Re: [Audyssey] To the developers of Montezuma's Revenge

2008-10-13 Thread Thomas Ward

Hi,
Yeah, something like that.

shaun everiss wrote:

ouch.
yeah like you win the race but get disqualified because you started early or 
something.
  



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Re: [Audyssey] To the developers of Montezuma's Revenge

2008-10-13 Thread Thomas Ward

Hi,
Well, it all depends on the copyright holder. Some will let you create 
as much fan fiction as you want provided you don't sell it, and some 
like Lucas won't let you do anything with the copyright without being sued.


shaun everiss wrote:

who knows.
there are in fact loads of fan fictions and fan audio things.
I do aggree that on one series paramount got a bit mad because of copywrite use 
but most stuff about 99% of the stuff except for a couple series I know of 
actually go through fine.
maybe they concider it as another piece of fan fiction or something.
after all
  



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Re: [Audyssey] To the developers of Montezuma's Revenge

2008-10-13 Thread Willem

Hi.
Please don't make judgements about things you don't know a thing of. All 
I've seen from you in the short time you've resubscribed to this list is 
negativity.

Thank you.

btw as a potential game developer you should really know better.
- Original Message - 
From: Tyler Littlefield [EMAIL PROTECTED]
To: [EMAIL PROTECTED]; Gamers Discussion list 
gamers@audyssey.org

Sent: Sunday, October 12, 2008 2:15 PM
Subject: Re: [Audyssey] To the developers of Montezuma's Revenge



moral of the story: don't buy licences for games that aren't out yet. :)


Thanks,
Tyler Littlefield
Visit tds for quality software and web design:
http://tysdomain.com
skype: st8amnd127
aim: st8amnd2005
msn: [EMAIL PROTECTED]



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Re: [Audyssey] To the developers of Montezuma's Revenge

2008-10-13 Thread Willem
Again, Thomas bought the title from James North, who took some pre orders 
and kept the money he received, so he would have had to give back money he 
didn't have to people if he wanted to be fair.
- Original Message - 
From: Jason Allen [EMAIL PROTECTED]

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, October 12, 2008 9:03 PM
Subject: Re: [Audyssey] To the developers of Montezuma's Revenge


It isn't unfair. If someone bought a license for the game and you were 
then

contacted to remove the title (actually, all you'd really need to do is
re-name it) you should have refunded everyone's purchase. Not give them
something else that they may or may not want. That's just how business 
goes.

It would have been the professional way to handle a bad situation - in my
opinion.
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Re: [Audyssey] Humanity MOO help

2008-10-13 Thread Darren Harris
Hi,

How do I board a train? I've gone for the ship option for the hell of it
and I'd like to get to the space centre. 

Thanks.

No virus found in this outgoing message.
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Re: [Audyssey] alien outback

2008-10-13 Thread Chris Hallsworth
Yes, that's a really cool game. I don't play that much though, I'd rather 
play Alien Invasion instead! Lol glad you enjoyed your present, and enjoy!


--
Chris Hallsworth
e-mail: [EMAIL PROTECTED]
msn: [EMAIL PROTECTED]
skype: chrishallsworth7266
klango: chrishallsworth
- Original Message - 
From: [EMAIL PROTECTED]

To: gamers gamers@audyssey.org
Sent: Monday, October 13, 2008 6:23 AM
Subject: [Audyssey] alien outback



HI all
You won't believe it!  I have so many  friends who  buys me birthday 
presents. I also got alien outback for my birthday.

I'm still new to the game and  it will cost a lot of practice.
I have a suggestion for the music and ambients in the game.

there is a song I like very much: london by night.
so as music in game play I would like london by night played in the c 
chord by a saw.

the sounds of the ships must also sound like a saw.
a saw is the thing used for wood but some people also play it as a musical 
instrument.

THE SOUND OF THE SAW LETS ME THINK OF THE MOON.


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Re: [Audyssey] To the developers of Montezuma's Revenge

2008-10-13 Thread Michael Feir
In my judgement, Tom has found the most fair approach in this tricky 
situation. It all started out because he wanted to save those of us who had 
waited ages for James North to finish Raceway and Montezuma's Revenge from 
the crushing disappointment we faced when he decided to pack it in. That 
attempted good deed has brought him no end of grief since. Everyone has had 
to compromise somewhat. We, the customers, won't be getting precisely what 
we originally paid for. However, Tom is going to give us a new and improved 
platformer so we'll at long last end up with a good one of those which is 
fully accessible. I've long felt that this genre would be spectacularly 
suited to blind people and be helpful to people just getting used to 
computer games as opposed to a fully 3d adventure. I'm profoundly grateful 
to Tom for deciding to do this. It wasn't an easy decision for him to reach 
and I know he has his own dreams he'd rather be working on. Although he has 
a lot of creative latitude now, I believe he would rather work on fully 3d 
games. Ultimately, I believe we'll end up with a spectacular platformer as 
long as we give Tom the patience and good will that he needs and deserves.


Due to this whole episode, I don't believe we'll see any developer put a 
game up for pre-ordering again. Too much distrust and damage was done to the 
whole concept for it to work in this gaming community. It can work for the 
sighted gaming world because the companies producing their games have the 
financial backing to handle things if projects go bad on them. For us, we're 
just too much at the mercy of the personal life circumstances of our 
developers. That's a sad thing because it could have helped established 
developers finance better assets such as sound effects and music to put in 
to their final products. I've just begun working on an accessible game which 
I believe will take me something like four years to create. I'm engaged to 
be married in around a year's time to a wonderful woman I've had the good 
fortune to find. Anticipating tougher economics after we're married, I 
decided to purchase royalty-free music while I still have my own source of 
income. That way, she's not going to have to sink any of her income into 
what is essentially my dream. In total, I've spent a little under $400 on 
the music. During my last attempt to create a game, I spent around the same 
on the SFX kit from Sound Ideas. That has around 2 sounds I can legally 
use. Altogether then, I've spent around $800 on my dream of creating an 
accessible game. It helps a lot that I'm currently single and don't have 
other financial responsabilities. Most developers aren't in my somewhat 
unique circumstances. Unless I ultimately succeed in creating the game, I'll 
never see a dime of that investment.


