Re: Seeking Blind or Visually Impaired Alpha Testers

2014-11-11 Thread AudioGames . net Forum — New releases room : gregorz via Audiogames-reflector


  


Re: Seeking Blind or Visually Impaired Alpha Testers

Hello,Can we still alphatest the game?For Ipad/iPhone, you could try a speech recognizing approach, seems better than typing on the virtual keyboard.For Windows, there is an universal screenreader api, can mail it to you if you want, not sure it will help you but if you make your own client, it should.On a french mud, weve made a web client using Aria for people being able to read back what have been told.Greg

URL: http://forum.audiogames.net/viewtopic.php?pid=194545#p194545




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Re: Save files in the game Inquisitor

2014-11-11 Thread AudioGames . net Forum — General Game Discussion : adiluralbaev via Audiogames-reflector


  


Re: Save files in the game "Inquisitor"

Hello everyone! Do you know why Im asking about the save files? The fact is that when I click on Resume Game, I find myself not at the point where I stopped.

URL: http://forum.audiogames.net/viewtopic.php?pid=194546#p194546




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Re: Clok Mud

2014-11-11 Thread AudioGames . net Forum — General Game Discussion : sneak via Audiogames-reflector


  


Re: Clok Mud

Hey guys, [[wow]] I hadnt realized this thread took off like it did. Really glad to see it so active. So glad to ssee you guys enjoying the game. Im coanid on clok just FYI.Theres places hidden all over the map, some places people havent even found yet. if you follow the roads youll usually end up finding a new town or something. There are I think 6 other smaller hamlets other than the 5 major cities that you can head out and explore to find. There are ruins, and towers, plenty of places to explore. Abandon villages, and towns. ETC.

URL: http://forum.audiogames.net/viewtopic.php?pid=194547#p194547




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Re: Space exploration Browser game, Astro Galaxy

2014-11-11 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


  


Re: Space exploration Browser game, Astro Galaxy

Okay, Ive got to step 18, calculated the course and there does seem to be an issue. There seem to be three different ways of plotting interstellar courses, the Starmap, which lets you plot long range courses (I think you can hit multiple stars), and which has the same text navigation commands as the system map, the navcomp, which I believe noticed places youve been, and the navigation option which I think shows local stars around you. Unfortunately, the navigation option is still inaccessible because the links to click on the stars are unlabeled and there is no text alternative, and its that which you need to use to complete step 18. I appologise for this, I might have jumped the gun a little hear in thinking all the access fixes were up. Ive mailed the developer to ask about this and hopefully the navigation menu can get the same text fixes as happened elsewhere. Ironically, sinse the scan data for stars and other obje
 cts is already in the game in text, its just a question of hooking this to the right parts of the game. This has already happened with the system navigation and the starmaps for long range jumps, hopefully the navigation will be fixed soon as well.

URL: http://forum.audiogames.net/viewtopic.php?pid=194548#p194548




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Re: Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

2014-11-11 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


  


Re: Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

Your comments about a two week wait Ghost rider make me laugh. Ive seen bug fixes in games take months or even years. its perfectly normal for a new peace of software to have bugs, even huge games developed by the mainstream monsters with hundreds of people and hours put into them and a dedicated platform do, thats just part of gaming and software development in general (its why I have not yet myself upgraded to Ios 8 sinse Im waiting a few versions for the bugs to be squished). Im afraid if you dont like it, the only alternative is to stop playing new games altogether.I will agree waiting to play such a good game is tiresome, and I cant wait to start on zombie murder myself, but its just one of these things you have to put up with. If it gets to six months or more then! you might have a reason to complain or start thinking badly of Somethinelse, but two weeks? thats nothing in development time, especially s
 inse (as Aaron said), its not as if they arent doing other things.

URL: http://forum.audiogames.net/viewtopic.php?pid=194549#p194549




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Re: The Browse Mode/Browser Battle

2014-11-11 Thread AudioGames . net Forum — Off-topic room : Dark via Audiogames-reflector


  


Re: The "Browse Mode"/"Browser" Battle

Neither does supernova actually. The Dolphin curser is used for everything. You can set it to detect browser elements, headings, buttons, edit areas etc, but all of these are internal settings that you can alter or turn off if you wish, indeed if I just want streight mouse navigation in the dolphin curser (as I do for say operating flash controls), I just hit ctrl 4 . Plus, unlike Jaws I believe Supernova doesnt alter the appearence or nature of what is on screen, or really that much of what it does, just how it detects stuff.

URL: http://forum.audiogames.net/viewtopic.php?pid=194550#p194550




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Re: The Browse Mode/Browser Battle

2014-11-11 Thread AudioGames . net Forum — Off-topic room : Dark via Audiogames-reflector


  


Re: The "Browse Mode"/"Browser" Battle

Neither does supernova actually. The Dolphin curser is used for everything. You can set it to detect browser elements, headings, buttons, edit areas etc, but all of these are internal settings that you can alter or turn off if you wish, indeed if I just want streight mouse navigation in the dolphin curser (as I do for say operating flash controls), I just hit ctrl 4 . Supernova doesnt alter the appearence or nature of what is on screen, or really that much of what it does, just how it detects stuff. I suppose this is similar in one respect to how Vo works, although supernova obviously has the virtual curser thing where as vo on Ios works with the finger instead.

URL: http://forum.audiogames.net/viewtopic.php?pid=194550#p194550




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Re: Monthly chat November

2014-11-11 Thread AudioGames . net Forum — Off-topic room : Dark via Audiogames-reflector


  


Re: Monthly chat November

Yugio in Egypt is amusing, though one disadvantage of needing the pictures is of course I dont get to watch it while sun bathing. When I was in Egypt I spent my time reading one of the throrn Starwars novels, and playing judgement day on my laptop . Not particularly appropriate, but then again we had more than enough time wandering around pyramids. I think the nice thing about the train journey isnt just sitting around and relaxing, but also being brought free grub, coffee and (if I am in the mood), wisky. Its really quite a pleasant experience. When I used to be doing a production in Nottingham, Id actually head back on the midnight slow train and could almost always get first class tickits sinse the train was nearly empty. It took an extra hour, leaving Newark at about quarter past ten and getting into Durham where I live at a
 bout 1.45, rather than in just under two hours as usual, but it was a great journey coasting along at night, with pretty much the carriage to myself, that was an occasion I often felt like the fortified coffee . I am impressed at the battery life on the Victor stream, Im trying to run the batteries down, but even after around five hours theyre still at over %80. I also am going to watch the last two episodes of the twealth doctor today but will put my thoughts in the Doctor Who topic as theyre probably going to be too much of a ramble (or more likely a rant), to go hear.

URL: http://forum.audiogames.net/viewtopic.php?pid=194551#p194551




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Re: XBMCTTS and Mac issue

2014-11-11 Thread AudioGames . net Forum — Off-topic room : cj89 via Audiogames-reflector


  


Re: XBMCTTS and Mac issue

update: Yep, turns out theres a bunch more you need to do. Or at least I did, anyway. Man that would be cool to have it installable without sight though.

URL: http://forum.audiogames.net/viewtopic.php?pid=194552#p194552




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Re: Pizza dude's got thirty seconds!

2014-11-11 Thread AudioGames . net Forum — AG-News room : BryanP via Audiogames-reflector


  


Re: Pizza dude's got thirty seconds!

Thats strange. Did you try running the file as Administrator?

URL: http://forum.audiogames.net/viewtopic.php?pid=194553#p194553




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Re: Attacked On A TeamTalk Server

2014-11-11 Thread AudioGames . net Forum — Off-topic room : thetruegamer via Audiogames-reflector


  


Re: Attacked On A TeamTalk Server

Devin is 18, there you go.

URL: http://forum.audiogames.net/viewtopic.php?pid=194554#p194554




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Re: writers born blind

2014-11-11 Thread AudioGames . net Forum — Off-topic room : Dark via Audiogames-reflector


  


Re: writers born blind

@Nin, sounds like a plan, though unfortunately I dont speak Rumanian so probably wont be able to read your stuff myself. @Blindlord, Ill have a look when I have some time, although I wont get a complete iea reading with a synth (though that is a matter for another topic).

URL: http://forum.audiogames.net/viewtopic.php?pid=194555#p194555




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Re: Mortal Kombat x officially announced!

2014-11-11 Thread AudioGames . net Forum — General Game Discussion : ghost rider via Audiogames-reflector


  


Re: Mortal Kombat x officially announced!

I see your point. Goro was really powerfull, I think his x ray did something like 80 percent damage.

URL: http://forum.audiogames.net/viewtopic.php?pid=194556#p194556




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Re: Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

2014-11-11 Thread AudioGames . net Forum — New releases room : ghost rider via Audiogames-reflector


  


Re: Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

Sigh. I know a lot of this. Im not thinking bad of somethin else at all. And now I see I kinda really am dumb, I actually made someone laugh with my stupidity this time. Ok, I have to go to school now. Hopefully therell be an update when I get out of drum line practice.

URL: http://forum.audiogames.net/viewtopic.php?pid=194557#p194557




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Re: Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

2014-11-11 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


  


Re: Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

@Ghostrider, I realize my above comment was a little insensative, I didnt mean I was laughing at your stupidity as you put it, only that in the close to ten years Ive been involved with audiogames, Ive heard a lot of comments like that. Its been a day/two daysa week/two weeks/a month/two months/three months/a year/several years However long or short the wait happens to be, somebody will always think it is too long. I suppose its just a sort of constant of human nature, we want anything good now! As I said, Im looking forward to the bugs being dealt with as much as anyone, and if the wait did indeed grow to several months or a year Id be the first person to make some polite inquiries, it just sort of amuses me that this same comment and level of irritation with the wait always comes up, heck I remember a time not so long ago where if people saw a new release every month it was thought a goo
 d thing, and if those new releases got a bug fix within a second month some people would praise the developers speed, while others would make similar comments to yours. Its the constancy of attitude even though the development times have changed that make me laugh.

URL: http://forum.audiogames.net/viewtopic.php?pid=194558#p194558




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Re: How do screen readers work when there's a console and a normal window?

2014-11-11 Thread AudioGames . net Forum — Developers room : Sebby via Audiogames-reflector


  


Re: How do screen readers work when there's a console and a normal window?

Sik wrote:Sebby wrote:Weve done it using redirection through a pipe, and encoding information about message priority in the messages themselves, thus allowing the reader end of the pipe to process the messages through TTS and interrupt as appropriate.Nice, so that alone makes that method useful (since any sort of redirection should work). Are there any common filenames to take into account? Maybe I could just make the game output to those directly if possible. (EDIT: oh, also, how would I encode message priority?)We designed both the TTS processor and the engine output so that we could do portable TTS ( actually, now I think of it, it was pretty awesome, though I say so myself  ). The idea is that each platform has some idiom, EG Windo
 ws had ag_say which used SAPI (youre right, if you can go direct, is better), OS X had the say command, and Linux had--what was it? oh yeah, we handled that directly and used serial to an Apollo TTS device.To encode priority, you have to contrive some scheme that the backend knows, EG you have a prefix before a message string result in a TTS reset prior to speaking the new string. Etc.Now our game launcher is handling all the TTS on both OS X and Windows in Python using PyTTS, so there must be a market for a universal TTS API and hopefully there will be one in your language.The other measure you suggested, that of using the clipboard, is also known to work with a tool people have been using, though if youre going that far you might as well just build in SAPI support directly.

URL: http://forum.audiogames.net/viewtopic.php?pid=194559#p194559




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Re: Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

2014-11-11 Thread AudioGames . net Forum — New releases room : Exodus via Audiogames-reflector


  


Re: Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

Meh. My thing with this is the game is causing peoples phones to operate strangely even after its done its thing and crashed. If my game was causing peoples phones to screw up that badly Id have at least taken the app down. Instead its still sitting up there in all its bug-ridden glory. How someone somewhere sat down, played the game and thought yes... this is in a fit state for people to spend there hard earned cash on is beyond me. Also doesnt it say on the app store optimised for the iPhone 5? It brings my girlfriends non-voice over iPhone 5 to its knees... so go figure. I bought a huge pile of bugs id been better served buying a coffee or something. At nearly two weeks on you bet im annoyed

URL: http://forum.audiogames.net/viewtopic.php?pid=194560#p194560




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Re: some code factory games needed

2014-11-11 Thread AudioGames . net Forum — General Game Discussion : Bogdan via Audiogames-reflector


  


Re: some code factory games needed

Hi. I am not shure if starforce driver can be installed on windows 7. I was not able to run it properly. Other think I dont understand how is working. I tryed for years to run but without any chance.

URL: http://forum.audiogames.net/viewtopic.php?pid=194561#p194561




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Re: Braillemon status update!

2014-11-11 Thread AudioGames . net Forum — New releases room : daigonite via Audiogames-reflector


  


Re: Braillemon status update!

Thanks Jayde. I am going to have gen II pokemon be a bit of an add on so they wont appear in the regular release.Threeblacknoises - No, its not in this release. It is functional but I forgot that you have to wake up snorlax to get it. And I ended the release before waking up snorlax, because I stopped the release before the rocket game corner event.

