Re: [Audyssey] manamon control help

2016-07-22 Thread Jeremy Brown
Michael, I don't know of a way to do it directly, but it seems that a good rule of thumb is to figure on 6-8 hit points per level of the monster. That seems accurate enough for most situations. Trained manamon are harder to judge, but this seems to be the rough average. It seems to vary by

Re: [Audyssey] announcing Manamon from VG Storm

2016-07-21 Thread Jeremy Brown
Aaron, Since I blasted you so badly on Psychostrike on list, I wanted to comment here publicly about the game. I played for about an hour this morning and managed to get into the forest beyond the second town. I would have done better if I had read the manual first, but I was pretty happy with

Re: [Audyssey] jungle

2016-06-23 Thread Jeremy Brown
Phillip, This is hands down, and by far, my favorite audio game I've seen. The design is simple and elegant, the play is easy to understand, and the strategy is amazing. I've only played 3 games of this, but I'm in love. This is probably the game that the board game Stratego is based on, and

Re: [Audyssey] wedding report

2016-06-09 Thread Jeremy Brown
>From the San Francisco Daily Listener's StumbleOver page Today, Mr. Dark (no first name) and Mrs. Dark (no first name) were wed in a mysterious ceremony in the First Church of Stereophonix here on Telegraph Hill. Guests were each issued with a blindfold, a joy stick, and a six foot paddle.

Re: [Audyssey] turn based battle system

2016-06-02 Thread Jeremy Brown
I know that all of our titles, available at www.valiantgalaxy.com use a turn based system. The Tactical battle game also uses turn based battle sequences. There's several more, have you tried googling audiogames.net+turn-based+combat? Take care, Jeremy --- Gamers mailing list __

Re: [Audyssey] more alter_aeon help needed

2016-05-17 Thread Jeremy Brown
Bryan, the temptress is on the island with the hornets. it's an up exit so you might not have noticed it. The assassin is in a hidden room on the island with the wererats. If you need more help, email me off list. Take care, Jeremy -- In the fight between you and the world--back the world!

Re: [Audyssey] bandera azul quest

2016-05-11 Thread Jeremy Brown
Bryan, There's several down exits in the village. You need to find a manhole in the streets and enter it to locate the pit fiend. Take care, Jeremy -- In the fight between you and the world--back the world! Frank Zapa --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the

Re: [Audyssey] Alteraeon, classes, utility, and esoterica

2016-04-20 Thread Jeremy Brown
At the risk of starting this discussion over again, I disagree about warrior/thief. However, rather than argue about it, I'll let it lie beyond that comment. As to mechanics for either melee or backstab being esoteric, I refer you to the articles on the web site that discuss both issues in a lot

Re: [Audyssey] deck building CCG versus RPG

2016-04-20 Thread Jeremy Brown
Dark's comments on Magic and CCG's brought up this as a possible departure point as well: Again, while it's not an RPG, Dominion is a deck building concept that could be adapted fairly easily to an IOS environment and would lend itself to a multi-player or versus the computer style game. You'd

Re: [Audyssey] role playing games, ios development, card mechanics, etc

2016-04-19 Thread Jeremy Brown
Marty, You might have a look at how the old HeroQuest board games worked. That might be a model for a roleplaying game that might be a happy medium between your dice/card/board game model of building and the more in depth RPG that people would like. The brief description is this: in the old

Re: [Audyssey] why i build the games the way I do

2016-04-18 Thread Jeremy Brown
As to rpg's and replayability, I want to take issue with at least two of your examples Dark. Fallthru was replayable, but the essential shape of the game stayed the same. Once you beat it, the general plan to beat it was the same. Some locations moved a little, but the general challenges were

Re: [Audyssey] why i build the games the way I do

2016-04-13 Thread Jeremy Brown
In response to Marty's post, I know that this is exactly the sort of situation we have with Valiant Galaxy Associates. Our company consists of two people. We began with a large project that took 3 years to get to commercial release and which is due to have an update relatively soon in our