What happened to Tom was a stroke of tremendous bad fortune which has had 
repercussions for everyone connected with accessible games. I believe that 
it has lowered the sense of trust and solidarity in the community as a 
whole. It has put everyone more on a business footing but somewhat reduced 
the overall feeling of community developers could once have enjoyed. This is 
ultimately a good thing as we'll see a lot less hopes being dashed due to 
developer burn-out in the future. However, new developers may find 
enthusiasm for their ideas somewhat more lacking. Less attempts at creation 
mean less successes as well as less failures. This community can't afford to 
lose any more game developers for any reason. Games take too long to create 
and we don't have that many who are known to be working on new games. That's 
also a sad part of the fallout from this whole episode. Developers are 
likely to be a lot more careful about what information they release than 
they were before all this happened. This means less information for Audyssey 
issues and less community discussion of fresh ideas that are actually being 
worked on. Dry spells will seem a whole lot longer due to this.


As members of this community, we likely don't have the ability to 
financially support new game developers other than to purchase their games 
once created. However, there's a whole lot that we can do to support 
developers who we already know about and encourage new people to take a 
crack at making accessible games. We can be patient and offer moral support 
while a developer works on a project. An encouraging email can count for a 
whole lot when you're slogging through the long dull aspects of creating 
your masterpiece. It makes such a nice change from When's the game going to 
be ready? When we see evidence that people are pirating games, we should 
take that evidence to the developer so they can take countermeasures. We can 
also be ambassadors to people about accessible games and help spread word 
about the games which are out there. Over the past while, I believe I've 
noticed a number of new members. That's a good indication that we're at last 
moving 

Re: [Audyssey] To the developers of Montezuma's Revenge

2008-10-13 Thread Jason Allen
Actually, to be fair would have been to not accept any more pre-orders after
taking the project over. I can understand not refunding this other person's
dues (which is dubious to keep customers' money - in my opinion) but I think
it would have been better to stop taking pre-orders. It hurts all developers
if customers can't trust them to deliver on a pre-order.

I'm not placing blame on anyone or anything. Just discussing situation from
my angle.

On Mon, Oct 13, 2008 at 6:54 PM, Willem [EMAIL PROTECTED] wrote:

 Again, Thomas bought the title from James North, who took some pre orders
 and kept the money he received, so he would have had to give back money he
 didn't have to people if he wanted to be fair.

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Re: [Audyssey] Humanity MOO help

2008-10-13 Thread Michael Forzano
Hi,
Just type enter train, or if that doesn't work enter whatever number the
train is. Thanks.

Mike

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Darren Harris
Sent: Monday, October 13, 2008 4:37 AM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Humanity MOO help

Hi,

How do I board a train? I've gone for the ship option for the hell of it
and I'd like to get to the space centre. 

Thanks.

No virus found in this outgoing message.
Checked by AVG. 
Version: 7.5.523 / Virus Database: 270.8.0/1721 - Release Date:
12/10/2008 12:00
 


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Re: [Audyssey] Humanity MOO help

2008-10-13 Thread MICHAEL MASLO
At is the connection information? I must have missed it for I don't have it.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Michael Forzano
Sent: Monday, October 13, 2008 9:30 AM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Humanity MOO help

Hi,
Just type enter train, or if that doesn't work enter whatever number the
train is. Thanks.

Mike

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Darren Harris
Sent: Monday, October 13, 2008 4:37 AM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Humanity MOO help

Hi,

How do I board a train? I've gone for the ship option for the hell of it
and I'd like to get to the space centre. 

Thanks.

No virus found in this outgoing message.
Checked by AVG. 
Version: 7.5.523 / Virus Database: 270.8.0/1721 - Release Date:
12/10/2008 12:00
 


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Re: [Audyssey] To the developers of Montezuma's Revenge

2008-10-13 Thread dark

Hi Jason.

As I wasn't around at that point, i can't comment on the preorders to James 
north of Alchemy games. but as someone who actually payed for a preorder of 
thom's game, hestarted taking preorders on the basis that the game would be 
released officially a month afterwards.


Sinse I know a lot of accessible game devs get absolutely swamped with 
orders which they then have a huuge time filling once a game gets 
released, preorders,  so long as they're not massively before the 
release date, actually make sense as a congestion fixer.


In thom's case as well, sinse the demo of the full game would only allow 
non-paying customers to play one level, it was also a good way of getting 
public betas with more levels (but not the complete amount), play tested 
before hand.


for a while it was literally a sense of one beta a week, each with one or 
two extra levels.


this also would've prevented a huge amount of bug issues with the levels not 
available in the demo coming up on other people's computers after buying the 
game.


I really do think this was just a case of severely bad luck,  not just 
in that thom couldn't release the game he was planning to, but in that it 
happened at such an unfortunate moment.


I however deffinately agree with the statement that however good the 
finished new version of the game is, it would be rather nice for people who 
paid to be able to play the old levels which thom already got finished,   
hence my suggestion of an expantion pack.


that way people would get at least %50 (going on number of levels), of the 
thing they paid for, pluss a lot more new game content as well, and thom's 
work wouldn't be waisted.


Beware the Grue!

dark. 



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Re: [Audyssey] To the developers of Montezuma's Revenge

2008-10-13 Thread Willem

Very well said. I agree with everything you said below.
- Original Message - 
From: Michael Feir [EMAIL PROTECTED]

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, October 13, 2008 4:00 PM
Subject: Re: [Audyssey] To the developers of Montezuma's Revenge


In my judgement, Tom has found the most fair approach in this tricky 
situation. It all started out because he wanted to save those of us who 
had waited ages for James North to finish Raceway and Montezuma's Revenge 
from the crushing disappointment we faced when he decided to pack it in. 
That attempted good deed has brought him no end of grief since. Everyone 
has had to compromise somewhat. We, the customers, won't be getting 
precisely what we originally paid for. However, Tom is going to give us a 
new and improved platformer so we'll at long last end up with a good one 
of those which is fully accessible. I've long felt that this genre would 
be spectacularly suited to blind people and be helpful to people just 
getting used to computer games as opposed to a fully 3d adventure. I'm 
profoundly grateful to Tom for deciding to do this. It wasn't an easy 
decision for him to reach and I know he has his own dreams he'd rather be 
working on. Although he has a lot of creative latitude now, I believe he 
would rather work on fully 3d games. Ultimately, I believe we'll end up 
with a spectacular platformer as long as we give Tom the patience and good 
will that he needs and deserves.