URL: http://forum.audiogames.net/viewtopic.php?pid=194562#p194562




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Re: getting SL to run on win8

2014-11-11 Thread AudioGames . net Forum — General Game Discussion : Socheat via Audiogames-reflector


  


Re: getting SL to run on win8

Hi,try installing winket from www.kitchensinc.net

URL: http://forum.audiogames.net/viewtopic.php?pid=194563#p194563




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Re: Swamp, zombie fps by Aprone

2014-11-11 Thread AudioGames . net Forum — New releases room : welshweyr via Audiogames-reflector


  


Re: Swamp, zombie fps by Aprone

Id like to second the proposal for running water to clean bloody clothes. It was an idea that I think we discussed a year or more ago but it would be good to bring it back into focus.Id also like to propose that there are statues on the intersections of some of Swamps best players. They could be a good way to thank some of the most prominent Swamp community members. A particular example I can think of for now is Revan. He is one of the most helpful and competent players of the game that I know. He hauls us all around on 70 crate missions without any complaint and not even asking for anything in return. That kind of patience and risk should be rewarded in some way so I think a statue of him erected on the intersection of Jackson Road and Green Lane on map 1 would be a fun way to do this. I think that would be a good place because even the new players will soon encounter him and ask what it is for. I suggested this on the English chat channel once or twice a
 nd people thought that maybe Flyby Chow would be another good candidate for a statue because of his help with missioning and levelling success over the years. There are plenty of intersections available so we could collect quite a gallery of heroes in time.

URL: http://forum.audiogames.net/viewtopic.php?pid=194564#p194564




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Re: a proposal, jaws lite shareware by freedom scientific

2014-11-11 Thread AudioGames . net Forum — Off-topic room : afrim via Audiogames-reflector


  


Re: a proposal, jaws lite shareware by freedom scientific

Well. Again, what to do if less or none companies work especially for accessibility? For example, Microsoft has a built-in screen reader “narrator” which does the worst performance among all the other screen readers. Now can you imagine using your computer through narrator? I agree that there shouldn’t be exception for any users. For example, if there is a text on the screen, or a picture, a sited person can read it, zoom it out, can change the contrasts etc. On the other side there are we, who cannot read the text exclusively with narrator. So in this way what should I do to improve it? why should I be stuck at that screen reader? What if Microsoft doesn’t work to make narrator more accessible? Not all the people in the world are blind so that’s not an influential program and therefore they won’t concentrate so much on that application. There is another point related to Apple, due to its precious work on voice over. They have basically designed all the internal programs to be accessible with voice over and you know that it’s price is high. So while people discovered that iPhone had a great screen reader, why did they ran so fast to buy a 700 dollar phone. While on the other side blinds, which didn’t have enough money are not investing on a screen reader for their computers, which may be more usable than a phone who is designed to communicate like all the phones in the world. I have talked to some people from Turky, Iran and rarely Iraq asking them “what kind of phone are you using?”, and 95% of them answered: “I’m using an iPhone”. In most of the cases it was an iPhone 5, which was recently released. So why are they having money this time? Even people in Canada, USA and UK complain that its price is high. I don’t actually have an iPhone, because I don’t have any special preference on it, and I’m never willing to spend 600 or 700 dollars. It’s too expensive, isn’t it? Here in Albania I asked about the price of an iPhone 5, and I was taken aback when told that the price was 530€, converted nearly to 680 dollars.

URL: http://forum.audiogames.net/viewtopic.php?pid=194565#p194565




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sixthsense

2014-11-11 Thread AudioGames . net Forum — General Game Discussion : Diego via Audiogames-reflector


  


sixthsense

hello guys!is to buy the weapons in the game using coins, and how to get more?

URL: http://forum.audiogames.net/viewtopic.php?pid=194566#p194566




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Re: Mortal Kombat x officially announced!

2014-11-11 Thread AudioGames . net Forum — General Game Discussion : assault_freak via Audiogames-reflector


  


Re: Mortal Kombat x officially announced!

Yeah, something along those lines... I think Shao Kahns did too. If those characters were playable... then noone would ever use anyone else at tournaments. Thats why Ultra Street Fighter IV is such a tournament standard and all the versions of SFIV have been... because its one of the most balanced games around. Characters who have huge damage output or good damage tools trade that for low health and endurance. Seth for example. Yes, he is a boss. But as a playable character, while his attacks have good damage output, his health is crap... two solid combos can easily take off half his life, and considering that Street Fighter doesnt have emphasis on very long combos, that isnt a lot of damage.

URL: http://forum.audiogames.net/viewtopic.php?pid=194567#p194567




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Re: How do screen readers work when there's a console and a normal window?

2014-11-11 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: How do screen readers work when there's a console and a normal window?

You can easily call the screen reader APIs directly, and to be honest thats what Id do. Clipboard requires extra setup, as does the console thing. No screen reader is going to see both windows at the same time. By the time youre done bundling all of this, well...That said, a lot of blind people already have the clipboard stuff set up because of some of the Japanese games. If you did anything except call directly, thats what Id suggest just because the community is already familiar with it. SAPI can be used and will work, but most of us find the SAPI voices to be sad and way, way, way too slow. The average screen reader user is going 3 times as fast as what Microsoft seems to think the maxes ought to be.See http://hg.q-continuum.net/accessible_output2/ which provides Python source to talk to all of the ones on Windows, and I believe also Mac.
 p; Not sure if it handles Linux. Its fairly simple, though I cant rattle off the API function names and whatnot--I just use accessible_output2 when I need them. Porting it to your language of choice should be pretty simple, though.

URL: http://forum.audiogames.net/viewtopic.php?pid=194568#p194568




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Re: Braillemon status update!

2014-11-11 Thread AudioGames . net Forum — New releases room : Niklas via Audiogames-reflector


  


Re: Braillemon status update!

What i like about it is that its a mix of several pokemon games. Now we can Play this ourselves, thats pretty cool. Thanks for your hard work.

URL: http://forum.audiogames.net/viewtopic.php?pid=194569#p194569




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Re: a proposal, jaws lite shareware by freedom scientific

2014-11-11 Thread AudioGames . net Forum — Off-topic room : assault_freak via Audiogames-reflector


  


Re: a proposal, jaws lite shareware by freedom scientific

The price of the phone is high, yes, but in this case youre getting the screen reader and the device in one... I agree with a lot of mac users who say why would I pay for JAWS when I could pay the same price and get the screen reader along with a computer? So while I think the price is steep for both products, I will invest in both of them... because its not just one single program or application already. If I paid 1500 bucks like I did for JAWS, I could easily get a better than average desktop, heck, even a custom built one... slap NVDA on it, and I already have a better deal. Your average laptop that isnt a netbook or low end model costs at least 500 dollars... add JAWS to that, which is another 1200 or so... and you have almost 2000 worth. And with an iphone or mac... upgrading the software is free. Same with NVDA. Not so with JAWS...

URL: http://forum.audiogames.net/viewtopic.php?pid=194570#p194570




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Re: Pizza dude's got thirty seconds!

2014-11-11 Thread AudioGames . net Forum — AG-News room : MUGZ via Audiogames-reflector


  


Re: Pizza dude's got thirty seconds!

Will double check that one. the error came while unzipping.

URL: http://forum.audiogames.net/viewtopic.php?pid=194571#p194571




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Re: the menuX class

2014-11-11 Thread AudioGames . net Forum — Developers room : burak via Audiogames-reflector


  


Re: the menuX class

Thanks a lot.

URL: http://forum.audiogames.net/viewtopic.php?pid=194572#p194572




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Re: A really good Dr. who related Youtube series

2014-11-11 Thread AudioGames . net Forum — Off-topic room : Dark via Audiogames-reflector


  


Re: A really good Dr. who related Youtube series

I know we have multiple reply syndrome on this thread, but sinse Ive just watched the finale of dark water/death in heaven, I wanted to offer some detailed thoughts (anyone who has seen it feel free to chime in). The He Who mones podcast earlier has still not done anymore reviews sinse flatline, and even Jo Ford and his blog has only got up to Mummy on the orient express, (though hes also been doing this months audios from Big finish), either way I do like discussing these things so here we go. Needless to say, if youve not watched the two episodes of finale, here come the spoilers of spoilery spoilage! Danny Pink getting hit by a car was a nice way to start off and for Clara and The Doctor to have the should he be bought back conversation, even though Ive never really got this relationship at all sinse the two of them never at any time seemed to share chemistry or even be enjoying each others company that much. H
 owever, then Clara tries to force the Doctor to go back and change history in a really horrible sequence of manipulation which turns out to be The Doctor seeing how far shed go. Upon learning that Clara would go to the lengths of attempting to destroy his Tardis the Doctor responds with oh okay tthen, lets go and try necromancy!  Im not sure if the Doctor is just a pushover for all his supposed dark Scotish stubbornness, or whether he has just forgotten that , people you know, die and has decided he is god, albeit a rather ineffective second fiddle god to miss Clara, goddess of pushing him around. I did rather like the corporate afterlife idea, very being human, and the idea of dead bodies still feeling is geuinely scary. The easthetic for the nethersphere, the skeletons in tanks and the dysen sphere (sorry about mangled spellings), mixed with all the vibes of a care home was really a nice idea, and I wish itd had more time devoted 
 to it rather than Moffat playing his usual stupid flirting game with missy and the Doctor once again. The big reveal of the Cybermen wasnt actually that big if you remember the cybermen theme music from age of steel (really Murry gold should be consulted), though I disliked how quickly the cybermen just popped up here sinse the Afterlife was far more interesting. Plus, why would the cybermen need the minds of dying people? Even just waving a mention of the matrix of galifrey here didnt work.In the past, the cybermen have proved quite capable of pinching dead boddies from grave yards, sending them to the cyber chop shop and doing a full convertion, so why the hell the hole dying mind afterlife thing? really it reminded me of the film The Matrix, an amazingly illaborate mental landscape for a physical process that probably was entirely unnecessary, and dont even ask why the hell the cybermen from alternative earth are hear (really ever sinse their appearence i
 n the first moffat episode with their huge space empire Im totally uncertain what happened to the cybermen alternate earth origin at all, they just seem to pop up when needed. The no emotions bit with Danny i could vaguely bye into, sinse about all we know about Danny is that hes a soldier that has killed people in action and its reasonable this bothers him, though all the lying to Clara over the phone seemed amazingly superfluous to requirements.Missy as The Mistress aka female master I did actually rather like. timelord regenerations switching gender is something that has been speculated, and theres really no reason not to, and while Missy was yet again the standard moffat over s/xual, smart mouthed quipping hyper nutcase were used to from any Moffat character with two x chromosomes, at least for an evil character that sort of attitude works, indeed its remarkable how little evil and good female characters seem to differ under Moff
 at. Clara again seemed not too bothered about Danny other than all the fibbing on the phone and the i love you stick, which while nice in principle probably wouldve worked a bit better if Id actually cared about those two characters connection a little more than I did. So then we get to the second episode, death in heaven. My first problem with this episode is one of pacing, sinse the main plot seemed to get really incoherent while there seemed to be bags of time on the clara and danny cyber romance which I just didnt get the connection of at all, quite different from any of the Russel relationships. For a start, I wasnt sure from various lines whether the corporate death company was supposed to have been getting every soul in human history, or whether its been just the hyper rich and being investigated by unit, or whether it was just the few cybermen that went and exploded, or how the mind transfer thing related to the 
 condition of the boddies in the afterlife, the skeletons in tanks, the fear of crimation etc. Heck, one moment the nethersphere seemed to be inside saint Pauls, at another it was some sort of 

Re: Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

2014-11-11 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


  


Re: Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

Funny exodus, Ive had it on an Iphone 5 myself and have encountered several problems, but nothing like hwat you describe. I wonder if things are more variable with the bugs, which might explain why they came up so frequently.

URL: http://forum.audiogames.net/viewtopic.php?pid=194574#p194574




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Re: Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

2014-11-11 Thread AudioGames . net Forum — New releases room : brad via Audiogames-reflector


  


Re: Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

Hi.Im using an Iphone six and the game stilll crashes on me.When Im shooting it will randomy crash and close the app.My phone hasnt been affected, as far as i know, but its quite annoying that beta testers hadnt at least fixed the voiceover issues. I would have done that if I was testing. As a matter of fact I should have been testing since I did put my name down.Anyway, Im sure they did there best with schools and other things getting in the way of the testing, Its just I feel that if youre blind the first thing youd do is make sure the product worked with the phone.

