[Audyssey] Rail Racer tutorial and review

2007-10-02 Thread Che
  Hi all,
  For those interested in the podcast of Sarah's Rail Racer review and 
tutorial, you can get it here:
http://www.blindadrenaline.com/uploads/railRacerReview.mp3
  And believe it or not, I didn't have to pay her a dime to say those nice 
things about RR, grin.
  Later,
  Che


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Re: [Audyssey] Possible Rail Racer suggestion.

2007-10-02 Thread Dark
Hi thom.

I agree about being taught the obstacles, perhaps tutorial tracks could just 
pump one sort of obstacle at you time after time until you got it? i know I 
for one could do with this sort of thing for those blasted force fields!

Btw thom, about Sarah's podcast, a quick search on the Audeasy archives 
located it, and I've got the review ready to play right now. for anyone else 
who's interested, the link is http://feeds.feedburner.com/funfilled

Beware the Grue!

Dark.
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Wednesday, October 03, 2007 3:24 AM
Subject: Re: [Audyssey] Possible Rail Racer suggestion.


> Hi Dark,
> That would work I guess. The basic idea is to teach the player how to do
> leans, jumps, loops, force fields, etc... Not really to race.
> As for the podcast I have lost the link. It was done by Sarah who was
> the voice of Sarah and the Castle of Witchcraft and Wizardry. I think
> she is on list, and might be able to supply you with the correct link.
> If not Phil I know has it since he was the one who posted it to this
> list a while back.
>
>
>
> Dark wrote:
>> Hello thom.
>>
>> Personally, I rather like tthe thrill of being expected to react 
>> instantly
>> to a new course, and the fact that even when i'm racing against art on 
>> "push
>> faster daddy" i stil get and risk some cash, even if I limp around the
>> course crashing more than windows.
>>
>> Rather than a streight try out feature, how about several tutorial 
>> tracks,
>> purely for the purpose of getting to grips with common features of the 
>> game?
>> Just say a short one section track with a 30 jump in it, another with a 
>> 45
>> curve, and another with a force field (I could certainly go for that sort 
>> of
>> thing).
>>
>> Btw thom, what pod cast is this? i'd be quite interested to here how
>> somebody else gets on with RR, but all I've seen on blind cool tech thus 
>> far
>> is che's own demo from his site.
>>
>> Beware the Grue!
>>
>> Dark.
>>
>
>
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Re: [Audyssey] game perspectives was Electronic Arts games

2007-10-02 Thread Thomas Ward
Hi Dark,
Fair enough. For most blind gamers 3D audio is as close to 3D they will 
get. It is not much different than calling a game with 3D graphics 3D.
Anyway, you can fake allot if you want to fool the player into believing 
something is 3D just by adding a 2D staircase like Sarah, flying a 
broom, bla. It might not really be 3D, but it can be faked if you want to.

Dark wrote:
> Hi Thom.
>
> that's most intreaguing, and has also solved one of the issues I was having 
> in conceptualizing games using a G M (though it'll probably be christmas 
> before I get enough free time to sit down and have a serious play with Agm).
>
> If you don't mind though Thom, I'll stick to talking of thing's from the 
> gamer's perspective, ---0-- ie, if it has 3D sound, then it's 3D, however 
> the engine is built.
>
> Beware the Grue!
>
> Dark.
>   


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Re: [Audyssey] Possible Rail Racer suggestion.

2007-10-02 Thread Thomas Ward
Hi Dark,
That would work I guess. The basic idea is to teach the player how to do 
leans, jumps, loops, force fields, etc... Not really to race.
As for the podcast I have lost the link. It was done by Sarah who was 
the voice of Sarah and the Castle of Witchcraft and Wizardry. I think 
she is on list, and might be able to supply you with the correct link.
If not Phil I know has it since he was the one who posted it to this 
list a while back.



Dark wrote:
> Hello thom.
>
> Personally, I rather like tthe thrill of being expected to react instantly 
> to a new course, and the fact that even when i'm racing against art on "push 
> faster daddy" i stil get and risk some cash, even if I limp around the 
> course crashing more than windows.
>
> Rather than a streight try out feature, how about several tutorial tracks, 
> purely for the purpose of getting to grips with common features of the game? 
> Just say a short one section track with a 30 jump in it, another with a 45 
> curve, and another with a force field (I could certainly go for that sort of 
> thing).
>
> Btw thom, what pod cast is this? i'd be quite interested to here how 
> somebody else gets on with RR, but all I've seen on blind cool tech thus far 
> is che's own demo from his site.
>
> Beware the Grue!
>
> Dark.
>   


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Re: [Audyssey] Electronic Arts games

2007-10-02 Thread Thomas Ward
Hi Dark,
I completely understand what you mean. For Raceway James North laid the 
basic ground work for speaking turns, announcing walls, pit stops, etc 
which is fine. Using a sinth for that stuff would have killed the game some.
Though using any TTS Engine for menus, speed, etc is fine, but not for 
play by play things like pit stops, turns, etc...


Dark wrote:
> Hi thom.
>
> Personally, it depends upon the text I'm requiring of the synth to read. 
> Basic things like statistics are fine, but highly atmospheric descriptions 
> or narative I find quite hard. when studdying things like Hume's or Plato's 
> dialogue for example using old Orphius v1 (the voice now known as synthetic 
> dave), I found I could get the sense, but none of the sarcasm or tone.
>
> these days, a combination of more human orphius 2, and me becoming more 
> willing to endure synths for the sake of playing If, games like Sryth and 
> online game books has changed things, and sinse I'm soon acquiring a braille 
> display, things should change even more.
>
> but given that a lot of moddern games already use extensive speech, I don't 
> think the issue of robotic synths on console games would be quite as bad as 
> it would've been with - for example, the Snes.
>
> For a game like final fantasy 10 for example, where all the speech is acted, 
> the synths would only need to read out battle stats and the names of moves 
> and items, rather than the actual character's dialogue.
>
> For this basic sort of info stuff, a dead pan monotone robot would be 
> sufficient! and the game would stil retain it's atmosphere.
>
> Beware the Grue!
>
> Dark.
>   


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Re: [Audyssey] game perspectives was Electronic Arts games

2007-10-02 Thread Thomas Ward
Hi Shaun,
I certainly have. I've even drafted some ideas for possible missions. 
Though rather than World War II I would pick submarines and ships from 
the cold war era. Especially, from the time Hunt for Red October was 
written.


shaun everiss wrote:
> have you ever thought of doing a proper sub game tom.
>   


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[Audyssey] Moderator warning was Last Known Web Site For Flight Commander, (Blind Version)

2007-10-02 Thread Thomas Ward
Hi all,
Please, close the topic. We are trying to close down the Flight 
Commander discussions. This isthe lists final warning.
Thanks.


