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 >> > >> > >> > >> > [Non-text portions of this message have been removed] >> > >> > >> > >> > >> > to leave send a blank Email to: [EMAIL PROTECTED] >> > You can contact the list owners/moderators by Emailing >> [EMAIL PROTECTED] >> > to go nomail send a blank message to: >> > [EMAIL PROTECTED] >> > change "nomail" to "normal" to resume messages. >> > Yahoo! Groups Links >> > >> > >> > >> > >> > >> > >> > >> > >> >> >> >> >> to leave send a blank Email to: [EMAIL PROTECTED] >> You can contact the list owners/moderators by Emailing >> [EMAIL PROTECTED] >> to go nomail send a blank message to: [EMAIL PROTECTED] >> change "nomail" to "normal" to resume messages. >> Yahoo! Groups Links >> >> >> >> >> >> >> >> >> >> >> >> to leave send a blank Email to: [EMAIL PROTECTED] >> You can contact the list owners/moderators by Emailing > [EMAIL PROTECTED] >> to go nomail send a blank message to: [EMAIL PROTECTED] >> change "nomail" to "normal" to resume messages. >> Yahoo! Groups Links >> >> >> >> >> >> > > > > > to leave send a blank Email to: [EMAIL PROTECTED] > You can contact the list owners/moderators by Emailing > [EMAIL PROTECTED] > to go nomail send a blank message to: [EMAIL PROTECTED] > change "nomail" to "normal" to resume messages. > Yahoo! Groups Links > > > > > > > > > ------------------------ Yahoo! Groups Sponsor --------------------~--> Get fast access to your favorite Yahoo! Groups. 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