Re: [Audyssey] Mud games

2011-11-21 Thread Ian McNamara
it's good you get a 30 day trile with no restrictions then you can buy it. 
can't remember the price now though. it has some muds built in that you can set 
up i'm not sure what mud i'd sujjest for a beginner to mudding but i'm sure 
that some one can help there.

Ian McNamara
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Re: [Audyssey] my thoughts on the new swamp version

2011-11-21 Thread Richard Sherman
Hi,

throwing my two cents worth in here.
1. I got killed while still inside the safe zone. And no I was not in the 
entrance way. i think it was in the supply room.

2. Didn't ever see or hear the guard for the safe zone.

3. After dying, I would start the game again but be located at 0,0. I 
couldn't move. So now after dying I have to exit totally and come back in to 
start at the safe zone.

Other than that, yes the new game play is harder. But that makes it more 
enjoyable.

Keep up the great work.

Rich 


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Re: [Audyssey] Rogue games.

2011-11-21 Thread Paula Hobley
Hi Michael

How are you?  In terms of role playing games for the IPhone, any of the
Storm8 games are accessible, so Vampires live, pets live, Ningers, to name a
few.  If you find out about any other role playing games for the IPhone,
please let me know as I am also interested.

Hth

Paula


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of michael barnes
Sent: Tuesday, 22 November 2011 11:13 AM
To: gamers@audyssey.org
Subject: [Audyssey] Rogue games.

Hey, all.
I was wondering if there are any rogue games that accessible for the 
blind whether they was made for sighted people or not?
I am also looking for some rpg's aswell.
I would like to find out about these type of games for the iphone.
Thanks.

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Re: [Audyssey] Mud games

2011-11-21 Thread Paula Hobley
Thanks for this Ian, it is greatly appreciated.

Cheers

Paula


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Ian McNamara
Sent: Tuesday, 22 November 2011 10:50 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mud games

Hi to download vip mud go to www.gmagames.com 

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Re: [Audyssey] Rogue games.

2011-11-21 Thread Ron Schamerhorn
Actually with JFW Nethack and ADOM are very playable.  It does take some 
messing around with but works.

- Original Message - 
From: "dark" 
To: "Gamers Discussion list" 
Sent: Tuesday, November 22, 2011 12:40 AM
Subject: Re: [Audyssey] Rogue games.


Hi michael.

roguelike games to give them their ful name are games that use ascii
characters as graphics on the screen. So this makes them nearly impossible
to play with a screen reader but probably playable if you've got a braill
display.

I've had success with Angband and some of it's versions, but that's mostly
due to low vision access and a set of large game tyles made available in
combination with hal to read the game status messages.

Angband does have some handy features and even a few access aides, such as a
curser you can wander around the screen and jump to nearest monster etc,
which even now shows the distance and direction from you. if the game had a
directional look command it might even be playable without the graphics
(ascii or otherwise), but I don't think this has been added yet.

For details see http://rephial.org/ but bare in mind these aren't the most
accessible sorts of games available simply because of the use of ascii
graphics.

i understand people who own braille displays have had success, but sinse I
don't have one, other than Angband with the low vision issue, the other
roguelikes I've tried such as Adom nethack and dungeon have not worked out
particularly well.

There is an Angband port for Iphone I believe, but again, the lack of
braille display may get in the way.

As to rpgs, well the situaton is pretty much the same as when you last
asked. Entombed, Airik, and lots of muds and brouser games.

i suggest going and looking at the rpg and gamebooks catagories on
audiogames.net for details of brouser games and also gamebooks which might
fit the bill.

Hth.

Beware the grue!

Dark.


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Re: [Audyssey] hello

2011-11-21 Thread QuentinC

Hello,

For games like monopoly, you can also try my playroom
http://qcsalon.net/
There are multiple games beside monopoly: uno, 1000 miles, poker, 
connect4, chess, battleship, ...
The principle is like RSClient: you install a small application, create 
an account, and then you can play online with other people or against bots.


Advantages compared to RSG
- more game and game variants/options, 9 games in total
- Multilingual: english and french
- Easy to install and use
- Screen reader direct support: jaws, NVDA, window eye, system access
- Web forum

Drawbacks compared to RSG
- Only for windows
- The server crashes more often

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Re: [Audyssey] Swamp reflections.

2011-11-21 Thread lenron brown
another thing would be nice is a car lot so that you are zombees could
stand on or hide around

On 11/21/11, dark  wrote:
> I like the cautious playing idea and the idea of reputation being fixed even
> if loot is not.
>
> Hope you can get the bugs done.
>
> One thing which might help, and also provide challenge in the game would be
> lootable items just! for reputation. Supplies kicking around the map that
> you could deliver back to the safe zone. This would a, give you some
> structure to the game and B, give you a way to earn reputation to make sure
> you could get amo.
>
> It also seems a reasonable thing to do given the scenario.
>
> I gather missions are coming and I'l deffinately look forward to seeing
> those sinse the map is great.
>
> As regards buildings, i do wonder if now there are more walls and tiny
> isles, if you should add in a specific door sound to show where the
> entrances to buildings (the save zone included), are, sinse currently the
> insides of buildings are pretty complex and I don't mind confessing that I
> find navigating them far easier with graphics on than off.
>
> Beware the grue!
>
> Dark.
>
>
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Re: [Audyssey] Creating IPhone Games

2011-11-21 Thread Jacob Kruger
AFAIK, the mac PC version of the iOS can also run compiled python apps, but, 
no, haven't tested it much as of yet, and not sure how that would be 
handled - if at all - on the iPhone version of the iOS, but, for example, 
the accessible_output library I am playing around with in my python apps can 
also initiate voiceOver output - apparently anyway.


But, yes, not too sure if python would be the best starting point for 
someone starting getting going with programming.


Stay well

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

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Tuesday, November 22, 2011 6:18 AM
Subject: [Audyssey] Creating IPhone Games



Hello everyone,

Earlier today a question came up about what language and tools are
needed to write games and other apps for the Apple IPhone. Rather than
reply to that lister off list or individually I thought I'd just
respond to the list at large as I think some others might be
interested in this information as well.

To begin with Apple's iOS  is a stripped down version of Mac OS X for
IPhones, IPads, Ipods, and other mobile devices. As a result to do any
programming for any apple device you have to own or have access to an
Apple computer running Mac OS X in order to use the tools/compilers
required for iOS devices. As most Mac users know Mac OS 10.6 and 10.7
are quite accessible these days with VoiceOver and if you have the
cash general accessibility here is good.

Second, in order to rite and build apps for iOS devices you should
have Apple's XCode IDE and compilers. Plus you will need the Mac OS
and iOS software developer kits which I believe are included in the
XCode application download if I'm not mistaken. The problem is I've
heard that XCode itself isn't fully accessible which could present a
problem for developing Mac OS and iOS applications. Perhaps one of our
Mac users/developers could chime in here and give us an update to
XCode accessibility.

As far as programming languages goes most Mac OS X and iOS apps are
written in a language called Objective-C. Its a superset of C--similar
to C++--but with some Apple specific changes and differences that a
C/C++ developer should be aware of. I'm no expert on Objective-C
myself but I can say its similar enough to C and C++ that a person
with a background in C/C++ can learn Objective-C and the Cocoa API
fairly easily. However, the key here is having a background with C or
C++ programming before delving into programming apps for the IPhone
using Objective-C.

HTH

Cheers!

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Re: [Audyssey] Rogue games.

2011-11-21 Thread michael barnes

Hey, Dark.
Thanks for the information about rogue games.

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Re: [Audyssey] Rogue games.

2011-11-21 Thread dark

Hi michael.

roguelike games to give them their ful name are games that use ascii 
characters as graphics on the screen. So this makes them nearly impossible 
to play with a screen reader but probably playable if you've got a braill 
display.


I've had success with Angband and some of it's versions, but that's mostly 
due to low vision access and a set of large game tyles made available in 
combination with hal to read the game status messages.


Angband does have some handy features and even a few access aides, such as a 
curser you can wander around the screen and jump to nearest monster etc, 
which even now shows the distance and direction from you. if the game had a 
directional look command it might even be playable without the graphics 
(ascii or otherwise), but I don't think this has been added yet.


For details see http://rephial.org/ but bare in mind these aren't the most 
accessible sorts of games available simply because of the use of ascii 
graphics.


i understand people who own braille displays have had success, but sinse I 
don't have one, other than Angband with the low vision issue, the other 
roguelikes I've tried such as Adom nethack and dungeon have not worked out 
particularly well.


There is an Angband port for Iphone I believe, but again, the lack of 
braille display may get in the way.


As to rpgs, well the situaton is pretty much the same as when you last 
asked. Entombed, Airik, and lots of muds and brouser games.


i suggest going and looking at the rpg and gamebooks catagories on 
audiogames.net for details of brouser games and also gamebooks which might 
fit the bill.


Hth.

Beware the grue!

Dark. 



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Re: [Audyssey] Swamp reflections.

2011-11-21 Thread dark
I like the cautious playing idea and the idea of reputation being fixed even 
if loot is not.


Hope you can get the bugs done.

One thing which might help, and also provide challenge in the game would be 
lootable items just! for reputation. Supplies kicking around the map that 
you could deliver back to the safe zone. This would a, give you some 
structure to the game and B, give you a way to earn reputation to make sure 
you could get amo.


It also seems a reasonable thing to do given the scenario.

I gather missions are coming and I'l deffinately look forward to seeing 
those sinse the map is great.


As regards buildings, i do wonder if now there are more walls and tiny 
isles, if you should add in a specific door sound to show where the 
entrances to buildings (the save zone included), are, sinse currently the 
insides of buildings are pretty complex and I don't mind confessing that I 
find navigating them far easier with graphics on than off.


Beware the grue!

Dark. 



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Re: [Audyssey] hello

2011-11-21 Thread dark

Hi laurel and welcome to the list.

I hope you have a lot of fun here.

There are various places to find out about games. firstly the database at 
www.audiogames.net which has individual pages and descriptions with links to 
reviews and such (you can also search by genre), and then the pcs games list 
at www.pcsgames.net, which is a massive list of websites and provides more 
an overview.


If you've not tried castsaways and lunimals by Aprone aka jeremy kaldobksi, 
I'd deffinately recommend both. lunimals is a sim where your managing an 
ecological dome on the moon and have to monitor population size and lots of 
other factors, while castaways is a ful on stratogy game where you manage a 
group of survivers of a shipwreck, assigning them jobs, building buildings 
like the tavern storehouse and farms and eventually building military units 
like knights and rangers to fight off enemies.


it also has both a cooperative and player vs player online mode.

Both games are free, though the developer does accept donations. You can 
find them at http://www.kaldobsky.com/audiogames/


there are several monopoly versions other than the rs one. The oldest is by 
Jim kitchin at www.kitchinsinc.net which doesnt' have online play but lets 
you play against the computer on various difficulties.


he also has a hole bunch of other free games, from the game of life, to a 
platformer called awsome homer where you play as homer simpson. There is 
then even the game galaxy ranger from www.vipgameszone.com which essentially 
is monopoly in space with buying and selling planets and has great sound 
effects and interesting gameplay, though that one is a commercial game.


There are various brouser based games available where you manage things, my 
favourite is core exiles, where you fly around in a spaceship trading but 
can do anything from owning facotories and resource extractors to even your 
own settlement. The game also features combat exploring and mining, but what 
you do is pretty much up to you.


The address is http://www.core-exiles.com/

Also thoguh this is only a small selection of games, there are many more 
available, just check out www.audiogames.net and www.pcsgames.net for 
details.


I'd actually recommend trying as many games as possible sinse you never know 
what something is until you've given it a bash.


As to languages for writing text adventure games, I'll leave that to someone 
who knows more about if.


i hope you have fun on the list.

Amusingly enough, I'm doing my phd in philosophy at durham university, and 
have (only a couple of weeks ago), got my first guide dog, a black lab 
retreaver cross called reever.


Beware the grue!

Dark. 



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Re: [Audyssey] Need some Logitech f510 help.

2011-11-21 Thread Thomas Ward
Hi Ron,

Well, for starts make sure you have it in DirectInput mode or most of
your games won't work. Only games written for newer versions of
DirectX support XInput.

As for your problems with the sticks not functioning correctly this is
definitely a software problem. You've replaced your F510 with a new
unit  and we can rule out the gamepad as the problem. I'd recommend
fully uninstalling the Logitech software, doing a fresh install,and
seeing if that corrects the issue. Something obviously is seriously
fubar with your system as I don't have this issue with my F510, and it
should be identical to yours in all respects.

As for changing the values for the x/y axis on the thumb sticks I
don't believe there is anyway to manually change them. That's usually
hard coded into the units firmware by default. Off the top of my head
I think the values are something like left -5000, right 5000, up
-5000, and down 5000. Its not generally something an end user such as
yourself has to worry about because DirectInput and XInput will get
that information from the device and fake it if the values are
different than the standard x/y axis values and report the position of
the stick to the game.

Cheers!


On 11/21/11, Ron Kolesar  wrote:
> Hi to all.
> I just received a newer Logitech f510 in today's snail mail.
> Now for Three D Velocity.
> It came in the x mode and asked me to switch to direct mode so that I could
> set up a profile.
> What should I do?
> I have tried to fly bvia tdv with the switch on the back of the f510 both
> ways and I'm still having the same old problem.
> Is there a way to cheance the X and Y axes manually for the right hand stick
> and if so, what should be the numbers.
> Thanks.
>
> Ron and current Leader Dog boz who states "that a service dog beats a cane
> hands down any day of the week."
>
>
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Re: [Audyssey] new kof xiii vid!

2011-11-21 Thread Clement Chou
Well, the game comes out tomorrow, and I will be giving impressions as soon 
as I can. I forgot to preorder this one, so I hope EB has enough left for 
me. lol. Here's hoping so!
- Original Message - 
From: "Tom Randall" 

To: "Gamers Discussion list" 
Sent: Monday, November 21, 2011 3:32 PM
Subject: Re: [Audyssey] new kof xiii vid!



Hi.

Wow yeah definitely sounds like one to look into getting.  I'm not very 
familiar with this series at all but very well may be tempted to give this 
one a try sometime.


Thanks for the link.

Tom



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Re: [Audyssey] Just tried f510 with Aliens outback.

2011-11-21 Thread Alfredo_The_Music_maker
Hey, I am actually getting a Logitech F510 some time next month, except 
that the setup might be awkward. Could somebody help me off list on how 
to set it up correctly? I got the Rumble Pad as well.


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Re: [Audyssey] Just tried f510 with Aliens outback.

2011-11-21 Thread Thomas Ward
Ron,

Is it working with other games, or is Aliens in the Outback the only
game with this problem? It sounds to me like a driver issue.

Something else that comes to mind here is which mode is your F510
configured for? There is a switch on the unit for classic DirectInput
support and newer XInput support. If its setup for XInput that would
be a good reason for older games like Aliens and the Outback not to
find your gamepad. So you might want to double check and make sure it
is set to DirectInput by default.

HTH


On 11/21/11, Ron Kolesar  wrote:
> Ao isn't seeing the gamepad.
> I've tried both USB ports.
> I'm starting to hate the Logitech F510.
> Thanks.
>
> Ron and current Leader Dog boz who states "that a service dog beats a cane
> hands down any day of the week."
>
>
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[Audyssey] Creating IPhone Games

2011-11-21 Thread Thomas Ward
Hello everyone,

Earlier today a question came up about what language and tools are
needed to write games and other apps for the Apple IPhone. Rather than
reply to that lister off list or individually I thought I'd just
respond to the list at large as I think some others might be
interested in this information as well.

To begin with Apple's iOS  is a stripped down version of Mac OS X for
IPhones, IPads, Ipods, and other mobile devices. As a result to do any
programming for any apple device you have to own or have access to an
Apple computer running Mac OS X in order to use the tools/compilers
required for iOS devices. As most Mac users know Mac OS 10.6 and 10.7
are quite accessible these days with VoiceOver and if you have the
cash general accessibility here is good.

Second, in order to rite and build apps for iOS devices you should
have Apple's XCode IDE and compilers. Plus you will need the Mac OS
and iOS software developer kits which I believe are included in the
XCode application download if I'm not mistaken. The problem is I've
heard that XCode itself isn't fully accessible which could present a
problem for developing Mac OS and iOS applications. Perhaps one of our
Mac users/developers could chime in here and give us an update to
XCode accessibility.

