James? you're sited? Wow! You sure do an awesome job making games for the 
visually impaired
Patrick, aka the tricksta.
Visit my web site at
<http://www.patjk.com>
contact info
msn
[EMAIL PROTECTED]
aol
brnngnr
skype
pjk111
----- Original Message ----- 
From: "mike babcock" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Wednesday, December 28, 2005 7:05 PM
Subject: Re: audyssey: game company question


>a good sound recording and editing program is goldwave.
> ----- Original Message -----
> From: "James from Alchemy" <[EMAIL PROTECTED]>
> To: <[email protected]>
> Sent: Wednesday, December 28, 2005 4:33 PM
> Subject: RE: audyssey: game company question
>
>
>>
>> Hi, Allan & Thomas.
>>
>> While the list below is quite comprehensive, don't let it scare you off.
>>
>> In my opinion, the number one driving force behind developing games is 
>> the
>> GOYA principle, i.e. "Get Off Your Ass" a.k.a. motivation.  The rest will
>> fall into place as necessary and often on a need-to-know/use basis.
>>
>> Remember, necessity is the mother of invention.
>>
>> Have the desire, then acquire some vision, temper it with innovation and
>> imagination, and match the tools of the trade to accomplish all of the
>> above.
>>
>> If you're wanting to hobbyist your way into it at first--often, a good
>> choice--pick up a copy of Visual Basic 6 and the DirectX 8.1 SDK and read
>> through the documentation, eBooks, play with it, whatever is necessary.
>>
>> Btw, good luck in finding the 8.1 SDK, but people still do have it and 
>> use
>> it.  If you need it, drop me a line privately and I'll drop a CD in the
> mail
>> with it and the DirectX 9.0C SDK stuff as well.
>>
>> Once you're proficient enough at writing the games, throwing up a basic
>> website is within the same realm and will naturally follow.
>>
>> A lot of people are put off with the thought that a Ph.D. in Advanced
>> Mathematics is required to write games.  Absolutely untrue.  As with
>> anything else, mathematics are tools of the trade.  There are often ways
> to
>> accomplish the same things using simpler tools than going the most
>> concatenated and complex way to accomplish them.
>>
>> The end product is what sets the mathematicians and the artists apart.
> And,
>> there are plenty of formulas for physics, vector and matrix maths, and 
>> the
>> like on the 'net to be perused.  You are almost certainly guaranteed not
> to
>> be at a loss of access to this sort of information.
>>
>> Sound effects.  Get what you can from the 'net, get creative and make 
>> some
>> of your own, and know that individual sound effects are not 
>> copyrightable.
>> That opens up a lot of possibilities.  Need a space ship sound?  Record a
>> few sweeps of a vacuum cleaner, shift the pitch downward, and add a 
>> little
>> flange or chorus and normalize the waveform and there ya go.
>>
>> Experimentation and play is the best way, IMO.
>>
>> Personally, I use Cool Edit Pro 2, but I'm also sighted and so don't have
> to
>> consider the accessibility issues that you may.
>>
>> AI is a means to an end.  Again, necessity and invention.
>>
>> And, if all else fails, read a book or take a course in developing
>> accessible games.
>>
>> More about that mid-2006. *grin*
>>
>> 'til then.. play, play, play..
>>
>> - James
>>
>> -----Original Message-----
>> From: [email protected] [mailto:[EMAIL PROTECTED] On
>> Behalf Of Thomas Ward
>> Sent: Wednesday, December 28, 2005 12:26 PM
>> To: [email protected]
>> Subject: Re: audyssey: game company question
>>
>> Hi, Allan.
>> I think this one is quite alright for the game list as this is a game
>> related topic. Here is the things you would need to get a game company
> open.
>>
>> 1. Knolege of a programming language like C++, C#, Visual Basic, etc...
>>
>> 2. A compiler for your language of choice.
>>
>> 3. A knolege of the programming api you will need to use for your games
>> such as: DirectX, OpenAL, SDL, etc...
>>
>> 4. Some knolege in several related fields such as trig/calculus,
>> physics, artificial intellegence, encryption, etc.. That list can be
>> quite large as game programming is beyond a normal application.
>>
>> 5. Purchase yourself a good collection of sound effects to begin your
>> games. At least search the net for some unlicensed ones if you don't
>> have money for licensed sounds.
>>
>> 6. A good sound editer like Goldwave or Soundforge. You will need them
>> to clean up and modify effects to your liking.
>>
>> 8. A web site, and any other related materials like a shopping cart,
>> some company to process orders if the games are for sale, etc.
>>
>> I think these requirements are pretty basic ones. There are other
>> things, but that is the basics.
>> I don't wish to scare you off, but I wouldn't be honest if I told you it
>> was all easy. Fact of the matter for a beginner it is pretty hard. There
>> is allot of work involved in learning DirectX input and sound, learning
>> how to make your AI react in somewhat a humanlike way, lots of math for
>> calculating distance and targeting vectors, learning to save and load
>> games, etc. There is just allot that goes in to writing a game. Then,
>> even after your first title is done you need somewhere to upload it to
>> for download, and if it is a commercial title then you need to come up
>> with a registration system as well as a shopping cart.
>> Hth.
>>
>>
>>
>>
>>
>>
>> allan thompson wrote:
>> > Hello,
>> > I was wondering about this question for a long time and I hope some of
> you
>> game company owners could help answer it. What does one generally need to
>> start a game company in the USA , especially for the blind and visually
>> impaired.  Could someone give a basic rundown of what it takes?
>> > My appreciation in advance for any input.
>> > If this is considered off topic here is my email [EMAIL PROTECTED]
>> > thanks again,
>> > allan
>> >
>> >
>> >
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