URL: http://forum.audiogames.net/viewtopic.php?pid=194575#p194575




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Re: Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

2014-11-11 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


  


Re: Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

@Brad, Im a little confused at your if your blind comment above, sinse it wouldnt matter if you were blind or not, as the software works on the phone, if it doesnt work on the phone the developers would need to know. I suspect though this isnt so much a beta testing problem, as something to do with differences in phone operations between different people, sinse even though all Iphones of a given type and running a given ios are very much the same, there will still be some essential differences through history. Ware, memory use on the phone, how full the phones hd is, what else has been or is being run (I dont know how long the phone keeps closed aps in memory), etc. These I suspect are what is creating the bugs, sinse I doubt if indeed the thing were this universally buggy, it wouldve been released to the public, either that, or something has happened with the ap store installation.
either way, hopefully well see a fix this week. URL: http://forum.audiogames.net/viewtopic.php?pid=194576#p194576 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

2014-11-11 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


  


Re: Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

@Brad, Im a little confused at your if your blind comment above, sinse it wouldnt matter if you were blind or not, as the software works on the phone, if it doesnt work on the phone the developers would need to know. I would personally be surprised if indeed the bta testers did encounter these bugs, reported them to Somethinelse but somethinelse released the game without fixing them, not with the care theyre shown in the past (some companies are renowned for somewhat buggy first releases that need fixing, but somethinelse arent too bad at this).I suspect though this isnt so much a beta testing problem, as something to do with differences in phone operations between different people, sinse even though all Iphones of a given type and running a given ios are very much the same, there will still be some essential differences through history. Ware, memory use on the phone, how full the phones hd 
 is, what else has been or is being run (I dont know how long the phone keeps closed aps in memory), etc. These I suspect are what is creating the bugs, sinse I doubt if indeed the thing were this universally buggy, it wouldve been released to the public, either that, or something has happened with the ap store installation.either way, hopefully well see a fix this week.

URL: http://forum.audiogames.net/viewtopic.php?pid=194576#p194576




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Re: Prometheus: The Eternal Wars

2014-11-11 Thread AudioGames . net Forum — New releases room : PrometheusMOO via Audiogames-reflector


  


Re: Prometheus: The Eternal Wars

Gretings!The following comes from our latest change log entry:LRLs are now installed separately into rooms instead of being a shipwide weapon. This also means that the recharge times and firing times are also set in a room by room basis.Yes, thats correct, no more will you have to wait until that annoying person in the control room has finished firing, for instance!

URL: http://forum.audiogames.net/viewtopic.php?pid=194577#p194577




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Re: A really good Dr. who related Youtube series

2014-11-11 Thread AudioGames . net Forum — Off-topic room : Dark via Audiogames-reflector


  


Re: A really good Dr. who related Youtube series

I know we have multiple reply syndrome on this thread, but sinse Ive just watched the finale of dark water/death in heaven, I wanted to offer some detailed thoughts (anyone who has seen it feel free to chime in). The He Who mones podcast earlier has still not done anymore reviews sinse flatline, and even Jo Ford and his blog has only got up to Mummy on the orient express, (though hes also been doing this months audios from Big finish), either way I do like discussing these things so here we go. Needless to say, if youve not watched the two episodes of finale, here come the spoilers of spoilery spoilage! Danny Pink getting hit by a car was a nice way to start off and for Clara and The Doctor to have the should he be bought back conversation, even though Ive never really got this relationship at all sinse the two of them never at any time seemed to share chemistry or even be enjoying each others company that much. H
 owever, then Clara tries to force the Doctor to go back and change history in a really horrible sequence of manipulation which turns out to be The Doctor seeing how far shed go. Upon learning that Clara would go to the lengths of attempting to destroy his Tardis the Doctor responds with oh okay tthen, lets go and try necromancy!  Im not sure if the Doctor is just a pushover for all his supposed dark Scotish stubbornness, or whether he has just forgotten that , people you know, die and has decided he is god, albeit a rather ineffective second fiddle god to miss Clara, goddess of pushing him around. I did rather like the corporate afterlife idea, very being human, and the idea of dead bodies still feeling is geuinely scary. The easthetic for the nethersphere, the skeletons in tanks and the dysen sphere (sorry about mangled spellings), mixed with all the vibes of a care home was really a nice idea, and I wish itd had more time devoted 
 to it rather than Moffat playing his usual stupid flirting game with missy and the Doctor once again. The big reveal of the Cybermen wasnt actually that big if you remember the cybermen theme music from age of steel (really Murry gold should be consulted), though I disliked how quickly the cybermen just popped up here sinse the Afterlife was far more interesting. Plus, why would the cybermen need the minds of dying people? Even just waving a mention of the matrix of galifrey here didnt work.In the past, the cybermen have proved quite capable of pinching dead boddies from grave yards, sending them to the cyber chop shop and doing a full convertion, so why the hell the hole dying mind afterlife thing? really it reminded me of the film The Matrix, an amazingly illaborate mental landscape for a physical process that probably was entirely unnecessary, and dont even ask why the hell the cybermen from alternative earth are hear (really ever sinse their appearence i
 n the first moffat episode with their huge space empire Im totally uncertain what happened to the cybermen alternate earth origin at all, they just seem to pop up when needed. The no emotions bit with Danny i could vaguely bye into, sinse about all we know about Danny is that hes a soldier that has killed people in action and its reasonable this bothers him, though all the lying to Clara over the phone seemed amazingly superfluous to requirements.Missy as The Mistress aka female master I did actually rather like. timelord regenerations switching gender is something that has been speculated, and theres really no reason not to, and while Missy was yet again the standard moffat over s/xual, smart mouthed quipping hyper nutcase were used to from any Moffat character with two x chromosomes, at least for an evil character that sort of attitude works, indeed its remarkable how little evil and good female characters seem to differ under Moff
 at. Clara again seemed not too bothered about Danny other than all the fibbing on the phone and the i love you stick, which while nice in principle probably wouldve worked a bit better if Id actually cared about those two characters connection a little more than I did. So then we get to the second episode, death in heaven. My first problem with this episode is one of pacing, sinse the main plot seemed to get really incoherent while there seemed to be bags of time on the clara and danny cyber romance which I just didnt get the connection of at all, quite different from any of the Russel relationships. For a start, I wasnt sure from various lines whether the corporate death company was supposed to have been getting every soul in human history, or whether its been just the hyper rich and being investigated by unit, or whether it was just the few cybermen that went and exploded, or how the mind transfer thing related to the 
 condition of the boddies in the afterlife, the skeletons in tanks, the fear of crimation etc. Heck, one moment the nethersphere seemed to be inside saint Pauls, at another it was some sort of 

Re: A really good Dr. who related Youtube series

2014-11-11 Thread AudioGames . net Forum — Off-topic room : Dark via Audiogames-reflector


  


Re: A really good Dr. who related Youtube series

I know we have multiple reply syndrome on this thread, but sinse Ive just watched the finale of dark water/death in heaven, I wanted to offer some detailed thoughts (anyone who has seen it feel free to chime in). The He Who mones podcast mentioned earlier has still not done anymore reviews sinse flatline, and even Jo Ford and his blog has only got up to Mummy on the orient express, (though hes also been doing this months audios from Big finish), either way I do like discussing these things so here we go. Needless to say, if youve not watched the two episodes of finale, here come the spoilers of spoilery spoilage! Danny Pink getting hit by a car was a nice way to start off and for Clara and The Doctor to have the should he be bought back conversation, even though Ive never really got this relationship at all sinse the two of them never at any time seemed to share chemistry or even be enjoying each others company th
 at much. However, then Clara tries to force the Doctor to go back and change history in a really horrible sequence of manipulation which turns out to be The Doctor seeing how far shed go. Upon learning that Clara would go to the lengths of attempting to destroy his Tardis the Doctor responds with oh okay tthen, lets go and try necromancy!  Im not sure if the Doctor is just a pushover for all his supposed dark Scotish stubbornness, or whether he has just forgotten that , people you know, die and has decided he is god, albeit a rather ineffective second fiddle god to miss Clara, goddess of pushing him around. I did rather like the corporate afterlife idea, very being human, and the idea of dead bodies still feeling is geuinely scary. The easthetic for the nethersphere, the skeletons in tanks and the dysen sphere (sorry about mangled spellings), mixed with all the vibes of a care home was really a nice idea, and I wish itd had more tim
 e devoted to it rather than Moffat playing his usual stupid flirting game with missy and the Doctor once again. The big reveal of the Cybermen wasnt actually that big if you remember the cybermen theme music from age of steel (really Murry gold should be consulted), though I disliked how quickly the cybermen just popped up here sinse the Afterlife was far more interesting. Plus, why would the cybermen need the minds of dying people? Even just waving a mention of the matrix of galifrey here didnt work.In the past, the cybermen have proved quite capable of pinching dead boddies from grave yards, sending them to the cyber chop shop and doing a full convertion, so why the hell the hole dying mind afterlife thing? really it reminded me of the film The Matrix, an amazingly illaborate mental landscape for a physical process that probably was entirely unnecessary, and dont even ask why the hell the cybermen from alternative earth are hear (really ever sinse their ap
 pearence in the first moffat episode with their huge space empire Im totally uncertain what happened to the cybermen alternate earth origin at all, they just seem to pop up when needed. The no emotions bit with Danny i could vaguely bye into, sinse about all we know about Danny is that hes a soldier that has killed people in action and its reasonable this bothers him, though all the lying to Clara over the phone seemed amazingly superfluous to requirements.Missy as The Mistress aka female master I did actually rather like. timelord regenerations switching gender is something that has been speculated, and theres really no reason not to, and while Missy was yet again the standard moffat over s/xual, smart mouthed quipping hyper nutcase were used to from any Moffat character with two x chromosomes, at least for an evil character that sort of attitude works, indeed its remarkable how little evil and good female characters seem to differ 
 under Moffat. Clara again seemed not too bothered about Danny other than all the fibbing on the phone and the i love you stick, which while nice in principle probably wouldve worked a bit better if Id actually cared about those two characters connection a little more than I did. So then we get to the second episode, death in heaven. My first problem with this episode is one of pacing, sinse the main plot seemed to get really incoherent while there seemed to be bags of time on the clara and danny cyber romance which I just didnt get the connection of at all, quite different from any of the Russel relationships. For a start, I wasnt sure from various lines whether the corporate death company was supposed to have been getting every soul in human history, or whether its been just the hyper rich and being investigated by unit, or whether it was just the few cybermen that went and exploded, or how the mind transfer thing relat
 ed to the condition of the boddies in the afterlife, the skeletons in tanks, the fear of crimation etc. Heck, one moment the nethersphere seemed to be inside saint Pauls, at another it was some 

Re: Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

2014-11-11 Thread AudioGames . net Forum — New releases room : raygrote via Audiogames-reflector


  


Re: Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

Well, as for bringing a phone to its knees, Ive had instances where I would play the game, and it would crash so hard that for 10 seconds I couldnt get Voice Over, or my phone for that matter to do anything, and would just have to wait for everything to catch up. But it eventually did, as I said it was about 10 seconds.Perhaps the factors like HD space and memory do play a role in why bugs are more variable, I should clean my phone of all the junk I left on and forgot about, restart IOS and see if the game runs better.I havent had these sorts of variability with bugs in other games but i dont necessarily look for that sort of thing either, I try to make everything seem as constant as I can because bugs are bugs. Theres no such thing as a truly random bug occurance. If you run the same script into the same program with the same machine over and over, the bug is going to happen every time, its when variables are introduced that b
 ugs are difficult to diagnose. And those variables could be amount of working memory in the device, the device itself, the version of IOS on the device, maybe some tweeks, or less likely, viruses that may have knowingly or unknowingly been installed... you never know! All Im saying is that if theres a bug, theres a reason for it though it may not be obvious or not seem logical. Im no programmer but I occasionally mess with things such as writing music using mml code. The MML code is oriented to be understood by the target audience, which is mostly music technology nerds like myself. Even so, I often mess things up which I couldve sworn were fine a second ago. So bugs do happen for the stupidest reasons.

URL: http://forum.audiogames.net/viewtopic.php?pid=194578#p194578




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Re: Navigon and blindsquare.

2014-11-11 Thread AudioGames . net Forum — Off-topic room : Cinnamon via Audiogames-reflector


  


Re: Navigon and blindsquare.

For those of you who own Blind Square, Im curious about the simulate a location feature.My citys bus system is intigrated with Google maps so that in Firefox anyway, I can enter the start and end address and figure out which routes to take. Google was even helpful enough to give directions like, Walk 187 feet west and turn left onto street. Your destination will be on the left in 0.4 miles. Which is helpfully specific. I had to hit enter on the walk direction line to get that extra info.But Im curious about what Blind Square can do. If I put in the address of a business, I know it will tell me the cross street.Can I explore and look around to see streets near-by?Will it tell me what other businesses are beside or across from it?Im looking for a virtual overview map that will let me explore the layout of streets. I hear Sendero maps is good for that, but I dont have 98 bucks to give them.I own Ari
 adne and Navigon, though the latter isnt installed on my phone right now, giant space hog. I havent been able to get the look around feature in Ariadne to work.Does anyone have suggestions? Can you give me some specifics on what information Blind Square might give about a location?