As far as programming languages goes most Mac OS X and iOS apps are
written in a language called Objective-C. Its a superset of C--similar
to C++--but with some Apple specific changes and differences that a
C/C++ developer should be aware of. I'm no expert on Objective-C
myself but I can say its similar enough to C and C++ that a person
with a background in C/C++ can learn Objective-C and the Cocoa API
fairly easily. However, the key here is having a background with C or
C++ programming before delving into programming apps for the IPhone
using Objective-C.

HTH

Cheers!

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Re: [Audyssey] zombie info?

2011-11-21 Thread Kai
Canine zombies are the result of infections spreading to guard dogs and the 
like. They're large by canine standards, but are less bulky than any other 
zombie. Their light frames and quadraped form allow them to pursue flesh at 
great speed.




Giant zombies aren't necessarily gigantic. They're but larger zombies than 
normal ones, and are the result of the infection amongst athletes.




Normal zombies are the result of the infection among normal townsfolk: your 
clerks and bankers, doctors and lawyers. They're neither overly powerful nor 
fast, and represent a majority of the zombie population.




Lamprey zombies are the result of the infection among albino victims. They 
feature a raw-pink flesh, and are usually extremely slender and quick. their 
faces are mutated beyond recognition, harbouring an array of suckers and 
fangs. A lamprey will usually attack by wrapping its long, slender arms 
around the victim, then it leans forward and eviscerates the victim's face 
and throat with its fangs. The sucker like appendages then delve into the 
opening made by its fangs, whereupon the lamprey will devour the victim from 
the inside out.




Reapers are born from a specialized strain of the infection. Their flesh is 
both slimy and dotted with large pustules oozing a dark green fluid. their 
skulls grotesquely expand during the mutation to zombie form, and their 
mouthes become cavernous mauls of death. A double row of teeth lines the 
inside of their mouth, and their tongue has grown razor-sharp barbs that can 
rise through the flesh of the organ to rend and tear at any flesh caught 
within the huge jaws.




Stalkers retain some of their former cunning in their undead state. Among 
the smartest of the zombies, stalkers have learned to silently hunt for 
flesh. They're lightly built, usually are comprised of female hosts, and are 
ruthlessly tenacious.




Matriarchs and tyrants are born from a mutated strain of the infection. 
these zombies start out resembling giant zombies, but their corrupted 
innards directly convert devoured flesh into raw bone and muscle matter, 
causing the beasts to grow huge and powerful. Their added bulk causes them 
to move slower, but also renders them more resilient. They sport extremely 
thick appendages, and often prefer to bludgeon their victims to the brink of 
death before voraciously feeding.



Kai

- Original Message - 
From: "Johnny Tai" 

To: "Gamers Discussion list" 
Sent: Monday, November 21, 2011 6:15 PM
Subject: [Audyssey] zombie info?


Like any great zombie games, we need a list of details on the zombies- I'm 
interested to know what they're supposed to be heh, the dogs are fairly 
straight forward, the normal ones too, what about the rest? I think of 
tyrants more like the tyrants from Resident Evil games- but those were not 
zombies.

What in the blue blazes is a lamprey zombie? lol
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Re: [Audyssey] swamp---extreme shortage on ammo

2011-11-21 Thread Steady Goh
Hi, I feel that the biggest problem now is the zombie sound pending bug 
because it affects playability.

锦发/Steady Goh
- Original Message - 
From: "Jeremy Kaldobsky" 

To: "Gamers Discussion list" 
Sent: Tuesday, November 22, 2011 11:32 AM
Subject: Re: [Audyssey] swamp---extreme shortage on ammo


Actually the loot was never changed, it is just spread out over a 50% 
larger map.  I am considering increasing the number of loot items, but 
first I will fix the reputation system since that may make it better all 
by itself.



well now we have more zombies just
put the loot to what it was before.



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Re: [Audyssey] Rogue games.

2011-11-21 Thread michael barnes

Hello, Thomas.
Are these games accessible for the blind?
I was kinda looking for a rogue game that is like entomb.

From what I have read it said that entomb is a rogue game.

Is that correct about entomb?
Thanks.

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Re: [Audyssey] intro and questions

2011-11-21 Thread Thomas Ward
Hi Orin and all,

Might I just say something real quick about BGT and Laurel's request.
As I recall Laurel seemed interested in creating games for her IPhone.
While I agree using BGT for Windows games is the best place to start,
but  if Laurel wants to write games for her IPhone BGT won't work.
She'll have to consider a programming language and tools supported by
her IPhone. Keep that in mind when handing out suggestions like this.

Cheers!

On 11/21/11, Orin  wrote:
> Hi,
>
> May I suggest the Blastbay Game Engine for writing games at
> http://www.blastbay.com
>
> It's got a pretty extensive manual and community forum. It's the first
> language where when I read the manual I have an understanding of things,
> though designing games that I have in my head and turning them into code is
> the most difficult thing for me.
>
> Orin
> orin8...@gmail.com
> Twitter: http://www.twitter.com/orinks
> Skype: orin1112
>
>
>
> On Nov 21, 2011, at 7:05 PM, Christina wrote:
>
>> Hello and welcome to the list.
>> Unfortunately, I can't answer your questions.
>> I hope you find lots of good games and ideas here.
>> Christina
>>
>> - Original Message -
>> From: "Laurel" 
>> To: 
>> Sent: Sunday, November 20, 2011 5:11 PM
>> Subject: [Audyssey] intro and questions
>>
>>
>> Hello all,
>> My name is Laurel and I just became a member of this list. I want to
>> tame a moment and introduce myself to you all. I also have a few
>> questions for you all.
>> I am from Dallas Texas and am a third year university student. I study
>> French and Russian and love learning languages! I use JAWS screen
>> reader along with an iPhone. I have a yellow lab female guide dog from
>> Guide Dogs for the Blind named Stockard.
>> I am interested in learning to write and create text based games as
>> well as iPhone applications and other accessible games for blind
>> people. This leads me to my questions. /smiles/ I know that in order
>> to write apps and games I need to learn a computer language so that I
>> can code properly. I also know that there are a tun of computer
>> programs out there that can help you write and design your games and
>> apps. My first question is what are the computer programs out there
>> that are the most JAWS accessible? I am having a hard time deciding
>> whether I should try to use c++, java or what because I don't know
>> what is good with JAWS. My second question is, I'm wondering if any of
>> you would be willing to menter me some. Like I said, I'm just learning
>> how to do this and I'm still learning the different computer languages
>> used to create games/apps. So would somebody be willing to menter me
>> and help me learn how to do this? Basically, I need somebody to help
>> me get started and point me in the right direction as far as resources
>> and helping me choose which programs to use, how to go about creating
>> a game etc.
>>
>> Thanks,
>> Laurel and Stockard
>>
>> ---
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Re: [Audyssey] Rogue games.

2011-11-21 Thread Thomas Ward
Hi Michael,

By rogue games are you talking about roguelike roll playing games like
Nethack, Angbang, and ADOM?
If so you might start by seeing if there is an IPhone port of Nethack
and Angbang available. I know they have various ports for Windows,
Linux, and Mac and its possible the developers have started creating
ports for the IPhone etc.

Cheers!


On 11/21/11, michael barnes  wrote:
> Hey, all.
> I was wondering if there are any rogue games that accessible for the
> blind whether they was made for sighted people or not?
> I am also looking for some rpg's aswell.
> I would like to find out about these type of games for the iphone.
> Thanks.
>
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> www.serotek.com to learn more about accessibility anywhere.
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Re: [Audyssey] swamp---extreme shortage on ammo

2011-11-21 Thread Jeremy Kaldobsky
Actually the loot was never changed, it is just spread out over a 50% larger 
map.  I am considering increasing the number of loot items, but first I will 
fix the reputation system since that may make it better all by itself.

> well now we have more zombies just
> put the loot to what it was before.


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Re: [Audyssey] intro and questions

2011-11-21 Thread Orin
Hi,

May I suggest the Blastbay Game Engine for writing games at
http://www.blastbay.com

It's got a pretty extensive manual and community forum. It's the first language 
where when I read the manual I have an understanding of things, though 
designing games that I have in my head and turning them into code is the most 
difficult thing for me.

Orin
orin8...@gmail.com
Twitter: http://www.twitter.com/orinks
Skype: orin1112



On Nov 21, 2011, at 7:05 PM, Christina wrote:

> Hello and welcome to the list.
> Unfortunately, I can't answer your questions.
> I hope you find lots of good games and ideas here.
> Christina
> 
> - Original Message - 
> From: "Laurel" 
> To: 
> Sent: Sunday, November 20, 2011 5:11 PM
> Subject: [Audyssey] intro and questions
> 
> 
> Hello all,
> My name is Laurel and I just became a member of this list. I want to
> tame a moment and introduce myself to you all. I also have a few
> questions for you all.
> I am from Dallas Texas and am a third year university student. I study
> French and Russian and love learning languages! I use JAWS screen
> reader along with an iPhone. I have a yellow lab female guide dog from
> Guide Dogs for the Blind named Stockard.
> I am interested in learning to write and create text based games as
> well as iPhone applications and other accessible games for blind
> people. This leads me to my questions. /smiles/ I know that in order
> to write apps and games I need to learn a computer language so that I
> can code properly. I also know that there are a tun of computer
> programs out there that can help you write and design your games and
> apps. My first question is what are the computer programs out there
> that are the most JAWS accessible? I am having a hard time deciding
> whether I should try to use c++, java or what because I don't know
> what is good with JAWS. My second question is, I'm wondering if any of
> you would be willing to menter me some. Like I said, I'm just learning
> how to do this and I'm still learning the different computer languages
> used to create games/apps. So would somebody be willing to menter me
> and help me learn how to do this? Basically, I need somebody to help
> me get started and point me in the right direction as far as resources
> and helping me choose which programs to use, how to go about creating
> a game etc.
> 
> Thanks,
> Laurel and Stockard
> 
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Re: [Audyssey] How to play Swamp with Fusion?

2011-11-21 Thread Thomas Ward
Hi Orin,

I would suggest trying a USB mouse with two or three buttons as Swamp
is heavily mouse driven. a single button mouse won't do the job here.
:D

Cheers!

On 11/21/11, Orin  wrote:
> Hey all,
>
> Well, i think I'm kind of out of luck with Swamp right now. Since I have a
> Apple mouse that only has one mouse button, I can't walk. Is there a way I
> can play? i guess I can just hook up a USB mouse. Also I somehow got stuck
> holding down the firing button when I wasn't holding the mouse button down.
> Weird, if I can do it again I'll let you know.
>
> Thanks.
> Orin
> orin8...@gmail.com
> Twitter: http://www.twitter.com/orinks
> Skype: orin1112
>
>
>
>
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Re: [Audyssey] Swamp reflections.

2011-11-21 Thread Jeremy Kaldobsky
Actually that is backwards.  The weapon ranges will be increased to at least 
match the audible range of zombies.  Most guns will even fire a little farther 
than you can hear.

> Let me understand this clearly. 
> You intend that we not be able to hear
> zombies that are beyond our weapons range, meaning that
> what we hear will
> depend upon what we have equipped?  That seems
> problematic from a realism
> perspective, and with the axe/chain saw seems also
> problematic from the
> perspective of the game.  How about having a command
> to estimate the range
> to the target most nearly centered, which won't report a
> range if the weapon
> is out of range, but we still hear the zombies at all
> ranges.  Shift-t
> perhaps?
> 
>     Chris Bartlett


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[Audyssey] How to play Swamp with Fusion?

2011-11-21 Thread Orin
Hey all,

Well, i think I'm kind of out of luck with Swamp right now. Since I have a 
Apple mouse that only has one mouse button, I can't walk. Is there a way I can 
play? i guess I can just hook up a USB mouse. Also I somehow got stuck holding 
down the firing button when I wasn't holding the mouse button down. Weird, if I 
can do it again I'll let you know.

Thanks.
Orin
orin8...@gmail.com
Twitter: http://www.twitter.com/orinks
Skype: orin1112




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Re: [Audyssey] swamp---extreme shortage on ammo

2011-11-21 Thread lenron brown
how do u use the field kit

On 11/21/11, Christopher Bartlett  wrote:
> It's quite possible to end up well armed.  I had an m-60 recently and
> cleared the bridge with it before I got bitten by the non-panning zombies
> bug and it ate my gun.
>
>   Chris
>
>
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of lenron brown
> Sent: Monday, November 21, 2011 7:47 PM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] swamp---extreme shortage on ammo
>
> same here they killing me i keep dying and loosing all my stuff. The
> other game was hard and this one is harder i only started playing
> saturday. Can we just loose some of the ammo and keep hour weapons.
> Maybe we could save another way love the game but my head hurts.
> Trying to get out the safe zone
>
> On 11/21/11, Jeremy Kaldobsky  wrote:
>> Actually you aren't supposed to lose any reputation or experience when you
>> die, but a bug is causing most people to lose it when they do.
>>
>> I'm also thinking of adding more loot to the map, but I haven't had time
> to
>> code for pretty much the entire day.
>>
>>> From what I've gathered so far, 100
>>> percent rep loss on death is rather harsh, as is losing your
>>> experience.
>>>
>>> I'd suggest follow the old mud method and lose a
>>> proportion,  either that or have a reputation bank in
>>> the safe zone (which is a litle silly but might solve the
>>> problem).
>>>
>>> Beware the grue!
>>>
>>> Dark.
>>
>>
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[Audyssey] zombie info?

2011-11-21 Thread Johnny Tai
Like any great zombie games, we need a list of details on the zombies- I'm 
interested to know what they're supposed to be heh, the dogs are fairly 
straight forward, the normal ones too, what about the rest? I think of tyrants 
more like the tyrants from Resident Evil games- but those were not zombies.
What in the blue blazes is a lamprey zombie? lol
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[Audyssey] More swamp 1.2b anomalies

2011-11-21 Thread Christopher Bartlett
When equipping a weapon that has been fired, reloading does not decrement
your stored ammo correctly.  Example:  I find 40 45ACP bullets while
wielding my axe.  I had 1 left in the pistol.  When I re-equip and reload, I
still have 40 ammo left and eight in the gun.

 

Reputation seems to behave randomly on death.  I had 238 reputation recently
and I don't think that's correct, though perhaps that would be my cumulative
score.  I just died again, so I'm not sure what it will be when I go back.

 

Experience also seems to have something of a bug in it as it's resetting
with death, though mine isn't resetting to 0 anymore.  I did manage to get
back to the safe zone and save.  Perhaps that's why.

 

Health completely resets when you return from exiting in the safe zone, a
nice loophole to take advantage of when you're out of med kits and at 5%
health.

 

I agree with others that my own footsteps are too loud in relation to the
rest of the soundscape.

 

Love the m-60; you can clear the Carrigan Bridge if you're properly placed
with it, even if it has its usual swarm of zombies.

 

And, my kudos to Kai, for excellent sound upgrades.

 

Chris Bartlett

 

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Re: [Audyssey] my thoughts on the new version of swamp.

2011-11-21 Thread Christopher Bartlett
I don't know, I'm not having as much difficulty as others are here, and the
challenge is addictive for me.  I'd be sorry to see the difficulty level
decreased significantly.  Once the bugs are ironed out, I think it's
completely playable.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Monday, November 21, 2011 8:07 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] my thoughts on the new version of swamp.

neither am I.
Last version there were major issues, now its like we have swung to 
far the other way.
THe issues are now oversolved.
And while the last version was getting pointless this new one is hmmm.
Also I'd like a way to reset my char if I wanted.
At 10:46 a.m. 21/11/2011 -0500, you wrote:
>Well? Here's what I think so far.  With the range on the weapons it's much
>harder to target.  You end up wasting ammo because with the footsteps being
>louder it's hard to tell if a zombie is in range of your gun.  The game
>seems sluggish now for some reason.  I've only been playing for a few
>minutes now and keep dyeing without getting very far.  I think it needs a
>little more balancing.
>
>I will keep playing and trying to get better, but right off the bat, I'm
not
>too happy with this version at least from the stand point that Can't stay
>alive long enough to rack up anything.
>
>Darren Duff.
>
>amateur radio station KK4AHX.
>
>Follow me on twitter @blinddrummer.
>
>friend me on face book http://www.facebook.com/blinddrummer.
>
>Drummer for The Overflow worship band!
>
>http://www.theoverflowband.com  .
>
>Personal Phone: (678)936-6113
>
>Mobile E-mail mobiledu...@gmail.com
>
>primary E-mail duff...@gmail.com
>
>MSN darren...@hotmail.com
>
>skype duffman31279
>
>
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Re: [Audyssey] swamp---extreme shortage on ammo

2011-11-21 Thread Christopher Bartlett
It's quite possible to end up well armed.  I had an m-60 recently and
cleared the bridge with it before I got bitten by the non-panning zombies
bug and it ate my gun.