Due to this whole episode, I don't believe we'll see any developer put a 
game up for pre-ordering again. Too much distrust and damage was done to 
the whole concept for it to work in this gaming community. It can work for 
the sighted gaming world because the companies producing their games have 
the financial backing to handle things if projects go bad on them. For us, 
we're just too much at the mercy of the personal life circumstances of our 
developers. That's a sad thing because it could have helped established 
developers finance better assets such as sound effects and music to put in 
to their final products. I've just begun working on an accessible game 
which I believe will take me something like four years to create. I'm 
engaged to be married in around a year's time to a wonderful woman I've 
had the good fortune to find. Anticipating tougher economics after we're 
married, I decided to purchase royalty-free music while I still have my 
own source of income. That way, she's not going to have to sink any of her 
income into what is essentially my dream. In total, I've spent a little 
under $400 on the music. During my last attempt to create a game, I spent 
around the same on the SFX kit from Sound Ideas. That has around 2 
sounds I can legally use. Altogether then, I've spent around $800 on my 
dream of creating an accessible game. It helps a lot that I'm currently 
single and don't have other financial responsabilities. Most developers 
aren't in my somewhat unique circumstances. Unless I ultimately succeed in 
creating the game, I'll never see a dime of that investment.


What happened to Tom was a stroke of tremendous bad fortune which has had 
repercussions for everyone connected with accessible games. I believe that 
it has lowered the sense of trust and solidarity in the community as a 
whole. It has put everyone more on a business footing but somewhat reduced 
the overall feeling of community developers could once have enjoyed. This 
is ultimately a good thing as we'll see a lot less hopes being dashed due 
to developer burn-out in the future. However, new developers may find 
enthusiasm for their ideas somewhat more lacking. Less attempts at 
creation mean less successes as well as less failures. This community 
can't afford to lose any more game developers for any reason. Games take 
too long to create and we don't have that many who are known to be working 
on new games. That's also a sad part of the fallout from this whole 
episode. Developers are likely to be a lot more careful about what 
information they release than they were before all this happened. This 
means less information for Audyssey issues and less community discussion 
of fresh ideas that are actually being worked on. Dry spells will seem a 
whole lot longer due to this.


As members of this community, we likely don't have the ability to 
financially support new game developers other than to purchase their games 
once created. However, there's a whole lot that we can do to support 
developers who we already know about and encourage new people to take a 
crack at making accessible games. We can be patient and offer moral 
support while a developer works on a project. An encouraging email can 
count for a whole lot when you're slogging through the long dull aspects 
of creating your masterpiece. It makes such a nice change from When's the 
game going to be ready? When we see evidence that people are pirating 
games, we should take that evidence to the developer 

Re: [Audyssey] To the developers of Montezuma's Revenge

2008-10-13 Thread constantine (on laptop)
I agree, though it is sad that he can't disclose any information- it was 
nice to hear daily updates, or his plans, which sounded exciting, even 
though it might have taken a few years for him to complete (heck, ok, make 
that months).




contact details:

email: [EMAIL PROTECTED]

and others
msn: [EMAIL PROTECTED]
skype: the_conman283

system details:
Hp pavillion dv5220CA notebook pc
AMD Turion(tm) 64 Mobile Technology ML-37 2.0 GHZ, 1024 mb DDR ram, Fujitsu 
100 gb 4500 RPM Hard Drive, connecsant AC-link audio
- Original Message - 
From: Willem [EMAIL PROTECTED]

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, October 13, 2008 1:53 PM
Subject: Re: [Audyssey] To the developers of Montezuma's Revenge



Very well said. I agree with everything you said below.
- Original Message - 
From: Michael Feir [EMAIL PROTECTED]

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, October 13, 2008 4:00 PM
Subject: Re: [Audyssey] To the developers of Montezuma's Revenge



In my judgement, Tom has found the most fair approach in this tricky
situation. It all started out because he wanted to save those of us who
had waited ages for James North to finish Raceway and Montezuma's Revenge
from the crushing disappointment we faced when he decided to pack it in.
That attempted good deed has brought him no end of grief since. Everyone
has had to compromise somewhat. We, the customers, won't be getting
precisely what we originally paid for. However, Tom is going to give us a
new and improved platformer so we'll at long last end up with a good one
of those which is fully accessible. I've long felt that this genre would
be spectacularly suited to blind people and be helpful to people just
getting used to computer games as opposed to a fully 3d adventure. I'm
profoundly grateful to Tom for deciding to do this. It wasn't an easy
decision for him to reach and I know he has his own dreams he'd rather be
working on. Although he has a lot of creative latitude now, I believe he
would rather work on fully 3d games. Ultimately, I believe we'll end up
with a spectacular platformer as long as we give Tom the patience and 
good

will that he needs and deserves.

Due to this whole episode, I don't believe we'll see any developer put a
game up for pre-ordering again. Too much distrust and damage was done to
the whole concept for it to work in this gaming community. It can work 
for

the sighted gaming world because the companies producing their games have
the financial backing to handle things if projects go bad on them. For 
us,
we're just too much at the mercy of the personal life circumstances of 
our

developers. That's a sad thing because it could have helped established
developers finance better assets such as sound effects and music to put 
in

to their final products. I've just begun working on an accessible game
which I believe will take me something like four years to create. I'm
engaged to be married in around a year's time to a wonderful woman I've
had the good fortune to find. Anticipating tougher economics after we're
married, I decided to purchase royalty-free music while I still have my
own source of income. That way, she's not going to have to sink any of 
her

income into what is essentially my dream. In total, I've spent a little
under $400 on the music. During my last attempt to create a game, I spent
around the same on the SFX kit from Sound Ideas. That has around 2
sounds I can legally use. Altogether then, I've spent around $800 on my
dream of creating an accessible game. It helps a lot that I'm currently
single and don't have other financial responsabilities. Most developers
aren't in my somewhat unique circumstances. Unless I ultimately succeed 
in

creating the game, I'll never see a dime of that investment.