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Re: [Audyssey] Electronic Arts games

2007-10-02 Thread Dark
Hi thom.

Personally, it depends upon the text I'm requiring of the synth to read. 
Basic things like statistics are fine, but highly atmospheric descriptions 
or narative I find quite hard. when studdying things like Hume's or Plato's 
dialogue for example using old Orphius v1 (the voice now known as synthetic 
dave), I found I could get the sense, but none of the sarcasm or tone.

these days, a combination of more human orphius 2, and me becoming more 
willing to endure synths for the sake of playing If, games like Sryth and 
online game books has changed things, and sinse I'm soon acquiring a braille 
display, things should change even more.

but given that a lot of moddern games already use extensive speech, I don't 
think the issue of robotic synths on console games would be quite as bad as 
it would've been with - for example, the Snes.

For a game like final fantasy 10 for example, where all the speech is acted, 
the synths would only need to read out battle stats and the names of moves 
and items, rather than the actual character's dialogue.

For this basic sort of info stuff, a dead pan monotone robot would be 
sufficient! and the game would stil retain it's atmosphere.

Beware the Grue!

Dark.
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Tuesday, October 02, 2007 5:34 PM
Subject: Re: [Audyssey] Electronic Arts games


> hi Dark,
> I agree. I've been forced to use the robot sinths on Linux, while I
> don't like them very much, it makes all the diference in having access
> vs no access.
> I've thought about creating some Linux games by plugging them into the
> Gnome-Speech API which would work, they would sound robotic in most
> cases, but then again having speech output would be better than none. I
> could live with Espeak or Festival for my games,but I'm not sure those
> spoiled by high quality voices like Scansoft would see it that way.
>
>
>


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Re: [Audyssey] game perspectives was Electronic Arts games

2007-10-02 Thread Dark
Hi Thom.

that's most intreaguing, and has also solved one of the issues I was having 
in conceptualizing games using a G M (though it'll probably be christmas 
before I get enough free time to sit down and have a serious play with Agm).

If you don't mind though Thom, I'll stick to talking of thing's from the 
gamer's perspective, ---0-- ie, if it has 3D sound, then it's 3D, however 
the engine is built.

Beware the Grue!

Dark.
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Tuesday, October 02, 2007 4:51 PM
Subject: Re: [Audyssey] game perspectives was Electronic Arts games


> Hi Dark,
> Again Monkey Business is a game where the gamer is fooled by a 2D game
> that pretends to have a 3D like feel. For example, the wall of vines you
> have to climb to get out of the jungle. You are told to climb the wall
> of vines. In game mechanics you are actually moving forward on a 2D
> plane, but since you were told you are climbing up non-programmer types
> are tricked or fooled into the notion they are moving up and down rather
> than forward and back. Again it is a clasic programmer trick to simulate
> 3D without actually going 3D.
> As for Lonewolf the environment is 3D. However, I think most of the game
> mechanics was based off a 2D game. For example, the enemy subs are all
> surface vessels, and have no ability to dive, surface, and simulate a
> truly 3D combat situation.
> While Lonewolf is a reasonably fun sub game there are technical
> inaccuracies in the game which detract from the game for me somewhat.
>
>
>
> Dark wrote:
>> Hi Darran.
>>
>> Well under that rather strict deffinition of 3D, I think the only game 
>> we've
>> got that counts would probably be Lone wolf,  and maybe Monkey 
>> business
>> (though I haven't exactly got far enough into that game to notice any of 
>> the
>> climbing sections.
>>
>> I think it ultimately comes down to a difference betwene a 3D 
>> perspective,
>> and a 3D environment, the one being a function of the user interface (as 
>> in
>> either shades or regular doom), and the other being a function of actual
>> game mechanics.
>>
>> I'm probably not the best person to make distinctions here though, sinse 
>> my
>> own gaming - for limited site reasons, has always been restricted to
>> very strictly 2D games, or at most, 3D one on one beat em ups like Soul
>> calibur or Mortal combat.
>>
>
>
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Re: [Audyssey] Possible Rail Racer suggestion.

2007-10-02 Thread Dark
Hello thom.

Personally, I rather like tthe thrill of being expected to react instantly 
to a new course, and the fact that even when i'm racing against art on "push 
faster daddy" i stil get and risk some cash, even if I limp around the 
course crashing more than windows.

Rather than a streight try out feature, how about several tutorial tracks, 
purely for the purpose of getting to grips with common features of the game? 
Just say a short one section track with a 30 jump in it, another with a 45 
curve, and another with a force field (I could certainly go for that sort of 
thing).

Btw thom, what pod cast is this? i'd be quite interested to here how 
somebody else gets on with RR, but all I've seen on blind cool tech thus far 
is che's own demo from his site.

Beware the Grue!

Dark.
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: 
Sent: Tuesday, October 02, 2007 7:26 AM
Subject: [Audyssey] Possible Rail Racer suggestion.