Chris


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of lenron brown
Sent: Monday, November 21, 2011 7:47 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] swamp---extreme shortage on ammo

same here they killing me i keep dying and loosing all my stuff. The
other game was hard and this one is harder i only started playing
saturday. Can we just loose some of the ammo and keep hour weapons.
Maybe we could save another way love the game but my head hurts.
Trying to get out the safe zone

On 11/21/11, Jeremy Kaldobsky  wrote:
> Actually you aren't supposed to lose any reputation or experience when you
> die, but a bug is causing most people to lose it when they do.
>
> I'm also thinking of adding more loot to the map, but I haven't had time
to
> code for pretty much the entire day.
>
>> From what I've gathered so far, 100
>> percent rep loss on death is rather harsh, as is losing your
>> experience.
>>
>> I'd suggest follow the old mud method and lose a
>> proportion,  either that or have a reputation bank in
>> the safe zone (which is a litle silly but might solve the
>> problem).
>>
>> Beware the grue!
>>
>> Dark.
>
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to
> gamers-unsubscr...@audyssey.org.
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> All messages are archived and can be searched and read at
> http://www.mail-archive.com/gamers@audyssey.org.
> If you have any questions or concerns regarding the management of the
list,
> please send E-mail to gamers-ow...@audyssey.org.
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Re: [Audyssey] swamp, little tips on getting out of buildings

2011-11-21 Thread lenron brown
how do we find out the corrdinates

On 11/21/11, Steady Goh  wrote:
> It can be quite frustrating if you keep banging your head against the
> building wall. This is how I get out of buildings. Always face direct
> compass positions. I side stap a lot in buildings so I won't get
> disorientated and move in circles. Make use of both the radar and beacon.
> The beaken will show you the entrance/exit. but most of the time we can't
> just move towards it. the range radars will help you find the opening. It
> will also help if you know the coordinates of the entrance/exit.
> 锦发/Steady Goh
> - Original Message -
> From: "Che" 
> To: "Gamers Discussion list" 
> Sent: Tuesday, November 22, 2011 7:14 AM
> Subject: Re: [Audyssey] Swamp reflections.
>
>
>>   i agree with christopher for the most part here.
>>   before, a skilled player was able to run around, blasting away, not
>> caring much if they got killed.
>>  now we care, and that is a huge advantage to the game experience in my
>> opinion.
>>   i still haven't quite figured out how to tell if zombies are far away,
>> or behind a wall yet, and there seem to be tons of them congrigating there
>>
>> south of the safe zone.  with some zombies not panning properly as the
>> mouse is moved, its a huge problem, even with plenty of ammo.
>>   also, although i managed to get out of the safe zone building after
>> spawning there once, i was not able to do so again, even after trying to
>> go around the perimeter of the building in hopes of finding a door. quite
>> frustrating.
>>   as jeremy said, this is a major release, so will take some tweaking and
>> feedback, but i for one hope no matter what, he puts in a beginner server
>> for the newer players to get going, and a second server for those that are
>>
>> experienced and want a real challenge.
>>   this is now a pretty hard game to get momentum in, and a lot of
>> potential new players are going to give up if they can't get in a few easy
>>
>> kills while learning the game.
>>   also, i would reverse the order of the options when hitting enter in the
>>
>> safe zone. once we've read the history etc. no need to have to arrow
>> through all that every time you wanna withdraw or deposit to the safe
>> zone. glad you guys put sound effects in the menus, makes the game feel
>> more professional and crisp.
>>   also, has anyone tried the field kits' new range ability to heal others?
>>
>> i only found one field kit so far, and was promptly zombie fodder, so i
>> didn't get to check it out.
>>   btw, if you see a player named B A in there, thats me, for better or for
>>
>> worse.
>>   later
>> che
>>
>>
>> On 11/21/2011 4:33 PM, Dallas O'Brien wrote:
>>> yeah, i have to say, its very hard to tell what is 20 squares, and
>>> whats 50. lol.
>>>
>>>
>>> On 22 November 2011 08:31, dark  wrote:
 What I'm trying to learn currently is how to judge the weapon range in
 audio, so I know when I'm at close range and can start axe murdering.

 Beware the grue!

 Dark.
 - Original Message - From: "Dallas O'Brien"
 
 To: "Gamers Discussion list"
 Sent: Monday, November 21, 2011 10:23 PM
 Subject: Re: [Audyssey] Swamp reflections.


 yep. its been a long time coming, and its great to see its here. a
 realistic shooting game! and yes, i do much the same, take things very
 ... very slow. ahahah.
 dallas


 On 22 November 2011 08:10, Christopher Bartlett
   wrote:
>
> Ok, got to run around a bit this afternoon while my kids were watching
> the
> Muppet Show. (And if that isn't cognitive dissonance, what is?) Anyway,
>
> in
> contrast to a lot of commentary I heard in game and here, I *love* the
> new
> feel of the game. I found myself acting as I would in that situation,
> i.e.
> being extremely cautious, stopping a lot to listen, walking a lot
> instead
> of
> running, and trying to take zombies at long range when I had the
> weapons.
> I
> have a new appreciation for the hunting rifle.
>
>
>
> Some things that seem problematic. There are zombies that don't appear
> to
> track correctly as I move my mouse, that is, the sound stays in the
> same
> place. I got killed by one of those buggers.
>
>
>
> Buying weapons with reputation seems to be broken. I only have this
> from
> radio chatter, but it appears that people tried buying weapons and
> couldn't
> though the reputation score changed, they didn't get weapons.
>
>
>
> All in all, this is a new game for me and I'm excited to master the new
> techniques.
>
>
>
> Chris Bartlett
>
>
>
> ---
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> gamers-unsubscr...@audyssey.org.
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> http://

Re: [Audyssey] my thoughts on the new version of swamp.

2011-11-21 Thread shaun everiss

neither am I.
Last version there were major issues, now its like we have swung to 
far the other way.

THe issues are now oversolved.
And while the last version was getting pointless this new one is hmmm.
Also I'd like a way to reset my char if I wanted.
At 10:46 a.m. 21/11/2011 -0500, you wrote:

Well? Here's what I think so far.  With the range on the weapons it's much
harder to target.  You end up wasting ammo because with the footsteps being
louder it's hard to tell if a zombie is in range of your gun.  The game
seems sluggish now for some reason.  I've only been playing for a few
minutes now and keep dyeing without getting very far.  I think it needs a
little more balancing.

I will keep playing and trying to get better, but right off the bat, I'm not
too happy with this version at least from the stand point that Can't stay
alive long enough to rack up anything.

Darren Duff.

amateur radio station KK4AHX.

Follow me on twitter @blinddrummer.

friend me on face book http://www.facebook.com/blinddrummer.

Drummer for The Overflow worship band!

http://www.theoverflowband.com  .

Personal Phone: (678)936-6113

Mobile E-mail mobiledu...@gmail.com

primary E-mail duff...@gmail.com

MSN darren...@hotmail.com

skype duffman31279


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[Audyssey] swamp, little tips on getting out of buildings

2011-11-21 Thread Steady Goh
It can be quite frustrating if you keep banging your head against the 
building wall. This is how I get out of buildings. Always face direct 
compass positions. I side stap a lot in buildings so I won't get 
disorientated and move in circles. Make use of both the radar and beacon. 
The beaken will show you the entrance/exit. but most of the time we can't 
just move towards it. the range radars will help you find the opening. It 
will also help if you know the coordinates of the entrance/exit.

锦发/Steady Goh
- Original Message - 
From: "Che" 

To: "Gamers Discussion list" 
Sent: Tuesday, November 22, 2011 7:14 AM
Subject: Re: [Audyssey] Swamp reflections.



  i agree with christopher for the most part here.
  before, a skilled player was able to run around, blasting away, not 
caring much if they got killed.
 now we care, and that is a huge advantage to the game experience in my 
opinion.
  i still haven't quite figured out how to tell if zombies are far away, 
or behind a wall yet, and there seem to be tons of them congrigating there 
south of the safe zone.  with some zombies not panning properly as the 
mouse is moved, its a huge problem, even with plenty of ammo.
  also, although i managed to get out of the safe zone building after 
spawning there once, i was not able to do so again, even after trying to 
go around the perimeter of the building in hopes of finding a door. quite 
frustrating.
  as jeremy said, this is a major release, so will take some tweaking and 
feedback, but i for one hope no matter what, he puts in a beginner server 
for the newer players to get going, and a second server for those that are 
experienced and want a real challenge.
  this is now a pretty hard game to get momentum in, and a lot of 
potential new players are going to give up if they can't get in a few easy 
kills while learning the game.
  also, i would reverse the order of the options when hitting enter in the 
safe zone. once we've read the history etc. no need to have to arrow 
through all that every time you wanna withdraw or deposit to the safe 
zone. glad you guys put sound effects in the menus, makes the game feel 
more professional and crisp.
  also, has anyone tried the field kits' new range ability to heal others? 
i only found one field kit so far, and was promptly zombie fodder, so i 
didn't get to check it out.
  btw, if you see a player named B A in there, thats me, for better or for 
worse.

  later
che


On 11/21/2011 4:33 PM, Dallas O'Brien wrote:

yeah, i have to say, its very hard to tell what is 20 squares, and
whats 50. lol.


On 22 November 2011 08:31, dark  wrote:

What I'm trying to learn currently is how to judge the weapon range in
audio, so I know when I'm at close range and can start axe murdering.

Beware the grue!

Dark.
- Original Message - From: "Dallas O'Brien"

To: "Gamers Discussion list"
Sent: Monday, November 21, 2011 10:23 PM
Subject: Re: [Audyssey] Swamp reflections.


yep. its been a long time coming, and its great to see its here. a
realistic shooting game! and yes, i do much the same, take things very
... very slow. ahahah.
dallas


On 22 November 2011 08:10, Christopher Bartlett
  wrote:


Ok, got to run around a bit this afternoon while my kids were watching 
the
Muppet Show. (And if that isn't cognitive dissonance, what is?) Anyway, 
in
contrast to a lot of commentary I heard in game and here, I *love* the 
new
feel of the game. I found myself acting as I would in that situation, 
i.e.
being extremely cautious, stopping a lot to listen, walking a lot 
instead

of
running, and trying to take zombies at long range when I had the 
weapons.

I
have a new appreciation for the hunting rifle.



Some things that seem problematic. There are zombies that don't appear 
to
track correctly as I move my mouse, that is, the sound stays in the 
same

place. I got killed by one of those buggers.



Buying weapons with reputation seems to be broken. I only have this 
from

radio chatter, but it appears that people tried buying weapons and
couldn't
though the reputation score changed, they didn't get weapons.



All in all, this is a new game for me and I'm excited to master the new
techniques.



Chris Bartlett



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Re: [Audyssey] Steady the butcher in zombie land

2011-11-21 Thread shaun everiss

hmmm now its to much the other way.
The reason we were probably not running out was there were not enough monsters.
Now I don't know.
I amost feel like dropping back to 1.1
At 08:30 a.m. 21/11/2011 -0800, you wrote:
Well the new update should hopefully help solve the problem where 
everyone had everything they needed.  I've made it a bit harder now.


When it comes to your multiplayer comments, those are exactly the 
kinds of things I wanted to solve with Castaways and Swamp.  With 
the centralized server people don't need to keep track of IP 
numbers, and the server is coded in a way that allows even very slow 
connections to use it.  While it certainly isn't perfect, it seems 
to be doing what I intended.


> I havn't played swamp for a bit but
> thats mainly  because there is now little challenge
> after I mastered multiplayerthough I think this is on the
> todo list.
> Right now for example we get to much ammo, etc.
> Its almost garenteed that we will get more than enough of
> anything, and everything.
> In a short time but then this is still a concept in
> progress and honestly playing this online  thing is
> real good.
> I previously didn't bother with online play because of
> really bad things going on, from the fact you had to know
> everyone's ip on some games to bad things happening with my
> connection.
> It maybe have been that I have had a crappy connection
> which I have resolved somewhat but it always seemed that I
> was dropped off.
> And then again I have never been an online junky.
> Eg I used to play muds, core exiles and things.
> I found unless I devoted part of my day to ce or whatever
> the rest was I would have to put time asside for the game.
> At 08:29 p.m. 20/11/2011 +0800, you wrote:


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Re: [Audyssey] More BGT news

2011-11-21 Thread Thomas Ward
Hi Chris,

That's an over technical explanation, but that's basically it in a
nutshell. Serialization is simply taking a group of variables such as
a class object, converting it to a binary stream, and then writing
that binary stream to a data file. Deserialization is the process of
taking a saved binary stream and reconstructing the status of objects
and variables to the exact state they were in when they were
serialized and saved.

HTH


On 11/21/11, Christopher Bartlett  wrote:
> I'm gathering that serialization in this context is the conversion of a
> state vector into an ordered series of values that can be reconstructed into
> that state vector at will?
>
>   Chris Bartlett

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Re: [Audyssey] swamp---extreme shortage on ammo

2011-11-21 Thread lenron brown
please do

On 11/21/11, shaun everiss  wrote:
> well now we have more zombies just put the loot to what it was before.
> At 03:38 p.m. 21/11/2011 -0800, you wrote:
>>Actually you aren't supposed to lose any reputation or experience
>>when you die, but a bug is causing most people to lose it when they do.
>>
>>I'm also thinking of adding more loot to the map, but I haven't had
>>time to code for pretty much the entire day.
>>
>> > From what I've gathered so far, 100
>> > percent rep loss on death is rather harsh, as is losing your
>> > experience.
>> >
>> > I'd suggest follow the old mud method and lose a
>> > proportion,  either that or have a reputation bank in
>> > the safe zone (which is a litle silly but might solve the
>> > problem).
>> >
>> > Beware the grue!
>> >
>> > Dark.
>>
>>
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Re: [Audyssey] swamp voice-shadow

2011-11-21 Thread shaun everiss

yeah shaddow sounds real good.
At 03:47 p.m. 21/11/2011 -0800, you wrote:
Whoever did shadow, lol, great voice for this- it's probably my 
favorite next to my own!



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Re: [Audyssey] swamp---extreme shortage on ammo

2011-11-21 Thread shaun everiss

well now we have more zombies just put the loot to what it was before.
At 03:38 p.m. 21/11/2011 -0800, you wrote:
Actually you aren't supposed to lose any reputation or experience 
when you die, but a bug is causing most people to lose it when they do.


I'm also thinking of adding more loot to the map, but I haven't had 
time to code for pretty much the entire day.


> From what I've gathered so far, 100
> percent rep loss on death is rather harsh, as is losing your
> experience.
>
> I'd suggest follow the old mud method and lose a
> proportion,  either that or have a reputation bank in
> the safe zone (which is a litle silly but might solve the
> problem).
>
> Beware the grue!
>
> Dark.


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Re: [Audyssey] Swamp reflections.

2011-11-21 Thread shaun everiss
aah I was wandering why I couldn't hit the zombies even if they were 
right in front of my mug.

At 03:45 p.m. 21/11/2011 -0800, you wrote:
Once I post the next update it will include the fix for the gun 
range bug.  Once fixed, if you can hear the zombies, odd are your 
gun can reach them.  Currently the bug is causing the guns to have 
drastically shorter ranges than they are supposed to have.


> yeah, i have to say, its very hard to
> tell what is 20 squares, and
> whats 50. lol.


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Re: [Audyssey] More BGT news

2011-11-21 Thread Thomas Ward
Hi Philip,

I agree. A lot comes down to trust. I can't help but feel like this
entire situation has been blown way out of proportion. If someone is
that concerned a BGT script or a game written in BGT will blow up
their registry don't install it. Its that simple.

As for the issue of 100 values I'd personally limit it to 50. Anything
more than 50 values for any kind of program is overkill, and should be
serialized and written to a file. That's the one thing I do agree with
Willem on that we should restrict the amount of values a BGT game
developer could potentially use by sticking to recommended standards.
Using 200 KB of space just seems like overkill to me and 100 KB is
plenty.

Cheers!


On 11/21/11, Philip Bennefall  wrote:
> Hi Willem,
>
> I have now added this limitation. A user cannot write more than 100 values
> to the registry for a given product, and each of these values can be no
> larger than 2048 bytes.
>
> I think this is all I can do in terms of precautions. The rest just comes
> down to whether you trust a particular script writer's competence enough to
> run his or her code.
>
> Kind regards,
>
> Philip Bennefall

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Re: [Audyssey] my thoughts on the new version of swamp.