What happened to Tom was a stroke of tremendous bad fortune which has had
repercussions for everyone connected with accessible games. I believe 
that

it has lowered the sense of trust and solidarity in the community as a
whole. It has put everyone more on a business footing but somewhat 
reduced

the overall feeling of community developers could once have enjoyed. This
is ultimately a good thing as we'll see a lot less hopes being dashed due
to developer burn-out in the future. However, new developers may find
enthusiasm for their ideas somewhat more lacking. Less attempts at
creation mean less successes as well as less failures. This community
can't afford to lose any more game developers for any reason. Games take
too long to create and we don't have that many who are known to be 
working

on new games. That's also a sad part of the fallout from this whole
episode. Developers are likely to be a lot more careful about what
information they release than they were before all this happened. This
means less information for Audyssey issues and less community discussion
of fresh ideas that are actually being worked on. Dry spells will seem a
whole lot longer due to this.


Re: [Audyssey] To the developers of Montezuma's Revenge

2008-10-13 Thread shaun everiss
not to mention the copywrite thing 3 weeks before release, I don't think any of 
us saw that comming.
At 10:17 a.m. 14/10/2008, you wrote:
I agree, though it is sad that he can't disclose any information- it was nice 
to hear daily updates, or his plans, which sounded exciting, even though it 
might have taken a few years for him to complete (heck, ok, make that months).



contact details:

email: [EMAIL PROTECTED]

and others
msn: [EMAIL PROTECTED]
skype: the_conman283

system details:
Hp pavillion dv5220CA notebook pc
AMD Turion(tm) 64 Mobile Technology ML-37 2.0 GHZ, 1024 mb DDR ram, Fujitsu 
100 gb 4500 RPM Hard Drive, connecsant AC-link audio
- Original Message - From: Willem [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, October 13, 2008 1:53 PM
Subject: Re: [Audyssey] To the developers of Montezuma's Revenge


Very well said. I agree with everything you said below.
- Original Message - From: Michael Feir [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, October 13, 2008 4:00 PM
Subject: Re: [Audyssey] To the developers of Montezuma's Revenge


In my judgement, Tom has found the most fair approach in this tricky
situation. It all started out because he wanted to save those of us who
had waited ages for James North to finish Raceway and Montezuma's Revenge
from the crushing disappointment we faced when he decided to pack it in.
That attempted good deed has brought him no end of grief since. Everyone
has had to compromise somewhat. We, the customers, won't be getting
precisely what we originally paid for. However, Tom is going to give us a
new and improved platformer so we'll at long last end up with a good one
of those which is fully accessible. I've long felt that this genre would
be spectacularly suited to blind people and be helpful to people just
getting used to computer games as opposed to a fully 3d adventure. I'm
profoundly grateful to Tom for deciding to do this. It wasn't an easy
decision for him to reach and I know he has his own dreams he'd rather be
working on. Although he has a lot of creative latitude now, I believe he
would rather work on fully 3d games. Ultimately, I believe we'll end up
with a spectacular platformer as long as we give Tom the patience and good
will that he needs and deserves.

Due to this whole episode, I don't believe we'll see any developer put a
game up for pre-ordering again. Too much distrust and damage was done to
the whole concept for it to work in this gaming community. It can work for
the sighted gaming world because the companies producing their games have
the financial backing to handle things if projects go bad on them. For us,
we're just too much at the mercy of the personal life circumstances of our
developers. That's a sad thing because it could have helped established
developers finance better assets such as sound effects and music to put in
to their final products. I've just begun working on an accessible game
which I believe will take me something like four years to create. I'm
engaged to be married in around a year's time to a wonderful woman I've
had the good fortune to find. Anticipating tougher economics after we're
married, I decided to purchase royalty-free music while I still have my
own source of income. That way, she's not going to have to sink any of her
income into what is essentially my dream. In total, I've spent a little
under $400 on the music. During my last attempt to create a game, I spent
around the same on the SFX kit from Sound Ideas. That has around 2
sounds I can legally use. Altogether then, I've spent around $800 on my
dream of creating an accessible game. It helps a lot that I'm currently
single and don't have other financial responsabilities. Most developers
aren't in my somewhat unique circumstances. Unless I ultimately succeed in
creating the game, I'll never see a dime of that investment.

What happened to Tom was a stroke of tremendous bad fortune which has had
repercussions for everyone connected with accessible games. I believe that
it has lowered the sense of trust and solidarity in the community as a
whole. It has put everyone more on a business footing but somewhat reduced
the overall feeling of community developers could once have enjoyed. This
is ultimately a good thing as we'll see a lot less hopes being dashed due
to developer burn-out in the future. However, new developers may find
enthusiasm for their ideas somewhat more lacking. Less attempts at
creation mean less successes as well as less failures. This community
can't afford to lose any more game developers for any reason. Games take
too long to create and we don't have that many who are known to be working
on new games. That's also a sad part of the fallout from this whole
episode. Developers are likely to be a lot more careful about what
information they release than they were before all this happened. This
means less information for Audyssey issues and less community 

Re: [Audyssey] Humanity MOO help

2008-10-13 Thread Ryan Smith
Hi,
 Me and Mike are happy to answer your questions, but it's probably
better if you type assist, then send that, instead of sending it to
Audyssey. Then type your question, and then send that, we will be
happy to come answer your assist. If there is no active wizard
present, there may be some knowledgeable player's. You can then type
newbie message here, and it will get sent. Personally, as a
programmer, not a wizard, I cannot answer you assist, but if help is
necessary, I still see assists, but can't formally answer them. I will
teleport to you, help you, and then ask you to cancel your assist. Do
you mean you missed the connection information? If so:
IP: jaybird.no-ip.info
PORT: 

-Ryan

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Re: [Audyssey] To the developers of Montezuma's Revenge

2008-10-13 Thread tim kilgore`
Yeah, but you had no idea that you would even have to consider refunding and 
as some one who pre-ordered, I understand and am looking forward to the new 
game.


Tim
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, October 12, 2008 11:37 PM
Subject: Re: [Audyssey] To the developers of Montezuma's Revenge



Hi Tyler,
That's for sure. If I had it all to do again I wouldn't have taken those 
pre-orders in the first place , or I would have refunded those I could and 
delt with those who paid James North in another way such as offering them 
a free game of their choice perhaps.



Tyler Littlefield wrote:

always assuming he can pull the cash out.

