Re: [Audyssey] fallthrough darkwater cave stuck?

2009-01-13 Thread dark
The learning curve is incredibly steep, but it is fun when you get going, 
though rather a pest in parts, yet it's one of these games that's actually 
quite hard to put down.


What was the principle problem?

Beware the Grue!

Dark.

- Original Message - 
From: Liam Erven liamer...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, January 13, 2009 7:33 AM
Subject: Re: [Audyssey] fallthrough darkwater cave stuck?



You know. I could never get started in fallthrough.  I always died in the
first two minutes.


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Tuesday, January 13, 2009 1:24 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] fallthrough darkwater cave stuck?

Hi.

Yep, on my one occasion getting into the cave I did notice the leaches of
doom.

The problem is for some very odd reason, I'm not sure what triggers that
stairway down to appear or not, it just seems to randomly appear or not at
some points, which is a litle frustrating.

To be honest at the moment I'm making my way back to the hole in the wall 
to

try the maze there and hopefully get a silver key, sinse that will get me
into a lot more dungeons.

I don't particularly need the money,  I've got a good 900 ralls from
fighting warriors and renigades, but I'd like the rubies to go into my 
gold

ring fund.

Beware the Grue!

Dark.

Before, the demon in their totally destroyed me, but i think I should be
able to do something about that now, sinse I've been fighting a lot of
warriors and am about 30 levels stronger,  pluss I have a bow and some
arrows.
- Original Message -
From: Shadow Dragon elementalult...@hotmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 13, 2009 1:29 AM
Subject: Re: [Audyssey] fallthrough darkwater cave stuck?



I have to say this is probably one of the tougher puzzles in the game.
And its going to be rather hard to give a hint for without giving the
solution away, but I can try I suppose.

Possible Spoiler

It does involve that stairway leading down. The game doesn't
acknowledge the door as a door because there's a special way you have to

open it.

You'll need to actually go down into the cave. The only hint I can
think to give is that you'll need to keep your strength up and have a
fair amount of luck down there. Hth, and good luck!

--
From: dark d...@xgam.org
Sent: Monday, January 12, 2009 11:27 AM
To: Gamers@audyssey.org
Subject: [Audyssey] fallthrough darkwater cave stuck?


Hi.

well I've got into darkwater cave,  or at least into the dome.

there seems to be something odd going on though. i can walk through
several passages,  one of which has a huge door with a symbol on
it which lead to a dead end,   the symbol on the door just seems
to be a sign of where the dead end is.

I can't unlock the door,  in fact the game doesn't even seem to
recognize that there is a door there at all.

Once, when walking through one passage near the door I happened to
see a stairway down,  but like an idiot I'd not bought my lamp so
couldn't head down there.

I'm not sure though what the heck triggered this to appear, or
whether indeed it just turned up at random.

does anyone have any idea how I can get into the cave?

I'd really like that wherering.

Any help would be much appreciated.

Beware the Grue!

Dark.
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Re: [Audyssey] fallthrough darkwater cave stuck?

2009-01-13 Thread Liam Erven
Well.  I got out of town, and wasn't exactly sure where I should go.  I
ended up coming across some warriors that beat me up.  It's been a while
since I played. But I did redownload it, and am going to delve in to it
again.  Any tips?
 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Tuesday, January 13, 2009 2:20 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] fallthrough darkwater cave stuck?

The learning curve is incredibly steep, but it is fun when you get going,
though rather a pest in parts, yet it's one of these games that's actually
quite hard to put down.

What was the principle problem?

Beware the Grue!

Dark.

- Original Message -
From: Liam Erven liamer...@gmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, January 13, 2009 7:33 AM
Subject: Re: [Audyssey] fallthrough darkwater cave stuck?


 You know. I could never get started in fallthrough.  I always died in the
 first two minutes.


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of dark
 Sent: Tuesday, January 13, 2009 1:24 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] fallthrough darkwater cave stuck?

 Hi.

 Yep, on my one occasion getting into the cave I did notice the leaches of
 doom.

 The problem is for some very odd reason, I'm not sure what triggers that
 stairway down to appear or not, it just seems to randomly appear or not at
 some points, which is a litle frustrating.

 To be honest at the moment I'm making my way back to the hole in the wall 
 to
 try the maze there and hopefully get a silver key, sinse that will get me
 into a lot more dungeons.

 I don't particularly need the money,  I've got a good 900 ralls from
 fighting warriors and renigades, but I'd like the rubies to go into my 
 gold
 ring fund.

 Beware the Grue!

 Dark.

 Before, the demon in their totally destroyed me, but i think I should be
 able to do something about that now, sinse I've been fighting a lot of
 warriors and am about 30 levels stronger,  pluss I have a bow and some
 arrows.
 - Original Message -
 From: Shadow Dragon elementalult...@hotmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, January 13, 2009 1:29 AM
 Subject: Re: [Audyssey] fallthrough darkwater cave stuck?


I have to say this is probably one of the tougher puzzles in the game.
And its going to be rather hard to give a hint for without giving the
solution away, but I can try I suppose.

 Possible Spoiler

 It does involve that stairway leading down. The game doesn't
 acknowledge the door as a door because there's a special way you have to
 open it.
 You'll need to actually go down into the cave. The only hint I can
 think to give is that you'll need to keep your strength up and have a
 fair amount of luck down there. Hth, and good luck!

 --
 From: dark d...@xgam.org
 Sent: Monday, January 12, 2009 11:27 AM
 To: Gamers@audyssey.org
 Subject: [Audyssey] fallthrough darkwater cave stuck?

 Hi.

 well I've got into darkwater cave,  or at least into the dome.

 there seems to be something odd going on though. i can walk through
 several passages,  one of which has a huge door with a symbol on
 it which lead to a dead end,   the symbol on the door just seems
 to be a sign of where the dead end is.

 I can't unlock the door,  in fact the game doesn't even seem to
 recognize that there is a door there at all.

 Once, when walking through one passage near the door I happened to
 see a stairway down,  but like an idiot I'd not bought my lamp so
 couldn't head down there.

 I'm not sure though what the heck triggered this to appear, or
 whether indeed it just turned up at random.

 does anyone have any idea how I can get into the cave?

 I'd really like that wherering.

 Any help would be much appreciated.

 Beware the Grue!

 Dark.
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 ---
 

Re: [Audyssey] fallthrough darkwater cave stuck?

2009-01-13 Thread dark

Hi liam.

Well, as you'll gather, I'm stil mid play myself, but for starting out I 
probably can offer some tips.


First you shouldn't actually attempt combat until your A, an honourable 
warrior, B, are proficient in knife throwing, and C, have a decent weapon, 
ie an axe or better stil a sword.


It also really helps if you know and recognize the warrior and can be pretty 
certain you've got a good chance of beating him, plus talking to warriors 
gets you some handy hintgs and info,  as indeed does talking to 
peasants, especially at the start of the game sinse salve for healing wounds 
is comparatively expensive.



Personally I began buy buying a knife, pack, 10  food and canteen then went 
to a hunting place which you get hints about,  though I'll write it's 
loacation at the bottom of here just in case you want to speed things up 
slightly at the beginning of the game,  also that hint only showed up 
once for me for some reason.


When I had enough cash (and some knife throwing experience), i was able to 
afford first a lamp, oil and bottle,  sinse if you don't have these by 
day 15 and the time the felven appear your pretty much dead, and an axe. 
This should be enough to begin fighting warriors and go exploring.


I'll also offer one more hint. though buying armor, a sword and a burro is a 
must, don't be too quick to spend more cash, sinse imho the most helpful 
item can be bought in a slightly less obvious place, and I was actually very 
sorry I bought another item and didn't buy it earlier in the game sinse it 
makes things a lot easier and much more fun.


Hunting spot spoiler!

30 east, 25 north. It's also outside a farm which helps for water.




Hth.

Beware the Grue!

Dark.

Hunting place, 30 



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[Audyssey] question about video game developers

2009-01-13 Thread John Bannick
Jason,

Developers don't make their games blind-accessible because:

1. They don't think about it.
2. They work for business people who want to maximize (or even achieve)
profit.

I've been coding user interfaces, including games, professionally for 30
years. It's rare to get any direction at all from management. Usually they
just want to tweak button colors or locations at the end of a project.

And I know lots of programmers. Absolutely zero of whom, with the
exception of this and a couple of other related forums, are even aware of
accessibility issues.

Also. Making a program accessible adds roughly 20% to its time and cost.
Since most projects are late, and most game companies are not even
profitable, ... well, you get my drift.

That being said, some good folks over at the IGDA Game Accessibilty SIG
are trying to address at least problem 1. Mark Barlet at ablegamers.com is
also doing some good industry-bugging.

And there are some good folks on this forum: Thomas, Jim, Liam, Che, etc.
come to mind, who are building good stuff.

BTW. Some current research we're doing suggests that there are probably more
blind-accessible games than motion-impaired accessible, or deaf
accessible, or cognitively-impaired accessible games.

I like Dark's approach. If a game could be made blind-accessible, and the
developer company is small enough to give a hoot, ask them for changes.

Which is not to say you don't have a legitimate beef. It truly sucks to be
locked out of some otherwise good stuff.

John Bannick
Chief Technology Officer
7-128 Software



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Re: [Audyssey] question aboout video game developers

2009-01-13 Thread Jim Kitchen

Hi Matt and Ron,

One of the problems is, video games are by design visual.  When I could still 
see to play them, they were fairly simple.  These days there is so much going 
on on the screen visually that even if you could label the graphics, there are 
so many of them and they are moving around constantly, there would be no way 
you could keep up with it all.  I don't like to say this, but with sight one 
can get so so much more input in a glance then one can by sound alone.

BFN

Jim

Cranial Input Error: Line Status Register 02

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] question about video game developers

2009-01-13 Thread dark

Hi John.

I must admit, I'm incredibly doubtful about changing the minds of the 
mainstream game companies at all on this issue for the precise reasons you 
mention.


Access costs money, big companies do not like spending money.

while I fully support igda's efforts, and would be the first to jump in if 
something like world of warcraft became accessible, my expectations aren't 
high.


Especially given that the two occasions I approached large companies, ---  
capcom and nintendo over some low vision access issues, they were both in 
different ways unhelpful.


Capcom told me in no uncertain terms to get lost, and while nintendo were 
much more polite, unfortunatelly nintendo uk had absolutely no chance 
whatsoever of contacting the people in the company who made the 
decisions, --- which is mad! but believeable.


this is why I think independent games are the way forward for access, and 
why I've put so much effort into chatting with devs over both Vi and low 
vision access issues.


It does indeed drive me up the wall that I can't play games like Zelda, Ff 
or world of warcraft, but hopefully this way I can at least get something 
fun,  like fallthrough!


This didn't actually start out as a formal approach or idea, it was just me 
in 2002 trying out online games and politely asking devs if they could do x 
y and Z in order so that I could play them.


yes though, I suppose now it has turned into a bit of a thing with me.

Beware the Grue!

Dark. 



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Re: [Audyssey] Moderator note Audeasy mag not on Kelly's site

2009-01-13 Thread Darren Harris
I wonder if some ISP's see the message because of it's sheer size
without an attachment as spam? 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org]
On Behalf Of Thomas Ward
Sent: 12 January 2009 23:13
To: Charles Rivard; Gamers Discussion list
Subject: [Audyssey] Moderator note Audeasy mag not on Kelly's site


Hi Charles and all,
First, by being a member of this list everyone should automatically 
recieve the magazine when it is posted. however, as passed releases have

proven not everyone actually recieves it for some reason. Neither Raul 
or I have been able to figure out exactly why not everyone gets the 
magazine.
Second, since this is an issue for some many people I'll upload the mag 
to the USA Games site this afternoon/tonight and let everyone know where

to grab it.
HTH.


Charles Rivard wrote:
 I haven't gotten it, either.  Is my understanding correct in that we, 
 as
 members of this list, automatically get it in our inboxes?  If so, 
 something's screwy somewhere, because, as I say, I haven't received
it.  
 If members don't get a copy, where's the best source to download it 
 rather than just viewing it online?  Thanks.
 
 ---
 If guns cause crime, pencils cause misspelled words.


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Re: [Audyssey] question about video game developers

2009-01-13 Thread Jason Allen
Capcom really? I thought Capcom was a fan driven company.

I entered accessible development for two main reasons. One, I have family
members who are vision impaired and two, precisely because the market was
small. The day Nintendo moves into accessible entertainment is the day me
and many others are driven from it. We don't have million dollar focus
groups and development teams.

Personally, I like it. Its community driven. I hope my game is just one of
many I develop. Dwarf Fortress proved that text games are still captivating
to many people and that's all I really want. To captivate, even without
text.

Jason
www.blind-games.com

On Tue, Jan 13, 2009 at 9:15 PM, dark d...@xgam.org wrote:

 Hi John.

 I must admit, I'm incredibly doubtful about changing the minds of the
 mainstream game companies at all on this issue for the precise reasons you
 mention.

 Access costs money, big companies do not like spending money.

 while I fully support igda's efforts, and would be the first to jump in if
 something like world of warcraft became accessible, my expectations aren't
 high.

 Especially given that the two occasions I approached large companies, ---
  capcom and nintendo over some low vision access issues, they were both in
 different ways unhelpful.

 Capcom told me in no uncertain terms to get lost, and while nintendo were
 much more polite, unfortunatelly nintendo uk had absolutely no chance
 whatsoever of contacting the people in the company who made the decisions,
 --- which is mad! but believeable.

 this is why I think independent games are the way forward for access, and
 why I've put so much effort into chatting with devs over both Vi and low
 vision access issues.

 It does indeed drive me up the wall that I can't play games like Zelda, Ff
 or world of warcraft, but hopefully this way I can at least get something
 fun,  like fallthrough!

 This didn't actually start out as a formal approach or idea, it was just me
 in 2002 trying out online games and politely asking devs if they could do x
 y and Z in order so that I could play them.

 yes though, I suppose now it has turned into a bit of a thing with me.

 Beware the Grue!

 Dark.

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Re: [Audyssey] question about video game developers

2009-01-13 Thread dark

Hi Jason.

Yep, I phoned capcom Uk.