URL: http://forum.audiogames.net/viewtopic.php?pid=194579#p194579




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Re: Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

2014-11-11 Thread AudioGames . net Forum — New releases room : raygrote via Audiogames-reflector


  


Re: Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

Well, as for bringing a phone to its knees, Ive had instances where I would play the game, and it would crash so hard that for 10 seconds I couldnt get Voice Over, or my phone for that matter to do anything, and would just have to wait for everything to catch up. But it eventually did, as I said it was about 10 seconds.Perhaps the factors like HD space and memory do play a role in why bugs are more variable, I should clean my phone of all the junk I left on and forgot about, restart IOS and see if the game runs better.I havent had these sorts of variability with bugs in other games but i dont necessarily look for that sort of thing either, I try to make everything seem as constant as I can because bugs are bugs. Theres no such thing as a truly random bug occurance. If you run the same script into the same program with the same machine over and over, the bug is going to happen every time, its when variables are introduced that b
 ugs are difficult to diagnose. And those variables could be amount of working memory in the device, the device itself, the version of IOS on the device, maybe some tweeks, or less likely, viruses that may have knowingly or unknowingly been installed... you never know! All Im saying is that if theres a bug, theres a reason for it though it may not be obvious, or may not seem logical. Im no programmer but I occasionally mess with things such as writing music using mml code. The MML code is oriented to be understood by the target audience, which is mostly music technology nerds like myself. Thus its limited to its practical uses and nothing more. Even so, I often mess things up which I couldve sworn were fine a second ago. So stupid mistakes do happen even in the simplest of circumstances, let alone trying to put that in the context of a huge programming language.

URL: http://forum.audiogames.net/viewtopic.php?pid=194578#p194578




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Re: getting SL to run on win8

2014-11-11 Thread AudioGames . net Forum — General Game Discussion : harrylst via Audiogames-reflector


  


Re: getting SL to run on win8

thanks so much! it worked!

URL: http://forum.audiogames.net/viewtopic.php?pid=194580#p194580




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Re: Braillemon status update!

2014-11-11 Thread AudioGames . net Forum — New releases room : Jayde via Audiogames-reflector


  


Re: Braillemon status update!

Ah, thats fair enough. Reminds me a bit of Pokémon Fire Red/Leaf Green in that light, just with no gen 3 moves and mechanics. For instance, no Hail means no guaranteed Blizzard hits.Im definitely glad youre not relying purely on gen 1s mechanics though. The wrap/fire spin/bind/clamp stuff was just silly, as was the idea that the speed stat was tied to critical hits. I played Pokémon Stadium for the N64 and used to have all kinds of hell with this one Persian who loved using Slash, which has a boosted critical hit ratio as is, and because Persian is so fast, it would critical basically every time.If I havent said so before, let me make very clear how pleased I am with a project like this. I wish I could actually help you more, rather than just dumping movesets on you. Haha. The good part is, if youre selecting gym leader/elite 4 movesets by hand, you can basically make them whatever you want, within reason (Aerodactyls Rock Slide is illegal, even though it shouldnt be).Kind of wondering what Mistys going to get for a TM in this game though. She had Bubble Beam in gen 1, and Water Pulse (a gen 3 move) in gen 3. In gen 2, she didnt give a TM when defeated. I imagine Erica will get Giga Drain, Surge will get Thunderbolt, Koga will have Toxic, Sabrina will have Psychic, Blain will have Fire Blast and Giovanni will have Earthquake?

URL: http://forum.audiogames.net/viewtopic.php?pid=194581#p194581




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Re: Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

2014-11-11 Thread AudioGames . net Forum — New releases room : raygrote via Audiogames-reflector


  


Re: Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

Well, as for bringing a phone to its knees, Ive had instances where I would play the game, and it would crash so hard that for 10 seconds I couldnt get Voice Over, or my phone for that matter to do anything, and would just have to wait for everything to catch up. But it eventually did, as I said it was about 10 seconds.Perhaps the factors like HD space and memory do play a role in why bugs are more variable, I should clean my phone of all the junk I left on and forgot about, restart IOS and see if the game runs better.I havent had these sorts of variability with bugs in other games but i dont necessarily look for that sort of thing either, I try to make everything seem as constant as I can because bugs are bugs. Theres no such thing as a truly random bug occurrence. Theres always a reason that a bug occurs even if a random event that was supposed to happen triggered the bug. In other words, that bug will occur every time those 
 exact conditions are present. Variables like amount of working memory in the device, the device itself, the version of IOS on the device, or a random value function in a script... maybe some tweeks, or less likely, viruses that may have knowingly or unknowingly been installed... you never know! All Im saying is that if theres a bug, theres a reason for it though it may not be obvious, or may not seem logical. Im no programmer but I occasionally mess with things such as writing music using a scripting language. The language is oriented to be understood by the target audience, which is mostly music technology nerds like myself. Thus its limited to its practical uses and nothing more. Even so, I often mess things up which I couldve sworn were fine a second ago. I must have accidentally touched the portion of script that was working. So stupid mistakes do happen even in the simplest of circumstances.

URL: http://forum.audiogames.net/viewtopic.php?pid=194578#p194578




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Re: Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

2014-11-11 Thread AudioGames . net Forum — New releases room : raygrote via Audiogames-reflector


  


Re: Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

Well, as for bringing a phone to its knees, Ive had instances where I would play the game, and it would crash so hard that for 10 seconds I couldnt get Voice Over, or my phone for that matter to do anything, and would just have to wait for everything to catch up. But it eventually did, as I said it was about 10 seconds.Perhaps the factors like HD space and memory do play a role in why bugs are more variable, I should clean my phone of all the junk I left on and forgot about, restart IOS and see if the game runs better.I havent had these sorts of variability with bugs in other games but i dont necessarily look for that sort of thing either, I try to make everything seem as constant as I can because bugs are bugs. Theres no such thing as a truly random bug occurrence. A bug will occur every time certain conditions are met. Variables like amount of working memory in the device, the device itself, the version of IOS on the device, 
 or a random value function in a script... maybe some tweeks, or less likely, viruses that may have knowingly or unknowingly been installed... (you never know!) can all affect when a bug does and does not occur. All Im saying is that if theres a bug, theres a reason for it though it may not be obvious, or may not seem logical.Im no programmer but I occasionally mess with things such as writing music using a scripting language. The language is oriented to be understood by the target audience, which is mostly music technology nerds like myself. Thus its limited to its practical uses and nothing more. Even so, I often mess things up which I couldve sworn were fine a second ago. I must have accidentally touched the portion of script that was already working. So stupid mistakes do happen even in the simplest of circumstances.

URL: http://forum.audiogames.net/viewtopic.php?pid=194578#p194578




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Re: The Browse Mode/Browser Battle

2014-11-11 Thread AudioGames . net Forum — Off-topic room : camlorn via Audiogames-reflector


  


Re: The "Browse Mode"/"Browser" Battle

Not really sure what to say here.Firstly, I believe theres a bit of confusion. The virtual buffer thing is more of an internal detail, not a presentational one. While it is true that it ends up often being presentational, its more about not being caught having to make queries to the browser for absolutely everything, and also being able to flatten a bit. Nothing about how the information is obtained is changed, at least if youre not Jaws, its just presented a bit differently.But heres the problem. Voiceover didnt have a virtual buffer, but tried to do the same thing. I believe it does now, but by all accounts Ive heard OS X 10.10 is horridly broken. They had quick keys for everything, and the only bit that was really missing from their implementation was the ability to arrow through the document. What happens without the Virtual buffer is the need to continually make queries
  to the browser. These are out-of-process, and consequently always slow. And its not just one, if you want context--if the browser is the only thing and the virtual buffer isnt caching, youve got to make more for every keystroke. The virtual buffer is just a very, very accurate cache that updates itself based off accessibility notifications as opposed to making a query whenever possible.turning this off is what Aria application role is for. The problem with that is that basically then you cant do anything. At least on windows. Its possible some browser somewhere works, but in both Jaws and NVDA, when its off, you get almost no context. Yeah, you can tab to the links. But youre going to miss everything else.The question seems to be asking about presentation but is really asking about an implementation detail--its like asking me if I get a lot out of using arrays versus linked l
 ists in some situations somewhere.its also worth noting that all the screen readers that dont have this are holding really tiny market shares. Voiceover on Mac is the highest of the minorities, and as I recall its something like 20% and may actually have one--we cant know. I think that the reason for not having this isnt about being better, its about not having the programmers to do it. Maintaining the virtual buffer is a very complicated programming task, and you need someone who really knows what theyre doing devoted solely to it for a very long time. It is also worth noting that I believe System Access to have a virtual buffer, that Ive not seriously heard someone talk about Thunder in something like 8 years, that ChromeVox has a ton of other problems besides this and is something like 4% on the WebAIM surveys, and that Dolphin/Hal is so obscure at this point that the only person I know who 
 knows anything about it at all anywhere is Dark and Ive never seen a statistic related to it. I find it interesting that, subjective opinions aside, the major ones all have it. Not to mention that, more subjectively, every Mac person I know has a Windows VM because the virtual buffer and the speed it lends makes web browsing 10x better.

URL: http://forum.audiogames.net/viewtopic.php?pid=194582#p194582




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Re: The Browse Mode/Browser Battle

2014-11-11 Thread AudioGames . net Forum — Off-topic room : camlorn via Audiogames-reflector


  


Re: The "Browse Mode"/"Browser" Battle

Not really sure what to say here.Firstly, I believe theres a bit of confusion. The virtual buffer thing is more of an internal detail, not a presentational one. While it is true that it ends up often being presentational, its more about not being caught having to make queries to the browser for absolutely everything, and also being able to flatten a bit. Nothing about how the information is obtained is changed, at least if youre not Jaws, its just presented a bit differently.But heres the problem. Voiceover didnt have a virtual buffer, but tried to do the same thing. I believe it does now, but by all accounts Ive heard OS X 10.10 is horridly broken. They had quick keys for everything, and the only bit that was really missing from their implementation was the ability to arrow through the document. What happens without the Virtual buffer is the need to continually make queries
  to the browser. These are out-of-process, and consequently always slow. And its not just one, if you want context--if the browser is the only thing and the virtual buffer isnt caching, youve got to make more for every keystroke. The virtual buffer is just a very, very accurate cache that updates itself based off accessibility notifications as opposed to making a query whenever possible.turning all the features this lets you do reasonably fast off is what Aria application role is for. The problem with that is that basically then you cant do anything. At least on windows. Its possible some browser somewhere works, but in both Jaws and NVDA, when its off, you get almost no context. Yeah, you can tab to the links. But youre going to miss everything else. And again, this isnt so much about the virtual buffer, its more about navigational modes.The question seems to be a
 sking about presentation but is really asking about an implementation detail--its like asking me if I get a lot out of using arrays versus linked lists in some situations somewhere.its also worth noting that all the screen readers that dont have this are holding really tiny market shares. Voiceover on Mac is the highest of the minorities, and as I recall its something like 20% and may actually have one--we cant know. I think that the reason for not having this isnt about being better, its about not having the programmers to do it. Maintaining the virtual buffer is a very complicated programming task, and you need someone who really knows what theyre doing devoted solely to it for a very long time. It is also worth noting that I believe System Access to have a virtual buffer, that Ive not seriously heard someone talk about Thunder in something like 8 years, that ChromeVox has a ton of othe
 r problems besides this and is something like 4% on the WebAIM surveys, and that Dolphin/Hal is so obscure at this point that the only person I know who knows anything about it at all anywhere is Dark and Ive never seen a statistic related to it. I find it interesting that, subjective opinions aside, the major ones all have it. Not to mention that, more subjectively, every Mac person I know has a Windows VM because the virtual buffer and the speed it lends makes web browsing 10x better.

URL: http://forum.audiogames.net/viewtopic.php?pid=194582#p194582




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kert wolf demo and help with elevator

2014-11-11 Thread AudioGames . net Forum — General Game Discussion : fluffy solger via Audiogames-reflector


  


kert wolf demo and help with elevator

Hi fluffy forumers.Can someone upload kert wolf demo ?The link is broken.Next is.gorthalon the dragon can you tell me how to put your elevator into arcade mode?And whats the diference between the modes?thanksfluffy solger.

URL: http://forum.audiogames.net/viewtopic.php?pid=194583#p194583




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Re: How do screen readers work when there's a console and a normal window?

2014-11-11 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector


  


Re: How do screen readers work when there's a console and a normal window?