Thanks,
Tyler Littlefield
Visit tds for quality software and web design:
http://tysdomain.com
skype: st8amnd127
aim: st8amnd2005
msn: [EMAIL PROTECTED]



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Re: [Audyssey] To the developers of Montezuma's Revenge

2008-10-13 Thread Thomas Ward

Hi Willem,
It's ok. Tyler does have a good point. Buying games on a pre-order 
status is a bad idea. In a situation like ours.
There are too many things that can go wrong between the time the money 
is paid and the scheduled release date.
Biggest problem is that all of our major accessible game development 
companies are one to three man operations, and if something major pops 
up like a death in the family, illness, computer failior, etc any 
scheduled release date is going to go straight out the window. I know it 
happened to me, and weather many people know it or not James North had a 
lot of personal issues that kept getting in the way of release dates 
too. Point being anything can go wrong, and when it does those on 
pre-order are then going to turn on you for some event or events out of 
your personal control.


Willem wrote:

Hi.
Please don't make judgements about things you don't know a thing of. 
All I've seen from you in the short time you've resubscribed to this 
list is negativity.

Thank you.

btw as a potential game developer you should really know better.



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Re: [Audyssey] To the developers of Montezuma's Revenge

2008-10-13 Thread Thomas Ward

Hi Jason,
Very true. Then again I only began taking pre-orders about four weeks 
before the scheduled release date for Montezuma's Revenge 1.0. A lot of 
commercial companies have pre-orders on items with in that time frame. A 
month, 30 days, isn't really all that long a wait. Problem is getting 
sacked over the copyright issue was something that came out of the clear 
blue sky and landed on me unexpectedly. So I've had to adjust my plans 
accordingly.


Jason Allen wrote:

Actually, to be fair would have been to not accept any more pre-orders after
taking the project over. I can understand not refunding this other person's
dues (which is dubious to keep customers' money - in my opinion) but I think
it would have been better to stop taking pre-orders. It hurts all developers
if customers can't trust them to deliver on a pre-order.

I'm not placing blame on anyone or anything. Just discussing situation from
my angle.
  



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Re: [Audyssey] To the developers of Montezuma's Revenge

2008-10-13 Thread Thomas Ward

Hi,
Yeah, taking over Raceway and Montezuma's Revenge has resulted in a lot 
of personal grief and misery for me. I've had my reputation marred, I've 
been verbally insulted, I've been called a thief, I've stayed up late 
trying to get this or that done,  and it has just been one bad thing 
after another. To ice the cake, so to speak, my apartment management had 
us out of our apartment for four months, and unfortunately I didn't have 
everything with me to work on the games. As a result I've gotten the 
blame for that too, because people want to know why the game wasn't 
finished asap.
However, on the bright side of this I really think I can pull a couple 
of good games out of the hat. No MOTA won't exactly be Montezuma's 
Revenge, but it still will be a side scroller, will be a treasure 
hunting adventure, have fire pits to jump over, avoid spike traps, lots 
of baddies to fight, and should at least give the person the feeling of 
a NES or Atari game.




Michael Feir wrote:
In my judgement, Tom has found the most fair approach in this tricky 
situation. It all started out because he wanted to save those of us 
who had waited ages for James North to finish Raceway and Montezuma's 
Revenge from the crushing disappointment we faced when he decided to 
pack it in. That attempted good deed has brought him no end of grief 
since. Everyone has had to compromise somewhat. We, the customers, 
won't be getting precisely what we originally paid for. However, Tom 
is going to give us a new and improved platformer so we'll at long 
last end up with a good one of those which is fully accessible. I've 
long felt that this genre would be spectacularly suited to blind 
people and be helpful to people just getting used to computer games as 
opposed to a fully 3d adventure. I'm profoundly grateful to Tom for 
deciding to do this. It wasn't an easy decision for him to reach and I 
know he has his own dreams he'd rather be working on. Although he has 
a lot of creative latitude now, I believe he would rather work on 
fully 3d games. Ultimately, I believe we'll end up with a spectacular 
platformer as long as we give Tom the patience and good will that he 
needs and deserves.


Due to this whole episode, I don't believe we'll see any developer put 
a game up for pre-ordering again. Too much distrust and damage was 
done to the whole concept for it to work in this gaming community. It 
can work for the sighted gaming world because the companies producing 
their games have the financial backing to handle things if projects go 
bad on them. For us, we're just too much at the mercy of the personal 
life circumstances of our developers. That's a sad thing because it 
could have helped established developers finance better assets such as 
sound effects and music to put in to their final products. I've just 
begun working on an accessible game which I believe will take me 
something like four years to create. I'm engaged to be married in 
around a year's time to a wonderful woman I've had the good fortune to 
find. Anticipating tougher economics after we're married, I decided to 
purchase royalty-free music while I still have my own source of 
income. That way, she's not going to have to sink any of her income 
into what is essentially my dream. In total, I've spent a little under 
$400 on the music. During my last attempt to create a game, I spent 
around the same on the SFX kit from Sound Ideas. That has around 2 
sounds I can legally use. Altogether then, I've spent around $800 on 
my dream of creating an accessible game. It helps a lot that I'm 
currently single and don't have other financial responsabilities. Most 
developers aren't in my somewhat unique circumstances. Unless I 
ultimately succeed in creating the game, I'll never see a dime of that 
investment.


What happened to Tom was a stroke of tremendous bad fortune which has 
had repercussions for everyone connected with accessible games. I 
believe that it has lowered the sense of trust and solidarity in the 
community as a whole. It has put everyone more on a business footing 
but somewhat reduced the overall feeling of community developers could 
once have enjoyed. This is ultimately a good thing as we'll see a lot 
less hopes being dashed due to developer burn-out in the future. 
However, new developers may find enthusiasm for their ideas somewhat 
more lacking. Less attempts at creation mean less successes as well as 
less failures. This community can't afford to lose any more game 
developers for any reason. Games take too long to create and we don't 
have that many who are known to be working on new games. That's also a 
sad part of the fallout from this whole episode. Developers are likely 
to be a lot more careful about what information they release than they 
were before all this happened. This means less information for 
Audyssey issues and less community discussion of fresh ideas that are 
actually being worked on. Dry spells will seem a whole lot 

[Audyssey] Accessible Starfight setup?