2011-11-21 Thread shaun everiss

Well the fact is that there are to many zombies at once.
My shots hardly if at all hit, my axe does, and I find that there are 
less items, guns etc no guns bar safezone really and I have never got 
that many things.
The system was ok before it just was you had to much amo but if you 
put the zombie count up maybe that would work.

All the zombies don't make noise unless they see you.
The major issue with 1.1b was that there were not enough zombies you 
could walk round the map land not encounter hardly a zombie.

I also have got stuck in buildings before can't find ways out, etc.
At 09:05 a.m. 21/11/2011 -0800, you wrote:
I do plan to watch things and make adjustments to the difficulty, 
but I'm reluctant to do that until I've given people a chance to get 
used to the changes.  When the game first added multiplayer I was 
flooded with emails about the game being too hard.  Those slowly 
died down and soon I was flooded with emails saying it was too easy 
and people were starting to get bored.  I think this could end up 
being the same type of situation where people just need to get used 
to it.  I am willing to change it though, when the time is right.


> same here it seems to hard


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Re: [Audyssey] hello

2011-11-21 Thread shaun everiss

hi.
its good to get a newby on here.
I am known on the audiogames forum as crashmaster.
you should join the forum at forum.audiogames.net.

Bgt is the toolkit for games its an engine made by blastbay at www.blastbay.com
If all you want to do is make games then this should cover you.
It costs 35 or so to compile free games and a bit more to licence 1 
or more games depending on what you want.

Running games from source is always free and a lot of us use that system.

Then there is autoit, you can't really make anything bar simple games 
with that but its a basic scripting language.
Then you have python which is also good though I don't know much 
about doing that.
Then there are things like c sharp and c++  visualbasic dotnet and 
vb6 which is quite old.


If all you want to do is text based games maybe stories on 
www.kaldobsky.com/audiogames there is dark grew which I have not 
bothered with fully yet but still it exists.

Thats most of the main ones.
There is the quenton c playroom but I forget the url for that.
Now www.kitchensinc.net has a load of games like monopoly football and others.

Allinplay.com and www.blindadrenaline.com have some stuff to.

http://www.audiogames.net and www.pcsgames.net have game lists.
I think thats about everything.
At 02:45 p.m. 21/11/2011 -0600, you wrote:

Hello all,
My name is Laurel. I am a college student in Texas and I have a yellow
lab guide, female named Stockard, from Guide Dogs for the Blind. I've
recently gotten in to gaming, because I'm only now discovering the
good variety of accessible games out there. I have two questions for
all of you.

1, I'm interested in learning the computer language necessary to write
a game. I study French and Russian, so learning codes and such is not
hard for me. Would anybody be willing to kind of menter me and help me
sort of learn how to get started? I'm not even sure which programs I
can use that are compatible with my JAWS screen reader.

2, My favorite game in the world is Monopoly. I have the RS Games
version of this. If any of y'all know where I can get other versions
of this, please let me know! I also play cyber nations, which is a
text based internet browser game. www.cybernations.net. My favorite
games are like monopoly, risk, any kind of battle/war game, and I love
text based games too. Especially like nation building games and empire
games. What are some of the games, free or paid, that you all would
recommend?

I also love sports, but I've never found an accessible sports game
like football, so if y'all know of any, let me know!!

If you would be willing maybe to menter me and teach me some about
computer language and game writing, please email me privately.
Thanks all! Have a great day!
Laurel and Stockard

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Re: [Audyssey] swamp---extreme shortage on ammo

2011-11-21 Thread lenron brown
same here they killing me i keep dying and loosing all my stuff. The
other game was hard and this one is harder i only started playing
saturday. Can we just loose some of the ammo and keep hour weapons.
Maybe we could save another way love the game but my head hurts.
Trying to get out the safe zone

On 11/21/11, Jeremy Kaldobsky  wrote:
> Actually you aren't supposed to lose any reputation or experience when you
> die, but a bug is causing most people to lose it when they do.
>
> I'm also thinking of adding more loot to the map, but I haven't had time to
> code for pretty much the entire day.
>
>> From what I've gathered so far, 100
>> percent rep loss on death is rather harsh, as is losing your
>> experience.
>>
>> I'd suggest follow the old mud method and lose a
>> proportion,  either that or have a reputation bank in
>> the safe zone (which is a litle silly but might solve the
>> problem).
>>
>> Beware the grue!
>>
>> Dark.
>
>
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Re: [Audyssey] More BGT news

2011-11-21 Thread Thomas Ward
Hi Willem,

True, but I was merely pointing out if it bothers you that much you
could access the information about how this or that script accesses
and uses your registry. I wasn't implying that everyone could would
have these skills. Merely that its a possibility if someone really
wants to know. The option is there.

At any rate I think we've gotten to the point where we are beating the
proverbial dead horse to death. Philip has added the ability to access
and use the registry in BGT and right or wrong, good or bad, debating
the issue isn't going to change anything. You have concerneds--that's
noted--but let's not make a big issue out of something that
may or may not be a big issue in the long run. All we can do is wait and see.

On 11/21/11, Willem Venter  wrote:
> Hi Thomas. I don't think you can expect users with little computer
> knoledge to inspect a bgt script for entries that are made to the
> registry or even use a registry editor or cleaner. Also I'm not
> currently in the habbit of reading the source of every bgt game I try.
> It would simply take too much time.
>
> I guess a "delete created registry keys" item in the menu could solve
> the problem of not having an installer, but a menu item like this
> cannot be enforced by bgt, so not every scripter will make one.
>
>
>
> On 11/22/11, Thomas Ward  wrote:
>> Hi Willem,
>>
>> Yes, I know all that. I wasn't talking about a third-party installer,
>> but talking about adding the ability to remove and delete keys from
>> the game script itself. I haven't checked over the new docs for BGT
>> 1.1 but I'm guessing Philip should have some functions in BGT similar
>> to RegDeleteKeyEx and RegDeleteValueEx to remove keys from the
>> registry as needed. If so there could be an option in the game's
>> settings menu to delete registry keys/values. In other words clean up
>> after itself before you delete the script. Make sense?
>>
>> So in a nutshell if the script can clean up for itself its not totally
>> reliant on a third-party installer to remove registry keys their
>> script creates. Any programming language or API I've ever used could
>> both create and delete registry entries it uses. It is merely up to
>> the developer to add this extra functionality to his/her game script
>> to clean up after itself if a third-party installer isn't being used.
>> I'd advise Philip to recommend the use of a feature like that to make
>> it easier for gamers to insure no registry keys and stray values are
>> left behind when deleting the BGT script in question.
>>
>> Cheers!
>>
>>
>>
>> On 11/21/11, Willem Venter  wrote:
>>> Hi thomas. Many games are just scripts you run, so there is no
>>> installer or uninstaller.
>>> While I'm not sure if there is a limmit on how many keys a game may
>>> create, not having one is dangerous. Just imagine a program going into
>>> an infinite loop while writing values to the registry on each
>>> iteration. This can happen by writing while instead of if.
>>>
>>> It would be totally reliant on the developer to provide an installer
>>> that knows how to remove every key their bgt script created, where as
>>> a settings file harms noone even if  it is a few MB. The registry is
>>> something that needs to be used with lots of care, even though it is
>>> easy to do.
>>
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Re: [Audyssey] More BGT news

2011-11-21 Thread Philip Bennefall

Hi Willem,

I have now added this limitation. A user cannot write more than 100 values 
to the registry for a given product, and each of these values can be no 
larger than 2048 bytes.


I think this is all I can do in terms of precautions. The rest just comes 
down to whether you trust a particular script writer's competence enough to 
run his or her code.


Kind regards,

Philip Bennefall
- Original Message - 
From: "Willem Venter" 

To: ; "Gamers Discussion list" 
Sent: Tuesday, November 22, 2011 12:01 AM
Subject: Re: [Audyssey] More BGT news


Hi philip. Yes imposing the limmit of 100 values is a solution. I also
think you should warn users of a script about a script accessing the
registry as I would still not like keys floating around in my registry
from games I tried once.

I understand what you mean about the delete file command, but it is
harder to accidentally delete the wrong file. My concern is less for
malicious people and more for working with something they don't really
understand. A file is simple and localized to your script while the
registry is not. Even for your screen reader example, restarting the
system would still allow the screen reader to work, where many keys in
the registry would permanently slow down the system, even if they are
later removed.

Thank you.

On 11/21/11, Philip Bennefall  wrote:

Hi Willem,

I can insert a limit of, say, 100 values for each game. Each value can be 
at

most 2048 bytes in length, which would mean that a script writer could not
store more than 200 kb in the registry. Would this solve the problem for
you?

I think though that no matter  how you look at it, badly written code can
always cause more or less serious issues. I have screen reader support in
the engine where you can interrupt and stop the speech, and if someone 
wrote
an infinite loop accidentally that kept stopping the speech it might be 
hard

to shut that program down. Does this mean we should not have screen reader
support? You can also delete files with the file_delete function. Again,
something else that could be abused. There just comes a point where you 
need
to decide whether or not you trust the writer of the game enough to 
subject

your computer to their code, which is true of any game or software
application. It is hard for me as the engine designer to prevent people
from, intentionally or unintentionally, writing code that may be harmful 
in

one way or another. But I will certainly do as much as I possibly can to
make it more unlikely to occur, including limiting registry access if 
people

feel it is necessary.

Kind regards,

Philip Bennefall
- Original Message -
From: "Willem Venter" 
To: "Gamers Discussion list" 
Sent: Monday, November 21, 2011 7:36 PM
Subject: Re: [Audyssey] More BGT news


Hi thomas. Many games are just scripts you run, so there is no
installer or uninstaller.
While I'm not sure if there is a limmit on how many keys a game may
create, not having one is dangerous. Just imagine a program going into
an infinite loop while writing values to the registry on each
iteration. This can happen by writing while instead of if.

It would be totally reliant on the developer to provide an installer
that knows how to remove every key their bgt script created, where as
a settings file harms noone even if  it is a few MB. The registry is
something that needs to be used with lots of care, even though it is
easy to do.

On 11/21/11, Thomas Ward  wrote:

Hi Willem,

Which are all valid points. However, as Philip mentioned he has put
restrictions in BGT to keep novis BGT developers from dumping 100
2048 KB of values into the registry So it sounds like Philip is aware
of the issues and is taking steps to minimize any risk of someone over
using and abusing the registry as you described.

As far as removing keys I haven't looked but it stands to reason if
BGT can create registry keys and set registry values that there should
be wrapper functions for deleting them as well. In C++ the functions
to do this is RegDeleteKeyEx and RegDeleteValueEx. If BGT has wrapper
functions for those registry functions someone can add an option to
delete keys prior to the uninstallation of the game.

Cheers!


On 11/21/11, Willem Venter  wrote:

Philip, I understand your decision to include it completely, though I
still can't say I agree. Still if your paying customers request it, it
is understandable.

Kai, I did not question registry support because it was redundant. I
questioned it because Microsoft's prinsipals from which they built the
registry is flawed and dangerous. This could lead to unhappy users of
bgt games where someone for example decided to (accidentally?) dump
100 2048 kb values into a registry that usually has a size < 10mb.
This would have an effect on the whole operating system of the user.
There is also no way to control the automatic removal of these keys if
a user deletes the bgt script. To my mind it just didn't seem worth
the extra effort for no gai

[Audyssey] my thoughts on the new swamp version

2011-11-21 Thread john
This may be a bit early, but here goes. Rather than detail 
everying, I'm going to make a list of the things I've run into.
*The walking sounds are quite loud, not only does this distract 
me, and make it harder to here zombies, but it throws off my 
distance scale.
*I can't tell if I hit stuff. The old version had that very 
distinctive impact sound, which I really need to know if i'm 
hitting stuff. This way, I can't tell if it's a wall I'm emptying 
my last clip of pistol ammo into, or that zombie right next to 
it.

*Love the donate/get stuff feature!
*Nice job on the background/situation, can't wait for the quests.
*The zombies are rather difficult to tell apart from players in 
some cases, and when there are a lot of them, very hard to aim 
at.


There may be more things as I play, but that's all for now.

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Re: [Audyssey] Swamp reflections.

2011-11-21 Thread Christopher Bartlett
Let me understand this clearly.  You intend that we not be able to hear
zombies that are beyond our weapons range, meaning that what we hear will
depend upon what we have equipped?  That seems problematic from a realism
perspective, and with the axe/chain saw seems also problematic from the
perspective of the game.  How about having a command to estimate the range
to the target most nearly centered, which won't report a range if the weapon
is out of range, but we still hear the zombies at all ranges.  Shift-t
perhaps?

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Monday, November 21, 2011 6:46 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp reflections.

Once I post the next update it will include the fix for the gun range bug.
Once fixed, if you can hear the zombies, odd are your gun can reach them.
Currently the bug is causing the guns to have drastically shorter ranges
than they are supposed to have.


> yeah, i have to say, its very hard to
> tell what is 20 squares, and
> whats 50. lol.


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Re: [Audyssey] hello

2011-11-21 Thread Thomas Ward
Hi Laurel,

Well, as far as Monopoly and sports games I'd highly recommend
checking out Jim Kitchens website. If you go to
http://www.kitchensinc.net
you'll find a large variety of board games like Life, Monopoly, Yatzi,
etc. He also has a Baseball game and a Football game. So you can
pretty much find a lot of what you want all at one place.

As for strategy/empire building games there is Castaways by Jeremy
Kaldobski found at
http://www.kaldobski.com/audiogames/
and there is a game called SoundRTS which I forget the website address
off hand. If you want something comercial, but is extremely good,
there is a game called Time of Conflict from
http://www.gmagames.com
which is probably the best empire building/strategy game out there right now.

P.S.

In the future could you please use a better subject than "Hello." Its
considered good list practice to give messages a subject that gives
the reader a indication of what the topic is about.

Cheers!



On 11/21/11, Laurel  wrote:
> Hello all,
> My name is Laurel. I am a college student in Texas and I have a yellow
> lab guide, female named Stockard, from Guide Dogs for the Blind. I've
> recently gotten in to gaming, because I'm only now discovering the
> good variety of accessible games out there. I have two questions for
> all of you.
>
> 1, I'm interested in learning the computer language necessary to write
> a game. I study French and Russian, so learning codes and such is not
> hard for me. Would anybody be willing to kind of menter me and help me
> sort of learn how to get started? I'm not even sure which programs I
> can use that are compatible with my JAWS screen reader.
>
> 2, My favorite game in the world is Monopoly. I have the RS Games
> version of this. If any of y'all know where I can get other versions
> of this, please let me know! I also play cyber nations, which is a
> text based internet browser game. www.cybernations.net. My favorite
> games are like monopoly, risk, any kind of battle/war game, and I love
> text based games too. Especially like nation building games and empire
> games. What are some of the games, free or paid, that you all would
> recommend?
>
> I also love sports, but I've never found an accessible sports game
> like football, so if y'all know of any, let me know!!
>
> If you would be willing maybe to menter me and teach me some about
> computer language and game writing, please email me privately.
> Thanks all! Have a great day!
> Laurel and Stockard
>
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Re: [Audyssey] intro and questions

2011-11-21 Thread Thomas Ward
Hi Laurel,

Well, to begin with when it comes to the subject of what programming
language/languages to use that depends on a lot of factors. Fact is if
you ask 10 programmers that question chances are you will get 10
different answers in return. That's because a lot of it comes down to
personal preference.

What I mean by that is you really have to know what exactly you want
the language to do, and what you find easiest to work with. For
instance, C-style languages like C++, Java, and C# .Net all have a
C-style syntax using lots of braces, brackets, and that sort of thing
to define blocks of code. Basic style languages such as Visual Basic
.Net uses a lot of words instead of symbols like Sub, End Sub, Class,
End Class, etc to begin and end blocks of code. Then, there are
languages like Python that have very little to no sintax at all and
you define blocks of code through spacing and indention. Obviously,
everyone has there preference which language is easiest to work with,
and some people like one coding convention over another. this makes
the choice extremely personal.

Other things to think about is what platform or platforms you will be
programming for, what tools are accessible for that language, and what
types of games you will be creating. This largely would effect what
languages you might choose to use as well.