> Hi Che,
> While playing Rail Racer tonight I was wondering if you might add some
> sort of track tryout feature where I could drive the course without
> actually running a race against Art or a human player. Here is the
> reason I suggest this.
> When I first began playing Rail Racer I had allot of difficulty playing
> the game. Instead of jumping over the jumps I hit them. Instead of doing
> a good lean I would scrape my raicer against the wall, in loops I lost
> speed, and it just took me a very long time before I was able to handle
> all of this with any skill and still lost races. I now realise what I
> could have used was a training course which taught me how to actually
> drive the racer let alone race it.
> However, the way I over came some of these problems is I listened to
> Sarah's awesome podcast on Rail Racer. Once I did I decided not to try
> and win races, but use the demo track to just learn how to drive the
> racer let alone race in it. Basically, I did experimentation with gears,
> leans, jumps, and forgot Art was there. It would have been better if he
> hadn't been there to distract me from learning the course.
> Anyway, after several races I used just for practice I took the racer
> out for a real race. I won my first race, and I am winning more than I
> lose and finding out ways to improve my timing, leans, jumps, etc and am
> doing allot better than I was. I'm actually starting to really enjoy
> Rail Racer now that I know a bit more about how to drive the racer, and
> I am winning most of my races on the easy level now.
> Cheers.
>
>
>
> ---
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Re: [Audyssey] l-works

2007-10-02 Thread Charles Rivard
What info was on the web site concerning this?

- Original Message - 
From: "john snowling" <[EMAIL PROTECTED]>
To: "audyssey" 
Sent: Monday, October 01, 2007 2:35 PM
Subject: [Audyssey] l-works


> hi all.
>
> can someone tell me how long it takes for a product unlock key to be sent.
>
> i placed and paid for my super liam via paypal yesterday.  i realise it 
> was
> the weekend.  i'm not sure if the payment clears immediately or you have 
> to
> wait 48 hours or so.
>
> it's fustrating because i've got the game ok i could play the first level
> demo but i just want to get on with it.
>
> John Snowling.
> Member of Tafn (The Accessible Friends Network)
> www.tafn.org.uk
>
>
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Re: [Audyssey] Last Known Web Site For Flight Commander, (Blind Version)

2007-10-02 Thread shaun everiss
unfortunately shane there are only trailers on that site.
there was never an actual download.
At 05:57 a.m. 3/10/2007, you wrote:

>Well everyone, all is not lost for Flight Commander history here... I don't
>know if that "send space" link has the acctual Flight Commander game in
>there, but here is the last known web site fore the "Flight Commander" game
>before it disappeared.
>PS. The download links by the way do work!
>
>
>http://web.archive.org/web/20061010133214/http://andrelouis.com/nasoft/fc.html
>
>Trenton Matthews
>
>T Man TV!
>Why watch it, if you can "listen" to it!
>Web site:
>http://tman.net.ms
>The "Gaming Galaxy"
>http://tman.net.ms/galaxy
>Windows Live/MSN:
>http://tman.net.ms/msnim:[EMAIL PROTECTED]
>Skype:
>Ad me to your Skype contacts!
>By Phone:
>303-872-7536
>
>
>---
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>please send E-mail to [EMAIL PROTECTED]
>
>
>
>--
>No virus found in this incoming message.
>Checked by AVG Free Edition.
>Version: 7.5.488 / Virus Database: 269.13.37/1042 - Release Date: 
>1/10/2007 6:59 p.m.



-- 
No virus found in this outgoing message.
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Version: 7.5.488 / Virus Database: 269.13.37/1042 - Release Date: 1/10/2007 
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Re: [Audyssey] Last Known Web Site For Flight Commander, (Blind Version)

2007-10-02 Thread shaun everiss
I also checked the archive, there is a uni link but its cached, We 
will just have to search for it again.
At 05:57 a.m. 3/10/2007, you wrote:

>Well everyone, all is not lost for Flight Commander history here... I don't
>know if that "send space" link has the acctual Flight Commander game in
>there, but here is the last known web site fore the "Flight Commander" game
>before it disappeared.
>PS. The download links by the way do work!
>
>
>http://web.archive.org/web/20061010133214/http://andrelouis.com/nasoft/fc.html
>
>Trenton Matthews
>
>T Man TV!
>Why watch it, if you can "listen" to it!
>Web site:
>http://tman.net.ms
>The "Gaming Galaxy"
>http://tman.net.ms/galaxy
>Windows Live/MSN:
>http://tman.net.ms/msnim:[EMAIL PROTECTED]
>Skype:
>Ad me to your Skype contacts!
>By Phone:
>303-872-7536
>
>
>---
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>If you want to leave the list, send E-mail to [EMAIL PROTECTED]
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>please send E-mail to [EMAIL PROTECTED]
>
>
>
>--
>No virus found in this incoming message.
>Checked by AVG Free Edition.
>Version: 7.5.488 / Virus Database: 269.13.37/1042 - Release Date: 
>1/10/2007 6:59 p.m.



-- 
No virus found in this outgoing message.
Checked by AVG Free Edition. 
Version: 7.5.488 / Virus Database: 269.13.37/1042 - Release Date: 1/10/2007 
6:59 p.m.



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Re: [Audyssey] game perspectives was Electronic Arts games

2007-10-02 Thread shaun everiss
have you ever thought of doing a proper sub game tom.
At 04:55 a.m. 3/10/2007, you wrote:

>Hi,
>It does, but the one thing that bothers me with LW is the fact enemy
>subs can't submerge for some underwater one on one fighting.
>As I recall the US World War II subs could fire a torpedo up to 80 feet
>below the water. The LW game wont' do it unless you are at a depth of 40
>feet or less which is inaccurate.
>
>
>Darren Harris wrote:
> > Yes lw I would say is 3 d. because you can travel forwards, backwards
> > and up and down. So yes lw does fit what I would consider to be a 3d
> > game definition
> >
>
>
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>
>
>--
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Re: [Audyssey] Hello Thomas footballscore

2007-10-02 Thread jason
Hello Jim and tom that's cool. Well I hope to do better in week 7 and 
congradulations on your seasons there and I hope we all make it to the super 
bowl. I will give you both the stats on week 7.

your friend,
Jason
- Original Message - 
From: "Jim Kitchen" <[EMAIL PROTECTED]>
To: "jason" 
Sent: Tuesday, October 02, 2007 6:53 AM
Subject: Re: [Audyssey] Hello Thomas footballscore


> Hi Jason,
>
> My Browns are now 13 and 0.  They just beat the Dolphins 35 to 16.  Three 
> more wins and I will have my first ever perfect regular season. 
>
> BFN
>
> Jim
>
> If it weren't for the delusions of grandeur I would be perfect.
>
> [EMAIL PROTECTED]
> http://www.kitchensinc.net
> (440) 286-6920
> Chardon Ohio USA
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Re: [Audyssey] l-works

2007-10-02 Thread Jozwiak, Hunter (K12)
Hey John! I beat Super Liam my first try. I didn't read the manual at
all! Impressive, eh? Just ask me, if you need help. Me and the others
are on your side.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
On Behalf Of john snowling
Sent: Monday, October 01, 2007 2:36 PM
To: audyssey
Subject: [Audyssey] l-works

hi all.

can someone tell me how long it takes for a product unlock key to be
sent.

i placed and paid for my super liam via paypal yesterday.  i realise it
was 
the weekend.  i'm not sure if the payment clears immediately or you have
to 
wait 48 hours or so.

it's fustrating because i've got the game ok i could play the first
level 
demo but i just want to get on with it.

