Re: [Audyssey] best side scroller? - Re: Q9 version 1.2.

2010-11-04 Thread dark
I didn't find her too hard on normal, especially compared to the level 
before her.


Beware the Grue!

Dark.
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, November 04, 2010 1:53 AM
Subject: Re: [Audyssey] best side scroller? - Re: Q9 version 1.2.



Hi,
Really? At least on easy she's a piece of cake...or honeycomb?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Ian McNamara
Sent: Wednesday, November 03, 2010 8:51 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] best side scroller? - Re: Q9 version 1.2.

have not played tarson junior for a while will have to get back in to that
one again. that queen b is hard to kill i have to say.

Ian McNamara
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Re: [Audyssey] game difficulties was Re: best side scroller? - Re: Q9version 1.2.

2010-11-04 Thread dark

actually yohandi, I don't personally see that as a bad thing.

there have been plenty of games who's harder challenge has only been 
possible for the most dedicated players, and it means you've always got 
something new to aime for.


I've finished tj on normal and easy, and got to the honey hunt level on 
insane, though that was some time ago and was quite a struggle I admit.


so, it is possible though difficult.

For a bit of training, try the vine speed round.

Beware the Grue!

Dark.
- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 2:06 AM
Subject: [Audyssey] game difficulties was Re: best side scroller? - Re: 
Q9version 1.2.



Dark, Here's the problem though. Has anyone actually completed any of 
Philip's games on insane, beta team included? If yes then I congratulate 
you for a job well done, but if not, we have a problem. especially since 
some of his games have been out for a really long time. If people can't 
beat games that have been out for years, This suggests to me that the game 
is almost unbeatable. In that case, what would be the point of a 
difficulty so hard that no one can beat? how about his recent games? can 
any of you claim you've beaten Q9 on insane?


- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 03, 2010 8:36 PM
Subject: Re: [Audyssey] best side scroller? - Re: Q9 version 1.2.


Funnily enough haiden, I personally always thought of this as one of the 
games' strengths.


I got through easy on the day I bought it (yes, I bought it before it 
went freeware), and was a trifle disappointed, but normal took me a 
degree more practice to beat and I've never done it on insane.


for my money, this is actually how difficulties should be, so once you 
raise the difficulty, you need to raise your game to match.


I also noticed philip seems to carry this on in his other games as well, 
in fact generally I'd say formulating difficulty levels seems to be one 
of philip's major strengths.


beware the Grue!

Dark.
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Wednesday, November 03, 2010 11:14 PM
Subject: Re: [Audyssey] best side scroller? - Re: Q9 version 1.2.



Hi,
My only criticism is the shear difference in level difficulties. I can 
beat

easy, hands down, but I cannot beat normal at all.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
On

Behalf Of dark
Sent: Wednesday, November 03, 2010 2:07 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] best side scroller? - Re: Q9 version 1.2.

You should actually give it a try especially as it's free, you can get 
it

from Tom's free games section.

it was also produced by philip bennifall back when he was running pb 
games,
and has various cool features like cut scenes and multiple weapons, 
pluss

some rather fun bosses and obstacles.

in fact I think my only major problem with the game is that while the 
side
scrolling levels are rather fun, there are also none side scrolling 
levels

which can vary in quality.

one in particular is especially awsome (I'm thinking of the torgon 
battle

here), but a couple of the others are rather less interesting.

Stil, the game has far more good levels than bad ones imho.

Beware the grue!

Dark.


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 03, 2010 3:57 PM
Subject: Re: [Audyssey] best side scroller? - Re: Q9 version 1.2.


I have never played Tarzan Junior, so cannot comment on it.  But all of 
the



others are good side scrollers.

---
Shepherds are the best beasts!
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 03, 2010 10:53 AM
Subject: Re: [Audyssey] best side scroller? - Re: Q9 version 1.2.



I personally wouldn't like to choose.

superliam is a great game with cutscenes etc, and is stil fun to play, 
in


fact the same could be said for Tarzan junior, however Mota is a far 
more



inervative game sinse it's practically speaking the first true 2D side
scroller with significant use of vertical movement, also it's an
adventure game not an arcade game.

Q9 is simply a case of the concept of a side scrolling arcade game ala
superliam done exceptionally well.

If I were asked to choose, my vote would probably go to Mota sinse in
many ways it pushes things forward more, but Q9 is stil a great game 
in
it's own right and I'm very much looking forward to having more of it 
in

the upgrade.

Beware the grue!

Dark.

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Re: [Audyssey] game difficulties was Re: best side scroller? - Re:Q9 version 1.2.

2010-11-04 Thread dark

I agree Haiden.

Were it the easy or normal difficulties which were too difficult, as in 
something like technoshock, then there would indeed be a problem, but insane 
is supposed to be, - well insane!


Beware the Grue!

Dark.
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, November 04, 2010 2:12 AM
Subject: Re: [Audyssey] game difficulties was Re: best side scroller? - 
Re:Q9 version 1.2.




Hi,
That's a two-sided coin. On one hand I can see how you can be a bit
exasperated with that (like I said, I do think Tarzan Junior is just a bit
too hard). But on the other hand, it becomes a matter of challenge, of
saying, Ok,I made it to the Cave World Level 3, how far will I make it
today? See where I'm going? But as I said, I do agree with you as well.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Yohandy
Sent: Wednesday, November 03, 2010 9:06 PM
To: Gamers Discussion list
Subject: [Audyssey] game difficulties was Re: best side scroller? - Re: Q9
version 1.2.

Dark, Here's the problem though. Has anyone actually completed any of
Philip's games on insane, beta team included? If yes then I congratulate 
you


for a job well done, but if not, we have a problem. especially since some 
of


his games have been out for a really long time. If people can't beat games
that have been out for years, This suggests to me that the game is almost
unbeatable. In that case, what would be the point of a difficulty so hard
that no one can beat? how about his recent games? can any of you claim
you've beaten Q9 on insane?

- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 03, 2010 8:36 PM
Subject: Re: [Audyssey] best side scroller? - Re: Q9 version 1.2.



Funnily enough haiden, I personally always thought of this as one of the
games' strengths.

I got through easy on the day I bought it (yes, I bought it before it 
went


freeware), and was a trifle disappointed, but normal took me a degree 
more



practice to beat and I've never done it on insane.

for my money, this is actually how difficulties should be, so once you
raise the difficulty, you need to raise your game to match.

I also noticed philip seems to carry this on in his other games as well,
in fact generally I'd say formulating difficulty levels seems to be one 
of



philip's major strengths.

beware the Grue!

Dark.
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Wednesday, November 03, 2010 11:14 PM
Subject: Re: [Audyssey] best side scroller? - Re: Q9 version 1.2.



Hi,
My only criticism is the shear difference in level difficulties. I can
beat
easy, hands down, but I cannot beat normal at all.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
On

Behalf Of dark
Sent: Wednesday, November 03, 2010 2:07 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] best side scroller? - Re: Q9 version 1.2.

You should actually give it a try especially as it's free, you can get 
it

from Tom's free games section.

it was also produced by philip bennifall back when he was running pb
games,
and has various cool features like cut scenes and multiple weapons, 
pluss

some rather fun bosses and obstacles.

in fact I think my only major problem with the game is that while the
side
scrolling levels are rather fun, there are also none side scrolling
levels
which can vary in quality.

one in particular is especially awsome (I'm thinking of the torgon 
battle

here), but a couple of the others are rather less interesting.

Stil, the game has far more good levels than bad ones imho.

Beware the grue!

Dark.


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 03, 2010 3:57 PM
Subject: Re: [Audyssey] best side scroller? - Re: Q9 version 1.2.



I have never played Tarzan Junior, so cannot comment on it.  But all of
the



others are good side scrollers.

---
Shepherds are the best beasts!
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 03, 2010 10:53 AM
Subject: Re: [Audyssey] best side scroller? - Re: Q9 version 1.2.



I personally wouldn't like to choose.

superliam is a great game with cutscenes etc, and is stil fun to play,
in



fact the same could be said for Tarzan junior, however Mota is a far
more



inervative game sinse it's practically speaking the first true 2D side
scroller with significant use of vertical movement, also it's an
adventure game not an arcade game.

Q9 is simply a case of the concept of a side scrolling arcade game ala
superliam done exceptionally well.

If I were asked 

Re: [Audyssey] New here; saying hello

2010-11-04 Thread Jim Kitchen

Hi Neophyte,

Thanks, and thanks for checking out my site.

Yeah, text based games were the first and only accessible games for us for a 
very long time.  Like the Infocom text adventure games and all of the BBS door 
games and the like.  That is one reason that it is so fun to be able to write 
and play live action audio games.  Even just simple ones like Pong were 
revolutionary for blind accessible games.  But I believe that Shades of Doom 
was the first true live action accessible audio game.

BFN

Jim

Kitchen's Inc, for games that are up to 110 percent funner to play.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] New here; saying hello

2010-11-04 Thread Jim Kitchen

Hi Thomas,

I never had a Dectalk.  My first hardware synthesizer was an Accent SA.  It was 
the most responsive dos speech synthesizer.  Also the most mechanical sounding. 
 I also had a Double Talk internal (PCI) synthesizer.  The Accent SA plugged 
into a serial port.  It is not as responsive when I tried to run it with JFW 
4.02.  The Triple Talk has the same sound chip as the Double Talk, but it is an 
external synthesizer like the Accent SA.  It came with a serial cord, but also 
a USB cord, so I am using it USB.

Of course a hardware synthesizer uses far far less system resources.  It also 
gives speech independently of the sound card, sound drivers, Windows sound 
system etc.  And as you said, it isn't talking through the sound card so 
doesn't get in the way of recording.

However I do have to say that I love the way more human sounding sapi5 voices.  
Especially the female ones.

BFN

- Original Message -
Hi Jim,
Grin. I guess that does make you a dinosaur. Lol!
Seriously though I often miss my Dectalk Express, and am a bit
dismayed screen readers are so absolutely focused on software synths
myself. There are certainly advantages to using a hardware synth Such
as sound editing, sound recording, etc alone where you don't want
Eloquence and so on being recorded in the background.  Once upon a
time before Speakup started using software synths like Espeak you
could boot Linux and have all the startup prompts and shutdown prompts
read for you. With a software synth the OS has to be fully loaded
before you can get speech output. Kind of a step backwards in my
opinion.

On 11/3/10, Jim Kitchen j...@kitchensinc.net wrote:

Hi Thomas,

Guess I'm a dinosaur as I would not be without my Triple Talk USB hardware
synthesizer on my game development computer.  Not for human speech quality,
but in other ways it is so much better than Eloquence.

BFN

 Jim

BBS: a method to triple your phone bill.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
---


Jim

No I am not talking to myself again, I am talking to the voices.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] question for Jim Kitchen - Re: New here; saying hello

2010-11-04 Thread Jim Kitchen

Hi Charles,

Yeah, waver is just a simple little wave file player program.  You could put a 
copy of it in any folder with wave files.  One thing that I like about the 
program is that you can pick and play a series of wave files.

The function keys are

F1. say special keys
F2. search
F3. search next
F4. spell file name
F5. go to replay
F6. go to play
F7. test play
F8. play all (with specified name or part of name)
F9. play random files
F12. change voice

control key. change rate of speech
escape key. go to exit

HTH

And the reader program is just a simple text file reader that uses sapi5 speech.

BFN

Jim

Hey! Stop Playing with my memory!

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] WII Bowling

2010-11-04 Thread Jim Kitchen

Hi Charles,

Thanks.  Yeah, I bowled a 600 series last week.  Did that once before, but then 
bowled a few more games that night that were not so good.  I believe that it 
has been some time since I had a below average week of bowling.

Thanks again.

BFN

Jim

As easy as 3.14159265358979323846264338327950288419716 ( PI )

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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[Audyssey] I am still getting the blue screen in mota when exiting so I need to know where to go to update my drivers to fix this.

2010-11-04 Thread Mich
Hi all. I just tried exiting out of mota and I am still getting the blue screen 
when I exit and having my pc re start. so since I know that it is fixt. I need 
to know the following. 1 where do I go to get my new updated drivers for my pc? 
2 what drivers to get? and 3 will I get the jaws video intercept arror when I 
install them like I did when I tried to install the drivers a few hours ago. 
here's what happened. I went to the jfw users page and looked at installing 
drivers. my video drivers are from NVIDIA when I tried to install and did 
install 260.99_desktop_winxp_32bit_english_whql.exe witch was apparently the 
newest driver for my pc I got the jaws video intercept error. I just now got 
jaws back speaking and don't really want to go through this again. the version 
of drivers I had before was 600 and not 699 as this was. many thanks for any 
help that you can all give me with this. ps. where do I find the audio game of 
duck hunt? I had it on my pc but through all of this I accidentally deleted it. 
many thanks. from Mich.
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Re: [Audyssey] Winfrotz TTS

2010-11-04 Thread neophyte

Hey Dark and Hayden,

Thanks for the replies.

I've tried to do a bit of research on Winfrotz TTS and found that David
Kinder wrote the program. From what I understand, he's been helping out
with Inform 7 of late, but I'm not certain.

I'm intrigued by your comment, Dark. You said that Winfrotz TTS was based
on only a partially completed version of the program and that it was
missing features that had been intended. What were some of those intended
features?

If it was an ideal world and you could add some features, what would they
include? What features would you do away with?

Also, you said you'd find it weird if the greater than symbol wasn't your
prompt. What if it was a colon? What about a word?

Cheers,

Neophyte.



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[Audyssey] looking for duckhunter

2010-11-04 Thread Mich
Hi all. I am looking for the game duckhunter. I checked audiogames.net and 
found the download link not working. does any one know where I can find the.exe 
file for this game? many thanks. from Mich.
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[Audyssey] Looking for Audio formula 1 game

2010-11-04 Thread Mária Orovčíková
Hi all,
I am looking for a game called Audio formula 1. I was trying to search on the 
audiogames.net website, but the download link is unavailable.
Please, does anyone know where I could get exe file or if there is anyone who 
has the game, could you please send it to me off list?
Thank you in advance.

Regards
Maria
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Re: [Audyssey] game difficulties was best side scrolle r?-Re:Q9 version 1.2.

2010-11-04 Thread Matheus
hey philip and all.
i agree here.
after playing the new side scroler beat'em up: shank, a mainstream game
for the pc / x360 / ps3, i have some suggestions that could be added to
q9: yeah, this big attack that takes some of your hitpoints appeared in
most beat'em ups would help on insane. also a dodge or block feature
would be good, so you could block some attacks, you could have the
enemyes have a sequence of attacks, some of then light, some heavy. the
heavy ones would hit you even when you're dodging, so you would have to
time it right. it would be more a question of skill than luck, at least
on harder difficulties.
and yeah, adding the chance to get more strength, rocks and etc is good
too, this way we will survive when playing insane.
HTH.
-Mensagem original-
De: Clement Chou chou.clem...@gmail.com
Para: Philip Bennefall phi...@blastbay.com,Gamers Discussion list 
gamers@audyssey.org
Data: Quarta, 03 de Novembro de 2010 19:23
Assunto: Re: [Audyssey] game difficulties was best side scroller?-Re:Q9
version 1.2.

Hi Phillip.

Now, I have a question. It seems to me that if you want to balance
the game, and if the problem with enemies is that there are too many
of them, could you, say, add an attack for the player that his
everything on screen and knocks them back to give a bit of breathing
room, but costs say a little bit of health? That's what beat em ups
used to do, and it works well, IMO. A big attack, but you need to
sacrifice some life for it... but that also means health pickups
might need to come up more frequently on harder difficulties.

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Re: [Audyssey] New here; saying hello

2010-11-04 Thread Thomas Ward
Hi Hayden,

Good question. I would imagine there are lots of reasons for why the
screen readers decided to go for software synths rather than hardware
synths. They are more portible, they are cheaper to purchase, they are
easier to suppport, and so on.

At any rate we really need to get things back on topic. I fear we are
gtting way off topic here, and need to get back on topic.

Smile.


On 11/3/10, Hayden Presley hdpres...@hotmail.com wrote:
 Hi Thomas,
 I'm sure you can. (no sarcasm attatched to that comment) Grin

 Best Regards,
 Hayden

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Re: [Audyssey] New here; saying hello

2010-11-04 Thread Thomas Ward
Hi Jim,
Actually, I think the first live action game for the blind would have
to be Lone Wolf. It was GMA's second title and it was real time based
rather than turn based. Lone Wolf 1.0 was for Dos, but eventually
David Greenwood rewrote it in VB 6 and then 2.0 and later were full
Windows releases. So Lone Wolf probably takes the credit since it was
out far longer than Shades of Doom. Although, Shades of Doom was
probably the first true First-Person game for the blind.

HTH


On 11/4/10, Jim Kitchen j...@kitchensinc.net wrote:
 Hi Neophyte,

 Thanks, and thanks for checking out my site.

 Yeah, text based games were the first and only accessible games for us for a
 very long time.  Like the Infocom text adventure games and all of the BBS
 door games and the like.  That is one reason that it is so fun to be able to
 write and play live action audio games.  Even just simple ones like Pong
 were revolutionary for blind accessible games.  But I believe that Shades of
 Doom was the first true live action accessible audio game.

 BFN

  Jim

 Kitchen's Inc, for games that are up to 110 percent funner to play.

 j...@kitchensinc.net
 http://www.kitchensinc.net
 (440) 286-6920
 Chardon Ohio USA
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Re: [Audyssey] New here; saying hello

2010-11-04 Thread Thomas Ward
Hi Shaun,

Yes, Mysteries of the Ancients will use the same product key
regardless of platform and operating system. I am a pretty fair minded
person and I don't think someone should have to pay for the same game
twice if they want a Linux and aWindows version.

On 11/4/10, shaun everiss sm.ever...@gmail.com wrote:
 grml is also debian but now I know vinux has everything thats what I
 will end up getting.
 I am not a source hacker.
 I will however shortly have an old basically conked out box that has
 real issues with its heating.
 I am going to dedicate that to linux.
 I still like windows as my main os but linux is probably something I
 will use for my old games and mota and other things to.
 when you sell your games with multiplatform capability will my
 registration work for both products, or oses?

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[Audyssey] x hour like games.

2010-11-04 Thread michael barnes
Hey is there any other games like x hour out their? If so could someone 
give me a list?


--
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] Winfrotz TTS

2010-11-04 Thread Jacob Kruger
I still can't get winfrotz TTS to work on my system after one of my 
reinstalls, so I stick to winfrotz 1.16, or thereabouts, with TTS support 
built in, but will also just say we maybe get more used to a bit more spoken 
noise on a computer as such...smile


Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

- Original Message - 
From: neoph...@inthecompanyofgrues.com

To: gamers@audyssey.org
Sent: Thursday, November 04, 2010 2:12 AM
Subject: [Audyssey] Winfrotz TTS




Hey Dark,

Thanks for the tip about there being a version of Frotz with a screen
reader built in. I was pretty tired last night, so I didn't tackle the big
Linux install. Instead I downloaded Winfrotz TTS and started playing Mite,
one of the interactive fiction works from the two thousand and ten
competition.

Wow. It certainly opened my ears.

I have a few questions about it all.

One. Does anyone use winfrotz TTS, or is it better to use a more recent
version of frotz with your own screen reader software? Do the added
built-in features help? For example, pressing space to cancel a reading.

Two. Some sections of text being read just jumble together. Is that a
normal experience using a screen reader? Or, is it something in the
winfrotz reader?

Three. I realise now how annoying extra symbols are. In the game, it came
across a line made up of about forty underlines and it just went under
line under line under line under line. Is there something you can do to
avoid those kind of situations, or is it something you just put up with,
and hope that authors do it as little as possible?

