Re: [Audyssey] problem with vipmud

2009-08-14 Thread Valiant8086
Try \%1 entered the room.
If you have two of those star symbols, %2 will access the second one. That 
might help.
  - Original Message - 
  From: Matheus 
  To: gamers@audyssey.org 
  Sent: Thursday, August 13, 2009 9:21 PM
  Subject: [Audyssey] problem with vipmud


  hey everyone. i decided to go ahead and translate the card game that i
  told here to english, however, i'm finding 1 problem related to the #sub
  command.
  i'll give a example of what is giving me the problem by posting the
  entire line and explaining what's wrong:


  #trigger {*Entra na conversação} {#sub {*Entered the room}}
  in this case, the first part of the line shows the portuguese text, that
  should be converted to english, as you can see. the problem is that,
  instead of showing the name of the people that entered the room
  (wen the script is in action) it shows just that:
  *entered the room
  instead of showing, for example:
  matheus entered the room
  what i'm doing wrong?
  can anyone pls tell me if there's a way to fix it, and how?
  i'm planning to be ready with the project in 1 week if everything go
  right.

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Re: [Audyssey] The real Game Circle

2009-08-14 Thread Thomas Ward

Hi,
Well said. I too also feel as though the accessible games we have are a 
bit disappointing. No disrespect to my fellow game developers, but there 
really isn't anything that is really new or innovative to speak of 
besides Rail Racer.
For the most part accessible games tend to fall into two catagories. 
Either they are simple board and card games, or an arcade game type 
theme. Personally, I find the options rather limitting compared to what 
was available to me before I lost my sight, and is the main reason I 
began writing accesible games myself.
As for the GMA engine I have to disagree with you. Besides the fact it 
is a bit old it still is one of the best tools an accessible developer 
can use. It is an FPS game engine, and in the right hands it could be 
used to create some killer accessible games. We have already seen what 
it can do with Shades of Doom and Tank Commander, and I think with some 
updates it should be able to create games more or less on par with Star 
Trek Elite Force, Star Wars Jedi Knight,  etc. In some respects it isn't 
the fault of the tool here, but perhaps it is the developer's lack of 
imagination, creativity, or experience with full blown FPS games here.
As for the Star Wars game I was working on I had to put that project on 
hold for a couple of reasons. First, I am still trying to work with 
Lucas Film on obtaining a Star Wars license. Second, when Alchemy closed 
up I took over their games and projects which I want to complete before 
returning to my own original projects.


CSF inc. wrote:
With the current game circle we have as blind gamers, it's disappointing; There are interesting games we play but very few; other games are not accessible to certain computers and operating systems; others are so simple and plain, for some of us who has played regular games, it's disheartening; Effort should be made into making games more involved, more ideas ie stop making games off of GMA's frame work, There is only 1 Shades, 1 Tank Commander..  lastly, we need games we can play along with our sighted family like Soul Caliber. We have no fighting games, no sports games we can play without some A.I. making it not real; even though the 2nd best player in the world in Mortal Combat is Blind!! We should of taken that  
initiative


 and created some type of fighting game at least similar to Mortal.. Are blind 
people not sports fans? would we like to box? run the football? aim the pitch 
in a baseball game? even fly a F-16 in combat.. Sim's are O.K. I guess, but it 
takes the control and fun out of the game.. Some will complain about this post, 
some will agree; the point is We Need More Variety, And Not The Same Games With 
Different Titles.. What happened to Star Wars Jedi attack? OOh Yeah Baby..
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Re: [Audyssey] The real Game Circle

2009-08-14 Thread william lomas
it will be interesting though to be fair, to see what draconis have up  
their sleives. i thought 2009 was the year for draconis, but nothing  
as of yet?


On 14 Aug 2009, at 07:29, Thomas Ward wrote:


Hi,
Well said. I too also feel as though the accessible games we have  
are a bit disappointing. No disrespect to my fellow game developers,  
but there really isn't anything that is really new or innovative to  
speak of besides Rail Racer.
For the most part accessible games tend to fall into two catagories.  
Either they are simple board and card games, or an arcade game type  
theme. Personally, I find the options rather limitting compared to  
what was available to me before I lost my sight, and is the main  
reason I began writing accesible games myself.
As for the GMA engine I have to disagree with you. Besides the fact  
it is a bit old it still is one of the best tools an accessible  
developer can use. It is an FPS game engine, and in the right hands  
it could be used to create some killer accessible games. We have  
already seen what it can do with Shades of Doom and Tank Commander,  
and I think with some updates it should be able to create games more  
or less on par with Star Trek Elite Force, Star Wars Jedi Knight,   
etc. In some respects it isn't the fault of the tool here, but  
perhaps it is the developer's lack of imagination, creativity, or  
experience with full blown FPS games here.
As for the Star Wars game I was working on I had to put that project  
on hold for a couple of reasons. First, I am still trying to work  
with Lucas Film on obtaining a Star Wars license. Second, when  
Alchemy closed up I took over their games and projects which I want  
to complete before returning to my own original projects.


CSF inc. wrote:
With the current game circle we have as blind gamers, it's  
disappointing; There are interesting games we play but very few;  
other games are not accessible to certain computers and operating  
systems; others are so simple and plain, for some of us who has  
played regular games, it's disheartening; Effort should be made  
into making games more involved, more ideas ie stop making games  
off of GMA's frame work, There is only 1 Shades, 1 Tank  
Commander..  lastly, we need games we can play along with our  
sighted family like Soul Caliber. We have no fighting games, no  
sports games we can play without some A.I. making it not real; even  
though the 2nd best player in the world in Mortal Combat is Blind!!  
We should of taken that  initiative


and created some type of fighting game at least similar to Mortal..  
Are blind people not sports fans? would we like to box? run the  
football? aim the pitch in a baseball game? even fly a F-16 in  
combat.. Sim's are O.K. I guess, but it takes the control and fun  
out of the game.. Some will complain about this post, some will  
agree; the point is We Need More Variety, And Not The Same Games  
With Different Titles.. What happened to Star Wars Jedi attack? OOh  
Yeah Baby..

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Re: [Audyssey] The real Game Circle

2009-08-14 Thread Che
regarding the idea of developers teaming up, it is a great idea in theory, 
but a diffficult one to put into practice in reality.
 every developer i have talked to without exception, myself included have 
large egos and set ways of doing things, this would be a serious problem i 
think.

secondly, deciding how to whack up the proceeds would be a huge issue.
 lastly, all involved would have to agree on a language to use for 
programming, which may or may not be a big problem depending on folks 
involved.
anyhow, if some developers can get something done as a group, i'm all for 
it. but i know as for myself, i work better alone, where the vision is one, 
all problems as well as successes are also mine alone to deal with, and if 
something is screwed up, i have nobody to blame but myself.
 i think this could work out if everyone agreed on the outline of the 
project, and designed things modularly so each programmer would have their 
own little corner to work on, which could be intergrated into the whole 
later on. once again, easier said than done.

later
che

- Original Message - 
From: william lomas lomaswill...@googlemail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 1:31 AM
Subject: Re: [Audyssey] The real Game Circle


it will be interesting though to be fair, to see what draconis have up 
their sleives. i thought 2009 was the year for draconis, but nothing  as 
of yet?


On 14 Aug 2009, at 07:29, Thomas Ward wrote:


Hi,
Well said. I too also feel as though the accessible games we have  are a 
bit disappointing. No disrespect to my fellow game developers,  but there 
really isn't anything that is really new or innovative to  speak of 
besides Rail Racer.
For the most part accessible games tend to fall into two catagories. 
Either they are simple board and card games, or an arcade game type 
theme. Personally, I find the options rather limitting compared to  what 
was available to me before I lost my sight, and is the main  reason I 
began writing accesible games myself.
As for the GMA engine I have to disagree with you. Besides the fact  it 
is a bit old it still is one of the best tools an accessible  developer 
can use. It is an FPS game engine, and in the right hands  it could be 
used to create some killer accessible games. We have  already seen what 
it can do with Shades of Doom and Tank Commander,  and I think with some 
updates it should be able to create games more  or less on par with Star 
Trek Elite Force, Star Wars Jedi Knight,   etc. In some respects it isn't 
the fault of the tool here, but  perhaps it is the developer's lack of 
imagination, creativity, or  experience with full blown FPS games here.
As for the Star Wars game I was working on I had to put that project  on 
hold for a couple of reasons. First, I am still trying to work  with 
Lucas Film on obtaining a Star Wars license. Second, when  Alchemy closed 
up I took over their games and projects which I want  to complete before 
returning to my own original projects.


CSF inc. wrote:
With the current game circle we have as blind gamers, it's 
disappointing; There are interesting games we play but very few;  other 
games are not accessible to certain computers and operating  systems; 
others are so simple and plain, for some of us who has  played regular 
games, it's disheartening; Effort should be made  into making games 
more involved, more ideas ie stop making games  off of GMA's frame 
work, There is only 1 Shades, 1 Tank  Commander..  lastly, we need 
games we can play along with our  sighted family like Soul Caliber. We 
have no fighting games, no  sports games we can play without some A.I. 
making it not real; even  though the 2nd best player in the world in 
Mortal Combat is Blind!!  We should of taken that  initiative


and created some type of fighting game at least similar to Mortal..  Are 
blind people not sports fans? would we like to box? run the  football? 
aim the pitch in a baseball game? even fly a F-16 in  combat.. Sim's are 
O.K. I guess, but it takes the control and fun  out of the game.. Some 
will complain about this post, some will  agree; the point is We Need 
More Variety, And Not The Same Games  With Different Titles.. What 
happened to Star Wars Jedi attack? OOh  Yeah Baby..

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Re: [Audyssey] The real Game Circle

2009-08-14 Thread Thomas Ward

Hi Che,
I know the feeling. I'm not sure why but simple and easy games appears 
to be what sells in the accessible games market. As many people know one 
of my plans will be to create a full blown 3d game engine, as in actual 
3d levels with 3d objects, 3d movement, as well as 3d audio support. No 
sooner did i mention my plans I got various comments to the effect that 
anything I made using it would be too hard even though they never seen 
the final product yet.
One of the things that bothered me was some people immediately tried to 
tell me that because they have problems with Audioquake and Technoshock 
they absolutely know that they couldn't play any of my games. They 
didn't seam to consider the fact that with Audioquake accessibility is 
poorly implemented, and because it is  a modified version of Quake it 
wasn't designed from the ground up for a blind player. Accessibility is 
an add on, and there could be a lot more done to it to provide 
accessibility. Technoshock also has some accessibility issues, that make 
it harder than say Shades of Doom to play, and i feel accessibility 
could b done better in that game. I've seen what works and what doesn't 
and I'd use that experience plus my own blindness to work out any and 
all accessibility problems that might crop up.
Anyway, the bottom line is now and then we see a thread like this where 
someone suggests coming up with something new, something different, 
something more mainstream, and when a developer tries to do that, come 
up with something truly amazing like Rail Racer, the complaints thatit 
is too hard come rolling in. As a developer we really can't win. No 
matter if we do something easy or something new and slightly challenging 
someone is going to complain.



Che wrote:

I agree with ya man,
 I tried something different with rail racer, and I suppose it was 
somewhat successful, but i got lots of complaints that it was too 
complicated to play.
 folks complain if it is too easy, if it is too hard, if it takes too 
much practice to master, blah blah blah. just can't please all the 
folks all the time.
  next i am doing an online playable football game, driven with mouse 
support, custom plays, online season play against human opponents, 
high end sound effects, etc. . I was going to do a really involved 
fighting game as posted on list here, but didn't get much feedback on 
it, and didn't want to spend the next 18 months on something that 
wasn't going to sell, especially such an ambitious project. I think 
the folks that would have enjoyed the online fighting game would have 
really enjoyed it a lot, as those that play rail racer constantly do, 
but there just aren't enough of them out there to justify the time spent.
you can check the archives for details. the project might still get 
done, but it will have to wait.
I think the masses want simple and easy, and those kind of games seem 
to sell the best. troop n em sold a lot of copies, and at its core, 
its just a simple shoot em up.
 anyhow, i want a killer football game myself, so I'm gonna make one. 
if folks like it fine, if not, whatever, you got to go with what yer 
passionate about, or the results come out luke warm at best.
 as for other developers out there, i can't comment, they do what they 
do, and so far innovation hasn't been at the top of any of their lists 
lately from what i've seen.

We can only hope that changes soon.
This is not a money making market to spend hundreds and perhaps 
thousands of hours on a project and make just a few grand on it. you 
have to love doing it almost as a hobby , or yer in for dissapointment.
 I set up the card room because I love poker, and also to offset some 
of my dedicated server costs, and folks that have played have told me 
they are the best card games out there for the blind, with features 
not seen anywhere else. But even so, nobody is gonna make a living 
doing this stuff.
i've seen cracked copies of most of the accessible games out there, 
hosted by fellow blinks. these people are total idiots, not realizing 
the damage they are doing to the accessible gaming market, but they 
don't care. i know some of them are reading this, and if you are 
sharing any cracked games, you should be very ashamed of yourself. in 
sucha small market, the damage you are doing is immense.
 Bottom line, if your a fellow developer working on a game now, my hat 
is off to you, this is a hard task without much reward or thanks, but 
non developers don't get that  and don't seem to care either.  But 
having said that, can't we push the envelope a little bit?  Do we 
really need another shoot em up or arcade action game? hasn't all that 
been done enough by now?

later
che



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Re: [Audyssey] problem with vipmud

2009-08-14 Thread peter Mahach
vip's manual says you can access up to 99 stars just so you know but I dout 
you'd need tht much.
- Original Message - 
From: Valiant8086 valiant8...@lavabit.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 8:24 AM
Subject: Re: [Audyssey] problem with vipmud


Try \%1 entered the room.
If you have two of those star symbols, %2 will access the second one. That 
might help.
 - Original Message - 
 From: Matheus

 To: gamers@audyssey.org
 Sent: Thursday, August 13, 2009 9:21 PM
 Subject: [Audyssey] problem with vipmud


 hey everyone. i decided to go ahead and translate the card game that i
 told here to english, however, i'm finding 1 problem related to the #sub
 command.
 i'll give a example of what is giving me the problem by posting the
 entire line and explaining what's wrong:


 #trigger {*Entra na conversação} {#sub {*Entered the room}}
 in this case, the first part of the line shows the portuguese text, that
 should be converted to english, as you can see. the problem is that,
 instead of showing the name of the people that entered the room
 (wen the script is in action) it shows just that:
 *entered the room
 instead of showing, for example:
 matheus entered the room
 what i'm doing wrong?
 can anyone pls tell me if there's a way to fix it, and how?
 i'm planning to be ready with the project in 1 week if everything go
 right.

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Re: [Audyssey] The real Game Circle

2009-08-14 Thread Milos Przic
  Yes, fighting game would be cool, something I have been waiting for since 
I first saw an audio game!
- Original Message - 
From: CSF inc. elohee...@verizon.net
To: Che c...@blindadrenaline.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Thursday, August 13, 2009 11:13 PM
Subject: Re: [Audyssey] The real Game Circle


Your the man, and can't wait for your football game, dude, call me 
personally.. As for a fighting game. I can only wish, and allot of other 
blind gamers I know is starving for it.. And what about up to dat music? 
Rock, Hip - Hop, club, dance.. Come on it's almost 2010.. Later
- Original Message - 
From: Che c...@blindadrenaline.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, August 13, 2009 10:01 PM
Subject: Re: [Audyssey] The real Game Circle



I agree with ya man,
 I tried something different with rail racer, and I suppose it was 
somewhat successful, but i got lots of complaints that it was too 
complicated to play.
 folks complain if it is too easy, if it is too hard, if it takes too 
much practice to master, blah blah blah. just can't please all the folks 
all the time.
  next i am doing an online playable football game, driven with mouse 
support, custom plays, online season play against human opponents, high 
end sound effects, etc. . I was going to do a really involved fighting 
game as posted on list here, but didn't get much feedback on it, and 
didn't want to spend the next 18 months on something that wasn't going to 
sell, especially such an ambitious project. I think the folks that would 
have enjoyed the online fighting game would have really enjoyed it a lot, 
as those that play rail racer constantly do, but there just aren't enough 
of them out there to justify the time spent.
you can check the archives for details. the project might still get done, 
but it will have to wait.
I think the masses want simple and easy, and those kind of games seem to 
sell the best. troop n em sold a lot of copies, and at its core, its just 
a simple shoot em up.
 anyhow, i want a killer football game myself, so I'm gonna make one. if 
folks like it fine, if not, whatever, you got to go with what yer 
passionate about, or the results come out luke warm at best.
 as for other developers out there, i can't comment, they do what they 
do, and so far innovation hasn't been at the top of any of their lists 
lately from what i've seen.

We can only hope that changes soon.
This is not a money making market to spend hundreds and perhaps thousands 
of hours on a project and make just a few grand on it. you have to love 
doing it almost as a hobby , or yer in for dissapointment.
 I set up the card room because I love poker, and also to offset some of 
my dedicated server costs, and folks that have played have told me they 
are the best card games out there for the blind, with features not seen 
anywhere else. But even so, nobody is gonna make a living doing this 
stuff.
i've seen cracked copies of most of the accessible games out there, 
hosted by fellow blinks. these people are total idiots, not realizing the 
damage they are doing to the accessible gaming market, but they don't 
care. i know some of them are reading this, and if you are sharing any 
cracked games, you should be very ashamed of yourself. in sucha small 
market, the damage you are doing is immense.
 Bottom line, if your a fellow developer working on a game now, my hat is 
off to you, this is a hard task without much reward or thanks, but non 
developers don't get that  and don't seem to care either.  But having 
said that, can't we push the envelope a little bit?  Do we really need 
another shoot em up or arcade action game? hasn't all that been done 
enough by now?

later
che

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Re: [Audyssey] The real Game Circle

2009-08-14 Thread Scott Chesworth
I too am of the pursuation that would quite like to have a fighting
game rock my socks off, mainly because I'm too broke to own a console
at the moment.
Seems to me though having seen some of the PS3 and even the later PS2
titles that it would be a massive project to get it up to current
console standard.  There are so many games in this genre that are
playable to the point of being worth buying on consoles that anything
less would seem kinda pointless to me, unless it was ridiculously
adddictive in some non-standard way.
I think the developer that takes on this project is gonna have a lot
on their plate.  Without some real innovation or a touch of something
nobody is expecting, we're likely to end up with something not
dissimilar to Mortal Kombat 3 with talking menues at best.  I dunno if
I'd buy that, I already own MK3.
Not meaning to put a downer on a project that hasn't even started yet,
just musing really.

Something else I'd be very very interested in would be some
innovations to one of the open source musical game projects like frets
on fire to make it more accessible.  Sure rockband is playable, but
proper speech feedback with online play and such would be just the
ticket for me.  Can't imagine buying a whole console for it, but I can
definitely imagine buying the music controllers to hook up to the pc.

Scott

On 8/14/09, Milos Przic milos.pr...@gmail.com wrote:
Yes, fighting game would be cool, something I have been waiting for since
 I first saw an audio game!
 - Original Message -
 From: CSF inc. elohee...@verizon.net
 To: Che c...@blindadrenaline.com; Gamers Discussion list
 gamers@audyssey.org
 Sent: Thursday, August 13, 2009 11:13 PM
 Subject: Re: [Audyssey] The real Game Circle


 Your the man, and can't wait for your football game, dude, call me
 personally.. As for a fighting game. I can only wish, and allot of other
 blind gamers I know is starving for it.. And what about up to dat music?
 Rock, Hip - Hop, club, dance.. Come on it's almost 2010.. Later
 - Original Message -
 From: Che c...@blindadrenaline.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, August 13, 2009 10:01 PM
 Subject: Re: [Audyssey] The real Game Circle


 I agree with ya man,
  I tried something different with rail racer, and I suppose it was
 somewhat successful, but i got lots of complaints that it was too
 complicated to play.
  folks complain if it is too easy, if it is too hard, if it takes too
 much practice to master, blah blah blah. just can't please all the folks
 all the time.
   next i am doing an online playable football game, driven with mouse
 support, custom plays, online season play against human opponents, high
 end sound effects, etc. . I was going to do a really involved fighting
 game as posted on list here, but didn't get much feedback on it, and
 didn't want to spend the next 18 months on something that wasn't going to

 sell, especially such an ambitious project. I think the folks that would
 have enjoyed the online fighting game would have really enjoyed it a lot,

 as those that play rail racer constantly do, but there just aren't enough

 of them out there to justify the time spent.
 you can check the archives for details. the project might still get done,

 but it will have to wait.
 I think the masses want simple and easy, and those kind of games seem to
 sell the best. troop n em sold a lot of copies, and at its core, its just

 a simple shoot em up.
  anyhow, i want a killer football game myself, so I'm gonna make one. if
 folks like it fine, if not, whatever, you got to go with what yer
 passionate about, or the results come out luke warm at best.
  as for other developers out there, i can't comment, they do what they
 do, and so far innovation hasn't been at the top of any of their lists
 lately from what i've seen.
 We can only hope that changes soon.
 This is not a money making market to spend hundreds and perhaps thousands

 of hours on a project and make just a few grand on it. you have to love
 doing it almost as a hobby , or yer in for dissapointment.
  I set up the card room because I love poker, and also to offset some of
 my dedicated server costs, and folks that have played have told me they
 are the best card games out there for the blind, with features not seen
 anywhere else. But even so, nobody is gonna make a living doing this
 stuff.
 i've seen cracked copies of most of the accessible games out there,
 hosted by fellow blinks. these people are total idiots, not realizing the

 damage they are doing to the accessible gaming market, but they don't
 care. i know some of them are reading this, and if you are sharing any
 cracked games, you should be very ashamed of yourself. in sucha small
 market, the damage you are doing is immense.
  Bottom line, if your a fellow developer working on a game now, my hat is

 off to you, this is a hard task without much reward or thanks, but non
 developers don't get that  and don't seem to care 

[Audyssey] Help with Tank Commander.

2009-08-14 Thread Ryan Conroy
Hi,

I was wondering if anyone would be willing to do a walkthrough on Tank 
Commander for me? I just need the fifth sector done.  I can beat all other 
missions, but not number five. Big thanks for anyone that wants to help.
Ryan

Click to consolidate debt and lower month expenses.
http://thirdpartyoffers.juno.com/TGL2131/fc/BLSrjnsHDfMWwaNNluxdTnmpw3Ab28k3fjcbXbxOmrWLQ4u3ft9Uew8qzNe/
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Re: [Audyssey] Help with Tank Commander.