Just to make it clear: both console and clipboard output are already implemented (theyre very trivial to program actually, took me like a few minutes each at most), Im just trying to make sure that Im not providing something that is useless in the end (which creates false hopes).Also I managed to turn on the screen reader on Linux and it decided to start reading anything I wanted except what I was pointing to, including a not focused window at some point *sigh* This is going to take a while.Sebby wrote:We designed both the TTS processor and the engine output so that we could do portable TTS ( actually, now I think of it, it was pretty awesome, though I say so myself  ). The idea is that each platform has some idiom, EG Windows had ag_say which used SAPI (youre right, if you can go direct, is better), 
 OS X had the say command, and Linux had--what was it? oh yeah, we handled that directly and used serial to an Apollo TTS device.Is ag_say something from AudioQuake? Because thats what I seem to have found around. I guess that wont work for a default setup, but then again I dont know how common is to have that program installed for a blind user who plays games (maybe it is and I can just rely on it). Also I couldnt find info on how to use it (e.g. is it game | ag_say or ag_say game or ag_say text-to-say?)And yeah, Linux is a horrible mess. There isnt an equivalent to SAPI but rather several different engines (at the very least two major ones, it seems one for Gnome and one for KDE) and any of them could be installed on a given system. Thats annoying, Im not sure if theres some de facto standard API to communicate with them. (mind you, its likely you can 
 just pipe the output to the engines directly, knowing Unix philosophy, although Id still need to know their filenames)It seems that on Linux theres Festival, but Im not sure how it works. I should check.Sebby wrote:To encode priority, you have to contrive some scheme that the backend knows, EG you have a prefix before a message string result in a TTS reset prior to speaking the new string. Etc.Oh, so engine specific.Sebby wrote:Now our game launcher is handling all the TTS on both OS X and Windows in Python using PyTTS, so there must be a market for a universal TTS API and hopefully there will be one in your language.Im using C (not C++) and the game is for Windows and Linux, so if theres something cross-platform that works on those, itd be nice (oh, and theres the issue of the
  license being compatible with the GPL 3 as well). Tried doing a quick search but I didnt seem to be able to find anything useful (the only one I found was using an incompatible license).Sebby wrote:The other measure you suggested, that of using the clipboard, is also known to work with a tool people have been using, though if youre going that far you might as well just build in SAPI support directly.Clipboard support is so easy with SDL 2 that its a no-brainer though, compared to implementing SAPI support (not to mention still having to figure out what to do with Linux, which seems to have two major engines at least).camlorn wrote:You can easily call the screen reader APIs directly, and to be honest thats what Id do. Clipboard requires extra setup, as does the console thing.I assume you me
 an extra setup for the user? Because programming those two is actually much easier, console output is just a call to printf, while clipboard output is just a call to SDL_SetClipboard (Im using SDL 2), while programming the screen reader APIs directly is a much more involved effort (not to mention platform specific, so I need multiple codebases), and I dont have any suitable TTS engine available right now.camlorn wrote:SAPI can be used and will work, but most of us find the SAPI voices to be sad and way, way, way too slow. The average screen reader user is going 3 times as fast as what Microsoft seems to think the maxes ought to be.Actually, looking at the SAPI documentation the impression I got was that the program set a speed relative to the user settings, which would solve that problem for every program. The problem is that Microsofts own engine doesnt provide any
  settings from what Ive read.camlorn wrote:See http://hg.q-continuum.net/accessible_output2/ which provides Python source to talk to all of the ones on Windows, and I believe also Mac. Not sure if it handles Linux. Its fairly simple, though I cant rattle off the API function names and whatnot--I just use accessible_output2 when I need them. Porting it to your language of choice should be pretty simple, though.Well it doesnt seem as simple as me, but then again I dont have enough experience with SAPI (I just looked up some functions to get an idea of how it works), so that probably isnt helping. And thats assuming I ignore the rest of the APIs it supports. Id need to see.Ideally Id want to make a proper TTS engine thats more portable (ideally just 

Re: The Browse Mode/Browser Battle

2014-11-11 Thread AudioGames . net Forum — Off-topic room : Dark via Audiogames-reflector


  


Re: The "Browse Mode"/"Browser" Battle

One thing I will say Camlorn is Supernova is only counted as obscure in the states, in europe its a lot better known, (Ive never met an American who uses it)), so saying its so oobscure that only dark knows about it is a little off.

URL: http://forum.audiogames.net/viewtopic.php?pid=194585#p194585




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Re: A really good Dr. who related Youtube series

2014-11-11 Thread AudioGames . net Forum — Off-topic room : Dark via Audiogames-reflector


  


Re: A really good Dr. who related Youtube series

I know we have multiple reply syndrome on this thread, but sinse Ive just watched the finale of dark water/death in heaven, I wanted to offer some detailed thoughts (anyone who has seen it feel free to chime in). The He Who mones podcast mentioned earlier has still not done anymore reviews sinse flatline, and even Jo Ford and his blog has only got up to Mummy on the orient express, (though hes also been doing this months audios from Big finish), either way I do like discussing these things so here we go. Needless to say, if youve not watched the two episodes of finale, here come the spoilers of spoilery spoilage! Danny Pink getting hit by a car was a nice way to start off and for Clara and The Doctor to have the should he be bought back conversation, even though Ive never really got this relationship at all sinse the two of them never at any time seemed to share chemistry or even be enjoying each others company th
 at much. However, then Clara tries to force the Doctor to go back and change history in a really horrible sequence of manipulation which turns out to be The Doctor seeing how far shed go. Upon learning that Clara would go to the lengths of attempting to destroy his Tardis the Doctor responds with oh okay tthen, lets go and try and gate crash the afterlife!  Im not sure if the Doctor is just a pushover for all his supposed dark Scotish stubbornness, or whether he has just forgotten that , people you know, die and has decided he is god, albeit a rather ineffective second fiddle god to miss Clara, goddess of pushing him around. I did rather like the corporate afterlife idea, very being human, and the idea of dead bodies still feeling is geuinely scary. The easthetic for the nethersphere, the skeletons in tanks and the dysen sphere (sorry about mangled spellings), mixed with all the vibes of a care home was really a nice idea, and I wish it


Re: Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

2014-11-11 Thread AudioGames . net Forum — New releases room : nuno69 via Audiogames-reflector


  


Re: Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

They wroote on Twitter, that the update will be released very soon.

URL: http://forum.audiogames.net/viewtopic.php?pid=194586#p194586




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Re: A really good Dr. who related Youtube series

2014-11-11 Thread AudioGames . net Forum — Off-topic room : Dark via Audiogames-reflector


  


Re: A really good Dr. who related Youtube series

I know we have multiple reply syndrome on this thread, but sinse Ive just watched the finale of dark water/death in heaven, I wanted to offer some detailed thoughts (anyone who has seen it feel free to chime in). The He Who mones podcast mentioned earlier has still not done anymore reviews sinse flatline, and even Jo Ford and his blog has only got up to Mummy on the orient express, (though hes also been doing this months audios from Big finish), either way I do like discussing these things so here we go. Needless to say, if youve not watched the two episodes of finale, here come the spoilers of spoilery spoilage! Danny Pink getting hit by a car was a nice way to start off and for Clara and The Doctor to have the should he be bought back conversation, even though Ive never really got this relationship at all sinse the two of them never at any time seemed to share chemistry or even be enjoying each others company th
 at much. However, then Clara tries to force the Doctor to go back and change history in a really horrible sequence of manipulation which turns out to be The Doctor seeing how far shed go. Upon learning that Clara would go to the lengths of attempting to destroy his Tardis the Doctor responds with oh okay tthen, lets go and try and gate crash the afterlife!  Im not sure if the Doctor is just a pushover for all his supposed dark Scotish stubbornness, or whether he has just forgotten that , people you know, die and has decided he is god, albeit a rather ineffective second fiddle god to miss Clara, goddess of pushing him around. I did rather like the corporate afterlife idea, very being human, and the idea of dead bodies still feeling is geuinely scary. The easthetic for the nethersphere, the skeletons in tanks and the dysen sphere (sorry about mangled spellings), mixed with all the vibes of a care home was really a nice idea, and I wish it


Re: Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

2014-11-11 Thread AudioGames . net Forum — New releases room : raygrote via Audiogames-reflector


  


Re: Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

Yep they just posted something exactly an hour ago saying that the update was officially submitted for review at Apple. Here are their words:Hello patient players. The AD update is in, its waiting for review now. Deals with stability, diamonds, and improved VO support.

URL: http://forum.audiogames.net/viewtopic.php?pid=194587#p194587




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Re: MUD1, Also-Known-As, British Legends

2014-11-11 Thread AudioGames . net Forum — New releases room : donate now4 via Audiogames-reflector


  


Re: MUD1, "Also-Known-As," British Legends

I now have more than twenty friends who have donated a kidney to a stranger, and this chain reaction has attracted a lot of mediadonate nowinterest. Articles and documentaries have been produced by both the print media and the electronic media in Australia, England, and America, on what we have done, and, apart from a few positive reports in local newspapers, they have all been surprisingly negative.

URL: http://forum.audiogames.net/viewtopic.php?pid=194588#p194588




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Re: How do screen readers work when there's a console and a normal window?

2014-11-11 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector


  


Re: How do screen readers work when there's a console and a normal window?

Just to make it clear: both console and clipboard output are already implemented (theyre very trivial to program actually, took me like a few minutes each at most), Im just trying to make sure that Im not providing something that is useless in the end (which creates false hopes).Also I managed to turn on the screen reader on Linux and it decided to start reading anything I wanted except what I was pointing to, including a not focused window at some point *sigh* This is going to take a while.Sebby wrote:We designed both the TTS processor and the engine output so that we could do portable TTS ( actually, now I think of it, it was pretty awesome, though I say so myself  ). The idea is that each platform has some idiom, EG Windows had ag_say which used SAPI (youre right, if you can go direct, is better), 
 OS X had the say command, and Linux had--what was it? oh yeah, we handled that directly and used serial to an Apollo TTS device.Is ag_say something from AudioQuake? Because thats what I seem to have found around. I guess that wont work for a default setup, but then again I dont know how common is to have that program installed for a blind user who plays games (maybe it is and I can just rely on it). Also I couldnt find info on how to use it (e.g. is it game | ag_say or ag_say game or ag_say text-to-say?)And yeah, Linux is a horrible mess. There isnt an equivalent to SAPI but rather several different engines (at the very least two major ones, it seems one for Gnome and one for KDE) and any of them could be installed on a given system. Thats annoying, Im not sure if theres some de facto standard API to communicate with them. (mind you, its likely you can 
 just pipe the output to the engines directly, knowing Unix philosophy, although Id still need to know their filenames)It seems that on Linux theres Festival, but Im not sure how it works. I should check.Sebby wrote:To encode priority, you have to contrive some scheme that the backend knows, EG you have a prefix before a message string result in a TTS reset prior to speaking the new string. Etc.Oh, so engine specific.Sebby wrote:Now our game launcher is handling all the TTS on both OS X and Windows in Python using PyTTS, so there must be a market for a universal TTS API and hopefully there will be one in your language.Im using C (not C++) and the game is for Windows and Linux, so if theres something cross-platform that works on those, itd be nice (oh, and theres the issue of the
  license being compatible with the GPL 3 as well). Tried doing a quick search but I didnt seem to be able to find anything useful (the only one I found was using an incompatible license).Sebby wrote:The other measure you suggested, that of using the clipboard, is also known to work with a tool people have been using, though if youre going that far you might as well just build in SAPI support directly.Clipboard support is so easy with SDL 2 that its a no-brainer though, compared to implementing SAPI support (not to mention still having to figure out what to do with Linux, which seems to have two major engines at least).camlorn wrote:You can easily call the screen reader APIs directly, and to be honest thats what Id do. Clipboard requires extra setup, as does the console thing.I assume you me
 an extra setup for the user? Because programming those two is actually much easier, console output is just a call to printf, while clipboard output is just a call to SDL_SetClipboard (Im using SDL 2), while programming the screen reader APIs directly is a much more involved effort (not to mention platform specific, so I need multiple codebases), and I dont have any suitable TTS engine available right now.camlorn wrote:SAPI can be used and will work, but most of us find the SAPI voices to be sad and way, way, way too slow. The average screen reader user is going 3 times as fast as what Microsoft seems to think the maxes ought to be.Actually, looking at the SAPI documentation the impression I got was that the program set a speed relative to the user settings, which would solve that problem for every program. The problem is that Microsofts own engine doesnt provide any
  settings from what Ive read.camlorn wrote:See http://hg.q-continuum.net/accessible_output2/ which provides Python source to talk to all of the ones on Windows, and I believe also Mac. Not sure if it handles Linux. Its fairly simple, though I cant rattle off the API function names and whatnot--I just use accessible_output2 when I need them. Porting it to your language of choice should be pretty simple, though.Well it doesnt seem as simple as me, but then again I dont have enough experience with SAPI (I just looked up some functions to get an idea of how it works), so that probably isnt helping. And thats assuming I ignore the rest of the APIs it supports. Id need to see. (EDIT: meh, forget that, the SAPI 5 one seems easy actually, but I still need to 

Re: Hadean Lands, new Interactive Fiction from Andrew Plotkin, AKA Zarf

2014-11-11 Thread AudioGames . net Forum — New releases room : donate now4 via Audiogames-reflector


  


Re: Hadean Lands, new Interactive Fiction from Andrew Plotkin, AKA Zarf

I now have more than twenty friends who have donated a kidney to a stranger, and this chain reaction has attracted a lot of mediadonate nowinterest. Articles and documentaries have been produced by both the print media and the electronic media in Australia, England, and America, on what we have done, and, apart from a few positive reports in local newspapers, they have all been surprisingly negative..

URL: http://forum.audiogames.net/viewtopic.php?pid=194589#p194589




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Re: MUD1, Also-Known-As, British Legends

2014-11-11 Thread AudioGames . net Forum — New releases room : zkline via Audiogames-reflector


  


Re: MUD1, "Also-Known-As," British Legends

Ive actually known about this mud for a while. Its lots of fun, and you dont actually need to have other players around most of the time. Its lots of fun just to wander around. One thing which I love about both this game and its sequel, Mud 2, is the non-combat puzzles they have. Its just a different feel from the usual hack and slash.

URL: http://forum.audiogames.net/viewtopic.php?pid=194590#p194590




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Re: Any voice/TTS for android?