Re: [Audyssey] a few old space games

2016-02-10 Thread Jeremy Brown
Jeremy here. I'm the design half, so i'm the stupid half as far as code goes. Thanks for all the feedback. We appreciate it. As to Interceptor, as Aaron pointed out, Interceptor has a plan to go forward which will change the options for the game. One thing we want to do there is to change up

Re: [Audyssey] monkey term issues

2016-01-31 Thread Jeremy Brown
It occurs to me that that might be exactly the same issue you were having with monkey term as well. Just a guess though. Jeremy -- In the fight between you and the world--back the world! Frank Zapa --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to

Re: [Audyssey] newest PC games

2016-01-15 Thread Jeremy Brown
David, Our games might fall outside what you're looking for, and we are unfortunately available only on windows, but check out http://www.valiantgalaxy.com. The games are inexpensive and easy to play. Take care, Jeremy -- In the fight between you and the world--back the world! Frank Zapa

[Audyssey] Alter Aeon and finding things

2015-12-02 Thread Jeremy Brown
Grace, As to players not giving out info, that's possible, though it doesn't seem to be nearly as common as it once was. However, I'll freely admit, I like to encourage people to explore myself. However, that said, there's a number of ways to handle your navigation issues: 1. One friend of

Re: [Audyssey] alter-aeon

2015-12-01 Thread Jeremy Brown
Justin, Everyone is entitled to their opinions. I'll address some of my own responses to yours below. Sometimes, it's a matter of your play style or your expectations. Coming from a long term roleplaying game background like Dark, a mud is never going to live up to my own personal standards of

Re: [Audyssey] Alter-Aeon

2015-12-01 Thread Jeremy Brown
Just for a little balancing opinion here. I've been playing Alter for 10 years now. I have phases where I go play other things, or get busy rl, but I usually come back. I've found the easiest two ways for me to get re-interested in playing are to either a. start a new character from scratch

Re: [Audyssey] the wastes

2015-07-18 Thread Jeremy Brown
I have to second Dark's comments about the game. I had no problems downloading the zip file, and it is a fun game. I wish the town information didn't scroll so much, in larger towns, I was reduced to guessing about where shops were as most of the buildings I could see were shacks:) Still, it's

[Audyssey] selling potions on alter aeon

2015-07-09 Thread Jeremy Brown
Denny, Most times shop keepers won't buy most things. Potions are specifically banned, I believe, from being bought from players. Some players sell potions in shops, and you might be able to arrange with the owners of such a shop to supply them with your potions for a share in the profits.

Re: [Audyssey] Alteraeon question

2015-06-30 Thread Jeremy Brown
Ron, There's six classes in Alter Aeon: mage: elemental spell slinger and artillery Cleric: healer, protector, buff caster and able to curse enemies Thief: stealthy, light combat, able to use shadow disciplines to walk from one point to another, hide in shadows on their own plane etc Warrior:

[Audyssey] sizes of muds

2015-06-29 Thread Jeremy Brown
Dark, Alter Aeon actually has closer to 45,000 rooms last I checked the world stat command. The average area there is around 100-200 rooms. Most of the truly large areas are actually smaller 100-200 room chunks hooked together. As to Aardwulf, I agree. It might be huge, and I know it is, but

[Audyssey] downloading puzzles for BG Crossword

2015-06-29 Thread Jeremy Brown
Ann, There's several sites and processes for downloading new puzzles in the documentation for the game itself. Apparently the Guardian recently changed the way their online puzzles are formatted, but the game can handle this with some tweaking. Ian sent out an email about it not too long ago.