John Snowling.
Member of Tafn (The Accessible Friends Network)
www.tafn.org.uk 


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Re: [Audyssey] Electronic Arts games

2007-10-02 Thread Bryan Peterson
And even if we did, we'd probably get stomped by the developer if we tried.
Time is an illusion, lunchtime doubly so.
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Josh" <[EMAIL PROTECTED]>; "Gamers Discussion list" 

Sent: Tuesday, October 02, 2007 10:01 AM
Subject: Re: [Audyssey] Electronic Arts games


> Hi Josh,
> It may be possible to add TTS Engines to a console, but remember this is
> all theoretical here. We don't have specifics on these consoles to make
> a judgement of how easy or hard such a task is or isn't.
>
>
> Josh wrote:
>> yeah. instead of making special games just for us, why not tweak the 
>> games
>> sighted people are already playing and also the consoles themselves are 
>> that
>> advanced that text to speech could be added to them and maybe turned off 
>> and
>> on by a combination of buttons pressed on the controller.
>>
>> Josh
>>
>
>
> ---
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[Audyssey] Moderator close flight commander topics.

2007-10-02 Thread Thomas Ward
Hello list,
We the moderators, Raul and I, are beginning to get complaints about the 
Flight Commander topics. We have been requested to close the topics. 
Which I have elected to do. Please, as of this post begin closing down 
the Flight Commander discussions.
Thanks.


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Re: [Audyssey] Last Known Web Site For Flight Commander, (Blind Version)

2007-10-02 Thread Søren Jensen
It would be awesome to try this game. I don't understand why he not just 
release the beta he is playing in the trailer.
Best regards:
Søren Jensen
Mail & MSN:
[EMAIL PROTECTED]
Website:
http://www.coolfortheblind.dk
- Original Message - 
From: "Trenton Matthews" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Tuesday, October 02, 2007 6:57 PM
Subject: [Audyssey] Last Known Web Site For Flight Commander, (Blind 
Version)


> Well everyone, all is not lost for Flight Commander history here... I 
> don't
> know if that "send space" link has the acctual Flight Commander game in
> there, but here is the last known web site fore the "Flight Commander" 
> game
> before it disappeared.
> PS. The download links by the way do work!
>
>
> http://web.archive.org/web/20061010133214/http://andrelouis.com/nasoft/fc.html
>
> Trenton Matthews
>
> T Man TV!
> Why watch it, if you can "listen" to it!
> Web site:
> http://tman.net.ms
> The "Gaming Galaxy"
> http://tman.net.ms/galaxy
> Windows Live/MSN:
> http://tman.net.ms/msnim:[EMAIL PROTECTED]
> Skype:
> Ad me to your Skype contacts!
> By Phone:
> 303-872-7536
>
>
> ---
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[Audyssey] Last Known Web Site For Flight Commander, (Blind Version)

2007-10-02 Thread Trenton Matthews
Well everyone, all is not lost for Flight Commander history here... I don't 
know if that "send space" link has the acctual Flight Commander game in 
there, but here is the last known web site fore the "Flight Commander" game 
before it disappeared.
PS. The download links by the way do work!


http://web.archive.org/web/20061010133214/http://andrelouis.com/nasoft/fc.html

Trenton Matthews

T Man TV!
Why watch it, if you can "listen" to it!
Web site:
http://tman.net.ms
The "Gaming Galaxy"
http://tman.net.ms/galaxy
Windows Live/MSN:
http://tman.net.ms/msnim:[EMAIL PROTECTED]
Skype:
Ad me to your Skype contacts!
By Phone:
303-872-7536 


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Re: [Audyssey] Question about Rail Racer pit stops.

2007-10-02 Thread Thomas Ward
Hi,
Ah, I see now. Apparently, allot has changed since the last time I 
played the game. During the beta cycle allot of this was automatically 
done for you. I made an assumption this was still the case.
So I'll have to go back and read the new instructions to find out what 
all I missed.
Cheers.


Tj wrote:
> HI,
>
> What you've got to do is tap the left and right arrows to refuel.  Each tap 
> gives i think it's 50 units.  Also, you can hit enter when you've added 
> enough fuoel.  If you fill up, you'll start on your own.  ONe more thing, 
> the up arrow will ad a nitro.
>
> Hope this helps,
>
> Tj
> - Original Message - 
> From: "Thomas Ward" <[EMAIL PROTECTED]>
> To: 
> Sent: Monday, October 01, 2007 11:53 PM
> Subject: [Audyssey] Question about Rail Racer pit stops.
>
>
>   
>> Hi list,
>> I have been trying out the demo version of Rail Racer and was doing
>> pretty well at the game. However, in my last game I was on lap 7 and
>> decided to turn in for a pit stop. I got the usual pitting nex lap
>> message, I stopped, and I never started again. I just sat there in the
>> pit, unable to move, speed up, or do anything to get out of the pit. I
>> basically, had to forfit the race to get out of the game. Has anyone
>> else seen this?
>>
>>
>> ---
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>
>
>
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>   


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Re: [Audyssey] Electronic Arts games

2007-10-02 Thread Søren Jensen
Yeah. That would rock, and maybee be the easyest helpfull feature they can 
make for us. It would be very helpfull.
Best regards:
Søren Jensen
Mail & MSN:
[EMAIL PROTECTED]
Website:
http://www.coolfortheblind.dk
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Tuesday, October 02, 2007 5:40 PM
Subject: Re: [Audyssey] Electronic Arts games


Hi,
Another one of those additions is the sound of intersecting corridors.
Like in Shades of Doom the sound you here when you approach a turn. That
is a suddle sound we use to know when to turn, and I suspect most
sighted gamers would not even notice.