2009-08-14 Thread Scott Chesworth
Hey Ryan,

Check out Raul's walkthrough on www.asmodean.net
It's broken down into individual missions so you don't have to spoil
anything you don't want too, a really thorough and well played run.

hth
Scott

On 8/14/09, Ryan Conroy staindadd...@juno.com wrote:
 Hi,

 I was wondering if anyone would be willing to do a walkthrough on Tank
 Commander for me? I just need the fifth sector done.  I can beat all other
 missions, but not number five. Big thanks for anyone that wants to help.
 Ryan
 
 Click to consolidate debt and lower month expenses.
 http://thirdpartyoffers.juno.com/TGL2131/fc/BLSrjnsHDfMWwaNNluxdTnmpw3Ab28k3fjcbXbxOmrWLQ4u3ft9Uew8qzNe/
 ---
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Re: [Audyssey] problem with vipmud

2009-08-14 Thread Matheus
hi, thanks so much peter, aaron and ryan, it worked like a charm.


-Mensagem original-
De: peter Mahach piterm...@gmail.com
Para: Gamers Discussion list gamers@audyssey.org
Data: Sexta, 14 de Agosto de 2009 11:37
Assunto: Re: [Audyssey] problem with vipmud

vip's manual says you can access up to 99 stars just so you know but I dout
you'd need tht much.
- Original Message -
From: Valiant8086 valiant8...@lavabit.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 8:24 AM
Subject: Re: [Audyssey] problem with vipmud


Try \%1 entered the room.
If you have two of those star symbols, %2 will access the second one. That
might help.
  - Original Message -
  From: Matheus
  To: gamers@audyssey.org
  Sent: Thursday, August 13, 2009 9:21 PM
  Subject: [Audyssey] problem with vipmud


  hey everyone. i decided to go ahead and translate the card game that i
  told here to english, however, i'm finding 1 problem related to the #sub
  command.
  i'll give a example of what is giving me the problem by posting the
  entire line and explaining what's wrong:


  #trigger {*Entra na conversação} {#sub {*Entered the room}}
  in this case, the first part of the line shows the portuguese text, that
  should be converted to english, as you can see. the problem is that,
  instead of showing the name of the people that entered the room
  (wen the script is in action) it shows just that:
  *entered the room
  instead of showing, for example:
  matheus entered the room
  what i'm doing wrong?
  can anyone pls tell me if there's a way to fix it, and how?
  i'm planning to be ready with the project in 1 week if everything go
  right.

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Re: [Audyssey] The real Game Circle

2009-08-14 Thread CSF inc.
I agree, and I loved the trailer for Star Wars Jedi Attack.. Hey, you guys 
do a great job, bottom line.. I know developers are true gamers at the very 
core and that is what pushes you to make games in general, I just would like 
to see that 13 year old gamer come back out in the creation of games; Like 
when I played Coleko Vision for the first time.. Smile
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 1:29 AM
Subject: Re: [Audyssey] The real Game Circle



Hi,
Well said. I too also feel as though the accessible games we have are a 
bit disappointing. No disrespect to my fellow game developers, but there 
really isn't anything that is really new or innovative to speak of besides 
Rail Racer.
For the most part accessible games tend to fall into two catagories. 
Either they are simple board and card games, or an arcade game type theme. 
Personally, I find the options rather limitting compared to what was 
available to me before I lost my sight, and is the main reason I began 
writing accesible games myself.
As for the GMA engine I have to disagree with you. Besides the fact it is 
a bit old it still is one of the best tools an accessible developer can 
use. It is an FPS game engine, and in the right hands it could be used to 
create some killer accessible games. We have already seen what it can do 
with Shades of Doom and Tank Commander, and I think with some updates it 
should be able to create games more or less on par with Star Trek Elite 
Force, Star Wars Jedi Knight,  etc. In some respects it isn't the fault of 
the tool here, but perhaps it is the developer's lack of imagination, 
creativity, or experience with full blown FPS games here.
As for the Star Wars game I was working on I had to put that project on 
hold for a couple of reasons. First, I am still trying to work with Lucas 
Film on obtaining a Star Wars license. Second, when Alchemy closed up I 
took over their games and projects which I want to complete before 
returning to my own original projects.


CSF inc. wrote:
With the current game circle we have as blind gamers, it's disappointing; 
There are interesting games we play but very few; other games are not 
accessible to certain computers and operating systems; others are so 
simple and plain, for some of us who has played regular games, it's 
disheartening; Effort should be made into making games more involved, 
more ideas ie stop making games off of GMA's frame work, There is only 
1 Shades, 1 Tank Commander..  lastly, we need games we can play along 
with our sighted family like Soul Caliber. We have no fighting games, 
no sports games we can play without some A.I. making it not real; even 
though the 2nd best player in the world in Mortal Combat is Blind!! We 
should of taken that  initiative


 and created some type of fighting game at least similar to Mortal.. Are 
blind people not sports fans? would we like to box? run the football? aim 
the pitch in a baseball game? even fly a F-16 in combat.. Sim's are O.K. 
I guess, but it takes the control and fun out of the game.. Some will 
complain about this post, some will agree; the point is We Need More 
Variety, And Not The Same Games With Different Titles.. What happened to 
Star Wars Jedi attack? OOh Yeah Baby..

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Re: [Audyssey] The real Game Circle

2009-08-14 Thread CSF inc.
I see this situation as a challenge, I feel with correct marketing and 
advertising of the games the market would expand; NFB, ACB and others could 
be considered as a avenue of advertisement. Secondly, even paying monthly 
for a on - line Digital Marketing, company to push the games for the first 
few months will expand your profitability. Word of mouth is also a great way 
and one of the best ways of advertisement; seriously hitting game blogs and 
forums is a good way to accomplish this.. Just some ideas..
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Che c...@blindadrenaline.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Friday, August 14, 2009 1:51 AM
Subject: Re: [Audyssey] The real Game Circle



Hi Che,
I know the feeling. I'm not sure why but simple and easy games appears to 
be what sells in the accessible games market. As many people know one of 
my plans will be to create a full blown 3d game engine, as in actual 3d 
levels with 3d objects, 3d movement, as well as 3d audio support. No 
sooner did i mention my plans I got various comments to the effect that 
anything I made using it would be too hard even though they never seen 
the final product yet.
One of the things that bothered me was some people immediately tried to 
tell me that because they have problems with Audioquake and Technoshock 
they absolutely know that they couldn't play any of my games. They didn't 
seam to consider the fact that with Audioquake accessibility is poorly 
implemented, and because it is  a modified version of Quake it wasn't 
designed from the ground up for a blind player. Accessibility is an add 
on, and there could be a lot more done to it to provide accessibility. 
Technoshock also has some accessibility issues, that make it harder than 
say Shades of Doom to play, and i feel accessibility could b done better 
in that game. I've seen what works and what doesn't and I'd use that 
experience plus my own blindness to work out any and all accessibility 
problems that might crop up.
Anyway, the bottom line is now and then we see a thread like this where 
someone suggests coming up with something new, something different, 
something more mainstream, and when a developer tries to do that, come up 
with something truly amazing like Rail Racer, the complaints thatit is too 
hard come rolling in. As a developer we really can't win. No matter if we 
do something easy or something new and slightly challenging someone is 
going to complain.



Che wrote:

I agree with ya man,
 I tried something different with rail racer, and I suppose it was 
somewhat successful, but i got lots of complaints that it was too 
complicated to play.
 folks complain if it is too easy, if it is too hard, if it takes too 
much practice to master, blah blah blah. just can't please all the folks 
all the time.
  next i am doing an online playable football game, driven with mouse 
support, custom plays, online season play against human opponents, high 
end sound effects, etc. . I was going to do a really involved fighting 
game as posted on list here, but didn't get much feedback on it, and 
didn't want to spend the next 18 months on something that wasn't going to 
sell, especially such an ambitious project. I think the folks that would 
have enjoyed the online fighting game would have really enjoyed it a lot, 
as those that play rail racer constantly do, but there just aren't enough 
of them out there to justify the time spent.
you can check the archives for details. the project might still get done, 
but it will have to wait.
I think the masses want simple and easy, and those kind of games seem to 
sell the best. troop n em sold a lot of copies, and at its core, its just 
a simple shoot em up.
 anyhow, i want a killer football game myself, so I'm gonna make one. if 
folks like it fine, if not, whatever, you got to go with what yer 
passionate about, or the results come out luke warm at best.
 as for other developers out there, i can't comment, they do what they 
do, and so far innovation hasn't been at the top of any of their lists 
lately from what i've seen.

We can only hope that changes soon.
This is not a money making market to spend hundreds and perhaps thousands 
of hours on a project and make just a few grand on it. you have to love 
doing it almost as a hobby , or yer in for dissapointment.
 I set up the card room because I love poker, and also to offset some of 
my dedicated server costs, and folks that have played have told me they 
are the best card games out there for the blind, with features not seen 
anywhere else. But even so, nobody is gonna make a living doing this 
stuff.
i've seen cracked copies of most of the accessible games out there, 
hosted by fellow blinks. these people are total idiots, not realizing the 
damage they are doing to the accessible gaming market, but they don't 
care. i know some of them are reading this, and if you are sharing any 
cracked games, you should be very 

Re: [Audyssey] The real Game Circle

2009-08-14 Thread Tristan B
Its pretty sad, if I must say so myself, because gamers are basicly just 
shooting themselves in  the foot.


They ask for enw games, then they complain.

Not pointing fingers here, but its what I've noticed.
Tristan B

TrekGames.net

Cosmos -
TrekGames.net, port 1234.

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Che c...@blindadrenaline.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Friday, August 14, 2009 2:51 AM
Subject: Re: [Audyssey] The real Game Circle



Hi Che,
I know the feeling. I'm not sure why but simple and easy games appears to 
be what sells in the accessible games market. As many people know one of 
my plans will be to create a full blown 3d game engine, as in actual 3d 
levels with 3d objects, 3d movement, as well as 3d audio support. No 
sooner did i mention my plans I got various comments to the effect that 
anything I made using it would be too hard even though they never seen 
the final product yet.
One of the things that bothered me was some people immediately tried to 
tell me that because they have problems with Audioquake and Technoshock 
they absolutely know that they couldn't play any of my games. They didn't 
seam to consider the fact that with Audioquake accessibility is poorly 
implemented, and because it is  a modified version of Quake it wasn't 
designed from the ground up for a blind player. Accessibility is an add 
on, and there could be a lot more done to it to provide accessibility. 
Technoshock also has some accessibility issues, that make it harder than 
say Shades of Doom to play, and i feel accessibility could b done better 
in that game. I've seen what works and what doesn't and I'd use that 
experience plus my own blindness to work out any and all accessibility 
problems that might crop up.
Anyway, the bottom line is now and then we see a thread like this where 
someone suggests coming up with something new, something different, 
something more mainstream, and when a developer tries to do that, come up 
with something truly amazing like Rail Racer, the complaints thatit is too 
hard come rolling in. As a developer we really can't win. No matter if we 
do something easy or something new and slightly challenging someone is 
going to complain.



Che wrote:

I agree with ya man,
 I tried something different with rail racer, and I suppose it was 
somewhat successful, but i got lots of complaints that it was too 
complicated to play.
 folks complain if it is too easy, if it is too hard, if it takes too 
much practice to master, blah blah blah. just can't please all the folks 
all the time.
  next i am doing an online playable football game, driven with mouse 
support, custom plays, online season play against human opponents, high 
end sound effects, etc. . I was going to do a really involved fighting 
game as posted on list here, but didn't get much feedback on it, and 
didn't want to spend the next 18 months on something that wasn't going to 
sell, especially such an ambitious project. I think the folks that would 
have enjoyed the online fighting game would have really enjoyed it a lot, 
as those that play rail racer constantly do, but there just aren't enough 
of them out there to justify the time spent.
you can check the archives for details. the project might still get done, 
but it will have to wait.
I think the masses want simple and easy, and those kind of games seem to 
sell the best. troop n em sold a lot of copies, and at its core, its just 
a simple shoot em up.
 anyhow, i want a killer football game myself, so I'm gonna make one. if 
folks like it fine, if not, whatever, you got to go with what yer 
passionate about, or the results come out luke warm at best.
 as for other developers out there, i can't comment, they do what they 
do, and so far innovation hasn't been at the top of any of their lists 
lately from what i've seen.

We can only hope that changes soon.
This is not a money making market to spend hundreds and perhaps thousands 
of hours on a project and make just a few grand on it. you have to love 
doing it almost as a hobby , or yer in for dissapointment.
 I set up the card room because I love poker, and also to offset some of 
my dedicated server costs, and folks that have played have told me they 
are the best card games out there for the blind, with features not seen 
anywhere else. But even so, nobody is gonna make a living doing this 
stuff.
i've seen cracked copies of most of the accessible games out there, 
hosted by fellow blinks. these people are total idiots, not realizing the 
damage they are doing to the accessible gaming market, but they don't 
care. i know some of them are reading this, and if you are sharing any 
cracked games, you should be very ashamed of yourself. in sucha small 
market, the damage you are doing is immense.
 Bottom line, if your a fellow developer working on a game now, my hat is 
off to you, this is a hard task without much reward or thanks, but non 
developers don't 

Re: [Audyssey] The real Game Circle

2009-08-14 Thread Bryan Peterson
You're definitely right about that Tristan. Many of us complain about how 
most games are too easy, which I can definitely agree with, but then when 
something new comes out or is even mentioned we start whining and snivelling 
about how it'd be too hard. Take Technoshock for instance. Granted I spent 
months on Technoshock before I got really frustrated with it, but I saw 
complaints on the audiogames.net forum within days. Some were quite rude as 
I recall.
 But if this business between myself and my girlfriend Angel works out 
hopefully the AG market will start to see some games we can really be proud 
of. My girlfriend is a fairly apt programmer I found out and when I 
mentioned the idea of computer games for the blind she got really excited 
and wanted us to work together on something. She might even join this list. 
It's one of the places I referred her to for information.

You have acquired the skill of Weaponry Theremin.
Your current level of mastery is 10 Apprentice.
- Original Message - 
From: Tristan B theblinddj...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 7:48 AM
Subject: Re: [Audyssey] The real Game Circle


Its pretty sad, if I must say so myself, because gamers are basicly just 
shooting themselves in  the foot.


They ask for enw games, then they complain.

Not pointing fingers here, but its what I've noticed.
Tristan B

TrekGames.net

Cosmos -
TrekGames.net, port 1234.

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Che c...@blindadrenaline.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Friday, August 14, 2009 2:51 AM
Subject: Re: [Audyssey] The real Game Circle



Hi Che,
I know the feeling. I'm not sure why but simple and easy games appears to 
be what sells in the accessible games market. As many people know one of 
my plans will be to create a full blown 3d game engine, as in actual 3d 
levels with 3d objects, 3d movement, as well as 3d audio support. No 
sooner did i mention my plans I got various comments to the effect that 
anything I made using it would be too hard even though they never seen 
the final product yet.
One of the things that bothered me was some people immediately tried to 
tell me that because they have problems with Audioquake and Technoshock 
they absolutely know that they couldn't play any of my games. They didn't 
seam to consider the fact that with Audioquake accessibility is poorly 
implemented, and because it is  a modified version of Quake it wasn't 
designed from the ground up for a blind player. Accessibility is an add 
on, and there could be a lot more done to it to provide accessibility. 
Technoshock also has some accessibility issues, that make it harder than 
say Shades of Doom to play, and i feel accessibility could b done better 
in that game. I've seen what works and what doesn't and I'd use that 
experience plus my own blindness to work out any and all accessibility 
problems that might crop up.
Anyway, the bottom line is now and then we see a thread like this where 
someone suggests coming up with something new, something different, 
something more mainstream, and when a developer tries to do that, come up 
with something truly amazing like Rail Racer, the complaints thatit is 
too hard come rolling in. As a developer we really can't win. No matter 
if we do something easy or something new and slightly challenging someone 
is going to complain.



Che wrote:

I agree with ya man,
 I tried something different with rail racer, and I suppose it was 
somewhat successful, but i got lots of complaints that it was too 
complicated to play.
 folks complain if it is too easy, if it is too hard, if it takes too 
much practice to master, blah blah blah. just can't please all the folks 
all the time.
  next i am doing an online playable football game, driven with mouse 
support, custom plays, online season play against human opponents, high 
end sound effects, etc. . I was going to do a really involved fighting 
game as posted on list here, but didn't get much feedback on it, and 
didn't want to spend the next 18 months on something that wasn't going 
to sell, especially such an ambitious project. I think the folks that 
would have enjoyed the online fighting game would have really enjoyed it 
a lot, as those that play rail racer constantly do, but there just 
aren't enough of them out there to justify the time spent.
you can check the archives for details. the project might still get 
done, but it will have to wait.
I think the masses want simple and easy, and those kind of games seem to 
sell the best. troop n em sold a lot of copies, and at its core, its 
just a simple shoot em up.
 anyhow, i want a killer football game myself, so I'm gonna make one. if 
folks like it fine, if not, whatever, you got to go with what yer 
passionate about, or the results come out luke warm at best.
 as for other developers out there, i can't comment, they do what they 
do, and so 

Re: [Audyssey] The real Game Circle

2009-08-14 Thread Tristan B

Hello,
I sure hope it does; it sounds like you and her would make a great game dev 
team. *grins*. And I agree holeheartedly with your message..


Regards,
Tristan B

TrekGames.net

Cosmos -
TrekGames.net, port 1234.

- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 12:00 PM
Subject: Re: [Audyssey] The real Game Circle


You're definitely right about that Tristan. Many of us complain about how 
most games are too easy, which I can definitely agree with, but then when 
something new comes out or is even mentioned we start whining and 
snivelling about how it'd be too hard. Take Technoshock for instance. 
Granted I spent months on Technoshock before I got really frustrated with 
it, but I saw complaints on the audiogames.net forum within days. Some 
were quite rude as I recall.
 But if this business between myself and my girlfriend Angel works out 
hopefully the AG market will start to see some games we can really be 
proud of. My girlfriend is a fairly apt programmer I found out and when I 
mentioned the idea of computer games for the blind she got really excited 
and wanted us to work together on something. She might even join this 
list. It's one of the places I referred her to for information.

You have acquired the skill of Weaponry Theremin.
Your current level of mastery is 10 Apprentice.
- Original Message - 
From: Tristan B theblinddj...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 7:48 AM
Subject: Re: [Audyssey] The real Game Circle


Its pretty sad, if I must say so myself, because gamers are basicly just 
shooting themselves in  the foot.


They ask for enw games, then they complain.

Not pointing fingers here, but its what I've noticed.
Tristan B

TrekGames.net

Cosmos -
TrekGames.net, port 1234.

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Che c...@blindadrenaline.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Friday, August 14, 2009 2:51 AM
Subject: Re: [Audyssey] The real Game Circle



Hi Che,
I know the feeling. I'm not sure why but simple and easy games appears 
to be what sells in the accessible games market. As many people know one 
of my plans will be to create a full blown 3d game engine, as in actual 
3d levels with 3d objects, 3d movement, as well as 3d audio support. No 
sooner did i mention my plans I got various comments to the effect that 
anything I made using it would be too hard even though they never seen 
the final product yet.
One of the things that bothered me was some people immediately tried to 
tell me that because they have problems with Audioquake and Technoshock 
they absolutely know that they couldn't play any of my games. They 
didn't seam to consider the fact that with Audioquake accessibility is 
poorly implemented, and because it is  a modified version of Quake it 
wasn't designed from the ground up for a blind player. Accessibility is 
an add on, and there could be a lot more done to it to provide 
accessibility. Technoshock also has some accessibility issues, that make 
it harder than say Shades of Doom to play, and i feel accessibility 
could b done better in that game. I've seen what works and what doesn't 
and I'd use that experience plus my own blindness to work out any and 
all accessibility problems that might crop up.
Anyway, the bottom line is now and then we see a thread like this where 
someone suggests coming up with something new, something different, 
something more mainstream, and when a developer tries to do that, come 
up with something truly amazing like Rail Racer, the complaints thatit 
is too hard come rolling in. As a developer we really can't win. No 
matter if we do something easy or something new and slightly challenging 
someone is going to complain.



Che wrote:

I agree with ya man,
 I tried something different with rail racer, and I suppose it was 
somewhat successful, but i got lots of complaints that it was too 
complicated to play.
 folks complain if it is too easy, if it is too hard, if it takes too 
much practice to master, blah blah blah. just can't please all the 
folks all the time.
  next i am doing an online playable football game, driven with mouse 
support, custom plays, online season play against human opponents, high 
end sound effects, etc. . I was going to do a really involved fighting 
game as posted on list here, but didn't get much feedback on it, and 
didn't want to spend the next 18 months on something that wasn't going 
to sell, especially such an ambitious project. I think the folks that 
would have enjoyed the online fighting game would have really enjoyed 
it a lot, as those that play rail racer constantly do, but there just 
aren't enough of them out there to justify the time spent.
you can check the archives for details. the project might still get 
done, but it will have to wait.
I think the masses want 

Re: [Audyssey] The real Game Circle

2009-08-14 Thread Charles Rivard
I'll bet that technical support for a game that was created by a bunch of 
different developers would be a mess, too.

---
Shepherds are the best beasts.
- Original Message - 
From: Che c...@blindadrenaline.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, August 13, 2009 11:48 PM
Subject: Re: [Audyssey] The real Game Circle


regarding the idea of developers teaming up, it is a great idea in theory, 
but a diffficult one to put into practice in reality.
 every developer i have talked to without exception, myself included have 
large egos and set ways of doing things, this would be a serious problem i 
think.

secondly, deciding how to whack up the proceeds would be a huge issue.
 lastly, all involved would have to agree on a language to use for 
programming, which may or may not be a big problem depending on folks 
involved.
anyhow, if some developers can get something done as a group, i'm all for 
it. but i know as for myself, i work better alone, where the vision is 
one, all problems as well as successes are also mine alone to deal with, 
and if something is screwed up, i have nobody to blame but myself.
 i think this could work out if everyone agreed on the outline of the 
project, and designed things modularly so each programmer would have their 
own little corner to work on, which could be intergrated into the whole 
later on. once again, easier said than done.

later
che

- Original Message - 
From: william lomas lomaswill...@googlemail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 1:31 AM
Subject: Re: [Audyssey] The real Game Circle


it will be interesting though to be fair, to see what draconis have up 
their sleives. i thought 2009 was the year for draconis, but nothing  as 
of yet?