Four. Every time the command line prompt came up, the screen reader said
greater than fork in the path moves two. Effectively, it was reading the
prompt as greater than, and the status line which said the location, fork
in the path, followed by the number of moves I had made, moves two.
Similar to the last question, is there a way around this? Also, when the
command prompt comes up, would you rather it be coded to say something
like Your turn, or ready? Or can you make a rule for it in your screen
reader?

I hope that's not too many questions to fire off.

Cheers,

Neophyte.



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[Audyssey] Xbox's Kinect first reviews

2010-11-04 Thread Phil Vlasak

Hi Folks,
Still no reports if this new device is accessible.
But then it just came out today.
Faster Forward Xbox's Kinect, hands-free gaming in large living rooms.
By Rob Pegoraro
November 4, 2010; 6:10 AM ET
Categories:  Gadgets, Games


Microsoft's Xbox 360 video-game console got a little easier to use at 12:01 
this morning. That's when the Redmond, Wash., firm began selling Kinect -- a 
clever accessory that takes the Xbox's controller out of the hands of 
gamers.


Where the Xbox's usual remote device sports 14 buttons and joysticks to 
direct the action onscreen, the $149.99 Kinect uses a set of video sensors 
to track your movements -- allowing you to act out whatever action you want 
to see on the screen.


It's like gaming on Nintendo's Wii, just without the risk of pitching a 
Wiimote into your TV screen. And with a few extra issues of its own.



Setting up a Kinect on an Xbox 360 (both loaned by Microsoft's PR 
department) was not the smoothest experience. After plugging the Kinect into 
one of the Xbox's USB ports and a separate power outlet and downloading the 
first of multiple software updates, its setup routine revealed a positioning 
issue: When I nestled the Kinect into the space between my HDTV and a 
soundbar speaker, it couldn't see my feet.


A dusty VHS tape turned out to be just the right size to elevate the Kinect 
for unobstructed vision, as confirmed by this message on screen: Kinect can 
see you. You look great!


A second issue then materialized: Kinect needs an unobstructed play space 
six to eight feet from the TV. Even after moving the coffee table out of the 
way, my living room barely qualified.


But once configured -- and after downloading an additional software update 
for each of the four games I sampled -- Kinect got fun in a hurry.


In Kinect Adventures, the title Microsoft includes with the Kinect itself 
and its $299.99 and $399.99 Xbox-with-Kinect bundles, I stepped from side to 
side and jumped up and down to steer a raft down a river, then waved my arms 
and legs to throw and kick a ball at stacked blocks in a fusion of 
volleyball and Breakout.


Kinect Joy Ride had me holding two hands out as if I were gripping a 
steering wheel to direct a car down a racetrack. (I careened off the road 
about as often as I do using a conventional controller in any racing game.)


In Kinect Sports, I ran in place, went through the motions of bowling and 
discus and javelin throwing and pantomimed table tennis and soccer.


And Dance Central ... well, I don't want to talk about that. But I will note 
that by nailing a mere 6 percent of the dance moves in the one song I tried, 
I fell below even my own woeful expectations.


Seventeen Kinect titles are available in all.

Dancing aside, learning Kinect's moves wasn't an issue, and the system 
didn't seem to have trouble keeping up with me in each game. It was, 
however, easy to step out of the play space or bump into furniture.


There's also the risk of people looking at you funny -- something to think 
about if your living room features street-facing windows. For a hint of what 
passersby could witness, check out the photos and video clips most Kinect 
games take, and which you can then share with friends who don't have enough 
blackmail material on you already.


Kinect can also log you into your Xbox profile automatically if you set up 
its optional Kinect ID face-recognition system. After holding various poses 
in different spots on the floor (what did I say about looking ridiculous?), 
this software had learned my face and then logged me in on its own.


Kinect doubles as an alternate user interface for some of the Xbox's own 
software, but it doesn't shine in that role. It's sci-fi fantastic to be 
able to select a function by moving a hand in the air to slide a hand cursor 
over an onscreen button -- or to speak a simple command like Xbox: play 
disc to the Kinect's microphone -- but it's easy to navigate to screens in 
which Kinect gestures no longer work and you must pick up the Xbox 
controller. Finally, the motion sensors' accuracy sometimes appeared to 
degrade when I had to select objects toward the edges of the screen.

http://voices.washingtonpost.com/fasterforward/2010/11/xbox_kinect.html


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Re: [Audyssey] Winfrotz TTS

2010-11-04 Thread Thomas Ward
Hi,

Neophite wrote:
Thanks for the tip about there being a version of Frotz with a screen
reader built in.

My reply:
Actually, that's not technically correct. Microsoft Windows comes with
a technology called the Microsoft Speech API or Sapi for short. Sapi
is an API that is used to create and control a number of Sapi
compatibl voices. Unlike a screen reader, per say, Sapi is only there
for speaking text sent to it by a program.  It has no screen reader
abilities etc in of itself. So just think of Sapi as the computers
voice if you will.
So what Winfrotz TTS does is it copies the text on the screen and
sends it to Sapi to be spoken. Since neither of the programs allows
you to review the screen, speak applications outside the Winfrotz TTS
environment, etc therefore it is not in fact a screen reader. We call
this kind of program self-voicing because it speaks  the stuff related
to Winfrotz via Sapi 5, but doesn't provide the same abilities as a
screen reader.

Neophite wrote:
Does anyone use winfrotz TTS, or is it better to use a more recent
version of frotz with your own screen reader software?

My reply:
Personally, I find Winfrotz TTS invaluable for playing inform style
adventures because it automatically speaks the text on the screen as
well as a few other things. Running Winfrotz by itself with a screen
reader also means I have to do a fair amount of reviewing the screen
and looking around for the last prompt etc. That gets old real quick.
Winfrotz TTS is better because it takes a lot of effort out of playing
text adventures.

Neophite wrote:
Some sections of text being read just jumble together. Is that a
normal experience using a screen reader? Or, is it something in the
winfrotz reader?

My reply:
That unfortunately is one of the problems with Winfrotz TTS. True
screen readers like Jaws, Orca, Window-Eyes, NVDA, etc don't have this
problem. Screen readers are more customizable allowing you to turn off
things you don't want to be spoken such as punctuation marks as well
as using acception dictionaries to change how certain things are
spoken. Winfrotz TTS is very static were screen readers are very
customizable.
For example, a number of years ago I met a young laidy who was from
the south. Naturally being from the south she had a very heavy
southeren accent and used a lot of slang like y'all, you'ins, you get
the picture. However, typically screen readers like Jaws, Window-eyes,
etc are textbook perfect English. She didn't like it and used the Jaws
acception dictionary to change you all to y'all and various other
frazes to sound, well, more southeren. When I heard Jaws talking like
that i couldn't help but laugh my butt off. It was great.
However, the point is you can do that with Jaws, but with Winfrotz TTS
because it just copies text and sends it to Sapi you have very little
control over how it comes out punctuation marks, symbols, and all.
Without using special speech rules etc Sapi will tend to run on and
string things together robotically without pausing to sound more
human/natural. Screen readers have special speech rules in place to
pause between sentences etc to sound more natural and realistic. Make
sense?

Neophite wrote:
I realise now how annoying extra symbols are. In the game, it came
across a line made up of about forty underlines and it just went under
line under line under line under line. Is there something you can do to
avoid those kind of situations, or is it something you just put up with,
and hope that authors do it as little as possible?

My reply:
Well, this too is a problem with Winfrotz TTS. As long as you use
Winfrotz TTS there isn't much you can do but to put up with it. if
Winfrotz TTS had the features of a real screen reader you could set
the punctuation level to full, most, some, or none, and disable the
pspeaking of some symbols like the underline symbol.  In this case you
can't. the only alternative is to use Winfrotz with a real screen
reader like NVDA or something.
Now, you want to know something really annoying? Try a game that has a
lot of text art. Now, that will drive you up the wall. Since we can't
see it and we are hearing a mindless string of letters, numbers, and
symbols it is beyond insane.

Cheers!

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Re: [Audyssey] R[Audyssey) I'HONE GAMES

2010-11-04 Thread Raul A. Gallegos
Hi, I appreciate this, I also have them all available at
www.asmodean.net/games

Hope this helps.

On 9/27/2010 7:08 PM, Hayden Presley wrote:
 Hi Ben,
 I am working on putting all of Raul's games together, just have a few more
 things to do.
 
 Best Regards,
 Hayden
 
 
 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Ben
 Sent: Saturday, September 25, 2010 3:21 AM
 To: 'Gamers Discussion list'
 Subject: [Audyssey] R[Audyssey) I'HONE GAMES
 
 Hi people,
 I wish to request not only the review by raul of the games for the iphone
 but there titles as well, sin ce my dad got an iphone 4 for his birthday.
 I'm taking back my generalisatio n at the moment...
 
 
 
 ---
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 ---
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-- 
Raul A. Gallegos
Home page: http://www.RaulGallegos.com
Twitter: http://www.twitter.com/ragallegos

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Re: [Audyssey] Winfrotz TTS

2010-11-04 Thread Michael Feir
Hi Neofite. Welcome aboard. I've been following your entrance onto the list 
with some interest. Interactive fiction has somewhat faded from centre stage 
over the years since I started Audyssey Magazine. Audio arcade games have 
given us less cerebral alternatives as graphics did for the sighted. Another 
problem has been that interactive fiction has become harder to properly 
access. In the days of Dos, I could use my screen-reader to review text and 
the current move would automatically be read out loud. Winfrotztts only 
offers us a partial solution. The current move is read aloud but one cannot 
review it as you could with a screen-reader. Also, the hints and help menus 
don't work very well at all since the current option isn't tracked or 
announced. This makes getting into the games harder for newcommers. We 
either need an interpreter which lets modern screen-readers work with the 
same facility that they let us access web pages, or a self-voicing 
interpreter which esentially lets us review text and everything like a 
screen-reader would. At the moment, we have neither. David Kinder says it's 
because of how text is sent to the screen so that it looks better. He 
indicated to me that he was too busy to work on a better solution for us. 
The current version of his windowsfrotz does have the ability to read text 
as it is output but is like Winfrotztts in that it doesn't let one review 
the text properly or deal with the help menus well.

Michael Feir
Author of Personal Power:
How Accessible Computers Can Enhance Personal Life For Blind People
2006-2008
www.blind-planet.com/content/personal-power

A Life of Word and Sound
2003-2007
http://www.blind-planet.com/content/life-word-and-sound

Creator and former editor of Audyssey Magazine
1996-2004
Check out my blog at:
www.michaelfeir.blogspot.com


- Original Message - 
From: neoph...@inthecompanyofgrues.com

To: gamers@audyssey.org
Sent: Thursday, November 04, 2010 6:21 AM
Subject: Re: [Audyssey] Winfrotz TTS




Hey Dark and Hayden,

Thanks for the replies.

I've tried to do a bit of research on Winfrotz TTS and found that David
Kinder wrote the program. From what I understand, he's been helping out
with Inform 7 of late, but I'm not certain.

I'm intrigued by your comment, Dark. You said that Winfrotz TTS was based
on only a partially completed version of the program and that it was
missing features that had been intended. What were some of those intended
features?

If it was an ideal world and you could add some features, what would they
include? What features would you do away with?

Also, you said you'd find it weird if the greater than symbol wasn't your
prompt. What if it was a colon? What about a word?

Cheers,

Neophyte.



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[Audyssey] Raul's games

2010-11-04 Thread Raul A. Gallegos
Hello, you guys are great for doing this. I currently have them
organized into categories at www.asmodean.net/games, but if you guys
want them in a different way, I'm open to suggestions. Also, since I
don't have much time with working full time and having a
more-than-full-time family, I appreciate any assistance with this.

Many thanks.

On 9/27/2010 9:39 PM, Charles Rivard wrote:
 Putting all of them together?  How do you mean?  Are you working on
 creating a .zip file containing a folder or more?  I had thought of
 doing that, but haven't gotten around to it.  I was thinking of making
 folders for Lone Wolf missions, a SOD folder, a GTC folder, a Super Liam
 folder, and so on.  Then put those into one .zip file called Raul's
 Audio Walk Throughs or something like that.
 
 ---
 Shepherds are the best beasts!
 - Original Message - From: Hayden Presley hdpres...@hotmail.com
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Monday, September 27, 2010 6:08 PM
 Subject: Re: [Audyssey] R[Audyssey) I'HONE GAMES
 
 
 Hi Ben,
 I am working on putting all of Raul's games together, just have a few
 more
 things to do.

 Best Regards,
 Hayden


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Ben
 Sent: Saturday, September 25, 2010 3:21 AM
 To: 'Gamers Discussion list'
 Subject: [Audyssey] R[Audyssey) I'HONE GAMES

 Hi people,
 I wish to request not only the review by raul of the games for the iphone
 but there titles as well, sin ce my dad got an iphone 4 for his birthday.
 I'm taking back my generalisatio n at the moment...



 ---
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 list,
 please send E-mail to gamers-ow...@audyssey.org.


 ---
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 list,
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-- 
Raul A. Gallegos
Home page: http://www.RaulGallegos.com
Twitter: http://www.twitter.com/ragallegos

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Re: [Audyssey] game difficulties was Re: best side scroller? -Re:Q9 version 1.2.

2010-11-04 Thread Phil Vlasak

Hi Thomas,
I do like the warning at the edge of traps for several reasons.
In a sighted game or in reality, you would know exactly how far you were 
away from a trap just by seeing it.
Before the edge warning, I had to go into view, fine the specific trap and 
hit enter.
The distance is in meters but I was moving in steps, so I would not know if 
1 meter away was one step or two.
So I would have to take a step and then go through the procedure until the 
trap was 0 away.

This is time consuming and makes playing less fun.
Plus I could not do this if there was any creatures attacking me in the 
room.
If you prevent creatures from being in the same room as traps, it also 
lessens the fun aspect.
With an edge warning I think it would be possible to fight creatures at the 
same time as jumping pits.
Also if there was a hot key to tell you quickly how many steps to the edge 
of the nearest trap, then I would not need the edge warning.
Phil 



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Re: [Audyssey] game difficulties was Re: best side scroller? - Re:Q9 version 1.2.

2010-11-04 Thread Thomas Ward
Hi Yohandy,

Lol! Okay, 350 creatures, moving at 55 MPH, all attacking at once in
3d space? What do we call this skill level? Isn't that like the
suicide level? Smile.

Point well taken. i do know what you are saying, but developing skill
levels is difficult for a developer in large part because there are so
many variables to take into consideration. You have your hard core
gamer who is good at playing games, and you have your gamers who are
not so good at playing games.

For example, I have not only played and beaten Shades of Doom I have
beaten the game on the Today is a Good Day to Die level which is
certainly hard to beat. A friend of mine can't even complete area 1 on
Can I Play Daddy, and should I as a developer take that as an
indication the game is too hard?

That's the very problem developers have to face. What is too easy for
one person is beyond the abilities of another. Some people can't play
Shades of Doom, say it is way too hard, when I found it pretty easy up
until Bring Them On or so. Were I the developer of that game instead
of GMA how would I know if the game is too easy or too hard?

Cheers!


On 11/3/10, Yohandy yohand...@gmail.com wrote:
 I certainly understand where you're coming from, but if the game's too
 difficult, it gets to a point where your fastest reflexes won't help you out
 for long. Since Q9 is Philip's most recent game, let's use it as an
 example.You set game to insane and start walking around. at some point
 during the game a rhino, and about 5 other animals come galloping at you at
 full speed. what do we do in that situation? we can't kill them all without
 taking massive damage in the process, and since there's no way of dodging we
 can't attack them on mass, and hope to survive anyhow. so they all attack at
 once and we die within 10 seconds. In this situation you could say well jump
 away from them. We could do that, but what if there's a pit behind us? Also
 remember Q9 enemies follow you indefinitely once they see you so are we just
 gonna run all the way back to the beginning of the level, at which point
 we'll be trapped regardless? . if we jump forward and over them somehow,
 only thing that'll happen is we'll have another pile of enemies from that
 side added to our current predicament all ganging up on us. I don't find a
 difficulty like that fun or challenging, I find it extremely frustrating.
 Console games have a balance between the easiest and hardest difficulties
 that stays constant, and also within the realm of possibility to complete.
 even games that are extremely difficult and almost impossible to beat have a
 multiplayer option, or a way to get health items, or some such feature
 that'll spread, or lessen the burden of completing the game and that won't
 lead to frustration for the player for the next 3 years. I think if
 developers are going to put an extremely hard difficulty, they need to test
 it out or at least have a team that's good enough at the particular title to
 test it for them, and complete the game first to make 100% certain it's
 doable. Don't just put it out there without the slightest clue whether
 someone will ever be able to complete it. If I had the programming skills, I
 could make a game that has a difficulty setting with 350 creatures moving at
 55mph and all attacking simultaneously in 3d space, but I know no one will
 ever complete such a game. and if no one can beat it and brag about it, then
 what would be the point? the clue's in the name guys. It's called game
 difficulty setting, not game impossibility setting. or unbeatable game
 setting.

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Re: [Audyssey] Q9 version 1.2.

2010-11-04 Thread Bryan Peterson

Probably when it's ready LOL.
We are the Knights who say...Ni!
- Original Message - 
From: Ryan Conroy staindadd...@juno.com

To: Gamers@audyssey.org
Sent: Tuesday, November 02, 2010 4:15 PM
Subject: [Audyssey] Q9 version 1.2.



Hi,

When is this coming out? It's been like almost a month since it was 
announced, well maybe not a month, but at least three weeks. I'm just 
anxious for it to come out;  I can't wait. Please let me know.


Ryan


Globe Life Insurance
$1* Buys $50,000 Life Insurance. Adults or Children. No Medical Exam.
http://thirdpartyoffers.juno.com/TGL3131/4cd08d973d21a1d7cfst04vuc

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Re: [Audyssey] MOTA Beta 16 Changes

2010-11-04 Thread Bryan Peterson
Probably frustration and disappointment with Windows and Microsoft in 
general. My wife and I can certainly sympathize since we're both in that 
boat LOL.

We are the Knights who say...Ni!
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, November 02, 2010 5:01 PM
Subject: Re: [Audyssey] MOTA Beta 16 Changes



Hi Thomas,
If I may ask, what prompted your change to Linux?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Tuesday, November 02, 2010 11:15 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Beta 16 Changes

I found that a strange response, too, that was a complete break from the
logical reasons why the cross platform project is in process.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 02, 2010 12:41 AM
Subject: Re: [Audyssey] MOTA Beta 16 Changes



Hi Will,
I kind of find that surprising coming from you since you are one of
the Mac OS supporters. You of all people know the importance of
getting a cross-platform engine and games out there on the market for
the blind community. I'm one game developer that whole heartedly
believes in a persons right to freedom of choice.
Anyway, as I've said many times on list already the cross-platform
version of the game is personally motivated and not commercially
motivated. I don't always use Windows, and I consider it my second
operating system and not my primary operating system. As a result my
priorities are vastly different from the huge Windows market out there
that have a GMA Tank Commander, Shades of Doom, Sarah, and dozens of
other good games for their platform of choice. What high quality
accessible games do we non-Windows users have?
As I have also said before it is not because Linux or Mac OS are bad
operating systems. Quite the contrary both have a lot to offer a VI
computer user. The access on both operating systems is rapidly
catching up with Windows accessibility and now is the time people have
a real choice in the software they want to use on their computer. VI
computer users are no longer bound to owning and using Microsoft
Windows because it is the most accessible option out there, nor are
we forced into paying hundreds of dollars on a screen reader like Jaws
or Window-Eyes. For the first time in history companies like Cononical
and Apple have addressed accessibility issues by incorperating a full
fledged screen reader, magnification software, etc into the operating
system itself saving us hundreds of dollars in access software alone.
All of this is well and good, but the majority of game developers, and
some users, are of a just release it for Windows mentality. They are
far too willing to surrender their rights to choice for convenience
sake. If I were not so passionate about this maybe I would cave into
popular opinion, but I am passionate about this. I really believe we
all have a right to have not only accessible games, but they should be
available for Mac OS and Linux just as they are for x number of
Windows users. Of course, that isn't going to happen, because there
are far too few developers that have a personal stake in the matter or
the skills to do what I do.
Sadly far too many accessible game developers have chosen to take a
strictly Microsoft path, and have adopted proprietary languages like
Visual Basic. Until they begin writing their games in Python, Java, or
maybe C++ there never can be games for other platforms. That's why I
have chosen to take a personal stand against that very problem.