Søren Jensen wrote:
> Hi Brian.
>
> I don't think accessibility would detract from the quality in the game, or
> disturb the gameplay for the sighted players. Think about the little beep
> sound in Rise to honour when you can do an action, or the very simple and
> accessible gameplay and menus in Urban Reign. If it's done right, it will
> not disturb the gameplay for the sighted. Many of my sighted friends 
> doesn't
> really listen to the sounds in the games. So they would not worry about 
> it,
> if there was some ekstra sounds to help us in the game.
>
> Best regards:
> Søren Jensen
> Mail & MSN:
> [EMAIL PROTECTED]
> Website:
> http://www.coolfortheblind.dk
>


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Re: [Audyssey] Electronic Arts games

2007-10-02 Thread Thomas Ward
hi Dark,
I agree. I've been forced to use the robot sinths on Linux, while I 
don't like them very much, it makes all the diference in having access 
vs no access.
I've thought about creating some Linux games by plugging them into the 
Gnome-Speech API which would work, they would sound robotic in most 
cases, but then again having speech output would be better than none. I 
could live with Espeak or Festival for my games,but I'm not sure those 
spoiled by high quality voices like Scansoft would see it that way.



Dark wrote:
> Well I'm extremely glad to here that thom. In fact, with the wii apparently 
> being open source, it's someone possible someone independent will develope a 
> screen reader for it.
>
> while I'm never a fan of the robotic sounding speech, it'd be a hundred 
> times better than no speech at all, and if it made previously inaccessible 
> games playable, - all hale the robots!
>   


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Re: [Audyssey] Hello Thomas footballscore

2007-10-02 Thread Thomas Ward
Hi,
Wow! Too bad the real Brown's aren't playing that well.  I don't know 
what it is with Cleveland, but they haven't had a shot at the Super Bowl 
since the late 80's or early 90's. Whenever it was it has been a very 
long time. The days of singing Berny Berny and Shrock Around the Clock 
are all gone. Just thinking of those football songs makes me feel old.



Jim Kitchen wrote:
> Hi Jason,
>
> My Browns are now 13 and 0.  They just beat the Dolphins 35 to 16.  Three 
> more wins and I will have my first ever perfect regular season. 
>
> BFN
>
>  Jim
>
> If it weren't for the delusions of grandeur I would be perfect.
>
> [EMAIL PROTECTED]
> http://www.kitchensinc.net
> (440) 286-6920
> Chardon Ohio USA
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>
>   


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Re: [Audyssey] Electronic Arts games

2007-10-02 Thread Thomas Ward
Hi John,
Yeah, FreeTTS does sound like Robbie the Robot on acid, but as a 
responcive TTS engine goes it is quite responsive. I've tested it out on 
Windows and on Ubuntu Linux with Orca and it is very responcive and 
works well at what it does. The truth is the really aweful voices 
engines like FreeTTS and Espeak tend to be more responcive than 
Cepstral, AT&T, Neospeech, and more high quality sounding voices.


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Re: [Audyssey] Electronic Arts games

2007-10-02 Thread Thomas Ward
Hi Josh,
That's easy to say when you aren't the one worried that Lucas and his 
lawyers will come after you for using his trademarks, characters, 
storylines, etc just to entertain you and your friends with a speech 
friendly game.
Cheers.


Josh wrote:
> Hi thomas,
>
> I say go for it and make the game.
>
> Josh
>   


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Re: [Audyssey] Electronic Arts games

2007-10-02 Thread Thomas Ward
Hi,
At it's core yes. From where I am sitting Sapi 5 engines should be 
easily portable to XBox, but we don't have specifics on the XBox to make 
that judgement call. Just keep in mind right now this is all theory and 
not fact.

Darren Harris wrote:
> But the xbox is windows based as far as I know. 
>   


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Re: [Audyssey] Electronic Arts games

2007-10-02 Thread Thomas Ward
Hi Josh,
It may be possible to add TTS Engines to a console, but remember this is 
all theoretical here. We don't have specifics on these consoles to make 
a judgement of how easy or hard such a task is or isn't.
 

Josh wrote:
> yeah. instead of making special games just for us, why not tweak the games 
> sighted people are already playing and also the consoles themselves are that 
> advanced that text to speech could be added to them and maybe turned off and 
> on by a combination of buttons pressed on the controller.
>
> Josh
>   


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Re: [Audyssey] Electronic Arts games

2007-10-02 Thread Thomas Ward
Hi Shaun,
I'm not going to submit STFC 1.2 for demonstration purposes. I have two 
very important reasons for not allowing this. First, it is based off of  
a very expensive trademark wich I do not yet have permission from 
Paramount for. Second, there are known bugs I will be fixing when 2.0 
comes out.
Cheers.


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Re: [Audyssey] game perspectives was Electronic Arts games

2007-10-02 Thread Thomas Ward
Hi,
It does, but the one thing that bothers me with LW is the fact enemy 
subs can't submerge for some underwater one on one fighting.
As I recall the US World War II subs could fire a torpedo up to 80 feet 
below the water. The LW game wont' do it unless you are at a depth of 40 
feet or less which is inaccurate.