On 14 Aug 2009, at 07:29, Thomas Ward wrote:


Hi,
Well said. I too also feel as though the accessible games we have  are a 
bit disappointing. No disrespect to my fellow game developers,  but 
there really isn't anything that is really new or innovative to  speak 
of besides Rail Racer.
For the most part accessible games tend to fall into two catagories. 
Either they are simple board and card games, or an arcade game type 
theme. Personally, I find the options rather limitting compared to  what 
was available to me before I lost my sight, and is the main  reason I 
began writing accesible games myself.
As for the GMA engine I have to disagree with you. Besides the fact  it 
is a bit old it still is one of the best tools an accessible  developer 
can use. It is an FPS game engine, and in the right hands  it could be 
used to create some killer accessible games. We have  already seen what 
it can do with Shades of Doom and Tank Commander,  and I think with some 
updates it should be able to create games more  or less on par with Star 
Trek Elite Force, Star Wars Jedi Knight,   etc. In some respects it 
isn't the fault of the tool here, but  perhaps it is the developer's 
lack of imagination, creativity, or  experience with full blown FPS 
games here.
As for the Star Wars game I was working on I had to put that project  on 
hold for a couple of reasons. First, I am still trying to work  with 
Lucas Film on obtaining a Star Wars license. Second, when  Alchemy 
closed up I took over their games and projects which I want  to complete 
before returning to my own original projects.


CSF inc. wrote:
With the current game circle we have as blind gamers, it's 
disappointing; There are interesting games we play but very few;  other 
games are not accessible to certain computers and operating  systems; 
others are so simple and plain, for some of us who has  played regular 
games, it's disheartening; Effort should be made  into making games 
more involved, more ideas ie stop making games  off of GMA's frame 
work, There is only 1 Shades, 1 Tank  Commander..  lastly, we need 
games we can play along with our  sighted family like Soul Caliber. 
We have no fighting games, no  sports games we can play without some 
A.I. making it not real; even  though the 2nd best player in the world 
in Mortal Combat is Blind!!  We should of taken that  initiative


and created some type of fighting game at least similar to Mortal.. 
Are blind people not sports fans? would we like to box? run the 
football? aim the pitch in a baseball game? even fly a F-16 in 
combat.. Sim's are O.K. I guess, but it takes the control and fun  out 
of the game.. Some will complain about this post, some will  agree; the 
point is We Need More Variety, And Not The Same Games  With Different 
Titles.. What happened to Star Wars Jedi attack? OOh  Yeah Baby..

---
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 your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at

[Audyssey] advertising games - Re: The real Game Circle

2009-08-14 Thread Charles Rivard
As for word of mouth, the best advertising tools are current customers.  Us, 
folks.  Spread the word that there are games we can play, and spread the 
word about where they can be obtained.  This kind of advertising is free to 
the developer, and, the more the better!

---
Shepherds are the best beasts.
- Original Message - 
From: CSF inc. elohee...@verizon.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 6:04 AM
Subject: Re: [Audyssey] The real Game Circle


I see this situation as a challenge, I feel with correct marketing and 
advertising of the games the market would expand; NFB, ACB and others could 
be considered as a avenue of advertisement. Secondly, even paying monthly 
for a on - line Digital Marketing, company to push the games for the 
first few months will expand your profitability. Word of mouth is also a 
great way and one of the best ways of advertisement; seriously hitting game 
blogs and forums is a good way to accomplish this.. Just some ideas..
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Che c...@blindadrenaline.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Friday, August 14, 2009 1:51 AM
Subject: Re: [Audyssey] The real Game Circle



Hi Che,
I know the feeling. I'm not sure why but simple and easy games appears to 
be what sells in the accessible games market. As many people know one of 
my plans will be to create a full blown 3d game engine, as in actual 3d 
levels with 3d objects, 3d movement, as well as 3d audio support. No 
sooner did i mention my plans I got various comments to the effect that 
anything I made using it would be too hard even though they never seen 
the final product yet.
One of the things that bothered me was some people immediately tried to 
tell me that because they have problems with Audioquake and Technoshock 
they absolutely know that they couldn't play any of my games. They didn't 
seam to consider the fact that with Audioquake accessibility is poorly 
implemented, and because it is  a modified version of Quake it wasn't 
designed from the ground up for a blind player. Accessibility is an add 
on, and there could be a lot more done to it to provide accessibility. 
Technoshock also has some accessibility issues, that make it harder than 
say Shades of Doom to play, and i feel accessibility could b done better 
in that game. I've seen what works and what doesn't and I'd use that 
experience plus my own blindness to work out any and all accessibility 
problems that might crop up.
Anyway, the bottom line is now and then we see a thread like this where 
someone suggests coming up with something new, something different, 
something more mainstream, and when a developer tries to do that, come up 
with something truly amazing like Rail Racer, the complaints thatit is 
too hard come rolling in. As a developer we really can't win. No matter 
if we do something easy or something new and slightly challenging someone 
is going to complain.



Che wrote:

I agree with ya man,
 I tried something different with rail racer, and I suppose it was 
somewhat successful, but i got lots of complaints that it was too 
complicated to play.
 folks complain if it is too easy, if it is too hard, if it takes too 
much practice to master, blah blah blah. just can't please all the folks 
all the time.
  next i am doing an online playable football game, driven with mouse 
support, custom plays, online season play against human opponents, high 
end sound effects, etc. . I was going to do a really involved fighting 
game as posted on list here, but didn't get much feedback on it, and 
didn't want to spend the next 18 months on something that wasn't going 
to sell, especially such an ambitious project. I think the folks that 
would have enjoyed the online fighting game would have really enjoyed it 
a lot, as those that play rail racer constantly do, but there just 
aren't enough of them out there to justify the time spent.
you can check the archives for details. the project might still get 
done, but it will have to wait.
I think the masses want simple and easy, and those kind of games seem to 
sell the best. troop n em sold a lot of copies, and at its core, its 
just a simple shoot em up.
 anyhow, i want a killer football game myself, so I'm gonna make one. if 
folks like it fine, if not, whatever, you got to go with what yer 
passionate about, or the results come out luke warm at best.
 as for other developers out there, i can't comment, they do what they 
do, and so far innovation hasn't been at the top of any of their lists 
lately from what i've seen.

We can only hope that changes soon.
This is not a money making market to spend hundreds and perhaps 
thousands of hours on a project and make just a few grand on it. you 
have to love doing it almost as a hobby , or yer in for dissapointment.
 I set up the card room because I love poker, and also to offset some of 
my dedicated server costs, and folks 

[Audyssey] Che's football game

2009-08-14 Thread Josh
Hi Che,

When you make your high quality football game can you make an offline mode 
where you play against the computer in case people with limited internet 
connections would rather play offline? 

Thanks,

Josh

Join me on klango at www.klango.net visit and sign my petition at: 
http://www.petitiononline.com/coda1234/petition.html 
and visit my blog at: http://jkenn337.klangoblog.net follow me on twitter at 
http://www.twitter.com/jkenn337
---
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If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


[Audyssey] che's football game

2009-08-14 Thread Josh
Hi,
For those who like to use netbooks, could you add keyboard support? 

Josh

Join me on klango at www.klango.net visit and sign my petition at: 
http://www.petitiononline.com/coda1234/petition.html 
and visit my blog at: http://jkenn337.klangoblog.net follow me on twitter at 
http://www.twitter.com/jkenn337
---
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If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
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If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] the real game circle

2009-08-14 Thread Josh
Hi,
I wish liteTech interactive would come back, the trailor for their star wars 
game sounded pretty cool. 

Josh

Join me on klango at www.klango.net visit and sign my petition at: 
http://www.petitiononline.com/coda1234/petition.html 
and visit my blog at: http://jkenn337.klangoblog.net follow me on twitter at 
http://www.twitter.com/jkenn337
---
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If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] The real Game Circle

2009-08-14 Thread James Howard
I'll admit, I'm not into audio games that much, because of the simple
fact, they're like some say, not really inovative.  I don't know about
rail racer, cause I haven't ried it yet, but I'm planning on doing so.
If I do play any audio games, I only stick to the ones that go online,
thats the biggest threal I get out of them right now.
I go with alot of people said, I would love to see more complex stuff,
real rpgs, just to name a certain type I like.  but if I game was more
complex, had more of a plot, and alot more involved, I'd be more into
playing it.
I enjoy the stuff Che has done with the online card stuff, I'm sort of
hooked on that.

On 8/14/09, Charles Rivard woofer...@sbcglobal.net wrote:
 I'll bet that technical support for a game that was created by a bunch of
 different developers would be a mess, too.
 ---
 Shepherds are the best beasts.
 - Original Message -
 From: Che c...@blindadrenaline.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, August 13, 2009 11:48 PM
 Subject: Re: [Audyssey] The real Game Circle


 regarding the idea of developers teaming up, it is a great idea in theory,

 but a diffficult one to put into practice in reality.
  every developer i have talked to without exception, myself included have
 large egos and set ways of doing things, this would be a serious problem i

 think.
 secondly, deciding how to whack up the proceeds would be a huge issue.
  lastly, all involved would have to agree on a language to use for
 programming, which may or may not be a big problem depending on folks
 involved.
 anyhow, if some developers can get something done as a group, i'm all for
 it. but i know as for myself, i work better alone, where the vision is
 one, all problems as well as successes are also mine alone to deal with,
 and if something is screwed up, i have nobody to blame but myself.
  i think this could work out if everyone agreed on the outline of the
 project, and designed things modularly so each programmer would have their

 own little corner to work on, which could be intergrated into the whole
 later on. once again, easier said than done.
 later
 che

 - Original Message -
 From: william lomas lomaswill...@googlemail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, August 14, 2009 1:31 AM
 Subject: Re: [Audyssey] The real Game Circle


 it will be interesting though to be fair, to see what draconis have up
 their sleives. i thought 2009 was the year for draconis, but nothing  as
 of yet?

 On 14 Aug 2009, at 07:29, Thomas Ward wrote:

 Hi,
 Well said. I too also feel as though the accessible games we have  are a

 bit disappointing. No disrespect to my fellow game developers,  but
 there really isn't anything that is really new or innovative to  speak
 of besides Rail Racer.
 For the most part accessible games tend to fall into two catagories.
 Either they are simple board and card games, or an arcade game type
 theme. Personally, I find the options rather limitting compared to  what

 was available to me before I lost my sight, and is the main  reason I
 began writing accesible games myself.
 As for the GMA engine I have to disagree with you. Besides the fact  it
 is a bit old it still is one of the best tools an accessible  developer
 can use. It is an FPS game engine, and in the right hands  it could be
 used to create some killer accessible games. We have  already seen what
 it can do with Shades of Doom and Tank Commander,  and I think with some

 updates it should be able to create games more  or less on par with Star

 Trek Elite Force, Star Wars Jedi Knight,   etc. In some respects it
 isn't the fault of the tool here, but  perhaps it is the developer's
 lack of imagination, creativity, or  experience with full blown FPS
 games here.
 As for the Star Wars game I was working on I had to put that project  on

 hold for a couple of reasons. First, I am still trying to work  with
 Lucas Film on obtaining a Star Wars license. Second, when  Alchemy
 closed up I took over their games and projects which I want  to complete

 before returning to my own original projects.

 CSF inc. wrote:
 With the current game circle we have as blind gamers, it's
 disappointing; There are interesting games we play but very few;  other

 games are not accessible to certain computers and operating  systems;
 others are so simple and plain, for some of us who has  played regular

 games, it's disheartening; Effort should be made  into making games
 more involved, more ideas ie stop making games  off of GMA's frame
 work, There is only 1 Shades, 1 Tank  Commander..  lastly, we need
 games we can play along with our  sighted family like Soul Caliber.
 We have no fighting games, no  sports games we can play without some
 A.I. making it not real; even  though the 2nd best player in the world
 in Mortal Combat is Blind!!  We should of taken that  initiative

 and created some type of fighting game at least similar to Mortal..
 Are blind people 

Re: [Audyssey] The real Game Circle

2009-08-14 Thread Bryan Peterson
Personally I could care less about online play. I don't know, I've just 
never had much interest in it. But I imagine my games will probably include 
the option at some point even if not right away.

You have acquired the skill of Weaponry Theremin.
Your current level of mastery is 10 Apprentice.
- Original Message - 
From: James Howard coldshadow...@gmail.com
To: Charles Rivard woofer...@sbcglobal.net; Gamers Discussion list 
gamers@audyssey.org

Sent: Friday, August 14, 2009 10:47 AM
Subject: Re: [Audyssey] The real Game Circle



I'll admit, I'm not into audio games that much, because of the simple
fact, they're like some say, not really inovative.  I don't know about
rail racer, cause I haven't ried it yet, but I'm planning on doing so.
If I do play any audio games, I only stick to the ones that go online,
thats the biggest threal I get out of them right now.
I go with alot of people said, I would love to see more complex stuff,
real rpgs, just to name a certain type I like.  but if I game was more
complex, had more of a plot, and alot more involved, I'd be more into
playing it.
I enjoy the stuff Che has done with the online card stuff, I'm sort of
hooked on that.

On 8/14/09, Charles Rivard woofer...@sbcglobal.net wrote:

I'll bet that technical support for a game that was created by a bunch of
different developers would be a mess, too.
---
Shepherds are the best beasts.
- Original Message -
From: Che c...@blindadrenaline.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, August 13, 2009 11:48 PM
Subject: Re: [Audyssey] The real Game Circle


regarding the idea of developers teaming up, it is a great idea in 
theory,


but a diffficult one to put into practice in reality.
 every developer i have talked to without exception, myself included 
have
large egos and set ways of doing things, this would be a serious problem 
i


think.
secondly, deciding how to whack up the proceeds would be a huge issue.
 lastly, all involved would have to agree on a language to use for
programming, which may or may not be a big problem depending on folks
involved.
anyhow, if some developers can get something done as a group, i'm all 
for

it. but i know as for myself, i work better alone, where the vision is
one, all problems as well as successes are also mine alone to deal with,
and if something is screwed up, i have nobody to blame but myself.
 i think this could work out if everyone agreed on the outline of the
project, and designed things modularly so each programmer would have 
their


own little corner to work on, which could be intergrated into the whole
later on. once again, easier said than done.
later
che

- Original Message -
From: william lomas lomaswill...@googlemail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 1:31 AM
Subject: Re: [Audyssey] The real Game Circle



it will be interesting though to be fair, to see what draconis have up
their sleives. i thought 2009 was the year for draconis, but nothing 
as

of yet?

On 14 Aug 2009, at 07:29, Thomas Ward wrote:


Hi,
Well said. I too also feel as though the accessible games we have  are 
a


bit disappointing. No disrespect to my fellow game developers,  but
there really isn't anything that is really new or innovative to  speak
of besides Rail Racer.
For the most part accessible games tend to fall into two catagories.
Either they are simple board and card games, or an arcade game type
theme. Personally, I find the options rather limitting compared to 
what


was available to me before I lost my sight, and is the main  reason I
began writing accesible games myself.
As for the GMA engine I have to disagree with you. Besides the fact 
it
is a bit old it still is one of the best tools an accessible 
developer

can use. It is an FPS game engine, and in the right hands  it could be
used to create some killer accessible games. We have  already seen 
what
it can do with Shades of Doom and Tank Commander,  and I think with 
some


updates it should be able to create games more  or less on par with 
Star


Trek Elite Force, Star Wars Jedi Knight,   etc. In some respects it
isn't the fault of the tool here, but  perhaps it is the developer's
lack of imagination, creativity, or  experience with full blown FPS
games here.
As for the Star Wars game I was working on I had to put that project 
on


hold for a couple of reasons. First, I am still trying to work  with
Lucas Film on obtaining a Star Wars license. Second, when  Alchemy
closed up I took over their games and projects which I want  to 
complete


before returning to my own original projects.

CSF inc. wrote:

With the current game circle we have as blind gamers, it's
disappointing; There are interesting games we play but very few; 
other


games are not accessible to certain computers and operating  systems;
others are so simple and plain, for some of us who has  played 
regular


games, it's disheartening; Effort should be made  into 

Re: [Audyssey] Help with Tank Commander.

2009-08-14 Thread shaun everiss
raul has one, now I foget the mirrors.
At 10:16 p.m. 14/08/2009, you wrote:
Hi,

I was wondering if anyone would be willing to do a walkthrough on Tank 
Commander for me? I just need the fifth sector done.  I can beat all other 
missions, but not number five. Big thanks for anyone that wants to help.
Ryan

Click to consolidate debt and lower month expenses.
http://thirdpartyoffers.juno.com/TGL2131/fc/BLSrjnsHDfMWwaNNluxdTnmpw3Ab28k3fjcbXbxOmrWLQ4u3ft9Uew8qzNe/
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Re: [Audyssey] The real Game Circle

2009-08-14 Thread shaun everiss
well I have always accepted we will always be behind the sighted, no way in 
fridays that we will ever catch up.
and we either catch up or try to adapt.
I have the same issue with a voice recorder, I use soni as a prefured recorder 
as 
they record in a format meaning better space for recording and then convert for 
playback.
my recorder I used to use is quite accessible, but lately it has died the other 
I have is semi accessible but the recorder itself is not so basic things only 
and hmph.
Am getting another later to replace the other broke one.
this will again not be accessible but if the computer control is then I will be 
in luck.
if it is not I have older software which should work but ofcause that means I 
probably won't have the latest features.
its the nature of the beast.
At 02:48 a.m. 15/08/2009, you wrote:
Its pretty sad, if I must say so myself, because gamers are basicly just 
shooting themselves in  the foot.

They ask for enw games, then they complain.

Not pointing fingers here, but its what I've noticed.
Tristan B

TrekGames.net

Cosmos -
TrekGames.net, port 1234.

- Original Message - From: Thomas Ward thomasward1...@gmail.com
To: Che c...@blindadrenaline.com; Gamers Discussion list 
gamers@audyssey.org
Sent: Friday, August 14, 2009 2:51 AM
Subject: Re: [Audyssey] The real Game Circle


Hi Che,
I know the feeling. I'm not sure why but simple and easy games appears to be 
what sells in the accessible games market. As many people know one of my 
plans will be to create a full blown 3d game engine, as in actual 3d levels 
with 3d objects, 3d movement, as well as 3d audio support. No sooner did i 
mention my plans I got various comments to the effect that anything I made 
using it would be too hard even though they never seen the final product 
yet.
One of the things that bothered me was some people immediately tried to tell 
me that because they have problems with Audioquake and Technoshock they 
absolutely know that they couldn't play any of my games. They didn't seam to 
consider the fact that with Audioquake accessibility is poorly implemented, 
and because it is  a modified version of Quake it wasn't designed from the 
ground up for a blind player. Accessibility is an add on, and there could be 
a lot more done to it to provide accessibility. Technoshock also has some 
accessibility issues, that make it harder than say Shades of Doom to play, 
and i feel accessibility could b done better in that game. I've seen what 
works and what doesn't and I'd use that experience plus my own blindness to 
work out any and all accessibility problems that might crop up.
Anyway, the bottom line is now and then we see a thread like this where 
someone suggests coming up with something new, something different, something 
more mainstream, and when a developer tries to do that, come up with 
something truly amazing like Rail Racer, the complaints thatit is too hard 
come rolling in. As a developer we really can't win. No matter if we do 
something easy or something new and slightly challenging someone is going to 
complain.


Che wrote:
I agree with ya man,
 I tried something different with rail racer, and I suppose it was somewhat 
 successful, but i got lots of complaints that it was too complicated to 
 play.
 folks complain if it is too easy, if it is too hard, if it takes too much 
 practice to master, blah blah blah. just can't please all the folks all the 
 time.
  next i am doing an online playable football game, driven with mouse 
 support, custom plays, online season play against human opponents, high end 
 sound effects, etc. . I was going to do a really involved fighting game as 
 posted on list here, but didn't get much feedback on it, and didn't want to 
 spend the next 18 months on something that wasn't going to sell, especially 
 such an ambitious project. I think the folks that would have enjoyed the 
 online fighting game would have really enjoyed it a lot, as those that play 
 rail racer constantly do, but there just aren't enough of them out there to 
 justify the time spent.
you can check the archives for details. the project might still get done, 
but it will have to wait.
I think the masses want simple and easy, and those kind of games seem to 
sell the best. troop n em sold a lot of copies, and at its core, its just a 
simple shoot em up.
 anyhow, i want a killer football game myself, so I'm gonna make one. if 
 folks like it fine, if not, whatever, you got to go with what yer 
 passionate about, or the results come out luke warm at best.
 as for other developers out there, i can't comment, they do what they do, 
 and so far innovation hasn't been at the top of any of their lists lately 
 from what i've seen.
We can only hope that changes soon.
This is not a money making market to spend hundreds and perhaps thousands of 
hours on a project and make just a few grand on it. you have to love doing 
it almost as a hobby , or yer in for dissapointment.
 I set up the card room 

Re: [Audyssey] The real Game Circle

2009-08-14 Thread shaun everiss
well  I am in pkd, which has piter mach in it.
At least from the projects I run some of them say this.
no official site yet though all there is is bits and bobs some of which I will 
comment on at some point.
At 06:07 a.m. 15/08/2009, you wrote:
I'll bet that technical support for a game that was created by a bunch of 
different developers would be a mess, too.
---
Shepherds are the best beasts.
- Original Message - From: Che c...@blindadrenaline.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, August 13, 2009 11:48 PM
Subject: Re: [Audyssey] The real Game Circle


regarding the idea of developers teaming up, it is a great idea in theory, 
but a diffficult one to put into practice in reality.
 every developer i have talked to without exception, myself included have 
 large egos and set ways of doing things, this would be a serious problem i 
 think.
secondly, deciding how to whack up the proceeds would be a huge issue.
 lastly, all involved would have to agree on a language to use for 
 programming, which may or may not be a big problem depending on folks 
 involved.
anyhow, if some developers can get something done as a group, i'm all for it. 
but i know as for myself, i work better alone, where the vision is one, all 
problems as well as successes are also mine alone to deal with, and if 
something is screwed up, i have nobody to blame but myself.
 i think this could work out if everyone agreed on the outline of the 
 project, and designed things modularly so each programmer would have their 
 own little corner to work on, which could be intergrated into the whole 
 later on. once again, easier said than done.
later
che

- Original Message - From: william lomas 
lomaswill...@googlemail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 1:31 AM
Subject: Re: [Audyssey] The real Game Circle


it will be interesting though to be fair, to see what draconis have up their 
sleives. i thought 2009 was the year for draconis, but nothing  as of yet?