For example, you mentioned writing text adventures. The easiest way to
do that is use one of the text adventure specific languages such as
Inform 7, create the adventure in the Inform IDE/Compiler, and then
run the file using your favorite Inform interpreter like Frotz,
Winfrotz, etc. Its not necessary to use an all purpose language like C
or C++ to write a text adventure unless of course you plan to write
several different types of games besides just text adventures.

Finally, as far accessibility goes you don't really have to have a big
fansy IDE to write games and other software. Mostly what you need is a
plane text editor like Windows Notepad to write the source code, IE
the stuff you can read, and then compile it with the compiler of your
choice. Accessibility is largely up to weather you feel more
comfortable with a graphical IDE/compiler or if you would rather work
with command line text tools.Most development software such as
Microsoft's Visual Studio come with both a graphical environment, and
an optional command line environment with  text only tools. So I think
the place to start is to figure out what language you want to work
with, and then find the tools that is most accessible for that
programming language.

Oh, and before I forget there is one other option that needs
mentioning. For a beginner thinking about creating Windows games
Philip Bennefall has created an accessible game programming engine
called BGT. At the moment its a Windows only product, but it might be
a good place to start.

Cheers!



On 11/20/11, Laurel  wrote:
> Hello all,
> My name is Laurel and I just became a member of this list. I want to
> tame a moment and introduce myself to you all. I also have a few
> questions for you all.
> I am from Dallas Texas and am a third year university student. I study
> French and Russian and love learning languages! I use JAWS screen
> reader along with an iPhone. I have a yellow lab female guide dog from
> Guide Dogs for the Blind named Stockard.
> I am interested in learning to write and create text based games as
> well as iPhone applications and other accessible games for blind
> people. This leads me to my questions. /smiles/ I know that in order
> to write apps and games I need to learn a computer language so that I
> can code properly. I also know that there are a tun of computer
> programs out there that can help you write and design your games and
> apps. My first question is what are the computer programs out there
> that are the most JAWS accessible? I am having a hard time deciding
> whether I should try to use c++, java or what because I don't know
> what is good with JAWS. My second question is, I'm wondering if any of
> you would be willing to menter me some. Like I said, I'm just learning
> how to do this and I'm still learning the different computer languages
> used to create games/apps. So would somebody be willing to menter me
> and help me learn how to do this? Basically, I need somebody to help
> me get started and point me in the right direction as far as resources
> and helping me choose which programs to use, how to go about creating
> a game etc.
>
> Thanks,
> Laurel and Stockard
>
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> gamers-unsubscr...@audyssey.org.
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[Audyssey] Rogue games.

2011-11-21 Thread michael barnes

Hey, all.
I was wondering if there are any rogue games that accessible for the 
blind whether they was made for sighted people or not?

I am also looking for some rpg's aswell.
I would like to find out about these type of games for the iphone.
Thanks.

--
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] intro and questions

2011-11-21 Thread Christina
Hello and welcome to the list.
Unfortunately, I can't answer your questions.
I hope you find lots of good games and ideas here.
Christina

- Original Message - 
From: "Laurel" 
To: 
Sent: Sunday, November 20, 2011 5:11 PM
Subject: [Audyssey] intro and questions


Hello all,
My name is Laurel and I just became a member of this list. I want to
tame a moment and introduce myself to you all. I also have a few
questions for you all.
I am from Dallas Texas and am a third year university student. I study
French and Russian and love learning languages! I use JAWS screen
reader along with an iPhone. I have a yellow lab female guide dog from
Guide Dogs for the Blind named Stockard.
I am interested in learning to write and create text based games as
well as iPhone applications and other accessible games for blind
people. This leads me to my questions. /smiles/ I know that in order
to write apps and games I need to learn a computer language so that I
can code properly. I also know that there are a tun of computer
programs out there that can help you write and design your games and
apps. My first question is what are the computer programs out there
that are the most JAWS accessible? I am having a hard time deciding
whether I should try to use c++, java or what because I don't know
what is good with JAWS. My second question is, I'm wondering if any of
you would be willing to menter me some. Like I said, I'm just learning
how to do this and I'm still learning the different computer languages
used to create games/apps. So would somebody be willing to menter me
and help me learn how to do this? Basically, I need somebody to help
me get started and point me in the right direction as far as resources
and helping me choose which programs to use, how to go about creating
a game etc.

Thanks,
Laurel and Stockard

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Re: [Audyssey] More BGT news

2011-11-21 Thread Christopher Bartlett
I'm gathering that serialization in this context is the conversion of a
state vector into an ordered series of values that can be reconstructed into
that state vector at will?

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, November 21, 2011 6:13 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] More BGT news

Hi Willem,

True, but if we are talking a BGT script that is open source, you can
review the code, and make changes as you see fit. Plus you would know
what keys and values are being used in the registry and can pull them
manually. Plus any decent registry cleaner should be able to find and
delete unused keys and values.

Cheers!


On 11/21/11, Willem Venter  wrote:
> Hi philip. Yes imposing the limmit of 100 values is a solution. I also
> think you should warn users of a script about a script accessing the
> registry as I would still not like keys floating around in my registry
> from games I tried once.
>
> I understand what you mean about the delete file command, but it is
> harder to accidentally delete the wrong file. My concern is less for
> malicious people and more for working with something they don't really
> understand. A file is simple and localized to your script while the
> registry is not. Even for your screen reader example, restarting the
> system would still allow the screen reader to work, where many keys in
> the registry would permanently slow down the system, even if they are
> later removed.
>
> Thank you.

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Re: [Audyssey] Mud games

2011-11-21 Thread Ian McNamara
Hi to download vip mud go to www.gmagames.com 

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[Audyssey] swamp voice-shadow

2011-11-21 Thread Johnny Tai
Whoever did shadow, lol, great voice for this- it's probably my favorite 
next to my own!



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Re: [Audyssey] Swamp reflections.

2011-11-21 Thread Jeremy Kaldobsky
Once I post the next update it will include the fix for the gun range bug.  
Once fixed, if you can hear the zombies, odd are your gun can reach them.  
Currently the bug is causing the guns to have drastically shorter ranges than 
they are supposed to have.

> yeah, i have to say, its very hard to
> tell what is 20 squares, and
> whats 50. lol.


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Re: [Audyssey] swamp reflections

2011-11-21 Thread Jeremy Kaldobsky
It isn't supposed to reset.  It's a bug I need to fix.


> Addendum: isn't reputation/experience
> supposed to stay the same after you
> die?  I don't mind if it doesn't, but am I remembering
> that correctly?  It
> seems to reset.
> 
>  
> 
>                
> Chris Bartlett
 

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Re: [Audyssey] Swamp reflections.

2011-11-21 Thread Jeremy Kaldobsky
I was hoping this new update would cause people to play a bit more cautiously.  
The fear had worn off on most people in the last version, and they ran around 
like rambo with very little worry.

I have a few ideas why there are now some zombies that glitch and don't pan 
properly, but I will have to run some tests before I know for sure.

> Ok, got to run around a bit this
> afternoon while my kids were watching the
> Muppet Show.  (And if that isn't cognitive dissonance,
> what is?)  Anyway, in
> contrast to a lot of commentary I heard in game and here, I
> *love* the new
> feel of the game.  I found myself acting as I would in
> that situation, i.e.
> being extremely cautious, stopping a lot to listen, walking
> a lot instead of
> running, and trying to take zombies at long range when I
> had the weapons.  I
> have a new appreciation for the hunting rifle.
> 
>  
> 
> Some things that seem problematic.  There are zombies
> that don't appear to
> track correctly as I move my mouse, that is, the sound
> stays in the same
> place.  I got killed by one of those buggers.
> 
>  
> 
> Buying weapons with reputation seems to be broken.  I
> only have this from
> radio chatter, but it appears that people tried buying
> weapons and couldn't
> though the reputation score changed, they didn't get
> weapons.
> 
>  
> 
> All in all, this is a new game for me and I'm excited to
> master the new
> techniques.
> 
>  
> 
>                
> Chris Bartlett


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Re: [Audyssey] swamp zombies Re: Steady the butcher in zombie land

2011-11-21 Thread Lindsay Cowell
Hi all,

What is this swamp zombies game, sounds fun?

Lindsay Cowell

-original message-
Subject: [Audyssey] swamp zombies Re:  Steady the butcher in zombie land
From: "Steady Goh" 
Date: 21/11/2011 3:11 am

Hi Jeremy, is more of me trying to use up my 800+ med kits. they hit me, i 
heal. I slash them, they die. haha!
zombie suggestions
i think we need more faster and smarter zombies. most of them are way slow, 
is kind of like just waiting for me to shoot. And also a type of zombie that 
can attack from far. Sometimes, the swamp is quite safe that I weel that we 
can picnic over there. How I wish I can be one of the zombies attacking 
other players. haha!

锦发/Steady Goh
- Original Message - 
From: "Jeremy Kaldobsky" 
To: "Gamers Discussion list" 
Sent: Sunday, November 20, 2011 9:39 PM
Subject: Re: [Audyssey] Steady the butcher in zombie land


>I can say this for sure, you will be an absolute beast with the Axe after 
>practicing like this for a while.  haha!
>
>> I am finding it getting a bit boring
>> playing with no objectives. While waiting for the next
>> update of swamp, I changed my playing style and find it more
>> exciting this way. Think it will keep me going for quite
>> some time. this is a recording of my new way of playing
>> swamp. Enjoy.
>> http://dl.dropbox.com/u/2106729/steady%20the%20butcher.mp3
>>
>> 锦发/Steady Goh
>
>
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[Audyssey] Mud games

2011-11-21 Thread Paula Hobley
Hi there

 

I have heard a little bit about MUD games and think that I'd like to start
playing them.  My problem is that I know little about mud clients, and not
much about which games are accessible or how to connect using the mud
surver.  I was wondering if anybody could please help me in terms of which
mud clients are accessible.  I use window-eyes 7.5.  I have heard of VIPmud
but can't figure out how to download a copy.

 

Any help with this would be greatly appreciated.

 

Thanks in advance.

 

Paula

 

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Re: [Audyssey] Castaways: Windows 7?

2011-11-21 Thread Paula Hobley
Hi there,

I have had a look at the read me instructions, and I can't figure out how to
install them.  Can you please run me through it step by step?

Thanks in advance for your help, it is very much appreciated.

Cheers

Paula


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Sunday, 20 November 2011 10:47 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Castaways: Windows 7?

My games don't require you to install the VB6 runtime libraries, but
DX7VB.dll may need to be registered and instructions for that are found in
the readme.txt file.


> Hi Christina,
> 
> Yes, you can play Castaways on a Windows 7 system, but your
> friend
> will likely have to install a number of VB 6 libraries
> because Windows
> 7 does not come with native VB 6 support. In short, your
> friend will
> need the Visual Basic 6 SP6 runtime for Windows, DX7VB.dll,
> and
> DX8VB.dll.
> 
> HTH
> 
> Cheers!
 

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Re: [Audyssey] swamp---extreme shortage on ammo

2011-11-21 Thread Jeremy Kaldobsky
Actually you aren't supposed to lose any reputation or experience when you die, 
but a bug is causing most people to lose it when they do.

I'm also thinking of adding more loot to the map, but I haven't had time to 
code for pretty much the entire day.

> From what I've gathered so far, 100
> percent rep loss on death is rather harsh, as is losing your
> experience.
> 
> I'd suggest follow the old mud method and lose a
> proportion,  either that or have a reputation bank in
> the safe zone (which is a litle silly but might solve the
> problem).
> 
> Beware the grue!
> 
> Dark. 


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Re: [Audyssey] Swamp version 1.2b

2011-11-21 Thread Darren Duff
rranged a bit.

For this update I highly suggest that you simply delete your old Swamp game
folder to start fresh.  Doing so is not necessary of course, but if you just
unzip this new update into your existing folder, you will wind up with a ton
of unused sound files that are just wasting space on your computer.

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Re: [Audyssey] More BGT news

2011-11-21 Thread Hayden Presley
Hi Thomas,
Yes. In the settings object, There are functions to delete strings, numbers,
etc that are placed into the registry.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, November 21, 2011 5:26 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] More BGT news

Hi Willem,

Yes, I know all that. I wasn't talking about a third-party installer,
but talking about adding the ability to remove and delete keys from
the game script itself. I haven't checked over the new docs for BGT
1.1 but I'm guessing Philip should have some functions in BGT similar
to RegDeleteKeyEx and RegDeleteValueEx to remove keys from the
registry as needed. If so there could be an option in the game's
settings menu to delete registry keys/values. In other words clean up
after itself before you delete the script. Make sense?

So in a nutshell if the script can clean up for itself its not totally
reliant on a third-party installer to remove registry keys their
script creates. Any programming language or API I've ever used could
both create and delete registry entries it uses. It is merely up to
the developer to add this extra functionality to his/her game script
to clean up after itself if a third-party installer isn't being used.
I'd advise Philip to recommend the use of a feature like that to make
it easier for gamers to insure no registry keys and stray values are
left behind when deleting the BGT script in question.

Cheers!



On 11/21/11, Willem Venter  wrote:
> Hi thomas. Many games are just scripts you run, so there is no
> installer or uninstaller.
> While I'm not sure if there is a limmit on how many keys a game may
> create, not having one is dangerous. Just imagine a program going into
> an infinite loop while writing values to the registry on each
> iteration. This can happen by writing while instead of if.
>
> It would be totally reliant on the developer to provide an installer
> that knows how to remove every key their bgt script created, where as
> a settings file harms noone even if  it is a few MB. The registry is
> something that needs to be used with lots of care, even though it is
> easy to do.

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[Audyssey] hello

2011-11-21 Thread Laurel
Hello all,
My name is Laurel. I am a college student in Texas and I have a yellow
lab guide, female named Stockard, from Guide Dogs for the Blind. I've
recently gotten in to gaming, because I'm only now discovering the
good variety of accessible games out there. I have two questions for
all of you.

1, I'm interested in learning the computer language necessary to write
a game. I study French and Russian, so learning codes and such is not
hard for me. Would anybody be willing to kind of menter me and help me
sort of learn how to get started? I'm not even sure which programs I
can use that are compatible with my JAWS screen reader.

2, My favorite game in the world is Monopoly. I have the RS Games
version of this. If any of y'all know where I can get other versions
of this, please let me know! I also play cyber nations, which is a
text based internet browser game. www.cybernations.net. My favorite
games are like monopoly, risk, any kind of battle/war game, and I love
text based games too. Especially like nation building games and empire
games. What are some of the games, free or paid, that you all would
recommend?

I also love sports, but I've never found an accessible sports game
like football, so if y'all know of any, let me know!!

If you would be willing maybe to menter me and teach me some about
computer language and game writing, please email me privately.
Thanks all! Have a great day!
Laurel and Stockard

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Re: [Audyssey] Swamp version 1.2b

2011-11-21 Thread john

Wow. All I can say is wow.

- Original Message -
From: Jeremy Kaldobsky After giving it quite a bit of thought, and debating it with Kai, 
and flipping a coin, I've decided to post what I do have done so 
that people can begin testing out the new content while I work on 
the rest.  The coin was just for fun afterward, but it actually 
agreed with the decision which was pretty cool.


Version 1.2b has been posted and you will notice many many 
changes in this change log.  Please know that your old characters 
have been ground up and fed to the new Zombies, so you must start 
over with a fresh start.  Not everyone will be happy about that, 
and indeed some people were kicking and screaming as we ground 
them into zombi-chow, but that's life.  Or death.  Whichever.


Grenades and Mission quests are not in this update!  They are 
rather big additions that I was saving for last, and I will 
continue to work on them as people enjoy all this new fun stuff.  
Kai has done an excellent job on sounds, so we're both hoping 
everyone will enjoy this.


Changes from version 1.1b to 1.2b
-

- Dogs movement speed has been increased a little.
- Zombies should no longer be able to get into the safe zone.
- Zombies have some updated sounds.
- Pressing Shift + ? will announce who else is on the server.
- 3 new voices have been added.
- Cycling through screen reader options now uses sound files 
instead of synth speech.
- The server used to contain 50 zombies at all times, it now 
holds 150, with the foundation for me to add more if needed.
- Sounds heard through walls have been adjusted to reflect the 
thickness of the wall.
- Zombie AI is improved to help them find you in complex 
environments.  They are less likely to get stuck and stand around 
waiting for you to come back within slashing distance.
- Zombie AI is more likely to give up persuing a target in order 
to chase down someone else.  In the past a zombie chasing you 
would almost never stop to chase another person even if that 
person was making more noise and was closer.
- The multiplayer map has had some changes.  The entire eastern 
border has been expanded to reveal a lot of new land!