Darren Harris wrote:
> Yes lw I would say is 3 d. because you can travel forwards, backwards
> and up and down. So yes lw does fit what I would consider to be a 3d
> game definition
>   


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Re: [Audyssey] game perspectives was Electronic Arts games

2007-10-02 Thread Thomas Ward
Hi Dark,
Again Monkey Business is a game where the gamer is fooled by a 2D game 
that pretends to have a 3D like feel. For example, the wall of vines you 
have to climb to get out of the jungle. You are told to climb the wall 
of vines. In game mechanics you are actually moving forward on a 2D 
plane, but since you were told you are climbing up non-programmer types 
are tricked or fooled into the notion they are moving up and down rather 
than forward and back. Again it is a clasic programmer trick to simulate 
3D without actually going 3D.
As for Lonewolf the environment is 3D. However, I think most of the game 
mechanics was based off a 2D game. For example, the enemy subs are all 
surface vessels, and have no ability to dive, surface, and simulate a 
truly 3D combat situation.
While Lonewolf is a reasonably fun sub game there are technical 
inaccuracies in the game which detract from the game for me somewhat.



Dark wrote:
> Hi Darran.
>
> Well under that rather strict deffinition of 3D, I think the only game we've 
> got that counts would probably be Lone wolf,  and maybe Monkey business 
> (though I haven't exactly got far enough into that game to notice any of the 
> climbing sections.
>
> I think it ultimately comes down to a difference betwene a 3D perspective, 
> and a 3D environment, the one being a function of the user interface (as in 
> either shades or regular doom), and the other being a function of actual 
> game mechanics.
>
> I'm probably not the best person to make distinctions here though, sinse my 
> own gaming - for limited site reasons, has always been restricted to 
> very strictly 2D games, or at most, 3D one on one beat em ups like Soul 
> calibur or Mortal combat.
>   


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Re: [Audyssey] Electronic Arts games

2007-10-02 Thread Thomas Ward
Hi,
Another one of those additions is the sound of intersecting corridors. 
Like in Shades of Doom the sound you here when you approach a turn. That 
is a suddle sound we use to know when to turn, and I suspect most 
sighted gamers would not even notice.


Søren Jensen wrote:
> Hi Brian.
>
> I don't think accessibility would detract from the quality in the game, or 
> disturb the gameplay for the sighted players. Think about the little beep 
> sound in Rise to honour when you can do an action, or the very simple and 
> accessible gameplay and menus in Urban Reign. If it's done right, it will 
> not disturb the gameplay for the sighted. Many of my sighted friends doesn't 
> really listen to the sounds in the games. So they would not worry about it, 
> if there was some ekstra sounds to help us in the game.
>
> Best regards:
> Søren Jensen
> Mail & MSN:
> [EMAIL PROTECTED]
> Website:
> http://www.coolfortheblind.dk
>   


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Re: [Audyssey] Electronic Arts games

2007-10-02 Thread Thomas Ward
Hi Nicol,
Well, all I can say that isn't going to happen in our life time. EA 
Games would never sell games written by privately owned game companies. 
About the closest you could ask for is if you have some sort of place 
over in South Africa that sells Jaws, Window Eyes, etc and have the 
private game companies license the software through them.
However, to do that I imagine the game company in question would then 
have to give that company a copy of the key generation program which is 
not a tool game developers want passed around like cotton candy.


nicol wrote:
> Personally I wish EA games can  be  registered as a south African vendor for
> accessible games, as I battle a lot to buy games overseas.  My dad doesn't
> want me to own a credit card and sending money via post is a  big risk.
> It already  happened with draconis entertainment with the sarah game I
> bought.
> Up until today it is not sure whether my money has been received but phil
> was so kind to arrange a key for me.
> Phil trusts me that I did send the money, but I can't take that risk in the
> future as the other developers from the USA might not be as lenient as phil.
> If I can buy a game such as sl through EA games,  it would help a lot.
>   


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[Audyssey] Rail Racer version 1.4 is ready to race

2007-10-02 Thread Che
  The new update to Rail Racer is here for all owners of the full version.
  This update includes a new item you can purchase for your racer called the 
nitro burner, which gives you ten seconds of nitro boost to use as you like.
  Also, you can now use the shift a command to find out what your jump altitude 
was on your last jump, helping greatly to make your jumps more accurate.
  There have been some minor bug fixes and a few new chat commands added as 
well.
  Check the main site page at 
http://www.blindAdrenaline.com for the new download and instructions on the new 
features.
  Please note you will have to have this update installed to race online after 
Friday Oct. 5, so hurry on over to the web site and grab it while it is hot.
  We will be holding a new tournament starting this weekend as well, so if you 
haven't signed up to the tournament system, you can get hooked up while you are 
there  for some of the most fun competition available for the blind.
  Happy racing!
  Che
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Re: [Audyssey] Electronic Arts games

2007-10-02 Thread Trenton Matthews
Well, 124 mb certainly isn't small, but as for the world? Well, it doesn't 
look small to me, cause I've been getting lost in there! However though, 
getting lost in a game is more value for playing it! In other words: "The 
more stress in a game, the more I appreciate it! I may have a game on easy 
for awhile, but the depending on the style of the game, I may go up to a 
harder difficulty after 2 days or so, cause it gets boring on easy so 
quickly!


Trenton Matthews

T Man TV!
Why watch it, if you can "listen" to it!
Web site:
http://tman.net.ms
The "Gaming Galaxy"
http://tman.net.ms/galaxy
Windows Live/MSN:
http://tman.net.ms/msnim:[EMAIL PROTECTED]
Skype:
Ad me to your Skype contacts!
By Phone:
303-872-7536

- Original Message -
From: "Tobias Vinteus" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, October 01, 2007 1:23 PM
Subject: Re: [Audyssey] Electronic Arts games

> Hi,
> When talking about games that were designed from the ground up with both
> sighted and blind players in mind, and with both 3d graphics and
> good sounds, Terraformers comes to mind. (www.terraformers.nu)
>
> Maybe that would be a good example to show to the mainstream gaming
> industry. There is a bug or two, the gameplay isn't all that imaginative
> in my opinion, and it's a relatively small gameworld, but I think
> nontheless that it's a pretty good example of what can be achieved. Since
> I'm blind I can't speak for the graphics, but the audio I find pretty
> solid.
>
> /TObias
>
>
>
>
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>
> -- 
> No virus found in this incoming message.
> Checked by AVG Free Edition.
> Version: 7.5.488 / Virus Database: 269.13.35/1039 - Release Date: 
> 9/29/2007 9:46 PM
>
Maybe a small game, but considering that 


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[Audyssey] Interactive Fiction Compitition Reminder

2007-10-02 Thread fastfinge
Hi,

For those of you who still enjoy Interactive Fiction, aka text 
adventures, just a quick note to let you know that the Interactive 
Fiction Compitition started yesterday.  What better excuse to play and 
vote on over 20 free accessible text adventures?  You can find all the 
information you'll need at:
http://www.ifcomp.org
Enjoy! 