On 14 Aug 2009, at 07:29, Thomas Ward wrote:

Hi,
Well said. I too also feel as though the accessible games we have  are a 
bit disappointing. No disrespect to my fellow game developers,  but there 
really isn't anything that is really new or innovative to  speak of besides 
Rail Racer.
For the most part accessible games tend to fall into two catagories. Either 
they are simple board and card games, or an arcade game type theme. 
Personally, I find the options rather limitting compared to  what was 
available to me before I lost my sight, and is the main  reason I began 
writing accesible games myself.
As for the GMA engine I have to disagree with you. Besides the fact  it is 
a bit old it still is one of the best tools an accessible  developer can 
use. It is an FPS game engine, and in the right hands  it could be used to 
create some killer accessible games. We have  already seen what it can do 
with Shades of Doom and Tank Commander,  and I think with some updates it 
should be able to create games more  or less on par with Star Trek Elite 
Force, Star Wars Jedi Knight,   etc. In some respects it isn't the fault of 
the tool here, but  perhaps it is the developer's lack of imagination, 
creativity, or  experience with full blown FPS games here.
As for the Star Wars game I was working on I had to put that project  on 
hold for a couple of reasons. First, I am still trying to work  with Lucas 
Film on obtaining a Star Wars license. Second, when  Alchemy closed up I 
took over their games and projects which I want  to complete before 
returning to my own original projects.

CSF inc. wrote:
With the current game circle we have as blind gamers, it's disappointing; 
There are interesting games we play but very few;  other games are not 
accessible to certain computers and operating  systems; others are so 
simple and plain, for some of us who has  played regular games, it's 
disheartening; Effort should be made  into making games more involved, 
more ideas ie stop making games  off of GMA's frame work, There is only 
1 Shades, 1 Tank  Commander..  lastly, we need games we can play along 
with our  sighted family like Soul Caliber. We have no fighting games, 
no  sports games we can play without some A.I. making it not real; even  
though the 2nd best player in the world in Mortal Combat is Blind!!  We 
should of taken that  initiative

and created some type of fighting game at least similar to Mortal.. Are 
blind people not sports fans? would we like to box? run the football? aim 
the pitch in a baseball game? even fly a F-16 in combat.. Sim's are O.K. I 
guess, but it takes the control and fun  out of the game.. Some will 
complain about this post, some will  agree; the point is We Need More 
Variety, And Not The Same Games  With Different Titles.. What happened to 
Star Wars Jedi attack? OOh  Yeah Baby..
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Re: [Audyssey] The real Game Circle

2009-08-14 Thread michael barnes
i agree with you since i lost my sight that is all i can play is audio 
games they do remind me of old video games that i enjoy playing but it 
would be cool to play never before ideals that none of the sighted game 
maker ever came up with i do wish someone would make a newer version of 
distnation mars and run for presdinent


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www.serotek.com to learn more about accessibility anywhere.


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Re: [Audyssey] The real Game Circle

2009-08-14 Thread michael barnes
yes a fighting game would be cool i wish someone would make a mortal 
kombat game like the old ones not like the ones on ps2


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Re: [Audyssey] The real Game Circle

2009-08-14 Thread CSF inc.
try radio shack and the olympus series; excellent, hit a button and pull and 
the USB exposes itself, plug right into your port and Wham! For gaming the 
quality is great, the audio files can be transferred easily and enhanced 
with effects or whatever you like; great to tape live sounds for any 
background of games..
- Original Message - 
From: shaun everiss shau...@xtra.co.nz

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 1:41 PM
Subject: Re: [Audyssey] The real Game Circle


well I have always accepted we will always be behind the sighted, no way 
in fridays that we will ever catch up.

and we either catch up or try to adapt.
I have the same issue with a voice recorder, I use soni as a prefured 
recorder as
they record in a format meaning better space for recording and then 
convert for playback.
my recorder I used to use is quite accessible, but lately it has died the 
other I have is semi accessible but the recorder itself is not so basic 
things only and hmph.

Am getting another later to replace the other broke one.
this will again not be accessible but if the computer control is then I 
will be in luck.
if it is not I have older software which should work but ofcause that 
means I probably won't have the latest features.

its the nature of the beast.
At 02:48 a.m. 15/08/2009, you wrote:
Its pretty sad, if I must say so myself, because gamers are basicly just 
shooting themselves in  the foot.


They ask for enw games, then they complain.

Not pointing fingers here, but its what I've noticed.
Tristan B

TrekGames.net

Cosmos -
TrekGames.net, port 1234.

- Original Message - From: Thomas Ward 
thomasward1...@gmail.com
To: Che c...@blindadrenaline.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Friday, August 14, 2009 2:51 AM
Subject: Re: [Audyssey] The real Game Circle



Hi Che,
I know the feeling. I'm not sure why but simple and easy games appears to 
be what sells in the accessible games market. As many people know one of 
my plans will be to create a full blown 3d game engine, as in actual 3d 
levels with 3d objects, 3d movement, as well as 3d audio support. No 
sooner did i mention my plans I got various comments to the effect that 
anything I made using it would be too hard even though they never seen 
the final product yet.
One of the things that bothered me was some people immediately tried to 
tell me that because they have problems with Audioquake and Technoshock 
they absolutely know that they couldn't play any of my games. They didn't 
seam to consider the fact that with Audioquake accessibility is poorly 
implemented, and because it is  a modified version of Quake it wasn't 
designed from the ground up for a blind player. Accessibility is an add 
on, and there could be a lot more done to it to provide accessibility. 
Technoshock also has some accessibility issues, that make it harder than 
say Shades of Doom to play, and i feel accessibility could b done better 
in that game. I've seen what works and what doesn't and I'd use that 
experience plus my own blindness to work out any and all accessibility 
problems that might crop up.
Anyway, the bottom line is now and then we see a thread like this where 
someone suggests coming up with something new, something different, 
something more mainstream, and when a developer tries to do that, come up 
with something truly amazing like Rail Racer, the complaints thatit is 
too hard come rolling in. As a developer we really can't win. No matter 
if we do something easy or something new and slightly challenging someone 
is going to complain.



Che wrote:

I agree with ya man,
I tried something different with rail racer, and I suppose it was 
somewhat successful, but i got lots of complaints that it was too 
complicated to play.
folks complain if it is too easy, if it is too hard, if it takes too 
much practice to master, blah blah blah. just can't please all the 
folks all the time.
 next i am doing an online playable football game, driven with mouse 
support, custom plays, online season play against human opponents, high 
end sound effects, etc. . I was going to do a really involved fighting 
game as posted on list here, but didn't get much feedback on it, and 
didn't want to spend the next 18 months on something that wasn't going 
to sell, especially such an ambitious project. I think the folks that 
would have enjoyed the online fighting game would have really enjoyed 
it a lot, as those that play rail racer constantly do, but there just 
aren't enough of them out there to justify the time spent.
you can check the archives for details. the project might still get 
done, but it will have to wait.
I think the masses want simple and easy, and those kind of games seem to 
sell the best. troop n em sold a lot of copies, and at its core, its 
just a simple shoot em up.
anyhow, i want a killer football game myself, so I'm gonna make one. if 
folks like it fine, if not, whatever, you got to go with 

Re: [Audyssey] che's football game

2009-08-14 Thread Tristan B

What do you mean?
I use a netbook, and the only different keys are the page up, page down, and 
HOME/END.


I just do FN + up arrow for the home, for example.

Tristan B

TrekGames.net

Cosmos -
TrekGames.net, port 1234.

- Original Message - 
From: Josh jkenn...@gmail.com

To: gamers list gamers@audyssey.org
Sent: Friday, August 14, 2009 1:10 PM
Subject: [Audyssey] che's football game



Hi,
For those who like to use netbooks, could you add keyboard support?

Josh

Join me on klango at www.klango.net visit and sign my petition at: 
http://www.petitiononline.com/coda1234/petition.html
and visit my blog at: http://jkenn337.klangoblog.net follow me on twitter 
at http://www.twitter.com/jkenn337

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Re: [Audyssey] The real Game Circle

2009-08-14 Thread Tristan B

totally agree with you there.

RPG's are my favorite, or close to it.

That's why I have started in coding my own MOO, which is a type of MUD -- on 
my MUD I enforce being in-character, so the RP gets very intensive, at 
times. I also like how adventurous MUDS and other text-games can seem at 
times. That's why they call the older text games text-adventures, I would 
imagine.


- Original Message - 
From: James Howard coldshadow...@gmail.com
To: Charles Rivard woofer...@sbcglobal.net; Gamers Discussion list 
gamers@audyssey.org

Sent: Friday, August 14, 2009 1:47 PM
Subject: Re: [Audyssey] The real Game Circle



I'll admit, I'm not into audio games that much, because of the simple
fact, they're like some say, not really inovative.  I don't know about
rail racer, cause I haven't ried it yet, but I'm planning on doing so.
If I do play any audio games, I only stick to the ones that go online,
thats the biggest threal I get out of them right now.
I go with alot of people said, I would love to see more complex stuff,
real rpgs, just to name a certain type I like.  but if I game was more
complex, had more of a plot, and alot more involved, I'd be more into
playing it.
I enjoy the stuff Che has done with the online card stuff, I'm sort of
hooked on that.

On 8/14/09, Charles Rivard woofer...@sbcglobal.net wrote:

I'll bet that technical support for a game that was created by a bunch of
different developers would be a mess, too.
---
Shepherds are the best beasts.
- Original Message -
From: Che c...@blindadrenaline.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, August 13, 2009 11:48 PM
Subject: Re: [Audyssey] The real Game Circle


regarding the idea of developers teaming up, it is a great idea in 
theory,


but a diffficult one to put into practice in reality.
 every developer i have talked to without exception, myself included 
have
large egos and set ways of doing things, this would be a serious problem 
i


think.
secondly, deciding how to whack up the proceeds would be a huge issue.
 lastly, all involved would have to agree on a language to use for
programming, which may or may not be a big problem depending on folks
involved.
anyhow, if some developers can get something done as a group, i'm all 
for

it. but i know as for myself, i work better alone, where the vision is
one, all problems as well as successes are also mine alone to deal with,
and if something is screwed up, i have nobody to blame but myself.
 i think this could work out if everyone agreed on the outline of the
project, and designed things modularly so each programmer would have 
their


own little corner to work on, which could be intergrated into the whole
later on. once again, easier said than done.
later
che

- Original Message -
From: william lomas lomaswill...@googlemail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 1:31 AM
Subject: Re: [Audyssey] The real Game Circle



it will be interesting though to be fair, to see what draconis have up
their sleives. i thought 2009 was the year for draconis, but nothing 
as

of yet?

On 14 Aug 2009, at 07:29, Thomas Ward wrote:


Hi,
Well said. I too also feel as though the accessible games we have  are 
a


bit disappointing. No disrespect to my fellow game developers,  but
there really isn't anything that is really new or innovative to  speak
of besides Rail Racer.
For the most part accessible games tend to fall into two catagories.
Either they are simple board and card games, or an arcade game type
theme. Personally, I find the options rather limitting compared to 
what


was available to me before I lost my sight, and is the main  reason I
began writing accesible games myself.
As for the GMA engine I have to disagree with you. Besides the fact 
it
is a bit old it still is one of the best tools an accessible 
developer

can use. It is an FPS game engine, and in the right hands  it could be
used to create some killer accessible games. We have  already seen 
what
it can do with Shades of Doom and Tank Commander,  and I think with 
some


updates it should be able to create games more  or less on par with 
Star


Trek Elite Force, Star Wars Jedi Knight,   etc. In some respects it
isn't the fault of the tool here, but  perhaps it is the developer's
lack of imagination, creativity, or  experience with full blown FPS
games here.
As for the Star Wars game I was working on I had to put that project 
on


hold for a couple of reasons. First, I am still trying to work  with
Lucas Film on obtaining a Star Wars license. Second, when  Alchemy
closed up I took over their games and projects which I want  to 
complete


before returning to my own original projects.

CSF inc. wrote:

With the current game circle we have as blind gamers, it's
disappointing; There are interesting games we play but very few; 
other


games are not accessible to certain computers and operating  systems;
others are so simple and plain, for some of us who 

Re: [Audyssey] The real Game Circle

2009-08-14 Thread Tristan B

Hi,
Not to take you down, but...

Sadly, it seems to me like the sighted come up with every idea that we have 
before it ever even seemed like an idea. They have millions and still 
counting of video games released in one country. Thousands for single 
consoles, sometimes it seems like whatever ideas I think up are copyrighted 
or used somewhere else.


That's just me. I may not have the spark of creativity that others may have, 
or I may be right. Just my oppinion.


Tristan B

TrekGames.net

Cosmos -
TrekGames.net, port 1234.

- Original Message - 
From: michael barnes c...@samobile.net

To: gamers@audyssey.org
Sent: Friday, August 14, 2009 3:12 PM
Subject: Re: [Audyssey] The real Game Circle


i agree with you since i lost my sight that is all i can play is audio 
games they do remind me of old video games that i enjoy playing but it 
would be cool to play never before ideals that none of the sighted game 
maker ever came up with i do wish someone would make a newer version of 
distnation mars and run for presdinent


--
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www.serotek.com to learn more about accessibility anywhere.


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Re: [Audyssey] The real Game Circle

2009-08-14 Thread Charles Rivard
As for game creation ideas, I think of it this way:  How long have games for 
the blind been produced and by how many companies?  Compare this with the 
number of companies that have been producing games for the sighted and the 
period of time they have been doing so.  Fresh ideas are bound to be hard to 
come by.  It's not because of a lack of creativity.

---
Shepherds are the best beasts.
- Original Message - 
From: Tristan B theblinddj...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 1:41 PM
Subject: Re: [Audyssey] The real Game Circle



Hi,
Not to take you down, but...

Sadly, it seems to me like the sighted come up with every idea that we 
have before it ever even seemed like an idea. They have millions and still 
counting of video games released in one country. Thousands for single 
consoles, sometimes it seems like whatever ideas I think up are 
copyrighted or used somewhere else.


That's just me. I may not have the spark of creativity that others may 
have, or I may be right. Just my oppinion.


Tristan B

TrekGames.net

Cosmos -
TrekGames.net, port 1234.

- Original Message - 
From: michael barnes c...@samobile.net

To: gamers@audyssey.org
Sent: Friday, August 14, 2009 3:12 PM
Subject: Re: [Audyssey] The real Game Circle


i agree with you since i lost my sight that is all i can play is audio 
games they do remind me of old video games that i enjoy playing but it 
would be cool to play never before ideals that none of the sighted game 
maker ever came up with i do wish someone would make a newer version of 
distnation mars and run for presdinent


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Re: [Audyssey] che's football game

2009-08-14 Thread Che
keyboard support will definately be supported, but i can't promise it will 
be as fulfilling an experience without using a mouse or joystick, the 
keyboard is simply too limiting, and personally i hate playing action games 
of any type with it.
 For example, with the mouse, the speed of your pass will be determined by 
how quickly you flick the mouse forward, replicating this action on the 
keyboard is a pain at best.
 as for offline play and the rest, i'm keeping all that under wraps for 
now, both to keep folks from complaining about how the final product will be 
before its even started an alpha, and also because i'm not completely sure 
about some of these aspects myself. as the development cycle matures, 
different possibilities open themselves up, but i'll let you all know where 
we're headed as things get closer to alpha.

 what i can promise you is it will be a sports game we can all be proud of.
regarding beta testing, which is still a long ways off, i am limiting the 
initial testing to the purchasers of rail racer, i believe in rewarding 
those that have supported my efforts, and the folks playing railr acer are 
some of the best hard core gamers out there anyhow in my opinion, and able 
to give me solid feedback.

later
che


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Re: [Audyssey] che's football game

2009-08-14 Thread Charles Rivard
When the game is ready, I'll be curious as to how the location of all the 
players can be determined by the game player.  Hopefully, we can play 
against other people as well as against the computer.  Another thought, 
although I don't know how popular this would be, would be to be able to set 
your offense or defense, then someone else at your computer sets up the 
other side, and then the play is run.  Not as good as reacting to changing 
situations on the fly, but it's a thought.

---
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- Original Message - 
From: Che c...@blindadrenaline.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 2:46 PM
Subject: Re: [Audyssey] che's football game


keyboard support will definately be supported, but i can't promise it will 
be as fulfilling an experience without using a mouse or joystick, the 
keyboard is simply too limiting, and personally i hate playing action 
games of any type with it.
 For example, with the mouse, the speed of your pass will be determined by 
how quickly you flick the mouse forward, replicating this action on the 
keyboard is a pain at best.
 as for offline play and the rest, i'm keeping all that under wraps for 
now, both to keep folks from complaining about how the final product will 
be before its even started an alpha, and also because i'm not completely 
sure about some of these aspects myself. as the development cycle matures, 
different possibilities open themselves up, but i'll let you all know 
where we're headed as things get closer to alpha.
 what i can promise you is it will be a sports game we can all be proud 
of.
regarding beta testing, which is still a long ways off, i am limiting the 
initial testing to the purchasers of rail racer, i believe in rewarding 
those that have supported my efforts, and the folks playing railr acer are 
some of the best hard core gamers out there anyhow in my opinion, and able 
to give me solid feedback.

later
che


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Re: [Audyssey] The real Game Circle

2009-08-14 Thread shaun everiss
well to tell you the truth there are not so many big shots now.
in fact nothing has made the headlines of late.
no big company has released anything lately that has hit the lines either my 
friend that is sighted says he does pick the odd bit up but its not as bussy as 
it was like a year or 2 back.
At 08:41 a.m. 15/08/2009, you wrote:
Hi,
Not to take you down, but...

Sadly, it seems to me like the sighted come up with every idea that we have 
before it ever even seemed like an idea. They have millions and still counting 
of video games released in one country. Thousands for single consoles, 
sometimes it seems like whatever ideas I think up are copyrighted or used 
somewhere else.

That's just me. I may not have the spark of creativity that others may have, 
or I may be right. Just my oppinion.

Tristan B

TrekGames.net

Cosmos -
TrekGames.net, port 1234.

- Original Message - From: michael barnes c...@samobile.net
To: gamers@audyssey.org
Sent: Friday, August 14, 2009 3:12 PM
Subject: Re: [Audyssey] The real Game Circle


i agree with you since i lost my sight that is all i can play is audio games 
they do remind me of old video games that i enjoy playing but it would be 
cool to play never before ideals that none of the sighted game maker ever 
came up with i do wish someone would make a newer version of distnation mars 
and run for presdinent

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www.serotek.com to learn more about accessibility anywhere.

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[Audyssey] GMA Tank Commander controller support?

2009-08-14 Thread Scott Chesworth
Hi all,

The subject asks it all here really.  does GTC have any sort of
controller support?  I've been right through the help system and
couldn't track down anything about it, but thought I'd ask here to be
doubly sure.

Cheers
Scott

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Re: [Audyssey] The real Game Circle

2009-08-14 Thread Thomas Ward

Hi,
All too true. In many cases it boils down to the difference between a 
corporation and a small business. Comparatively speaking none of us 
accessible developers are in the same league with the mainstream game 
companies. That
is why we really can't compare with the latest and greatest Play Station 
and XBox titles.
The major mainstream game companies have a really large operating budget 
with teams of developers, graphics designers, story writers, actors, etc 
to work on a really high quality game product, and had excellent 
training to start with.
The accessible game companies we have are one to three man operations. 
Most of the developers are self-taught, and learn as they go. They have 
small operating budgets which means they can't higher a lot of voice 
talent, buy sounds and music tracks, etc. It is really remarkable what 
has been done with the resources that have been available to the 
accessible game developers so far.
As you pointed out yourself a tool like the GMA Game engine saves a 
developer countless hours of development time. The core features of a 
game such as input handling, sound system, core classes, etc are already 
in the engine. A developer needs to script the game levels, monsters, 
etc and bang you have a new game.
Once I complete my Genesis engine I'll be similarly able to produce 
games quickly and with relative ease. My game engine has a level editor 
that allows me to move the cursor over an area and draw a wall, door, 
staircase, rope, etc. This obviously saves time since I'm drawing the 
level with an editor rather than coding it all by hand.



Scott Chesworth wrote:

Sure, I'd love a huge library of varied titles to choose from as much
as the next bored blind guy with a penchant for gaming, but to be
blunt, saying I want this, we need that doesn't actually do much.
For your I want this, we need that to become a reality, the fact is
that somebody has got to sit down and put in the hours of story
creation, game design, and hard graft coding to make the product.  The
reason that people use the GMA engine seems to be that it's stable and
will save them hundreds of hours of building their own from scratch.
The reason that we're lacking variation is that a developer with a
great imagination, top writing skills, a knack for inivative
usability, bags of skill at writing code, and tons of time to pour
into all those things and probably some others I've missed hasn't
materialised yet.  The creation of mainstream titles has that work
load spread across huge teams of people in the cases of the games you
mentioned, most of the time we're talking about whole teams for each
specific area.  Every one of those people gets paid full time to do
it, has an actual budget to work with, and has probably fought pretty
hard to be doing the job they're doing.  Maybe you're actually the
developer we need having read all that?  I know I'm not.

I skated over a few points about graphics etc because they were...
well... a bit ridiculous.
Sorry it's slightly ranty, I've just had a surprising hour of
discovering how much playability there is left in the games I own now
I've switched away from the keyboard and I don't like seeing the good
developers we actually do have being put down much.

Scott
  



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Re: [Audyssey] The real Game Circle

2009-08-14 Thread Thomas Ward

Hi,
Yeah, a game like Civilization or Galaxy Civilization would totally 
rock. However, as you pointed out that is a rather large task for a one 
or two man operation.
A couple of games I really miss from my sighted days is Mech Warrior and 
Starcraft. Those were a couple of cool games that have no accessible 
equivalents currently. There are lots of cool games like that which are 
old hat for mainstream gamers, but blind gamers haven't even got started 
with games like that yet.


Zachary Kline wrote:

Hi,
I for one will wholeheartedly agree with this.  My personal preference
runs more for grand strategy, along the lines of Master of Orion,
Civilization, etc.  I can currently play both these games somewhat
awkwardly via sighted proxy.  I wish I didn't have to do it that way.
What we need is something like the currently accessible Anacreon
Reconstruction with better AI and diplomacy options.
Just my two cents here.  I know these kinds of games are probably the
hardest to program, despite not having any realtime or 3D audio or what
have you.
All the best,
Zack.

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Re: [Audyssey] Microsoft x box 360 wireless controller for windows

2009-08-14 Thread Thomas Ward

Hi,
Same here. I got mine a few months back, and it is the best controller 
I've owned so far.
In terms of developing for it I'm trying an open source technology 
called SlimDX. It is an open source version of Managed DirectX and it 
also has support for the XNA libraries including XAudio2, X3D, and 
XInput. So far I have no complaints about the controller to speak of.