It was deffinately over a low vision access issue, --- principley the fact 
that they didn't bother releasing the Mega man aniversary collection in the 
Uk. I wanted to talk to them, sinse basically this meant complete lack of 2D 
platformers for me to play.


I was more hoping just to have a reasonable conversation than anything else, 
but was basically told that Capcom didn't care about Vi gaming, the markit 
wasn't right for the collection (completely balls as the entire staff of my 
local gamestation wanted copies), and had the phone slammed down on me.


So much for fan driven!

As it turned out there's a handy region hacking disk for the Gc which let me 
play the collection, but that's the last time i expect anything from Capcom.


Nintendo were much nicer when I wanted to talk about Wii menue access, and 
we had a reasonable conversation, however they couldn't actually contact 
anyone in the company to help which was rather sad.


As to text not being captivating, right now my brother is playing his way 
through the phenix right games on the Ds.


These involve playing as a lawyer phenix right, investigating cases, then 
going through the trial.


The trial involves selecting from a menue of questions and answers, and 
knowing when to object to what the opposition is saying, while the 
investigation involves talking to witnesses,  yes talking! everything 
works via menue driven conversation pluss use of the objection button.


You can use the Ds touch screen to examine objects, --- but mainly 
everything is text, yes, text!


why my brother who is a lawyer would want to play games about being a lawyer 
is beyond me, --- but hay!


So text is officially a captivating and used medium I think.

Btw, for me, I don't actually mind what medium the game uses, graphics, 
(those games I can play), audio or text, --- in fact sinse I'm synaesthesic 
you could say all games have graphics for me, lol!


Seriously, while I do occasionally play a quick action burst, what I mostly 
play for is exploration and the journey. This even counts arcade style games 
with new enemies or levels, or beat em ups with specific bosses.


Beware the Grue!

Dark. 



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Re: [Audyssey] question about video game developers

2009-01-13 Thread Orin

Hm. I've tried DF and really couldn't get anyware with it unfortunately.
On Jan 13, 2009, at 5:31 AM, Jason Allen wrote:


Capcom really? I thought Capcom was a fan driven company.

I entered accessible development for two main reasons. One, I have  
family
members who are vision impaired and two, precisely because the  
market was
small. The day Nintendo moves into accessible entertainment is the  
day me

and many others are driven from it. We don't have million dollar focus
groups and development teams.

Personally, I like it. Its community driven. I hope my game is just  
one of
many I develop. Dwarf Fortress proved that text games are still  
captivating
to many people and that's all I really want. To captivate, even  
without

text.

Jason
www.blind-games.com

On Tue, Jan 13, 2009 at 9:15 PM, dark d...@xgam.org wrote:


Hi John.

I must admit, I'm incredibly doubtful about changing the minds of the
mainstream game companies at all on this issue for the precise  
reasons you

mention.

Access costs money, big companies do not like spending money.

while I fully support igda's efforts, and would be the first to  
jump in if
something like world of warcraft became accessible, my expectations  
aren't

high.

Especially given that the two occasions I approached large  
companies, ---
capcom and nintendo over some low vision access issues, they were  
both in

different ways unhelpful.

Capcom told me in no uncertain terms to get lost, and while  
nintendo were

much more polite, unfortunatelly nintendo uk had absolutely no chance
whatsoever of contacting the people in the company who made the  
decisions,

--- which is mad! but believeable.

this is why I think independent games are the way forward for  
access, and
why I've put so much effort into chatting with devs over both Vi  
and low

vision access issues.

It does indeed drive me up the wall that I can't play games like  
Zelda, Ff
or world of warcraft, but hopefully this way I can at least get  
something

fun,  like fallthrough!

This didn't actually start out as a formal approach or idea, it was  
just me
in 2002 trying out online games and politely asking devs if they  
could do x

y and Z in order so that I could play them.

yes though, I suppose now it has turned into a bit of a thing with  
me.


Beware the Grue!

Dark.

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Re: [Audyssey] question about video game developers

2009-01-13 Thread dark
I sort of thought Df was an aski game,  which personally I've never 
worked out an efficient way of playing, owing to the lack of a braille 
display.


On the other hand, I've not tried any aski games sinse Hal V9 introduced the 
repeat punctuation and find in Vf functions, both of which I think would 
help in an aski game.


I found Adom the least irritating to play, so I might try it again.

Beware the Grue!

Dark. 



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[Audyssey] Gma engine Audio rpgs

2009-01-13 Thread dark

Hi tom.

The principle reason I thought the gma engine might do an rpg game is to do 
with the way certain things worked in shades and Sarah.


It can manifestly hanndle talking to characters (even with random speeches 
like the 2 way mirror in Sarah), shops keys and locks.


This is the bulk of the exploration part of an rpg.

for the offensive part, it can handle armor, hp weapons with various ranges, 
a variety of monsters which drop items when killed.


Put all these together and you already have enough to make an action rpg 
similar to some of the zelda games,  which do not have character 
leveling.


I'm sure Phil will correct me on this if I'm wrong, but it also occurs to me 
that to level characters, all you need to do at base is to have the 
strength, armor, or amo of specific weapons,  ie, mana for spells, 
increase according to either an enemy's killed statistic or completion of 
some other goals,  such as finishing quests.


If stat increases must be tied to collection of items, then some work around 
such as collection of magic christals from defeated monsters could be 
used, - and then have stat increases at various points, strength 
increase at 100 christals for example).


If stat increases need to be tied to having certain armor or weapons, then 
simply use a shop.


this is why I say that the Gma engine could make an rpg,  and if the 
genesis engine has some of the same atributes, it might be able to as well.


Appologies if I've got something incredibly wrong here, I'm just basing this 
on what I've seen the gma engine do thus far in shades and sarah, and 
breaking down an rpg conceptually.


Beware the grue!

Dark. 



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Re: [Audyssey] question about video game developers

2009-01-13 Thread Jason Allen
I absolutely love Phoenix Wright. They're my favorite DS games of all time
and I've played every one all the way through. Finishing the last Pheonix
Wright was a sad, sad day. This list keeps bringing up absolute gems. What
makes Pheonix Wright so great is the story. It's more like a modern text
adventure. Pheonix Wright isn't accesible because the text isn't spoken
though. There is so much text that the voice files wouldn't likely fit on a
cartridge. Not to mention the cost involved.

Story driven accessible games are hard to make because SAPI kills any
emotion. It was pointed out not long ago that accesible games voice acting
can kill a great story too. It's tough. I think the only way to do it would
to get a professional voice actor (or a few) to donate their voices to a
game.

What I meant by text games in regards to Dwarf Fortress was ascii. Like
nearly all roguelikes, it's ascii based. But the point was that even in an
industry dominated by intense 3D graphics, DF was adored by the gaming
community even though the graphics technology was as old as the home
computer itself.

I don't believe sound games have to play second fiddle to mainstream games.
I think they're a great way to innovate.

Jason
www.blind-games.com


On Tue, Jan 13, 2009 at 9:56 PM, dark d...@xgam.org wrote:

 I sort of thought Df was an aski game,  which personally I've never
 worked out an efficient way of playing, owing to the lack of a braille
 display.

 On the other hand, I've not tried any aski games sinse Hal V9 introduced
 the repeat punctuation and find in Vf functions, both of which I think would
 help in an aski game.

 I found Adom the least irritating to play, so I might try it again.


 Beware the Grue!

 Dark.

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Re: [Audyssey] question about video game developers

2009-01-13 Thread dark

Hi Jason.

I've heard a lot about pheonix right from my brother, (he's also got the 
other series about appolo justice and miles edgeworth), Apparently their are 
on utube somewhere some actual voice acted plays of some of the phenix right 
cases,  which I'd love to see just for the story.


I'll have to check utube myself.

I did once have a conversation with a friend of mine who did a degree in 
computer science about creating markers for emphasis in text files so as to 
produce more emotion in the voice.


I must admit I'd always prefer actual voice acting myself, though sinse i've 
acquired scansoft daniel the sapi front is much more barable.


It's probably just because I've got used to orphius, but I do find some of 
the tts voices do detract from things.


In the matter of voice acting though, having done fairly serious ameter 
light opera for a number of years, I'm amazed at the amount of very good 
ameter actors who are around.


I'd of course be very happy to voice act myself,  I have a digital 
recorder, but given the fact I've seen some exceptional quality ameter 
acting (and some awful stuff too but that's not the point), you probably 
could find some voice actors who could do the job if you asked and 
auditioned.


Beware the Grue!

Dark.


- Original Message - 
From: Jason Allen evildi...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 13, 2009 11:18 AM
Subject: Re: [Audyssey] question about video game developers



I absolutely love Phoenix Wright. They're my favorite DS games of all time
and I've played every one all the way through. Finishing the last Pheonix
Wright was a sad, sad day. This list keeps bringing up absolute gems. What
makes Pheonix Wright so great is the story. It's more like a modern text
adventure. Pheonix Wright isn't accesible because the text isn't spoken
though. There is so much text that the voice files wouldn't likely fit on 
a

cartridge. Not to mention the cost involved.

Story driven accessible games are hard to make because SAPI kills any
emotion. It was pointed out not long ago that accesible games voice acting
can kill a great story too. It's tough. I think the only way to do it 
would

to get a professional voice actor (or a few) to donate their voices to a
game.

What I meant by text games in regards to Dwarf Fortress was ascii. Like
nearly all roguelikes, it's ascii based. But the point was that even in an
industry dominated by intense 3D graphics, DF was adored by the gaming
community even though the graphics technology was as old as the home
computer itself.

I don't believe sound games have to play second fiddle to mainstream 
games.

I think they're a great way to innovate.

Jason
www.blind-games.com


On Tue, Jan 13, 2009 at 9:56 PM, dark d...@xgam.org wrote:


I sort of thought Df was an aski game,  which personally I've never
worked out an efficient way of playing, owing to the lack of a braille
display.

On the other hand, I've not tried any aski games sinse Hal V9 introduced
the repeat punctuation and find in Vf functions, both of which I think 
would

help in an aski game.

I found Adom the least irritating to play, so I might try it again.


Beware the Grue!

Dark.

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Re: [Audyssey] Moving up in Lusternia

2009-01-13 Thread MICHAEL MASLO
Will write you with that. Really there are two of them that are real good.
One John told me about and the other I found.

fotr.mudmagic.com port 
and
mudsite.comport 2500

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Monday, January 12, 2009 11:38 PM
To: mmaslo1...@swbell.net; Gamers Discussion list
Subject: Re: [Audyssey] Moving up in Lusternia

what address do you go to for starwars?
At 12:15 p.m. 13/01/2009, you wrote:
Che:
I
 Have a character also on their. My character name is Marham. I just went
there once or twice. Want to go back there but I spend a lot of time on
Miriani and Star Wars.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Che
Sent: Monday, January 12, 2009 5:03 PM
To: Gamers Discussion list
Subject: [Audyssey] Moving up in Lusternia

  Hi gang,
 Not sure if any folks here are playing the Lusternia mud or not, but it is
really good so far.
  I joined about 3 days ago, I'm currently circle 10, but I'm not sure what
I should be training at this point.
  I am a paladin, and so far I've been concentrating on knighthood.
  Also, I can't seem to find the eggs to do the queen ant quest.
  Btw my name on there is Shay.
  The info to play the mud is:
www.lusternia.com:23
  Thanks much,
Che (Pronounced shay, no matter what jaws might think)
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[Audyssey] news?

2009-01-13 Thread william lomas
	hi what's the latest news from game developers please in the latest  
issue of audyssey especially from draconis, any updates?

thanks will


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[Audyssey] .Net Framework

2009-01-13 Thread Hayri Tulumcu
  fulle package:
  
http://download.microsoft.com/download/2/0/e/20e90413-712f-438c-988e-fdaa79a8ac3d/dotnetfx35.exe


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[Audyssey] Monkey Business

2009-01-13 Thread Hayri Tulumcu
  I have found out that the level 6 is wrapped in the following file: c: \ 
Documents and Settings \ username \ Application Data \ Monkey Business \ 
oldwest.map it is not in the file mbmaps.esp I hope that they can package file 
into file mbmaps.esp 

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Re: [Audyssey] question about video game developers

2009-01-13 Thread Phil Vlasak

Hi Thomas,
I could imagine the the lava rocks in your example could make a sound or 
more importantly say how far away they are from you.
Thus by their distance you could center one in the middle before jumping to 
it.

Of course you would need some kind of jump meter to gage how far you jump.
For example, the lava stone off to your right is saying 5 feet, so you hit 
the 5 foot jumping key or hit the get ready to jump key and it counts up 1, 
2, 3, 4, and when it hits 5 you press the jump button.
The game calculates how far you are on the 5 foot mark by tenths of a 
second, then places you at that spot and determines if you have landed on 
the stone.
Of course the sinking of the stones would have to be slower, allowing you to 
aim at the next stone and jump.

All this would not be necessary in a sighted only game.
Phil

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, January 12, 2009 5:58 PM
Subject: Re: [Audyssey] question about video game developers



Hi Dakotah,
Well said. My thoughts exactly. As a game developer myself i certainly
know many games can be made accessible. on the other hand there are
limits to how far I can go with accessibility. Obviously anything
specifically requiring vision won't work at all. Often times there is
simply no sound for a certain item, object, etc. Sometimes the design of
the level is such that it is hard if not impossible to navigate while
being blind. A case in point.
In Tomb Raider Angel of Darkness there is a room in the Hall of Seasons
filled with lava. There are little stones jutting up out of the lava you
can use to jump onto to get across the lava. however, they are at such
odd angles I have never managed to get lined up correctly to jump on to
them. Plus when you land on one it starts to sink meaning once you get
over the lava, get the crystals, you can not use the same stones coming
back across. There are sighted gamers that have troubles playing that
level, and it is impossible for a blind person to play it without some
serious sighted help. I've tried coming up with my own accessible
version of that level and it isn't easy. If a company was really going
to make the game accessible it would be better to just scrub the entire
level or line all the stones up in a row or something. That would in
turn defeat the challenge for sighted players. There is only so much we
can ask for before companies tell us point blank accessibility can't be
done without sacrificing large portions of the games replay value.