- Sounds for the radar modes and beacons have been changed.
- Window eyes should be fixed finally.
- Guards don't yell out phrases as often because it sometimes 
became irritating.
- Guards have their own separate phrases so they aren't as easily 
confused for other players.
- Med kits have been replaced by the Field kit.  The Field kit is 
used more like the weapons, and has an area of effect to heal 
nearby friends as well.

- Field kits heal for 20 health on each use.
- Kai has adjusted many of the weapon, zombie, and radar sounds.
- Fixed a few bugs that were causing random game crashing.
- Voices can now be heard by zombies.
- Most of the weapons now have an alternative mode that is 
accessed by pressing T.
- The axe can be set to defensive mode, which deals less damage 
but has a 20% chance to block a zombie attack.
- T toggles the silencer for your pistol, assuming you've found a 
silencer already.
- The Shotgun and Benelli can both be switched to scatter mode.  
In scatter mode you do less damage but the spread is more likely 
to hit zombies.
- T toggles the scope on the hunting rifle, assuming you've found 
a scope already.
- The MP5 and Assault rifle can be switched in to burst mode.  
Ammo is used up 3 times faster, and they make significantly more 
noise.
- The Chainsaw has been added.  It uses fuel as ammo, has range a 
little longer than the axe, and deals significantly more damage 
than most guns.
- The Sniper rifle has been added.  It uses 7.62mm ammo and deals 
more damage than any other gun.  You must use T to crouch into 
the Sniper's position before you are able to fire.
- The M60 machine gun has been added.  It holds 100 rounds and 
uses T to brace the weapon against yourself.  When braced, your 
movement speed is greatly reduced, but when not braced the gun is 
less accurate.
- The Vulcan minigun has been added.  It holds 1000 rounds of 
7.62mm ammo and uses T to brace the weapon against yourself.  
Your speed is drastically slowed while holding the weapon, but 
you must brace to fire which will not let you move at all.
- Players sending text messages will have a radio chirp mark 
their location around you.
- You can no longer switch weapons while your current weapon is 
still in recoil or being reloaded.

- A few sounds have been added to the menu.
- There is a stereo sound test on the main menu.  This tests to 
see if you have your headphones in the correct ears.

- Tyrant zombies have 33% more health than before.
- Matriarch zombies have more health now.  They have as much as 
Tyrants used to have.

- The Lamprey zombie type has been added.
- The amount of loot to find on the server has been reduced by 
20%.
- There is no only 1 guard out in front of the Safe Zone, but he 
is better armed to deal with any zombies 

[Audyssey] intro and questions

2011-11-21 Thread Laurel
Hello all,
My name is Laurel and I just became a member of this list. I want to
tame a moment and introduce myself to you all. I also have a few
questions for you all.
I am from Dallas Texas and am a third year university student. I study
French and Russian and love learning languages! I use JAWS screen
reader along with an iPhone. I have a yellow lab female guide dog from
Guide Dogs for the Blind named Stockard.
I am interested in learning to write and create text based games as
well as iPhone applications and other accessible games for blind
people. This leads me to my questions. /smiles/ I know that in order
to write apps and games I need to learn a computer language so that I
can code properly. I also know that there are a tun of computer
programs out there that can help you write and design your games and
apps. My first question is what are the computer programs out there
that are the most JAWS accessible? I am having a hard time deciding
whether I should try to use c++, java or what because I don't know
what is good with JAWS. My second question is, I'm wondering if any of
you would be willing to menter me some. Like I said, I'm just learning
how to do this and I'm still learning the different computer languages
used to create games/apps. So would somebody be willing to menter me
and help me learn how to do this? Basically, I need somebody to help
me get started and point me in the right direction as far as resources
and helping me choose which programs to use, how to go about creating
a game etc.

Thanks,
Laurel and Stockard

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Re: [Audyssey] Steady the butcher in zombie land

2011-11-21 Thread Connor Moser

how didd you do that!
- Original Message - 
From: 

To: 
Sent: Sunday, November 20, 2011 3:52 PM
Subject: Gamers Digest, Vol 69, Issue 209



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Today's Topics:

  1. Re:  Game concepts BGT Version 1.1 Released! (Jeremy Kaldobsky)
  2. Re:  Swamp question (Jeremy Kaldobsky)
  3. Re:  Steady the butcher in zombie land (Jeremy Kaldobsky)
  4. Re:  Swamp question (lenron brown)
  5. Re:  Game concepts BGT Version 1.1 Released! (Thomas Ward)
  6. Re:  Game concepts BGT Version 1.1 Released! (Darren Harris)


--

Message: 1
Date: Sun, 20 Nov 2011 05:28:21 -0800 (PST)
From: Jeremy Kaldobsky 
To: Gamers Discussion list 
Subject: Re: [Audyssey] Game concepts BGT Version 1.1 Released!
Message-ID:
<1321795701.51051.yahoomailclas...@web1201.biz.mail.gq1.yahoo.com>
Content-Type: text/plain; charset=iso-8859-1

Thank you Jorge, I'm glad you hear you enjoy my games.  :)  I plan to 
continue making games, but I think I will try to spend a little more time 
on each one so that they become longer.  Of course this does mean fewer 
overall titles, but it's worth trying since it seems like what the 
majority are asking for.




Jeremy, i just wanted to tell you:
please go on with your projects and go on with your own
style of development.
In this community the thing the people do best is to
criticize without presenting any positive ideas.
Your games are a big fresh air on this community and I
would love to see you going on with your games.
People can say that your games are short but some of them
if they had the same ideas before, they could easily charge
30 dollars or more.
If they say the games are short, why they didn't come up
with the same ideas before?
A Fsp multiplayer game only can please the majority of
players and why noone did that before excepting the
complicated case of audioquake?
I understand why some people can be worried about your
games because in my opinion it's not normal for this
community that the best audiogame ever produced is still
railracer which is 5 years old.
Just my opinions so go on with your games.
Because of my professional life and my small baby, I don't
have much time to play but when I have some minutes I?
enjoy very much your swamp.
Cheers,


Jorge Gon?alves
jopo...@hotmail.com
Skype: joport3
Twitter: www.twitter.com/goncalvesjorge
Webpage: www.jorgegoncalves.com





--

Message: 2
Date: Sun, 20 Nov 2011 05:30:51 -0800 (PST)
From: Jeremy Kaldobsky 
To: Gamers Discussion list 
Subject: Re: [Audyssey] Swamp question
Message-ID:
<1321795851.46896.yahoomailclas...@web1209.biz.mail.gq1.yahoo.com>
Content-Type: text/plain; charset=us-ascii

Lenron, the progress.ini file is created the first time you run Swamp, so 
if you haven't played it yet then the file won't be found in the folder. 
To solve this, just run the game and exit, and the file will be there in 
the main Swamp folder.



where can i find the progress.ini i
did not see it in the folder what
is the file called





--

Message: 3
Date: Sun, 20 Nov 2011 05:39:02 -0800 (PST)
From: Jeremy Kaldobsky 
To: Gamers Discussion list 
Subject: Re: [Audyssey] Steady the butcher in zombie land
Message-ID:
<1321796342.82549.yahoomailclas...@web1207.biz.mail.gq1.yahoo.com>
Content-Type: text/plain; charset=utf-8

I can say this for sure, you will be an absolute beast with the Axe after 
practicing like this for a while.  haha!



I am finding it getting a bit boring
playing with no objectives. While waiting for the next
update of swamp, I changed my playing style and find it more
exciting this way. Think it will keep me going for quite
some time. this is a recording of my new way of playing
swamp. Enjoy.
http://dl.dropbox.com/u/2106729/steady%20the%20butcher.mp3

??/Steady Goh





--

Message: 4
Date: Sun, 20 Nov 2011 08:19:27 -0600
From: lenron brown 
To: Gamers Discussion list 
Subject: Re: [Audyssey] Swamp question
Message-ID:

Content-Type: text/plain; charset=ISO-8859-1

how would i turn this on i am using windows 7

On 11/20/11, Jeremy Kaldobsky  wrote:
Lenron, the progress.ini file is created the first time you run Swamp, so 
if

you haven't played it yet then the file won't be found in the folder.  To
solve this, just run the game and exit, and the file will be there in the
main Swamp folder.


where can i find the progress.ini i
did not see it in the folder what
is the file called



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If you 

Re: [Audyssey] Swamp version 1.2b

2011-11-21 Thread Jeremy Kaldobsky
There is a bug regarding the reputation system, and I will have it fixed as 
soon as I'm able.

> hi, just tested something. found that
> when i am killed, i keep my
> kills, and things like that, but loose my reputation, and
> expeerience.
> thought i would just make you aware of that.
> dallas


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Re: [Audyssey] More BGT news

2011-11-21 Thread Willem Venter
Hi Thomas. I don't think you can expect users with little computer
knoledge to inspect a bgt script for entries that are made to the
registry or even use a registry editor or cleaner. Also I'm not
currently in the habbit of reading the source of every bgt game I try.
It would simply take too much time.

I guess a "delete created registry keys" item in the menu could solve
the problem of not having an installer, but a menu item like this
cannot be enforced by bgt, so not every scripter will make one.



On 11/22/11, Thomas Ward  wrote:
> Hi Willem,
>
> Yes, I know all that. I wasn't talking about a third-party installer,
> but talking about adding the ability to remove and delete keys from
> the game script itself. I haven't checked over the new docs for BGT
> 1.1 but I'm guessing Philip should have some functions in BGT similar
> to RegDeleteKeyEx and RegDeleteValueEx to remove keys from the
> registry as needed. If so there could be an option in the game's
> settings menu to delete registry keys/values. In other words clean up
> after itself before you delete the script. Make sense?
>
> So in a nutshell if the script can clean up for itself its not totally
> reliant on a third-party installer to remove registry keys their
> script creates. Any programming language or API I've ever used could
> both create and delete registry entries it uses. It is merely up to
> the developer to add this extra functionality to his/her game script
> to clean up after itself if a third-party installer isn't being used.
> I'd advise Philip to recommend the use of a feature like that to make
> it easier for gamers to insure no registry keys and stray values are
> left behind when deleting the BGT script in question.
>
> Cheers!
>
>
>
> On 11/21/11, Willem Venter  wrote:
>> Hi thomas. Many games are just scripts you run, so there is no
>> installer or uninstaller.
>> While I'm not sure if there is a limmit on how many keys a game may
>> create, not having one is dangerous. Just imagine a program going into
>> an infinite loop while writing values to the registry on each
>> iteration. This can happen by writing while instead of if.
>>
>> It would be totally reliant on the developer to provide an installer
>> that knows how to remove every key their bgt script created, where as
>> a settings file harms noone even if  it is a few MB. The registry is
>> something that needs to be used with lots of care, even though it is
>> easy to do.
>
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Re: [Audyssey] new kof xiii vid!

2011-11-21 Thread Tom Randall
Hi.

Wow yeah definitely sounds like one to look into getting.  I'm not very 
familiar with this series at all but very well may be tempted to give this one 
a try sometime.

Thanks for the link.

Tom
On Nov 17, 2011, at 4:24 PM, Clement Chou wrote:

> Okay! So... here's the latest vid for this game, and the game is less than a 
> week away! Damn it I want to play now!
> http://youtu.be/X9Vw8LxJNFI
> Tuesday can't come soon enough!
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Re: [Audyssey] More BGT news

2011-11-21 Thread Thomas Ward
Hi Willem,

Yes, I know all that. I wasn't talking about a third-party installer,
but talking about adding the ability to remove and delete keys from
the game script itself. I haven't checked over the new docs for BGT
1.1 but I'm guessing Philip should have some functions in BGT similar
to RegDeleteKeyEx and RegDeleteValueEx to remove keys from the
registry as needed. If so there could be an option in the game's
settings menu to delete registry keys/values. In other words clean up
after itself before you delete the script. Make sense?

So in a nutshell if the script can clean up for itself its not totally
reliant on a third-party installer to remove registry keys their
script creates. Any programming language or API I've ever used could
both create and delete registry entries it uses. It is merely up to
the developer to add this extra functionality to his/her game script
to clean up after itself if a third-party installer isn't being used.
I'd advise Philip to recommend the use of a feature like that to make
it easier for gamers to insure no registry keys and stray values are
left behind when deleting the BGT script in question.

Cheers!



On 11/21/11, Willem Venter  wrote:
> Hi thomas. Many games are just scripts you run, so there is no
> installer or uninstaller.
> While I'm not sure if there is a limmit on how many keys a game may
> create, not having one is dangerous. Just imagine a program going into
> an infinite loop while writing values to the registry on each
> iteration. This can happen by writing while instead of if.
>
> It would be totally reliant on the developer to provide an installer
> that knows how to remove every key their bgt script created, where as
> a settings file harms noone even if  it is a few MB. The registry is
> something that needs to be used with lots of care, even though it is
> easy to do.

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Re: [Audyssey] new kof xiii vid!

2011-11-21 Thread Tom Randall
Hi.

As I believe Clemant said the best place to get menus, character grids and such 
for mainstream games is here, there are a few of us here who are mainstream 
gamers and I've always found this bunch to be very nice and willing to help out 
new mainstream gamers however we can, I'm certainly willing to share whatever 
menus, character grids etc. that I have.  If we don't have an answer for you or 
you don't want to wait around for one, then yes you can always try the old 
trial and error method or get sighted assistance one time and write the menus 
down, that is usually what I do if possible so I can get playing as quickly as 
I can.

Hope this helps an hope you decide to give mainstream gaming a try it really 
can be a blast.

Game on.

Tom
On Nov 19, 2011, at 3:52 AM, Willem Venter wrote:

> Hi.
> Is there a place where info about menus and gameplay is available for
> these fighting games? It would be nice to play, but I think many
> people on this list, me included, hesitate to buy a game they cannot
> try out propperly. Personally, my sighted friends do not play or enjoy
> these types of games, so sighted help isn't always available.
> 
> On 11/19/11, Clement Chou  wrote:
>> Menus need to be learned.. but with any other fighting game, the case is the
>> same. Gameplay itself is quite accessible.
>> - Original Message -
>> From: "Ron hopkins" 
>> To: 
>> Sent: Thursday, November 17, 2011 6:18 PM
>> Subject: Re: [Audyssey] new kof xiii vid!
>> 
>> 
>>> Is this game acissable?
>>> 
>>> --
>>> 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] Swamp reflections.

2011-11-21 Thread Che

  i agree with christopher for the most part here.
  before, a skilled player was able to run around, blasting away, not 
caring much if they got killed.
 now we care, and that is a huge advantage to the game experience in my 
opinion.
  i still haven't quite figured out how to tell if zombies are far 
away, or behind a wall yet, and there seem to be tons of them 
congrigating there south of the safe zone.  with some zombies not 
panning properly as the mouse is moved, its a huge problem, even with 
plenty of ammo.
  also, although i managed to get out of the safe zone building after 
spawning there once, i was not able to do so again, even after trying to 
go around the perimeter of the building in hopes of finding a door. 
quite frustrating.
  as jeremy said, this is a major release, so will take some tweaking 
and feedback, but i for one hope no matter what, he puts in a beginner 
server for the newer players to get going, and a second server for those 
that are experienced and want a real challenge.
  this is now a pretty hard game to get momentum in, and a lot of 
potential new players are going to give up if they can't get in a few 
easy kills while learning the game.
  also, i would reverse the order of the options when hitting enter in 
the safe zone. once we've read the history etc. no need to have to arrow 
through all that every time you wanna withdraw or deposit to the safe 
zone. glad you guys put sound effects in the menus, makes the game feel 
more professional and crisp.
  also, has anyone tried the field kits' new range ability to heal 
others? i only found one field kit so far, and was promptly zombie 
fodder, so i didn't get to check it out.
  btw, if you see a player named B A in there, thats me, for better or 
for worse.

  later
che


On 11/21/2011 4:33 PM, Dallas O'Brien wrote:

yeah, i have to say, its very hard to tell what is 20 squares, and
whats 50. lol.


On 22 November 2011 08:31, dark  wrote:

What I'm trying to learn currently is how to judge the weapon range in
audio, so I know when I'm at close range and can start axe murdering.

Beware the grue!