Che wrote:

Hi scott,
I've had this exact same controller for a few months, and it works great.
i am experimenting with it with the XNA studio as I develop my 
football game, and it will be one of the preferred controllers.
 this joystick is a joy to use, and i've created a really basic 
helicopter flight simulation to play around with it. i think you guys 
are gonna be really happy using a controller like this or the mouse 
with the football game.

later
che



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Re: [Audyssey] nentendo wii and intro

2009-08-14 Thread Thomas Ward

Hi,
Smile. There are always exceptions to the rule. However, by and large 
the games out there for the WII are pretty much family oriented rather 
than for the blood and guts fans.



Ken wrote:
There are a few exceptions to that.  The one off hand I can think of 
is Red Steel, but of course it's not made by Nintendo.  It's a game 
where you go around shooting bad guys and having sword duals--not 
accessible of course.





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Re: [Audyssey] The real Game Circle

2009-08-14 Thread Bryan Peterson
Ideas themselves, such as general storylines, can't be copyrighted. It's 
when you start using the names of characters and places that you run the 
risk of legal trouble. I imagine the main reason people like Phil haven't 
run into trouble about Sarah and the Castle of Witchcraft and Wizardry, 
which does use names and locations from copyrighted books, is that we're 
such a small community. But at the same time that's no guaranteer of safety 
as THomas found out.

You have acquired the skill of Weaponry Theremin.
Your current level of mastery is 10 Apprentice.
- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 4:13 PM
Subject: Re: [Audyssey] The real Game Circle


As for game creation ideas, I think of it this way:  How long have games 
for the blind been produced and by how many companies?  Compare this with 
the number of companies that have been producing games for the sighted and 
the period of time they have been doing so.  Fresh ideas are bound to be 
hard to come by.  It's not because of a lack of creativity.

---
Shepherds are the best beasts.
- Original Message - 
From: Tristan B theblinddj...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 1:41 PM
Subject: Re: [Audyssey] The real Game Circle



Hi,
Not to take you down, but...

Sadly, it seems to me like the sighted come up with every idea that we 
have before it ever even seemed like an idea. They have millions and 
still counting of video games released in one country. Thousands for 
single consoles, sometimes it seems like whatever ideas I think up are 
copyrighted or used somewhere else.


That's just me. I may not have the spark of creativity that others may 
have, or I may be right. Just my oppinion.


Tristan B

TrekGames.net

Cosmos -
TrekGames.net, port 1234.

- Original Message - 
From: michael barnes c...@samobile.net

To: gamers@audyssey.org
Sent: Friday, August 14, 2009 3:12 PM
Subject: Re: [Audyssey] The real Game Circle


i agree with you since i lost my sight that is all i can play is audio 
games they do remind me of old video games that i enjoy playing but it 
would be cool to play never before ideals that none of the sighted game 
maker ever came up with i do wish someone would make a newer version of 
distnation mars and run for presdinent


--
Email services provided by the System Access Mobile Network.  Visit 
www.serotek.com to learn more about accessibility anywhere.


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Re: [Audyssey] Microsoft x box 360 wireless controller for windows

2009-08-14 Thread Thomas Ward

Hi Shaun,
Ummm..Don't take one opinion as an absolute sign of failior. I have one 
myself and it works fine. I have it since I have been experimenting with 
including XBox 360 controller support in the Genesis Engine at some point.


shaun everiss wrote:

hmph and I was thinking about getting one of those.
thanks for nothing ms.
  



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Re: [Audyssey] The real Game Circle

2009-08-14 Thread Thomas Ward

Hi,
When it comes to choosing game music a developer must always keep his 
target audience in mind. Not everyone likes the so-called up to date 
music you speak of. I know several people who absolutely hate hip-hop 
and I know a few people who think it is the best music on earth. I 
personally dislike hip-hop, I am an 80's rock fan myself, so I would not 
be inclined to include that sort of music in my games.
One way to resolve this problem is for a developer to use music that is 
acceptable to just about everyone such as by using cinematic music 
tracks. I've got plenty of mainstream games here that use cinematic 
music tracks like Star Wars, Tomb Raider, Indiana Jones, Star Trek Elite 
Force I and Elite Force II, etc. The music is something that is there 
and doesn't disrupt your concentration while playing.
Now, could you imagine playing something like Star Trek Elite Force and 
instead of the Star Trek cinematic music in the background you have some 
hip-hop music in the background instead. Not only would it sound 
completely out of place for that kind of game, but I would find it 
totally distracting. For me it would kill the mood, and be come a major 
disruption.
Now, let's assume the game was about gang warfair in L.A. Then, I could 
see some hip-hop music in the game. Something like natural Born Killer 
would fit right in with the games kill or be killed game play. However, 
that style of game is completely different from Star Trek.

HTH


CSF inc. wrote:
Your the man, and can't wait for your football game, dude, call me 
personally.. As for a fighting game. I can only wish, and allot of 
other blind gamers I know is starving for it.. And what about up to 
dat music? Rock, Hip - Hop, club, dance.. Come on it's almost 2010.. 
Later



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Re: [Audyssey] The real Game Circle

2009-08-14 Thread Bryan Peterson
Or you could do what Che did for Rail Racer and give players the option of 
using their own music via WinAmp. I never did that myself because the music 
got too distracting and I couldn't hear ART. Actually if Angel and my plans 
work out we'll probably do that for a lot of our games, particularly if we 
develop any sports type titles. And that's not entirely out of the question 
despite my not being a sports fan. If I do this I want to appeal to as many 
people as I possibly can. Giving players the option and a means to use their 
own music might be one way to do that. It also means you're less likely to 
get sued for selling copyrighted material, which you very well could if you 
bundled copyrighted music with your game.

You have acquired the skill of Weaponry Theremin.
Your current level of mastery is 10 Apprentice.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 5:17 PM
Subject: Re: [Audyssey] The real Game Circle



Hi,
When it comes to choosing game music a developer must always keep his 
target audience in mind. Not everyone likes the so-called up to date 
music you speak of. I know several people who absolutely hate hip-hop and 
I know a few people who think it is the best music on earth. I personally 
dislike hip-hop, I am an 80's rock fan myself, so I would not be inclined 
to include that sort of music in my games.
One way to resolve this problem is for a developer to use music that is 
acceptable to just about everyone such as by using cinematic music tracks. 
I've got plenty of mainstream games here that use cinematic music tracks 
like Star Wars, Tomb Raider, Indiana Jones, Star Trek Elite Force I and 
Elite Force II, etc. The music is something that is there and doesn't 
disrupt your concentration while playing.
Now, could you imagine playing something like Star Trek Elite Force and 
instead of the Star Trek cinematic music in the background you have some 
hip-hop music in the background instead. Not only would it sound 
completely out of place for that kind of game, but I would find it totally 
distracting. For me it would kill the mood, and be come a major 
disruption.
Now, let's assume the game was about gang warfair in L.A. Then, I could 
see some hip-hop music in the game. Something like natural Born Killer 
would fit right in with the games kill or be killed game play. However, 
that style of game is completely different from Star Trek.

HTH


CSF inc. wrote:
Your the man, and can't wait for your football game, dude, call me 
personally.. As for a fighting game. I can only wish, and allot of other 
blind gamers I know is starving for it.. And what about up to dat music? 
Rock, Hip - Hop, club, dance.. Come on it's almost 2010.. Later



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Re: [Audyssey] The real Game Circle

2009-08-14 Thread Thomas Ward

Hi,
Unfortunately, that is all too true. Working with other game developers 
can be and is problematic for a lot of reasons.
For example, a couple of years back a lot of people were disappointed 
when Justin announced he was not going to release Castle Quest. There 
was a problem with the leade developer, and so on. I e-mailed him asking 
if I could help in any way. As it turned out we could not join up to 
work on the project for a variety of reasons.
One, there was the issue of time. Justin was putting in several hours at 
work so didn't have much time personally to commit to the project. I had 
just more or less taken over Alchemy Game Studeo's projects so had a 
fairly full plate already. So it was clear from the outset both of us 
didn't really have the time for it.
Second, neither of us had the original source code. Another developer 
was creating the game for BSC, and when he quit he tchose to take the 
source code with him.  As a result we had nothing to start with. We 
would have started from scratch which neither of us were inclined to do 
with our personal work schedules.
Third, it was Justin's project so he would be the lead developer calling 
the shots on the project. Personally I like being in charge of the 
coding and admit I have a big ego when it comes to programming. I am 
proud of what I do, and freely admit it. However, I would have had to 
take a back seat on this project, and given my ego i don't think I would 
have been completely happy in the arrangement after all.
Finally, there was the issue that programming wise we were not 
completely compatible. Justin's strengths lie in Visual Basic and Visual 
Basic .NET where mine tend to be in languages like C++, C#, and Java. 
I'm certain we could have worked this outsince I have some experience 
programming in Visual Basic languages, but I don't use the language much 
for my own projects. As a result if I would have had to work on the 
project in Visual Basic .NET I could probably have done it, but it 
wouldn't be my best programming wise.  I'd likely have to look up this 
or that in the MSDN library to remind myself of how to do this or that 
in VB.
Anyway, as it turned out we decided not to go there. Neither of us had 
the time to work on the project, and we had our differences of opinion 
on how to proceed with programming the game. It was a nice thought, but 
wasn't practical for either of us.


Che wrote:
regarding the idea of developers teaming up, it is a great idea in 
theory, but a diffficult one to put into practice in reality.
 every developer i have talked to without exception, myself included 
have large egos and set ways of doing things, this would be a serious 
problem i think.

secondly, deciding how to whack up the proceeds would be a huge issue.
 lastly, all involved would have to agree on a language to use for 
programming, which may or may not be a big problem depending on folks 
involved.
anyhow, if some developers can get something done as a group, i'm all 
for it. but i know as for myself, i work better alone, where the 
vision is one, all problems as well as successes are also mine alone 
to deal with, and if something is screwed up, i have nobody to blame 
but myself.
 i think this could work out if everyone agreed on the outline of the 
project, and designed things modularly so each programmer would have 
their own little corner to work on, which could be intergrated into 
the whole later on. once again, easier said than done.

later
che



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Re: [Audyssey] The real Game Circle

2009-08-14 Thread Thomas Ward

Hi,
And that is exactly the problem game developers face. What would be the 
point in creating an infurior clone of MK or Street Fighter when the 
ones out there are already playable. Maybe not 100% accessible, but 
playable. All I could do is come up with an infurior clone that might 
get some interest, but I am not sure I can create something absolutely 
on par with the real MK or Street Fighter games. Maybe if I got hold of 
the sounds, music, etc I could come close, but that's a lot of work for 
a clone when the original is playable.


Scott Chesworth wrote:

I too am of the pursuation that would quite like to have a fighting
game rock my socks off, mainly because I'm too broke to own a console
at the moment.
Seems to me though having seen some of the PS3 and even the later PS2
titles that it would be a massive project to get it up to current
console standard.  There are so many games in this genre that are
playable to the point of being worth buying on consoles that anything
less would seem kinda pointless to me, unless it was ridiculously
adddictive in some non-standard way.
I think the developer that takes on this project is gonna have a lot
on their plate.  Without some real innovation or a touch of something
nobody is expecting, we're likely to end up with something not
dissimilar to Mortal Kombat 3 with talking menues at best.  I dunno if
I'd buy that, I already own MK3.
Not meaning to put a downer on a project that hasn't even started yet,
just musing really.

Something else I'd be very very interested in would be some
innovations to one of the open source musical game projects like frets
on fire to make it more accessible.  Sure rockband is playable, but
proper speech feedback with online play and such would be just the
ticket for me.  Can't imagine buying a whole console for it, but I can
definitely imagine buying the music controllers to hook up to the pc.

Scott
  



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[Audyssey] Muds with sound packs

2009-08-14 Thread lindsay
Hi,

Are there any other muds, apart from Miriani, that have sound packs for VipMud?

Lindsay Cowell



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Re: [Audyssey] The real Game Circle

2009-08-14 Thread CSF inc.
Hey Che, I sent you a song to hear but your server rejected my message 
stating the size was to much; the file is 4.7 mb; would you like me to set 
up a link from send space?
- Original Message - 
From: Che c...@blindadrenaline.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 12:35 AM
Subject: Re: [Audyssey] The real Game Circle



Hi ya Mister CSF,
 where can i go to listen to a sample of your stuff? might be interested 
in using you down the line for my projects if its good enough.

 feel free to write me off list.
later
che
c...@blindadrenaline.com

- Original Message - 
From: CSF inc. elohee...@verizon.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 1:26 AM
Subject: Re: [Audyssey] The real Game Circle


I'm a artist with connections to full audio studio's; Pro Tools, Reasons, 
SSL complete 48 track; 3XD audio like you never herd.. Ya herd.. Smile
- Original Message - 
From: Ken kenwdow...@neo.rr.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, August 13, 2009 11:10 PM
Subject: Re: [Audyssey] The real Game Circle


Well, what we need is our own game team.  We need two or three 
developers working together to program it, we need at least four 
actors/actresses, we need sound engineers and effects guys.  I think a 
team of six or so could really pull something incredible off, especially 
if they didn't get impatient about getting a product out fast.  I think 
that's the only way a truly new innovative game is going to come 
out--because one person can only do so much.  I suppose that Che could 
have spent ten years on Rail Racer and really done a lot more with 
it--but by then everything would change and he'd have to start from 
scratch.
So how bout some team spirit and a little unity, eh?  I'm great with 
sound effects, acting and narrating,   and music.  I'm not a very good 
programmer, and I stop at VB6 for now--maybe I'll learn more later.





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Point?
Receive a massage at very competitive rates--$40 per hour for a 
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depression, and nervous anxiety...

Ken Downey, LMT

President of Blind Comfort!
The Caring Without the Staring
and
DreamtechInteractive
- Original Message - 
From: CSF inc. elohee...@verizon.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 12:36 AM
Subject: Re: [Audyssey] The real Game Circle


Don't get me wrong, I respect the developers of all audio games because 
each game is a new exploration in audio gaming itself; I have been 
playing games both audio and graphical for many years and I'm a true 
gamer; I think most of the list are true gamers and are hungry for 
more; we as a culture of audio game players have come a long way, I 
would like us to keep moving up levels in creation, and not be 
stagnated in certain type of games; just as we have come a long way 
from my first game battle ship, to my favorite Tank Commander, we 
still have much more game exploration to conquer, and I know with new 
technology and innovation we will become more extravagant in our 
options of game playing.. Thanks
- Original Message - 
From: Scott Chesworth scottcheswo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, August 13, 2009 9:49 PM
Subject: Re: [Audyssey] The real Game Circle



Sure, I'd love a huge library of varied titles to choose from as much
as the next bored blind guy with a penchant for gaming, but to be
blunt, saying I want this, we need that doesn't actually do much.
For your I want this, we need that to become a reality, the fact is
that somebody has got to sit down and put in the hours of story
creation, game design, and hard graft coding to make the product.  The
reason that people use the GMA engine seems to be that it's stable and
will save them hundreds of hours of building their own from scratch.
The reason that we're lacking variation is that a developer with a
great imagination, top writing skills, a knack for inivative
usability, bags of skill at writing code, and tons of time to pour
into all those things and probably some others I've missed hasn't
materialised yet.  The creation of mainstream titles has that work
load spread across huge teams of people in the cases of the games you
mentioned, most of the time we're talking about whole teams for each
specific area.  Every one of those people gets paid full time to do
it, has an actual budget to work with, and has probably fought pretty
hard to be doing the job they're doing.  Maybe you're actually the
developer we need having read all that?  I know I'm not.

I skated over a few points about graphics etc because they were...
well... a 

Re: [Audyssey] The real Game Circle

2009-08-14 Thread Michael Feir
 they are doing to the accessible gaming market, but they don't 
care. i know some of them are reading this, and if you are sharing any 
cracked games, you should be very ashamed of yourself. in sucha small 
market, the damage you are doing is immense.
 Bottom line, if your a fellow developer working on a game now, my hat is 
off to you, this is a hard task without much reward or thanks, but non 
developers don't get that  and don't seem to care either.  But having 
said that, can't we push the envelope a little bit?  Do we really need 
another shoot em up or arcade action game? hasn't all that been done 
enough by now?

later
che



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Re: [Audyssey] The real Game Circle

2009-08-14 Thread Bryan Peterson
Well thankyou. Thankyouverymuch. Yeah, I hope this works out. Angel's 
offered to try to teach me some of what she knows and we can go from there. 
Like I may have said she's in college and her major is computer programming. 
She's actually hoping to open her own computer repair shop someday, but if 
audio game development worked out there could be that little bit of extra 
income on top of our regular one, even if it wasn't all that much. And if we 
did figure out how to get word out to more blind people, folks who were 
interested in gaming but either didn't know about or couldn't be captivated 
by our current market, it might make it more worthwhile. Of course that 
would be the hard part right there.

You have acquired the skill of Weaponry Theremin.
Your current level of mastery is 10 Apprentice.
- Original Message - 
From: Tristan B theblinddj...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 8:25 AM
Subject: Re: [Audyssey] The real Game Circle



Hello,
I sure hope it does; it sounds like you and her would make a great game 
dev team. *grins*. And I agree holeheartedly with your message..


Regards,
Tristan B

TrekGames.net

Cosmos -
TrekGames.net, port 1234.

- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 12:00 PM
Subject: Re: [Audyssey] The real Game Circle


You're definitely right about that Tristan. Many of us complain about how 
most games are too easy, which I can definitely agree with, but then when 
something new comes out or is even mentioned we start whining and 
snivelling about how it'd be too hard. Take Technoshock for instance. 
Granted I spent months on Technoshock before I got really frustrated with 
it, but I saw complaints on the audiogames.net forum within days. Some 
were quite rude as I recall.
 But if this business between myself and my girlfriend Angel works out 
hopefully the AG market will start to see some games we can really be 
proud of. My girlfriend is a fairly apt programmer I found out and when I 
mentioned the idea of computer games for the blind she got really excited 
and wanted us to work together on something. She might even join this 
list. It's one of the places I referred her to for information.

You have acquired the skill of Weaponry Theremin.
Your current level of mastery is 10 Apprentice.
- Original Message - 
From: Tristan B theblinddj...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 7:48 AM
Subject: Re: [Audyssey] The real Game Circle


Its pretty sad, if I must say so myself, because gamers are basicly just 
shooting themselves in  the foot.


They ask for enw games, then they complain.

Not pointing fingers here, but its what I've noticed.
Tristan B

TrekGames.net

Cosmos -
TrekGames.net, port 1234.

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Che c...@blindadrenaline.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Friday, August 14, 2009 2:51 AM
Subject: Re: [Audyssey] The real Game Circle



Hi Che,
I know the feeling. I'm not sure why but simple and easy games appears 
to be what sells in the accessible games market. As many people know 
one of my plans will be to create a full blown 3d game engine, as in 
actual 3d levels with 3d objects, 3d movement, as well as 3d audio 
support. No sooner did i mention my plans I got various comments to the 
effect that anything I made using it would be too hard even though 
they never seen the final product yet.
One of the things that bothered me was some people immediately tried to 
tell me that because they have problems with Audioquake and Technoshock 
they absolutely know that they couldn't play any of my games. They 
didn't seam to consider the fact that with Audioquake accessibility is 
poorly implemented, and because it is  a modified version of Quake it 
wasn't designed from the ground up for a blind player. Accessibility is 
an add on, and there could be a lot more done to it to provide 
accessibility. Technoshock also has some accessibility issues, that 
make it harder than say Shades of Doom to play, and i feel 
accessibility could b done better in that game. I've seen what works 
and what doesn't and I'd use that experience plus my own blindness to 
work out any and all accessibility problems that might crop up.
Anyway, the bottom line is now and then we see a thread like this where 
someone suggests coming up with something new, something different, 
something more mainstream, and when a developer tries to do that, come 
up with something truly amazing like Rail Racer, the complaints thatit 
is too hard come rolling in. As a developer we really can't win. No 
matter if we do something easy or something new and slightly 
challenging someone is going to complain.



Che wrote:

I agree with ya man,
 I tried something different with rail racer, and I 

Re: [Audyssey] The real Game Circle

2009-08-14 Thread Munawar Bijani
Agreed. I have gotten the same complaints about Three-D Velocity--although 
it seems as if most people here are very tempted to try new things. So yes, 
you get the occasional this is too hard, add feature X to make it easier 
message, but for the most part you'll see a positive outlook; if for nothing 
else, at least because you bring new ideas to the AG market. I think we're 
all sick of the guess the numbers and side-side shooting games like Dark 
Destroyer. Just remember, if they don't like it, they don't have to buy it, 
so don't let it put your hopes down if a couple people do start complaining. 
Keep your target audience in mind, and don't try to cater to everyone 
because it won't work. Several games (including Treasure Hunt) failed 
because of this.

Munawar A. Bijani
Knowledge is of two types: absorbed and heard. The heard knowledge is only 
useful if it is absorbed. - Imam Ali Ibn Abu Talib, Nahj Al-Balagha

mailto:munaw...@gmail.com
http://www.bpcprograms.com
- Original Message - 
From: Tristan B theblinddj...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 11:25 AM
Subject: Re: [Audyssey] The real Game Circle



Hello,
I sure hope it does; it sounds like you and her would make a great game 
dev team. *grins*. And I agree holeheartedly with your message..


Regards,
Tristan B

TrekGames.net

Cosmos -
TrekGames.net, port 1234.

- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 12:00 PM
Subject: Re: [Audyssey] The real Game Circle


You're definitely right about that Tristan. Many of us complain about how 
most games are too easy, which I can definitely agree with, but then when 
something new comes out or is even mentioned we start whining and 
snivelling about how it'd be too hard. Take Technoshock for instance. 
Granted I spent months on Technoshock before I got really frustrated with 
it, but I saw complaints on the audiogames.net forum within days. Some 
were quite rude as I recall.
 But if this business between myself and my girlfriend Angel works out 
hopefully the AG market will start to see some games we can really be 
proud of. My girlfriend is a fairly apt programmer I found out and when I 
mentioned the idea of computer games for the blind she got really excited 
and wanted us to work together on something. She might even join this 
list. It's one of the places I referred her to for information.

You have acquired the skill of Weaponry Theremin.
Your current level of mastery is 10 Apprentice.
- Original Message - 
From: Tristan B theblinddj...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 7:48 AM
Subject: Re: [Audyssey] The real Game Circle


Its pretty sad, if I must say so myself, because gamers are basicly just 
shooting themselves in  the foot.