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Re: [Audyssey] l-works

2007-10-02 Thread Bryan Peterson
It generally takes twelve to twenty-four hours, but nothing's a guarantee. 
Liam's a busy guy after all.
Time is an illusion, lunchtime doubly so.
- Original Message - 
From: "john snowling" <[EMAIL PROTECTED]>
To: "audyssey" 
Sent: Monday, October 01, 2007 1:35 PM
Subject: [Audyssey] l-works


> hi all.
>
> can someone tell me how long it takes for a product unlock key to be sent.
>
> i placed and paid for my super liam via paypal yesterday.  i realise it 
> was
> the weekend.  i'm not sure if the payment clears immediately or you have 
> to
> wait 48 hours or so.
>
> it's fustrating because i've got the game ok i could play the first level
> demo but i just want to get on with it.
>
> John Snowling.
> Member of Tafn (The Accessible Friends Network)
> www.tafn.org.uk
>
>
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Re: [Audyssey] Electronic Arts games

2007-10-02 Thread Bryan Peterson
I would too, but I'd rather not risk losing a dev because a big corporation 
decided to rain on his parade.
Time is an illusion, lunchtime doubly so.
- Original Message - 
From: "Josh" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, October 01, 2007 3:18 PM
Subject: Re: [Audyssey] Electronic Arts games


> Hi thomas,
>
> I say go for it and make the game.
>
> Josh
>
> email: [EMAIL PROTECTED]
> msn: [EMAIL PROTECTED]
> AOL: kutztownstudent
> skype: jkenn337
>
> - Original Message - 
> From: "Thomas Ward" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" 
> Sent: Monday, October 01, 2007 3:04 PM
> Subject: Re: [Audyssey] Electronic Arts games
>
>
>> Hi Phil,
>> I can certainly understand that feeling. I am working on a Star Wars FPS
>> title which I'm not certain to release or not to the public. While I'd
>> like to be able to show say Lucas Arts how to make their games
>> accessible I don't want to get a law suit slapped on me for using their
>> sound effects, the Star Wars trademarks, and using story elements. I
>> could potentially get fried doing it even though Jedi Knight I and Jedi
>> Knight II were my favorite games growing up, and now can't play them.
>> All I want to do is make those games playable for me and the rest of
>> everyone here.
>>
>>
>>
>> Phil Vlasak wrote:
>>> Hi Dark,
>>> Thanks for suggesting my Sarah game but I have concerns about showing it
>>> to
>>> Electronic Arts.
>>> One of the big EA titles is Harry Potter and the Order of the Phoenix
>>> which
>>> is very similar to Sarah in that it mainly takes place in the Hogwarts
>>> castle.
>>> It is different in that it has over 200 speaking roles and takes place
>>> during Harry's school year.
>>> On one hand it would show EA what they need to make their games
>>> accessible
>>> or on the other hand they will send their lawyers to block my selling of
>>> the
>>> game.
>>> smiles, I would hope the first would be their choice as the less than
>>> $5,000
>>> earned on Sarah sales would not cover their Lawyer's time.
>>> Phil
>>>
>>
>>
>> ---
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>
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[Audyssey] l-works

2007-10-02 Thread john snowling
hi all.

can someone tell me how long it takes for a product unlock key to be sent.

i placed and paid for my super liam via paypal yesterday.  i realise it was 
the weekend.  i'm not sure if the payment clears immediately or you have to 
wait 48 hours or so.

it's fustrating because i've got the game ok i could play the first level 
demo but i just want to get on with it.

John Snowling.
Member of Tafn (The Accessible Friends Network)
www.tafn.org.uk 


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Re: [Audyssey] Electronic Arts games

2007-10-02 Thread Josh
Hi thomas,

I say go for it and make the game.

Josh

email: [EMAIL PROTECTED]
msn: [EMAIL PROTECTED]
AOL: kutztownstudent
skype: jkenn337

- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, October 01, 2007 3:04 PM
Subject: Re: [Audyssey] Electronic Arts games


> Hi Phil,
> I can certainly understand that feeling. I am working on a Star Wars FPS
> title which I'm not certain to release or not to the public. While I'd
> like to be able to show say Lucas Arts how to make their games
> accessible I don't want to get a law suit slapped on me for using their
> sound effects, the Star Wars trademarks, and using story elements. I
> could potentially get fried doing it even though Jedi Knight I and Jedi
> Knight II were my favorite games growing up, and now can't play them.
> All I want to do is make those games playable for me and the rest of
> everyone here.
>
>
>
> Phil Vlasak wrote:
>> Hi Dark,
>> Thanks for suggesting my Sarah game but I have concerns about showing it 
>> to
>> Electronic Arts.
>> One of the big EA titles is Harry Potter and the Order of the Phoenix 
>> which
>> is very similar to Sarah in that it mainly takes place in the Hogwarts
>> castle.
>> It is different in that it has over 200 speaking roles and takes place
>> during Harry's school year.
>> On one hand it would show EA what they need to make their games 
>> accessible
>> or on the other hand they will send their lawyers to block my selling of 
>> the
>> game.
>> smiles, I would hope the first would be their choice as the less than 
>> $5,000
>> earned on Sarah sales would not cover their Lawyer's time.
>> Phil
>>
>
>
> ---
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Re: [Audyssey] Electronic Arts games

2007-10-02 Thread Dark
Hi thom.

I'd be interested to know, how the hole retroremakes crowd work, being as 
many of their games (for obvious reasons), do not involve incredibly complex 
graphics. This is possibley why they seem more open to accessibility ideas?

Beware the Grue!