2008-10-13 Thread Thomas Ward

Hello everyone,
Does anyone here have Accessible Starfight by Games for the Blind? 
Someone I know has lost her copy of Starfight, and I discovered I no 
longer have a copy of the setup file myself. I was wondering if anyone 
here had it and would be willing to e-mail it to me or put it up on 
sendspace for download.

Thanks.


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Re: [Audyssey] Accessible Starfight setup?

2008-10-13 Thread Matheus
what is the game star fight about, i never know about this game
-Mensagem original-
De: Thomas Ward [EMAIL PROTECTED]
Para: gamers@audyssey.org
Data: Segunda, 13 de Outubro de 2008 20:52
Assunto: [Audyssey] Accessible Starfight setup?

Hello everyone,
Does anyone here have Accessible Starfight by Games for the Blind?
Someone I know has lost her copy of Starfight, and I discovered I no
longer have a copy of the setup file myself. I was wondering if anyone
here had it and would be willing to e-mail it to me or put it up on
sendspace for download.
Thanks.


---
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Re: [Audyssey] To the developers of Montezuma's Revenge

2008-10-13 Thread shaun everiss
speaking about that I wander how easy it would be to emulate it as if the games 
were like a nes with say all the sounds and music things, not sure if thats 
possible but.
At 01:41 p.m. 14/10/2008, you wrote:
Hi,
Yeah, taking over Raceway and Montezuma's Revenge has resulted in a lot of 
personal grief and misery for me. I've had my reputation marred, I've been 
verbally insulted, I've been called a thief, I've stayed up late trying to get 
this or that done,  and it has just been one bad thing after another. To ice 
the cake, so to speak, my apartment management had us out of our apartment for 
four months, and unfortunately I didn't have everything with me to work on the 
games. As a result I've gotten the blame for that too, because people want to 
know why the game wasn't finished asap.
However, on the bright side of this I really think I can pull a couple of good 
games out of the hat. No MOTA won't exactly be Montezuma's Revenge, but it 
still will be a side scroller, will be a treasure hunting adventure, have fire 
pits to jump over, avoid spike traps, lots of baddies to fight, and should at 
least give the person the feeling of a NES or Atari game.



Michael Feir wrote:
In my judgement, Tom has found the most fair approach in this tricky 
situation. It all started out because he wanted to save those of us who had 
waited ages for James North to finish Raceway and Montezuma's Revenge from 
the crushing disappointment we faced when he decided to pack it in. That 
attempted good deed has brought him no end of grief since. Everyone has had 
to compromise somewhat. We, the customers, won't be getting precisely what we 
originally paid for. However, Tom is going to give us a new and improved 
platformer so we'll at long last end up with a good one of those which is 
fully accessible. I've long felt that this genre would be spectacularly 
suited to blind people and be helpful to people just getting used to computer 
games as opposed to a fully 3d adventure. I'm profoundly grateful to Tom for 
deciding to do this. It wasn't an easy decision for him to reach and I know 
he has his own dreams he'd rather be working on. Although he has a lot of 
creative latitude now,
 I believe he would rather work on fully 3d games. Ultimately, I believe we'll 
end up with a spectacular platformer as long as we give Tom the patience and 
good will that he needs and deserves.

Due to this whole episode, I don't believe we'll see any developer put a game 
up for pre-ordering again. Too much distrust and damage was done to the whole 
concept for it to work in this gaming community. It can work for the sighted 
gaming world because the companies producing their games have the financial 
backing to handle things if projects go bad on them. For us, we're just too 
much at the mercy of the personal life circumstances of our developers. 
That's a sad thing because it could have helped established developers 
finance better assets such as sound effects and music to put in to their 
final products. I've just begun working on an accessible game which I believe 
will take me something like four years to create. I'm engaged to be married 
in around a year's time to a wonderful woman I've had the good fortune to 
find. Anticipating tougher economics after we're married, I decided to 
purchase royalty-free music while I still have my own source of income. That 
way, she's not g
oing to have to sink any of her income into what is essentially my dream. In 
total, I've spent a little under $400 on the music. During my last attempt to 
create a game, I spent around the same on the SFX kit from Sound Ideas. That 
has around 2 sounds I can legally use. Altogether then, I've spent around 
$800 on my dream of creating an accessible game. It helps a lot that I'm 
currently single and don't have other financial responsabilities. Most 
developers aren't in my somewhat unique circumstances. Unless I ultimately 
succeed in creating the game, I'll never see a dime of that investment.

What happened to Tom was a stroke of tremendous bad fortune which has had 
repercussions for everyone connected with accessible games. I believe that it 
has lowered the sense of trust and solidarity in the community as a whole. It 
has put everyone more on a business footing but somewhat reduced the overall 
feeling of community developers could once have enjoyed. This is ultimately a 
good thing as we'll see a lot less hopes being dashed due to developer 
burn-out in the future. However, new developers may find enthusiasm for their 
ideas somewhat more lacking. Less attempts at creation mean less successes as 
well as less failures. This community can't afford to lose any more game 
developers for any reason. Games take too long to create and we don't have 
that many who are known to be working on new games. That's also a sad part of 
the fallout from this whole episode. Developers are likely to be a lot more 
careful about what information they release than they 

Re: [Audyssey] Accessible Starfight setup?

2008-10-13 Thread Charles Rivard
It is a version of battle ship, played either you against a friend, the PC, 
or online.


---
Pretty is as pretty does.
- Original Message - 
From: Matheus [EMAIL PROTECTED]

To: gamers@audyssey.org
Sent: Monday, October 13, 2008 6:17 PM
Subject: Re: [Audyssey] Accessible Starfight setup?



what is the game star fight about, i never know about this game
-Mensagem original-
De: Thomas Ward [EMAIL PROTECTED]
Para: gamers@audyssey.org
Data: Segunda, 13 de Outubro de 2008 20:52
Assunto: [Audyssey] Accessible Starfight setup?

Hello everyone,
Does anyone here have Accessible Starfight by Games for the Blind?
Someone I know has lost her copy of Starfight, and I discovered I no
longer have a copy of the setup file myself. I was wondering if anyone
here had it and would be willing to e-mail it to me or put it up on
sendspace for download.
Thanks.