Cheers!


On 10/29/10, william lomas lomaswill...@googlemail.com wrote:

i'd have just ignored cross platform really and just finish it up and
release the game, since another year has gone without the full release 
of

this title


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[Audyssey] where is Tarzan Junior?

2010-11-04 Thread Charles Rivard
Seems like someone said that it is on Thomas's site, and I figured it would be 
in the free games section, but it isn't.  Direction?  Thanks.

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Re: [Audyssey] game difficulties was Re: best side scroller? -Re:Q9 version 1.2.

2010-11-04 Thread Thomas Ward
Hi Phil,
In MOTA a meter is approxamately 3 steps although not quite given the
conversion from feet into meters. Since you grew up with the standard
American measurements like feet, inches, etc I imagine your confusion
comes from trying to convert that in your head into meters. One
possible solution here is to add an option to the game engine that
allows Americans to select feet as the default mesurement when
speaking distances and use meters for our international customers.
What do you think?
Anyway, I do understand your reasons for the trap warnings etc. My
only problem is how do I make the traps difficult to jump over or
avoid. In Tomb Raider some spike traps, for example, can't be jumped.
You have to use a lever or something to lower them. i could do that,
but that does require extra work too.


On 11/4/10, Phil Vlasak p...@pcsgames.net wrote:
 Hi Thomas,
 I do like the warning at the edge of traps for several reasons.
 In a sighted game or in reality, you would know exactly how far you were
 away from a trap just by seeing it.
 Before the edge warning, I had to go into view, fine the specific trap and
 hit enter.
 The distance is in meters but I was moving in steps, so I would not know if
 1 meter away was one step or two.
 So I would have to take a step and then go through the procedure until the
 trap was 0 away.
 This is time consuming and makes playing less fun.
 Plus I could not do this if there was any creatures attacking me in the
 room.
 If you prevent creatures from being in the same room as traps, it also
 lessens the fun aspect.
  With an edge warning I think it would be possible to fight creatures at the
 same time as jumping pits.
 Also if there was a hot key to tell you quickly how many steps to the edge
 of the nearest trap, then I would not need the edge warning.
 Phil


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Re: [Audyssey] game difficulties was Re: best side scroller? -Re:Q9 version 1.2.

2010-11-04 Thread Phil Vlasak

Hi Thomas,
I don't mind the distance in meters. I have a problem when the game rounds 
off the distance to the nearest meter.
If I knew that the trap was .3 away then I would be sure that one step would 
bring me to 0.

But the game says 1 meter if you are .3 or .6 away from the trap.
I think the more accurate measure would solve my problem but the view menu 
still takes several seconds to review which in the case of being attacked is 
too long.

I don't know if you pause the action in the game when going into review.
Phil 



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Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2.

2010-11-04 Thread Thomas Ward
Hi,

Right, but at the same stroke you take all the challenge out of
jumping that trap. If you walk up to a fire pit, hear a ledge, jump,
safely cross the trap, and do it again what's the point of the trap at
all? Why not just take all the traps out of the game since they
present no difficulty for the player at all?

Keep in mind I'm use to mainstream games where traps are extremely
difficult. being able to see them means nothing. Take the trap door in
Tomb Raider Underworld for a moment.

There is a room in Tomb Raider Underworld where you have to turn this
large wheel that opens a trap door in the ceiling. After the trap door
is open you have to run over to the wall and climb up it to escape
through the trap door. Problem is that the trap door is on a timer and
if you aren't fast enoughk very fast, the door will come down and lock
you in the room or if you are unlucky enough to be in the doorway when
it closes Lora Croft ends up getting smashed like a bug. Either way
the trap is pretty difficult to get passsed and to date I haven't seen
any accessible game, including my own, offer this level of difficulty.

Cheers!


On 11/4/10, Matheus an...@bol.com.br wrote:
 hi phil. i agree, there's no point in having a fire or other trap
 without warnings, since it's not even fun to jump it, i mean, if you're
 going to need to take a step, press v.. fire pit: 2 meters away.
 two more steps: fire pit: 1 meters away. one more step! oh yeaaah, 0
 meters! then you go a bit to the right and see that there's a new one,
 and the same process happens again.
 having the sound to indicate when you must jump is the best solution, at
 least that's what i think. or designing a different method to indicate
 it.


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Re: [Audyssey] MOTA Beta 16 Changes

2010-11-04 Thread Thomas Ward
Hi Bryan,
Yeah, that's pretty much it in a nutshell.

On 11/4/10, Bryan Peterson bpeterson2...@cableone.net wrote:
 Probably frustration and disappointment with Windows and Microsoft in
 general. My wife and I can certainly sympathize since we're both in that
 boat LOL.
 We are the Knights who say...Ni!

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Re: [Audyssey] Winfrotz TTS

2010-11-04 Thread dark

Hi Tom.

i like the idea of a texon screen reader.

As regards winfrotz, I actually use the tts for the same reason as you, it 
aides in game flow to have the text automatically spoken as it appears on 
screen. I do however keep Hal running at the same time for review purposes.


As regards sapi formulation of speech though, i do have to disagree.

While it narks me that I cannot alter the voice dictionary and my sapi 
voice, scansoft daniel notoriously miss pronounces certain things 
(particularly abbreviations such as pronouncing ms as manuscript), I am 
actually quite happy with the pausing and sentence structure of the voice 
which was in fact why I got the voice in the first place.


of course, much of the intonation does come from the voice not from Sapi, 
sinse as you said, unlike Hal, Jaws or other screen readers sapi has few or 
no speech rules, but I haven't found this particularly as irritating as I 
might in the matter of tone and pausing.


Beware the Grue!

Dark. 



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[Audyssey] still getting the blue screen when exiting moda please help.

2010-11-04 Thread Mich
Hi all. I am still getting the blue screen when exiting moda. I tried updating 
my NVIDIA drivers only to get the jaws video intercept error. when I tried to 
install and did install 260.99_desktop_winxp_32bit_english_whql.exe witch was 
apparently
the newest driver for my pc that is what happened. I even went to the 
jaws-users.com homepage and tried looking there for drivers and found a tut on 
them but nothing really that helpful. many thanks for any help that you can 
give me regarding this. if it helps I am running windows xp sp 3 with a sb live 
sound card. and the vidio drivers that I talked about above. I would love to 
get playing Mota but I would like to get this issue fixt first. from Mich.
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Re: [Audyssey] Winfrotz TTS

2010-11-04 Thread dark

Hi neophyte.

Well, when I said partially complete and based on earlier versions, I simply 
mean that winfrotz tts is based on winfrotz version 1.4, where as I believe 
the current version is 1.53 (it might even be further), so obviously the 
older tts is less compatible with certain games which use more uptodate 
inform.


in terms of feature adding, well as tom said, punctuation muting would be a 
must. I would also like to see more refigned reading commands. Currently, 
only the latest text to the screen is spoken, it would be nice to be able to 
review specific turns of the game, eg by pressing a shortcut, say ctrl minus 
to speak previous turn and ctrl pluss for the next (obviously ctrl p is 
taken).


It would also be nice to have a find and spell specific word or name 
feature, sinse that's one of the things I often have to use Hal for.


The mud client, vip mud which outputs to certain screen reading programs and 
also uses sapi has some exceptional built in methods for text review, and 
it's these sorts of things which it would be nice to see in a self voicing 
if interpreter.


As to greater than, I think I've just become used to reading greater than 
as what next? ;D, so I really wouldn't see a word like it's your turn as 
meaning that much.


Then again as I said, If was one of the first types of games I played on my 
old win 95 machine, and I got used to doing it without sapi or instant 
speaking capabilities.


That's probably one reason now I play so many text based game books.

Beware the Grue!

Dark. 



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Re: [Audyssey] using the sword in mota beta14

2010-11-04 Thread Gary Whittington

Hey, how about a Podcast of your findings.

Whoa, a lot of emails here.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, October 11, 2010 6:02 PM
Subject: Re: [Audyssey] using the sword in mota beta14


I certainly didn't have any trouble with that when I played a little while 
ago. Of course my adventure came to a rather nasty end when Angela 
accidentally impaled herself on a spike. I don't know if I just had one of 
those rare occasions where I forgot to make sure my sword was put away 
first or just had a bit of bad luck, but that's what happened.

We are the Knights who say...Ni!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, October 11, 2010 5:51 PM
Subject: Re: [Audyssey] using the sword in mota beta14



Hi Nicol,
I'm not sure what exactly what is wrong, but it could be one of two
things. First, the input system which has already been addressed/fixed
in beta 15 as far as I can tell. Second, you are running low on
strength and when Angela's strength is low she can't use the sword. In
either case hitting the spacebar like crazy won't help you and
probably just fill the event queue with a bunch of key presses that
need to be processed slowing the game and input system down.

HTH

On 10/11/10, NIcol nicoljaco...@telkomsa.net wrote:

HI Tom and list
I experience strange behavior when using the sword.\
I find that the sword does not always work.
In level2 of mota beta14, I want to kill the first harpie, but I only 
hear

the sound of the sword now and then.
I hit spacebar like crazy but I only hear  the  sword's  sound  vary
rarely. Is this maybe a bug?
Or is something wrong with my system?
Many thanks for any help.


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Re: [Audyssey] R[Audyssey) I'HONE GAMES

2010-11-04 Thread Lori Duncan
Same here, I have a playlist of audio game reviews and recordings on my 
ipod, great if I'm feeling down or sick of being killed by electricity in 
pipe2, I just listen to Raul and his quick conscience
- Original Message - 
From: Raul A. Gallegos r...@asmodean.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 12:50 PM
Subject: Re: [Audyssey] R[Audyssey) I'HONE GAMES



Hi, I appreciate this, I also have them all available at
www.asmodean.net/games

Hope this helps.

On 9/27/2010 7:08 PM, Hayden Presley wrote:

Hi Ben,
I am working on putting all of Raul's games together, just have a few 
more

things to do.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Ben
Sent: Saturday, September 25, 2010 3:21 AM
To: 'Gamers Discussion list'
Subject: [Audyssey] R[Audyssey) I'HONE GAMES

Hi people,
I wish to request not only the review by raul of the games for the iphone
but there titles as well, sin ce my dad got an iphone 4 for his birthday.
I'm taking back my generalisatio n at the moment...



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Re: [Audyssey] Winfrotz TTS

2010-11-04 Thread dark

Hi Michael.

The example of doss games is a good one actually, sinse while I never 
actually ran any games under dos, I have become a fan of games like Eamon, 
fallthru and braminer played in console windows (which stil run under xp).


In those cases, turns aren't actually read aloud at all and it's necessary 
to read the screen manually, but equally, in a game like eamon there are far 
fewer possible actions so the actual playing of the game is faster.


I personally also do enjoy the exploration aspects of rpgs and gamebooks 
slightly more than If, sinse progress in such games is easier and it's more 
possible to follow the flow and thread of a story and exploration of an 
area.


in most If I've tried, I tend to end up getting stuck by a random puzle 
who's solution is something deeply unguessable and obscure, or which gets 
stuck in the parza somewhere.


For instance, I wanted to review Malinche's commercial If games for 
audiogames.net, so I tried their free prequal.


I get to the end of a ruined castle Hall and see a fire place. Examining it, 
I find it to be large enough to crawl into. so north you can't go that way


Look in fireplace you see something glinting
Enter fireplace that's not something you can enter
Down you cannot go that way
get all fireplace that doesn't hold anything

As it turned out (after asking the developer), the right command was 
in,  for goodness sake In! with no reference to the blasted fireplace at 
all!


It seems that in the majority of games I've played I get to this kind of 
point. Certainly not all, but more than less,  even so called Easy games 
such as Glowgrass (which I was once advised as an introductory game), I 
found I ran into a blockade and stopped.


it might be that I came to If comparatively late as I started in the year 
2000 and missed the tradition of riddling and puzle solving that went with 
it.


I have played some fantastic games, for instance Pythos mask by emily short, 
Paul obrian's stuff or Worlds appart, but I've largely now stopped playing 
most If sinse I find I inevitably come up stuck.


So, these days I prefer to look for exploration style games with a more 
symple system of advancement such as fallthru.


oh heck, this rather turned into more of a wrant than I intended. Actually 
Neophyte, if you can offer some advice I would indeed appreciate it.


Beware the Grue!

Dark. 



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Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2.

2010-11-04 Thread Clement Chou



At 06:19 AM 04/11/2010, you wrote:
Sorry to disagree here, but in sited games, it is not always half as 
clear as you might think.


Take mario as an example. A large pit you might need to be on the 
very edge of, or do a running jump, and in both of these 
circumstances you may well miss the edge (especially with running), 
you might also missjudge the distance and fall down, or, if jumping 
in a small area, jump too high and hit your head on the cieling, 
falling down once again.


These sorts of factors to do with varying the distance of jumps are 
less easy to add in an audio side scroller (in fact, I don't think 
any audio game has had variable hight jumps), so you need another 
factor for challenge, and lack of edges is a very good one, sinse it 
forces you to calculate matters as carefully as in a sited game 
rather than just get all the information.


How about a compromise? either, removing the bounderies on higher 
difficulty levels, or keeping the bounderies on chasms but not on fire pits.


Personally, with the review mode and by taking it slow, i don't find 
lack of edges really a big deal at all.


Beware the Grue!

Dark.

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Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2.

2010-11-04 Thread Clement Chou
To be honest, I don't mind the lack of edges much. If the game's 
measuring system was a bit more precise, I wouldn't mind it at all. 
I'm being picky, but if 3 steps is approx 1 meter why not just make 
it exactly one? Measuring then would be a lot easier, plus judging of 
distances and then I'd have enough warning to put away whatever piece 
of mine that happened to be in my hand at the moment be it a gun or 
sword, or hat have you. Just my opinion though. I like as much 
challenge in the games I play as possible. Hence why I play all the 
mainstream competetive fighters I can. Because unlike most 
anime-based fighters, there's a lot of complex stuff underneath what 
looks like a simple engine.


At 06:19 AM 04/11/2010, you wrote:
Sorry to disagree here, but in sited games, it is not always half as 
clear as you might think.


Take mario as an example. A large pit you might need to be on the 
very edge of, or do a running jump, and in both of these 
circumstances you may well miss the edge (especially with running), 
you might also missjudge the distance and fall down, or, if jumping 
in a small area, jump too high and hit your head on the cieling, 
falling down once again.


These sorts of factors to do with varying the distance of jumps are 
less easy to add in an audio side scroller (in fact, I don't think 
any audio game has had variable hight jumps), so you need another 
factor for challenge, and lack of edges is a very good one, sinse it 
forces you to calculate matters as carefully as in a sited game 
rather than just get all the information.


How about a compromise? either, removing the bounderies on higher 
difficulty levels, or keeping the bounderies on chasms but not on fire pits.


Personally, with the review mode and by taking it slow, i don't find 
lack of edges really a big deal at all.


Beware the Grue!

Dark.

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Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2.

2010-11-04 Thread Charles Rivard
This may be true, but I think the key here is that sighted people can see a 
trap, shouldn't a blind person be able to hear it?  Thinking of it another 
way, it would be like a blind person walking down the street without a cane 
or a dog guide to let them know that there is an open manhole in front of 
them.  Even if they know that it is at a specific intersection that they 
must cross, they should still be able to feel it with their feet before 
falling into it so that they can go around it safely.  This is my take on 
whether or not there should be an indication of a trap.


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 8:42 AM
Subject: Re: [Audyssey] game difficulties was best side 
scroller? -Re:Q9version 1.2.




Hi,

Right, but at the same stroke you take all the challenge out of
jumping that trap. If you walk up to a fire pit, hear a ledge, jump,
safely cross the trap, and do it again what's the point of the trap at
all? Why not just take all the traps out of the game since they
present no difficulty for the player at all?

Keep in mind I'm use to mainstream games where traps are extremely
difficult. being able to see them means nothing. Take the trap door in
Tomb Raider Underworld for a moment.

There is a room in Tomb Raider Underworld where you have to turn this
large wheel that opens a trap door in the ceiling. After the trap door
is open you have to run over to the wall and climb up it to escape
through the trap door. Problem is that the trap door is on a timer and
if you aren't fast enoughk very fast, the door will come down and lock
you in the room or if you are unlucky enough to be in the doorway when
it closes Lora Croft ends up getting smashed like a bug. Either way
the trap is pretty difficult to get passsed and to date I haven't seen
any accessible game, including my own, offer this level of difficulty.

Cheers!


On 11/4/10, Matheus an...@bol.com.br wrote:

hi phil. i agree, there's no point in having a fire or other trap
without warnings, since it's not even fun to jump it, i mean, if you're
going to need to take a step, press v.. fire pit: 2 meters away.
two more steps: fire pit: 1 meters away. one more step! oh yeaaah, 0
meters! then you go a bit to the right and see that there's a new one,
and the same process happens again.
having the sound to indicate when you must jump is the best solution, at
least that's what i think. or designing a different method to indicate
it.



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Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2.

2010-11-04 Thread Scott Chesworth
Even making 3 steps exactly 1 meter wouldn't totally nail it though
surely? What happens if you hear a trap, you hit v and it's 1 meter
away. Is that one step remaining or 2 or 3? There's still no way to
know without stepping and hitting V until you here 0 meters.

On 11/4/10, Clement Chou chou.clem...@gmail.com wrote:
 To be honest, I don't mind the lack of edges much. If the game's
 measuring system was a bit more precise, I wouldn't mind it at all.
 I'm being picky, but if 3 steps is approx 1 meter why not just make
 it exactly one? Measuring then would be a lot easier, plus judging of
 distances and then I'd have enough warning to put away whatever piece
 of mine that happened to be in my hand at the moment be it a gun or
 sword, or hat have you. Just my opinion though. I like as much
 challenge in the games I play as possible. Hence why I play all the
 mainstream competetive fighters I can. Because unlike most
 anime-based fighters, there's a lot of complex stuff underneath what
 looks like a simple engine.

 At 06:19 AM 04/11/2010, you wrote:
Sorry to disagree here, but in sited games, it is not always half as
clear as you might think.

Take mario as an example. A large pit you might need to be on the
very edge of, or do a running jump, and in both of these
circumstances you may well miss the edge (especially with running),
you might also missjudge the distance and fall down, or, if jumping
in a small area, jump too high and hit your head on the cieling,
falling down once again.

These sorts of factors to do with varying the distance of jumps are
less easy to add in an audio side scroller (in fact, I don't think
any audio game has had variable hight jumps), so you need another
factor for challenge, and lack of edges is a very good one, sinse it
forces you to calculate matters as carefully as in a sited game
rather than just get all the information.

How about a compromise? either, removing the bounderies on higher
difficulty levels, or keeping the bounderies on chasms but not on fire
 pits.

Personally, with the review mode and by taking it slow, i don't find
lack of edges really a big deal at all.

Beware the Grue!

Dark.

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Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2.