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Re: [Audyssey] Moving up in Lusternia

2009-01-13 Thread ian mcnamara
what two muds are theese i am thinking of playing listurnia but i am never 
bery god at them muds. but i am thinking of giving it a go.
- Original Message - 
From: MICHAEL MASLO mmaslo1...@swbell.net

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, January 13, 2009 11:44 AM
Subject: Re: [Audyssey] Moving up in Lusternia



Will write you with that. Really there are two of them that are real good.
One John told me about and the other I found.

fotr.mudmagic.com port 
and
mudsite.comport 2500

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Monday, January 12, 2009 11:38 PM
To: mmaslo1...@swbell.net; Gamers Discussion list
Subject: Re: [Audyssey] Moving up in Lusternia

what address do you go to for starwars?
At 12:15 p.m. 13/01/2009, you wrote:

Che:
I
Have a character also on their. My character name is Marham. I just went
there once or twice. Want to go back there but I spend a lot of time on
Miriani and Star Wars.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Che
Sent: Monday, January 12, 2009 5:03 PM
To: Gamers Discussion list
Subject: [Audyssey] Moving up in Lusternia

 Hi gang,
Not sure if any folks here are playing the Lusternia mud or not, but it 
is

really good so far.
 I joined about 3 days ago, I'm currently circle 10, but I'm not sure 
what

I should be training at this point.
 I am a paladin, and so far I've been concentrating on knighthood.
 Also, I can't seem to find the eggs to do the queen ant quest.
 Btw my name on there is Shay.
 The info to play the mud is:
www.lusternia.com:23
 Thanks much,
Che (Pronounced shay, no matter what jaws might think)
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Re: [Audyssey] Gma engine Audio rpgs

2009-01-13 Thread Phil Vlasak

Hi Dark,
The one limitation of the GMA game engine is that it was designed to be a 
first person shooter.
Yes, you can have variables tracking your stats and adjusting them but it 
was not designed for multiple players or for you to switch classes or races 
at the beginning.
As in tank commander, you can control other friendly computer controlled 
players but you only have a few ways to control them.
I have Sarah asking help from Dobby based on what items she has not picked 
up on a floor and do a random help statement from Dobby to help her.

Phil

- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 13, 2009 6:14 AM
Subject: [Audyssey] Gma engine Audio rpgs



Hi tom.

The principle reason I thought the gma engine might do an rpg game is to 
do

with the way certain things worked in shades and Sarah.

It can manifestly hanndle talking to characters (even with random speeches
like the 2 way mirror in Sarah), shops keys and locks.

This is the bulk of the exploration part of an rpg.

for the offensive part, it can handle armor, hp weapons with various 
ranges,

a variety of monsters which drop items when killed.

Put all these together and you already have enough to make an action rpg
similar to some of the zelda games,  which do not have character
leveling.

I'm sure Phil will correct me on this if I'm wrong, but it also occurs to 
me

that to level characters, all you need to do at base is to have the
strength, armor, or amo of specific weapons,  ie, mana for spells,
increase according to either an enemy's killed statistic or completion of
some other goals,  such as finishing quests.

If stat increases must be tied to collection of items, then some work 
around

such as collection of magic christals from defeated monsters could be
used, - and then have stat increases at various points, strength
increase at 100 christals for example).

If stat increases need to be tied to having certain armor or weapons, then
simply use a shop.

this is why I say that the Gma engine could make an rpg,  and if the
genesis engine has some of the same atributes, it might be able to as 
well.


Appologies if I've got something incredibly wrong here, I'm just basing 
this

on what I've seen the gma engine do thus far in shades and sarah, and
breaking down an rpg conceptually.

Beware the grue!

Dark.



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Re: [Audyssey] Moving up in Lusternia

2009-01-13 Thread Shadow Dragon
I've never really had much luck with lusternia or any other iron realms 
games for a couple reasons. Firstly the roleplay atmosphere just doesn't 
seem to fit no matter what race, class or the like I pick. The races don't 
seem to have their own cultures, it seems to be all guild based, and even 
then the roleplay I did see was very loose and didn't seem to make a lot of 
sense. There's a lot of things I'd like to try out in the iron realms games, 
like the colossus battles in lusternia, or the ship battles in achaea, but I 
can't get passed the roleplay thing. The other reason is that guilds are 
just, weird. You have to have player approval to get past a certain level of 
training, and it seems to me that to get into the guild, no matter which 
guild it is, you have to write a ton of reports and essays and do interview 
and, blah. I can see that sort of thing for like, a scholar's guild, but 
there's a sort of chaos knight guild in lusternia for which that makes 
absolutely no sense, same with the monks guild. Also, the little minigames 
like capture the flag and tag and such don't make sense at all in a roleplay 
atmosphere. I've suggested to them in the past that they put up sepperate 
servers of the games non-roleplay, since these muds would be awesome hack 
and slash, but I never got a response. I imagine for a non-roleplay version 
they'd have to take out a lot of the player run stuff like guild approval 
and the like, but that wouldn't bother me in the slightest since having some 
guy I don't know run a required aspect of the game doesn't sit well with me. 
Does anyone else think these muds would be great without roleplay 
constraints? If so, would you guys be willing to back me in suggesting it to 
them again? 



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Re: [Audyssey] Gma engine Audio rpgs

2009-01-13 Thread dark

Hi Phil.

to be honest both multiplayer and choice of race or class are I think 
optional in an rpg,  and probably less important in an action rpg 
anyway, there are plenty of mainstream games such as the zelda series, 
Secret of mana The lotr titles on the Snes and alundra which manage without 
them.


Lotr and secret of mana even had controllable friendly players.

While obviously there are things which the gma engine couldn't do rpg wise 
such as create turn based combat,  a game doesn't have to feature this 
to be a good rpg.


I didn't know dobby's mirror was so complex,  in that case you could do 
some quite interesting things with conversation i think.


Beware the Grue!

Dark. 



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Re: [Audyssey] Gma engine Audio rpgs

2009-01-13 Thread Ryan Strunk
I believe Might and Magic was a first person setup. In addition you might
also be able to use the engine to create turn-based combat with a menu
structure. I haven't seen the engine, though, so I don't know if the latter
is possible, but the first-person view certainly doesn't pose a problem.

Ryan

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Phil Vlasak
Sent: Tuesday, January 13, 2009 7:57 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Gma engine Audio rpgs

Hi Dark,
The one limitation of the GMA game engine is that it was designed to be a 
first person shooter.
Yes, you can have variables tracking your stats and adjusting them but it 
was not designed for multiple players or for you to switch classes or races 
at the beginning.
As in tank commander, you can control other friendly computer controlled 
players but you only have a few ways to control them.
I have Sarah asking help from Dobby based on what items she has not picked 
up on a floor and do a random help statement from Dobby to help her.
 Phil

- Original Message - 
From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 13, 2009 6:14 AM
Subject: [Audyssey] Gma engine Audio rpgs


 Hi tom.

 The principle reason I thought the gma engine might do an rpg game is to 
 do
 with the way certain things worked in shades and Sarah.

 It can manifestly hanndle talking to characters (even with random speeches
 like the 2 way mirror in Sarah), shops keys and locks.

 This is the bulk of the exploration part of an rpg.

 for the offensive part, it can handle armor, hp weapons with various 
 ranges,
 a variety of monsters which drop items when killed.

 Put all these together and you already have enough to make an action rpg
 similar to some of the zelda games,  which do not have character
 leveling.

 I'm sure Phil will correct me on this if I'm wrong, but it also occurs to 
 me
 that to level characters, all you need to do at base is to have the
 strength, armor, or amo of specific weapons,  ie, mana for spells,
 increase according to either an enemy's killed statistic or completion of
 some other goals,  such as finishing quests.

 If stat increases must be tied to collection of items, then some work 
 around
 such as collection of magic christals from defeated monsters could be
 used, - and then have stat increases at various points, strength
 increase at 100 christals for example).

 If stat increases need to be tied to having certain armor or weapons, then
 simply use a shop.

 this is why I say that the Gma engine could make an rpg,  and if the
 genesis engine has some of the same atributes, it might be able to as 
 well.

 Appologies if I've got something incredibly wrong here, I'm just basing 
 this
 on what I've seen the gma engine do thus far in shades and sarah, and
 breaking down an rpg conceptually.

 Beware the grue!

 Dark.
 

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[Audyssey] whoops! I messed up scorpion's 5th challenge.

2009-01-13 Thread Yohandy
oops! my bad. Replace down left square down left square, with down left x 
down left x. Or you can simply redownload the new file below. I also want to 
point out something else I forgot. If you're doing a challenge and you want 
to return the characters positions to what they were originally, press 
select. this is useful if you teleport and want to get back to the other 
side quickly without the need to jump over your opponent or teleporting 
yourself, or if you're in the middle of a wrong animation you can just hit 
select and it'll be cancelled. This only works in practice and in combo 
challenges. Here's the new link. let's hope I didn't mess anything else up.

http://www.sendspace.com/file/gew661




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Re: [Audyssey] Sale On Rail Racer ending this week

2009-01-13 Thread Valiant8086
done

  - Original Message - 
  From: Che 
  To: Gamers Discussion list 
  Sent: Monday, January 12, 2009 6:06 PM
  Subject: [Audyssey] Sale On Rail Racer ending this week


Hi all,
The holiday sale on Rail Racer will be ending this Friday at midnight, at 
which time the price will be returning to $33. Right now the price is $19.95.
If you haven't tried this game, you are really missing out, especially when 
it comes to online play.
Rail Racer was voted game of the year for 2007 in a poll of accessible 
games , and for good reason.
  But don't take my word for it,   Ask anyone on list here that owns the game 
what they think, it provides plenty of blind adrenaline indeed.
To find out more, go to: www.blindAdrenaline.com
Take care,
   Che
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Re: [Audyssey] Mk vs DCU: combo challenges for the blind.

2009-01-13 Thread Yohandy
lol no way. it's impossible to guess them. Someone read them to me, and I 
wrote them down. Once the challenges are finished, the game should be 100% 
playable.



- Original Message - 
From: Liam Erven liamer...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, January 13, 2009 2:23 AM
Subject: Re: [Audyssey] Mk vs DCU: combo challenges for the blind.


Very cool.  How did you find out that info.  Or was it a lot of guess 
work.



-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Yohandy
Sent: Monday, January 12, 2009 11:11 PM
To: Gamers Discussion list
Subject: [Audyssey] Mk vs DCU: combo challenges for the blind.

This is a text file I'm creating that will eventually contain all combo
challenges. link is at the bottom of this email. You guys can add to it if
you wish, and reupload. If people contribute, we can probably finish it 
much

quicker for everyone's benefit. A couple things I want to point out:
1. this particular file is for ps3, so if you have the game for the xbox 
360
and decide to add content to the file, please don't write any references 
to

xbox 360 buttons. It'll just confuse people if some challenges say x and
others say a or something. create a separate text file and replace the
buttons as needed if that's what you wish to do. I could've simply written
attack 1, 2, etc for naming buttons, but I figured it would be much easier
to write square, triangle, and so on. not to mention less confusion.
2. If you decide to add content, please keep the same format. It'll make
things a lot simpler.
3. I can't possibly explain how to perform each combo. It would be way too
time consuming. only the button combinations are listed. You will need to
figure out if you need to wait between button presses, how long, if the
moves are pro moves or normal moves, etc. This combo challenge guide isn't
really suited for mk newbie's that have never played mk, it is for those 
of
us that have played mk games for a long time and are familiar with its 
sound

effects and mechanics.
Here's how to get to the combo challenge option.
1. From the main menu, hit x
2. go down twice, and hit x. this should be the penultimate option since 
the

menus don't rap.
3. You'll find yourself at a character selection screen. Pick a person's
who's combo challenge you wish to perform, and an opponent.
4. You'll be at a screen with 10 items you can move through from left to
write. these don't rap either, and this is actually the list of 
challenges.

They are also numbered starting from 1 at the far left, and ending with 10
all the way to the write. If you haven't completed any challenges for a
particular character, you'll start at number 1. If you have completed some
challenges, you'll start where you left off. so for instance let's say you
completed Sonya's first 3 combo challenges, next time you pick her, you'll
be at challenge 4. convenient, isn't it? also when you've completed a
challenge, you'll move to the next automatically. You'll know you 
completed

a challenge, cause you'll here a very distinct dinging sound. in fact, I
believe it's the same sound you hear when you use a breaker.
That's about it. I do want to point out that these challenges are... 
well...


challenging to put it lightly. Trust me you will get very angry at the 
game

and at your controller. disclaimer! I shall not be held responsible if you
decide to toss your system out the nearest window. DO it at your own risk
lol I think I've covered everything in this lengthy email. It'll probably 
be

a great idea to save it cause I'll most likely not retype it. If you guys
need some help with combo challenge, feel free to drop me an email and 
I'll

respond as soon as possible. link is below
http://www.sendspace.com/file/agvtqj


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Re: [Audyssey] whoops! I messed up scorpion's 5th challenge.

2009-01-13 Thread Phil Vlasak

Hi Yohandy,
Thanks for the list of challenges.
It would be interesting to make a fully accessible game using them.
I would need to know some more about the relationship of the keys to come 
up with standard keyboard choices that would simulate those on the 
controller.

For example PCS did a boxing game using the six pack keys to throw punches.
You used the insert, home and page up keys to throw left punches to the 
head, center punches to the head or right punches to the head of your 
opponent.

The delete, end and page down keys punched the body.
And the left and right arrow keys kicked.
The up and down arrow keys moved you in and out.

Could you recommend keyboard keys that would replace the square, triangle 
etc keys you listed?