---
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[Audyssey] in support of Thomas Ward - Re: To the developers of Montezuma's Revenge

2008-10-13 Thread Charles Rivard
Just off the top of my head, here goes:  If I remember right, Tom didn't 
want the games to not be created, thus leaving those who preordered with 
nothing.  He also wanted to work on them.  He is still doing so, although, 
through the demands of others, plans have had to be changed.  I commend Tom 
for not letting gamers get screwed.  Gamers, myself among the number, 
preordered both titles in good faith from James North, who let all of us 
down.  He also screwed Tom, big time.  Tom is working on rectifying the 
situation as best he can, as quickly as he can.  Other projects he has plans 
for are on hold.  I can't wait to see those, too.  The games he is working 
on may not be in their original form, which bums me out, but I'll get good 
games, I'm sure.  Hang in there, folks.  Don't give up, Tom.  It'll get 
there.


---
Pretty is as pretty does.
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, October 12, 2008 9:34 PM
Subject: Re: [Audyssey] To the developers of Montezuma's Revenge



Hi Jason,
Keep in mind James North had sold the game to several customers before I 
took over the project. I agreed to take it over, and sell it under my own 
name once I completed it. I never saw one dime of the money James North 
got for creating the early development of the game. So in addition to the 
$1500 I made off the game during the Christmas season I would have had to 
come up with an extra $1000 to insure everyone got their money back. The 
$1500 I made over the Christmas season would have been no problem to 
refund at the time. However, coming up with the money to refund everyone 
who paid James North instead of me was not financially possible, nor do I 
think I have to owe $1000 in refunds I did not personally take orders for.

Cheers.


Jason Allen wrote:
It isn't unfair. If someone bought a license for the game and you were 
then

contacted to remove the title (actually, all you'd really need to do is
re-name it) you should have refunded everyone's purchase. Not give them
something else that they may or may not want. That's just how business 
goes.

It would have been the professional way to handle a bad situation - in my
opinion.
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Re: [Audyssey] To the developers of Montezuma's Revenge

2008-10-13 Thread Charles Rivard

Hindsight is always 20/20.

---
Pretty is as pretty does.
- Original Message - 
From: Jason Allen [EMAIL PROTECTED]

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, October 13, 2008 2:05 AM
Subject: Re: [Audyssey] To the developers of Montezuma's Revenge


Actually, to be fair would have been to not accept any more pre-orders 
after
taking the project over. I can understand not refunding this other 
person's
dues (which is dubious to keep customers' money - in my opinion) but I 
think
it would have been better to stop taking pre-orders. It hurts all 
developers

if customers can't trust them to deliver on a pre-order.

I'm not placing blame on anyone or anything. Just discussing situation 
from

my angle.

On Mon, Oct 13, 2008 at 6:54 PM, Willem [EMAIL PROTECTED] wrote:


Again, Thomas bought the title from James North, who took some pre orders
and kept the money he received, so he would have had to give back money 
he

didn't have to people if he wanted to be fair.


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Re: [Audyssey] To the developers of Montezuma's Revenge

2008-10-13 Thread Charles Rivard
I believe you can still play the demos if you have them unless Tom requested 
that we delete them.  If he did request it, I will do so.  They are fun to 
play..


---
Pretty is as pretty does.
- Original Message - 
From: dark [EMAIL PROTECTED]

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, October 12, 2008 3:23 AM
Subject: Re: [Audyssey] To the developers of Montezuma's Revenge



Hi Jason.

As I wasn't around at that point, i can't comment on the preorders to 
James north of Alchemy games. but as someone who actually payed for a 
preorder of thom's game, hestarted taking preorders on the basis that the 
game would be released officially a month afterwards.


Sinse I know a lot of accessible game devs get absolutely swamped with 
orders which they then have a huuge time filling once a game gets 
released, preorders,  so long as they're not massively before the 
release date, actually make sense as a congestion fixer.


In thom's case as well, sinse the demo of the full game would only allow 
non-paying customers to play one level, it was also a good way of getting 
public betas with more levels (but not the complete amount), play tested 
before hand.


for a while it was literally a sense of one beta a week, each with one or 
two extra levels.


this also would've prevented a huge amount of bug issues with the levels 
not available in the demo coming up on other people's computers after 
buying the game.


I really do think this was just a case of severely bad luck,  not just 
in that thom couldn't release the game he was planning to, but in that it 
happened at such an unfortunate moment.


I however deffinately agree with the statement that however good the 
finished new version of the game is, it would be rather nice for people 
who paid to be able to play the old levels which thom already got 
finished,   hence my suggestion of an expantion pack.


that way people would get at least %50 (going on number of levels), of the 
thing they paid for, pluss a lot more new game content as well, and thom's 
work wouldn't be waisted.


Beware the Grue!

dark.

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Re: [Audyssey] To the developers of Montezuma's Revenge

2008-10-13 Thread shaun everiss
we can't share them but we can still play, to be honest i forgot.
I have deleted mine though.
At 04:49 p.m. 14/10/2008, you wrote:
I believe you can still play the demos if you have them unless Tom requested 
that we delete them.  If he did request it, I will do so.  They are fun to 
play..

---
Pretty is as pretty does.
- Original Message - From: dark [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, October 12, 2008 3:23 AM
Subject: Re: [Audyssey] To the developers of Montezuma's Revenge


Hi Jason.

As I wasn't around at that point, i can't comment on the preorders to James 
north of Alchemy games. but as someone who actually payed for a preorder of 
thom's game, hestarted taking preorders on the basis that the game would be 
released officially a month afterwards.

Sinse I know a lot of accessible game devs get absolutely swamped with orders 
which they then have a huuge time filling once a game gets released, 
preorders,  so long as they're not massively before the release date, 
actually make sense as a congestion fixer.

In thom's case as well, sinse the demo of the full game would only allow 
non-paying customers to play one level, it was also a good way of getting 
public betas with more levels (but not the complete amount), play tested 
before hand.

for a while it was literally a sense of one beta a week, each with one or two 
extra levels.

this also would've prevented a huge amount of bug issues with the levels not 
available in the demo coming up on other people's computers after buying the 
game.

I really do think this was just a case of severely bad luck,  not just in 
that thom couldn't release the game he was planning to, but in that it 
happened at such an unfortunate moment.