2014-11-11 Thread AudioGames . net Forum — Off-topic room : Brian90 via Audiogames-reflector


  


Re: Any voice/TTS for android?

Have you given Acapela TTS voices a try?The Acapela Australian Tyler voice is very clear and neutral (Im English by the way). The Queen Elizabeth voice is the best enunciated voice I have ever heard (and funny--really old school RP). I also use the child Rosie (UK) voice because it reminds me of the red queen from the movie Resident Evil.Williiam and Sara from Cereproc are pretty good too.

URL: http://forum.audiogames.net/viewtopic.php?pid=194591#p194591




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Re: How do screen readers work when there's a console and a normal window?

2014-11-11 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: How do screen readers work when there's a console and a normal window?

Well, if youre GPL you can just use Espeak directly. people will kind of hate you because they want their favorite voices and most dislike Espeak but...The screen reader calls are, in most cases, printf. You send it a string, it says the string at the next available opportunity. What youve already got will work, though--the users just need to start the utility that causes clipboard updates to autoread. Its floating around somewhere, but Ive not had a need for it in a very good while.The problem with SAPI is that basically its the microsoft voices or nothing. It doesnt matter about absolute and relative rates, and if talking as quickly as possible isnt going to provide a gameplay advantage it may not matter. Most of us go upwards of 600 words a minute, but the SAPI voices stop well short of that (if I had to guestimate, maybe 300, maybe). Im personally upwards of 800, as are most p
 eople I know.Also, Windows matters a lot more than Linux. I know that someone Linux will come along and be mad, but the fraction of blind people on Linux is very, very tiny. The bugs you are experiencing may not even be your fault, in that case. Im not quite sure what youre trying to do, and my knowledge is geared towards windows, so I cant really comment for sure either way.

URL: http://forum.audiogames.net/viewtopic.php?pid=194592#p194592




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Re: Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

2014-11-11 Thread AudioGames . net Forum — New releases room : brad via Audiogames-reflector


  


Re: Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

Hi.dark what I ment was, that if you were a tester and you knew you were using voiceover, wouldnt it make sense to tell somethinelse about the voiceover bugs? Like the bug where if you click on back it doesnt go back.Im very glad teres an update out. Thats great.

URL: http://forum.audiogames.net/viewtopic.php?pid=194593#p194593




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Re: Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

2014-11-11 Thread AudioGames . net Forum — New releases room : brad via Audiogames-reflector


  


Re: Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

Hi.@Dark what I meant was, that if you were a tester and you knew you were using voiceover, wouldnt it make sense to tell somethinelse about the voiceover bugs? Like the bug where if you click on back it doesnt go back.I cant wait for this update. Should be good.

URL: http://forum.audiogames.net/viewtopic.php?pid=194593#p194593




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Re: A really good Dr. who related Youtube series

2014-11-11 Thread AudioGames . net Forum — Off-topic room : cx2 via Audiogames-reflector


  


Re: A really good Dr. who related Youtube series

Usual spoiler warnings apply.While the Mistress being a woman now is definitely interesting even if only as a confirmation of the possibility Im a little confused as to why she was Scottish as well as the Doctor, it seemed a little overkill.I also didnt like the whole Claras the doctors BFF part, including the part where she states her undying trust for him, this just didnt feel right since we didnt really have much affection between the two. I also didnt like how Clara knew all about the Doctors family relations, he isnt always secretive about it but he sometimes tends to be a bit cagey about the details so why would he tell Clara and why does she deserve this special treatment as compared to previous companions? It just feels like Mophat is trying to force the idea that the Doctor and Clara are inseperable friends without making them actually like each other. Im also uncertain of the part about the four gr
 anddaughters all missing, unless theres something in the big finish stuff regarding Susan this would just feel like Mophat trampling all over the rest of the WhoNiverse again.

URL: http://forum.audiogames.net/viewtopic.php?pid=194594#p194594




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Re: a sweet return

2014-11-11 Thread AudioGames . net Forum — New releases room : nina0116 via Audiogames-reflector


  


Re: a sweet return

Hi every one. Sorry I havent been around for the last week or so, I have been having a lot of trouble getting the user defined keys to work. I think I have it now, but it will still be a while before I will be able to release an update for Candy Crashers.Threeblacknoises: Thanks for the new files. I forget to say this when I released the last update, but the monster cards are based on 26 of the villains in the Scooby Doo Show. I have nearly finished with all of the new content I hinted at last time. When that is finished, and weather or not I can get the defining of custom keys to work, I will be releasing the final large update. Hope you are having fun with the first story, and I will let you know how every thing is progressing.nina0116

URL: http://forum.audiogames.net/viewtopic.php?pid=194595#p194595




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Re: Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

2014-11-11 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


  


Re: Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

Ah Brad, I see what you mean. when you said Work with the phone in your above post I was a little confused sinse as far as the phone and its operating system are concerned there is no difference between a blind person and not accept for vo, thus for example crashing the ap wouldnt make a difference, though obviously vo bugs would.

URL: http://forum.audiogames.net/viewtopic.php?pid=194596#p194596




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Re: AudioQuake Beta Release

2014-11-11 Thread AudioGames . net Forum — New releases room : Sebby via Audiogames-reflector


  


Re: AudioQuake Beta Release

Just a quick note here to say that Matt will be back in business in a week so we can get on with the show soon after, and we havent forgotten. I, for myself, am likely to be somewhat tied up by my fair government, but hope to be back in the game, as it were, soon after that. 

URL: http://forum.audiogames.net/viewtopic.php?pid=194597#p194597




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Re: audiogamers: it's writing time, NaNoWriMo!

2014-11-11 Thread AudioGames . net Forum — General Game Discussion : aaron via Audiogames-reflector


  


Re: audiogamers: it's writing time, NaNoWriMo!

Hi,@guitarman thatll be awesome, and thats kind of the point of this, to promote national novel writing month.

URL: http://forum.audiogames.net/viewtopic.php?pid=194598#p194598




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Re: Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

2014-11-11 Thread AudioGames . net Forum — New releases room : Exodus via Audiogames-reflector


  


Re: Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

gah. had one app update. Thaught yes! here we go. Turned out to be netflicks.

URL: http://forum.audiogames.net/viewtopic.php?pid=194599#p194599




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Re: How do screen readers work when there's a console and a normal window?

2014-11-11 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector


  


Re: How do screen readers work when there's a console and a normal window?

Yeah, just found out about espeak (it has a command line tool) and... lets say its just plain horrible, OK?On Linux I found flite instead. It isnt installed by default but I can just make it a dependency (its in the Ubuntu repo after all) and it doesnt even need a screen reader enabled. Admittedly its far from great, but tweaking some parameters the default voices can be made more tolerable. The two biggest issues are that its English-only (language support seemed to be an issue in general with all the tools I checked now) and that I cant stop a voice when I need to start a new one... for now just gonna let users press Shift to make the text get output again (using that key since its unlikely to conflict and it doesnt cause trouble in the game).For the record, I think I can fix the latter issue by using the flite library instead, although Ill see later about it (looking for a quick solution right now).
  Also flite is available on Windows as well it seems, so I can just install it alongside the game. Only thing Ill need to see then is about how to carry the voices around.

URL: http://forum.audiogames.net/viewtopic.php?pid=194600#p194600




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Re: How do screen readers work when there's a console and a normal window?

2014-11-11 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector


  


Re: How do screen readers work when there's a console and a normal window?

Yeah, just found out about espeak (it has a command line tool) and... lets say its just plain horrible, OK?On Linux I found flite instead. It isnt installed by default but I can just make it a dependency (its in the Ubuntu repo after all) and it doesnt even need a screen reader enabled. Admittedly its far from great, but tweaking some parameters the default voices can be made more tolerable. The two biggest issues are that its English-only (language support seemed to be an issue in general with all the tools I checked now) and that I cant stop a voice when I need to start a new one... for now just gonna let users press Shift to make the text get output again (using that key since its unlikely to conflict and it doesnt cause trouble in the game).For the record, I think I can fix the latter issue by using the flite library instead, although Ill see later about it (looking for a quick solution right now).
  Also flite is available on Windows as well it seems, so I can just install it alongside the game (if I dont just go with the library instead). Only thing Ill need to see then is about how to carry the voices around.

URL: http://forum.audiogames.net/viewtopic.php?pid=194600#p194600




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Re: Clok Mud

2014-11-11 Thread AudioGames . net Forum — General Game Discussion : vinz via Audiogames-reflector


  


Re: Clok Mud

Hey guys!I am loving seeing how many people are finding us through this website and people have been exploring and checking out how to do all the things. I definitely see a lot more logging since these posts as well.Trees sell for more in different places, if the city has pine trees outside of it, its assumed they have a surplus of those trees. While more exotic trees bring in more riln. That being said, the system is still being worked on and I think will be tinkered with as time moves forward. As for riln, remember making riln is only part of the game! Definitely stop to meet people, speak to people about their guild or organizations and see what story lines are going on in the game!We always have stories, events, merchants, happenings going on each month, really each week (While i can swing them!) We thank you for giving us a try!Vinz, Junior Game Master for Clok

URL: http://forum.audiogames.net/viewtopic.php?pid=194601#p194601




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Re: A really good Dr. who related Youtube series

2014-11-11 Thread AudioGames . net Forum — Off-topic room : Dark via Audiogames-reflector


  


Re: A really good Dr. who related Youtube series

Beware! possible spoilers of spoiling again. Yep, I agree on the Clara eternally trusts the Doctor thing being annoying, though to be honest thats almost standard for a new who companion, indeed I think theyve all had speeches about how awsome the Doctor is and how hes their bestfriend/eternal love of the universe etc,  all that is with the possible exception of Donna. The audios have their moments too, though usually they are built on much more development and indeed they dont tend to give such moments to companions whove had as tempestuous and duplicitous relationship with the Doctor as Clara and the twealth doctor seem to have had. For me however, it was the lack of chemistry in the Clara/danny romance that really hurt the finale. It seemed Moffat was trying for a big romantic conclusion like Parting of the ways, but just didnt manage it because I never really got through the series that Clara liked danny that much. H
 er speech about dont say I love you it means nothign again almost seemed like the writers pointing out their own short falls because when Clara said this earlier it just didnt do much for me, not compared to Rose,  heck even when Amy said she loved Rory, or the Doctor it was at least convincing, even if shed switch her affections and start bitching the next second, and when I start comparing Clara favourably to Amy Pond you know! something is wronG. I suppose you could say Clara knows all the Doctors past from that crazy Timy wimy nonsense about Clara being woven through all the Doctors timestream or something, though I have no idea where four grand daughters came from, sinse as far as I know the Doctor has always and only had one and that is Susan. It might be some obscure meta reference to different origin stories or futures for Susan, but if so its a very obscure one that I dont recognize sinse as far as
  I know while there was an origin proposed in one of the novels, it was never followed up on and the audios are rather mysterious on who Susan exactly is, much less who her parents were. Likewise, last we heard Susan was still on 22nd century, post Dalek invasion earth. There is one of the 7th Doctor new adventure novels that had her steal the Masters tardis and then start travelling the time vortex, but firstly those Novels are now officially set in another universe from the universe of the audios and tv stories (which form a mostly continuous cannon), and secondly neither of these possible futures for Susan seas her lost unless something happened in the Time war which were not being told,  accept that now the time war mostly didnt happen either, or at least not the important emtoional consequence of missing Galifrey. As to the Scotish master, I suspect it was to counter the Scotish Doctor, rather the way that Tenant had Jon Sim as the maste
 r who was literally an evil version of the tenth doctor (they even looked and dressed rather alike), however it did seem a bit badly timed sinse if the master was going to be a woman, she/he is already different enough from The Doctor anyway, so why bother with the similarity? When Missy was revealed as having two hearts I actually wondered who she was. when she accused the Doctor of abandoning her I thought she might be the Doctors daughter previously mentioned having regenerated, or maybe even the woman from the end of time who facilitated the Doctors taking out of Rassilon.As to cross gender timelord reincarnation, well maybe this is leading to female doctor in four or five years, actually during the clara is the doctor moment I actually did wonder if that was the point, sinse then at least the Clara show would still be Doctor who . It also does open some very itneresting reappearences,  Romana as a guy? or maybe a male version of the Rani?