Phil

- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 13, 2009 10:55 AM
Subject: [Audyssey] whoops! I messed up scorpion's 5th challenge.



oops! my bad. Replace down left square down left square, with down left x
down left x. Or you can simply redownload the new file below. I also want 
to
point out something else I forgot. If you're doing a challenge and you 
want

to return the characters positions to what they were originally, press
select. this is useful if you teleport and want to get back to the other
side quickly without the need to jump over your opponent or teleporting
yourself, or if you're in the middle of a wrong animation you can just hit
select and it'll be cancelled. This only works in practice and in combo
challenges. Here's the new link. let's hope I didn't mess anything else 
up.

http://www.sendspace.com/file/gew661




-
For video game music and related content, check out the following site:
http://gh.ffshrine.org?r=16426


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No virus found in this incoming message.
Checked by AVG - http://www.avg.com
Version: 8.0.176 / Virus Database: 270.10.6/1891 - Release Date: 1/13/2009 
8:17 AM



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Re: [Audyssey] Moving up in Lusternia

2009-01-13 Thread Dakotah Rickard
Frankly, there are many roleplay aspects of Lusternia that I have
never seen conform to what you are saying.

I have three different characters, all of different races, and people
treat them differently. A lot of it has to do with where you are, what
city or guild you are in, more than what race you are, but I know that
going out of character or acting in a manner that violates a principal
of your race is forbidden. I've only been on for a little while, but I
haven't seen much in terms of any of the problems you speak of.
Also, it makes perfect sense to me to have another player control how
high you get in a guild. That is like real life. There are a lot of
rpg that just let you advance based on how much you kill or how many
quests you perform. That provides a weak atmosphere. Games completely
run by automation and npc interaction aren't that great for roleplay.
You can't have both good roleplay and a weak atmosphere. Having other
sentient beings in charge of your advancement is very, very realistic.
Most guilds do require some sort of exam or report, but that makes
sense, as guilds are influencial bodies politic in all Lusternian
cities.

As a note to Che, most guilds have a suggested training regiment. Read
GHELP, that's for guild help, and it'll probably obvious. If it's not,
I'm considering making a paladin character. I'll help if I can. As for
the queen ant quest, first, don't be afraid to ask in character. Some
quests are set up to be impossibler to do on your own. This one is
not, so I'll tell you about it. Go to newton Caverns, and get to the
shroomie kingdom through one of the portals. Go as far east as you
can, around the lake, and you'll find a road up the mountain. Kill
finks in that area and ant eggs will fall out of them.

Happy lusterniaing.

Signed:
Dakotah Rickard

On 1/13/09, Shadow Dragon elementalult...@hotmail.com wrote:
 I've never really had much luck with lusternia or any other iron realms
 games for a couple reasons. Firstly the roleplay atmosphere just doesn't
 seem to fit no matter what race, class or the like I pick. The races don't
 seem to have their own cultures, it seems to be all guild based, and even
 then the roleplay I did see was very loose and didn't seem to make a lot of
 sense. There's a lot of things I'd like to try out in the iron realms games,
 like the colossus battles in lusternia, or the ship battles in achaea, but I
 can't get passed the roleplay thing. The other reason is that guilds are
 just, weird. You have to have player approval to get past a certain level of
 training, and it seems to me that to get into the guild, no matter which
 guild it is, you have to write a ton of reports and essays and do interview
 and, blah. I can see that sort of thing for like, a scholar's guild, but
 there's a sort of chaos knight guild in lusternia for which that makes
 absolutely no sense, same with the monks guild. Also, the little minigames
 like capture the flag and tag and such don't make sense at all in a roleplay
 atmosphere. I've suggested to them in the past that they put up sepperate
 servers of the games non-roleplay, since these muds would be awesome hack
 and slash, but I never got a response. I imagine for a non-roleplay version
 they'd have to take out a lot of the player run stuff like guild approval
 and the like, but that wouldn't bother me in the slightest since having some
 guy I don't know run a required aspect of the game doesn't sit well with me.
 Does anyone else think these muds would be great without roleplay
 constraints? If so, would you guys be willing to back me in suggesting it to
 them again?


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[Audyssey] chillingham help please

2009-01-13 Thread william lomas
		hi in chillingham how do i light the lamp please when by the tree  
for the bugs to come out?

i forget
haven't played the game in ages
thanks for any hints
will


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Re: [Audyssey] chillingham help please

2009-01-13 Thread Chris Hallsworth

I think you take the candle and use it with the lantern.

--
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E-mail: christopherhallswort...@googlemail.com
MSN: ch9...@hotmail.com
Skype: chrishallsworth7266
- Original Message - 
From: william lomas lomaswill...@googlemail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 13, 2009 5:01 PM
Subject: [Audyssey] chillingham help please


hi in chillingham how do i light the lamp please when by the tree  for the 
bugs to come out?

i forget
haven't played the game in ages
thanks for any hints
will


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Re: [Audyssey] whoops! I messed up scorpion's 5th challenge.

2009-01-13 Thread Yohandy
Are you wanting to make a fighting game similar to mk? I'm not sure how you 
can relate a keyboard to buttons on a playstation controller. They're just 
so completely different. Now that I'm considering it, if you were to create 
let's say a mortal kombat game for the pc, it'll be a lot harder to play 
using a standard keyboard. this is because many of the attacks we perform 
with a controller would be too awkward with out it. If anyone's played 
emulators using a keyboard then you know what I'm referring to. Give me an 
idea of the games you wish to create and I'll see what I can come up with.
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 13, 2009 11:50 AM
Subject: Re: [Audyssey] whoops! I messed up scorpion's 5th challenge.



Hi Yohandy,
Thanks for the list of challenges.
It would be interesting to make a fully accessible game using them.
I would need to know some more about the relationship of the keys to come 
up with standard keyboard choices that would simulate those on the 
controller.
For example PCS did a boxing game using the six pack keys to throw 
punches.
You used the insert, home and page up keys to throw left punches to the 
head, center punches to the head or right punches to the head of your 
opponent.

The delete, end and page down keys punched the body.
And the left and right arrow keys kicked.
The up and down arrow keys moved you in and out.

Could you recommend keyboard keys that would replace the square, triangle 
etc keys you listed?

Phil

- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 13, 2009 10:55 AM
Subject: [Audyssey] whoops! I messed up scorpion's 5th challenge.



oops! my bad. Replace down left square down left square, with down left x
down left x. Or you can simply redownload the new file below. I also want 
to
point out something else I forgot. If you're doing a challenge and you 
want

to return the characters positions to what they were originally, press
select. this is useful if you teleport and want to get back to the other
side quickly without the need to jump over your opponent or teleporting
yourself, or if you're in the middle of a wrong animation you can just 
hit

select and it'll be cancelled. This only works in practice and in combo
challenges. Here's the new link. let's hope I didn't mess anything else 
up.

http://www.sendspace.com/file/gew661




-
For video game music and related content, check out the following site:
http://gh.ffshrine.org?r=16426


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Re: [Audyssey] question about video game developers

2009-01-13 Thread Dakotah Rickard
Couple of things.
First of all, I would absolutely love to see a Pheonix Wright type
game. Some good friends of mine decided to create some cases similar
to those in the game and we took turns playing them out. This is an
old standby that is really fun, if you've got good buddies like that.
Another things is this. Voice acting has seen serious controversy
on-list because people record different things at different times in
different ways. I can understand how this might work, but it isn't as
big a deal as all that, if a developer gets together what they need
all at once and leaves it at that. I know that this can be sort of
hard, what with the changing nature of games in development, but I
would rather do too much than too little. The trick would be getting
everyone's audio files to come out the same quality, but making simple
prerequisites an order would solve most of this.

I myself would love to do some voice acting for anyone who asked. I
have what some have described as a talent for different accents and
voice qualities, much of this praise coming from people whose
differing vocal qualities I was immitating. If people need voice
actors, we could either audition on-list for talent or maybe even ask
some of the guys from places like Darker Projects for some voice
acting. Not everyone there is excellent, but many are.

Signed:
Dakotah Rickard

On 1/13/09, dark d...@xgam.org wrote:
 Hi Jason.

 I've heard a lot about pheonix right from my brother, (he's also got the
 other series about appolo justice and miles edgeworth), Apparently their are
 on utube somewhere some actual voice acted plays of some of the phenix right
 cases,  which I'd love to see just for the story.

 I'll have to check utube myself.

 I did once have a conversation with a friend of mine who did a degree in
 computer science about creating markers for emphasis in text files so as to
 produce more emotion in the voice.

 I must admit I'd always prefer actual voice acting myself, though sinse i've
 acquired scansoft daniel the sapi front is much more barable.

 It's probably just because I've got used to orphius, but I do find some of
 the tts voices do detract from things.

 In the matter of voice acting though, having done fairly serious ameter
 light opera for a number of years, I'm amazed at the amount of very good
 ameter actors who are around.

 I'd of course be very happy to voice act myself,  I have a digital
 recorder, but given the fact I've seen some exceptional quality ameter
 acting (and some awful stuff too but that's not the point), you probably
 could find some voice actors who could do the job if you asked and
 auditioned.

 Beware the Grue!

 Dark.


 - Original Message -
 From: Jason Allen evildi...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, January 13, 2009 11:18 AM
 Subject: Re: [Audyssey] question about video game developers


I absolutely love Phoenix Wright. They're my favorite DS games of all time
 and I've played every one all the way through. Finishing the last Pheonix
 Wright was a sad, sad day. This list keeps bringing up absolute gems. What
 makes Pheonix Wright so great is the story. It's more like a modern text
 adventure. Pheonix Wright isn't accesible because the text isn't spoken
 though. There is so much text that the voice files wouldn't likely fit on
 a
 cartridge. Not to mention the cost involved.

 Story driven accessible games are hard to make because SAPI kills any
 emotion. It was pointed out not long ago that accesible games voice acting
 can kill a great story too. It's tough. I think the only way to do it
 would
 to get a professional voice actor (or a few) to donate their voices to a
 game.

 What I meant by text games in regards to Dwarf Fortress was ascii. Like
 nearly all roguelikes, it's ascii based. But the point was that even in an
 industry dominated by intense 3D graphics, DF was adored by the gaming
 community even though the graphics technology was as old as the home
 computer itself.

 I don't believe sound games have to play second fiddle to mainstream
 games.
 I think they're a great way to innovate.

 Jason
 www.blind-games.com


 On Tue, Jan 13, 2009 at 9:56 PM, dark d...@xgam.org wrote:

 I sort of thought Df was an aski game,  which personally I've never
 worked out an efficient way of playing, owing to the lack of a braille
 display.

 On the other hand, I've not tried any aski games sinse Hal V9 introduced
 the repeat punctuation and find in Vf functions, both of which I think
 would
 help in an aski game.

 I found Adom the least irritating to play, so I might try it again.


 Beware the Grue!

 Dark.

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Re: [Audyssey] whoops! I messed up scorpion's 5th challenge.

2009-01-13 Thread Lukás Hosnedl

Hi,
that's a lovely idea, of course, I would love an accessible game of such 
complexity as Mortal Combat, which is one of the cases that would need just 
perhaps a bit more accessibility elements like in the menus, etc., and they 
would be perfectly accessible... But if you ever wanted to start working on 
a game of this kind, I recommend that you have someone sighted whom you 
could check a newer Mortal Combat with first to see what all the game has to 
offer. It certainly is not just a bit more advanced Savage Gambit. :-)

Lukas
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 13, 2009 5:50 PM
Subject: Re: [Audyssey] whoops! I messed up scorpion's 5th challenge.



Hi Yohandy,
Thanks for the list of challenges.
It would be interesting to make a fully accessible game using them.
I would need to know some more about the relationship of the keys to come 
up with standard keyboard choices that would simulate those on the 
controller.
For example PCS did a boxing game using the six pack keys to throw 
punches.
You used the insert, home and page up keys to throw left punches to the 
head, center punches to the head or right punches to the head of your 
opponent.

The delete, end and page down keys punched the body.
And the left and right arrow keys kicked.
The up and down arrow keys moved you in and out.

Could you recommend keyboard keys that would replace the square, triangle 
etc keys you listed?

Phil

- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 13, 2009 10:55 AM
Subject: [Audyssey] whoops! I messed up scorpion's 5th challenge.



oops! my bad. Replace down left square down left square, with down left x
down left x. Or you can simply redownload the new file below. I also want 
to
point out something else I forgot. If you're doing a challenge and you 
want

to return the characters positions to what they were originally, press
select. this is useful if you teleport and want to get back to the other
side quickly without the need to jump over your opponent or teleporting
yourself, or if you're in the middle of a wrong animation you can just 
hit

select and it'll be cancelled. This only works in practice and in combo
challenges. Here's the new link. let's hope I didn't mess anything else 
up.

http://www.sendspace.com/file/gew661




-
For video game music and related content, check out the following site:
http://gh.ffshrine.org?r=16426


---
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No virus found in this incoming message.
Checked by AVG - http://www.avg.com
Version: 8.0.176 / Virus Database: 270.10.6/1891 - Release Date: 1/13/2009 
8:17 AM



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Re: [Audyssey] chillingham help please

2009-01-13 Thread dark

Hi.

Take the candle at the church, then use it with the hermit's camp fire, then 
use it on the lantern.


Goodness knows how Fredric wanders around chillingham with a lit 
candle, - but ah well.


Beware the Grue!

Dark.
- Original Message - 
From: william lomas lomaswill...@googlemail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 13, 2009 5:01 PM
Subject: [Audyssey] chillingham help please


hi in chillingham how do i light the lamp please when by the tree  for the 
bugs to come out?

i forget
haven't played the game in ages
thanks for any hints
will


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Re: [Audyssey] chillingham help please

2009-01-13 Thread Jimmy Odin Kristoffersen
Now when speeking about chillingham, who knows when chillingham 2 come out? 
If not, is the first game then become freware?

Jimmy
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 13, 2009 6:20 PM
Subject: Re: [Audyssey] chillingham help please



Hi.

Take the candle at the church, then use it with the hermit's camp fire, 
then

use it on the lantern.

Goodness knows how Fredric wanders around chillingham with a lit
candle, - but ah well.

Beware the Grue!

Dark.
- Original Message - 
From: william lomas lomaswill...@googlemail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 13, 2009 5:01 PM
Subject: [Audyssey] chillingham help please


hi in chillingham how do i light the lamp please when by the tree  for 
the

bugs to come out?
i forget
haven't played the game in ages
thanks for any hints
will


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Re: [Audyssey] chillingham help please

2009-01-13 Thread dark

the answer to both is We don't know

chillingham certainly isn't freeware sinse at least theoretically it's stil 
being sold as bavisoft's site is stil up. Whether they're sending out orders 
or not I don't know, but officially both games are most distinctly not 
freeware.