2010-11-04 Thread dark
Well I agree on the precision of the viewing menue engine, sinse that seems 
only fair and avoids you having to be roasted or fall to your death while 
learning audio positioning.


I rather like Phil's suggestion of having .3 .6 and .9 metre markers for 
when you are less than one metre away, sinse this would tell you precisely 
when you were at the edge, allow you to here the audio, and judge the 
distance for the jump.


Btw, as far as edges go, I did rather like the way the lethal lab level of 
Superliam worked, with those electric barriers which had no edges, and those 
holes which had two steps warning but no sound for the trap itself.


This made for a nice balance and perhaps a similar thing might be possible 
in mota by having chasms with no sound but an edge, and firepits with no 
edge but a sound.


though losing the evil wind sound from those holes would detract from the 
atmosphere a bit ;D.


Beware the Grue!

Dark. 



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[Audyssey] difficulty of TDV

2010-11-04 Thread william lomas
HI all, I sent this to the BPC list to.

The query I have is ok TDV will be a mission mode I get that. But is it going 
to be one of those games that ok I finished it now what?
The story can't keep changing each time we play the game so will it be a game 
we play and then forget about?


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[Audyssey] lol I meant

2010-11-04 Thread william lomas
HI I meant that will TDV be replayable and of course, the difficulty I 
mentioned in the subject of my last mail will not obviously be a factor since I 
assume the mission itself in TDV gets more difficult.

What I meant to put the subject of the last mail was, replayability of tdv


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Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2.

2010-11-04 Thread Charles Rivard
Did I miss something here, or did you merely post what someone already sent, 
without your feedback?


---
Shepherds are the best beasts!
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 9:22 AM
Subject: Re: [Audyssey] game difficulties was best side 
scroller? -Re:Q9version 1.2.






At 06:19 AM 04/11/2010, you wrote:
Sorry to disagree here, but in sited games, it is not always half as clear 
as you might think.


Take mario as an example. A large pit you might need to be on the very 
edge of, or do a running jump, and in both of these circumstances you may 
well miss the edge (especially with running), you might also missjudge the 
distance and fall down, or, if jumping in a small area, jump too high and 
hit your head on the cieling, falling down once again.


These sorts of factors to do with varying the distance of jumps are less 
easy to add in an audio side scroller (in fact, I don't think any audio 
game has had variable hight jumps), so you need another factor for 
challenge, and lack of edges is a very good one, sinse it forces you to 
calculate matters as carefully as in a sited game rather than just get all 
the information.


How about a compromise? either, removing the bounderies on higher 
difficulty levels, or keeping the bounderies on chasms but not on fire 
pits.


Personally, with the review mode and by taking it slow, i don't find lack 
of edges really a big deal at all.


Beware the Grue!

Dark.

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Re: [Audyssey] Winfrotz TTS

2010-11-04 Thread Thomas Ward
Hi Michael,
That's actually one of the reasons I have taken to playing interactive
fiction type games on linux using Speakup. Since many VI users, such
as those who run Vinux, still very much use the console and console
applications with speakup you can load up your favorite IF title in
frotz and it is not all that different than the Dos days.  On Windows
with the development of screen readers like Jaws, Window-eyes, and on
linux the Orca screen reader just don't handle console applications as
well as the console screen readers do. Dos screen readers are a tthing
of the past on Windows systems, but on Linux there is Yasr and Speakup
to access the console. That's why Linux users are still able to access
scare and frotz more or less like the old Dos days.

Cheers!

On 11/4/10, Michael Feir michael.f...@gmail.com wrote:
 Hi Neofite. Welcome aboard. I've been following your entrance onto the list
 with some interest. Interactive fiction has somewhat faded from centre stage
 over the years since I started Audyssey Magazine. Audio arcade games have
 given us less cerebral alternatives as graphics did for the sighted. Another
 problem has been that interactive fiction has become harder to properly
 access. In the days of Dos, I could use my screen-reader to review text and
 the current move would automatically be read out loud. Winfrotztts only
 offers us a partial solution. The current move is read aloud but one cannot
 review it as you could with a screen-reader. Also, the hints and help menus
 don't work very well at all since the current option isn't tracked or
 announced. This makes getting into the games harder for newcommers. We
 either need an interpreter which lets modern screen-readers work with the
 same facility that they let us access web pages, or a self-voicing
 interpreter which esentially lets us review text and everything like a
 screen-reader would. At the moment, we have neither. David Kinder says it's
 because of how text is sent to the screen so that it looks better. He
 indicated to me that he was too busy to work on a better solution for us.
 The current version of his windowsfrotz does have the ability to read text
 as it is output but is like Winfrotztts in that it doesn't let one review
 the text properly or deal with the help menus well.
 Michael Feir
 Author of Personal Power:
 How Accessible Computers Can Enhance Personal Life For Blind People
 2006-2008
 www.blind-planet.com/content/personal-power

 A Life of Word and Sound
 2003-2007
 http://www.blind-planet.com/content/life-word-and-sound

 Creator and former editor of Audyssey Magazine
 1996-2004
 Check out my blog at:
 www.michaelfeir.blogspot.com


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Re: [Audyssey] game difficulties was best side scroller?-Re:Q9version 1.2.

2010-11-04 Thread dark
the problem is charles, that where as in real life manholes aren't all the 
same size, thus meaning you need to concentrate on using your cane to get 
aorund them, in mota, all traps are precisely one jump long and as I said, 
one jump in mota literally means one jump.


This means the process of avoiding traps with edges is fairly mechanical.

if Tom were to add different size traps and different ways for angela to 
jump then perhaps all traps should indeed have edges, sinse the challenge 
then would indeed be gaging how far to go, however sinse the jump is a 
single, one distance maneuver this doesn't apply.


As to realism, well I personally find the idea of Angela having to 
concentrate on where precisely to leep much more realistic myself than here 
feeling around traps with the toes of her boots to find the edge precisely.


Remember, though the game's interface is audio, it is not intended to 
portray a blind person in a sound only environment.


Beware the Grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 2:27 PM
Subject: Re: [Audyssey] game difficulties was best side 
scroller?-Re:Q9version 1.2.



This may be true, but I think the key here is that sighted people can see 
a trap, shouldn't a blind person be able to hear it?  Thinking of it 
another way, it would be like a blind person walking down the street 
without a cane or a dog guide to let them know that there is an open 
manhole in front of them.  Even if they know that it is at a specific 
intersection that they must cross, they should still be able to feel it 
with their feet before falling into it so that they can go around it 
safely.  This is my take on whether or not there should be an indication 
of a trap.


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 8:42 AM
Subject: Re: [Audyssey] game difficulties was best side 
scroller? -Re:Q9version 1.2.




Hi,

Right, but at the same stroke you take all the challenge out of
jumping that trap. If you walk up to a fire pit, hear a ledge, jump,
safely cross the trap, and do it again what's the point of the trap at
all? Why not just take all the traps out of the game since they
present no difficulty for the player at all?

Keep in mind I'm use to mainstream games where traps are extremely
difficult. being able to see them means nothing. Take the trap door in
Tomb Raider Underworld for a moment.

There is a room in Tomb Raider Underworld where you have to turn this
large wheel that opens a trap door in the ceiling. After the trap door
is open you have to run over to the wall and climb up it to escape
through the trap door. Problem is that the trap door is on a timer and
if you aren't fast enoughk very fast, the door will come down and lock
you in the room or if you are unlucky enough to be in the doorway when
it closes Lora Croft ends up getting smashed like a bug. Either way
the trap is pretty difficult to get passsed and to date I haven't seen
any accessible game, including my own, offer this level of difficulty.

Cheers!


On 11/4/10, Matheus an...@bol.com.br wrote:

hi phil. i agree, there's no point in having a fire or other trap
without warnings, since it's not even fun to jump it, i mean, if you're
going to need to take a step, press v.. fire pit: 2 meters away.
two more steps: fire pit: 1 meters away. one more step! oh yeaaah, 0
meters! then you go a bit to the right and see that there's a new one,
and the same process happens again.
having the sound to indicate when you must jump is the best solution, at
least that's what i think. or designing a different method to indicate
it.



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Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2.

2010-11-04 Thread Thomas Ward
Hi,

The problem with speaking an exact measurement like 3.6 meters away is
that it is almost impossible to do this using wav files. Oh, I suppose
I could do it, but it is terribly difficult to process it. If we truly
want that degree of precision we pretty much have to switch over to
using Sapi or something else. This in turn gives me even more work for
me to do in trying to support multiple platforms. G...

No, the most practical solution is to change the size of the traps and
rewrite the jump code to base the length of a jump on how long the
alt+arrow key is held down.

On 11/4/10, dark d...@xgam.org wrote:
 Well I agree on the precision of the viewing menue engine, sinse that seems
 only fair and avoids you having to be roasted or fall to your death while
 learning audio positioning.

 I rather like Phil's suggestion of having .3 .6 and .9 metre markers for
 when you are less than one metre away, sinse this would tell you precisely
 when you were at the edge, allow you to here the audio, and judge the
 distance for the jump.

 Btw, as far as edges go, I did rather like the way the lethal lab level of
 Superliam worked, with those electric barriers which had no edges, and those
 holes which had two steps warning but no sound for the trap itself.

 This made for a nice balance and perhaps a similar thing might be possible
 in mota by having chasms with no sound but an edge, and firepits with no
 edge but a sound.

 though losing the evil wind sound from those holes would detract from the
 atmosphere a bit ;D.

 Beware the Grue!

 Dark.

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Re: [Audyssey] MOTA Beta 16 Changes

2010-11-04 Thread Bryan Peterson
Yeah. And my wife's computer is older as it is so when she wants to relax 
after work and play on the internet she runs into trouble because the 
computer has to download and install new updates and it slows things down 
even more. So I think she's going to look into getting a Mack at some point 
since unlike me she doesn't have to worry about lots of audio games that 
only run on Windows.

We are the Knights who say...Ni!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 7:48 AM
Subject: Re: [Audyssey] MOTA Beta 16 Changes



Hi Bryan,
Yeah, that's pretty much it in a nutshell.

On 11/4/10, Bryan Peterson bpeterson2...@cableone.net wrote:

Probably frustration and disappointment with Windows and Microsoft in
general. My wife and I can certainly sympathize since we're both in that
boat LOL.
We are the Knights who say...Ni!


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Re: [Audyssey] using the sword in mota beta14

2010-11-04 Thread Bryan Peterson
Haven't had the time or the resources. Oh I could record a podcast but not 
in stereo and nowhere to put it up since quite frankly I don't like 
Sendspace or Dropbox.

We are the Knights who say...Ni!
- Original Message - 
From: Gary Whittington gary...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 8:02 AM
Subject: Re: [Audyssey] using the sword in mota beta14



Hey, how about a Podcast of your findings.

Whoa, a lot of emails here.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, October 11, 2010 6:02 PM
Subject: Re: [Audyssey] using the sword in mota beta14


I certainly didn't have any trouble with that when I played a little while 
ago. Of course my adventure came to a rather nasty end when Angela 
accidentally impaled herself on a spike. I don't know if I just had one of 
those rare occasions where I forgot to make sure my sword was put away 
first or just had a bit of bad luck, but that's what happened.

We are the Knights who say...Ni!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, October 11, 2010 5:51 PM
Subject: Re: [Audyssey] using the sword in mota beta14



Hi Nicol,
I'm not sure what exactly what is wrong, but it could be one of two
things. First, the input system which has already been addressed/fixed
in beta 15 as far as I can tell. Second, you are running low on
strength and when Angela's strength is low she can't use the sword. In
either case hitting the spacebar like crazy won't help you and
probably just fill the event queue with a bunch of key presses that
need to be processed slowing the game and input system down.

HTH

On 10/11/10, NIcol nicoljaco...@telkomsa.net wrote:

HI Tom and list
I experience strange behavior when using the sword.\
I find that the sword does not always work.
In level2 of mota beta14, I want to kill the first harpie, but I only 
hear

the sound of the sword now and then.
I hit spacebar like crazy but I only hear  the  sword's  sound  vary
rarely. Is this maybe a bug?
Or is something wrong with my system?
Many thanks for any help.


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Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2.

2010-11-04 Thread Clement Chou
But then if you do that, wouldn't it be all too easy to just hold 
down the arrow key until you pass over the trap? Or are you going to 
put in a maximum length for the jump? I guess more precise would mean 
more work and now I think about it it does seem a bit more impractical.



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Re: [Audyssey] game difficulties was best side scroller?-Re:Q9version 1.2.

2010-11-04 Thread Bryan Peterson
Funny you sould mention that Charles, since i actually worked with a 
Mobility instructor who did believe that the cane was almost totally 
unnecessary. His view was that the cane only counts for about 10 percent of 
the feedback you get while travelling and so it really wasn't necessary. I 
need hardly point out that the one time he had me try to cross a street 
without the cane in my hand (he's just lucky it wasn't a busy one), I nearly 
had a heart attack. So I can definitely see your point and feel that at 
least on the easier difficulty levels the warnings should still be there.

We are the Knights who say...Ni!
- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 8:27 AM
Subject: Re: [Audyssey] game difficulties was best side 
scroller?-Re:Q9version 1.2.



This may be true, but I think the key here is that sighted people can see 
a trap, shouldn't a blind person be able to hear it?  Thinking of it 
another way, it would be like a blind person walking down the street 
without a cane or a dog guide to let them know that there is an open 
manhole in front of them.  Even if they know that it is at a specific 
intersection that they must cross, they should still be able to feel it 
with their feet before falling into it so that they can go around it 
safely.  This is my take on whether or not there should be an indication 
of a trap.


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 8:42 AM
Subject: Re: [Audyssey] game difficulties was best side 
scroller? -Re:Q9version 1.2.




Hi,

Right, but at the same stroke you take all the challenge out of
jumping that trap. If you walk up to a fire pit, hear a ledge, jump,
safely cross the trap, and do it again what's the point of the trap at
all? Why not just take all the traps out of the game since they
present no difficulty for the player at all?

Keep in mind I'm use to mainstream games where traps are extremely
difficult. being able to see them means nothing. Take the trap door in
Tomb Raider Underworld for a moment.

There is a room in Tomb Raider Underworld where you have to turn this
large wheel that opens a trap door in the ceiling. After the trap door
is open you have to run over to the wall and climb up it to escape
through the trap door. Problem is that the trap door is on a timer and
if you aren't fast enoughk very fast, the door will come down and lock
you in the room or if you are unlucky enough to be in the doorway when
it closes Lora Croft ends up getting smashed like a bug. Either way
the trap is pretty difficult to get passsed and to date I haven't seen
any accessible game, including my own, offer this level of difficulty.

Cheers!


On 11/4/10, Matheus an...@bol.com.br wrote:

hi phil. i agree, there's no point in having a fire or other trap
without warnings, since it's not even fun to jump it, i mean, if you're
going to need to take a step, press v.. fire pit: 2 meters away.
two more steps: fire pit: 1 meters away. one more step! oh yeaaah, 0
meters! then you go a bit to the right and see that there's a new one,
and the same process happens again.
having the sound to indicate when you must jump is the best solution, at
least that's what i think. or designing a different method to indicate
it.



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Re: [Audyssey] game difficulties was best sidescroller?-Re:Q9version 1.2.

2010-11-04 Thread Bryan Peterson
I seem to remember that in some of the older Monte Betas there were lava 
pits that required several jumps to clear.

We are the Knights who say...Ni!
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 8:35 AM
Subject: Re: [Audyssey] game difficulties was best 
sidescroller?-Re:Q9version 1.2.



the problem is charles, that where as in real life manholes aren't all the 
same size, thus meaning you need to concentrate on using your cane to get 
aorund them, in mota, all traps are precisely one jump long and as I said, 
one jump in mota literally means one jump.


This means the process of avoiding traps with edges is fairly mechanical.

if Tom were to add different size traps and different ways for angela to 
jump then perhaps all traps should indeed have edges, sinse the challenge 
then would indeed be gaging how far to go, however sinse the jump is a 
single, one distance maneuver this doesn't apply.


As to realism, well I personally find the idea of Angela having to 
concentrate on where precisely to leep much more realistic myself than 
here feeling around traps with the toes of her boots to find the edge 
precisely.


Remember, though the game's interface is audio, it is not intended to 
portray a blind person in a sound only environment.


Beware the Grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 2:27 PM
Subject: Re: [Audyssey] game difficulties was best side 
scroller?-Re:Q9version 1.2.



This may be true, but I think the key here is that sighted people can see 
a trap, shouldn't a blind person be able to hear it?  Thinking of it 
another way, it would be like a blind person walking down the street 
without a cane or a dog guide to let them know that there is an open 
manhole in front of them.  Even if they know that it is at a specific 
intersection that they must cross, they should still be able to feel it 
with their feet before falling into it so that they can go around it 
safely.  This is my take on whether or not there should be an indication 
of a trap.


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 8:42 AM
Subject: Re: [Audyssey] game difficulties was best side 
scroller? -Re:Q9version 1.2.




Hi,

Right, but at the same stroke you take all the challenge out of
jumping that trap. If you walk up to a fire pit, hear a ledge, jump,
safely cross the trap, and do it again what's the point of the trap at
all? Why not just take all the traps out of the game since they
present no difficulty for the player at all?

Keep in mind I'm use to mainstream games where traps are extremely
difficult. being able to see them means nothing. Take the trap door in
Tomb Raider Underworld for a moment.

There is a room in Tomb Raider Underworld where you have to turn this
large wheel that opens a trap door in the ceiling. After the trap door
is open you have to run over to the wall and climb up it to escape
through the trap door. Problem is that the trap door is on a timer and
if you aren't fast enoughk very fast, the door will come down and lock
you in the room or if you are unlucky enough to be in the doorway when
it closes Lora Croft ends up getting smashed like a bug. Either way
the trap is pretty difficult to get passsed and to date I haven't seen
any accessible game, including my own, offer this level of difficulty.

Cheers!


On 11/4/10, Matheus an...@bol.com.br wrote:

hi phil. i agree, there's no point in having a fire or other trap
without warnings, since it's not even fun to jump it, i mean, if you're
going to need to take a step, press v.. fire pit: 2 meters away.
two more steps: fire pit: 1 meters away. one more step! oh yeaaah, 0
meters! then you go a bit to the right and see that there's a new one,
and the same process happens again.
having the sound to indicate when you must jump is the best solution, 
at

least that's what i think. or designing a different method to indicate
it.



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[Audyssey] for all the SF nuts

2010-11-04 Thread Clement Chou
Okay. Here's another one... my most impressive one yet, from my own 
playing perspective. Took me three or four goes to beat my rival, and 
I had to stop after that. But what I do have here is nice and fast paced...

http://dl.dropbox.com/u/3394499/super%20street%20fighter%20IV%20-%20hardest%20difficulty%20with%20ryu.mp3

For all the SF nuts there, I want to point out a couple things... 
one, notice how I am never in the same place. This is something a lot 
of the blind SF players I've played do... they'll stay in one place 
and go on the offensive. In this playthrough, you'll notice that I am 
always moving, keeping aware of distance and spacing by using that 
fireball of Ryu's. Also, I do my best never to get cornered. Just 
something to keep in mind for anyone who plays any kind of SF game. 
Secondly... that focus attack. I use it abundantly in this 
playthrough, as well as a little maneuver called the focus attack 
dash cancel. Sometimes, if you listen carefully you'll notice how Ryu 
will start to do a shoryuken but then a sound seems to cut in and the 
move stops. That's a common method to get out of a trap or bait 
people. Enjoy all. Any questions are welcome, of course.



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Re: [Audyssey] game difficulties was best sidescroller?-Re:Q9version 1.2.

2010-11-04 Thread Clement Chou
My question to that is, though I agree, is how would we have jumped 
several times... because you would've had to land and push off again, 
and in lava... well, the only thing to push off is boiling rock.