URL: http://forum.audiogames.net/viewtopic.php?pid=194602#p194602




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Re: A really good Dr. who related Youtube series

2014-11-11 Thread AudioGames . net Forum — Off-topic room : Dark via Audiogames-reflector


  


Re: A really good Dr. who related Youtube series

Beware! possible spoilers of spoiling again. Yep, I agree on the Clara eternally trusts the Doctor thing being annoying, though to be honest thats almost standard for a new who companion, indeed I think theyve all had speeches about how awsome the Doctor is and how hes their bestfriend/eternal love of the universe etc,  all that is with the possible exception of Donna. The audios have their moments too, though usually they are built on much more development and indeed they dont tend to give such moments to companions whove had as tempestuous and duplicitous relationship with the Doctor as Clara and the twealth doctor seem to have had. For me however, it was the lack of chemistry in the Clara/danny romance that really hurt the finale. It seemed Moffat was trying for a big romantic conclusion like Parting of the ways, but just didnt manage it because I never really got through the series that Clara liked danny that much. H
 er speech about dont say I love you it means nothign again almost seemed like the writers pointing out their own short falls because when Clara said this earlier it just didnt do much for me, not compared to Rose,  heck even when Amy said she loved Rory, or the Doctor it was at least convincing, even if shed switch her affections and start bitching the next second, and when I start comparing Clara favourably to Amy Pond you know! something is wronG. I suppose you could say Clara knows all the Doctors past from that crazy Timy wimy nonsense about Clara being woven through all the Doctors timestream or something, though I have no idea where four grand daughters came from, sinse as far as I know the Doctor has always and only had one and that is Susan. It might be some obscure meta reference to different origin stories or futures for Susan, but if so its a very obscure one that I dont recognize sinse as far as
  I know while there was an origin proposed in one of the novels, it was never followed up on and the audios are rather mysterious on who Susan exactly is, much less who her parents were. Likewise, last we heard Susan was still on 22nd century, post Dalek invasion earth. There is one of the 7th Doctor new adventure novels that had her steal the Masters tardis and then start travelling the time vortex, but firstly those Novels are now officially set in another universe from the universe of the audios and tv stories (which form a mostly continuous cannon), and secondly neither of these possible futures for Susan seas her lost unless something happened in the Time war which were not being told,  accept that now the time war mostly didnt happen either, or at least not the important emtoional consequence of missing Galifrey. As to the Scotish master, I suspect it was to counter the Scotish Doctor, rather the way that Tenant had Jon Sim as the maste
 r who was literally an evil version of the tenth doctor (they even looked and dressed rather alike), however it did seem a bit badly timed sinse if the master was going to be a woman, she/he is already different enough from The Doctor anyway, so why bother with the similarity? When Missy was revealed as having two hearts I actually wondered who she was. when she accused the Doctor of abandoning her I thought she might be the Doctors daughter previously mentioned having regenerated, or maybe even the woman from the end of time who facilitated the Doctors taking out of Rassilon. One weerdly appropriate thing did just occur to me however,  given Moffats standard flirt happy female character profile, isnt the name the mistress worryingly appropriate? .As to cross gender timelord reincarnation, well m
 aybe this is leading to female doctor in four or five years, actually during the clara is the doctor moment I actually did wonder if that was the point, sinse then at least the Clara show would still be Doctor who . It also does open some very itneresting reappearences,  Romana as a guy? or maybe a male version of the Rani?

URL: http://forum.audiogames.net/viewtopic.php?pid=194602#p194602




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Re: Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

2014-11-11 Thread AudioGames . net Forum — New releases room : ghost rider via Audiogames-reflector


  


Re: Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

How long do apple approvals, on average, take?

URL: http://forum.audiogames.net/viewtopic.php?pid=194603#p194603




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Re: kert wolf demo and help with elevator

2014-11-11 Thread AudioGames . net Forum — General Game Discussion : Arabic two thousand via Audiogames-reflector


  


Re: kert wolf demo and help with elevator

You can press F11, but the elevator isnt working me for me for me

URL: http://forum.audiogames.net/viewtopic.php?pid=194604#p194604




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Re: 2 things I need help with, Dodge city and Park boss

2014-11-11 Thread AudioGames . net Forum — General Game Discussion : Arabic two thousand via Audiogames-reflector


  


Re: 2 things I need help with, Dodge city and Park boss

seriously, its my dragon, and it will eate you :d.

URL: http://forum.audiogames.net/viewtopic.php?pid=194605#p194605




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Re: some code factory games needed

2014-11-11 Thread AudioGames . net Forum — General Game Discussion : Nick via Audiogames-reflector


  


Re: some code factory games needed

maybe you should try starforce nightmare, that should get you passed the protection system.

URL: http://forum.audiogames.net/viewtopic.php?pid=194606#p194606




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Re: How do screen readers work when there's a console and a normal window?

2014-11-11 Thread AudioGames . net Forum — Developers room : tward via Audiogames-reflector


  


Re: How do screen readers work when there's a console and a normal window?

Sick, when it comes to TTS output on Linux the API you should be using is called Speech-Dispatcher. It is a universal speech wrapper for various TTS engines such as Espeak, Festival, Flite, FreeTTS, Swift, etc and you can support all of the above with a single API. By all means dont try to support the TTS engines directly because it A, doesnt give the end user much freedom of choice, and B, some TTS engines are problematic on modern Linux do to the introduction of Pulse. Flite and Festival are both a major pain in the neck on Ubuntu because they are difficult to get working correctly. If you were to just use one of those directly you may end up creating some headaches for you and the end user by inadvertently using an engine with known compatibility issues. Last but not least most Linux distributions have Speech-Dispatcher installed by default. Especially, if Orca, the screen reader, comes bundled with the distribution you are using. Just thought you may want to look i
 nto Speech-Dispatcher as it would go a long ways to solving your problems with TTS support on Linux.

URL: http://forum.audiogames.net/viewtopic.php?pid=194607#p194607




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Re: a proposal, jaws lite shareware by freedom scientific

2014-11-11 Thread AudioGames . net Forum — Off-topic room : danny via Audiogames-reflector


  


Re: a proposal, jaws lite shareware by freedom scientific

Hi, actualy microsoft has made improvements to narrator in win 8. While its sirtenly not the ultra best screen reader in the world, and while it needs improvements, it isnt the worst, and its good to see microsoft at least made an attempt to improve narrator itself. I dont know about windows 10 since its far too early to judge and it hasnt even come out, but narrator on win 8 is sirtenly useable and ive used it to browse the web among other things.

URL: http://forum.audiogames.net/viewtopic.php?pid=194608#p194608




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Re: The Browse Mode/Browser Battle

2014-11-11 Thread AudioGames . net Forum — Off-topic room : Trenton Goldshark via Audiogames-reflector


  


Re: The "Browse Mode"/"Browser" Battle

As a side note, Dolphin does have an office in the state of New Jersey. Guide, unlike Supernova, is more widely known here in America than Supernova. That being said, Supernova is the only! screen reader that works with NFB Newsline on your PC, as well with NLS here in the states. So, it got something going for it! Ah, and Bookshare as well. Ge, I may need to update the title of this thread here... If Supernova had a free version like AISquareds got for Window-Eyes, Id certainly switch to it! Least ya got 30 day free trials of all Dolphin products.Hmm. US Quick Reference Guide Anyone?http://www.yourdolphin.com/manuals/001_ … RG_v14.docYou probably may not rmember the screen reader that came before Orca on Linux called Gnopernicus, which was able to use Firefox, without needing a virtual buffer. I was quite amazed when I heard it in action. Sadly, not sure if any of the audio of those recordings are online still...

URL: http://forum.audiogames.net/viewtopic.php?pid=194609#p194609




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Re: Prometheus: The Eternal Wars

2014-11-11 Thread AudioGames . net Forum — New releases room : PrometheusMOO via Audiogames-reflector


  


Re: Prometheus: The Eternal Wars

Greetings, everybody!A few movement-related changes. There is now a new option in ship options which allows you toggle whether or not the destination list shows the coordinates as well when typing move without arguments. The course command has been updated to show both the destination name, if available, and its coordinates.

URL: http://forum.audiogames.net/viewtopic.php?pid=194610#p194610




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Re: a proposal, jaws lite shareware by freedom scientific

2014-11-11 Thread AudioGames . net Forum — Off-topic room : Trenton Goldshark via Audiogames-reflector


  


Re: a proposal, jaws lite shareware by freedom scientific

Speaking of Narrator, this page will be of interest to most of you:http://windows.microsoft.com/en-us/wind … =windows-8Adding to that, Narrator in Windows 10 will have Braille display and scripting support. The Windows 10 Technical Preview should have both those features added in there at some point in time before the consumer preview.

URL: http://forum.audiogames.net/viewtopic.php?pid=194611#p194611




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Re: Clok Mud

2014-11-11 Thread AudioGames . net Forum — General Game Discussion : cx2 via Audiogames-reflector


  


Re: Clok Mud

Vinz, I love you and I want to have your babies. Ahem, not that Im equipped for such.

URL: http://forum.audiogames.net/viewtopic.php?pid=194612#p194612




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Re: A really good Dr. who related Youtube series

2014-11-11 Thread AudioGames . net Forum — Off-topic room : cx2 via Audiogames-reflector


  


Re: A really good Dr. who related Youtube series

Id love to see more regeneration gender switching, it has some potential to add diversity and refresh characters while offering some plot opportunities. I trust theyll do better than deep space nine with Daxs little incident which wasnt much more than an excuse to have two women snogging in the end. Seriously, I dont see why theres such a big fuss made out of lesbians, itd be like a butcher trying to sell me as a lifelong vegetarian a massive steak.

URL: http://forum.audiogames.net/viewtopic.php?pid=194613#p194613




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Re: How do screen readers work when there's a console and a normal window?

2014-11-11 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: How do screen readers work when there's a console and a normal window?

Its worth noting at this point that your idea of horrible can often be our idea of great. If I had eloquence samples to post, Id point you at them--to the sighted user, theyre both equally horrid as far as I know, but Eloquence is the most popular synth among this crowd. One of my biggest annoyances (as well as that of many others) is the current push towards natural voices. To many (if not a majority, then at least very close to one) of us, its not about natural. Its an I/O method and, like other I/O methods like typing, needs to be fast.Id say that most of us would agree with me in saying that--to a blind person with a blind persons priorities--flite is an extra special sort of hell. We train to these synths over time and the top priority is productivity--and, unfortunately, you dont get both fast and natural.Just be careful when applying your evaluations. Compared to you, our evaluat
 ions are basically blue and orange morality. if you dont want to call the screen readers directly on Windows, then please leave the clipboard method in--I guarantee you that half of us will end up using it over flite or SAPI.Since I was the prime example, at least for a little while, Ill mention it. With Espeak, I used to go 1217 words a minute for casual computer operation, basic programming, etc. For novels it was 1051. These numbers dropped because you can only do that when your life is such that you have spare energy, its almost meditative, and I have never met a sighted person who could even recognize it as words. I can still do it, if I have to, but am a bit out of practice. I am now in the ball park of the sane speed of 800 words a minute or so because my life got busy and Im not always 100% awake and perky these days, and as far as 
 I know, that speed is most of us (including the developer of NVDA). yet again, most sighted people are hard pressed to even see it as words.We have got to prepare some samples and actually collect data on this as a community at some point--sighted people never quite understand what its truly like, and its very irritating that I dont have a link to provide when these conversations inevitably come up. Just think of it like this: for every day of our lives, for every activity that involves a pencil or writing, were quite probably using a synth. Now imagine if that synth was natural, at the cost of topping out around 200 words a minute or so, disable your ability to glance or read a few words ahead or skip in any meaningful way, and you will begin to understand. Some of us go that slow, but its really a rarity among the kind of person who would be able to set this up in the first place.P.S: I am in no way sayi
 ng that clipboard isnt good enough. Clipboard is good enough, but I wish to forestall you removing it and replacing it with flite. Also to aid understanding of the synth issue generally, and why we dont consider Espeak to be nearly as bad as you do.

URL: http://forum.audiogames.net/viewtopic.php?pid=194614#p194614




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Re: Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

2014-11-11 Thread AudioGames . net Forum — New releases room : Shadow via Audiogames-reflector


  


Re: Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

I believe Apple review usually takes a few days to a week. I dont know if theres a difference for updates, vs. initial releases though.In regards to the bugs in the first public release, I think they were trying to get the game out for Halloween, and decided to squash bugs after that.Certainly theres a lot of variability in the bugs experienced by different users depending on their hardware device, as well as their software. I for example did seem to suffer as many crashes as some of you posting here with my 5S and iOS 7.I have to say, having an idea of whats coming in the update makes me want it even more than I might otherwise. We should see the vast majority of issues fixed and really be able to sink our teeth into things, rather like a zombie with a particularly choice brain to munch on!Shadow

URL: http://forum.audiogames.net/viewtopic.php?pid=194615#p194615




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Re: Prometheus: The Eternal Wars

2014-11-11 Thread AudioGames . net Forum — New releases room : Orin via Audiogames-reflector


  


Re: Prometheus: The Eternal Wars

Hi,Can someone get on with fixing ships being un-enterable? I have a friend that has a transporter that he cant enter, and I have a Roid Finder Roiders Anonimus that also is unenterable, suffering from this airlock bug. For these issues, can we please have an airlockfix bug? apparently Jack Brookse is the only person who has the ability to fix it.

URL: http://forum.audiogames.net/viewtopic.php?pid=194616#p194616




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Re: Prometheus: The Eternal Wars

2014-11-11 Thread AudioGames . net Forum — New releases room : Orin via Audiogames-reflector


  


Re: Prometheus: The Eternal Wars

Hi,Can someone get on with fixing ships being un-enterable? I have a friend that has a transporter that he cant enter, and I have a Roid Finder Roiders Anonimus that also is unenterable, suffering from this airlock bug. For these issues, can we please have an airlockfix command in the airlock? apparently Jack Brookse is the only person who has the ability to fix it.