They ask for enw games, then they complain.

Not pointing fingers here, but its what I've noticed.
Tristan B

TrekGames.net

Cosmos -
TrekGames.net, port 1234.

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Che c...@blindadrenaline.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Friday, August 14, 2009 2:51 AM
Subject: Re: [Audyssey] The real Game Circle



Hi Che,
I know the feeling. I'm not sure why but simple and easy games appears 
to be what sells in the accessible games market. As many people know 
one of my plans will be to create a full blown 3d game engine, as in 
actual 3d levels with 3d objects, 3d movement, as well as 3d audio 
support. No sooner did i mention my plans I got various comments to the 
effect that anything I made using it would be too hard even though 
they never seen the final product yet.
One of the things that bothered me was some people immediately tried to 
tell me that because they have problems with Audioquake and Technoshock 
they absolutely know that they couldn't play any of my games. They 
didn't seam to consider the fact that with Audioquake accessibility is 
poorly implemented, and because it is  a modified version of Quake it 
wasn't designed from the ground up for a blind player. Accessibility is 
an add on, and there could be a lot more done to it to provide 
accessibility. Technoshock also has some accessibility issues, that 
make it harder than say Shades of Doom to play, and i feel 
accessibility could b done better in that game. I've seen what works 
and what doesn't and I'd use that experience plus my own blindness to 
work out any and all accessibility problems that might crop up.
Anyway, the bottom line is now and then we see a thread like this where 
someone suggests coming up with something new, something different, 
something more mainstream, and when a developer tries to do that, come 
up with something truly amazing like Rail Racer, the complaints thatit 
is too hard come rolling in. As a developer we really can't win. No 
matter if we do 

Re: [Audyssey] The real Game Circle

2009-08-14 Thread shaun everiss
same here.
online play sounds nice but I must admit I rarely have the time or care to go 
online.
Although I enjoyed the comcept, after testing I didn't bother.
the other thing is my connection is slow on upload so 12kb.
so if I ever needed to download anything ginormous or anything forget it.
dropouts, etc.
I dabble here and there.
At 06:28 a.m. 15/08/2009, you wrote:
Personally I could care less about online play. I don't know, I've just never 
had much interest in it. But I imagine my games will probably include the 
option at some point even if not right away.
You have acquired the skill of Weaponry Theremin.
Your current level of mastery is 10 Apprentice.
- Original Message - From: James Howard coldshadow...@gmail.com
To: Charles Rivard woofer...@sbcglobal.net; Gamers Discussion list 
gamers@audyssey.org
Sent: Friday, August 14, 2009 10:47 AM
Subject: Re: [Audyssey] The real Game Circle


I'll admit, I'm not into audio games that much, because of the simple
fact, they're like some say, not really inovative.  I don't know about
rail racer, cause I haven't ried it yet, but I'm planning on doing so.
If I do play any audio games, I only stick to the ones that go online,
thats the biggest threal I get out of them right now.
I go with alot of people said, I would love to see more complex stuff,
real rpgs, just to name a certain type I like.  but if I game was more
complex, had more of a plot, and alot more involved, I'd be more into
playing it.
I enjoy the stuff Che has done with the online card stuff, I'm sort of
hooked on that.

On 8/14/09, Charles Rivard woofer...@sbcglobal.net wrote:
I'll bet that technical support for a game that was created by a bunch of
different developers would be a mess, too.
---
Shepherds are the best beasts.
- Original Message -
From: Che c...@blindadrenaline.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, August 13, 2009 11:48 PM
Subject: Re: [Audyssey] The real Game Circle


regarding the idea of developers teaming up, it is a great idea in theory,

but a diffficult one to put into practice in reality.
 every developer i have talked to without exception, myself included have
large egos and set ways of doing things, this would be a serious problem i

think.
secondly, deciding how to whack up the proceeds would be a huge issue.
 lastly, all involved would have to agree on a language to use for
programming, which may or may not be a big problem depending on folks
involved.
anyhow, if some developers can get something done as a group, i'm all for
it. but i know as for myself, i work better alone, where the vision is
one, all problems as well as successes are also mine alone to deal with,
and if something is screwed up, i have nobody to blame but myself.
 i think this could work out if everyone agreed on the outline of the
project, and designed things modularly so each programmer would have their

own little corner to work on, which could be intergrated into the whole
later on. once again, easier said than done.
later
che

- Original Message -
From: william lomas lomaswill...@googlemail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 1:31 AM
Subject: Re: [Audyssey] The real Game Circle


it will be interesting though to be fair, to see what draconis have up
their sleives. i thought 2009 was the year for draconis, but nothing as
of yet?

On 14 Aug 2009, at 07:29, Thomas Ward wrote:

Hi,
Well said. I too also feel as though the accessible games we have  are a

bit disappointing. No disrespect to my fellow game developers,  but
there really isn't anything that is really new or innovative to  speak
of besides Rail Racer.
For the most part accessible games tend to fall into two catagories.
Either they are simple board and card games, or an arcade game type
theme. Personally, I find the options rather limitting compared to what

was available to me before I lost my sight, and is the main  reason I
began writing accesible games myself.
As for the GMA engine I have to disagree with you. Besides the fact it
is a bit old it still is one of the best tools an accessible developer
can use. It is an FPS game engine, and in the right hands  it could be
used to create some killer accessible games. We have  already seen what
it can do with Shades of Doom and Tank Commander,  and I think with some

updates it should be able to create games more  or less on par with Star

Trek Elite Force, Star Wars Jedi Knight,   etc. In some respects it
isn't the fault of the tool here, but  perhaps it is the developer's
lack of imagination, creativity, or  experience with full blown FPS
games here.
As for the Star Wars game I was working on I had to put that project on

hold for a couple of reasons. First, I am still trying to work  with
Lucas Film on obtaining a Star Wars license. Second, when  Alchemy
closed up I took over their games and projects which I want  to complete

before returning to my own original projects.

CSF inc. wrote:

Re: [Audyssey] New accessible train simulator in development

2009-08-14 Thread Valiant8086
The .ini track loading system is working now. Nothing is set in stone so this 
might be different  later. At the moment ctrl+o will pop up the list box of 
tracks that are found in the tracks folder that can be selected. when on a 
track doing stuff, ctrl+s will save the current state of things so that one can 
close the train and then run the program again and find they're right where 
they were doing exactly what they were doing when they hit ctrl+s. So you can 
be going 85 miles per hour and press ctrl+s, close the train, open it again and 
you're going 85 miles per hour, traveling right where you were when you saved. 
Orriginally, it saved when you closed the train but it looks like not everyone 
is going to want it to work that way so at the moment saving is an option. the 
info is saved in an .ini file called train.ini. that file can be deleted to 
cause the train to pop up the dialogue as soon as you open the train for you to 
select a track. This should allow us to just delete that .ini file when we 
distribute and everyone who tries it out will get generic behavior.

harun mentioned the speed limit system we were thinking about. Basically you 
use two objects that are pretty much just going to be signs. One will set the 
speed limit and the other will remove it so you can get up a good head of  
steam again.

  When pulling up to a station it's hard, both in reality and in this simulator 
to stop when you want to. You'll pass the station or stop too soon, or find 
you're about a quarter of a mile from it but going too slowly to be there any 
time inside of a decade. You get old waiting on it and speed things up a bit, 
only to go zooming past the station before you're aware of the fact. So we put 
in a beep that only plays if you're moving under 5 miles per hour. The beep 
indicates when you're within 0.0001 miles of what ever object you happen to be 
that close to. for a station this allows you to stop pretty darned  close to 
where you want. You listen for that beep. You hear it and you hold down the 
letter k until the train comes to a hault. the beep only plays if you're moving 
and at a rate of under 5 miles per hour. So if you're zooming along you don't 
have to worry about that beep getting in the way of sound effects.

  - Original Message - 
  From: Valiant8086 
  To: Gamers Discussion list 
  Sent: Wednesday, August 12, 2009 9:01 PM
  Subject: [Audyssey] New accessible train simulator in development


  Sorry if you guys get this twice.
  The .ini track loading system is in, but is still broken a bit and needs some 
serious work to get it to actually work like it's supposed to. It would appear, 
at least for now, that using .ini files doesn't slow the main loop down enough 
to bother with. this is good. At the moment we have an every day list box that 
popps up when you go to pick a track. The tracks are listed in there and the 
file extention is on the end, ini. Don't know if we should remove the extention 
from the list or not. You select the track you want and then tab to the ok 
button and press that.

  Right now all of the game except that is self voicing, though we considered 
using the API for the screen reader if a compatible one happened to be running 
to speak stuff instead of SAPI. We aren't using any key commands yet that a 
screen reader could conflict with, but when key echo is on it's kind of 
bothersome as you hold down a button, like the letter i, to accelerate and the 
screen reader keeps saying the letter over and over again. I know a way to make 
the track select list box speak with SAPI if necessary. Don't know if the ok 
button could be spoken or not. We're using all SAPI for now and probably going 
to keep using a synthesizer of some sort since things are going to be so 
generic. When we have object names and such loading from a .ini file that 
anyone can create with any name they can think of, audio voiceovers won't work 
for reading names of those objects and all that good stuff. I wouldn't mind 
using the dll version of ESpeak to tell the trooth. Right now the train sim is
   portable. We're going to keep it that way if we can. There is no installer. 
You just download it, unzip it and run the train.exe file.
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Re: [Audyssey] The real Game Circle

2009-08-14 Thread Thomas Ward

Hi,
Yes, that is definitely one of the major problems I face as a game 
developer. Even something as simple as a title for a game is already 
used, copyrighted to the hilt,  and there isn't much I can do about it.
For example, I've been thinking of creating a large roll playing game. 
Well, I wrote down a list of possible titles for the game. I had about 
10 possibles written down in a text file. I then took that list, went 
online, and checked if there were games using those titles. Sure enough 
every single title I thought I had come up with was already used by 
somebody else, and was copyrighted by someone else. It's pretty 
depressing to know you spend x amount of time thinking up what might be 
cool titles for a game only to discover someone else has beat you to the 
punch so to speak.
When it comes to new and innovative game stories I can't think of 
anything that hasn't already been done before. You have your vampire 
games, zomby fighting games, loads of military games, your civilization 
style games, and so on. You name it someone has probably done it.


Tristan B wrote:

Hi,
Not to take you down, but...

Sadly, it seems to me like the sighted come up with every idea that we 
have before it ever even seemed like an idea. They have millions and 
still counting of video games released in one country. Thousands for 
single consoles, sometimes it seems like whatever ideas I think up are 
copyrighted or used somewhere else.


That's just me. I may not have the spark of creativity that others may 
have, or I may be right. Just my oppinion.


Tristan B

TrekGames.net

Cosmos -
TrekGames.net, port 1234.



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Re: [Audyssey] The real Game Circle

2009-08-14 Thread Thomas Ward

Hi,
True. There really hasn't been any thing new that has made a big splash 
of late. At least nothing I would be really interested in. Last fall 
Edos released Tomb raider 8, but Underworld was more of a disappointment 
than anything else. The Tomb Raider games have been really losing sales 
over the passed few releases, and is nothing like what it was in the 
late 1990's. The graphics and sound effects are superior, but the games 
have lost something that made the first few games special. Well, I've 
heard about some technical issues with Tomb Raider Underworld and camera 
angles which probably didn't help the game any.




shaun everiss wrote:

well to tell you the truth there are not so many big shots now.
in fact nothing has made the headlines of late.
no big company has released anything lately that has hit the lines either my 
friend that is sighted says he does pick the odd bit up but its not as bussy as 
it was like a year or 2 back.
  



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Re: [Audyssey] GMA Tank Commander controller support?

2009-08-14 Thread Thomas Ward

Hi,
Unfortunately, no. Technically the GMA Game Engine has joystick support, 
but it was never enabled for GTC for some reason.



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Re: [Audyssey] The real Game Circle

2009-08-14 Thread Thomas Ward

Hi Bryan,
Well, my point was that certain games require a certain type of music, a 
theme to set the mood, and is all part of the art of game design. 
Sticking heavy metal, hip-hop, or anything else in a game were it 
doesn't belong will kill the game. You can't write a purely fantacy game 
and have hard rock like AC-DC or hip-hop music like Ice Cube playing in 
the background. It just sounds out of place as well as very annoying to 
some people.
As for copyrights goes that is very true. Although, I legally license my 
music for my games so that at least isn't a problem. Though, it cost me 
quite a bit of cash to do it.


Bryan Peterson wrote:
Or you could do what Che did for Rail Racer and give players the 
option of using their own music via WinAmp. I never did that myself 
because the music got too distracting and I couldn't hear ART. 
Actually if Angel and my plans work out we'll probably do that for a 
lot of our games, particularly if we develop any sports type titles. 
And that's not entirely out of the question despite my not being a 
sports fan. If I do this I want to appeal to as many people as I 
possibly can. Giving players the option and a means to use their own 
music might be one way to do that. It also means you're less likely to 
get sued for selling copyrighted material, which you very well could 
if you bundled copyrighted music with your game.

You have acquired the skill of Weaponry Theremin.
Your current level of mastery is 10 Apprentice.



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Re: [Audyssey] nentendo wii and intro

2009-08-14 Thread sal

Hello,
I was wondering I was able to get the game started but was wondering
for instance
when I am playing tennis,and want to play baseball what do I do
I tried to play baseball and managed to get it kinda going but it just gives 
me a few throws where I swing the bat and that's it.
and as for the party games do you do the same thing as you do for the sports 
game?

thanks for the help and hope I explained myself
Sal
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, August 13, 2009 5:08 PM
Subject: Re: [Audyssey] nentendo wii and intro


I agree completely here. It's all a matter of preference. Personally I play 
the Wii rather a lot because my parents have one. In fact if I had more 
money and enough space in my apartment I'd probably have a Wii myself.

You have acquired the skill of Weaponry Theremin.
Your current level of mastery is 10 Apprentice.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, August 13, 2009 3:58 PM
Subject: Re: [Audyssey] nentendo wii and intro



Hi Shaun,
I don't think it is a matter of good or bad, but it comes down to 
personal preference here. The WII is intended to be a family oriented 
console rather than for hard core gamers. That's  the reason why the WII 
doesn't feature games like MK VS DC, Tomb Raider Underworld, and various 
other games you see on the PS 3 and XBox 360. If the WII games appear to 
be lame it is because of Nentendo's new family oriented approach to 
gaming. All of the WII games I know of have an E rating and you don't see 
a lot of M rated games like you see on XBox and PS 2 and PS 3. So it is 
like comparing a G rated movie with one rated R. Good or bad is in the 
eyes of the beholder, and is subjective here.


shaun everiss wrote:

aggreed man.
I have heard the wii is just not really that good or at least the games 
for it are not necessarily good.

xbox 360 all the way, ps2 and psp and ps3.
or one of the philips gamepads.




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Re: [Audyssey] nentendo wii and intro

2009-08-14 Thread sal

hello I had one more questio
do any of you know how to get the music durring the game to stop playing so 
that you can hear it better?

thanks
Saln
- Original Message - 
From: sal sal-...@ca.rr.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 9:13 PM
Subject: Re: [Audyssey] nentendo wii and intro



Hello,
I was wondering I was able to get the game started but was wondering
for instance
when I am playing tennis,and want to play baseball what do I do
I tried to play baseball and managed to get it kinda going but it just 
gives me a few throws where I swing the bat and that's it.
and as for the party games do you do the same thing as you do for the 
sports game?

thanks for the help and hope I explained myself
Sal
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, August 13, 2009 5:08 PM
Subject: Re: [Audyssey] nentendo wii and intro


I agree completely here. It's all a matter of preference. Personally I 
play the Wii rather a lot because my parents have one. In fact if I had 
more money and enough space in my apartment I'd probably have a Wii 
myself.

You have acquired the skill of Weaponry Theremin.
Your current level of mastery is 10 Apprentice.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, August 13, 2009 3:58 PM
Subject: Re: [Audyssey] nentendo wii and intro



Hi Shaun,
I don't think it is a matter of good or bad, but it comes down to 
personal preference here. The WII is intended to be a family oriented 
console rather than for hard core gamers. That's  the reason why the WII 
doesn't feature games like MK VS DC, Tomb Raider Underworld, and various 
other games you see on the PS 3 and XBox 360. If the WII games appear to 
be lame it is because of Nentendo's new family oriented approach to 
gaming. All of the WII games I know of have an E rating and you don't 
see a lot of M rated games like you see on XBox and PS 2 and PS 3. So it 
is like comparing a G rated movie with one rated R. Good or bad is in 
the eyes of the beholder, and is subjective here.


shaun everiss wrote:

aggreed man.
I have heard the wii is just not really that good or at least the games 
for it are not necessarily good.

xbox 360 all the way, ps2 and psp and ps3.
or one of the philips gamepads.




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Re: [Audyssey] The real Game Circle

2009-08-14 Thread Thomas Ward

Hi Bryan,
Yes, there is a gray area where copyrights are concerned. For example, a 
game company like Edos can copyright a game story called Tomb Raider, 
with a female character named Lara Croft, and so on. However, that 
doesn't exclude someone coming up with a similar type of game with 
different characters and slightly different plot. I've done it in my 
Tomb Hunter series, it is similar to Tomb Raider, but I am well with in 
the gray area that it is all legal. As long as I don't go around calling 
my game Tomb Raider, call my main character Lara Croft, and so on I'm safe.
Sarah and the Castle of Wichcraft is another one of those games that 
falls in a gray area. It isn't specifically a Harry Potter game, but it 
does use a few aspects of the Harry Potter books/movies. If necessary 
all Phil would have to do is change the names of the ghosts, spells, 
castle, and he'd be 100% in the clear.


Bryan Peterson wrote:
Ideas themselves, such as general storylines, can't be copyrighted. 
It's when you start using the names of characters and places that you 
run the risk of legal trouble. I imagine the main reason people like 
Phil haven't run into trouble about Sarah and the Castle of Witchcraft 
and Wizardry, which does use names and locations from copyrighted 
books, is that we're such a small community. But at the same time 
that's no guaranteer of safety as THomas found out.

You have acquired the skill of Weaponry Theremin.
Your current level of mastery is 10 Apprentice.


- Original Message - From: Charles Rivard 
woofer...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 4:13 PM
Subject: Re: [Audyssey] The real Game Circle


As for game creation ideas, I think of it this way:  How long have 
games for the blind been produced and by how many companies?  Compare 
this with the number of companies that have been producing games for 
the sighted and the period of time they have been doing so.  Fresh 
ideas are bound to be hard to come by.  It's not because of a lack of 
creativity.

---
Shepherds are the best beasts.
- Original Message - From: Tristan B theblinddj...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 1:41 PM
Subject: Re: [Audyssey] The real Game Circle



Hi,
Not to take you down, but...

Sadly, it seems to me like the sighted come up with every idea that 
we have before it ever even seemed like an idea. They have millions 
and still counting of video games released in one country. Thousands 
for single consoles, sometimes it seems like whatever ideas I think 
up are copyrighted or used somewhere else.


That's just me. I may not have the spark of creativity that others 
may have, or I may be right. Just my oppinion.


Tristan B

TrekGames.net

Cosmos -
TrekGames.net, port 1234.

- Original Message - From: michael barnes c...@samobile.net
To: gamers@audyssey.org
Sent: Friday, August 14, 2009 3:12 PM
Subject: Re: [Audyssey] The real Game Circle


i agree with you since i lost my sight that is all i can play is 
audio games they do remind me of old video games that i enjoy 
playing but it would be cool to play never before ideals that none 
of the sighted game maker ever came up with i do wish someone would 
make a newer version of distnation mars and run for presdinent


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If 

Re: [Audyssey] New accessible train simulator in development

2009-08-14 Thread tim kilgore

Can we check out this cool-sounding sim yet?

Tim
- Original Message - 
From: Valiant8086 valiant8...@lavabit.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 1:21 AM
Subject: Re: [Audyssey] New accessible train simulator in development


The .ini track loading system is working now. Nothing is set in stone so 
this might be different  later. At the moment ctrl+o will pop up the list 
box of tracks that are found in the tracks folder that can be selected. 
when on a track doing stuff, ctrl+s will save the current state of things 
so that one can close the train and then run the program again and find 
they're right where they were doing exactly what they were doing when they 
hit ctrl+s. So you can be going 85 miles per hour and press ctrl+s, close 
the train, open it again and you're going 85 miles per hour, traveling 
right where you were when you saved. Orriginally, it saved when you closed 
the train but it looks like not everyone is going to want it to work that 
way so at the moment saving is an option. the info is saved in an .ini 
file called train.ini. that file can be deleted to cause the train to pop 
up the dialogue as soon as you open the train for you to select a track. 
This should allow us to just delete that .ini file when we distribute and 
everyone who tries it out will get generic behavior.


harun mentioned the speed limit system we were thinking about. Basically 
you use two objects that are pretty much just going to be signs. One will 
set the speed limit and the other will remove it so you can get up a good 
head of  steam again.


 When pulling up to a station it's hard, both in reality and in this 
simulator to stop when you want to. You'll pass the station or stop too 
soon, or find you're about a quarter of a mile from it but going too 
slowly to be there any time inside of a decade. You get old waiting on it 
and speed things up a bit, only to go zooming past the station before 
you're aware of the fact. So we put in a beep that only plays if you're 
moving under 5 miles per hour. The beep indicates when you're within 
0.0001 miles of what ever object you happen to be that close to. for a 
station this allows you to stop pretty darned  close to where you want. 
You listen for that beep. You hear it and you hold down the letter k until 
the train comes to a hault. the beep only plays if you're moving and at a 
rate of under 5 miles per hour. So if you're zooming along you don't have 
to worry about that beep getting in the way of sound effects.


 - Original Message - 
 From: Valiant8086

 To: Gamers Discussion list
 Sent: Wednesday, August 12, 2009 9:01 PM
 Subject: [Audyssey] New accessible train simulator in development


 Sorry if you guys get this twice.
 The .ini track loading system is in, but is still broken a bit and needs 
some serious work to get it to actually work like it's supposed to. It 
would appear, at least for now, that using .ini files doesn't slow the 
main loop down enough to bother with. this is good. At the moment we have 
an every day list box that popps up when you go to pick a track. The 
tracks are listed in there and the file extention is on the end, ini. 
Don't know if we should remove the extention from the list or not. You 
select the track you want and then tab to the ok button and press that.