I however deffinately agree with the statement that however good the finished 
new version of the game is, it would be rather nice for people who paid to be 
able to play the old levels which thom already got finished,   hence my 
suggestion of an expantion pack.

that way people would get at least %50 (going on number of levels), of the 
thing they paid for, pluss a lot more new game content as well, and thom's 
work wouldn't be waisted.

Beware the Grue!

dark.

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Re: [Audyssey] To the developers of Montezuma's Revenge

2008-10-13 Thread Charles Rivard
He did have a lot of personal issues, but I think he could have handled the 
outcome much better than he did.  And a whole bunch of blind gamers did not 
make things any easier on him.  That compounded the matter.  I was furious 
with the complainers, not because they complained, but in the manner in 
which they did so.  I sided with James on that issue.  I blamed them for 
being, I think, the major reason he gave up the endeavors of game creation 
for blind gamers.  I sure didn't like the way he left, though.


---
Pretty is as pretty does.
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, October 13, 2008 4:51 PM
Subject: Re: [Audyssey] To the developers of Montezuma's Revenge



Hi Willem,
It's ok. Tyler does have a good point. Buying games on a pre-order status 
is a bad idea. In a situation like ours.
There are too many things that can go wrong between the time the money is 
paid and the scheduled release date.
Biggest problem is that all of our major accessible game development 
companies are one to three man operations, and if something major pops up 
like a death in the family, illness, computer failior, etc any scheduled 
release date is going to go straight out the window. I know it happened to 
me, and weather many people know it or not James North had a lot of 
personal issues that kept getting in the way of release dates too. Point 
being anything can go wrong, and when it does those on pre-order are then 
going to turn on you for some event or events out of your personal 
control.


Willem wrote:

Hi.
Please don't make judgements about things you don't know a thing of. All 
I've seen from you in the short time you've resubscribed to this list is 
negativity.

Thank you.

btw as a potential game developer you should really know better.



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Re: [Audyssey] Accessible Starfight setup?

2008-10-13 Thread Ryan Chou
why can't you download it from the websight?

On 10/13/08, Charles Rivard [EMAIL PROTECTED] wrote:
 It is a version of battle ship, played either you against a friend, the PC,
 or online.

 ---
 Pretty is as pretty does.
 - Original Message -
 From: Matheus [EMAIL PROTECTED]
 To: gamers@audyssey.org
 Sent: Monday, October 13, 2008 6:17 PM
 Subject: Re: [Audyssey] Accessible Starfight setup?


 what is the game star fight about, i never know about this game
 -Mensagem original-
 De: Thomas Ward [EMAIL PROTECTED]
 Para: gamers@audyssey.org
 Data: Segunda, 13 de Outubro de 2008 20:52
 Assunto: [Audyssey] Accessible Starfight setup?

 Hello everyone,
 Does anyone here have Accessible Starfight by Games for the Blind?
 Someone I know has lost her copy of Starfight, and I discovered I no
 longer have a copy of the setup file myself. I was wondering if anyone
 here had it and would be willing to e-mail it to me or put it up on
 sendspace for download.
 Thanks.


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Re: [Audyssey] To the developers of Montezuma's Revenge

2008-10-13 Thread Thomas Ward

Hi Charles,
That's correct. Everyone who paid for Montezuma's Revenge can still play 
all the betas that were released up until I had to pull it down off of 
my web sight. So they didn't exactly wind up with 0. I have not, and 
will never, ask anyone to delete their betas as they paid for them.
As for Dark's suggestion of mixing the old and new game I won't do 
that,but I have thought about releasing Montezuma's Revenge as open 
source or shareware at some point. Either that or I could complete the 
beta, and upload it to sendspace for a limited time to let people grab 
it before it is gone for good.



Charles Rivard wrote:
I believe you can still play the demos if you have them unless Tom 
requested that we delete them.  If he did request it, I will do so.  
They are fun to play..


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Pretty is as pretty does.



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Re: [Audyssey] in support of Thomas Ward - Re: To the developers ofMontezuma's Revenge

2008-10-13 Thread Lisa Hayes
Charles you said this so well, go you tom and don't worry about the 
detractors.  You're doing a lot for us as game players.  Help I couldn't 
develop what you're doing.

Lisa Hayes
skype name, lisa12257
join my chat list subscribe at [EMAIL PROTECTED]
- Original Message - 
From: Charles Rivard [EMAIL PROTECTED]

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, October 14, 2008 2:42 PM
Subject: [Audyssey] in support of Thomas Ward - Re: To the developers 
ofMontezuma's Revenge



Just off the top of my head, here goes:  If I remember right, Tom didn't 
want the games to not be created, thus leaving those who preordered with 
nothing.  He also wanted to work on them.  He is still doing so, although, 
through the demands of others, plans have had to be changed.  I commend 
Tom for not letting gamers get screwed.  Gamers, myself among the number, 
preordered both titles in good faith from James North, who let all of us 
down.  He also screwed Tom, big time.  Tom is working on rectifying the 
situation as best he can, as quickly as he can.  Other projects he has 
plans for are on hold.  I can't wait to see those, too.  The games he is 
working on may not be in their original form, which bums me out, but I'll 
get good games, I'm sure.  Hang in there, folks.  Don't give up, Tom. 
It'll get there.


---
Pretty is as pretty does.
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, October 12, 2008 9:34 PM
Subject: Re: [Audyssey] To the developers of Montezuma's Revenge



Hi Jason,
Keep in mind James North had sold the game to several customers before I 
took over the project. I agreed to take it over, and sell it under my own 
name once I completed it. I never saw one dime of the money James North 
got for creating the early development of the game. So in addition to the 
$1500 I made off the game during the Christmas season I would have had to 
come up with an extra $1000 to insure everyone got their money back. The 
$1500 I made over the Christmas season would have been no problem to 
refund at the time. However, coming up with the money to refund everyone 
who paid James North instead of me was not financially possible, nor do I 
think I have to owe $1000 in refunds I did not personally take orders 
for.

Cheers.


Jason Allen wrote:
It isn't unfair. If someone bought a license for the game and you were 
then

contacted to remove the title (actually, all you'd really need to do is
re-name it) you should have refunded everyone's purchase. Not give them
something else that they may or may not want. That's just how business 
goes.
It would have been the professional way to handle a bad situation - in 
my

opinion.
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