Dark.
- Original Message - From: "Dallas O'Brien"

To: "Gamers Discussion list"
Sent: Monday, November 21, 2011 10:23 PM
Subject: Re: [Audyssey] Swamp reflections.


yep. its been a long time coming, and its great to see its here. a
realistic shooting game! and yes, i do much the same, take things very
... very slow. ahahah.
dallas


On 22 November 2011 08:10, Christopher Bartlett
  wrote:


Ok, got to run around a bit this afternoon while my kids were watching the
Muppet Show. (And if that isn't cognitive dissonance, what is?) Anyway, in
contrast to a lot of commentary I heard in game and here, I *love* the new
feel of the game. I found myself acting as I would in that situation, i.e.
being extremely cautious, stopping a lot to listen, walking a lot instead
of
running, and trying to take zombies at long range when I had the weapons.
I
have a new appreciation for the hunting rifle.



Some things that seem problematic. There are zombies that don't appear to
track correctly as I move my mouse, that is, the sound stays in the same
place. I got killed by one of those buggers.



Buying weapons with reputation seems to be broken. I only have this from
radio chatter, but it appears that people tried buying weapons and
couldn't
though the reputation score changed, they didn't get weapons.



All in all, this is a new game for me and I'm excited to master the new
techniques.



Chris Bartlett



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Re: [Audyssey] More BGT news

2011-11-21 Thread Thomas Ward
Hi Willem,

True, but if we are talking a BGT script that is open source, you can
review the code, and make changes as you see fit. Plus you would know
what keys and values are being used in the registry and can pull them
manually. Plus any decent registry cleaner should be able to find and
delete unused keys and values.

Cheers!


On 11/21/11, Willem Venter  wrote:
> Hi philip. Yes imposing the limmit of 100 values is a solution. I also
> think you should warn users of a script about a script accessing the
> registry as I would still not like keys floating around in my registry
> from games I tried once.
>
> I understand what you mean about the delete file command, but it is
> harder to accidentally delete the wrong file. My concern is less for
> malicious people and more for working with something they don't really
> understand. A file is simple and localized to your script while the
> registry is not. Even for your screen reader example, restarting the
> system would still allow the screen reader to work, where many keys in
> the registry would permanently slow down the system, even if they are
> later removed.
>
> Thank you.

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Re: [Audyssey] More BGT news

2011-11-21 Thread Thomas Ward
Hi Philip,

Yes, I do think that would solve the problem, but I would recommend
limiting it to 64 KB which is Microsoft's recommendation per software
product. This keeps the registry small and prevents anyone from
heavily abusing it. After all, 100 values is quite a lot, and I can't
imagine any game requiring that many values for program settings etc.
I hope you stressed that saved games should be serialized and written
to a file not stored in the registry. As long as people do that 100
values isn't necessary for program settings, registration info, etc.

On 11/21/11, Philip Bennefall  wrote:
> Hi Willem,
>
> I can insert a limit of, say, 100 values for each game. Each value can be at
> most 2048 bytes in length, which would mean that a script writer could not
> store more than 200 kb in the registry. Would this solve the problem for
> you?
>
> I think though that no matter  how you look at it, badly written code can
> always cause more or less serious issues. I have screen reader support in
> the engine where you can interrupt and stop the speech, and if someone wrote
> an infinite loop accidentally that kept stopping the speech it might be hard
> to shut that program down. Does this mean we should not have screen reader
> support? You can also delete files with the file_delete function. Again,
> something else that could be abused. There just comes a point where you need
> to decide whether or not you trust the writer of the game enough to subject
> your computer to their code, which is true of any game or software
> application. It is hard for me as the engine designer to prevent people
> from, intentionally or unintentionally, writing code that may be harmful in
> one way or another. But I will certainly do as much as I possibly can to
> make it more unlikely to occur, including limiting registry access if people
> feel it is necessary.
>
> Kind regards,
>
> Philip Bennefall

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Re: [Audyssey] More BGT news

2011-11-21 Thread Willem Venter
Hi philip. Yes imposing the limmit of 100 values is a solution. I also
think you should warn users of a script about a script accessing the
registry as I would still not like keys floating around in my registry
from games I tried once.

I understand what you mean about the delete file command, but it is
harder to accidentally delete the wrong file. My concern is less for
malicious people and more for working with something they don't really
understand. A file is simple and localized to your script while the
registry is not. Even for your screen reader example, restarting the
system would still allow the screen reader to work, where many keys in
the registry would permanently slow down the system, even if they are
later removed.

Thank you.

On 11/21/11, Philip Bennefall  wrote:
> Hi Willem,
>
> I can insert a limit of, say, 100 values for each game. Each value can be at
> most 2048 bytes in length, which would mean that a script writer could not
> store more than 200 kb in the registry. Would this solve the problem for
> you?
>
> I think though that no matter  how you look at it, badly written code can
> always cause more or less serious issues. I have screen reader support in
> the engine where you can interrupt and stop the speech, and if someone wrote
> an infinite loop accidentally that kept stopping the speech it might be hard
> to shut that program down. Does this mean we should not have screen reader
> support? You can also delete files with the file_delete function. Again,
> something else that could be abused. There just comes a point where you need
> to decide whether or not you trust the writer of the game enough to subject
> your computer to their code, which is true of any game or software
> application. It is hard for me as the engine designer to prevent people
> from, intentionally or unintentionally, writing code that may be harmful in
> one way or another. But I will certainly do as much as I possibly can to
> make it more unlikely to occur, including limiting registry access if people
> feel it is necessary.
>
> Kind regards,
>
> Philip Bennefall
> - Original Message -
> From: "Willem Venter" 
> To: "Gamers Discussion list" 
> Sent: Monday, November 21, 2011 7:36 PM
> Subject: Re: [Audyssey] More BGT news
>
>
> Hi thomas. Many games are just scripts you run, so there is no
> installer or uninstaller.
> While I'm not sure if there is a limmit on how many keys a game may
> create, not having one is dangerous. Just imagine a program going into
> an infinite loop while writing values to the registry on each
> iteration. This can happen by writing while instead of if.
>
> It would be totally reliant on the developer to provide an installer
> that knows how to remove every key their bgt script created, where as
> a settings file harms noone even if  it is a few MB. The registry is
> something that needs to be used with lots of care, even though it is
> easy to do.
>
> On 11/21/11, Thomas Ward  wrote:
>> Hi Willem,
>>
>> Which are all valid points. However, as Philip mentioned he has put
>> restrictions in BGT to keep novis BGT developers from dumping 100
>> 2048 KB of values into the registry So it sounds like Philip is aware
>> of the issues and is taking steps to minimize any risk of someone over
>> using and abusing the registry as you described.
>>
>> As far as removing keys I haven't looked but it stands to reason if
>> BGT can create registry keys and set registry values that there should
>> be wrapper functions for deleting them as well. In C++ the functions
>> to do this is RegDeleteKeyEx and RegDeleteValueEx. If BGT has wrapper
>> functions for those registry functions someone can add an option to
>> delete keys prior to the uninstallation of the game.
>>
>> Cheers!
>>
>>
>> On 11/21/11, Willem Venter  wrote:
>>> Philip, I understand your decision to include it completely, though I
>>> still can't say I agree. Still if your paying customers request it, it
>>> is understandable.
>>>
>>> Kai, I did not question registry support because it was redundant. I
>>> questioned it because Microsoft's prinsipals from which they built the
>>> registry is flawed and dangerous. This could lead to unhappy users of
>>> bgt games where someone for example decided to (accidentally?) dump
>>> 100 2048 kb values into a registry that usually has a size < 10mb.
>>> This would have an effect on the whole operating system of the user.
>>> There is also no way to control the automatic removal of these keys if
>>> a user deletes the bgt script. To my mind it just didn't seem worth
>>> the extra effort for no gain and a big risk.
>>>
>>>
>>
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Re: [Audyssey] swamp---extreme shortage on ammo

2011-11-21 Thread Christopher Bartlett
I don't know, I'm not finding it a problem.  It just takes being sneaky
until you're equipped.  There is a philosophical question, should players
who achieve skill be rewarded, or should players who have not yet achieved
that skill be helped along?  I see both sides of the argument, but I lean
towards the former.  Yes, there are skills and tactics that you have to pick
up to survive.  I haven't died from a shortage of ammo.  The non-tracking
zombies, and breaking weapons and me getting cocky, that's what has killed
me so far.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Dallas O'Brien
Sent: Monday, November 21, 2011 5:11 PM
To: Johnny Tai; Gamers Discussion list
Subject: Re: [Audyssey] swamp---extreme shortage on ammo

lol. it kinda feels that way, but as its still a work in trying to
balance things out, 
mind you, reducing the lute would have been good in the old game, but
as there are now more zombies, and harder to kill, the ammo is
actually needed now.
dallas


On 22 November 2011 07:58, Johnny Tai  wrote:
> Thing is, while I see why the loot rate got dropped and the need to lose
items on death- it's like being tortured lol.
> While yes, some people were so good that they could rack up thousands of
rounds of ammo in the last release, there were some, okay I admit, I was/am
one of the suckier ones, who always ran out- even when the loot was high-
just cause I spent so much ammo hitting nothing.
> So now that loots are hard to find, and you lose them on death- it's like
being punished for not being good at the game lol.
> In fact it's so frustrating at times that I almost trashed the
mouse...rofl
> I'm talking about, spending all your remaining points to buy ammo, so you
stand a fighting chance, then head out, get jumped by like 10 zombies at
once, died, all gone.
> Then you sneak around with the axe, good, find several clips, time to go
back to safe zone, jumped by the same group of 10, died again, all gone.
> Am I whining? Yes I am, lol, but that's cause there's something I really
gotta whine about.
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Re: [Audyssey] Swamp reflections.

2011-11-21 Thread Dallas O'Brien
yeah, i have to say, its very hard to tell what is 20 squares, and
whats 50. lol.


On 22 November 2011 08:31, dark  wrote:
> What I'm trying to learn currently is how to judge the weapon range in
> audio, so I know when I'm at close range and can start axe murdering.
>
> Beware the grue!
>
> Dark.
> - Original Message - From: "Dallas O'Brien"
> 
> To: "Gamers Discussion list" 
> Sent: Monday, November 21, 2011 10:23 PM
> Subject: Re: [Audyssey] Swamp reflections.
>
>
> yep. its been a long time coming, and its great to see its here. a
> realistic shooting game! and yes, i do much the same, take things very
> ... very slow. ahahah.
> dallas
>
>
> On 22 November 2011 08:10, Christopher Bartlett
>  wrote:
>>
>> Ok, got to run around a bit this afternoon while my kids were watching the
>> Muppet Show. (And if that isn't cognitive dissonance, what is?) Anyway, in
>> contrast to a lot of commentary I heard in game and here, I *love* the new
>> feel of the game. I found myself acting as I would in that situation, i.e.
>> being extremely cautious, stopping a lot to listen, walking a lot instead
>> of
>> running, and trying to take zombies at long range when I had the weapons.
>> I
>> have a new appreciation for the hunting rifle.
>>
>>
>>
>> Some things that seem problematic. There are zombies that don't appear to
>> track correctly as I move my mouse, that is, the sound stays in the same
>> place. I got killed by one of those buggers.
>>
>>
>>
>> Buying weapons with reputation seems to be broken. I only have this from
>> radio chatter, but it appears that people tried buying weapons and
>> couldn't
>> though the reputation score changed, they didn't get weapons.
>>
>>
>>
>> All in all, this is a new game for me and I'm excited to master the new
>> techniques.
>>
>>
>>
>> Chris Bartlett
>>
>>
>>
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Re: [Audyssey] Swamp reflections.

2011-11-21 Thread dark
What I'm trying to learn currently is how to judge the weapon range in 
audio, so I know when I'm at close range and can start axe murdering.


Beware the grue!

Dark.
- Original Message - 
From: "Dallas O'Brien" 

To: "Gamers Discussion list" 
Sent: Monday, November 21, 2011 10:23 PM
Subject: Re: [Audyssey] Swamp reflections.


yep. its been a long time coming, and its great to see its here. a
realistic shooting game! and yes, i do much the same, take things very
... very slow. ahahah.
dallas


On 22 November 2011 08:10, Christopher Bartlett
 wrote:

Ok, got to run around a bit this afternoon while my kids were watching the
Muppet Show. (And if that isn't cognitive dissonance, what is?) Anyway, in
contrast to a lot of commentary I heard in game and here, I *love* the new
feel of the game. I found myself acting as I would in that situation, i.e.
being extremely cautious, stopping a lot to listen, walking a lot instead 
of
running, and trying to take zombies at long range when I had the weapons. 
I

have a new appreciation for the hunting rifle.



Some things that seem problematic. There are zombies that don't appear to
track correctly as I move my mouse, that is, the sound stays in the same
place. I got killed by one of those buggers.



Buying weapons with reputation seems to be broken. I only have this from
radio chatter, but it appears that people tried buying weapons and 
couldn't

though the reputation score changed, they didn't get weapons.



All in all, this is a new game for me and I'm excited to master the new
techniques.



Chris Bartlett



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Re: [Audyssey] swamp---extreme shortage on ammo

2011-11-21 Thread dark
From what I've gathered so far, 100 percent rep loss on death is rather 

harsh, as is losing your experience.

I'd suggest follow the old mud method and lose a proportion,  either 
that or have a reputation bank in the safe zone (which is a litle silly but 
might solve the problem).


Beware the grue!

Dark. 



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Re: [Audyssey] Quick swamp question

2011-11-21 Thread dark

Hi.

Well I figured out the problem, on a uk keyboard the ' key is the one to the 
right of semicolon, not to the left of 1 so I did find the beacon command.


I've finally got some amo which is good, though i freely confess more is 
from kill rading than axe murdering, also from donating higher grade amo to 
the safezone for reputationa and spending on pistol amo instead, which is a 
good thing I admit.


One weerd problem I'm having currently is wasting amo shooting at other 
players, sinse obviously it's better to pick zombies off when they're 
further away and you just here their footsteps rather than their grones, but 
I find my shot doesn't connect however close i am and realize I'm trying to 
shoot another human.


I'm quite happy not shooting other people, but wasting amo on not shooting 
them is slightly more irritating :D.


Perhaps a message such as the safezone one?

he controls are taking a litle getting used to, as in fact are the graphics, 
particularly the way that the audio! turns your direction but the top down 
scrolling graphics do not, that was very whacky indeed!


I've got it now though.

Beware the grue!

Dark.
- Original Message - 
From: "Dallas O'Brien" 

To: "Gamers Discussion list" 
Sent: Monday, November 21, 2011 9:15 PM
Subject: Re: [Audyssey] Quick swamp question



hi dark, the safe zone command is shift `
secondly, yeah i know what ya mean about the weapons, i had a
different problem, running out of ammo way to quickly. lol. and not
enough corpses to rade.
he is still working on balancing the new stuff, so don't take things
to hard yet.
best regards
dallas


On 22 November 2011 07:09, dark  wrote:
IU'm not sure if this is new to the game or not, but one problem I ran 
into is my pistol got broken very quickly, meaning I was running around 
manically with an axe which wasn't so much fun, especially sinse I can't 
actually find the beakon for the safezone where presumably I could borrow 
a gun,  I tried shift zero but that didn't work).


So firstly, what is the safe zone beacon command? and secondly, While I 
get the broken weapons thing, it makes starting off rather tough.


I'm not sure what the way around this is, sinse even in single player it 
seems my pistol gets broken at the first hit.


Beware the grue!

DArk.
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Re: [Audyssey] Swamp reflections.

2011-11-21 Thread Dallas O'Brien
yep. its been a long time coming, and its great to see its here. a
realistic shooting game! and yes, i do much the same, take things very
... very slow. ahahah.
dallas


On 22 November 2011 08:10, Christopher Bartlett
 wrote:
> Ok, got to run around a bit this afternoon while my kids were watching the
> Muppet Show.  (And if that isn't cognitive dissonance, what is?)  Anyway, in
> contrast to a lot of commentary I heard in game and here, I *love* the new
> feel of the game.  I found myself acting as I would in that situation, i.e.
> being extremely cautious, stopping a lot to listen, walking a lot instead of
> running, and trying to take zombies at long range when I had the weapons.  I
> have a new appreciation for the hunting rifle.
>
>
>
> Some things that seem problematic.  There are zombies that don't appear to
> track correctly as I move my mouse, that is, the sound stays in the same
> place.  I got killed by one of those buggers.
>
>
>
> Buying weapons with reputation seems to be broken.  I only have this from
> radio chatter, but it appears that people tried buying weapons and couldn't
> though the reputation score changed, they didn't get weapons.
>
>
>
> All in all, this is a new game for me and I'm excited to master the new
> techniques.
>
>
>
>                Chris Bartlett
>
>
>
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[Audyssey] swamp reflections

2011-11-21 Thread Christopher Bartlett
Addendum: isn't reputation/experience supposed to stay the same after you
die?  I don't mind if it doesn't, but am I remembering that correctly?  It
seems to reset.