As to chillingham 2, sinse 1 imho had one of the most inconclusive plots to 
any audiogame ever, I'd love to see 2. Afterall, all we really know is that 
there's some fellow called lord chillingham involved somewhere, and that 
Lilly was in his house.


But the actual appearence of Chillingham 2 seems less and less likely with 
each passing year,  even given the 4 year release gap betwene Grizly and 
chillingham.


Sad.

Beware the Grue!

Dark.
- Original Message - 
From: Jimmy Odin Kristoffersen jimmy.o...@blindsigtmail.dk

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 13, 2009 5:27 PM
Subject: Re: [Audyssey] chillingham help please


Now when speeking about chillingham, who knows when chillingham 2 come 
out? If not, is the first game then become freware?

Jimmy
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 13, 2009 6:20 PM
Subject: Re: [Audyssey] chillingham help please



Hi.

Take the candle at the church, then use it with the hermit's camp fire, 
then

use it on the lantern.

Goodness knows how Fredric wanders around chillingham with a lit
candle, - but ah well.

Beware the Grue!

Dark.
- Original Message - 
From: william lomas lomaswill...@googlemail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 13, 2009 5:01 PM
Subject: [Audyssey] chillingham help please


hi in chillingham how do i light the lamp please when by the tree  for 
the

bugs to come out?
i forget
haven't played the game in ages
thanks for any hints
will


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Re: [Audyssey] chillingham help please

2009-01-13 Thread Ron Schamerhorn
Hi

  I remember being absolutely lost just after getting the key I think it was 
from the church.  no clue what to do next though.

- Original Message - 
From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 13, 2009 12:20 PM
Subject: Re: [Audyssey] chillingham help please


Hi.

Take the candle at the church, then use it with the hermit's camp fire, then
use it on the lantern.

Goodness knows how Fredric wanders around chillingham with a lit
candle, - but ah well.

Beware the Grue!

Dark.
- Original Message - 
From: william lomas lomaswill...@googlemail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 13, 2009 5:01 PM
Subject: [Audyssey] chillingham help please


 hi in chillingham how do i light the lamp please when by the tree  for the
 bugs to come out?
 i forget
 haven't played the game in ages
 thanks for any hints
 will


 ---
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 list,
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Re: [Audyssey] Moving up in Lusternia

2009-01-13 Thread Shadow Dragon
Sorry, I guess I didn't make myself very clear on this point. Enforced 
roleplay, no matter how it works, generally isn't my cup of tea. Granted I 
never really got into the roleplay aspect of any of the iron realms games 
much, I was more interested in playing with the class and race skillsets and 
exploring and questing. So perhaps the loose roleplay I saw was in fact just 
my take on what I was seeing from an outsider's point of view.


You're right, having someone control your actions within a guild or 
political body is realistic, but it makes me uneasy all the same. Seems as 
though it'd be rather easy for someone to get power hungry or find ways to 
exploit the guild even in character. I guess I'm just a distrusting erson at 
heart, *grins*. Either way I'm not really trying to bash the mud. All I was 
really saying is that it'd be cool to have a non-roleplay version of the 
game to just get on, explore, quest, grind levels, etc, without having to 
worry about the politics and enforced roleplay. Just my personal opinion I 
suppose.


I still have to disagree about the exam thing though. It amuses me greatly 
to picture a giant barbaric warrior in spiked armor laying down his sword 
and sitting back with a parchment and quill to write out a report on why he 
should be allowed into the guild to submit to his superiors. Seems to me 
it'd make more sense to put him through weapon tests, training exercises, 
supervised battles and the like, to test his mettle and such. Each guild 
should have its own submission and acceptance processes rather than all of 
them being based on reports, interviews and the like. It just doesn't seem 
to fit, once again in my personal opinion.


--
From: Dakotah Rickard dakotah.rick...@gmail.com
Sent: Tuesday, January 13, 2009 9:52 AM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Moving up in Lusternia


Frankly, there are many roleplay aspects of Lusternia that I have
never seen conform to what you are saying.

I have three different characters, all of different races, and people
treat them differently. A lot of it has to do with where you are, what
city or guild you are in, more than what race you are, but I know that
going out of character or acting in a manner that violates a principal
of your race is forbidden. I've only been on for a little while, but I
haven't seen much in terms of any of the problems you speak of.
Also, it makes perfect sense to me to have another player control how
high you get in a guild. That is like real life. There are a lot of
rpg that just let you advance based on how much you kill or how many
quests you perform. That provides a weak atmosphere. Games completely
run by automation and npc interaction aren't that great for roleplay.
You can't have both good roleplay and a weak atmosphere. Having other
sentient beings in charge of your advancement is very, very realistic.
Most guilds do require some sort of exam or report, but that makes
sense, as guilds are influencial bodies politic in all Lusternian
cities.

As a note to Che, most guilds have a suggested training regiment. Read
GHELP, that's for guild help, and it'll probably obvious. If it's not,
I'm considering making a paladin character. I'll help if I can. As for
the queen ant quest, first, don't be afraid to ask in character. Some
quests are set up to be impossibler to do on your own. This one is
not, so I'll tell you about it. Go to newton Caverns, and get to the
shroomie kingdom through one of the portals. Go as far east as you
can, around the lake, and you'll find a road up the mountain. Kill
finks in that area and ant eggs will fall out of them.

Happy lusterniaing.

Signed:
Dakotah Rickard



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[Audyssey] latest issue of Audyssey

2009-01-13 Thread Charles Rivard
A moderator may have blown it, slightly.  It's not Raul, it's the other one.  I 
send this reminder with a grin.  Yesterday, Thomas Ward said that he would post 
the latest issue of Audyssey Gamers' Magazine on his web site last night, and 
let us know where we could download it.  Uh, oh.  I haven't gotten the info in 
my inbox.  Tom:  You either didn't get to it, which is OK, and not a problem, 
or you forgot to send the message letting us know where we could get the mag, 
which would be an oops?, or something's screwy with my receiving Emails from 
the group, which is neither OK, nor is it an oops.  (grin)  

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Re: [Audyssey] whoops! I messed up scorpion's 5th challenge.

2009-01-13 Thread Phil Vlasak

Hi Yohandy,
I am interested in the position of the buttons on the controller .
Is the square next to the triangle?
Is it to the left or right, up or down from it?
If the triangle is in the center of three buttons, then the end key can 
substitute for it.
I would assume the position of the buttons will determine how difficult a 
certain combination is.

phil

- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 13, 2009 12:09 PM
Subject: Re: [Audyssey] whoops! I messed up scorpion's 5th challenge.


Are you wanting to make a fighting game similar to mk? I'm not sure how 
you

can relate a keyboard to buttons on a playstation controller. They're just
so completely different. Now that I'm considering it, if you were to 
create

let's say a mortal kombat game for the pc, it'll be a lot harder to play
using a standard keyboard. this is because many of the attacks we perform
with a controller would be too awkward with out it. If anyone's played
emulators using a keyboard then you know what I'm referring to. Give me an
idea of the games you wish to create and I'll see what I can come up with.
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 13, 2009 11:50 AM
Subject: Re: [Audyssey] whoops! I messed up scorpion's 5th challenge.



Hi Yohandy,
Thanks for the list of challenges.
It would be interesting to make a fully accessible game using them.
I would need to know some more about the relationship of the keys to come
up with standard keyboard choices that would simulate those on the
controller.
For example PCS did a boxing game using the six pack keys to throw
punches.
You used the insert, home and page up keys to throw left punches to the
head, center punches to the head or right punches to the head of your
opponent.
The delete, end and page down keys punched the body.
And the left and right arrow keys kicked.
The up and down arrow keys moved you in and out.

Could you recommend keyboard keys that would replace the square, triangle
etc keys you listed?
Phil

- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 13, 2009 10:55 AM
Subject: [Audyssey] whoops! I messed up scorpion's 5th challenge.


oops! my bad. Replace down left square down left square, with down left 
x
down left x. Or you can simply redownload the new file below. I also 
want

to
point out something else I forgot. If you're doing a challenge and you
want
to return the characters positions to what they were originally, press
select. this is useful if you teleport and want to get back to the other
side quickly without the need to jump over your opponent or teleporting
yourself, or if you're in the middle of a wrong animation you can just
hit
select and it'll be cancelled. This only works in practice and in combo
challenges. Here's the new link. let's hope I didn't mess anything else
up.
http://www.sendspace.com/file/gew661




-
For video game music and related content, check out the following site:
http://gh.ffshrine.org?r=16426


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No virus found in this incoming message.
Checked by AVG - http://www.avg.com
Version: 8.0.176 / Virus Database: 270.10.6/1891 - Release Date: 
1/13/2009

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No 

[Audyssey] Iron Realms Stuff

2009-01-13 Thread Shadow Dragon
Not sure how many people this will interest, but this morning I sent an 
email to the iron realms team asking about alternate versions of the games 
with a focus more on exploration, questing and grinding rather than on 
roleplay, pvp and politics. Here's the response I got.


Response here:

That is actually a good idea and something I have considered,
something with very relaxed rules for PK, gaining 'class', and role
play. However, we currently have two games in production. Perhaps
after those two are released we will look into doing something like
this.

Thanks for the email.

- Jeremy


Looks promising, in my opinion at least. I've always wanted to get deeper 
into the iron realms stuff without having to worry about the roleplay side 
of things. 



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Re: [Audyssey] SoundRTS question

2009-01-13 Thread Ron Schamerhorn
Hi Christian
  I know I've done some online games before, the thing is to contact people 
to get a good game together.  I'd say getting a few contacts on msn/Skype or 
whatever that way everyone knows whose around.  Time zones can also be a 
little tricky for some.  I'm up for a game possibly.

All the best
Ron
Audyssey editor

- Original Message - 
From: Christian christia...@runbox.com
To: gamers@audyssey.org
Sent: Sunday, January 11, 2009 3:21 PM
Subject: [Audyssey] SoundRTS question


Hi all,
I have a question if anyone would be interested in eventually having a game 
of SoundRTS with me?
I am new to it, and would like to check it out.
Best regards and thanks,
Christian


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[Audyssey] My Audyssey Magazine Page Is Now Up To Date

2009-01-13 Thread Kelly Sapergia

Hi,
  I just wanted to let you know that issues 51 through 54 of Audyssey are 
now available as text files from my website, and the ZIP file has been 
updated to include these issues. You can find my page at:

http://www.ksapergia.net/audyssey.html
  Thanks.

Yours Sincerely,
Kelly John Sapergia
Personal Website: http://www.ksapergia.net
Need to relax and unwind? Listen to Northern Lights, Thursdays from 01:00 
to 03:00 GMT (Wednesdays in North America) on ACB (American Council of the 
Blind) Radio Interactive at http://interactive.acbradio.org

Visit the show's website at http://nl.ksapergia.net
If you need jingles, voiceovers and music for your project at an affordable 
price, visit KJS Productions at: http://www.kjsproductions.com



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Re: [Audyssey] whoops! I messed up scorpion's 5th challenge.

2009-01-13 Thread Yohandy
There are 4 buttons on the front of the controller. circle is on the right 
side, triangle is to the left of it. under circle is the x button, and to 
the left of it, square button. There are also 4 buttons on the top edge, 2 
on the left and two on the right. They are r1, with r2 above it, and on the 
left you have l1 and l2 above that. Then of course you have the start and 
select buttons twards the middle. It's all a little difficult to explain if 
you're not holding the controller. If you've played systems like the super 
nintendo, it's sorta like that. If you want to emulate the keys as closely 
as possible, then your best bet is to use something like e and r to 
represent triangle and circle, d f for square x. and perhaps b and n for 
start and sellect buttons? for the r and l buttons perhaps something useing 
the number row? lol. what do you guys think?
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 13, 2009 1:53 PM
Subject: Re: [Audyssey] whoops! I messed up scorpion's 5th challenge.



Hi Yohandy,
I am interested in the position of the buttons on the controller .
Is the square next to the triangle?
Is it to the left or right, up or down from it?
If the triangle is in the center of three buttons, then the end key can 
substitute for it.
I would assume the position of the buttons will determine how difficult a 
certain combination is.

phil

- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 13, 2009 12:09 PM
Subject: Re: [Audyssey] whoops! I messed up scorpion's 5th challenge.


Are you wanting to make a fighting game similar to mk? I'm not sure how 
you
can relate a keyboard to buttons on a playstation controller. They're 
just
so completely different. Now that I'm considering it, if you were to 
create

let's say a mortal kombat game for the pc, it'll be a lot harder to play
using a standard keyboard. this is because many of the attacks we perform
with a controller would be too awkward with out it. If anyone's played
emulators using a keyboard then you know what I'm referring to. Give me 
an
idea of the games you wish to create and I'll see what I can come up 
with.
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 13, 2009 11:50 AM
Subject: Re: [Audyssey] whoops! I messed up scorpion's 5th challenge.



Hi Yohandy,
Thanks for the list of challenges.
It would be interesting to make a fully accessible game using them.
I would need to know some more about the relationship of the keys to 
come

up with standard keyboard choices that would simulate those on the
controller.
For example PCS did a boxing game using the six pack keys to throw
punches.
You used the insert, home and page up keys to throw left punches to the
head, center punches to the head or right punches to the head of your
opponent.
The delete, end and page down keys punched the body.
And the left and right arrow keys kicked.
The up and down arrow keys moved you in and out.

Could you recommend keyboard keys that would replace the square, 
triangle

etc keys you listed?
Phil

- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 13, 2009 10:55 AM
Subject: [Audyssey] whoops! I messed up scorpion's 5th challenge.


oops! my bad. Replace down left square down left square, with down left 
x
down left x. Or you can simply redownload the new file below. I also 
want

to
point out something else I forgot. If you're doing a challenge and you
want
to return the characters positions to what they were originally, press
select. this is useful if you teleport and want to get back to the 
other

side quickly without the need to jump over your opponent or teleporting
yourself, or if you're in the middle of a wrong animation you can just
hit
select and it'll be cancelled. This only works in practice and in combo
challenges. Here's the new link. let's hope I didn't mess anything else
up.
http://www.sendspace.com/file/gew661




-
For video game music and related content, check out the following site:
http://gh.ffshrine.org?r=16426


---
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No virus found in this incoming message.
Checked by AVG - http://www.avg.com
Version: 8.0.176 / Virus Database: 

Re: [Audyssey] Monkey Business

2009-01-13 Thread Charles Rivard
Have you, directly, let them know this?  This may be the solution to the 
problem of the missing level.  Thanks.