[Audyssey] what to do once you finish the newbie island on Alter Aeon

2015-06-29 Thread Jeremy Brown
This might be a good place for an article for A.A.'s web site, but here goes some thoughts: 1. While things are still in flux, the areas near Ralnoth, especially the areas directly east of the town and directly west of the town are less scary than some farther out. Wallachia for instance west of

[Audyssey] braille/large print/other media etc

2015-06-27 Thread Jeremy Brown
Danielle, Everyone's input is welcome. My only objection is to the idea of limiting the message. With the possible exception of audio, none of the proposed formats have necessarily been a big expenditure with volunteer help from the community. We have at this moment roughly the following

Re: [Audyssey] audio files (was large print/braille/other media etc)

2015-06-26 Thread Jeremy Brown
Dark, All good points. One thing that has been left off this calculation is not burning a CD at all. If we went this route, having an alternative format oculd be as simple as a business card with a web address. Go there, read the leaflet, or have it read to you. Have links to developers who

[Audyssey] braille chauvinism and the golden rule

2015-06-25 Thread Jeremy Brown
Dear all, First, braille is a format that I use whenever possible. Second, not all visually impaired people do so. Three, the blind community is very quick to complain, loudly, about inaccessibility of governmental documents, business materials, restaurant menus, and other forms of media used

Re: [Audyssey] audio games leaflet

2015-06-21 Thread Jeremy Brown
John, All good points. One of the things we need to do once we have a draft in hand is then organize how we're going to accomplish the goal. There's parts of this, that like you, I'm not sure exactly how to pursue, but, given the knowledge base we have on list, I think we either have the

[Audyssey] braille/large print/other media

2015-06-20 Thread Jeremy Brown
Thomas, Hence the subject heading. I think you're right. While we shouldn't limit such an attempt to just blindness awareness organizations, we shouldn't limit the message to just braille either. Eleanor, excellent. That's a good thing to have multiple checks and inputs. Braille folks: While

Re: [Audyssey] large print/braille/other media

2015-06-19 Thread Jeremy Brown
Dark, If others are game, I'm totally game for trying this. I can't promise that our company can contribute a huge amount to the cost, but we'll do what we can if others are interested. I also can help with the writing/editing of any material: got to put this almost PH.D. in English to use

[Audyssey] braille/large print/other media (was audio games, game engine)

2015-06-19 Thread Jeremy Brown
Dark, I understood your original intent, but I think you misunderstood mine somewhat. What I was proposing was just such an introductory pamphlet. It would be defrayed by a consortium of developers, distributed free through the organizations (assuming they would do so) and would have a list of

Re: [Audyssey] large print/braille/other media (was audio games, game engine)

2015-06-19 Thread Jeremy Brown
Dark, I think we're actually meaning roughly the same concept, just coming at it differently. If I were to write such a beastie, I would want to be as large and inclusive as possible. First off, as you point out, different tastes run to different games. Also too, if I understood your original

Re: [Audyssey] large print/braille/other media (was audio games, game engine)

2015-06-19 Thread Jeremy Brown
Thomas, I see your point. It's a very good point as far as it goes. Perhaps, what is needed, would be a different approach to the problem. Many of the blindness organizations, as well as those that do work with the visually impaired, such as the Lions, and others, use email newsletters or web

[Audyssey] info: games engine

2015-06-16 Thread Jeremy Brown
I know when Aaron and I set out to design Interceptor, one item I had wanted to use was recorded speech from other fighters in your Interceptor wing and have that random chatter be something of a back ground event that would add to the realism of the game. However, we considered our options and

Re: [Audyssey] braille/large print/other media for audio games (was info games game engines)

2015-06-16 Thread Jeremy Brown
Dark's suggestion of an informational blurb or pamphlet is the place where a number of developers could come together directly. If we formed some sort of organization of our own, that worked with, and/or through the more politically minded organizations, it's possible they might take more notice

Re: [Audyssey] Chess or Mahjong

2015-06-12 Thread Jeremy Brown
... Today's Topics: 1. chess or mahjong (Jeremy Brown) 2. Re: chess or mahjong (dark) -- Message: 1 Date: Thu, 11 Jun 2015 12:23:56 -0500 From: Jeremy Brown tyr...@gmail.com To: gamers gamers@audyssey.org Subject

[Audyssey] chess or mahjong

2015-06-11 Thread Jeremy Brown
I actually went and researched Mahjong in response to this topic. A lot of the complexity of coding such a beast would be your definition of what Mahjong is. There's apparently a number of different variations ranging from relatively simple to immensely complex. Our card game Rummy is based on