 

Chris Bartlett

 

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[Audyssey] Swamp reflections.

2011-11-21 Thread Christopher Bartlett
Ok, got to run around a bit this afternoon while my kids were watching the
Muppet Show.  (And if that isn't cognitive dissonance, what is?)  Anyway, in
contrast to a lot of commentary I heard in game and here, I *love* the new
feel of the game.  I found myself acting as I would in that situation, i.e.
being extremely cautious, stopping a lot to listen, walking a lot instead of
running, and trying to take zombies at long range when I had the weapons.  I
have a new appreciation for the hunting rifle.

 

Some things that seem problematic.  There are zombies that don't appear to
track correctly as I move my mouse, that is, the sound stays in the same
place.  I got killed by one of those buggers.

 

Buying weapons with reputation seems to be broken.  I only have this from
radio chatter, but it appears that people tried buying weapons and couldn't
though the reputation score changed, they didn't get weapons.

 

All in all, this is a new game for me and I'm excited to master the new
techniques.

 

Chris Bartlett

 

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Re: [Audyssey] swamp---extreme shortage on ammo

2011-11-21 Thread Dallas O'Brien
lol. it kinda feels that way, but as its still a work in trying to
balance things out, 
mind you, reducing the lute would have been good in the old game, but
as there are now more zombies, and harder to kill, the ammo is
actually needed now.
dallas


On 22 November 2011 07:58, Johnny Tai  wrote:
> Thing is, while I see why the loot rate got dropped and the need to lose 
> items on death- it's like being tortured lol.
> While yes, some people were so good that they could rack up thousands of 
> rounds of ammo in the last release, there were some, okay I admit, I was/am 
> one of the suckier ones, who always ran out- even when the loot was high- 
> just cause I spent so much ammo hitting nothing.
> So now that loots are hard to find, and you lose them on death- it's like 
> being punished for not being good at the game lol.
> In fact it's so frustrating at times that I almost trashed the mouse...rofl
> I'm talking about, spending all your remaining points to buy ammo, so you 
> stand a fighting chance, then head out, get jumped by like 10 zombies at 
> once, died, all gone.
> Then you sneak around with the axe, good, find several clips, time to go back 
> to safe zone, jumped by the same group of 10, died again, all gone.
> Am I whining? Yes I am, lol, but that's cause there's something I really 
> gotta whine about.
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[Audyssey] swamp---extreme shortage on ammo

2011-11-21 Thread Johnny Tai
Thing is, while I see why the loot rate got dropped and the need to lose items 
on death- it's like being tortured lol.
While yes, some people were so good that they could rack up thousands of rounds 
of ammo in the last release, there were some, okay I admit, I was/am one of the 
suckier ones, who always ran out- even when the loot was high- just cause I 
spent so much ammo hitting nothing.
So now that loots are hard to find, and you lose them on death- it's like being 
punished for not being good at the game lol.
In fact it's so frustrating at times that I almost trashed the mouse...rofl
I'm talking about, spending all your remaining points to buy ammo, so you stand 
a fighting chance, then head out, get jumped by like 10 zombies at once, died, 
all gone.
Then you sneak around with the axe, good, find several clips, time to go back 
to safe zone, jumped by the same group of 10, died again, all gone.
Am I whining? Yes I am, lol, but that's cause there's something I really gotta 
whine about.
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Re: [Audyssey] Swamp version 1.2b

2011-11-21 Thread Dallas O'Brien
hi, just tested something. found that when i am killed, i keep my
kills, and things like that, but loose my reputation, and expeerience.
thought i would just make you aware of that.
dallas


On 22 November 2011 02:37, Jeremy Kaldobsky  wrote:
> The weapons now start with the ~ key, move along the top number row, and even 
> use - if I'm not mistaken.
>
>
>> i cant wait to try this later.  have the weapons keys
>> changed? as i
>> notice there are now more than 10. :D
>
>
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Re: [Audyssey] More BGT news

2011-11-21 Thread Philip Bennefall

Hi Willem,

I can insert a limit of, say, 100 values for each game. Each value can be at 
most 2048 bytes in length, which would mean that a script writer could not 
store more than 200 kb in the registry. Would this solve the problem for 
you?


I think though that no matter  how you look at it, badly written code can 
always cause more or less serious issues. I have screen reader support in 
the engine where you can interrupt and stop the speech, and if someone wrote 
an infinite loop accidentally that kept stopping the speech it might be hard 
to shut that program down. Does this mean we should not have screen reader 
support? You can also delete files with the file_delete function. Again, 
something else that could be abused. There just comes a point where you need 
to decide whether or not you trust the writer of the game enough to subject 
your computer to their code, which is true of any game or software 
application. It is hard for me as the engine designer to prevent people 
from, intentionally or unintentionally, writing code that may be harmful in 
one way or another. But I will certainly do as much as I possibly can to 
make it more unlikely to occur, including limiting registry access if people 
feel it is necessary.


Kind regards,

Philip Bennefall
- Original Message - 
From: "Willem Venter" 

To: "Gamers Discussion list" 
Sent: Monday, November 21, 2011 7:36 PM
Subject: Re: [Audyssey] More BGT news


Hi thomas. Many games are just scripts you run, so there is no
installer or uninstaller.
While I'm not sure if there is a limmit on how many keys a game may
create, not having one is dangerous. Just imagine a program going into
an infinite loop while writing values to the registry on each
iteration. This can happen by writing while instead of if.

It would be totally reliant on the developer to provide an installer
that knows how to remove every key their bgt script created, where as
a settings file harms noone even if  it is a few MB. The registry is
something that needs to be used with lots of care, even though it is
easy to do.

On 11/21/11, Thomas Ward  wrote:

Hi Willem,

Which are all valid points. However, as Philip mentioned he has put
restrictions in BGT to keep novis BGT developers from dumping 100
2048 KB of values into the registry So it sounds like Philip is aware
of the issues and is taking steps to minimize any risk of someone over
using and abusing the registry as you described.

As far as removing keys I haven't looked but it stands to reason if
BGT can create registry keys and set registry values that there should
be wrapper functions for deleting them as well. In C++ the functions
to do this is RegDeleteKeyEx and RegDeleteValueEx. If BGT has wrapper
functions for those registry functions someone can add an option to
delete keys prior to the uninstallation of the game.

Cheers!


On 11/21/11, Willem Venter  wrote:

Philip, I understand your decision to include it completely, though I
still can't say I agree. Still if your paying customers request it, it
is understandable.

Kai, I did not question registry support because it was redundant. I
questioned it because Microsoft's prinsipals from which they built the
registry is flawed and dangerous. This could lead to unhappy users of
bgt games where someone for example decided to (accidentally?) dump
100 2048 kb values into a registry that usually has a size < 10mb.
This would have an effect on the whole operating system of the user.
There is also no way to control the automatic removal of these keys if
a user deletes the bgt script. To my mind it just didn't seem worth
the extra effort for no gain and a big risk.




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Re: [Audyssey] Quick swamp question

2011-11-21 Thread Dallas O'Brien
hi dark, the safe zone command is shift `
secondly, yeah i know what ya mean about the weapons, i had a
different problem, running out of ammo way to quickly. lol. and not
enough corpses to rade.
he is still working on balancing the new stuff, so don't take things
to hard yet.
best regards
dallas


On 22 November 2011 07:09, dark  wrote:
> IU'm not sure if this is new to the game or not, but one problem I ran into 
> is my pistol got broken very quickly, meaning I was running around manically 
> with an axe which wasn't so much fun, especially sinse I can't actually find 
> the beakon for the safezone where presumably I could borrow a gun,  I 
> tried shift zero but that didn't work).
>
> So firstly, what is the safe zone beacon command? and secondly, While I get 
> the broken weapons thing, it makes starting off rather tough.
>
> I'm not sure what the way around this is, sinse even in single player it 
> seems my pistol gets broken at the first hit.
>
> Beware the grue!
>
> DArk.
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[Audyssey] Quick swamp question

2011-11-21 Thread dark
IU'm not sure if this is new to the game or not, but one problem I ran into is 
my pistol got broken very quickly, meaning I was running around manically with 
an axe which wasn't so much fun, especially sinse I can't actually find the 
beakon for the safezone where presumably I could borrow a gun,  I tried 
shift zero but that didn't work). 

So firstly, what is the safe zone beacon command? and secondly, While I get the 
broken weapons thing, it makes starting off rather tough. 

I'm not sure what the way around this is, sinse even in single player it seems 
my pistol gets broken at the first hit. 

Beware the grue! 

DArk.
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[Audyssey] Just tried f510 with Aliens outback.

2011-11-21 Thread Ron Kolesar

Ao isn't seeing the gamepad.
I've tried both USB ports.
I'm starting to hate the Logitech F510.
Thanks.

Ron and current Leader Dog boz who states "that a service dog beats a cane 
hands down any day of the week." 



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[Audyssey] Need some Logitech f510 help.

2011-11-21 Thread Ron Kolesar

Hi to all.
I just received a newer Logitech f510 in today's snail mail.
Now for Three D Velocity.
It came in the x mode and asked me to switch to direct mode so that I could 
set up a profile.

What should I do?
I have tried to fly bvia tdv with the switch on the back of the f510 both 
ways and I'm still having the same old problem.
Is there a way to cheance the X and Y axes manually for the right hand stick 
and if so, what should be the numbers.

Thanks.

Ron and current Leader Dog boz who states "that a service dog beats a cane 
hands down any day of the week." 



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Re: [Audyssey] More BGT news

2011-11-21 Thread Willem Venter
Hi thomas. Many games are just scripts you run, so there is no
installer or uninstaller.
While I'm not sure if there is a limmit on how many keys a game may
create, not having one is dangerous. Just imagine a program going into
an infinite loop while writing values to the registry on each
iteration. This can happen by writing while instead of if.

It would be totally reliant on the developer to provide an installer
that knows how to remove every key their bgt script created, where as
a settings file harms noone even if  it is a few MB. The registry is
something that needs to be used with lots of care, even though it is
easy to do.

On 11/21/11, Thomas Ward  wrote:
> Hi Willem,
>
> Which are all valid points. However, as Philip mentioned he has put
> restrictions in BGT to keep novis BGT developers from dumping 100
> 2048 KB of values into the registry So it sounds like Philip is aware
> of the issues and is taking steps to minimize any risk of someone over
> using and abusing the registry as you described.
>
> As far as removing keys I haven't looked but it stands to reason if
> BGT can create registry keys and set registry values that there should
> be wrapper functions for deleting them as well. In C++ the functions
> to do this is RegDeleteKeyEx and RegDeleteValueEx. If BGT has wrapper
> functions for those registry functions someone can add an option to
> delete keys prior to the uninstallation of the game.
>
> Cheers!
>
>
> On 11/21/11, Willem Venter  wrote:
>> Philip, I understand your decision to include it completely, though I
>> still can't say I agree. Still if your paying customers request it, it
>> is understandable.
>>
>> Kai, I did not question registry support because it was redundant. I
>> questioned it because Microsoft's prinsipals from which they built the
>> registry is flawed and dangerous. This could lead to unhappy users of
>> bgt games where someone for example decided to (accidentally?) dump
>> 100 2048 kb values into a registry that usually has a size < 10mb.
>> This would have an effect on the whole operating system of the user.
>> There is also no way to control the automatic removal of these keys if
>> a user deletes the bgt script. To my mind it just didn't seem worth
>> the extra effort for no gain and a big risk.
>>
>>
>
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[Audyssey] A swamp bug.

2011-11-21 Thread Darren Duff
One thing I just descovered when starting a new game is that if I hear a
zombie grone and I turn my mouse to pan the sound does not pan with me.
OOPSY!
 
Darren Duff.

amateur radio station KK4AHX.

Follow me on twitter @blinddrummer.

friend me on face book http://www.facebook.com/blinddrummer.

Drummer for The Overflow worship band!

http://www.theoverflowband.com  .

Personal Phone: (678)936-6113

Mobile E-mail mobiledu...@gmail.com

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MSN darren...@hotmail.com

skype duffman31279

 
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Re: [Audyssey] my thoughts on the new version of swamp.

2011-11-21 Thread Darren Duff
Sweet. Thanks. I am gonna go die some more then, If if it helps you lol! 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Monday, November 21, 2011 12:00 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] my thoughts on the new version of swamp.

The weapon range problem is a bug that I'm just now testing the fix for.
The game was measuring the ranges in a different scale than tiles, but I put
in the numbers meaning for them to be measured in tiles.  So stupid mistake
on my part, lol.

The sluggishness is a result of the extra 100 zombies in the map.  I'm
working on some ways to correct that, but it seems somewhere between 50 and
150 several people's computers reached a point with a noticeable difference
in performance.  For me, I noticed it only when I had 200 zombies which is
why I kept it at 150 for the update release.  I'm fairly certain I can get
performance back up to where it was, or perhaps even better, I just need a
little time.

The difficulty is something that was hard to balance without real people
populating the server.  As people play over the next day or two, I'll get a
much better idea of how to tweak things.  A multiplayer map that's overly
hard for 1 person becomes super easy when you have a dozen armed players
mowing down the undead.  This means I'll have to figure out the new normal
and try to make adjustments to match it.


> Well? Here's what I think so
> far.  With the range on the weapons it's much harder to target.  You 
> end up wasting ammo because with the footsteps being louder it's hard 
> to tell if a zombie is in range of your gun.  The game seems sluggish 
> now for some reason.  I've only been playing for a few minutes now and 
> keep dyeing without getting very far.
> I think it needs a
> little more balancing.
>  
> I will keep playing and trying to get better, but right off the bat, 
> I'm not too happy with this version at least from the stand point that 
> Can't stay alive long enough to rack up anything.
>  
> Darren Duff.
> 
> amateur radio station KK4AHX.
> 
> Follow me on twitter @blinddrummer.
> 
> friend me on face book http://www.facebook.com/blinddrummer.
> 
> Drummer for The Overflow worship band!
> 
> http://www.theoverflowband.com <http://www.theoverflowband.com/> .
> 
> Personal Phone: (678)936-6113
> 
> Mobile E-mail mobiledu...@gmail.com
> 
> primary E-mail duff...@gmail.com
> 
> MSN darren...@hotmail.com
> 
> skype duffman31279

> 

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Re: [Audyssey] my thoughts on the new version of swamp.

2011-11-21 Thread Darren Duff
Fair anough. That's actually what I was hoping you would say. I just wanted
you to know.

Thanks. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Monday, November 21, 2011 12:06 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] my thoughts on the new version of swamp.

I do plan to watch things and make adjustments to the difficulty, but I'm
reluctant to do that until I've given people a chance to get used to the
changes.  When the game first added multiplayer I was flooded with emails
about the game being too hard.  Those slowly died down and soon I was
flooded with emails saying it was too easy and people were starting to get
bored.  I think this could end up being the same type of situation where
people just need to get used to it.  I am willing to change it though, when
the time is right.

> same here it seems to hard


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[Audyssey] BariBariFutsal

2011-11-21 Thread Ryan Conroy
Hey everyone,

I'd like to invite you all to check out this new game I bought. It was 
translated into English, and I believe it comes in several other languages as 
well. It's a little pricey, but it has online play, and several other modes.
You can check out the thread here:
http://forum.audiogames.net/viewtopic.php?id=6403
Give it a try, it's  awesome. Look forward to playing some of you.

Ryan

60-Year-Old Mom Looks 27
Mom Reveals Free Wrinkle Trick That Has Angered Doctors!
http://thirdpartyoffers.juno.com/TGL3131/4eca8e3925a8330228fst06vuc
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Re: [Audyssey] my thoughts on the new version of swamp.

2011-11-21 Thread lenron brown
well it is not slow on my computer zombees just dont let me get far

On 11/21/11, Jeremy Kaldobsky  wrote:
> I do plan to watch things and make adjustments to the difficulty, but I'm
> reluctant to do that until I've given people a chance to get used to the
> changes.  When the game first added multiplayer I was flooded with emails
> about the game being too hard.  Those slowly died down and soon I was
> flooded with emails saying it was too easy and people were starting to get
> bored.  I think this could end up being the same type of situation where
> people just need to get used to it.  I am willing to change it though, when
> the time is right.
>
>> same here it seems to hard
>
>
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