At 07:01 AM 04/11/2010, you wrote:
I seem to remember that in some of the older Monte Betas there were 
lava pits that required several jumps to clear.

We are the Knights who say...Ni!
- Original Message - From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 8:35 AM
Subject: Re: [Audyssey] game difficulties was best 
sidescroller?-Re:Q9version 1.2.



the problem is charles, that where as in real life manholes aren't 
all the same size, thus meaning you need to concentrate on using 
your cane to get aorund them, in mota, all traps are precisely one 
jump long and as I said, one jump in mota literally means one jump.


This means the process of avoiding traps with edges is fairly mechanical.

if Tom were to add different size traps and different ways for 
angela to jump then perhaps all traps should indeed have edges, 
sinse the challenge then would indeed be gaging how far to go, 
however sinse the jump is a single, one distance maneuver this doesn't apply.


As to realism, well I personally find the idea of Angela having to 
concentrate on where precisely to leep much more realistic myself 
than here feeling around traps with the toes of her boots to find 
the edge precisely.


Remember, though the game's interface is audio, it is not intended 
to portray a blind person in a sound only environment.


Beware the Grue!

Dark.
- Original Message - From: Charles Rivard woofer...@sbcglobal.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 2:27 PM
Subject: Re: [Audyssey] game difficulties was best side 
scroller?-Re:Q9version 1.2.



This may be true, but I think the key here is that sighted people 
can see a trap, shouldn't a blind person be able to hear 
it?  Thinking of it another way, it would be like a blind person 
walking down the street without a cane or a dog guide to let them 
know that there is an open manhole in front of them.  Even if they 
know that it is at a specific intersection that they must cross, 
they should still be able to feel it with their feet before 
falling into it so that they can go around it safely.  This is my 
take on whether or not there should be an indication of a trap.


---
Shepherds are the best beasts!
- Original Message - From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 8:42 AM
Subject: Re: [Audyssey] game difficulties was best side scroller? 
-Re:Q9version 1.2.




Hi,

Right, but at the same stroke you take all the challenge out of
jumping that trap. If you walk up to a fire pit, hear a ledge, jump,
safely cross the trap, and do it again what's the point of the trap at
all? Why not just take all the traps out of the game since they
present no difficulty for the player at all?

Keep in mind I'm use to mainstream games where traps are extremely
difficult. being able to see them means nothing. Take the trap door in
Tomb Raider Underworld for a moment.

There is a room in Tomb Raider Underworld where you have to turn this
large wheel that opens a trap door in the ceiling. After the trap door
is open you have to run over to the wall and climb up it to escape
through the trap door. Problem is that the trap door is on a timer and
if you aren't fast enoughk very fast, the door will come down and lock
you in the room or if you are unlucky enough to be in the doorway when
it closes Lora Croft ends up getting smashed like a bug. Either way
the trap is pretty difficult to get passsed and to date I haven't seen
any accessible game, including my own, offer this level of difficulty.

Cheers!


On 11/4/10, Matheus an...@bol.com.br wrote:

hi phil. i agree, there's no point in having a fire or other trap
without warnings, since it's not even fun to jump it, i mean, if you're
going to need to take a step, press v.. fire pit: 2 meters away.
two more steps: fire pit: 1 meters away. one more step! oh yeaaah, 0
meters! then you go a bit to the right and see that there's a new one,
and the same process happens again.
having the sound to indicate when you must jump is the best solution, at
least that's what i think. or designing a different method to indicate
it.


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Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2.

2010-11-04 Thread Thomas Ward
Hi Charles,

As Dark correctly pointed out jumping in MOTA is purely mechanical. If
you are standing on a ledge and press alt+right arrow to jump you will
always make it safely to the other side because the trap is exactly
one jump across. Knowing where to start, therefore, means you will
always jump over that trap without any possible margin of error That's
just down right unrealistic..

My point more over was that just because a sighted person can see a
trap in a game is no certainty the can actually cross it.

Take Super Mario for example.  In Mario you had to jump over traps,
and there were a number of factors that would come in to play when
trying to cross a certain trap. If Mario was normal size or big the
chances of jumping a large trap were greater than if Mario was small.
I remember getting pretty mad when Mario would get shrunk and then
there was a big trap coming up, because it usually meant I couldn't
make the jump and would die trying. In such a case weather I could see
the trap or not made absolutely no difference in the outcome.

So if we are going to keep the edges around traps like people want we
now have to rewrite the game mechanics, the jump code, etc to put some
challenge back into the game.  We can't always jump a chasm and make
it to the other side with 100% certainty. There needs to be some
factor or margin of error. Does that make sense?

On 11/4/10, Charles Rivard woofer...@sbcglobal.net wrote:
 This may be true, but I think the key here is that sighted people can see a
 trap, shouldn't a blind person be able to hear it?  Thinking of it another
 way, it would be like a blind person walking down the street without a cane
 or a dog guide to let them know that there is an open manhole in front of
 them.  Even if they know that it is at a specific intersection that they
 must cross, they should still be able to feel it with their feet before
 falling into it so that they can go around it safely.  This is my take on
 whether or not there should be an indication of a trap.

 ---
 Shepherds are the best beasts!

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Re: [Audyssey] game difficulties was best sidescroller?-Re:Q9version 1.2.

2010-11-04 Thread Thomas Ward
Hi Clement,
In Monte there were ledges hanging out above the middle of the lava
pits you could jump onto and then use them to jump safely to the next
ledge etc. They weren't exactly in the lava, but hanging out above the
lava. Make sense?

Cheers!

On 11/4/10, Clement Chou chou.clem...@gmail.com wrote:
 My question to that is, though I agree, is how would we have jumped
 several times... because you would've had to land and push off again,
 and in lava... well, the only thing to push off is boiling rock.

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Re: [Audyssey] game difficulties was best sidescroller?-Re:Q9version 1.2.

2010-11-04 Thread Bryan Peterson
Well there were little ledges you could land on but that was it. I think 
they were too close together for it to really be considered multiple pits.

We are the Knights who say...Ni!
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 9:04 AM
Subject: Re: [Audyssey] game difficulties was best 
sidescroller?-Re:Q9version 1.2.



My question to that is, though I agree, is how would we have jumped 
several times... because you would've had to land and push off again, and 
in lava... well, the only thing to push off is boiling rock.


At 07:01 AM 04/11/2010, you wrote:
I seem to remember that in some of the older Monte Betas there were lava 
pits that required several jumps to clear.

We are the Knights who say...Ni!
- Original Message - From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 8:35 AM
Subject: Re: [Audyssey] game difficulties was best 
sidescroller?-Re:Q9version 1.2.



the problem is charles, that where as in real life manholes aren't all 
the same size, thus meaning you need to concentrate on using your cane to 
get aorund them, in mota, all traps are precisely one jump long and as I 
said, one jump in mota literally means one jump.


This means the process of avoiding traps with edges is fairly mechanical.

if Tom were to add different size traps and different ways for angela to 
jump then perhaps all traps should indeed have edges, sinse the challenge 
then would indeed be gaging how far to go, however sinse the jump is a 
single, one distance maneuver this doesn't apply.


As to realism, well I personally find the idea of Angela having to 
concentrate on where precisely to leep much more realistic myself than 
here feeling around traps with the toes of her boots to find the edge 
precisely.


Remember, though the game's interface is audio, it is not intended to 
portray a blind person in a sound only environment.


Beware the Grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 2:27 PM
Subject: Re: [Audyssey] game difficulties was best side 
scroller?-Re:Q9version 1.2.



This may be true, but I think the key here is that sighted people can 
see a trap, shouldn't a blind person be able to hear it?  Thinking of it 
another way, it would be like a blind person walking down the street 
without a cane or a dog guide to let them know that there is an open 
manhole in front of them.  Even if they know that it is at a specific 
intersection that they must cross, they should still be able to feel it 
with their feet before falling into it so that they can go around it 
safely.  This is my take on whether or not there should be an indication 
of a trap.


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 8:42 AM
Subject: Re: [Audyssey] game difficulties was best side 
scroller? -Re:Q9version 1.2.




Hi,

Right, but at the same stroke you take all the challenge out of
jumping that trap. If you walk up to a fire pit, hear a ledge, jump,
safely cross the trap, and do it again what's the point of the trap at
all? Why not just take all the traps out of the game since they
present no difficulty for the player at all?

Keep in mind I'm use to mainstream games where traps are extremely
difficult. being able to see them means nothing. Take the trap door in
Tomb Raider Underworld for a moment.

There is a room in Tomb Raider Underworld where you have to turn this
large wheel that opens a trap door in the ceiling. After the trap door
is open you have to run over to the wall and climb up it to escape
through the trap door. Problem is that the trap door is on a timer and
if you aren't fast enoughk very fast, the door will come down and lock
you in the room or if you are unlucky enough to be in the doorway when
it closes Lora Croft ends up getting smashed like a bug. Either way
the trap is pretty difficult to get passsed and to date I haven't seen
any accessible game, including my own, offer this level of difficulty.

Cheers!


On 11/4/10, Matheus an...@bol.com.br wrote:

hi phil. i agree, there's no point in having a fire or other trap
without warnings, since it's not even fun to jump it, i mean, if 
you're

going to need to take a step, press v.. fire pit: 2 meters away.
two more steps: fire pit: 1 meters away. one more step! oh yeaaah, 0
meters! then you go a bit to the right and see that there's a new one,
and the same process happens again.
having the sound to indicate when you must jump is the best solution, 
at

least that's what i think. or designing a different method to indicate
it.


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Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2.

2010-11-04 Thread Phil Vlasak

Hi Thomas,
Since you can only move a step at a time the most logical thing to do is to 
measure everything by how many steps away it is.
So if it says you are 3 steps away from a pit then you only need to do is 
hit the right arrow 3 times to get to 0.

Phil

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 10:50 AM
Subject: Re: [Audyssey] game difficulties was best side 
scroller? -Re:Q9version 1.2.




Hi,

The problem with speaking an exact measurement like 3.6 meters away is
that it is almost impossible to do this using wav files. Oh, I suppose
I could do it, but it is terribly difficult to process it. If we truly
want that degree of precision we pretty much have to switch over to
using Sapi or something else. This in turn gives me even more work for
me to do in trying to support multiple platforms. G...

No, the most practical solution is to change the size of the traps and
rewrite the jump code to base the length of a jump on how long the
alt+arrow key is held down.

On 11/4/10, dark d...@xgam.org wrote:
Well I agree on the precision of the viewing menue engine, sinse that 
seems

only fair and avoids you having to be roasted or fall to your death while
learning audio positioning.

I rather like Phil's suggestion of having .3 .6 and .9 metre markers for
when you are less than one metre away, sinse this would tell you 
precisely

when you were at the edge, allow you to here the audio, and judge the
distance for the jump.

Btw, as far as edges go, I did rather like the way the lethal lab level 
of
Superliam worked, with those electric barriers which had no edges, and 
those

holes which had two steps warning but no sound for the trap itself.

This made for a nice balance and perhaps a similar thing might be 
possible

in mota by having chasms with no sound but an edge, and firepits with no
edge but a sound.

though losing the evil wind sound from those holes would detract from the
atmosphere a bit ;D.

Beware the Grue!

Dark.


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No virus found in this incoming message.
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Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2.

2010-11-04 Thread Bryan Peterson
Sometimes in games there'd be enemies on the room who might choose to attack 
you just as you were jumping, and of course in those games getting hit even 
while standing still would cause you to get knocked back a few feet, so if 
you'd just jumped a pit you could be in for an early death. And of coure if 
they attacked you in mid jump you'd be knocked off course the same way you 
are if you try to jump with a gun in your hand.

We are the Knights who say...Ni!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 9:05 AM
Subject: Re: [Audyssey] game difficulties was best side 
scroller? -Re:Q9version 1.2.




Hi Charles,

As Dark correctly pointed out jumping in MOTA is purely mechanical. If
you are standing on a ledge and press alt+right arrow to jump you will
always make it safely to the other side because the trap is exactly
one jump across. Knowing where to start, therefore, means you will
always jump over that trap without any possible margin of error That's
just down right unrealistic..

My point more over was that just because a sighted person can see a
trap in a game is no certainty the can actually cross it.

Take Super Mario for example.  In Mario you had to jump over traps,
and there were a number of factors that would come in to play when
trying to cross a certain trap. If Mario was normal size or big the
chances of jumping a large trap were greater than if Mario was small.
I remember getting pretty mad when Mario would get shrunk and then
there was a big trap coming up, because it usually meant I couldn't
make the jump and would die trying. In such a case weather I could see
the trap or not made absolutely no difference in the outcome.

So if we are going to keep the edges around traps like people want we
now have to rewrite the game mechanics, the jump code, etc to put some
challenge back into the game.  We can't always jump a chasm and make
it to the other side with 100% certainty. There needs to be some
factor or margin of error. Does that make sense?

On 11/4/10, Charles Rivard woofer...@sbcglobal.net wrote:
This may be true, but I think the key here is that sighted people can see 
a
trap, shouldn't a blind person be able to hear it?  Thinking of it 
another
way, it would be like a blind person walking down the street without a 
cane

or a dog guide to let them know that there is an open manhole in front of
them.  Even if they know that it is at a specific intersection that they
must cross, they should still be able to feel it with their feet before
falling into it so that they can go around it safely.  This is my take on
whether or not there should be an indication of a trap.

---
Shepherds are the best beasts!


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Re: [Audyssey] game difficulties was Re: best side scroller? - Re: Q9version 1.2.

2010-11-04 Thread Charles Rivard
Then again, how many people beat really good chess computer programs? 
That's why they have different levels of difficulty.  I have a battery 
operated tabletop chess computer game that, according to the box, will beat 
99.95 percent of average players.  There is absolutely no way that I can 
currently beat it on the highest difficulty setting.  Then again, a 
Grandmaster would have no trouble doing so.


---
Shepherds are the best beasts!
- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 03, 2010 9:06 PM
Subject: [Audyssey] game difficulties was Re: best side scroller? - Re: 
Q9version 1.2.



Dark, Here's the problem though. Has anyone actually completed any of 
Philip's games on insane, beta team included? If yes then I congratulate 
you for a job well done, but if not, we have a problem. especially since 
some of his games have been out for a really long time. If people can't 
beat games that have been out for years, This suggests to me that the game 
is almost unbeatable. In that case, what would be the point of a 
difficulty so hard that no one can beat? how about his recent games? can 
any of you claim you've beaten Q9 on insane?




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Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2.

2010-11-04 Thread Thomas Ward
Hi,

Yeah, I'd have to put in a way to set a maximum jump so that
regardless if you hold an arrow key down you couldn't jump over say a
chasm like the one in room 9 on level 2 that is like 10 meters across.
No human can jump that far and of course some restrictions would have
to apply here.

On 11/4/10, Clement Chou chou.clem...@gmail.com wrote:
 But then if you do that, wouldn't it be all too easy to just hold
 down the arrow key until you pass over the trap? Or are you going to
 put in a maximum length for the jump? I guess more precise would mean
 more work and now I think about it it does seem a bit more impractical.


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Re: [Audyssey] game difficulties was Re: best side scroller? -Re:Q9 version 1.2.

2010-11-04 Thread Charles Rivard
I totally agree with this.  If a level is totally impossible to beat, it 
should be lessened to the point at which a gamer really has to work to beat, 
but it can be done.  If nobody can jump the Grand Canyon, then the Grand 
Canyon should not be one of the obstacles, so to speak.


---
Shepherds are the best beasts!
- Original Message - 
From: Ian McNamara ianandri...@googlemail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 03, 2010 9:49 PM
Subject: Re: [Audyssey] game difficulties was Re: best side scroller? -Re:Q9 
version 1.2.



hi i agree with this, the game needs to be hard inuff on the harder levels 
to make it challinging but also it needs to be beetable.


Ian McNamara.
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Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2.

2010-11-04 Thread Charles Rivard
It does.  Rewriting the game with those variables would probably be 2,000 
pounds of extra work, too.  But I do think that there should be a clear 
indication of a trap's threshold.  Maybe traps can be set so that there is a 
space between a couple of them if they are in succession, as the fire pits 
currently are, and the longer you hold the right arrow, or the more times 
you tap it, the farther you jump.  Now, there is a threshold at the edge of 
each, but if you jump too far, you land in the second one, so you have to 
know how far to jump.  Then again, a healthy adventurer can jump farther 
than one in fair, good, or poor health, so those potions can gain value. 
And, although sheathed or holstered, weapons do add weight, which would 
affect distance.  Possibly, more than one weapon of the same type could be 
in the game, and you might find one if you have to drop weapons on the near 
side of a jumpable obstruction?  Hmm.  Another 2,000 pounds or so of work 
for the developer, delaying the game's journey to market.


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 10:05 AM
Subject: Re: [Audyssey] game difficulties was best side 
scroller? -Re:Q9version 1.2.




Hi Charles,

As Dark correctly pointed out jumping in MOTA is purely mechanical. If
you are standing on a ledge and press alt+right arrow to jump you will
always make it safely to the other side because the trap is exactly
one jump across. Knowing where to start, therefore, means you will
always jump over that trap without any possible margin of error That's
just down right unrealistic..

My point more over was that just because a sighted person can see a
trap in a game is no certainty the can actually cross it.

Take Super Mario for example.  In Mario you had to jump over traps,
and there were a number of factors that would come in to play when
trying to cross a certain trap. If Mario was normal size or big the
chances of jumping a large trap were greater than if Mario was small.
I remember getting pretty mad when Mario would get shrunk and then
there was a big trap coming up, because it usually meant I couldn't
make the jump and would die trying. In such a case weather I could see
the trap or not made absolutely no difference in the outcome.

So if we are going to keep the edges around traps like people want we
now have to rewrite the game mechanics, the jump code, etc to put some
challenge back into the game.  We can't always jump a chasm and make
it to the other side with 100% certainty. There needs to be some
factor or margin of error. Does that make sense?

On 11/4/10, Charles Rivard woofer...@sbcglobal.net wrote:
This may be true, but I think the key here is that sighted people can see 
a
trap, shouldn't a blind person be able to hear it?  Thinking of it 
another
way, it would be like a blind person walking down the street without a 
cane

or a dog guide to let them know that there is an open manhole in front of
them.  Even if they know that it is at a specific intersection that they
must cross, they should still be able to feel it with their feet before
falling into it so that they can go around it safely.  This is my take on
whether or not there should be an indication of a trap.

---
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Re: [Audyssey] still getting the blue screen when exiting moda please help.

2010-11-04 Thread Thomas Ward
Hi Mich,
Well, rather than worry about the drivers you should just wait for
beta 16 to come out. If it makes you feel any better we are working on
a DirectX only version of MOTA beta 16 that resolves the vidio driver
issue as well as other issues encountered in the cross-platform engine
on Windows. Unfortunately, taking beta 13 and upgrading it to beta 16
is taking quite a lot of time since it is litterally three or four
months behind the current development release.

Cheers!


On 11/4/10, Mich m...@ntl.sympatico.ca wrote:
 Hi all. I am still getting the blue screen when exiting moda. I tried
 updating my NVIDIA drivers only to get the jaws video intercept error. when
 I tried to install and did install
 260.99_desktop_winxp_32bit_english_whql.exe witch was apparently
 the newest driver for my pc that is what happened. I even went to the
 jaws-users.com homepage and tried looking there for drivers and found a tut
 on them but nothing really that helpful. many thanks for any help that you
 can give me regarding this. if it helps I am running windows xp sp 3 with a
 sb live sound card. and the vidio drivers that I talked about above. I would
 love to get playing Mota but I would like to get this issue fixt first. from
 Mich.
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Re: [Audyssey] game difficulties was best sidescroller?-Re:Q9version 1.2.