 Right now all of the game except that is self voicing, though we 
considered using the API for the screen reader if a compatible one 
happened to be running to speak stuff instead of SAPI. We aren't using any 
key commands yet that a screen reader could conflict with, but when key 
echo is on it's kind of bothersome as you hold down a button, like the 
letter i, to accelerate and the screen reader keeps saying the letter over 
and over again. I know a way to make the track select list box speak with 
SAPI if necessary. Don't know if the ok button could be spoken or not. 
We're using all SAPI for now and probably going to keep using a 
synthesizer of some sort since things are going to be so generic. When we 
have object names and such loading from a .ini file that anyone can create 
with any name they can think of, audio voiceovers won't work for reading 
names of those objects and all that good stuff. I wouldn't mind using the 
dll version of ESpeak to tell the trooth. Right now the train sim is
  portable. We're going to keep it that way if we can. There is no 
installer. You just download it, unzip it and run the train.exe file.

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Re: [Audyssey] New accessible train simulator in development

2009-08-14 Thread dennis

i would like to be a tester
- Original Message - 
From: tim kilgore tim8...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, August 15, 2009 12:32 AM
Subject: Re: [Audyssey] New accessible train simulator in development



Can we check out this cool-sounding sim yet?

Tim
- Original Message - 
From: Valiant8086 valiant8...@lavabit.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 1:21 AM
Subject: Re: [Audyssey] New accessible train simulator in development


The .ini track loading system is working now. Nothing is set in stone so 
this might be different  later. At the moment ctrl+o will pop up the list 
box of tracks that are found in the tracks folder that can be selected. 
when on a track doing stuff, ctrl+s will save the current state of things 
so that one can close the train and then run the program again and find 
they're right where they were doing exactly what they were doing when 
they hit ctrl+s. So you can be going 85 miles per hour and press ctrl+s, 
close the train, open it again and you're going 85 miles per hour, 
traveling right where you were when you saved. Orriginally, it saved when 
you closed the train but it looks like not everyone is going to want it 
to work that way so at the moment saving is an option. the info is saved 
in an .ini file called train.ini. that file can be deleted to cause the 
train to pop up the dialogue as soon as you open the train for you to 
select a track. This should allow us to just delete that .ini file when 
we distribute and everyone who tries it out will get generic behavior.


harun mentioned the speed limit system we were thinking about. Basically 
you use two objects that are pretty much just going to be signs. One will 
set the speed limit and the other will remove it so you can get up a good 
head of  steam again.


 When pulling up to a station it's hard, both in reality and in this 
simulator to stop when you want to. You'll pass the station or stop too 
soon, or find you're about a quarter of a mile from it but going too 
slowly to be there any time inside of a decade. You get old waiting on it 
and speed things up a bit, only to go zooming past the station before 
you're aware of the fact. So we put in a beep that only plays if you're 
moving under 5 miles per hour. The beep indicates when you're within 
0.0001 miles of what ever object you happen to be that close to. for a 
station this allows you to stop pretty darned  close to where you want. 
You listen for that beep. You hear it and you hold down the letter k 
until the train comes to a hault. the beep only plays if you're moving 
and at a rate of under 5 miles per hour. So if you're zooming along you 
don't have to worry about that beep getting in the way of sound effects.


 - Original Message - 
 From: Valiant8086

 To: Gamers Discussion list
 Sent: Wednesday, August 12, 2009 9:01 PM
 Subject: [Audyssey] New accessible train simulator in development


 Sorry if you guys get this twice.
 The .ini track loading system is in, but is still broken a bit and needs 
some serious work to get it to actually work like it's supposed to. It 
would appear, at least for now, that using .ini files doesn't slow the 
main loop down enough to bother with. this is good. At the moment we have 
an every day list box that popps up when you go to pick a track. The 
tracks are listed in there and the file extention is on the end, ini. 
Don't know if we should remove the extention from the list or not. You 
select the track you want and then tab to the ok button and press that.


 Right now all of the game except that is self voicing, though we 
considered using the API for the screen reader if a compatible one 
happened to be running to speak stuff instead of SAPI. We aren't using 
any key commands yet that a screen reader could conflict with, but when 
key echo is on it's kind of bothersome as you hold down a button, like 
the letter i, to accelerate and the screen reader keeps saying the letter 
over and over again. I know a way to make the track select list box speak 
with SAPI if necessary. Don't know if the ok button could be spoken or 
not. We're using all SAPI for now and probably going to keep using a 
synthesizer of some sort since things are going to be so generic. When we 
have object names and such loading from a .ini file that anyone can 
create with any name they can think of, audio voiceovers won't work for 
reading names of those objects and all that good stuff. I wouldn't mind 
using the dll version of ESpeak to tell the trooth. Right now the train 
sim is
  portable. We're going to keep it that way if we can. There is no 
installer. You just download it, unzip it and run the train.exe file.

 ---
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Re: [Audyssey] The real Game Circle

2009-08-14 Thread Thomas Ward

Hi Charles,
Actually, I don't think coming up with fresh ideas is the problem, but 
the trouble is coming up with a fresh idea that sells. Not everyone can 
come up with a story line that is in the league of Star Trek, Harry 
Potter, Star Wars, Final Fantacy, etc. I'm pretty sure when George Lucas 
came up with Star Wars and J.K. Rolling came up with Harry Potter they 
had no idea that their ideas would sell like crazy. Just a person with 
the right idea at the right time.
Anyway, the goal of a successful game developer is to create that 
perfect game. One that everyone is interested in trying, bying, and 
playing. A remarkably good story line, that hooks the customers 
imagination, is a big part in adding interest in a game. At least it has 
been a selling point for me.


Charles Rivard wrote:
As for game creation ideas, I think of it this way:  How long have 
games for the blind been produced and by how many companies?  Compare 
this with the number of companies that have been producing games for 
the sighted and the period of time they have been doing so.  Fresh 
ideas are bound to be hard to come by.  It's not because of a lack of 
creativity.



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Re: [Audyssey] The real Game Circle

2009-08-14 Thread Charles Rivard
To give another example, how about some Iron Butterfly while playing a game 
of Sudoku?  It just doesn't fit.  On the other hand, the music and 
background ambiance in your currently being played demo certainly do fit the 
game, creating the desired mood.

---
Shepherds are the best beasts.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 9:13 PM
Subject: Re: [Audyssey] The real Game Circle



Hi Bryan,
Well, my point was that certain games require a certain type of music, a 
theme to set the mood, and is all part of the art of game design. Sticking 
heavy metal, hip-hop, or anything else in a game were it doesn't belong 
will kill the game. You can't write a purely fantacy game and have hard 
rock like AC-DC or hip-hop music like Ice Cube playing in the background. 
It just sounds out of place as well as very annoying to some people.
As for copyrights goes that is very true. Although, I legally license my 
music for my games so that at least isn't a problem. Though, it cost me 
quite a bit of cash to do it.


Bryan Peterson wrote:
Or you could do what Che did for Rail Racer and give players the option 
of using their own music via WinAmp. I never did that myself because the 
music got too distracting and I couldn't hear ART. Actually if Angel and 
my plans work out we'll probably do that for a lot of our games, 
particularly if we develop any sports type titles. And that's not 
entirely out of the question despite my not being a sports fan. If I do 
this I want to appeal to as many people as I possibly can. Giving players 
the option and a means to use their own music might be one way to do 
that. It also means you're less likely to get sued for selling 
copyrighted material, which you very well could if you bundled 
copyrighted music with your game.

You have acquired the skill of Weaponry Theremin.
Your current level of mastery is 10 Apprentice.



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Re: [Audyssey] The real Game Circle

2009-08-14 Thread Kellie and my lovable Lady J.

Tom,
I can tell you thta I support you creating a fully 3d sound and all that 
engine. I like a challenge and the more complex the game, the more it holds 
my attention.
There are always those who dislike change or something foreign. There are 
many who critasize the IPhone for being a touch screen and too difficult to 
use. I have one, and while it isn't a phone that everyone would want, I use 
it with ease.
But, I can't wait til you create an engine like that and games.  I wish  I 
understood programming, if I did I would aid any way I could.

Kellie and my lovable Lady J.
Resident Adviser, Guide Dogs for the Blind Oregon campus
www.guidedogs.com
- Original Message - 
From: CSF inc. elohee...@verizon.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 5:46 AM
Subject: Re: [Audyssey] The real Game Circle


I agree, and I loved the trailer for Star Wars Jedi Attack.. Hey, you guys 
do a great job, bottom line.. I know developers are true gamers at the very 
core and that is what pushes you to make games in general, I just would 
like to see that 13 year old gamer come back out in the creation of games; 
Like when I played Coleko Vision for the first time.. Smile
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 1:29 AM
Subject: Re: [Audyssey] The real Game Circle



Hi,
Well said. I too also feel as though the accessible games we have are a 
bit disappointing. No disrespect to my fellow game developers, but there 
really isn't anything that is really new or innovative to speak of 
besides Rail Racer.
For the most part accessible games tend to fall into two catagories. 
Either they are simple board and card games, or an arcade game type 
theme. Personally, I find the options rather limitting compared to what 
was available to me before I lost my sight, and is the main reason I 
began writing accesible games myself.
As for the GMA engine I have to disagree with you. Besides the fact it is 
a bit old it still is one of the best tools an accessible developer can 
use. It is an FPS game engine, and in the right hands it could be used to 
create some killer accessible games. We have already seen what it can do 
with Shades of Doom and Tank Commander, and I think with some updates it 
should be able to create games more or less on par with Star Trek Elite 
Force, Star Wars Jedi Knight,  etc. In some respects it isn't the fault 
of the tool here, but perhaps it is the developer's lack of imagination, 
creativity, or experience with full blown FPS games here.
As for the Star Wars game I was working on I had to put that project on 
hold for a couple of reasons. First, I am still trying to work with Lucas 
Film on obtaining a Star Wars license. Second, when Alchemy closed up I 
took over their games and projects which I want to complete before 
returning to my own original projects.


CSF inc. wrote:
With the current game circle we have as blind gamers, it's 
disappointing; There are interesting games we play but very few; other 
games are not accessible to certain computers and operating systems; 
others are so simple and plain, for some of us who has played regular 
games, it's disheartening; Effort should be made into making games more 
involved, more ideas ie stop making games off of GMA's frame work, 
There is only 1 Shades, 1 Tank Commander..  lastly, we need games we can 
play along with our sighted family like Soul Caliber. We have no 
fighting games, no sports games we can play without some A.I. making it 
not real; even though the 2nd best player in the world in Mortal Combat 
is Blind!! We should of taken that  initiative


 and created some type of fighting game at least similar to Mortal.. Are 
blind people not sports fans? would we like to box? run the football? 
aim the pitch in a baseball game? even fly a F-16 in combat.. Sim's are 
O.K. I guess, but it takes the control and fun out of the game.. Some 
will complain about this post, some will agree; the point is We Need 
More Variety, And Not The Same Games With Different Titles.. What 
happened to Star Wars Jedi attack? OOh Yeah Baby..

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Re: [Audyssey] nentendo wii and intro

2009-08-14 Thread Ken
I wish!  If you're hearing music in the Wii sports game though you're in 
training mode.  Don't go left or right when selecting games, just up and 
down.





Do you live near Sandusky Ohio, or are you planning a trip to Cedar Point?
Receive a massage at very competitive rates--$40 per hour for a revitalizing 
therapeutic massage,

$65 per house call--any time, anywhere (within reason.)
Call 419-577-7973
I'll ease your pain and discomfort, loosen and mobilize your stiff joints, 
relax your achy muscles, and help you let go of stress, depression, and 
nervous anxiety...

Ken Downey, LMT

President of Blind Comfort!
The Caring Without the Staring
and
DreamtechInteractive
- Original Message - 
From: sal sal-...@ca.rr.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, August 15, 2009 12:16 AM
Subject: Re: [Audyssey] nentendo wii and intro



hello I had one more questio
do any of you know how to get the music durring the game to stop playing 
so that you can hear it better?

thanks
Saln
- Original Message - 
From: sal sal-...@ca.rr.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 9:13 PM
Subject: Re: [Audyssey] nentendo wii and intro



Hello,
I was wondering I was able to get the game started but was wondering
for instance
when I am playing tennis,and want to play baseball what do I do
I tried to play baseball and managed to get it kinda going but it just 
gives me a few throws where I swing the bat and that's it.
and as for the party games do you do the same thing as you do for the 
sports game?

thanks for the help and hope I explained myself
Sal
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, August 13, 2009 5:08 PM
Subject: Re: [Audyssey] nentendo wii and intro


I agree completely here. It's all a matter of preference. Personally I 
play the Wii rather a lot because my parents have one. In fact if I had 
more money and enough space in my apartment I'd probably have a Wii 
myself.

You have acquired the skill of Weaponry Theremin.
Your current level of mastery is 10 Apprentice.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, August 13, 2009 3:58 PM
Subject: Re: [Audyssey] nentendo wii and intro



Hi Shaun,
I don't think it is a matter of good or bad, but it comes down to 
personal preference here. The WII is intended to be a family oriented 
console rather than for hard core gamers. That's  the reason why the 
WII doesn't feature games like MK VS DC, Tomb Raider Underworld, and 
various other games you see on the PS 3 and XBox 360. If the WII games 
appear to be lame it is because of Nentendo's new family oriented 
approach to gaming. All of the WII games I know of have an E rating and 
you don't see a lot of M rated games like you see on XBox and PS 2 and 
PS 3. So it is like comparing a G rated movie with one rated R. Good or 
bad is in the eyes of the beholder, and is subjective here.


shaun everiss wrote:

aggreed man.
I have heard the wii is just not really that good or at least the 
games for it are not necessarily good.

xbox 360 all the way, ps2 and psp and ps3.
or one of the philips gamepads.




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Re: [Audyssey] nentendo wii and intro

2009-08-14 Thread Ken

To switch games:
Press the plus key (the little round button to the right of the indented 
menu button.)  Arrow down once to restart a game you want to play, or down 
twice to quit.  This brings you to the game selection menu.  The order is 
tennis on top, then bowling, then baseball, then golf and finally boxing at 
the bottom--or if you want boxing, up one, golf, up two and so on.
In baseball--the game, not the training, you'll need to turn the sound up a 
bit.  You'll hear two vooming sounds when you're the batter.  Swing about a 
third of a second after the second zoom starts--varies according to pitch 
speed and there is no indication of that based on sound but you can still 
kick most sighted tail if you practice.
To throw pitches, do a throwing motion for fast pitches or hold down a, b, 
or both to varry the throw.

HTH





Do you live near Sandusky Ohio, or are you planning a trip to Cedar Point?
Receive a massage at very competitive rates--$40 per hour for a revitalizing 
therapeutic massage,

$65 per house call--any time, anywhere (within reason.)
Call 419-577-7973
I'll ease your pain and discomfort, loosen and mobilize your stiff joints, 
relax your achy muscles, and help you let go of stress, depression, and 
nervous anxiety...

Ken Downey, LMT

President of Blind Comfort!
The Caring Without the Staring
and
DreamtechInteractive
- Original Message - 
From: sal sal-...@ca.rr.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, August 15, 2009 12:13 AM
Subject: Re: [Audyssey] nentendo wii and intro



Hello,
I was wondering I was able to get the game started but was wondering
for instance
when I am playing tennis,and want to play baseball what do I do
I tried to play baseball and managed to get it kinda going but it just 
gives me a few throws where I swing the bat and that's it.
and as for the party games do you do the same thing as you do for the 
sports game?

thanks for the help and hope I explained myself
Sal
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, August 13, 2009 5:08 PM
Subject: Re: [Audyssey] nentendo wii and intro


I agree completely here. It's all a matter of preference. Personally I 
play the Wii rather a lot because my parents have one. In fact if I had 
more money and enough space in my apartment I'd probably have a Wii 
myself.

You have acquired the skill of Weaponry Theremin.
Your current level of mastery is 10 Apprentice.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, August 13, 2009 3:58 PM
Subject: Re: [Audyssey] nentendo wii and intro



Hi Shaun,
I don't think it is a matter of good or bad, but it comes down to 
personal preference here. The WII is intended to be a family oriented 
console rather than for hard core gamers. That's  the reason why the WII 
doesn't feature games like MK VS DC, Tomb Raider Underworld, and various 
other games you see on the PS 3 and XBox 360. If the WII games appear to 
be lame it is because of Nentendo's new family oriented approach to 
gaming. All of the WII games I know of have an E rating and you don't 
see a lot of M rated games like you see on XBox and PS 2 and PS 3. So it 
is like comparing a G rated movie with one rated R. Good or bad is in 
the eyes of the beholder, and is subjective here.


shaun everiss wrote:

aggreed man.
I have heard the wii is just not really that good or at least the games 
for it are not necessarily good.

xbox 360 all the way, ps2 and psp and ps3.
or one of the philips gamepads.




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Re: [Audyssey] nentendo wii and intro

2009-08-14 Thread sal
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Re: [Audyssey] New accessible train simulator in development

2009-08-14 Thread Nick Helms
On 8/14/09, dennis dennisl1...@gmail.com wrote:
 i would like to be a tester
 - Original Message -
 From: tim kilgore tim8...@sbcglobal.net
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, August 15, 2009 12:32 AM
 Subject: Re: [Audyssey] New accessible train simulator in development


 Can we check out this cool-sounding sim yet?

 Tim
 - Original Message -
 From: Valiant8086 valiant8...@lavabit.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, August 14, 2009 1:21 AM
 Subject: Re: [Audyssey] New accessible train simulator in development


 The .ini track loading system is working now. Nothing is set in stone so
 this might be different  later. At the moment ctrl+o will pop up the list

 box of tracks that are found in the tracks folder that can be selected.
 when on a track doing stuff, ctrl+s will save the current state of things

 so that one can close the train and then run the program again and find
 they're right where they were doing exactly what they were doing when
 they hit ctrl+s. So you can be going 85 miles per hour and press ctrl+s,
 close the train, open it again and you're going 85 miles per hour,
 traveling right where you were when you saved. Orriginally, it saved when

 you closed the train but it looks like not everyone is going to want it
 to work that way so at the moment saving is an option. the info is saved
 in an .ini file called train.ini. that file can be deleted to cause the
 train to pop up the dialogue as soon as you open the train for you to
 select a track. This should allow us to just delete that .ini file when
 we distribute and everyone who tries it out will get generic behavior.

 harun mentioned the speed limit system we were thinking about. Basically
 you use two objects that are pretty much just going to be signs. One will

 set the speed limit and the other will remove it so you can get up a good

 head of  steam again.

  When pulling up to a station it's hard, both in reality and in this
 simulator to stop when you want to. You'll pass the station or stop too
 soon, or find you're about a quarter of a mile from it but going too
 slowly to be there any time inside of a decade. You get old waiting on it

 and speed things up a bit, only to go zooming past the station before
 you're aware of the fact. So we put in a beep that only plays if you're
 moving under 5 miles per hour. The beep indicates when you're within
 0.0001 miles of what ever object you happen to be that close to. for a
 station this allows you to stop pretty darned  close to where you want.
 You listen for that beep. You hear it and you hold down the letter k
 until the train comes to a hault. the beep only plays if you're moving
 and at a rate of under 5 miles per hour. So if you're zooming along you
 don't have to worry about that beep getting in the way of sound effects.

  - Original Message -
  From: Valiant8086
  To: Gamers Discussion list
  Sent: Wednesday, August 12, 2009 9:01 PM
  Subject: [Audyssey] New accessible train simulator in development


  Sorry if you guys get this twice.
  The .ini track loading system is in, but is still broken a bit and needs

 some serious work to get it to actually work like it's supposed to. It
 would appear, at least for now, that using .ini files doesn't slow the
 main loop down enough to bother with. this is good. At the moment we have

 an every day list box that popps up when you go to pick a track. The
 tracks are listed in there and the file extention is on the end, ini.
 Don't know if we should remove the extention from the list or not. You
 select the track you want and then tab to the ok button and press that.

  Right now all of the game except that is self voicing, though we
 considered using the API for the screen reader if a compatible one
 happened to be running to speak stuff instead of SAPI. We aren't using
 any key commands yet that a screen reader could conflict with, but when
 key echo is on it's kind of bothersome as you hold down a button, like
 the letter i, to accelerate and the screen reader keeps saying the letter

 over and over again. I know a way to make the track select list box speak

 with SAPI if necessary. Don't know if the ok button could be spoken or
 not. We're using all SAPI for now and probably going to keep using a
 synthesizer of some sort since things are going to be so generic. When we

 have object names and such loading from a .ini file that anyone can
 create with any name they can think of, audio voiceovers won't work for
 reading names of those objects and all that good stuff. I wouldn't mind
 using the dll version of ESpeak to tell the trooth. Right now the train
 sim is
   portable. We're going to keep it that way if we can. There is no
 installer. You just download it, unzip it and run the train.exe file.
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Re: [Audyssey] New accessible train simulator in development

2009-08-14 Thread Nick Helms
Same here
Is this a train simulator that you are developing, or did Harren find it?
Also, forgive me, but what exactly do you do in a train simulator.
Do you just imput two stations and hit ok and watch your train move
between them?
No afence, but what exactly does it involve? ?
Best,
Nick


On 8/14/09, Nick Helms nick.he...@gmail.com wrote:
 On 8/14/09, dennis dennisl1...@gmail.com wrote:
 i would like to be a tester
 - Original Message -
 From: tim kilgore tim8...@sbcglobal.net
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, August 15, 2009 12:32 AM
 Subject: Re: [Audyssey] New accessible train simulator in development


 Can we check out this cool-sounding sim yet?

 Tim
 - Original Message -
 From: Valiant8086 valiant8...@lavabit.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, August 14, 2009 1:21 AM
 Subject: Re: [Audyssey] New accessible train simulator in development


 The .ini track loading system is working now. Nothing is set in stone
 so
 this might be different  later. At the moment ctrl+o will pop up the
 list

 box of tracks that are found in the tracks folder that can be selected.
 when on a track doing stuff, ctrl+s will save the current state of
 things

 so that one can close the train and then run the program again and find
 they're right where they were doing exactly what they were doing when
 they hit ctrl+s. So you can be going 85 miles per hour and press
 ctrl+s,
 close the train, open it again and you're going 85 miles per hour,
 traveling right where you were when you saved. Orriginally, it saved
 when

 you closed the train but it looks like not everyone is going to want it
 to work that way so at the moment saving is an option. the info is
 saved
 in an .ini file called train.ini. that file can be deleted to cause the
 train to pop up the dialogue as soon as you open the train for you to
 select a track. This should allow us to just delete that .ini file when
 we distribute and everyone who tries it out will get generic behavior.

 harun mentioned the speed limit system we were thinking about.
 Basically
 you use two objects that are pretty much just going to be signs. One
 will

 set the speed limit and the other will remove it so you can get up a
 good

 head of  steam again.