[Audyssey] Announcing release of Yellowbonnet from Valiant Galaxy Associates

2015-06-08 Thread Jeremy Brown
Announcing Yellowbonnet from Valiant Galaxy Associates We are happy to announce the inauguration of our new line of minigames. These games will be priced inexpensively and allow us to explore other genres and time periods from our main line of Valiant Galaxy products. Fresh from the amazing

[Audyssey] Mud Sounds

2015-05-06 Thread Jeremy Brown
Dark, I played with Telnet on Jaws, and I can assure you, it probably wasn't any better than Supernova:) It was a pain, I often missed things, and it was tricky. Using a client helped some by providing better alias control and some triggers, but essentially, I had something of the same

Re: [Audyssey] mud sound

2015-05-05 Thread Jeremy Brown
Dark, You're not the only person to notice or be bothered by this trend either. As a regular player of Alter, I find the mush-z user's assumption that everyone is a. using mush-z or b. wishes to have the numerous sounds included in the game's sound pack disturbing. I began playing Alter on

Re: [Audyssey] linux mud clients for alter aeon

2015-05-05 Thread Jeremy Brown
Edward, There's a pretty devoted crew of Linux users on A.A. One of my clannies for instance uses Tintin on his Linux system. I'd suggest using telnet to connect, ask on gossip or bovine for suggestions and help, and you might get a solution to work arounds or the like if they exist. Might not

Re: [Audyssey] mist games (was first person adventure games)

2015-05-02 Thread Jeremy Brown
Mist? lol! I played those with my ex-wife and a friend of ours. I remember there were times when it was tricky to get set up right to pick up things, though my memory might be faulty in this regard. The real thing that made Mist very impressive was that the puzzles were very difficult and

Re: [Audyssey] physical cd's and paypal accounts

2015-04-30 Thread Jeremy Brown
. Cheers! On 4/29/15, Jeremy Brown tyr...@gmail.com wrote: So, I read the documentation, and I've played one game. Admittedly, that's a small data sample, but I want to make the following observations: 1. The game sound design and the game play are very nice. The hot keys are for the most

[Audyssey] psycho strike some observations

2015-04-29 Thread Jeremy Brown
So, I read the documentation, and I've played one game. Admittedly, that's a small data sample, but I want to make the following observations: 1. The game sound design and the game play are very nice. The hot keys are for the most part very intuitive, and the movement and menu systems all work

Re: [Audyssey] psycho strike some observations and other related topics bundled together

2015-04-29 Thread Jeremy Brown
First, to all of you that have responded thus far, thanks for actually responding. I'm going to address the issues in one mail to try and save time and space. As to Charles' comments that criminals are by definition anti-social and the name of the game basically implies what to expect, agreed

Re: [Audyssey] psycho strike and responsibility

2015-04-29 Thread Jeremy Brown
Dear Aaron, I agree that most games depict violence in far to cavalier a manner. I also give you cudos on both the warning labels, and the use of very gutwrenching and active clues that this is not socially acceptable behavior during game play. However, I do think that this sort of decision

Re: [Audyssey] playing Aardwulf

2015-03-28 Thread Jeremy Brown
I played Aardwulf a couple of times over the period of a year or so. I liked its newbie area a lot. It was very developed and gave a lot of information to the player in a manageable format. It has races which makes some people happy. The quests were fun, and as some have said, they're not all

Re: [Audyssey] tabletop rpg (minis)

2015-02-03 Thread Jeremy Brown
As to minis, that was something we edged into using. Two of my players liked having them, the rest of us didn't care that much. DD 3.5 tries to heavily encourage use of minis in the literature, but it's not necessary at all. As you noted with Mutants Masterminds, it's not really necessary, and

[Audyssey] tabletop rpg

2015-02-02 Thread Jeremy Brown
As to table top rpg as a blind player there's a few things. First I've used GMA dice extensively as well as a PKB dice program that Aaron aka valiant8086 wrote and that is available at his home site http://valiant8086.com I believe it's under pkb projects. For character sheets, I, like Dark,