2010-11-04 Thread Charles Rivard
I wonder if a good compromise would be to eliminate the warnings on the 
highest difficulty and leave them in the lower ones?  Thoughts, Thomas?


---
Shepherds are the best beasts!
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 9:58 AM
Subject: Re: [Audyssey] game difficulties was best 
sidescroller?-Re:Q9version 1.2.



Funny you sould mention that Charles, since i actually worked with a 
Mobility instructor who did believe that the cane was almost totally 
unnecessary. His view was that the cane only counts for about 10 percent 
of the feedback you get while travelling and so it really wasn't 
necessary. I need hardly point out that the one time he had me try to 
cross a street without the cane in my hand (he's just lucky it wasn't a 
busy one), I nearly had a heart attack. So I can definitely see your point 
and feel that at least on the easier difficulty levels the warnings should 
still be there.

We are the Knights who say...Ni!
- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 8:27 AM
Subject: Re: [Audyssey] game difficulties was best side 
scroller?-Re:Q9version 1.2.



This may be true, but I think the key here is that sighted people can see 
a trap, shouldn't a blind person be able to hear it?  Thinking of it 
another way, it would be like a blind person walking down the street 
without a cane or a dog guide to let them know that there is an open 
manhole in front of them.  Even if they know that it is at a specific 
intersection that they must cross, they should still be able to feel it 
with their feet before falling into it so that they can go around it 
safely.  This is my take on whether or not there should be an indication 
of a trap.


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 8:42 AM
Subject: Re: [Audyssey] game difficulties was best side 
scroller? -Re:Q9version 1.2.




Hi,

Right, but at the same stroke you take all the challenge out of
jumping that trap. If you walk up to a fire pit, hear a ledge, jump,
safely cross the trap, and do it again what's the point of the trap at
all? Why not just take all the traps out of the game since they
present no difficulty for the player at all?

Keep in mind I'm use to mainstream games where traps are extremely
difficult. being able to see them means nothing. Take the trap door in
Tomb Raider Underworld for a moment.

There is a room in Tomb Raider Underworld where you have to turn this
large wheel that opens a trap door in the ceiling. After the trap door
is open you have to run over to the wall and climb up it to escape
through the trap door. Problem is that the trap door is on a timer and
if you aren't fast enoughk very fast, the door will come down and lock
you in the room or if you are unlucky enough to be in the doorway when
it closes Lora Croft ends up getting smashed like a bug. Either way
the trap is pretty difficult to get passsed and to date I haven't seen
any accessible game, including my own, offer this level of difficulty.

Cheers!


On 11/4/10, Matheus an...@bol.com.br wrote:

hi phil. i agree, there's no point in having a fire or other trap
without warnings, since it's not even fun to jump it, i mean, if you're
going to need to take a step, press v.. fire pit: 2 meters away.
two more steps: fire pit: 1 meters away. one more step! oh yeaaah, 0
meters! then you go a bit to the right and see that there's a new one,
and the same process happens again.
having the sound to indicate when you must jump is the best solution, 
at

least that's what i think. or designing a different method to indicate
it.



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Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2.

2010-11-04 Thread dark

Hi tom.

Fair enough Tom, and I can see how Sapi would be irritating.

Previded there was a way to know the length of the trap, this would be in my 
mind a good thing.


There is however a far more symple solution. Nobody said we have to use 
metres. just have steps, strides, paces or feet, ie, measurements of one 
angela step and that will be way precise enough without having to get into 
all the shenanigans of mucking about with decimals or altering jumps.


It also doesn't seem unreasonable to me that Angela would measure things in 
this way heck, given her reflexes, she probably would measure things in a 
uniquely personalized fashion based on her own length of stride rather than 
use metres.


Afterall, Prince of persia did very much the same thing so there certainly 
is pressident for it.


Beware the Grue!

Dark. 



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Re: [Audyssey] Raul's games

2010-11-04 Thread Lori Duncan
just put them in order they are on the site in a single playlist then put it 
on random.  I wonder though Raul if there is a recording missing somewhere 
because when you play Tank Commander you say that instead of playing the 
standard game you'd play arcade, so I wondered if you recorded the standard 
game?
- Original Message - 
From: Raul A. Gallegos r...@asmodean.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 12:52 PM
Subject: [Audyssey] Raul's games



Hello, you guys are great for doing this. I currently have them
organized into categories at www.asmodean.net/games, but if you guys
want them in a different way, I'm open to suggestions. Also, since I
don't have much time with working full time and having a
more-than-full-time family, I appreciate any assistance with this.

Many thanks.

On 9/27/2010 9:39 PM, Charles Rivard wrote:

Putting all of them together?  How do you mean?  Are you working on
creating a .zip file containing a folder or more?  I had thought of
doing that, but haven't gotten around to it.  I was thinking of making
folders for Lone Wolf missions, a SOD folder, a GTC folder, a Super Liam
folder, and so on.  Then put those into one .zip file called Raul's
Audio Walk Throughs or something like that.

---
Shepherds are the best beasts!
- Original Message - From: Hayden Presley 
hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, September 27, 2010 6:08 PM
Subject: Re: [Audyssey] R[Audyssey) I'HONE GAMES



Hi Ben,
I am working on putting all of Raul's games together, just have a few
more
things to do.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
On

Behalf Of Ben
Sent: Saturday, September 25, 2010 3:21 AM
To: 'Gamers Discussion list'
Subject: [Audyssey] R[Audyssey) I'HONE GAMES

Hi people,
I wish to request not only the review by raul of the games for the 
iphone
but there titles as well, sin ce my dad got an iphone 4 for his 
birthday.

I'm taking back my generalisatio n at the moment...



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--
Raul A. Gallegos
Home page: http://www.RaulGallegos.com
Twitter: http://www.twitter.com/ragallegos

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Re: [Audyssey] game difficulties was best side scroller?-Re:Q9version 1.2.

2010-11-04 Thread Lori Duncan

Oh feet like in Shades of Doom
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 3:13 PM
Subject: Re: [Audyssey] game difficulties was best side 
scroller?-Re:Q9version 1.2.




Hi Thomas,
Since you can only move a step at a time the most logical thing to do is 
to measure everything by how many steps away it is.
So if it says you are 3 steps away from a pit then you only need to do is 
hit the right arrow 3 times to get to 0.

Phil

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 10:50 AM
Subject: Re: [Audyssey] game difficulties was best side 
scroller? -Re:Q9version 1.2.




Hi,

The problem with speaking an exact measurement like 3.6 meters away is
that it is almost impossible to do this using wav files. Oh, I suppose
I could do it, but it is terribly difficult to process it. If we truly
want that degree of precision we pretty much have to switch over to
using Sapi or something else. This in turn gives me even more work for
me to do in trying to support multiple platforms. G...

No, the most practical solution is to change the size of the traps and
rewrite the jump code to base the length of a jump on how long the
alt+arrow key is held down.

On 11/4/10, dark d...@xgam.org wrote:
Well I agree on the precision of the viewing menue engine, sinse that 
seems
only fair and avoids you having to be roasted or fall to your death 
while

learning audio positioning.

I rather like Phil's suggestion of having .3 .6 and .9 metre markers for
when you are less than one metre away, sinse this would tell you 
precisely

when you were at the edge, allow you to here the audio, and judge the
distance for the jump.

Btw, as far as edges go, I did rather like the way the lethal lab level 
of
Superliam worked, with those electric barriers which had no edges, and 
those

holes which had two steps warning but no sound for the trap itself.

This made for a nice balance and perhaps a similar thing might be 
possible

in mota by having chasms with no sound but an edge, and firepits with no
edge but a sound.

though losing the evil wind sound from those holes would detract from 
the

atmosphere a bit ;D.

Beware the Grue!

Dark.


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No virus found in this incoming message.
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Re: [Audyssey] game difficulties was Re: best side scroller? -Re:Q9 version 1.2.

2010-11-04 Thread Thomas Ward
Hi,

Ah, but that's where alternative methods come in handy. Remember the
super large chasm in level 2 of MOTA?

There is no way you can jump it, but if you locate the hidden pressure
switchg in the wall you can lower a drawbridge so you can simply walk
across the chasm. This is why such impossible traps exists. You might
not be able to defeat it by normal means, but there might be a way
around it.


On 11/4/10, Charles Rivard woofer...@sbcglobal.net wrote:
 I totally agree with this.  If a level is totally impossible to beat, it
 should be lessened to the point at which a gamer really has to work to beat,
 but it can be done.  If nobody can jump the Grand Canyon, then the Grand
 Canyon should not be one of the obstacles, so to speak.

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Re: [Audyssey] game difficulties was bestsidescroller?-Re:Q9version 1.2.

2010-11-04 Thread Yohandy
The problem I find with audio games that doesn't exist in mainstream games 
is the fact there's no velocity sensitivity when pressing buttons. Meaning 
you can press the keys as hard or softly as you want and it won't make the 
slightest difference for jump distances etc. in mainstream platforming games 
sometimes you need to press and hold down the button if you're doing a 
really high jump. we don't have such control for audio games. is this 
because this wouldn't be possible to do on a keyboard? Also you guys mention 
ledges hanging out above the lava. I'd so love to see something like this in 
an audio game. this is definitely something sighted folks had to worry about 
when playing. in games like supermario there were also levels where you had 
various platforms that appeared above lava or pits or such similar hazards 
that would disappear if you didn't get across them fast enough. some levels 
even had a whole bunch of them that you had to make it through in succession 
without falling to your doom. These types of things is what I'd love to 
experience in an audio game.





- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 11:10 AM
Subject: Re: [Audyssey] game difficulties was bestsidescroller?-Re:Q9version 
1.2.




Hi Clement,
In Monte there were ledges hanging out above the middle of the lava
pits you could jump onto and then use them to jump safely to the next
ledge etc. They weren't exactly in the lava, but hanging out above the
lava. Make sense?

Cheers!




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Re: [Audyssey] MOTA two jumping distances

2010-11-04 Thread dark
I'm sorry Phil, but that stil doesn't cover the variables for me, sinse 
obviously jumping is more a matter than short or long.


i personally liked your idea about step counts, sinse then, we could 
despense with the battiers, but have an equally good way of knowing where 
the edge was, thus making traps a challenge.



Beware the grue!

Dark.
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 3:41 PM
Subject: [Audyssey] MOTA two jumping distances



Hi Thomas,
I don't think this is necessary for MOTA but how about adding two jumping 
distances to the engine.

Short jumps could be made with,
alt+right arrow Long jumps could be made with,
control+alt+right arrow If you jump over a long pit with the short jump 
you die.

If you jump a short pit with the long jump you loose some health.

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Re: [Audyssey] MOTA two jumping distances

2010-11-04 Thread Charles Rivard
Rather than having two separate key combinations, how about just jumping 
distances determined by the number of right arrow taps in a given amount of 
time while the key to indicate that you are jumping instead of walking or 
running is held down?  I would think that would be more intuitive, plus, 
there would be no need for another keystroke.  Just use the same one 
differently.


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- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 10:41 AM
Subject: [Audyssey] MOTA two jumping distances



Hi Thomas,
I don't think this is necessary for MOTA but how about adding two jumping 
distances to the engine.

Short jumps could be made with,
alt+right arrow Long jumps could be made with,
control+alt+right arrow If you jump over a long pit with the short jump 
you die.

If you jump a short pit with the long jump you loose some health.

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Re: [Audyssey] game difficulties was Re: best side scroller? -Re:Q9 version 1.2.

2010-11-04 Thread Thomas Ward
Hi Phil,

Um..As I recall when you open the view menu it pauses the game. That
is so you can look around at things without monsters trying to take
your head off or shoot you full of arrows while examining stuff.

As far as rounding meters I explained this in part in another e-mail.
Since I am using prerecorded speech here it is easier to round to the
nearest integer value rather than speak a floating point value like
0.6 meters away. If we want to get that kind of precision we need to
switch over to Sapi or something like that for speech.

Cheers!

On 11/4/10, Phil Vlasak p...@pcsgames.net wrote:
 Hi Thomas,
 I don't mind the distance in meters. I have a problem when the game rounds
 off the distance to the nearest meter.
 If I knew that the trap was .3 away then I would be sure that one step would
 bring me to 0.
 But the game says 1 meter if you are .3 or .6 away from the trap.
 I think the more accurate measure would solve my problem but the view menu
 still takes several seconds to review which in the case of being attacked is
 too long.
 I don't know if you pause the action in the game when going into review.
 Phil


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Re: [Audyssey] game difficulties was bestsidescroller?-Re:Q9version1.2.

2010-11-04 Thread dark
Actually Yohandi, it's quite possible to have jumps keyed to legnth of time 
the key is held on a pc.


one freeware graphical game I play is a remake of Turrican, which was famous 
for it's exploration and difficult ledge jumping, and this is very much 
preserved in the remake.


Beware the Grue!

Dark.
- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 3:52 PM
Subject: Re: [Audyssey] game difficulties was 
bestsidescroller?-Re:Q9version1.2.



The problem I find with audio games that doesn't exist in mainstream games 
is the fact there's no velocity sensitivity when pressing buttons. Meaning 
you can press the keys as hard or softly as you want and it won't make the 
slightest difference for jump distances etc. in mainstream platforming 
games sometimes you need to press and hold down the button if you're doing 
a really high jump. we don't have such control for audio games. is this 
because this wouldn't be possible to do on a keyboard? Also you guys 
mention ledges hanging out above the lava. I'd so love to see something 
like this in an audio game. this is definitely something sighted folks had 
to worry about when playing. in games like supermario there were also 
levels where you had various platforms that appeared above lava or pits or 
such similar hazards that would disappear if you didn't get across them 
fast enough. some levels even had a whole bunch of them that you had to 
make it through in succession without falling to your doom. These types of 
things is what I'd love to experience in an audio game.





- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 11:10 AM
Subject: Re: [Audyssey] game difficulties was 
bestsidescroller?-Re:Q9version 1.2.




Hi Clement,
In Monte there were ledges hanging out above the middle of the lava
pits you could jump onto and then use them to jump safely to the next
ledge etc. They weren't exactly in the lava, but hanging out above the
lava. Make sense?

Cheers!




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Re: [Audyssey] where is Tarzan Junior?

2010-11-04 Thread Thomas Ward
Hi Charles,
It is on my web server, but unfortunately I have been revamping the
web site so not all the links, descriptions, etc up. If you go to
http://www.usagamesinteractive.com/downloads/pb-games/
you can grab Tarzan JR. with the patch that  unlocks the game.

Cheers!


On 11/4/10, Charles Rivard woofer...@sbcglobal.net wrote:
 Seems like someone said that it is on Thomas's site, and I figured it would
 be in the free games section, but it isn't.  Direction?  Thanks.

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Re: [Audyssey] game difficulties was bestsidescroller?-Re:Q9version1.2.

2010-11-04 Thread Charles Rivard
Just a thought about overhanging ledges of safety:  Jump wrong, knock 
yourself out by jumping at the wrong angle or height and conking your head 
on the ledge you were supposed to jump onto, and die from falling to your 
death.  (ornery grin)


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Shepherds are the best beasts!
- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 10:52 AM
Subject: Re: [Audyssey] game difficulties was 
bestsidescroller?-Re:Q9version1.2.



The problem I find with audio games that doesn't exist in mainstream games 
is the fact there's no velocity sensitivity when pressing buttons. Meaning 
you can press the keys as hard or softly as you want and it won't make the 
slightest difference for jump distances etc. in mainstream platforming 
games sometimes you need to press and hold down the button if you're doing 
a really high jump. we don't have such control for audio games. is this 
because this wouldn't be possible to do on a keyboard? Also you guys 
mention ledges hanging out above the lava. I'd so love to see something 
like this in an audio game. this is definitely something sighted folks had 
to worry about when playing. in games like supermario there were also 
levels where you had various platforms that appeared above lava or pits or 
such similar hazards that would disappear if you didn't get across them 
fast enough. some levels even had a whole bunch of them that you had to 
make it through in succession without falling to your doom. These types of 
things is what I'd love to experience in an audio game.





- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 11:10 AM
Subject: Re: [Audyssey] game difficulties was 
bestsidescroller?-Re:Q9version 1.2.




Hi Clement,
In Monte there were ledges hanging out above the middle of the lava
pits you could jump onto and then use them to jump safely to the next
ledge etc. They weren't exactly in the lava, but hanging out above the
lava. Make sense?

Cheers!




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Re: [Audyssey] game difficulties was Re: best side scroller? -Re:Q9 version 1.2.

2010-11-04 Thread Charles Rivard
That's fine, as long as such alternative methods, although they may be 
hidden, do exist.


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 10:50 AM
Subject: Re: [Audyssey] game difficulties was Re: best side scroller? -Re:Q9 
version 1.2.




Hi,

Ah, but that's where alternative methods come in handy. Remember the
super large chasm in level 2 of MOTA?

There is no way you can jump it, but if you locate the hidden pressure
switchg in the wall you can lower a drawbridge so you can simply walk
across the chasm. This is why such impossible traps exists. You might
not be able to defeat it by normal means, but there might be a way
around it.


On 11/4/10, Charles Rivard woofer...@sbcglobal.net wrote:

I totally agree with this.  If a level is totally impossible to beat, it
should be lessened to the point at which a gamer really has to work to 
beat,

but it can be done.  If nobody can jump the Grand Canyon, then the Grand
Canyon should not be one of the obstacles, so to speak.

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Re: [Audyssey] game difficulties was Re: best side scroller? -Re:Q9 version 1.2.

2010-11-04 Thread Phil Vlasak

Hi Thomas,
If you rounded off the floating point value to a tenth of a meter you would 
only need to record 9 new sound files.
The distance and how accurate the measure is, doesn't matter since you can 
not vary your step.
How about a tip toe hot key that would move you by .1 of a meter and also 
tell you the distance.
So it would say .3, .2, .1, 0 as you step closer to a pit. 



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Re: [Audyssey] game difficulties was bestsidescroller?-Re:Q9version 1.2.

2010-11-04 Thread Yohandy
   Not intending this comment to sound rude, but could we please eliminate 
the compromises? why is it every time something is suggested, there has to 
be some sort of compromise. I really don't get you guys at all. you want a 
difficult game, and Thomas is willing to do just that for us. so why are you 
guys trying to limit his creativity? If I was Thomas and I was working on 
this game, I'd be afraid to add features due to possible backlash from the 
community. Let the man create the game he envisioned for us. if you hate 
difficult games, don't buy it. problem solved. See this is exactly why 
companies like Draconis don't update us on their progress. nothing fully 
satisfies people in the community so devs just go underground and do their 
thing. Let's use 3dv as an example. that game, from what I heard from 
previews, contains a good amount of cursing. You don't see munewar saying oh 
man, this game has too much language and isn't suited for 12 year olds, so 
I'm gonna remove this feature. no, he went along with it. and I'm glad he's 
doing this. We need to evolve as gamers. we need mature games, as well as 
difficult games. this is why I believe that audio games will never evolve. 
We're a minority, and that minority wants compromises and specific features 
tailored to each individual. The only way for us to evolve as audio gamers 
would be for a really rich developer to get out there and say hey look, I'm 
gonna make this game, and you guys could either take it or leave it. 
unfortunately audio game developers need the extra cash that game 
development generates. I don't blame them of course, but this really sucks 
for us as a whole. it isn't like the video game market where if a game is 
too difficult you simply buy another easier one. We have limitations with 
audio games. I'm not even sure what the point I'm trying to make here is 
lol. I guess I'm just a bit disappointed at the fact we seem to take one 
step forward and 3 back when it comes to audio games and where we all stand 
as a community.