---
If guns cause crime, pencils cause misspelled words.
- Original Message - 
From: Hayri Tulumcu ha...@ka-net.dk

To: gamers@audyssey.org
Sent: Tuesday, January 13, 2009 4:39 AM
Subject: [Audyssey] Monkey Business


 I have found out that the level 6 is wrapped in the following file: 
c: \ Documents and Settings \ username \ Application Data \ Monkey 
Business \ oldwest.map it is not in the file mbmaps.esp I hope that they 
can package file into file mbmaps.esp


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Re: [Audyssey] My Audyssey Magazine Page Is Now Up To Date

2009-01-13 Thread william lomas

thanks for this kelly much appreciated

On 13 Jan 2009, at 19:10, Kelly Sapergia wrote:


Hi,
 I just wanted to let you know that issues 51 through 54 of Audyssey  
are now available as text files from my website, and the ZIP file  
has been updated to include these issues. You can find my page at:

http://www.ksapergia.net/audyssey.html
 Thanks.

Yours Sincerely,
Kelly John Sapergia
Personal Website: http://www.ksapergia.net
Need to relax and unwind? Listen to Northern Lights, Thursdays  
from 01:00 to 03:00 GMT (Wednesdays in North America) on ACB  
(American Council of the Blind) Radio Interactive at http://interactive.acbradio.org

Visit the show's website at http://nl.ksapergia.net
If you need jingles, voiceovers and music for your project at an  
affordable price, visit KJS Productions at: http://www.kjsproductions.com



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.

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the list,

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Re: [Audyssey] Moving up in Lusternia

2009-01-13 Thread Che
 Thanks, I was able to get the larvae thing figured out yesterday, and got 
a lift to the Gnome Fink war by Momma Mia.

 Now I'm trying to figure out how to fix this catapult.
 Regarding the role playing thing, I like it the way it is in Listernia, at 
least so far. If you want to just hack and slash your way through the areas 
and do quests, you can certainly do that, as far as I can tell you can get 
by without really interacting with anyone at all if you want, though it 
makes things easier if you can get advice from time to time.
 On the flip side of things I played GodWars for a while, and it was fun 
for a time, but for me it all got boring after a while, just the same old 
thing over and over.
 With the iron realms muds, you get some really good writing of the areas , 
and they hired one of the best quest builders in the business to come up 
with their quests, and so far I dig what I see.

Later,
che

- Original Message - 
From: Dakotah Rickard dakotah.rick...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 13, 2009 10:52 AM
Subject: Re: [Audyssey] Moving up in Lusternia



Frankly, there are many roleplay aspects of Lusternia that I have
never seen conform to what you are saying.

I have three different characters, all of different races, and people
treat them differently. A lot of it has to do with where you are, what
city or guild you are in, more than what race you are, but I know that
going out of character or acting in a manner that violates a principal
of your race is forbidden. I've only been on for a little while, but I
haven't seen much in terms of any of the problems you speak of.
Also, it makes perfect sense to me to have another player control how
high you get in a guild. That is like real life. There are a lot of
rpg that just let you advance based on how much you kill or how many
quests you perform. That provides a weak atmosphere. Games completely
run by automation and npc interaction aren't that great for roleplay.
You can't have both good roleplay and a weak atmosphere. Having other
sentient beings in charge of your advancement is very, very realistic.
Most guilds do require some sort of exam or report, but that makes
sense, as guilds are influencial bodies politic in all Lusternian
cities.

As a note to Che, most guilds have a suggested training regiment. Read
GHELP, that's for guild help, and it'll probably obvious. If it's not,
I'm considering making a paladin character. I'll help if I can. As for
the queen ant quest, first, don't be afraid to ask in character. Some
quests are set up to be impossibler to do on your own. This one is
not, so I'll tell you about it. Go to newton Caverns, and get to the
shroomie kingdom through one of the portals. Go as far east as you
can, around the lake, and you'll find a road up the mountain. Kill
finks in that area and ant eggs will fall out of them.

Happy lusterniaing.

Signed:
Dakotah Rickard

On 1/13/09, Shadow Dragon elementalult...@hotmail.com wrote:

I've never really had much luck with lusternia or any other iron realms
games for a couple reasons. Firstly the roleplay atmosphere just doesn't
seem to fit no matter what race, class or the like I pick. The races 
don't

seem to have their own cultures, it seems to be all guild based, and even
then the roleplay I did see was very loose and didn't seem to make a lot 
of
sense. There's a lot of things I'd like to try out in the iron realms 
games,
like the colossus battles in lusternia, or the ship battles in achaea, 
but I

can't get passed the roleplay thing. The other reason is that guilds are
just, weird. You have to have player approval to get past a certain level 
of

training, and it seems to me that to get into the guild, no matter which
guild it is, you have to write a ton of reports and essays and do 
interview

and, blah. I can see that sort of thing for like, a scholar's guild, but
there's a sort of chaos knight guild in lusternia for which that makes
absolutely no sense, same with the monks guild. Also, the little 
minigames
like capture the flag and tag and such don't make sense at all in a 
roleplay

atmosphere. I've suggested to them in the past that they put up sepperate
servers of the games non-roleplay, since these muds would be awesome hack
and slash, but I never got a response. I imagine for a non-roleplay 
version

they'd have to take out a lot of the player run stuff like guild approval
and the like, but that wouldn't bother me in the slightest since having 
some
guy I don't know run a required aspect of the game doesn't sit well with 
me.

Does anyone else think these muds would be great without roleplay
constraints? If so, would you guys be willing to back me in suggesting it 
to

them again?


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Re: [Audyssey] SoundRTS question

2009-01-13 Thread Darren Harris
What changes has there been since I last played which was about a year
or so ago now? 

Are the maps bigger? Can you us more than 20 moving objects at any 1
time? What's the limis now? Are there far more things you can build?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org]
On Behalf Of Ron Schamerhorn
Sent: 13 January 2009 19:06
To: Gamers Discussion list
Subject: Re: [Audyssey] SoundRTS question


Hi Christian
  I know I've done some online games before, the thing is to contact
people 
to get a good game together.  I'd say getting a few contacts on
msn/Skype or 
whatever that way everyone knows whose around.  Time zones can also be a

little tricky for some.  I'm up for a game possibly.

All the best
Ron
Audyssey editor

- Original Message - 
From: Christian christia...@runbox.com
To: gamers@audyssey.org
Sent: Sunday, January 11, 2009 3:21 PM
Subject: [Audyssey] SoundRTS question


Hi all,
I have a question if anyone would be interested in eventually having a
game 
of SoundRTS with me?
I am new to it, and would like to check it out.
Best regards and thanks,
Christian


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Re: [Audyssey] Iron Realms Stuff

2009-01-13 Thread Orin
Yeah, me too. Iron Rrealms games would be awesome without the roleplay  
and guild requirements that have at least 21 steps, including an  
interview at the end. Also, in-character when I want to know, for  
example, a command, I have trouble asking about it IC.

On Jan 13, 2009, at 1:55 PM, Shadow Dragon wrote:

Not sure how many people this will interest, but this morning I sent  
an email to the iron realms team asking about alternate versions of  
the games with a focus more on exploration, questing and grinding  
rather than on roleplay, pvp and politics. Here's the response I got.


Response here:

That is actually a good idea and something I have considered,
something with very relaxed rules for PK, gaining 'class', and role
play. However, we currently have two games in production. Perhaps
after those two are released we will look into doing something like
this.

Thanks for the email.

- Jeremy


Looks promising, in my opinion at least. I've always wanted to get  
deeper into the iron realms stuff without having to worry about the  
roleplay side of things.


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Re: [Audyssey] whoops! I messed up scorpion's 5th challenge.

2009-01-13 Thread Orin
In the case of MK VS. DCU, it didn't take me long to learn the menus.  
Keep in mind I did it without sighted assistance. The only thing I  
have trouble with menu whise is the options. I know the layout of the  
menus, but I, for example, can't tell when something is on or off. And  
in the controler menu to change buttons may be difucult. Correction:  
is, dificult without sighted assistance. Other than that, since the  
menus don't rap, and the character selection screen has only two rows,  
you'll easily be able to memorise that too. For example, if I wanted  
to choose The Flash, I know that from the defult position where the  
character selection screen starts that Flash is seven times to the  
right. Also, the character selection screen goes left to right, making  
it easier to know which character you select before you select it.  
Organised.

On Jan 13, 2009, at 12:12 PM, Lukás Hosnedl wrote:


Hi,
that's a lovely idea, of course, I would love an accessible game of  
such complexity as Mortal Combat, which is one of the cases that  
would need just perhaps a bit more accessibility elements like in  
the menus, etc., and they would be perfectly accessible... But if  
you ever wanted to start working on a game of this kind, I recommend  
that you have someone sighted whom you could check a newer Mortal  
Combat with first to see what all the game has to offer. It  
certainly is not just a bit more advanced Savage Gambit. :-)

Lukas
- Original Message - From: Phil Vlasak p...@pcsgames.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 13, 2009 5:50 PM
Subject: Re: [Audyssey] whoops! I messed up scorpion's 5th challenge.



Hi Yohandy,
Thanks for the list of challenges.
It would be interesting to make a fully accessible game using them.
I would need to know some more about the relationship of the keys  
to come up with standard keyboard choices that would simulate those  
on the controller.
For example PCS did a boxing game using the six pack keys to throw  
punches.
You used the insert, home and page up keys to throw left punches to  
the head, center punches to the head or right punches to the head  
of your opponent.

The delete, end and page down keys punched the body.
And the left and right arrow keys kicked.
The up and down arrow keys moved you in and out.

Could you recommend keyboard keys that would replace the square,  
triangle etc keys you listed?

Phil

- Original Message - From: Yohandy yohand...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 13, 2009 10:55 AM
Subject: [Audyssey] whoops! I messed up scorpion's 5th challenge.


oops! my bad. Replace down left square down left square, with down  
left x
down left x. Or you can simply redownload the new file below. I  
also want to
point out something else I forgot. If you're doing a challenge and  
you want
to return the characters positions to what they were originally,  
press
select. this is useful if you teleport and want to get back to the  
other
side quickly without the need to jump over your opponent or  
teleporting
yourself, or if you're in the middle of a wrong animation you can  
just hit
select and it'll be cancelled. This only works in practice and in  
combo
challenges. Here's the new link. let's hope I didn't mess anything  
else up.

http://www.sendspace.com/file/gew661




-
For video game music and related content, check out the following  
site:

http://gh.ffshrine.org?r=16426


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All 

Re: [Audyssey] question about video game developers

2009-01-13 Thread Thomas Ward

Hi,
That is all too true. What most people fail to realise is there is a lot 
of indifference to accessibility, because most people simply aren't 
aware  that we can even use a computer let alone play games etc. Here is 
a case in point.
How many of you have gone to a job fair, showed up for an interview, etc 
and the person interviewing you  doesn't have a clue how you use the 
computer? If you depend on a state agency like devision of blind 
services to setup the interview they will lay the ground work letting 
them know what technology you require as a blind user to conduct your 
job. However, if you setup the interview, meeting, yourself in my 
experience the majority of people have never heard of Jaws for Windows, 
Window Eyes, Openbook, and several other programs we take for granted. I 
think many of us are so familiar with programs like Jaws, and assume 
everyone knows about them too. That isn't true.
I remember a case in point where I showed up for an interview. It was a 
short contract job where I would do some programming for a company on a 
short term basis. The interviewer asked me straight out how i would 
conduct my job if I couldn't see the screen, and  by asking implied I 
couldn't use a computer as a result. Fortunately I came prepared for the 
question and took out my laptop and gave a live demonstration on the 
spot of Jaws and Window Eyes. He was suprised and amazed he had never 
heard of it before. That's what I mean by people, highly educated, etc 
just are simply unaware of us and really don't know how we use a 
computer let alone how they could make something like an accessible 
vidio game.


John Bannick wrote:

Jason,

Developers don't make their games blind-accessible because:

1. They don't think about it.
2. They work for business people who want to maximize (or even achieve)
profit.

I've been coding user interfaces, including games, professionally for 30
years. It's rare to get any direction at all from management. Usually they
just want to tweak button colors or locations at the end of a project.

And I know lots of programmers. Absolutely zero of whom, with the
exception of this and a couple of other related forums, are even aware of
accessibility issues.

Also. Making a program accessible adds roughly 20% to its time and cost.
Since most projects are late, and most game companies are not even
profitable, ... well, you get my drift.

That being said, some good folks over at the IGDA Game Accessibilty SIG
are trying to address at least problem 1. Mark Barlet at ablegamers.com is
also doing some good industry-bugging.

And there are some good folks on this forum: Thomas, Jim, Liam, Che, etc.
come to mind, who are building good stuff.

BTW. Some current research we're doing suggests that there are probably more
blind-accessible games than motion-impaired accessible, or deaf
accessible, or cognitively-impaired accessible games.

I like Dark's approach. If a game could be made blind-accessible, and the
developer company is small enough to give a hoot, ask them for changes.

Which is not to say you don't have a legitimate beef. It truly sucks to be
locked out of some otherwise good stuff.

John Bannick
Chief Technology Officer
7-128 Software



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Re: [Audyssey] question about video game developers

2009-01-13 Thread Thomas Ward

Hi Jim and all,
It is not just that there are a lot of graphics to deal with, but modern 
games often allow you to change the camera angle to see the same screen 
from a different angle or point of view. The full 3D games especially do 
this as it is easier to see the same thing from multiple points of view 
depending on your position and relationship to the items on the screen.
There are also other factors to consider in modern games like where 
exactly to shoot an enemy. Many games  allow you to do more or less 
damage to an enemy depending on where you shoot them. This is, I am 
afraid to say, very very visual in nature and difficult to translate 
into an accessible format. The day where you just fire your weapon and 
the little alien, spaceship, etc blows up is over. Games today are much 
more complicated and more advanced. Specific hitpoints based on a 
bodypart or area is alot more difficult, but it is also more realistic.