Re: [Audyssey] 64 ounce games opened for business

2014-11-09 Thread Jeremy Brown
FYI, some of these games are popular with a geeky set of the blind community as well. I have brailled Dominion and five of its expansions. I have a sixth sitting around waiting for me and as someone put it, my sighted minions, to work on. I just used a braille writer and didthe work myself,

[Audyssey] TKS

2014-07-25 Thread Jeremy Brown
Ishan, If what I suggested earlier isn't working, it's possible (especially if you're using windows 8) that new Microsoft security patches are interfering with the game. Putting your screen reader to sleep for the tks application. I'll notify Aaron in case he has other suggestions. Jeremy --

[Audyssey] Traders of Known Space Version 5 (sorry if this arrives twice)

2014-07-21 Thread Jeremy Brown
Valiant Galaxy Associates is happy to announce version 5 of Traders of Known Space. This version incorporates a number of player convenience changes, as well as addressing some minor issues. These include: 1. X and Y axes have been fixed. X is now horizontal and Y is vertical as expected.

Re: [Audyssey] Traders of known Space version 5

2014-07-21 Thread Jeremy Brown
Ishan, Planets can only be opened when your ship is positioned on the planet. You have to use shift plus an arrow key to move the ship. At the beginning of the game, the ship is positioned on the planet Earth, and you can open it by hitting enter. This information is also available in the

Re: [Audyssey] info about Interceptor from Valiant Galaxy Associates

2014-06-30 Thread Jeremy Brown
Interceptor is a menu-driven space fighter simulator. It consists of ten levels, and you must deal with various types of ships. There's two versions, a quick mode in which damage to your fighter does not have any additional effect in most cases. In normal mode, if systems are damaged they

Re: [Audyssey] TKS release and Interceptor

2014-06-30 Thread Jeremy Brown
Dark, As to TKS this is the original post that I sent to the list the same night I posted on Audiogames.net. It's finally escaped durance vile (Thanks Thomas). As to Interceptor, there are currently two types of drone ships, 3 types of manned fighters, a tanker ship, a command and control ship,

Re: [Audyssey] chess and the blind

2014-06-27 Thread Jeremy Brown
Keith, There's two forms of notation. Algebraic notation is easier to fathom. In algebraic the files are lettered a through h from White's queen's rook right to white's King's rook. The ranks are then numbered from 1 to 8 counting from white's first rank. So a move of pawn e2-e4 is king's

Re: [Audyssey] alter aeon underground chess tournament

2014-06-27 Thread Jeremy Brown
The underground chess tournament is a really old area on Alter Aeon. The moves are set up using very old door opening code to make things happen. It's a relic from a more primitive age of building. If the audiogames.net walk through no longer exists for some reason, anyone who is interested can

[Audyssey] Traders of Known Space

2014-06-21 Thread Jeremy Brown
Thanks Dark for cross posting. My apologies to the list for a double. Thomas has our company site on moderated status still, so another message will be coming soon. I was afraid that TKS might get compared to Smugglers as well. I only became aware of the existence of Smugglers about two weeks

[Audyssey] free windows client for mud Cyberassault

2014-05-30 Thread Jeremy Brown
Steven, Monkey term supports cyber assault, and one of the game's admins was working on a sound pack for it. You can download the client and I believe the sound pack at http://valiant8086.com it's under games, under muds iirc. Good luck. Jeremy -- In the fight between you and the

Re: [Audyssey] a personal challenge and request

2014-05-28 Thread Jeremy Brown
Thomas, As to the reasons you gave for not wanting to take on another task at the current time, fully understood. I don't expect anyone to drop current projects or hop to my command (nice though that might be, it's horribly unrealistic). However, I haven't seen much discussion of such

[Audyssey] brief description of Risk

2014-05-27 Thread Jeremy Brown
Since a number of people haven't encountered Risk or a clone of it, I thought I'd describe it briefly. Also, I'd like to thank everyone who's sent me suggestions both on and off the list. It's much appreciated. Risk is a game for 2-6 players played on a board with 42 countries. These countries