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 11:42 AM
Subject: Re: [Audyssey] game difficulties was bestsidescroller?-Re:Q9version 
1.2.



I wonder if a good compromise would be to eliminate the warnings on the 
highest difficulty and leave them in the lower ones?  Thoughts, Thomas?



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Re: [Audyssey] game difficulties was best sidescroller?-Re:Q9version 1.2.

2010-11-04 Thread Thomas Ward
Hi charles,
Unfortunately, to do that I'd have to redraw multiple versions of the
same level. Not hard to do, but requires extra work of course.


On 11/4/10, Charles Rivard woofer...@sbcglobal.net wrote:
 I wonder if a good compromise would be to eliminate the warnings on the
 highest difficulty and leave them in the lower ones?  Thoughts, Thomas?

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Re: [Audyssey] game difficulties was Re: best side scroller? -Re:Q9version 1.2.

2010-11-04 Thread Charles Rivard
Doesn't the current warning do about the same thing with less speech?  Also, 
you do have to be careful if you're running, or you'll go right over the 
trap's threshold.


---
Shepherds are the best beasts!
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 11:08 AM
Subject: Re: [Audyssey] game difficulties was Re: best side 
scroller? -Re:Q9version 1.2.




Hi Thomas,
If you rounded off the floating point value to a tenth of a meter you 
would only need to record 9 new sound files.
The distance and how accurate the measure is, doesn't matter since you can 
not vary your step.
How about a tip toe hot key that would move you by .1 of a meter and also 
tell you the distance.

So it would say .3, .2, .1, 0 as you step closer to a pit.

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Re: [Audyssey] still getting the blue screen when exiting moda please help.

2010-11-04 Thread shaun everiss

you will have to use the jaws intercept installer.
In hal I had to do this when trying to update drivers so its no different.
or you can repair jaws.
At 02:51 a.m. 5/11/2010, you wrote:
Hi all. I am still getting the blue screen when exiting moda. I 
tried updating my NVIDIA drivers only to get the jaws video 
intercept error. when I tried to install and did install 
260.99_desktop_winxp_32bit_english_whql.exe witch was apparently
the newest driver for my pc that is what happened. I even went to 
the jaws-users.com homepage and tried looking there for drivers and 
found a tut on them but nothing really that helpful. many thanks for 
any help that you can give me regarding this. if it helps I am 
running windows xp sp 3 with a sb live sound card. and the vidio 
drivers that I talked about above. I would love to get playing Mota 
but I would like to get this issue fixt first. from Mich.

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Re: [Audyssey] game difficulties was bestsidescroller?-Re:Q9version 1.2.

2010-11-04 Thread Charles Rivard
Hmm.  I was thinking it would something as simple as only one variable.  The 
warnings would either be on or off, just like I picture the torches to work. 
You can still find weapons and treasures whether the torch is lit or not, 
but just have to do it differently.  With the torch lit, you hear that 
something is there, with it not utilized, you hear nothing.  Wouldn't the 
same apply with trap warnings?  Or, I just thought of this, could trap 
warnings be included in what you hear or do not hear, based on whether a 
torch is being used or not?  This would greatly emphasize the torch's value.


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- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 12:01 PM
Subject: Re: [Audyssey] game difficulties was bestsidescroller?-Re:Q9version 
1.2.




Hi charles,
Unfortunately, to do that I'd have to redraw multiple versions of the
same level. Not hard to do, but requires extra work of course.


On 11/4/10, Charles Rivard woofer...@sbcglobal.net wrote:

I wonder if a good compromise would be to eliminate the warnings on the
highest difficulty and leave them in the lower ones?  Thoughts, Thomas?

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Re: [Audyssey] Winfrotz TTS

2010-11-04 Thread shaun everiss

well once  I get a linux box I may start old gaming again.
I have loads and loads of games from old floppies.
when my floppies started going bad and before they  got to bad I 
backed these on cd and then to my hard drives later on.

I have about 130mb of old stuff.
sadly most of it is old programs and dos games but there are games 
and such for inform tads and agt though unless there is an general 
agt runner for linux I have no idea how to play those.

Actually I need to see where the heck to fit a linux system.
At 03:35 a.m. 5/11/2010, you wrote:

Hi Michael,
That's actually one of the reasons I have taken to playing interactive
fiction type games on linux using Speakup. Since many VI users, such
as those who run Vinux, still very much use the console and console
applications with speakup you can load up your favorite IF title in
frotz and it is not all that different than the Dos days.  On Windows
with the development of screen readers like Jaws, Window-eyes, and on
linux the Orca screen reader just don't handle console applications as
well as the console screen readers do. Dos screen readers are a tthing
of the past on Windows systems, but on Linux there is Yasr and Speakup
to access the console. That's why Linux users are still able to access
scare and frotz more or less like the old Dos days.

Cheers!

On 11/4/10, Michael Feir michael.f...@gmail.com wrote:
 Hi Neofite. Welcome aboard. I've been following your entrance onto the list
 with some interest. Interactive fiction has somewhat faded from 
centre stage

 over the years since I started Audyssey Magazine. Audio arcade games have
 given us less cerebral alternatives as graphics did for the 
sighted. Another

 problem has been that interactive fiction has become harder to properly
 access. In the days of Dos, I could use my screen-reader to review text and
 the current move would automatically be read out loud. Winfrotztts only
 offers us a partial solution. The current move is read aloud but one cannot
 review it as you could with a screen-reader. Also, the hints and help menus
 don't work very well at all since the current option isn't tracked or
 announced. This makes getting into the games harder for newcommers. We
 either need an interpreter which lets modern screen-readers work with the
 same facility that they let us access web pages, or a self-voicing
 interpreter which esentially lets us review text and everything like a
 screen-reader would. At the moment, we have neither. David Kinder says it's
 because of how text is sent to the screen so that it looks better. He
 indicated to me that he was too busy to work on a better solution for us.
 The current version of his windowsfrotz does have the ability to read text
 as it is output but is like Winfrotztts in that it doesn't let one review
 the text properly or deal with the help menus well.
 Michael Feir
 Author of Personal Power:
 How Accessible Computers Can Enhance Personal Life For Blind People
 2006-2008
 www.blind-planet.com/content/personal-power

 A Life of Word and Sound
 2003-2007
 http://www.blind-planet.com/content/life-word-and-sound

 Creator and former editor of Audyssey Magazine
 1996-2004
 Check out my blog at:
 www.michaelfeir.blogspot.com


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Re: [Audyssey] game difficulties was bestsidescroller?-Re:Q9version 1.2.

2010-11-04 Thread Thomas Ward
Hi Yohandy,

Regarding sensativity that's pretty hard to do in an audio game.
Especially, one using a keyboard because something like DirectX only
cares if the key is pressed or released. How hard you hold it down is
irrelavant. So that is certainly a drawback to creating a game for the
PC.

As for moving/vanishing platforms, hanging ledges, etc I had all that
in Montezuma's Revenge. if I hadn't gottn my butt chewed on for
copyrights we would have a game like that right now.  So when I wrote
MOTA I wanted to step away from the Monte desaster and do something
different. Although, I could probably include some of Monte's
features.


On 11/4/10, Yohandy yohand...@gmail.com wrote:
 The problem I find with audio games that doesn't exist in mainstream games
 is the fact there's no velocity sensitivity when pressing buttons. Meaning
 you can press the keys as hard or softly as you want and it won't make the
 slightest difference for jump distances etc. in mainstream platforming games
 sometimes you need to press and hold down the button if you're doing a
 really high jump. we don't have such control for audio games. is this
 because this wouldn't be possible to do on a keyboard? Also you guys mention
 ledges hanging out above the lava. I'd so love to see something like this in
 an audio game. this is definitely something sighted folks had to worry about
 when playing. in games like supermario there were also levels where you had
 various platforms that appeared above lava or pits or such similar hazards
 that would disappear if you didn't get across them fast enough. some levels
 even had a whole bunch of them that you had to make it through in succession
 without falling to your doom. These types of things is what I'd love to
 experience in an audio game.

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Re: [Audyssey] still getting the blue screen when exiting modaplease help.

2010-11-04 Thread Mich
Hi Tom. many thanks for getting back to me. and ok I will just wate and i 
don't mind wating. and yes that does make me feel better for shure. from 
Mich.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 11:37 AM
Subject: Re: [Audyssey] still getting the blue screen when exiting 
modaplease help.




Hi Mich,
Well, rather than worry about the drivers you should just wait for
beta 16 to come out. If it makes you feel any better we are working on
a DirectX only version of MOTA beta 16 that resolves the vidio driver
issue as well as other issues encountered in the cross-platform engine
on Windows. Unfortunately, taking beta 13 and upgrading it to beta 16
is taking quite a lot of time since it is litterally three or four
months behind the current development release.

Cheers!


On 11/4/10, Mich m...@ntl.sympatico.ca wrote:

Hi all. I am still getting the blue screen when exiting moda. I tried
updating my NVIDIA drivers only to get the jaws video intercept error. 
when

I tried to install and did install
260.99_desktop_winxp_32bit_english_whql.exe witch was apparently
the newest driver for my pc that is what happened. I even went to the
jaws-users.com homepage and tried looking there for drivers and found a 
tut
on them but nothing really that helpful. many thanks for any help that 
you
can give me regarding this. if it helps I am running windows xp sp 3 with 
a
sb live sound card. and the vidio drivers that I talked about above. I 
would
love to get playing Mota but I would like to get this issue fixt first. 
from

Mich.
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Re: [Audyssey] game difficulties was best sidescroller?-Re:Q9version 1.2.

2010-11-04 Thread shaun everiss

I actually like the trap warnings.
they add to atmosphere in the game.
At 04:42 a.m. 5/11/2010, you wrote:
I wonder if a good compromise would be to eliminate the warnings on 
the highest difficulty and leave them in the lower ones?  Thoughts, Thomas?


---
Shepherds are the best beasts!
- Original Message - From: Bryan Peterson 
bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 9:58 AM
Subject: Re: [Audyssey] game difficulties was best 
sidescroller?-Re:Q9version 1.2.



Funny you sould mention that Charles, since i actually worked with 
a Mobility instructor who did believe that the cane was almost 
totally unnecessary. His view was that the cane only counts for 
about 10 percent of the feedback you get while travelling and so it 
really wasn't necessary. I need hardly point out that the one time 
he had me try to cross a street without the cane in my hand (he's 
just lucky it wasn't a busy one), I nearly had a heart attack. So I 
can definitely see your point and feel that at least on the easier 
difficulty levels the warnings should still be there.

We are the Knights who say...Ni!
- Original Message - From: Charles Rivard woofer...@sbcglobal.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 8:27 AM
Subject: Re: [Audyssey] game difficulties was best side 
scroller?-Re:Q9version 1.2.



This may be true, but I think the key here is that sighted people 
can see a trap, shouldn't a blind person be able to hear 
it?  Thinking of it another way, it would be like a blind person 
walking down the street without a cane or a dog guide to let them 
know that there is an open manhole in front of them.  Even if they 
know that it is at a specific intersection that they must cross, 
they should still be able to feel it with their feet before 
falling into it so that they can go around it safely.  This is my 
take on whether or not there should be an indication of a trap.


---
Shepherds are the best beasts!
- Original Message - From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 8:42 AM
Subject: Re: [Audyssey] game difficulties was best side scroller? 
-Re:Q9version 1.2.




Hi,

Right, but at the same stroke you take all the challenge out of
jumping that trap. If you walk up to a fire pit, hear a ledge, jump,
safely cross the trap, and do it again what's the point of the trap at
all? Why not just take all the traps out of the game since they
present no difficulty for the player at all?

Keep in mind I'm use to mainstream games where traps are extremely
difficult. being able to see them means nothing. Take the trap door in
Tomb Raider Underworld for a moment.

There is a room in Tomb Raider Underworld where you have to turn this
large wheel that opens a trap door in the ceiling. After the trap door
is open you have to run over to the wall and climb up it to escape
through the trap door. Problem is that the trap door is on a timer and
if you aren't fast enoughk very fast, the door will come down and lock
you in the room or if you are unlucky enough to be in the doorway when
it closes Lora Croft ends up getting smashed like a bug. Either way
the trap is pretty difficult to get passsed and to date I haven't seen
any accessible game, including my own, offer this level of difficulty.

Cheers!


On 11/4/10, Matheus an...@bol.com.br wrote:

hi phil. i agree, there's no point in having a fire or other trap
without warnings, since it's not even fun to jump it, i mean, if you're
going to need to take a step, press v.. fire pit: 2 meters away.
two more steps: fire pit: 1 meters away. one more step! oh yeaaah, 0
meters! then you go a bit to the right and see that there's a new one,
and the same process happens again.
having the sound to indicate when you must jump is the best solution, at
least that's what i think. or designing a different method to indicate
it.


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Re: [Audyssey] game difficulties was bestsidescroller?-Re:Q9version1.2.

2010-11-04 Thread Yohandy

Hey Thomas,
I don't see why you couldn't have some of monty's features in this game. I 
don't think whoever sent the cease and desist letter to you even played the 
game or looked at its documentation. even if they had, things like vanishing 
platforms are generic and you can't really patent or trademark it so they 
really can't do a thing about it.


- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 1:11 PM
Subject: Re: [Audyssey] game difficulties was 
bestsidescroller?-Re:Q9version1.2.




Hi Yohandy,

Regarding sensativity that's pretty hard to do in an audio game.
Especially, one using a keyboard because something like DirectX only
cares if the key is pressed or released. How hard you hold it down is
irrelavant. So that is certainly a drawback to creating a game for the
PC.

As for moving/vanishing platforms, hanging ledges, etc I had all that
in Montezuma's Revenge. if I hadn't gottn my butt chewed on for
copyrights we would have a game like that right now.  So when I wrote
MOTA I wanted to step away from the Monte desaster and do something
different. Although, I could probably include some of Monte's
features.


On 11/4/10, Yohandy yohand...@gmail.com wrote:
The problem I find with audio games that doesn't exist in mainstream 
games
is the fact there's no velocity sensitivity when pressing buttons. 
Meaning
you can press the keys as hard or softly as you want and it won't make 
the
slightest difference for jump distances etc. in mainstream platforming 
games

sometimes you need to press and hold down the button if you're doing a
really high jump. we don't have such control for audio games. is this
because this wouldn't be possible to do on a keyboard? Also you guys 
mention
ledges hanging out above the lava. I'd so love to see something like this 
in
an audio game. this is definitely something sighted folks had to worry 
about
when playing. in games like supermario there were also levels where you 
had
various platforms that appeared above lava or pits or such similar 
hazards
that would disappear if you didn't get across them fast enough. some 
levels
even had a whole bunch of them that you had to make it through in 
succession

without falling to your doom. These types of things is what I'd love to
experience in an audio game.


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Re: [Audyssey] still getting the blue screen when exiting modaplease help.

2010-11-04 Thread Willem Venter
Hi mich.
You could try googling video intersept  and you will find links to the
updated one that will work with the new drivers.
I have a nvidia as well and that update you installed actually solved
the crash for me.

On 11/4/10, Mich m...@ntl.sympatico.ca wrote:
 Hi Tom. many thanks for getting back to me. and ok I will just wate and i
 don't mind wating. and yes that does make me feel better for shure. from
 Mich.
 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, November 04, 2010 11:37 AM
 Subject: Re: [Audyssey] still getting the blue screen when exiting
 modaplease help.


 Hi Mich,
 Well, rather than worry about the drivers you should just wait for
 beta 16 to come out. If it makes you feel any better we are working on
 a DirectX only version of MOTA beta 16 that resolves the vidio driver
 issue as well as other issues encountered in the cross-platform engine
 on Windows. Unfortunately, taking beta 13 and upgrading it to beta 16
 is taking quite a lot of time since it is litterally three or four
 months behind the current development release.

 Cheers!


 On 11/4/10, Mich m...@ntl.sympatico.ca wrote:
 Hi all. I am still getting the blue screen when exiting moda. I tried
 updating my NVIDIA drivers only to get the jaws video intercept error.
 when
 I tried to install and did install
 260.99_desktop_winxp_32bit_english_whql.exe witch was apparently
 the newest driver for my pc that is what happened. I even went to the
 jaws-users.com homepage and tried looking there for drivers and found a
 tut
 on them but nothing really that helpful. many thanks for any help that
 you
 can give me regarding this. if it helps I am running windows xp sp 3 with

 a
 sb live sound card. and the vidio drivers that I talked about above. I
 would
 love to get playing Mota but I would like to get this issue fixt first.
 from
 Mich.
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[Audyssey] IFDB client software/interpreter for linux/vinux

2010-11-04 Thread Jacob Kruger
What would I use on my portable image/version of vinux for IFDB games - 
something similar to winfrotz etc., and preferably with some form of speech 
output?

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'



__ Information from ESET NOD32 Antivirus, version of virus signature 
database 5592 (20101104) __

The message was checked by ESET NOD32 Antivirus.

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Re: [Audyssey] Winfrotz TTS

2010-11-04 Thread Muhammed Deniz

Hello Neophyte,
Well, you can play some interactive fiction games on the brail note. 
Basically, you just play the games like Dragon, gormeay, adventure and 
stuff. Their is a sight with other brail note games, but I am sorry to say 
that they only work if you no brail. If you don't no brail, you could use 
the speech, but if your interested in brail, you might have to learn brail. 
Or you might have to learn without brail on the brail note, just the speech, 
but I am telling you this, and I am warning you, this isn't a rude comment, 
but the brail note isn't like a computer layout. I mean, their is an empower 
brail note, its old, but humonware don't add features that offen. If I'm 
correct, their is a brail note with keys like computers on it, but I might 
be wrong all the same. I can't tell you all about the brail note on the 
list, but you might have to contact me offlist. On the subject of 
interactive fiction games, some of them might have sounds on the brail note, 
but that actually depends on which enterpriter you use. Um, also, some 
interactive fiction games are fun, some not. Anyways, that is all I could 
tell you. If you want to contact me offlist about the brail note, send an 
email to.

muhamme...@gmail.com

- Original Message - 
From: shaun everiss sm.ever...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 5:10 PM
Subject: Re: [Audyssey] Winfrotz TTS



well once  I get a linux box I may start old gaming again.
I have loads and loads of games from old floppies.
when my floppies started going bad and before they  got to bad I backed 
these on cd and then to my hard drives later on.

I have about 130mb of old stuff.
sadly most of it is old programs and dos games but there are games and 
such for inform tads and agt though unless there is an general agt runner 
for linux I have no idea how to play those.

Actually I need to see where the heck to fit a linux system.
At 03:35 a.m. 5/11/2010, you wrote:

Hi Michael,
That's actually one of the reasons I have taken to playing interactive
fiction type games on linux using Speakup. Since many VI users, such
as those who run Vinux, still very much use the console and console
applications with speakup you can load up your favorite IF title in
frotz and it is not all that different than the Dos days.  On Windows
with the development of screen readers like Jaws, Window-eyes, and on
linux the Orca screen reader just don't handle console applications as
well as the console screen readers do. Dos screen readers are a tthing
of the past on Windows systems, but on Linux there is Yasr and Speakup
to access the console. That's why Linux users are still able to access
scare and frotz more or less like the old Dos days.

Cheers!