  When pulling up to a station it's hard, both in reality and in this
 simulator to stop when you want to. You'll pass the station or stop too
 soon, or find you're about a quarter of a mile from it but going too
 slowly to be there any time inside of a decade. You get old waiting on
 it

 and speed things up a bit, only to go zooming past the station before
 you're aware of the fact. So we put in a beep that only plays if you're
 moving under 5 miles per hour. The beep indicates when you're within
 0.0001 miles of what ever object you happen to be that close to. for a
 station this allows you to stop pretty darned  close to where you want.
 You listen for that beep. You hear it and you hold down the letter k
 until the train comes to a hault. the beep only plays if you're moving
 and at a rate of under 5 miles per hour. So if you're zooming along you
 don't have to worry about that beep getting in the way of sound
 effects.

  - Original Message -
  From: Valiant8086
  To: Gamers Discussion list
  Sent: Wednesday, August 12, 2009 9:01 PM
  Subject: [Audyssey] New accessible train simulator in development


  Sorry if you guys get this twice.
  The .ini track loading system is in, but is still broken a bit and
 needs

 some serious work to get it to actually work like it's supposed to. It
 would appear, at least for now, that using .ini files doesn't slow the
 main loop down enough to bother with. this is good. At the moment we
 have

 an every day list box that popps up when you go to pick a track. The
 tracks are listed in there and the file extention is on the end, ini.
 Don't know if we should remove the extention from the list or not. You
 select the track you want and then tab to the ok button and press that.

  Right now all of the game except that is self voicing, though we
 considered using the API for the screen reader if a compatible one
 happened to be running to speak stuff instead of SAPI. We aren't using
 any key commands yet that a screen reader could conflict with, but when
 key echo is on it's kind of bothersome as you hold down a button, like
 the letter i, to accelerate and the screen reader keeps saying the
 letter

 over and over again. I know a way to make the track select list box
 speak

 with SAPI if necessary. Don't know if the ok button could be spoken or
 not. We're using all SAPI for now and probably going to keep using a
 synthesizer of some sort since things are going to be so generic. When
 we

 have object names and such loading from a .ini file that anyone can
 create with any name they can think of, audio voiceovers won't work for
 reading names of those objects and all that good stuff. I wouldn't mind
 using 

Re: [Audyssey] nentendo wii and intro

2009-08-14 Thread Ken
Oh and by the way, unless you have a very small child, don't even bother 
with Wii Music.  I mean, it's great if all you want to do is lay down 
pre-recorded melodies with new rhythms and dynamics, but there is no way to 
make your own melody.  They had a great concept though, so maybe they'll do 
something more  with it.  I especially liked the way you could adjust the 
volume by moving the wiimote up and down--pretty cool actually, so as a 
learning tool it's very cool, but it's not much of a game or music creation 
lab of any kind.






Do you live near Sandusky Ohio, or are you planning a trip to Cedar Point?
Receive a massage at very competitive rates--$40 per hour for a revitalizing 
therapeutic massage,

$65 per house call--any time, anywhere (within reason.)
Call 419-577-7973
I'll ease your pain and discomfort, loosen and mobilize your stiff joints, 
relax your achy muscles, and help you let go of stress, depression, and 
nervous anxiety...

Ken Downey, LMT

President of Blind Comfort!
The Caring Without the Staring
and
DreamtechInteractive
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 6:49 PM
Subject: Re: [Audyssey] nentendo wii and intro



Hi,
Smile. There are always exceptions to the rule. However, by and large the 
games out there for the WII are pretty much family oriented rather than 
for the blood and guts fans.



Ken wrote:
There are a few exceptions to that.  The one off hand I can think of is 
Red Steel, but of course it's not made by Nintendo.  It's a game where 
you go around shooting bad guys and having sword duals--not accessible of 
course.





Do you live near Sandusky Ohio, or are you planning a trip to Cedar 
Point?
Receive a massage at very competitive rates--$40 per hour for a 
revitalizing therapeutic massage,

$65 per house call--any time, anywhere (within reason.)
Call 419-577-7973
I'll ease your pain and discomfort, loosen and mobilize your stiff 
joints, relax your achy muscles, and help you let go of stress, 
depression, and nervous anxiety...

Ken Downey, LMT

President of Blind Comfort!
The Caring Without the Staring
and
DreamtechInteractive



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Re: [Audyssey] nentendo wii and intro

2009-08-14 Thread sal
how about the way it let's you know its your turn do you have to set that 
yourself? or will it do that automactically.

Sal
- Original Message - 
From: Ken kenwdow...@neo.rr.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 10:02 PM
Subject: Re: [Audyssey] nentendo wii and intro


Oh and by the way, unless you have a very small child, don't even bother 
with Wii Music.  I mean, it's great if all you want to do is lay down 
pre-recorded melodies with new rhythms and dynamics, but there is no way 
to make your own melody.  They had a great concept though, so maybe 
they'll do something more  with it.  I especially liked the way you could 
adjust the volume by moving the wiimote up and down--pretty cool actually, 
so as a learning tool it's very cool, but it's not much of a game or music 
creation lab of any kind.






Do you live near Sandusky Ohio, or are you planning a trip to Cedar Point?
Receive a massage at very competitive rates--$40 per hour for a 
revitalizing therapeutic massage,

$65 per house call--any time, anywhere (within reason.)
Call 419-577-7973
I'll ease your pain and discomfort, loosen and mobilize your stiff joints, 
relax your achy muscles, and help you let go of stress, depression, and 
nervous anxiety...

Ken Downey, LMT

President of Blind Comfort!
The Caring Without the Staring
and
DreamtechInteractive
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 6:49 PM
Subject: Re: [Audyssey] nentendo wii and intro



Hi,
Smile. There are always exceptions to the rule. However, by and large the 
games out there for the WII are pretty much family oriented rather than 
for the blood and guts fans.



Ken wrote:
There are a few exceptions to that.  The one off hand I can think of is 
Red Steel, but of course it's not made by Nintendo.  It's a game where 
you go around shooting bad guys and having sword duals--not accessible 
of course.





Do you live near Sandusky Ohio, or are you planning a trip to Cedar 
Point?
Receive a massage at very competitive rates--$40 per hour for a 
revitalizing therapeutic massage,

$65 per house call--any time, anywhere (within reason.)
Call 419-577-7973
I'll ease your pain and discomfort, loosen and mobilize your stiff 
joints, relax your achy muscles, and help you let go of stress, 
depression, and nervous anxiety...

Ken Downey, LMT

President of Blind Comfort!
The Caring Without the Staring
and
DreamtechInteractive



---
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Re: [Audyssey] The real Game Circle

2009-08-14 Thread Thomas Ward

Hi,
That's my problem as well. I like online game play, but I really don't 
have time to devote to it.I've played some games like SoundRTS and Rail 
Racer online, but you really have to do it when there are enough people 
around to play.That's really the problem with network game play. You 
have to do it when everyones schedules match, or else you don't have a 
game. For me, that's not very convenient, as I generally pick up and 
play a game when it suits me. If it is at midnight then is when I expect 
to play. Obviously, if there is no one online at midnight when I am 
ready to play online then online play wouldn't be too fun. That's why 
single player games tend to suit me. I can play them at any time anywhere.



shaun everiss wrote:

same here.
online play sounds nice but I must admit I rarely have the time or care to go 
online.
Although I enjoyed the comcept, after testing I didn't bother.
the other thing is my connection is slow on upload so 12kb.
so if I ever needed to download anything ginormous or anything forget it.
dropouts, etc.
I dabble here and there.
At 06:28 a.m. 15/08/2009, you wrote:
  

Personally I could care less about online play. I don't know, I've just never 
had much interest in it. But I imagine my games will probably include the 
option at some point even if not right away.




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Re: [Audyssey] New accessible train simulator in development

2009-08-14 Thread shaun everiss
aah.
thanks for the keys man I suppose if I bothered hacking the code like I do then 
I would have noticed it.
the only thing I have done is to doodle with one of the other projects to make 
a battle even or something.
I'll redo the train again and see.
At 06:21 p.m. 14/08/2009, you wrote:
The .ini track loading system is working now. Nothing is set in stone so this 
might be different  later. At the moment ctrl+o will pop up the list box of 
tracks that are found in the tracks folder that can be selected. when on a 
track doing stuff, ctrl+s will save the current state of things so that one 
can close the train and then run the program again and find they're right 
where they were doing exactly what they were doing when they hit ctrl+s. So 
you can be going 85 miles per hour and press ctrl+s, close the train, open it 
again and you're going 85 miles per hour, traveling right where you were when 
you saved. Orriginally, it saved when you closed the train but it looks like 
not everyone is going to want it to work that way so at the moment saving is 
an option. the info is saved in an .ini file called train.ini. that file can 
be deleted to cause the train to pop up the dialogue as soon as you open the 
train for you to select a track. This should allow us to just delete that .
ini file when we distribute and everyone who tries it out will get generic 
behavior.

harun mentioned the speed limit system we were thinking about. Basically you 
use two objects that are pretty much just going to be signs. One will set the 
speed limit and the other will remove it so you can get up a good head of  
steam again.

  When pulling up to a station it's hard, both in reality and in this 
 simulator to stop when you want to. You'll pass the station or stop too soon, 
 or find you're about a quarter of a mile from it but going too slowly to be 
 there any time inside of a decade. You get old waiting on it and speed things 
 up a bit, only to go zooming past the station before you're aware of the 
 fact. So we put in a beep that only plays if you're moving under 5 miles per 
 hour. The beep indicates when you're within 0.0001 miles of what ever object 
 you happen to be that close to. for a station this allows you to stop pretty 
 darned  close to where you want. You listen for that beep. You hear it and 
 you hold down the letter k until the train comes to a hault. the beep only 
 plays if you're moving and at a rate of under 5 miles per hour. So if you're 
 zooming along you don't have to worry about that beep getting in the way of 
 sound effects.

  - Original Message - 
  From: Valiant8086 
  To: Gamers Discussion list 
  Sent: Wednesday, August 12, 2009 9:01 PM
  Subject: [Audyssey] New accessible train simulator in development


  Sorry if you guys get this twice.
  The .ini track loading system is in, but is still broken a bit and needs 
 some serious work to get it to actually work like it's supposed to. It would 
 appear, at least for now, that using .ini files doesn't slow the main loop 
 down enough to bother with. this is good. At the moment we have an every day 
 list box that popps up when you go to pick a track. The tracks are listed in 
 there and the file extention is on the end, ini. Don't know if we should 
 remove the extention from the list or not. You select the track you want and 
 then tab to the ok button and press that.

  Right now all of the game except that is self voicing, though we considered 
 using the API for the screen reader if a compatible one happened to be 
 running to speak stuff instead of SAPI. We aren't using any key commands yet 
 that a screen reader could conflict with, but when key echo is on it's kind 
 of bothersome as you hold down a button, like the letter i, to accelerate and 
 the screen reader keeps saying the letter over and over again. I know a way 
 to make the track select list box speak with SAPI if necessary. Don't know if 
 the ok button could be spoken or not. We're using all SAPI for now and 
 probably going to keep using a synthesizer of some sort since things are 
 going to be so generic. When we have object names and such loading from a 
 .ini file that anyone can create with any name they can think of, audio 
 voiceovers won't work for reading names of those objects and all that good 
 stuff. I wouldn't mind using the dll version of ESpeak to tell the trooth. 
 Right now the train 
sim is
   portable. We're going to keep it that way if we can. There is no installer. 
 You just download it, unzip it and run the train.exe file.
  ---
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  If you want to leave the list, send E-mail to 
 gamers-unsubscr...@audyssey.org.
  You can make changes or update your subscription via the web, at
  http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
  All messages are archived and can be searched and read at
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Re: [Audyssey] New accessible train simulator in development

2009-08-14 Thread shaun everiss
well you can if you get on the test team, for those that don't at some point in 
the next 2 weeks I will be doing some podcasts on things pkd has done so far.
At 04:32 p.m. 15/08/2009, you wrote:
Can we check out this cool-sounding sim yet?

Tim
- Original Message - From: Valiant8086 valiant8...@lavabit.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 1:21 AM
Subject: Re: [Audyssey] New accessible train simulator in development


The .ini track loading system is working now. Nothing is set in stone so this 
might be different  later. At the moment ctrl+o will pop up the list box of 
tracks that are found in the tracks folder that can be selected. when on a 
track doing stuff, ctrl+s will save the current state of things so that one 
can close the train and then run the program again and find they're right 
where they were doing exactly what they were doing when they hit ctrl+s. So 
you can be going 85 miles per hour and press ctrl+s, close the train, open it 
again and you're going 85 miles per hour, traveling right where you were when 
you saved. Orriginally, it saved when you closed the train but it looks like 
not everyone is going to want it to work that way so at the moment saving is 
an option. the info is saved in an .ini file called train.ini. that file can 
be deleted to cause the train to pop up the dialogue as soon as you open the 
train for you to select a track. This should allow us to just delete that 
.ini file when we distribute and everyone who tries it out will get generic 
behavior.

harun mentioned the speed limit system we were thinking about. Basically you 
use two objects that are pretty much just going to be signs. One will set the 
speed limit and the other will remove it so you can get up a good head of  
steam again.

 When pulling up to a station it's hard, both in reality and in this 
 simulator to stop when you want to. You'll pass the station or stop too 
 soon, or find you're about a quarter of a mile from it but going too slowly 
 to be there any time inside of a decade. You get old waiting on it and speed 
 things up a bit, only to go zooming past the station before you're aware of 
 the fact. So we put in a beep that only plays if you're moving under 5 miles 
 per hour. The beep indicates when you're within 0.0001 miles of what ever 
 object you happen to be that close to. for a station this allows you to stop 
 pretty darned  close to where you want. You listen for that beep. You hear 
 it and you hold down the letter k until the train comes to a hault. the beep 
 only plays if you're moving and at a rate of under 5 miles per hour. So if 
 you're zooming along you don't have to worry about that beep getting in the 
 way of sound effects.

 - Original Message -  From: Valiant8086
 To: Gamers Discussion list
 Sent: Wednesday, August 12, 2009 9:01 PM
 Subject: [Audyssey] New accessible train simulator in development


 Sorry if you guys get this twice.
 The .ini track loading system is in, but is still broken a bit and needs 
 some serious work to get it to actually work like it's supposed to. It would 
 appear, at least for now, that using .ini files doesn't slow the main loop 
 down enough to bother with. this is good. At the moment we have an every day 
 list box that popps up when you go to pick a track. The tracks are listed in 
 there and the file extention is on the end, ini. Don't know if we should 
 remove the extention from the list or not. You select the track you want and 
 then tab to the ok button and press that.

 Right now all of the game except that is self voicing, though we considered 
 using the API for the screen reader if a compatible one happened to be 
 running to speak stuff instead of SAPI. We aren't using any key commands yet 
 that a screen reader could conflict with, but when key echo is on it's kind 
 of bothersome as you hold down a button, like the letter i, to accelerate 
 and the screen reader keeps saying the letter over and over again. I know a 
 way to make the track select list box speak with SAPI if necessary. Don't 
 know if the ok button could be spoken or not. We're using all SAPI for now 
 and probably going to keep using a synthesizer of some sort since things are 
 going to be so generic. When we have object names and such loading from a 
 .ini file that anyone can create with any name they can think of, audio 
 voiceovers won't work for reading names of those objects and all that good 
 stuff. I wouldn't mind using the dll version of ESpeak to tell the trooth. 
 Right now the train 
sim is
  portable. We're going to keep it that way if we can. There is no installer. 
 You just download it, unzip it and run the train.exe file.
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Re: [Audyssey] New accessible train simulator in development

2009-08-14 Thread william lomas

this sounds boring to be honest lol

On 15 Aug 2009, at 05:32, tim kilgore wrote:


Can we check out this cool-sounding sim yet?

Tim
- Original Message - From: Valiant8086 valiant8...@lavabit.com 


To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 1:21 AM
Subject: Re: [Audyssey] New accessible train simulator in development


The .ini track loading system is working now. Nothing is set in  
stone so this might be different  later. At the moment ctrl+o will  
pop up the list box of tracks that are found in the tracks folder  
that can be selected. when on a track doing stuff, ctrl+s will save  
the current state of things so that one can close the train and  
then run the program again and find they're right where they were  
doing exactly what they were doing when they hit ctrl+s. So you can  
be going 85 miles per hour and press ctrl+s, close the train, open  
it again and you're going 85 miles per hour, traveling right where  
you were when you saved. Orriginally, it saved when you closed the  
train but it looks like not everyone is going to want it to work  
that way so at the moment saving is an option. the info is saved in  
an .ini file called train.ini. that file can be deleted to cause  
the train to pop up the dialogue as soon as you open the train for  
you to select a track. This should allow us to just delete  
that .ini file when we distribute and everyone who tries it out  
will get generic behavior.


harun mentioned the speed limit system we were thinking about.  
Basically you use two objects that are pretty much just going to be  
signs. One will set the speed limit and the other will remove it so  
you can get up a good head of  steam again.


When pulling up to a station it's hard, both in reality and in this  
simulator to stop when you want to. You'll pass the station or stop  
too soon, or find you're about a quarter of a mile from it but  
going too slowly to be there any time inside of a decade. You get  
old waiting on it and speed things up a bit, only to go zooming  
past the station before you're aware of the fact. So we put in a  
beep that only plays if you're moving under 5 miles per hour. The  
beep indicates when you're within 0.0001 miles of what ever object  
you happen to be that close to. for a station this allows you to  
stop pretty darned  close to where you want. You listen for that  
beep. You hear it and you hold down the letter k until the train  
comes to a hault. the beep only plays if you're moving and at a  
rate of under 5 miles per hour. So if you're zooming along you  
don't have to worry about that beep getting in the way of sound  
effects.


- Original Message -  From: Valiant8086
To: Gamers Discussion list
Sent: Wednesday, August 12, 2009 9:01 PM
Subject: [Audyssey] New accessible train simulator in development


Sorry if you guys get this twice.
The .ini track loading system is in, but is still broken a bit and  
needs some serious work to get it to actually work like it's  
supposed to. It would appear, at least for now, that using .ini  
files doesn't slow the main loop down enough to bother with. this  
is good. At the moment we have an every day list box that popps up  
when you go to pick a track. The tracks are listed in there and the  
file extention is on the end, ini. Don't know if we should remove  
the extention from the list or not. You select the track you want  
and then tab to the ok button and press that.


Right now all of the game except that is self voicing, though we  
considered using the API for the screen reader if a compatible one  
happened to be running to speak stuff instead of SAPI. We aren't  
using any key commands yet that a screen reader could conflict  
with, but when key echo is on it's kind of bothersome as you hold  
down a button, like the letter i, to accelerate and the screen  
reader keeps saying the letter over and over again. I know a way to  
make the track select list box speak with SAPI if necessary. Don't  
know if the ok button could be spoken or not. We're using all SAPI  
for now and probably going to keep using a synthesizer of some sort  
since things are going to be so generic. When we have object names  
and such loading from a .ini file that anyone can create with any  
name they can think of, audio voiceovers won't work for reading  
names of those objects and all that good stuff. I wouldn't mind  
using the dll version of ESpeak to tell the trooth. Right now the  
train sim is
 portable. We're going to keep it that way if we can. There is no  
installer. You just download it, unzip it and run the train.exe file.

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Re: [Audyssey] The real Game Circle

2009-08-14 Thread william lomas
same for us in the blind community no games have came out this year  
and we are eight months into the year already


On 15 Aug 2009, at 04:58, Thomas Ward wrote:


Hi,
True. There really hasn't been any thing new that has made a big  
splash of late. At least nothing I would be really interested in.  
Last fall Edos released Tomb raider 8, but Underworld was more of a  
disappointment than anything else. The Tomb Raider games have been  
really losing sales over the passed few releases, and is nothing  
like what it was in the late 1990's. The graphics and sound effects  
are superior, but the games have lost something that made the first  
few games special. Well, I've heard about some technical issues with  
Tomb Raider Underworld and camera angles which probably didn't help  
the game any.




shaun everiss wrote:

well to tell you the truth there are not so many big shots now.
in fact nothing has made the headlines of late.
no big company has released anything lately that has hit the lines  
either my friend that is sighted says he does pick the odd bit up  
but its not as bussy as it was like a year or 2 back.





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Re: [Audyssey] New accessible train simulator in development

2009-08-14 Thread Thomas Ward

Hi,
Well, if their train simulator is anything like Microsoft Train 
Simulator there is a whole lot more to it then just inputting two 
locations and letting the train go. In MS Train Simulator you have a 
variety of trains to choose from. You can pick anything from a classic 
steam engine to a state-of-the-art electric powered engine. Each train 
is unique to drive, and you have to train with the simulator a while 
before you get the hang of driving that particular train. Then, you have 
to select a route. Once you have selected/filed the route to drive you 
need to drive the route. I've not had much experience with Train 
Simulator, but I know it can get pretty involved in driving the routes.
For example, you pretty much have to get a feel for when you should 
begin slowing down for a curve in the track, when taking a train bridge, 
or when passing through a town. If you have your realism settings turned 
on the last thing you want to do is take a curve at maximum speed. That 
is an accident waiting to happen. If you are taking a long hill you will 
want to throddle down to 0 in order to let the train coast thus saving 
steam/fuel on the descent.
As I mentioned the other day there are things you can do such as on 
steam trains you can have the computer fireman manage your coal, fire 
box, etc for you. You can turn the computer fireman off and handle the 
job as fireman as well as drive the train. There are some advantages in 
manually being your own fireman such as if you are good at it you can 
operate the train at peak efficiency. Of course if you take over the job 
as fireman you need to be able to tell the difference in the smoke and 
find out if you have a full head of steam or you have too much or too 
little coal in the fire box.
Another thing about MS Train Simulator is they use the actual train 
wistle codes. A lot of people think that the engineer blows the wistle 
for fun. Not true. The train wistle is used for a variety of signals and 
messages that you should learn when playing Train Simulator.


Nick Helms wrote:

Same here
Is this a train simulator that you are developing, or did Harren find it?
Also, forgive me, but what exactly do you do in a train simulator.
Do you just imput two stations and hit ok and watch your train move
between them?
No afence, but what exactly does it involve? ?
Best,
Nick
  



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