[Audyssey] brief description of risk

2014-05-27 Thread Jeremy Brown
Milos, Risk is actually adaptable to play by someone with a visual impairment. Your sighted friends have to be willing to help you with moves and the like, but once you understand how the countries hook together, you don't need sight to play it. I began playing Risk when I was all but totally

[Audyssey] online skip-bo

2014-05-26 Thread Jeremy Brown
I don't remember seeing one, but you might search for Spite and Malice. It's the same game but played with regular playing cards. Jeremy -- In the fight between you and the world--back the world! Frank Zapa --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send

[Audyssey] keyboard inputs, walking speeds, and oh my

2014-05-26 Thread Jeremy Brown
Thomas, I don't see any reason why a keyboard input couldn't replicate this. Have different keys for different movement speeds. If you incorporated some form of fatigue to make different movement rates more advantageous in certain situations, it should be at least a comparable problematic even

Re: [Audyssey] analog movement and keyboard movements

2014-05-26 Thread Jeremy Brown
Dark, Nod, I know it doesn't work quite the same way the way I outlined. However, the programmer can introduce uncertainties into the movement to somewhat replicate this portion. For instance, in our current first project Interceptor, although you can select or input a distance you wish to

[Audyssey] a personal request/challenge

2014-05-26 Thread Jeremy Brown
Dear all developers reading the list: I do not wish to cast stones. Developing games for blind players is difficult, time-consuming, and takes a great deal of thankless effort. Few it any developers reap much other than the satisfaction of knowing that their games are played and enjoyed by a

[Audyssey] (no subject)

2014-05-26 Thread Jeremy Brown
Dark wrote: Again both fatigue in movement and uncertainty in amount moved are mechanics that would work extremely well in some games, indeed I can see how in interceptor that will make for an interesting battle element, but not really for action games to replicate mainstream mechanics,

Re: [Audyssey] Tempest a thought experiment

2014-05-21 Thread Jeremy Brown
Kara, This is a tricky one, but I'm not convinced it's completely impossible. Having the ship move around the edge of the screen with the arrows would simulate (roughly) your circular movement around the tube. While pitch and volume are the usual targeting indicators in the audiogames I've

Re: [Audyssey] entertainment versus social event

2014-05-21 Thread Jeremy Brown
Dark, I guess that pale imitation comment did come off as overly critical. I have to admit though, that for me, the patterns to Entombed levels grew monotonous after a while. I would have liked some challenges such as traps or pits or role playing encounters besides the inevitable varying of

Re: [Audyssey] game menus

2014-05-21 Thread Jeremy Brown
I agree that game menus several levels deep are very annoying and do slow down play. Sometimes too, hot keys are not as obvious as I would like. Your suggestion for eliminating some of this problem is a good one, and I think worth considering. Another would be to assign keyboard commands to

Re: [Audyssey] holes in shields

2014-05-21 Thread Jeremy Brown
Thomas, Not a perfect solution, but perhaps this is a place where that reverb idea would come in handy. Flat nonreflective sound for a whole shield, lot of echo for a hole. It's somewhat similar to what I experience walking along. If a wall or fence or other obstacle is to one side, that area

Re: [Audyssey] social event versus mechanics

2014-05-20 Thread Jeremy Brown
Hi Dark again, You said: My point on social events was simply that there were more factors involved especially with the popularity of games like monopoly. It is quite possible for a game series like mega man, which never even featured a score system to become extremely popular on mechanics

Re: [Audyssey] aesthetics and good game design

2014-05-18 Thread Jeremy Brown
Hi Dark, Responding below: Dark said: interesting thoughts, however one fact which distinguishes those games from a lot of computer games is that they are exclusviely uniquely social events. (end of quote) Agreed, however, the question was about the nature of good game design versus mere

Re: [Audyssey] aesthetics and good game design

2014-05-16 Thread Jeremy Brown
I wanted to respond to Kara's points about popularity. While Dark addressed the capitalism's pushing of one system over another equally good system, I think there's another aspect to consider. Kara wrote: I think most of us would agree that regardless of what we ourselves, like, that how