Jim Kitchen wrote:

Hi Matt and Ron,

One of the problems is, video games are by design visual.  When I could 
still see to play them, they were fairly simple.  These days there is so 
much going on on the screen visually that even if you could label the 
graphics, there are so many of them and they are moving around 
constantly, there would be no way you could keep up with it all.  I 
don't like to say this, but with sight one can get so so much more input 
in a glance then one can by sound alone.


BFN

Jim

Cranial Input Error: Line Status Register 02

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] SoundRTS question

2009-01-13 Thread Kelvin Tan
hey guys. i use to play sound rts quite a bit but haven't touched it in 
months. if any of u would like to arrange for a game or 2, u can contact me 
on msn with this address:

wlkel...@yahoo.com.sg
see u.
- Original Message - 
From: Ron Schamerhorn blindwon...@cogeco.ca

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 14, 2009 3:06 AM
Subject: Re: [Audyssey] SoundRTS question



Hi Christian
 I know I've done some online games before, the thing is to contact people
to get a good game together.  I'd say getting a few contacts on msn/Skype 
or

whatever that way everyone knows whose around.  Time zones can also be a
little tricky for some.  I'm up for a game possibly.

All the best
Ron
Audyssey editor

- Original Message - 
From: Christian christia...@runbox.com

To: gamers@audyssey.org
Sent: Sunday, January 11, 2009 3:21 PM
Subject: [Audyssey] SoundRTS question


Hi all,
I have a question if anyone would be interested in eventually having a 
game

of SoundRTS with me?
I am new to it, and would like to check it out.
Best regards and thanks,
Christian


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Re: [Audyssey] Iron Realms Stuff

2009-01-13 Thread William L. Houts




I must be loony, but I love all of the homework in Iron Realms games. 
There are plenty of muds out there for grinding; most of them, in fact. 
Iron Realms is games are some of the few in which you really have to think 
about what you're doing, whether you're a paladin or a mage.  If the IR crew 
wants to put up a new game for more hack and slash players --and I'm not 
knocking that, everyone has fun in a different way--that would be great, but 
for one I'd hate to see the existing games converted into that sort of 
thing.



--Bill

- Original Message - 
From: Orin orin8...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 13, 2009 3:22 PM
Subject: Re: [Audyssey] Iron Realms Stuff


Yeah, me too. Iron Rrealms games would be awesome without the roleplay 
and guild requirements that have at least 21 steps, including an 
interview at the end. Also, in-character when I want to know, for 
example, a command, I have trouble asking about it IC.

On Jan 13, 2009, at 1:55 PM, Shadow Dragon wrote:

Not sure how many people this will interest, but this morning I sent  an 
email to the iron realms team asking about alternate versions of  the 
games with a focus more on exploration, questing and grinding  rather 
than on roleplay, pvp and politics. Here's the response I got.


Response here:

That is actually a good idea and something I have considered,
something with very relaxed rules for PK, gaining 'class', and role
play. However, we currently have two games in production. Perhaps
after those two are released we will look into doing something like
this.

Thanks for the email.

- Jeremy


Looks promising, in my opinion at least. I've always wanted to get 
deeper into the iron realms stuff without having to worry about the 
roleplay side of things.


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Re: [Audyssey] Gma engine Audio rpgs

2009-01-13 Thread Thomas Ward

Hi Dark,
Well, this is one of those cases of yes and no. It is true the GMA 
engine will allow you to create various armer classes, pick up items 
from killed monsters, create and cast different spells, etc. However, 
the features you described applies to a lot of First Person games and 
not just RPG. I guess this is one of those cross over points, but 
technically the GMA engine isn't an RPG engine. Neither is Genesis 3D 
though they have many of the features you would need for a real time RPG 
game they aren't really RPG games.
In an RPG game there are a variety of stat checks that determines if you 
can do this or that. If you toss a stun spell at a creature the game 
would have to roll a dice and see if it succeeded or failed. if it 
succeeded how much damage was done. Instead in the GMA engine if you are 
looking in the right direction and the enemy is in rrange the stun spell 
will succeed no matter what. That might be a small difference,  but I 
think one that needs to be taken into acccount.
Another thing is the entire deal with experience points and skill 
levels. The GMA engine won't allow you to train skills and gain 
experience points. For me the ability to train skills, train powers, and 
gain experience is a vital part of an RPG. Without them everything is 
just static and is nothing more than a glorified FPS style game.
Then there is character creation.  Another important feature the GMA 
engine lacks is the ability to create custom characters. In a RPG game 
you should be able to pick character stats, race, class, etc. You can't 
do this with the GMA engine.

Smile.

dark wrote:

Hi tom.

The principle reason I thought the gma engine might do an rpg game is to 
do with the way certain things worked in shades and Sarah.


It can manifestly hanndle talking to characters (even with random 
speeches like the 2 way mirror in Sarah), shops keys and locks.


This is the bulk of the exploration part of an rpg.

for the offensive part, it can handle armor, hp weapons with various 
ranges, a variety of monsters which drop items when killed.


Put all these together and you already have enough to make an action rpg 
similar to some of the zelda games,  which do not have character 
leveling.


I'm sure Phil will correct me on this if I'm wrong, but it also occurs 
to me that to level characters, all you need to do at base is to have 
the strength, armor, or amo of specific weapons,  ie, mana for 
spells, increase according to either an enemy's killed statistic or 
completion of some other goals,  such as finishing quests.


If stat increases must be tied to collection of items, then some work 
around such as collection of magic christals from defeated monsters 
could be used, - and then have stat increases at various points, 
strength increase at 100 christals for example).


If stat increases need to be tied to having certain armor or weapons, 
then simply use a shop.


this is why I say that the Gma engine could make an rpg,  and if the 
genesis engine has some of the same atributes, it might be able to as well.


Appologies if I've got something incredibly wrong here, I'm just basing 
this on what I've seen the gma engine do thus far in shades and sarah, 
and breaking down an rpg conceptually.


Beware the grue!

Dark.



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Re: [Audyssey] Monkey Business

2009-01-13 Thread Thomas Ward

Hi,
Hmmm... That is strange. I wonder why they would remove it from the 
mbmaps.esp archive. In any case I can look around for my packaging tool 
and repackage the esp archive with that file once I locate my tools for 
it. Assuming, of course,  that that turns out to be the problem it could 
be an easy fix.


Hayri Tulumcu wrote:
  I have found out that the level 6 is wrapped in the following file: c: \ Documents and Settings \ username \ Application Data \ Monkey Business \ oldwest.map it is not in the file mbmaps.esp I hope that they can package file into file mbmaps.esp 

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Re: [Audyssey] question about video game developers

2009-01-13 Thread Thomas Ward

Hi Phil,
Yeah, that might work for making that level accessible, but it also is a 
case in point where that accessibility comes at a cost to the sighted 
gamer. While your method might make that level easy enough for us to 
play it would dramatically reduce the skill level required to play that 
level for sighted players too. i'm afraid many die-hard gamers would 
find it way too easy and boring. mainstream game companies would likely 
have to remove some of the difficulties in a level like that to make it 
accessible. A jump meter is way too easy for a sighted gamer.
In general in games like Angel of Darkness most of the challenge is 
being able to jump correctly from ledge to ledge, over lava pits, etc. 
Even for sighted gamers it is tricky, difficult, and requires not just a 
little skill. Perfect timing and good handling is everything. Your jump 
meter is a good solution for a blind gamer, but isn't a desirable 
feature for a sighted gamer. It would negate the hours of practice 
required to get through level x because all one would need to do is wait 
until the jump meter reached the correct distance and go for it. It also 
might negate the fact that most of these traps are puzzles that need 
solving. One little mistake can screw the entire puzzle up and you have 
to start over from scratch. So a gamer has to be able to make mistakes 
when doing the jumps or it defeats the puzzle.



Phil Vlasak wrote:

Hi Thomas,
I could imagine the the lava rocks in your example could make a sound or 
more importantly say how far away they are from you.
Thus by their distance you could center one in the middle before jumping 
to it.

Of course you would need some kind of jump meter to gage how far you jump.
For example, the lava stone off to your right is saying 5 feet, so you 
hit the 5 foot jumping key or hit the get ready to jump key and it 
counts up 1, 2, 3, 4, and when it hits 5 you press the jump button.
The game calculates how far you are on the 5 foot mark by tenths of a 
second, then places you at that spot and determines if you have landed 
on the stone.
Of course the sinking of the stones would have to be slower, allowing 
you to aim at the next stone and jump.

All this would not be necessary in a sighted only game.
Phil



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Re: [Audyssey] Gma engine Audio rpgs

2009-01-13 Thread dark
Again Tom, a point of deffinition and semantics I think, sinse by that 
deffinition a lot of games, such as Zelda, alundra, and Lord of the rings on 
the snes do not count as rpgs.


Even in secret of mana (imho one of the best rpg games of all time), though 
you could name your characters there was no way of customizing them and they 
were heavily part of the story.


Also, though there was ganing xp with various skills and powers and 
individual leveling for the three characters of the party, these simply 
involved how much damage the various things did, and how much hp and mana 
the characters had.


For weapon combat, it was all action based, ie, you get close to a monster 
and whack it, and it took the requisite damage from the weapon.


It's true that the elemental magic weakness system was probably beyond what 
would be possible in the gma engine, sinse it involved different monsters or 
your party taking more damage or greater status effects from one of 8 
elements,  all of which needed to be trained up individually by your 
magic using characters, but certainly the weapon combat was entirely action 
based and not the least random, simply based upon how much skill your 
character had with a weapon, and how tough the monster was.


Also personally, while I see the point of character creation, some of imho 
the finest rpgs such as the final fantasy serieshave had their appeal from 
the fact that you do not play as generic custom characters with a ccustom 
environment, but specific characters with history, backstory and their own 
goals.


Again though, I suppose this is just a matter of deffinition and personal 
preference.


Beware the Grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 14, 2009 12:19 AM
Subject: Re: [Audyssey] Gma engine Audio rpgs



Hi Dark,
Well, this is one of those cases of yes and no. It is true the GMA engine 
will allow you to create various armer classes, pick up items from killed 
monsters, create and cast different spells, etc. However, the features you 
described applies to a lot of First Person games and not just RPG. I guess 
this is one of those cross over points, but technically the GMA engine 
isn't an RPG engine. Neither is Genesis 3D though they have many of the 
features you would need for a real time RPG game they aren't really RPG 
games.
In an RPG game there are a variety of stat checks that determines if you 
can do this or that. If you toss a stun spell at a creature the game would 
have to roll a dice and see if it succeeded or failed. if it succeeded how 
much damage was done. Instead in the GMA engine if you are looking in the 
right direction and the enemy is in rrange the stun spell will succeed no 
matter what. That might be a small difference,  but I think one that needs 
to be taken into acccount.
Another thing is the entire deal with experience points and skill levels. 
The GMA engine won't allow you to train skills and gain experience points. 
For me the ability to train skills, train powers, and gain experience is a 
vital part of an RPG. Without them everything is just static and is 
nothing more than a glorified FPS style game.
Then there is character creation.  Another important feature the GMA 
engine lacks is the ability to create custom characters. In a RPG game you 
should be able to pick character stats, race, class, etc. You can't do 
this with the GMA engine.

Smile.

dark wrote:

Hi tom.

The principle reason I thought the gma engine might do an rpg game is to 
do with the way certain things worked in shades and Sarah.


It can manifestly hanndle talking to characters (even with random 
speeches like the 2 way mirror in Sarah), shops keys and locks.


This is the bulk of the exploration part of an rpg.

for the offensive part, it can handle armor, hp weapons with various 
ranges, a variety of monsters which drop items when killed.


Put all these together and you already have enough to make an action rpg 
similar to some of the zelda games,  which do not have character 
leveling.


I'm sure Phil will correct me on this if I'm wrong, but it also occurs to 
me that to level characters, all you need to do at base is to have the 
strength, armor, or amo of specific weapons,  ie, mana for spells, 
increase according to either an enemy's killed statistic or completion of 
some other goals,  such as finishing quests.


If stat increases must be tied to collection of items, then some work 
around such as collection of magic christals from defeated monsters could 
be used, - and then have stat increases at various points, strength 
increase at 100 christals for example).


If stat increases need to be tied to having certain armor or weapons, 
then simply use a shop.


this is why I say that the Gma engine could make an rpg,  and if the 
genesis engine has some of the same atributes, it might be able to as 
well.



Re: [Audyssey] Iron Realms Stuff

2009-01-13 Thread Shadow Dragon
They wouldn't be converted. I made sure in my email to mension alternate 
versions of the games. So if they did put up non-roleplay versions of the 
current games, they'd simply put another version of the game up on another 
port. This is what I'm hoping for, though it might not be too bad if they 
made a new game strictly for hack and slash purposes as long as it was good.


--
From: William L. Houts abra...@drizzle.com
Sent: Tuesday, January 13, 2009 5:19 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Iron Realms Stuff





I must be loony, but I love all of the homework in Iron Realms games. 
There are plenty of muds out there for grinding; most of them, in fact. 
Iron Realms is games are some of the few in which you really have to think 
about what you're doing, whether you're a paladin or a mage.  If the IR 
crew wants to put up a new game for more hack and slash players --and I'm 
not knocking that, everyone has fun in a different way--that would be 
great, but for one I'd hate to see the existing games converted into that 
sort of thing.



--Bill

- Original Message - 
From: Orin orin8...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 13, 2009 3:22 PM
Subject: Re: [Audyssey] Iron Realms Stuff


Yeah, me too. Iron Rrealms games would be awesome without the roleplay 
and guild requirements that have at least 21 steps, including an 
interview at the end. Also, in-character when I want to know, for 
example, a command, I have trouble asking about it IC.