URL: http://forum.audiogames.net/viewtopic.php?pid=194616#p194616




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Re: The Browse Mode/Browser Battle

2014-11-11 Thread AudioGames . net Forum — Off-topic room : camlorn via Audiogames-reflector


  


Re: The "Browse Mode"/"Browser" Battle

@dark:Youre the only person I know. I did not say there werent others. Id still say that WebAIM is pretty representative; here are their latest results. Note that HAL/Dolphin isnt listed, and that Other is only 4% for the primary. I think these results speak for themselves pretty much, though I dont have other results to add to them.@Trenton GoldsharkI do not follow what Hal has to do with Bookshare or NLS. I can read Bookshare fine on my PC with at least 2 different methods, and Im pretty darn sure that NLS can be done with anything as well. Ive not seen anything one way or another about NFB Newsline nor heard anyone mention them in literally years, but Id be frankly astonished if NFB didnt make sure it worked with jaws at least.I did also say you *can* access the web browser without a virtual buffer. But a
 gain, this is an internal detail of how it works, not something thats necessarily user-facing or even obvious.And Id not base anything off recordings. If Im doing recordings, I can set things up very nicely to be 100% ideal and make anything look amazing.To make this a meaningful discussion, you need to define virtual buffer more. I think you probably mean something else that happens to be really jaws specific.And in general:I have never once ever seen anyone seriously talk about HAL. Im not sure why anyone would jump ship to it. Maybe Im missing something; if someone wants to actually tell me what HAL does thats so impressive, Id be interested. Nevertheless, given the difficulties we already face, heading for things with less market share seems like folly. Mind you, this whole discussion will be moot in 3-5 years anyway--the days of third-party screen readers are ending, slowly bu
 t surely.

URL: http://forum.audiogames.net/viewtopic.php?pid=194617#p194617




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Re: How do screen readers work when there's a console and a normal window?

2014-11-11 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector


  


Re: How do screen readers work when there's a console and a normal window?

OK, so got around implementing speech-dispatch support (which took quite a lot because the documentation indicated how to use the functions but not what library was needed or even the header file, I had to guess those argh). Also already found a bug on it that I had to work around... (note to those who want to try it: make sure your never pass an empty string to spd_say, youll hang the program later otherwise). Does anybody know how to make a more decent setup for speech-dispatch anyway? I doubt that espeak (with stock settings) is even remotely realistic to what somebody uses, and without a good setup Ill probably tune things in a way that turns out to be unusable in practice.I guess now to figure out how to use SAPI then (and more importantly, how to test it in the first place).camlorn wrote:One of my biggest annoyances (as well as that of many others) is the current push towards natural voices. To ma
 ny (if not a majority, then at least very close to one) of us, its not about natural. Its an I/O method and, like other I/O methods like typing, needs to be fast.Eh, for me natural just means could reasonably pass for a human. And by that I mean the pronunciation is right (although English being a horrible mess in that sense isnt helping matters). And entonation, I can understand not being perfect due to lack of context, but come on, flite completely ignores question and exclamation marks (it treats them like periods), and espeak not only does that but if theyre repeated it will outright spell them out (when theyre usually added emphasis). Is this normal for most screen readers or what?I could care less about things like messing with speed, pitch, etc. to push them to extreme values. That doesnt count in my definition of being or not natural, thats just messing with the speech sy
 nthesis settings.camlorn wrote:P.S: I am in no way saying that clipboard isnt good enough. Clipboard is good enough, but I wish to forestall you removing it and replacing it with flite. Also to aid understanding of the synth issue generally, and why we dont consider Espeak to be nearly as bad as you do.The game is set up to support multiple output methods for the screen reader (the first post should have already hinted at it), so no, clipboard mode is not going away. It sorta irks me in that it needs a very specific setup to work, but its staying.

URL: http://forum.audiogames.net/viewtopic.php?pid=194618#p194618




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Re: Prometheus: The Eternal Wars

2014-11-11 Thread AudioGames . net Forum — New releases room : wp85 via Audiogames-reflector


  


Re: Prometheus: The Eternal Wars

Ok Orin I can understand why you posted a suggestion to hav an airlock fix command, I just really wish your question wouldve been a little nicer. Saying Can someone get on with fixing this stuff sounds a bit nasty in my opinion. Your right Jack is Basically the only one who can code stuff, and has provided this game free of charge for everyone to enjoy so how about we, realize that and change our approach to asking him to do things? Just saying.

URL: http://forum.audiogames.net/viewtopic.php?pid=194619#p194619




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Re: The Browse Mode/Browser Battle

2014-11-11 Thread AudioGames . net Forum — Off-topic room : Trenton Goldshark via Audiogames-reflector


  


Re: The "Browse Mode"/"Browser" Battle

Ah, The Dolphins Bookshelf feature. Heres info on how it works:http://www.yourdolphin.com/dolphin.asp?id=609I was wondering why chromevox works so well, without needing a virtual buffer. Thats why I enjoy it so much. As someone said somwhere, Chromevox feels like how Emacs works.

URL: http://forum.audiogames.net/viewtopic.php?pid=194620#p194620




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Re: The Browse Mode/Browser Battle, 3rd-Party Screen Reader Thoughts

2014-11-11 Thread AudioGames . net Forum — Off-topic room : Trenton Goldshark via Audiogames-reflector


  


Re: The "Browse Mode"/"Browser" Battle, 3rd-Party Screen Reader Thoughts

Just updated the threads title to reflect the extended addition to the scenery.

URL: http://forum.audiogames.net/viewtopic.php?pid=194621#p194621




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Re: MAINSTREAM GAMES - list of accessible video games - update 27/01/14

2014-11-11 Thread AudioGames . net Forum — General Game Discussion : assault_freak via Audiogames-reflector


  


Re: MAINSTREAM GAMES - list of accessible video games - update 27/01/14

Hey everyone... heres some Dead or alive 5 as my favorite Ninja! Just trying to slog through the arcade mode on one of the hardest difficulties... and I got hit pretty hard on a couple of them matches. Rocking as my favorite ninja Hayabusa. Showing off some of the crazy combos and especially the interactive stages! Enjoy...https://dl.dropboxusercontent.com/u/339 … ve%205.mp3

URL: http://forum.audiogames.net/viewtopic.php?pid=194622#p194622




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Re: How do screen readers work when there's a console and a normal window?

2014-11-11 Thread AudioGames . net Forum — Developers room : Sebby via Audiogames-reflector


  


Re: How do screen readers work when there's a console and a normal window?

Ill just throw my opinions into the mix here in order the better to keep this discussion nice and inflamed. My usual screen reading rate is about 275 WPM; sometimes its faster, but its rarely slower. I appreciate natural reading speeds because I enjoy savouring the content. I do realise that other blinks are happy to go faster, but I think I (and, frankly, many others) can afford the luxury of slower speeds.I do agree with Camlorn, though, that it is a mistake to assume that the sensibilities of the sighted make any sense to blind people, or vice-versa, in the matter of concatenative vs formant synthesis. Youre trying to judge the quality of a TTS synthesiser by how Natural it sounds precisely illustrates the problem; accuracy and speed are higher up on the list than Naturalness, at least in typical screen-reading applications (but ironically, often not in games, which usually only output short, predictable and oft-used sentences). On the other feeler, I dislike eSpeak as compared to Eloquence--both are formant. As a Mac user and now using Alex, which is essentially a concatenative TTS with go-faster signal processing not normally found in such synthesisers, I still miss Eloquence, even though Alex is among the very best such synths Ive used. Microsofts newest speech platform voices come very close too, though given the choice Id stick to Eloquence again. If I were running youre game, Id just install the older SAPI-enabled versions of the Nuance voices, and use those; theyd do fine. And on Linux, Id use whatever worked--probably eSpeak.Yes, ag_say is part of (older/obsolete versions of) AudioQuake and not expected to be on anyones machine that doesnt use it, but really, it sounds to me like youll be alright coding to the SAPI platform API yourself. A tip for you though, we only used C++ because M$ cant put a proper accessor declaration together for the API header files. COM is a bitch if youre a straight C programmer, but I trust youll figure it out. Well, I hope you do, anyway … The ag_say source is available and its GPL--feel free to use it if it helps you. It takes the stuff to say on stdin. I forget, for the moment, how we identify Next string interrupt but we translate that into the appropriate SAPI calls.Ive never used non-hardware Linux TTS, so I defer to some other, better authority on the subject. I would keep your eye out for that universal magic bullet that nobodys written yet though, just in case. Good luck in your endeavours. 

URL: http://forum.audiogames.net/viewtopic.php?pid=194623#p194623




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Re: How do screen readers work when there's a console and a normal window?

2014-11-11 Thread AudioGames . net Forum — Developers room : Sebby via Audiogames-reflector


  


Re: How do screen readers work when there's a console and a normal window?

Ill just throw my opinions into the mix here in order the better to keep this discussion nice and inflamed. My usual screen reading rate is about 275 WPM; sometimes its faster, but its rarely slower. I appreciate natural reading speeds because I enjoy savouring the content. I do realise that other blinks are happy to go faster, but I think I (and, frankly, many others) can afford the luxury of slower speeds.I do agree with Camlorn, though, that it is a mistake to assume that the sensibilities of the sighted make any sense to blind people, or vice-versa, in the matter of concatenative vs formant synthesis. Youre trying to judge the quality of a TTS synthesiser by how Natural it sounds precisely illustrates the problem; accuracy and speed are higher up on the list than Naturalness, at least in typical screen-reading applications (but ironically, often not in games, which usually only output short, predictable and oft-used sentences). On the other feeler, I dislike eSpeak as compared to Eloquence--both are formant. As a Mac user and now using Alex, which is essentially a concatenative TTS with go-faster signal processing not normally found in such synthesisers, I still miss Eloquence, even though Alex is among the very best such synths Ive used. Microsofts newest speech platform voices come very close too, though given the choice Id stick to Eloquence again. If I were running youre game, Id just install the older SAPI-enabled versions of the Nuance voices, and use those; theyd do fine. And on Linux, Id use whatever worked--probably eSpeak.Yes, ag_say is part of (older/obsolete versions of) AudioQuake and not expected to be on anyones machine that doesnt use it, but really, it sounds to me like youll be alright coding to the SAPI platform API yourself. A tip for you though, we only used C++ because M$ cant put a proper accessor declaration together for the API header files. COM is a bitch if youre a straight C programmer, but I trust youll figure it out. Well, I hope you do, anyway … The ag_say source is available and its GPL--feel free to use it if it helps you. It takes the stuff to say on stdin. I forget, for the moment, how we identify Next string interrupt but we translate that into the appropriate SAPI calls.Ive never used non-hardware Linux TTS, so I defer to some other, better authority on the subject. I would keep your eye out for that universal magic bullet that nobodys written yet though, just in case. Good luck in your endeavours.

URL: http://forum.audiogames.net/viewtopic.php?pid=194623#p194623




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Re: How do screen readers work when there's a console and a normal window?

2014-11-11 Thread AudioGames . net Forum — Developers room : Sebby via Audiogames-reflector


  


Re: How do screen readers work when there's a console and a normal window?

Ill just throw my opinions into the mix here in order the better to keep this discussion nice and inflamed. My usual screen reading rate is about 275 WPM; sometimes its faster, but its rarely slower. I appreciate natural reading speeds because I enjoy savouring the content. I do realise that other blinks are happy to go faster, but I think I (and, frankly, many others) can afford the luxury of slower speeds.I do agree with Camlorn, though, that it is a mistake to assume that the sensibilities of the sighted make any sense to blind people, or vice-versa, in the matter of concatenative vs formant synthesis. Youre trying to judge the quality of a TTS synthesiser by how Natural it sounds precisely illustrates the problem; accuracy and speed are higher up on the list than Naturalness, at least in typical screen-reading applications (but ironically, often not in games, which usually only output short, predictable and oft-used sentences). On the other feeler, I dislike eSpeak as compared to Eloquence--both are formant. As a Mac user and now using Alex, which is essentially a concatenative TTS with go-faster signal processing not normally found in such synthesisers, I still miss Eloquence, even though Alex is among the very best such synths Ive used. Microsofts newest speech platform voices come very close too, though given the choice Id stick to Eloquence again. If I were running youre game, Id just install the older SAPI-enabled versions of the Nuance voices, and use those; theyd do fine. And on Linux, Id use whatever worked--probably eSpeak.Yes, ag_say is part of (older/obsolete versions of) AudioQuake and not expected to be on anyones machine that doesnt use it, but really, it sounds to me like youll be alright coding to the SAPI platform API yourself. A tip for you though, we only used C++ because M$ cant put a proper accessor declaration together for the API header files. COM is a bitch if youre a straight C programmer, but I trust youll figure it out. Well, I hope you do, anyway … The ag_say source is available and its GPL--feel free to use it if it helps you. It takes the stuff to say on stdin. I forget, for the moment, how we identify Next string interrupt but we translate that into the appropriate SAPI calls.Ive never used non-hardware Linux TTS, so I defer to some other, better authority on the subject. I would keep your eye out for that universal magic bullet that nobodys written yet though, just in case. Good luck in your endeavours.Edit: listen for yourself to Alex. Listen to the different rates.

URL: http://forum.audiogames.net/viewtopic.php?pid=194623#p194623




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