On 11/4/10, Michael Feir michael.f...@gmail.com wrote:
 Hi Neofite. Welcome aboard. I've been following your entrance onto the 
 list

 with some interest. Interactive fiction has somewhat faded from
centre stage
 over the years since I started Audyssey Magazine. Audio arcade games 
 have

 given us less cerebral alternatives as graphics did for the
sighted. Another
 problem has been that interactive fiction has become harder to properly
 access. In the days of Dos, I could use my screen-reader to review text 
 and

 the current move would automatically be read out loud. Winfrotztts only
 offers us a partial solution. The current move is read aloud but one 
 cannot
 review it as you could with a screen-reader. Also, the hints and help 
 menus

 don't work very well at all since the current option isn't tracked or
 announced. This makes getting into the games harder for newcommers. We
 either need an interpreter which lets modern screen-readers work with 
 the

 same facility that they let us access web pages, or a self-voicing
 interpreter which esentially lets us review text and everything like a
 screen-reader would. At the moment, we have neither. David Kinder says 
 it's

 because of how text is sent to the screen so that it looks better. He
 indicated to me that he was too busy to work on a better solution for 
 us.
 The current version of his windowsfrotz does have the ability to read 
 text
 as it is output but is like Winfrotztts in that it doesn't let one 
 review

 the text properly or deal with the help menus well.
 Michael Feir
 Author of Personal Power:
 How Accessible Computers Can Enhance Personal Life For Blind People
 2006-2008
 www.blind-planet.com/content/personal-power

 A Life of Word and Sound
 2003-2007
 http://www.blind-planet.com/content/life-word-and-sound

 Creator and former editor of Audyssey Magazine
 1996-2004
 Check out my blog at:
 www.michaelfeir.blogspot.com


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Re: [Audyssey] IFDB client software/interpreter for linux/vinux

2010-11-04 Thread Thomas Ward
Hi Jacob,
Did you try using frotz for Linux? It is in the Ubuntu software
repositories and you can get it by doing
sudo apt-get install frotz
and with it you can play most inform style IF games. However, it
doesn't have speech output like Winfrotz TTS so you will need to use
speakup or something like that with it to read the screens.

HTH


On 11/4/10, Jacob Kruger jac...@mailzone.co.za wrote:
 What would I use on my portable image/version of vinux for IFDB games -
 something similar to winfrotz etc., and preferably with some form of speech
 output?

 Jacob Kruger
 Blind Biker
 Skype: BlindZA
 '...fate had broken his body, but not his spirit...'



 __ Information from ESET NOD32 Antivirus, version of virus signature
 database 5592 (20101104) __

 The message was checked by ESET NOD32 Antivirus.

 http://www.eset.com

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Re: [Audyssey] MOTA Beta 16 Changes

2010-11-04 Thread Hayden Presley
Hi Thomas,
After reading your (novella? Grin) I went to Blind Cool Tech to se what
there was on Linux there. Interesting OS, except for the terminal;  that
definitely looks...daunting. I'll stop now.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Wednesday, November 03, 2010 7:06 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Beta 16 Changes

Hi Hayden,

To start with I actually first heard about Linux while I was a student
of Wright State University around 1998 or 1999. At the time I was
taking a lot of computer science courses, and I was taking a course on
network administration as well as various programming courses.

When it comes to network servers Unix based operating systems such as
Solaris, BSD, Sco, Linux, etc out number Windows servers by a huge
margin. So obviously this network admin course I was taking was aimed
at instructing students to use Unix operating systems. Unfortunately,
the Unix labs were not eequipped for the blind, nor were most Unix
operating systems remotely accessible fora blind network admin at that
time. Obviously this could have been serious trouble for me
personally.

Fortunately, a friend of mine, a teaching assistant in the class, told
me there was a free Unixlike operating system called Linux. Besides
being free he had heard there was a blind mailing list for Linux
called blinux. So I checked it out and found out there were console
screen readers such as Speakup being developed for the Linux operating
system.

So I downloaded a copy of Red Hat Linux 6.0, got the Speakup source
code, patched the Linux kernel, and recompiled the Red Hat kernel with
Speakup and configured it to use my Dectalk Express for speech output.
Voila, I had a completely accesssible Linux operating system, and was
able to do all the lab work using Linux. Fortunately,  it was similar
enough to the Unix operating system Wright State  was running that I
made it through the course without a hitch.

As it turned out Linux was very helpful in my programming classes as
well. For example, when I was taking a course on SQL, the Structure
Quary Language, and the class was using Oricle. Oricle is a very
popular, extremely expensive, database system used by large companies.
Unfortunately for me besides being very expensive it was also pretty
darn inaccessible using Jaws, Window-eyes, or anything else Windows
had to offer. Big problem for me.

Around that time an open source database system, MySQL, was starting
to become popular with companies and definitely with Linux
users/supporters. Unlike Oricle it was free and also quite
accesssible. So instead of logging lab time with Oricle, which sucked
accessibility wise, I could sit at home in my dorm room and practice
creating SQL databases with my good friend MySQL for Linux and the
Speakup screen reader. Once again Linux had just saved my butt in a
situation that could have gone very badly.

After leaving college I pretty much kept one Linux computer around for
odd jobs. After all I knew how to use it, and I could use it as a file
server, practice web server, setup cvs to manage source code
revisions, whatever. In other words I pretty much used at as a home
server operating system in the way I was trained to think of it while
maintaining Windows for everything else. However, all of that began to
change around 2007 after Windows Vista came out.

Early in 2007 Windows Vista was released to the mainstream market and
around the first week of February 2007 I ran out and purchasd Windows
Vista upgrades for all of our Windows XP computers. Unfortunately, at
that time Windows Vista was very unstable, crashed a lot, had several
driver problems, and ran slower than a snale on all of my computers.
While there were many things i personally liked such as improved
security, the U.I. looked nicer, etc the early releases of Windows
Vista were a host of technical problems that dramaticly detracted from
the OS. I felt, as many other people did, that Vista was released far
too soon and Microsoft was just milking the PC market prefering to
sell an unstable product based on Microsoft's name alone rather than
quality and stability.

However, I think I could have put up with the quality control issues
if Microsoft hadn't decided to outright screw me with their polacies
and hardware product activation crap. As I have mentioned before About
three or four months after I had purchased all these Vista upgrades my
wife and I moved and my desktop computer's motherboard was damaged in
the move. I had no choice but to order a new motherboard and replace
the existing one. What happened next is quite obvious.

As soon as I repaired my desktop Windows Vista told me that my product
license was invalid. Since Windows Vista uses a hardware based
authorization system my license was junk. I didn't especially like
Windows Vista trying to tell me I was running an illegal copy of
Windows, and 

Re: [Audyssey] Superdeekout

2010-11-04 Thread Hayden Presley
Hello Scott,
Indeed your client Mr. Clement was notthe figure who proceeded the mr.
Motor renaming of 101 bot, I shall conform that Ms. Duncan was the culprit
in this matter.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Scott Chesworth
Sent: Tuesday, November 02, 2010 8:12 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Superdeekout

I must interject. The first mention of Mr Motor in this thread was
typed by one Ms Lori Duncan. Unless Mr Chou can provide evidence of
ownership, my client shall lay claim to the naming genius.

Lori, just holding the fort. My people will call your people to sort
out the fees for representation soon lol.

On 11/2/10, Clement Chou chou.clem...@gmail.com wrote:
 Hey, that name is copyrighted... Mr. Motor belongs to me!

 At 03:20 PM 02/11/2010, you wrote:
Hi Clement,
Lol. That's what I assumed. This is my science project. Behold...Mister
Motor! Grin

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Clement Chou
Sent: Monday, November 01, 2010 8:39 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Superdeekout

Hey, MR Motor sounds pretty nerdy to me... and it's not me who's the
nerd. It's the you in the story... which I'm not associated with. lol.

At 03:57 PM 01/11/2010, you wrote:
 Hi Clement,
 That's 101 bot, since you are such an ultra-nerd...lol.
 
 Best Regards,
 Hayden
 
 
 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org]
On
 Behalf Of Clement Chou
 Sent: Monday, November 01, 2010 6:52 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Superdeekout
 
 He came from what was intended to be your science project. lol.
 
 At 03:44 PM 01/11/2010, you wrote:
  Hi,
  Where did Mr Motor come from?
  
  Best Regards,
  Hayden
  
  
  -Original Message-
  From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org]
   On
  Behalf Of Clement Chou
  Sent: Sunday, October 31, 2010 3:43 PM
  To: Lori Duncan; Gamers Discussion list
  Subject: Re: [Audyssey] Superdeekout
  
  Nope. When you pick up something bad, nothing happens... but your
  friend Mr Motor can't pick them up as they're already gone.
  
  Might start uploading replays of this soon... I loved this game. But
  I'm really rusty. lol.
  
  At 12:41 PM 31/10/2010, you wrote:
   I'm sad the company is down now, considering how clear the voice for
   start menu, the good music and sounds were.  That was the tone I
   meant, I'm also sure that robot knows when I only have 2 coins left
   and is determoned to keep me off them!  Also what do i do when I get
   a bad item?  Is there a way I can chuck it at MR moter?
   - Original Message - From: Scott Chesworth
   scottcheswo...@gmail.com
   To: Gamers Discussion list gamers@audyssey.org
   Sent: Sunday, October 31, 2010 8:11 PM
   Subject: Re: [Audyssey] Superdeekout
   
   
   Hey Lori,
   
   The robot won't stay out of your way. He, or perhaps she (I guess
   that'd make her a robette?) is pretty determined to catch you, so
it's
   up to you to avoid that happening. The higher the level, the faster
   the robot comes after you.
   
   Do the strange tones you're hearing come a few coins before you
level
   up, as you're collecting up the last few coins on the grid? If they
   do, it's because earlier in that level you collected a bonus object
   which allows you to finish the level with a set number of coins
still
   left by pressing space after you hear one of those tones. It's been
a
   while since I played so I forget the exact name of the bonus object
   that makes this happen, but what I do remember is that if you
choose
   to press space and finish the level early, you miss out on some of
the
   standard bonuses. It's only really a good idea to level up early if
   you're having a really fast run through and think you can get one
of
   the time bonuses by doing so.
   
   Bombs tick, so skirt around them, and wherever possible try to be
   where they're not. Sounds easy enough, but factor in the robot
chasing
   you and it makes for some pretty wiggly movement until the bombs
are
   all exploded.
   
   Hth, I found the game to be seriously addictive considering there
was
   nothing to kill lol
   
   Scott
   
   On 10/31/10, Clement Chou chou.clem...@gmail.com wrote:
   When you pick up coins you get a tone. I'm not sure what you mean
by
   sometimes... as to staying out of the robot's way, you just need
to
   move more or less in a circle around it, but make sure to keep it
   evenly spaced from you at all times.
   
   
   ---
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   If you want to leave the list, send E-mail to
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Re: [Audyssey] MOTA suggestion

2010-11-04 Thread Bryan Peterson

It's not a huge gap but it is definitely there.
We are the Knights who say...Ni!
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, November 02, 2010 5:20 PM
Subject: Re: [Audyssey] MOTA suggestion



Hi Brian,
Hmmm...perhaps I should send you a recording. Perhaps we can verify we 
both

have that happening, because I still do not hear it.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: Monday, November 01, 2010 7:21 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA suggestion

I'm not good at judging that sort of thing. But it is definitely there.
We are the Knights who say...Ni!
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, November 01, 2010 5:53 PM
Subject: Re: [Audyssey] MOTA suggestion



Hi Brian,
Hmmm...odd. This is what it was supposed to say, and I even saw it below
your reply:  Hi Brian,

Hmmm...still not  hearing it. How large are these gaps?


Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: Sunday, October 31, 2010 12:05 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA suggestion

There wasn't anything in your message below.
We are the Knights who say...Ni!
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, October 31, 2010 9:56 AM
Subject: Re: [Audyssey] MOTA suggestion



What was what?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
On

Behalf Of Bryan Peterson
Sent: Sunday, October 31, 2010 9:10 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA suggestion

What was that?
We are the Knights who say...Ni!
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, October 31, 2010 7:45 AM
Subject: Re: [Audyssey] MOTA suggestion



Hi Brian,
Hmmm...still not  hearing it. How large are these gaps?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org]
On
Behalf Of Bryan Peterson
Sent: Saturday, October 30, 2010 8:44 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA suggestion

No, it's definitely still there. I've played it enough to know.
We are the Knights who say...Ni!
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Saturday, October 30, 2010 7:15 AM
Subject: Re: [Audyssey] MOTA suggestion



Hi Brian,
No, I don'tbelieve it is. In fact, it was removed in BETA 13.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org]
On
Behalf Of Bryan Peterson
Sent: Sunday, October 24, 2010 7:23 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA suggestion

No, it's still there.
We are the Knights who say...Ni!
- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, October 24, 2010 3:58 PM
Subject: Re: [Audyssey] MOTA suggestion



Hmm.  Maybe, somehow, it was removed?  Just speculation.

---
Shepherds are the best beasts!
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, October 24, 2010 1:35 PM
Subject: Re: [Audyssey] MOTA suggestion



Hi Charles,
I tried MOTA beta version 15 and don't hear a gap in the step sound
when
going between rooms.
I did in earlier versions.


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You 

Re: [Audyssey] MOTA Beta 16 Changes

2010-11-04 Thread Jim Kitchen

Hi Thomas,

Hey, were you ever on the Blind-L list by Brian Lingard?  It was for the 
discussion of dos and linux.  Not sure if the list is still around.  I haven't 
been on it for 10 years or so.

BFN

- Original Message -
Hi Hayden,

To start with I actually first heard about Linux while I was a student
of Wright State University around 1998 or 1999. At the time I was
taking a lot of computer science courses, and I was taking a course on
network administration as well as various programming courses.

When it comes to network servers Unix based operating systems such as
Solaris, BSD, Sco, Linux, etc out number Windows servers by a huge
margin. So obviously this network admin course I was taking was aimed
at instructing students to use Unix operating systems. Unfortunately,
the Unix labs were not eequipped for the blind, nor were most Unix
operating systems remotely accessible fora blind network admin at that
time. Obviously this could have been serious trouble for me
personally.

Fortunately, a friend of mine, a teaching assistant in the class, told
me there was a free Unixlike operating system called Linux. Besides
being free he had heard there was a blind mailing list for Linux
called blinux. So I checked it out and found out there were console
screen readers such as Speakup being developed for the Linux operating
system.

So I downloaded a copy of Red Hat Linux 6.0, got the Speakup source
code, patched the Linux kernel, and recompiled the Red Hat kernel with
Speakup and configured it to use my Dectalk Express for speech output.
Voila, I had a completely accesssible Linux operating system, and was
able to do all the lab work using Linux. Fortunately,  it was similar
enough to the Unix operating system Wright State  was running that I
made it through the course without a hitch.

As it turned out Linux was very helpful in my programming classes as
well. For example, when I was taking a course on SQL, the Structure
Quary Language, and the class was using Oricle. Oricle is a very
popular, extremely expensive, database system used by large companies.
Unfortunately for me besides being very expensive it was also pretty
darn inaccessible using Jaws, Window-eyes, or anything else Windows
had to offer. Big problem for me.

Around that time an open source database system, MySQL, was starting
to become popular with companies and definitely with Linux
users/supporters. Unlike Oricle it was free and also quite
accesssible. So instead of logging lab time with Oricle, which sucked
accessibility wise, I could sit at home in my dorm room and practice
creating SQL databases with my good friend MySQL for Linux and the
Speakup screen reader. Once again Linux had just saved my butt in a
situation that could have gone very badly.

After leaving college I pretty much kept one Linux computer around for
odd jobs. After all I knew how to use it, and I could use it as a file
server, practice web server, setup cvs to manage source code
revisions, whatever. In other words I pretty much used at as a home
server operating system in the way I was trained to think of it while
maintaining Windows for everything else. However, all of that began to
change around 2007 after Windows Vista came out.

Early in 2007 Windows Vista was released to the mainstream market and
around the first week of February 2007 I ran out and purchasd Windows
Vista upgrades for all of our Windows XP computers. Unfortunately, at
that time Windows Vista was very unstable, crashed a lot, had several
driver problems, and ran slower than a snale on all of my computers.
While there were many things i personally liked such as improved
security, the U.I. looked nicer, etc the early releases of Windows
Vista were a host of technical problems that dramaticly detracted from
the OS. I felt, as many other people did, that Vista was released far
too soon and Microsoft was just milking the PC market prefering to
sell an unstable product based on Microsoft's name alone rather than
quality and stability.

However, I think I could have put up with the quality control issues
if Microsoft hadn't decided to outright screw me with their polacies
and hardware product activation crap. As I have mentioned before About
three or four months after I had purchased all these Vista upgrades my
wife and I moved and my desktop computer's motherboard was damaged in
the move. I had no choice but to order a new motherboard and replace
the existing one. What happened next is quite obvious.

As soon as I repaired my desktop Windows Vista told me that my product
license was invalid. Since Windows Vista uses a hardware based
authorization system my license was junk. I didn't especially like
Windows Vista trying to tell me I was running an illegal copy of
Windows, and to purchase a valid license. It was absolute bologna
because I did have a valid product license for Vista, but thanks to
Microsoft's anti-piracy schemes I was being treated like a criminal.

All the same I called Microsoft up, 

Re: [Audyssey] IFDB client software/interpreter for linux/vinux

2010-11-04 Thread Zachary Kline

Hi,
Personally, I find jzip a little more speech-friendly than Linux frotz. 
Unfortunately, Frotz has a habbit of rereading old text when used with 
Speakup, at least in my experience.  jzip doesn't suffer from this 
problem.  It is probably available in the package repositories for your 
distribution, or if not can be found on the IF Archive and compiled from 
source easily enough.
For Tads games, frobtads works very well and doesn't suffer from the same 
sorts of repeated text problems.

Hope this helps,
Zack.


On Thu, 4 Nov 2010, Thomas Ward wrote:


Hi Jacob,
Did you try using frotz for Linux? It is in the Ubuntu software
repositories and you can get it by doing
sudo apt-get install frotz
and with it you can play most inform style IF games. However, it
doesn't have speech output like Winfrotz TTS so you will need to use
speakup or something like that with it to read the screens.

HTH


On 11/4/10, Jacob Kruger jac...@mailzone.co.za wrote:

What would I use on my portable image/version of vinux for IFDB games -
something similar to winfrotz etc., and preferably with some form of speech
output?

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'



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database 5592 (20101104) __

The message was checked by ESET NOD32 Antivirus.

http://www.eset.com

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Re: [Audyssey] MOTA Beta 16 Changes

2010-11-04 Thread Thomas Ward
Hi Jim,
Nope. I don't recall ever being on that list. If you say it was about
10 years ago I was too busy with college classes to do much with
mailing lists etc.

On 11/4/10, Jim Kitchen j...@kitchensinc.net wrote:
 Hi Thomas,

 Hey, were you ever on the Blind-L list by Brian Lingard?  It was for the
 discussion of dos and linux.  Not sure if the list is still around.  I
 haven't been on it for 10 years or so.

 BFN

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Re: [Audyssey] IFDB client software/interpreter for linux/vinux

2010-11-04 Thread Jacob Kruger
Ok, will try it out - only real issue is can't boot flash drive on this 
machine, so will only be able to try it out on other machine, but, thanks, 
and will definitely give it a try.


Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 8:41 PM
Subject: Re: [Audyssey] IFDB client software/interpreter for linux/vinux



Hi Jacob,
Did you try using frotz for Linux? It is in the Ubuntu software
repositories and you can get it by doing
sudo apt-get install frotz
and with it you can play most inform style IF games. However, it
doesn't have speech output like Winfrotz TTS so you will need to use
speakup or something like that with it to read the screens.

HTH


On 11/4/10, Jacob Kruger jac...@mailzone.co.za wrote:

What would I use on my portable image/version of vinux for IFDB games -
something similar to winfrotz etc., and preferably with some form of 
speech

output?

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'



__ Information from ESET NOD32 Antivirus, version of virus 
signature

database 5592 (20101104) __

The message was checked by ESET NOD32 Antivirus.

http://www.eset.com

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database 5592 (20101104) __

The message was checked by ESET NOD32 Antivirus.

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