selectable voices.
Stone floor graphics.
Ghost now retreats to treasure room if you end your turn on your base.
Downloads:91
Apr 2, 2011
complabyrinth026.swf (59 KB) (Log in or Register to download.)
A bare-bones but playable Flash implementation of the D&D Computer Labyrinth Game.

Fixes:
Ghost no longer kills you on your home base.
Step counter is now correct for your second and third lives.

Additions:
Keyboard control. Up, down, left, right to move. Space to end turn. Backspace to reset.
Downloads:88
Mar 24, 2011
complabyrinth025.swf (59 KB) (Log in or Register to download.)
A bare-bones but playable Flash implementation of the D&D Computer Labyrinth Game.
Downloads:173
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Jeremiah Lee
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The sounds are difficult to understand, so without knowledge of the original game, I'm not really understanding what's going on.

I want to understand
 
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  • Posted Wed Mar 30, 2011 1:54 pm
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Alan Monroe
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Jeremiah_Lee wrote:
The sounds are difficult to understand


"Tik" - confirmation that you have made a valid move.
"No" - confirmation that you have made an invalid move.
"Ouch" - you ran into a wall.
"Ghost awakes" - the ghost is now mobile and will start tracking you.
"Ghost attacks" - you lose a life & teleport back to your home base.
"Found treasure", "You win", "Game over" - hopefully these are self-explanatory

 
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  • Posted Wed Mar 30, 2011 2:17 pm
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Alan Monroe
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Jeremiah_Lee wrote:
I'm not really understanding what's going on.

You did read the Help screen, right? laugh
 
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  • Posted Wed Mar 30, 2011 2:20 pm
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Jeremiah Lee
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JavaJack wrote:
Jeremiah_Lee wrote:
The sounds are difficult to understand


"Tik" - confirmation that you have made a valid move.
"No" - confirmation that you have made an invalid move.
"Ouch" - you ran into a wall.
"Ghost awakes" - the ghost is now mobile and will start tracking you.
"Ghost attacks" - you lose a life & teleport back to your home base.
"Found treasure", "You win", "Game over" - hopefully these are self-explanatory

It's a sound-quality issue. I'm not hearing the distinction between Ghost awakes and Ghost attacks, and I don't think I've ever heard Found treasure. Perhaps it's just my machine?
 
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  • Posted Sat Apr 2, 2011 3:41 pm
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Alan Monroe
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Jeremiah_Lee wrote:
I'm not hearing the distinction between Ghost awakes and Ghost attacks, and I don't think I've ever heard Found treasure. Perhaps it's just my machine?

Weird. Are these the original wav files any different?
http://javajack.dynalias.net/flash/ghostattacks.wav
http://javajack.dynalias.net/flash/ghostawakes.wav
http://javajack.dynalias.net/flash/ghostmoves.wav
 
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  • Posted Sat Apr 2, 2011 5:22 pm
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Jeremiah Lee
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Hey! I just found the treasure for the very first time (I know I found the treasure because I now see the little icon that shows the grail). So, I can understand more, if I really listen, and now, knowing what the order should be, I can get a sense of what it's supposed to be saying.
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  • Posted Sun Apr 3, 2011 4:25 am
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Alan Monroe
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Jeremiah_Lee wrote:
Hey! I just found the treasure for the very first time


Cool.

I've uploaded version 026 (twice - first one was rejected for some reason) which adds keyboard control and fixes some bugs. Waiting for it to be approved.
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  • Posted Mon Apr 4, 2011 7:00 pm
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Gianni Soldati
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Hello!
I played a few times.

Maybe it's because english it's not my language but I don't understand anything!

The only clear sound is the word "ghost" and the word "ouch". The rest is just noise!
Why you use those terrible "robotic" sounds? Why don't you simply use your voice?

Even my Commodore64 in the 80's spoke a better English!
 
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  • Posted Tue Apr 5, 2011 11:03 pm
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Alan Monroe
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kotetsujeeg wrote:
Why you use those terrible "robotic" sounds?

I was trying to give it an old-fashioned sound. The Texas Instruments Speak-n-Spell voice would have been better, but I didn't have a convenient way to use it.

kotetsujeeg wrote:
Why don't you simply use your voice?

It would be even worse!

kotetsujeeg wrote:
Even my Commodore64 in the 80's spoke a better English!