Dark.
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Tuesday, October 02, 2007 5:51 AM
Subject: Re: [Audyssey] Electronic Arts games


> Hi,
>
> Quote
> Well it's also an unknown thing with them isn't it. They really would be
> like fish out of water wouldn't they. So they probably think it can't be
> done because they wouldn't know what to do. So you provide a template.
> End quote
>
> Well, on that count I figure allot of game developers are out of their
> element when it comes to general accessibility. The problem is when you
> pick up even a beginner programming book like Beginning Game Programming
> there is not one chapter or paragraph that discusses access issues. Even
> the more advanced books like Game Programming Gems don't even spend any
> time to access. Which leaves this long trail of documented coding
> techniques and conventions which are extremely helpful, but don't
> discuss how to do it in a way that helps you and I.
> To be honest about this I bet you can guess what 99% of game programming
> books are about. Can you guess?
> If you said graphics design you hit the nail on the head. Every book I
> have baught, scanned, or read in electronic format spends anywhere from
> 50% to 75% about 2D and 3D graphics generation the last quarter to half
> of the book discusses misc topics such as sound, input, general coding
> techniques, AI, bla. However, it is quite clear graphics and especially
> 3D graphics is the most important thing sighted gamers talk about.
> Sound, input, AI, etc gets relegated to need to know as some kind of
> finishing touch to make the game complete.
> For example, Kickstart Managed DirectX 9  is the bible of DirectX for a
> C# developer. It explains just about anything you want to know in down
> to earth terms, with samples, and gets you working with DirectX in no
> time. However, again working on a graphics engine takes up most of the
> book. Input and Sound take up chapters 14 and 15. The last three
> chapters are about network play using DirectX DirectPlay.
>
>
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Re: [Audyssey] Electronic Arts games

2007-10-02 Thread Dark
Well I'm extremely glad to here that thom. In fact, with the wii apparently 
being open source, it's someone possible someone independent will develope a 
screen reader for it.

while I'm never a fan of the robotic sounding speech, it'd be a hundred 
times better than no speech at all, and if it made previously inaccessible 
games playable, - all hale the robots!

Beware the Grue! (who is not robotic).

Dark.
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Tuesday, October 02, 2007 5:30 AM
Subject: Re: [Audyssey] Electronic Arts games


> Hi Dark,
>
> Quote
> apparently, there are certain properties of the windows asqi text that can
> be exploited rather nicely in creating speech synths, which probably
> wouldn't happen with other operating systems, - not without some major
> investment in ocr technology anyway.
> End quote
>
> Not true. It is true that most Windows based TTS engines are based off
> the Microsoft Sapi 5 technology which is a core part of Windows, but TTS
> engines are not always specific to Windows. For example, the Eloquence
> speech engine, also known as Viavoice, is supported on Linux as well,
> and can be run under FreeBSD with Linux emulation running.
> The Dectalk Access software is also supported under Linux. Both a 4.6
> and 5.0 version is available for Linux users. Certainly some changes
> were made to support the operating system, but it is multiplatform.
> Sun Micro, the makers of Java, have written a Java based Speech API,
> called JSAPI, and there is a free speech engine for Java called FreeTTS.
> It ships with the Sun Java desktop for Solaris, and works with
> gnopernicus and Orca. It is 100% platform independant, and shows that
> writing TTS engines can be designed absolutely platform free. The only
> problem with FreeTTS is the speech is very robotic sounding, and is not
> at all human.
> Now, all of this said the consols themselves need to have some sort of
> TTS engine incorperated into the consols operating system. For Microsoft
> I suspect it would be no big deal since the XBox already has a Windows
> type os on it, and it uses DirectX and other commonWindows technologies.
> They would just need to port Sapi over.
> As for the Play Station I have heard the PS3 uses some sort of modified
> Linux os on it. That would make it likely or possible to incorperate
> something like festival or flite into the operating system for speech.
> Not great speech mind you, but some sort of speech.
> As for Nintendo's latest consol or any other consols I don't have
> detailed specs on them so can't really say how easy or hard
> incorperating a TTS engine into it would be.
>
>
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Re: [Audyssey] Hello Thomas footballscore

2007-10-02 Thread Jim Kitchen
Hi Jason,

My Browns are now 13 and 0.  They just beat the Dolphins 35 to 16.  Three more 
wins and I will have my first ever perfect regular season. 

BFN

 Jim

If it weren't for the delusions of grandeur I would be perfect.

[EMAIL PROTECTED]
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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[Audyssey] Electronic Arts games

2007-10-02 Thread John Bannick
Dark, Darren, Thomas, et al.

Thomas is right about Carnagie Mellon's FreeTTS being totally cross-platform.
I've had it working on Windows, Red Hat Linux, and OS / X.
The voice "Kevin", as in one of the guys who built FreeTTS, sounds like 
Robbie the Robot on acid, but he notes in his release notes that at least 
it's free.
I believe that better voice extensions are available from the University of 
Edinburgh, but not for commercial use.

And no, very little is written for programmers about accessibility.
O'Reilly's Java Swing book has a good section on nuts and bolts.
Some of the software usability literature includes accessibility issues.
Sounds like an opportunity for someone to write a book on multimodal user 
interfaces.

I know the fellow here in Massachusetts who does the 508 compliance 
oversight for the state.
(We were on his radio show last month. That was fun!)
When I see him at this month's Visually Impaired and Blind Users Group 
meeting, I'll ask him about the state of compliance here.
Given the realities of our politics here, however, I suspect not much is 
really enforced.

John Bannick
7-128 Software


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Re: [Audyssey] Electronic Arts games

2007-10-02 Thread Darren Harris
But the xbox is windows based as far as I know. 

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
On Behalf Of Thomas Ward
Sent: 02 October 2007 05:35
To: Gamers Discussion list
Subject: Re: [Audyssey] Electronic Arts games


Hi,

Quote
Well even if they just integrated sappy in for the extra speech for now.
Lets face it sappy is already there and with vista there's even more
accessability options so this should make things somewhat easier still.
End quote

Well, that is only true if we are talking about PC games. Including SAPI

5 support in PC games is a very strait forward and simple thing to do 
for a PC game. However, many of the games out there are for PS2, XBox, 
etc which still doesn't have a good accessibility solution equal to
Sapi.


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