On Jan 13, 2009, at 1:55 PM, Shadow Dragon wrote:

Not sure how many people this will interest, but this morning I sent  an 
email to the iron realms team asking about alternate versions of  the 
games with a focus more on exploration, questing and grinding  rather 
than on roleplay, pvp and politics. Here's the response I got.


Response here:

That is actually a good idea and something I have considered,
something with very relaxed rules for PK, gaining 'class', and role
play. However, we currently have two games in production. Perhaps
after those two are released we will look into doing something like
this.

Thanks for the email.

- Jeremy


Looks promising, in my opinion at least. I've always wanted to get 
deeper into the iron realms stuff without having to worry about the 
roleplay side of things.


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Re: [Audyssey] question about video game developers

2009-01-13 Thread Clement Chou
The only way I could see this working is to have some sort of general 
ambiance audio that gives one a hint as to how far they're jumping. Of 
course there'd be problems there, but it seems to me to be the most 
practical solution.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 13, 2009 4:45 PM
Subject: Re: [Audyssey] question about video game developers



Hi Phil,
Yeah, that might work for making that level accessible, but it also is a 
case in point where that accessibility comes at a cost to the sighted 
gamer. While your method might make that level easy enough for us to play 
it would dramatically reduce the skill level required to play that level 
for sighted players too. i'm afraid many die-hard gamers would find it way 
too easy and boring. mainstream game companies would likely have to remove 
some of the difficulties in a level like that to make it accessible. A 
jump meter is way too easy for a sighted gamer.
In general in games like Angel of Darkness most of the challenge is being 
able to jump correctly from ledge to ledge, over lava pits, etc. Even for 
sighted gamers it is tricky, difficult, and requires not just a little 
skill. Perfect timing and good handling is everything. Your jump meter is 
a good solution for a blind gamer, but isn't a desirable feature for a 
sighted gamer. It would negate the hours of practice required to get 
through level x because all one would need to do is wait until the jump 
meter reached the correct distance and go for it. It also might negate the 
fact that most of these traps are puzzles that need solving. One little 
mistake can screw the entire puzzle up and you have to start over from 
scratch. So a gamer has to be able to make mistakes when doing the jumps 
or it defeats the puzzle.



Phil Vlasak wrote:

Hi Thomas,
I could imagine the the lava rocks in your example could make a sound or 
more importantly say how far away they are from you.
Thus by their distance you could center one in the middle before jumping 
to it.
Of course you would need some kind of jump meter to gage how far you 
jump.
For example, the lava stone off to your right is saying 5 feet, so you 
hit the 5 foot jumping key or hit the get ready to jump key and it counts 
up 1, 2, 3, 4, and when it hits 5 you press the jump button.
The game calculates how far you are on the 5 foot mark by tenths of a 
second, then places you at that spot and determines if you have landed on 
the stone.
Of course the sinking of the stones would have to be slower, allowing you 
to aim at the next stone and jump.

All this would not be necessary in a sighted only game.
Phil



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Re: [Audyssey] Iron Realms Stuff

2009-01-13 Thread Orin
Most of IR's quests are awesome, and they need to be put into other  
muds. In those quests it's not all about grinding. Yet on other muds,  
in those quests you have to kill something, go back and get quest  
points. I hate quest points. Nothing significent about them accept  
getting what grinders like, better equipment. I personally can't wait  
to see what IR has for a scifi game. It'll be awesome and I'll  
probably stay on that one than I had more of the others because scifi  
is more of my thing. I must say, though, that I might try Lasternia  
again, since it was the game I had the most success on the first time  
playing.



On Jan 13, 2009, at 7:19 PM, William L. Houts wrote:





I must be loony, but I love all of the homework in Iron Realms  
games. There are plenty of muds out there for grinding; most of  
them, in fact. Iron Realms is games are some of the few in which you  
really have to think about what you're doing, whether you're a  
paladin or a mage.  If the IR crew wants to put up a new game for  
more hack and slash players --and I'm not knocking that, everyone  
has fun in a different way--that would be great, but for one I'd  
hate to see the existing games converted into that sort of thing.



--Bill

- Original Message - From: Orin orin8...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 13, 2009 3:22 PM
Subject: Re: [Audyssey] Iron Realms Stuff


Yeah, me too. Iron Rrealms games would be awesome without the  
roleplay and guild requirements that have at least 21 steps,  
including an interview at the end. Also, in-character when I want  
to know, for example, a command, I have trouble asking about it IC.

On Jan 13, 2009, at 1:55 PM, Shadow Dragon wrote:

Not sure how many people this will interest, but this morning I  
sent  an email to the iron realms team asking about alternate  
versions of  the games with a focus more on exploration, questing  
and grinding  rather than on roleplay, pvp and politics. Here's  
the response I got.


Response here:

That is actually a good idea and something I have considered,
something with very relaxed rules for PK, gaining 'class', and role
play. However, we currently have two games in production. Perhaps
after those two are released we will look into doing something like
this.

Thanks for the email.

- Jeremy


Looks promising, in my opinion at least. I've always wanted to get  
deeper into the iron realms stuff without having to worry about  
the roleplay side of things.


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Re: [Audyssey] whoops! I messed up scorpion's 5th challenge.

2009-01-13 Thread Yohandy
actually, changing the button layout makes perfect sense. buttons go in 
order and all you need to do is go down through the option and press the 
appropriate button. If you change the vibration feature from on to off, the 
controller will vibrate if it is on. the options aren't so hard if you 
memorize them. Also the selection screen does rap from left to right. so you 
can more easily pick the flash by going left 3 times from the default player 
1 position
- Original Message - 
From: Orin orin8...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 13, 2009 6:40 PM
Subject: Re: [Audyssey] whoops! I messed up scorpion's 5th challenge.


In the case of MK VS. DCU, it didn't take me long to learn the menus.
Keep in mind I did it without sighted assistance. The only thing I
have trouble with menu whise is the options. I know the layout of the
menus, but I, for example, can't tell when something is on or off. And
in the controler menu to change buttons may be difucult. Correction:
is, dificult without sighted assistance. Other than that, since the
menus don't rap, and the character selection screen has only two rows,
you'll easily be able to memorise that too. For example, if I wanted
to choose The Flash, I know that from the defult position where the
character selection screen starts that Flash is seven times to the
right. Also, the character selection screen goes left to right, making
it easier to know which character you select before you select it.
Organised.
On Jan 13, 2009, at 12:12 PM, Lukás Hosnedl wrote:


Hi,
that's a lovely idea, of course, I would love an accessible game of  such 
complexity as Mortal Combat, which is one of the cases that  would need 
just perhaps a bit more accessibility elements like in  the menus, etc., 
and they would be perfectly accessible... But if  you ever wanted to start 
working on a game of this kind, I recommend  that you have someone sighted 
whom you could check a newer Mortal  Combat with first to see what all the 
game has to offer. It  certainly is not just a bit more advanced Savage 
Gambit. :-)

Lukas
- Original Message - From: Phil Vlasak p...@pcsgames.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 13, 2009 5:50 PM
Subject: Re: [Audyssey] whoops! I messed up scorpion's 5th challenge.



Hi Yohandy,
Thanks for the list of challenges.
It would be interesting to make a fully accessible game using them.
I would need to know some more about the relationship of the keys  to 
come up with standard keyboard choices that would simulate those  on the 
controller.
For example PCS did a boxing game using the six pack keys to throw 
punches.
You used the insert, home and page up keys to throw left punches to  the 
head, center punches to the head or right punches to the head  of your 
opponent.

The delete, end and page down keys punched the body.
And the left and right arrow keys kicked.
The up and down arrow keys moved you in and out.

Could you recommend keyboard keys that would replace the square, 
triangle etc keys you listed?

Phil

- Original Message - From: Yohandy yohand...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 13, 2009 10:55 AM
Subject: [Audyssey] whoops! I messed up scorpion's 5th challenge.


oops! my bad. Replace down left square down left square, with down  left 
x
down left x. Or you can simply redownload the new file below. I  also 
want to
point out something else I forgot. If you're doing a challenge and  you 
want

to return the characters positions to what they were originally,  press
select. this is useful if you teleport and want to get back to the 
other

side quickly without the need to jump over your opponent or  teleporting
yourself, or if you're in the middle of a wrong animation you can  just 
hit

select and it'll be cancelled. This only works in practice and in  combo
challenges. Here's the new link. let's hope I didn't mess anything  else 
up.

http://www.sendspace.com/file/gew661




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For video game music and related content, check out the following  site:
http://gh.ffshrine.org?r=16426


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[Audyssey] wwe smackdown 2009 for ps2?

2009-01-13 Thread Matheus
hey all.
can someone tell me if you guys awreade tried wwe smackdown vs raw 2009 i think 
that's the name of the game, for ps2?
and if so, this is accessible a bit and worth checking out or no?
thanks and best regards.

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[Audyssey] for game developers

2009-01-13 Thread Charles Rivard
I have not checked this out, but I thought it might be of interest to 
developers needing sound bites:


Here's an online community that offers an invaluable free resource to anyone
who wants to use sound effects or audio loops in digital projects. SoundSnap
is worth checking out, whether you are creating a podcast, a presentation, a
website, a science project, or a custom activity for a program like Clicker
5 or Classroom Suite. SoundSnap has literally thousands of well organized
and searchable audio files available for download. 

there are sixteen main headings under which the sound files are organized.
You'll also see a total number of files currently available under each
heading. The download interface gives you the option of listening to a clip
before deciding whether or not to download. You are told the duration of the
clip. You can see how many times the file has already been downloaded and
how it has been rated by other users. 

If you have audio files that you would like to contribute, SoundSnap would
welcome them.

Click this link to visit

http://www.soundsnap.com 

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Re: [Audyssey] wwe smackdown 2009 for ps2?

2009-01-13 Thread Thomas Ward

Hi,
I don't know about 2009, but earlier releases of Smackdown vs Raw were 
quite playable as a blind gamer.


Matheus wrote:

hey all.
can someone tell me if you guys awreade tried wwe smackdown vs raw 2009 i think 
that's the name of the game, for ps2?
and if so, this is accessible a bit and worth checking out or no?
thanks and best regards.

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Re: [Audyssey] Gma engine Audio rpgs

2009-01-13 Thread Thomas Ward

Hi Dark,
You have got a point there. Over the passed few years there has been a 
lot of blurring between RPG and other styles of games because there is 
no reason why a third person or first person game can't contain some RPG 
type elements in them, nor is there reason why an RPG can't be played in 
the first person or third person as well.
A vidio game series that does a RPG and first person mixture well is the 
Star Wars Jedi Knight series. While the entire series is played out 
using a first person game engine it does offer many RPG elements that 
improves the game play. You can choose to train certain force powers to 
get better force jumps, force speed, and various other force powers. You 
can even unlock some dark side force powers such as force lightning if 
you choose to take a more dark side route. Later games in the series 
also let you sswitch characters.  In Mysteries of the Syth you start out 
with Kyle Katern, but after level 4 or so you would then play as Mara 
Jade until the end of the game. The JK series also offered alternative 
endings depending on what you do. In the sith temple Kyle is taken over 
by the dark side and Mara Jade has to decide how to handle it. In one 
situation if you refuse to attack Kyle and use force perswation on him 
you can turn him back to the light side. If you are a dark sider you can 
kill Kyle and become the new Sith Lord. If you don't care you can join 
Kyle as his Sith apprentice. In this way the game really does offer many 
RPG elements of game play even though it is technically an FPS.
Tomb Raider Angel of Darkness also is an FPS/RPG combo. Throughout the 
levels there is all kinds of stuff around you can use to give Lara Croft 
various skill bonuses. If you lift a certain crate, move something, do 
this or that she will get stronger, faster, can jump higher, and so on. 
 When you start out Lara isn't strong enough to kick a door in and has 
to use a key or a crowbar to pry the door open. However, if you 
strengthen her legs when you approach a door Lara will say something 
like, I think i can kick that door in.
In fact, the first few levels in Paris are mainly there to set up the 
games plot as well as allow you to train up various skills. those skills 
become quite helpful if not out right invaluable by the time Lara Croft 
actually gets to the job of tomb rading and treasure hunting.  Jump 
skill bonuses will help you jump over any number of traps in the tombs. 
Being able to kick doors  in comes in handy in various places in the 
game when you can't find a way to open the door or there isn't another 
way to gain entry. In this way Angel of Darkness is far more RPG based 
than the earlier games in the series.
Anyway, the point is I guess being an FPS doesn't make it not an RPG. 
From a certain perspective they can be one and the same if created 
along similar lines. Definition therefore is not something set in stone.
As for custom character creation i guess it depends on the game. In a 
game like Star Wars Mysteries of the Sith i always enjoyed playing as 
Mara Jade. In the Thrawn series, Jedi Academy series, and Hand of Thrawn 
series she realy comes off brash and sassy. I not only know her history, 
but I've always liked female characters with a bit of an attitude to 
them. Unfortunately after her and Luke get married she seams to have 
mellowed out some and lost some of the attitude that made her cool. 
Perhaps some of that can be attributed to the fact by then she was 
older, wiser, and a Jedi Master I don't know. Though the Mara Jade in 
the later books isn't quite as exciting as she was when she was first 
introduced. Maybe that is why the jurks killed her off in a few books 
back. I am still steamed over that one. Though, I hear she is going to 
return in a later bookas a fricking force ghost. It is enough to make me 
give up on reading new Star Wars books. G...
Anyway, I digress don't i? So with that said I'll let you go, and head 
off for bed soon.


dark wrote:
Again Tom, a point of deffinition and semantics I think, sinse by that 
deffinition a lot of games, such as Zelda, alundra, and Lord of the 
rings on the snes do not count as rpgs.


Even in secret of mana (imho one of the best rpg games of all time), 
though you could name your characters there was no way of customizing 
them and they were heavily part of the story.


Also, though there was ganing xp with various skills and powers and 
individual leveling for the three characters of the party, these simply 
involved how much damage the various things did, and how much hp and 
mana the characters had.


For weapon combat, it was all action based, ie, you get close to a 
monster and whack it, and it took the requisite damage from the weapon.


It's true that the elemental magic weakness system was probably beyond 
what would be possible in the gma engine, sinse it involved different 
monsters or your party taking more damage or greater status effects from 
one of 8 elements,