I do have S.A.M. on Vice C64 emulator. I'll have to see if it sounds better.
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  • Posted Wed Apr 6, 2011 3:34 pm
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Gianni Soldati
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OH! That would be great! I still remember the days spent making the C64 speak Italian!
 
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  • Posted Wed Apr 6, 2011 7:15 pm
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Alan Monroe
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JavaJack wrote:
I do have S.A.M. on Vice C64 emulator. I'll have to see if it sounds better.

S.A.M. might not be quite as clear as you remembered:
http://javajack.dynalias.net/flash/c64sam.swf
(This just loops some voice samples over and over)
The treble is cut a bit since I set Flash to export the sound at 32kbit.


Try this version. I found a different speech synthesizer and ran it through some EQ/compression:
http://javajack.dynalias.net/flash/complabyrinth027.swf

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  • Edited Thu Apr 7, 2011 3:25 am
  • Posted Thu Apr 7, 2011 2:19 am
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Jeremiah Lee
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JavaJack wrote:
Try this version. I found a different speech synthesizer and ran it through some EQ/compression:
http://javajack.dynalias.net/flash/complabyrinth027.swf

So much easier to understand!
 
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  • Posted Thu Apr 7, 2011 4:43 am
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Gianni Soldati
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Lots better!
Now I only feel the lack of a marker for the "guessed position" of the dragon.

My only suggestion is to write in the help all the words you can hear in the game. Once a foreigner read the words wll understand them very easily even if doesn't speak english.
 
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  • Posted Thu Apr 7, 2011 11:26 am
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Alan Monroe
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Test out this version and give me your feedback before I upload it to BGG:
http://javajack.dynalias.net/flash/complabyrinth029.swf

Added:
Selectable voices.
Visible display of speech.
Ghost now retreats in the direction of treasure room if you end turn in your base.
Next turn button is correctly ignored if the game is not in-progress.
Game should not prematurely end if you're killed in the treasure room (please test this).
Updated Help and About screens.

I'm also curious on people's opinions on whether the robo-voice should put run through the same bandpass filter as the Fancy voice to make it sound more toy-like.
 
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  • Edited Sat Apr 9, 2011 12:40 am
  • Posted Sat Apr 9, 2011 12:37 am
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Gianni Soldati
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Only two notes about the help page.

First column:
There is a "yo" that should be "your"

Second column:
Its says "The ghost once awakened moves one space after the player's move is complete"
My englsh is queite bad but I think that it's a little confusing...maybe you should write this:
"The ghost once awakened moves one space after the player's turn is complete"

Because the player in every turn has lots of moves...but meybe it's just my bad english talking.

 
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  • Posted Sat Apr 9, 2011 11:46 am
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Alan Monroe
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kotetsujeeg wrote:
There is a "yo" that should be "your"

That's a side effect of the Flash font sizing/antialiasing method, not a typo. I toggled the setting for this.

kotetsujeeg wrote:
"The ghost once awakened moves one space after the player's turn is complete"

Makes sense. Changed.

http://javajack.dynalias.net/flash/complabyrinth030.swf
 
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  • Edited Sat Apr 9, 2011 3:37 pm
  • Posted Sat Apr 9, 2011 3:37 pm
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John "Omega" Williams
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Nicely done.

One question though.

Would it be possible to add the ability to place a ghost marker where you "think" the ghost is?
 
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  • Posted Mon Jun 20, 2011 9:51 am
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Alan Monroe
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Omega2064 wrote:
Would it be possible to add the ability to place a ghost marker where you "think" the ghost is?

Easy to add a pawn that could be dragged with the mouse. Should it have snap-to-grid or keyboard control?
 
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  • Posted Mon Jun 20, 2011 5:39 pm
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John "Omega" Williams
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Good question. Grid sounds likely the easiest to do. Possibly a toggle button for "move" ghost so there is not any mix-ups between moving player and ghost.
 
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  • Posted Sun Jun 26, 2011 11:58 pm
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Alan Monroe
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Ghost marker added per request.

Geekmail me with suggestions for my next Flash game.
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  • Posted Tue Sep 27, 2011 12:44 pm
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John "Omega" Williams
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Very nice addition. Makes the game alot more survivable once you know whee the ghost likely is.
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  • Posted Wed Sep 28, 2011 2:11 am
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