Re: [Audyssey] mainstream accessibility was: Re: the real gamecircle

2009-08-15 Thread Charles Rivard
It would seem to me that the same problem exists whether the game is online 
or not.  Not enough blind customers to make it worth the developer's time 
and effort.  They would still ask, "Where's my profit in doing this extra 
work?  Would it be worth the expense to sell 1,000 games after modifying the 
game?"

---
Shepherds are the best beasts.
- Original Message - 
From: "Nick Helms" 

To: "Gamers Discussion list" 
Sent: Saturday, August 15, 2009 9:31 PM
Subject: Re: [Audyssey] mainstream accessibility was: Re: the real 
gamecircle



Hi,
Just my thinking on this.
I totally agree with Che. There is just no way that the mainstream
gaming developers will begin to really notice us.
There are just too many sited gamers and not enough blind interest.
But I think that what you’re forgetting are the online games.
There are tuns of online games that could be improved and could become
playable for the blind.
True, the blind might not be able to game on a level with an X-box,
but we can certainly work with accessability when it comes to online
games, because, especially with massively multi-player games, the game
doesn’t stop. It doesn’t have a shelf-life.
And that’s why we should be getting those developers to make axcess
improvements for their games, the online games.
Best,
Nick


On 8/15/09, Thomas Ward  wrote:

Hi,
And while we are at it here is another thing to keep in mind. Even if,
miricles of miricles, all the mainstream companies decided to start
making their games accessible that would only apply to new and up coming
titles. What about the hundreds perhaps thousands of titles currently on
the market already?
I can pretty much tell you what will happen. Many people on this list
would begin badgering the mainstream companies to go back and rewrite or
upgrade this and that title so they could play it. That simply would not
be at all cost effective. Especially, since game titles have a short
shelf life relatively speaking. Once the title has sold x number of
copies it is done and over with as far as the company is concerned.
Asking them to go back and upgrade all those games to be accessible
would be impossible. At the very least extremely prohibitively expensive
with very little financial return.
For example, most of the accessible games out there are written in VB 6
and use DirectX 8. Both technologies are rather old, technically
speaking, and I'd like to see them all be updated to something newer
like VB .NET with SlimDX or C# .NET with SlimDX. However, asking
accessible game developers to do that is not very realistic or
practical. Too much time and work went into the games the first time,
and rewriting them to match current programming standards/specifications
would be a major undertaking. One with very little financial return. It
would be better for the developer to start out with a newer programming
language, newer game API, and a fresh game idea rather than try and go
back and rewrite all their old games in the hopes of trying to keep up
with technology changes. That's exactly how the mainstream game
companies would see it.
In the end even if mainstream companies decide to take up the cause for
game accessibility we are still going to lose out on a lot of good
games. It is expensive, not very practical, or in their best interests
to go back and upgrade everything just to satisfy a small market. As
much as it pains me to say it sometimes we just have to have to accept
this is how things are, and probably always will be in our life time.

Che wrote:


- I hate to be a defeattist, but this is a lost cause guys.
 As mentioned again and again, blind gamers don't even register on
mainstream companies radars.
 The problem here it seems to me is people think " Oh, they just need
to change this or that and we could have accessibility to this game"
 But it isn't that easy, in fact it is quite man hour intensive, and
there is no way these game companies can recoup the loss in salary for
the work.
 Consider this somewhat overblown analogy:
 It is technically possible for blind people to drive cars. a system
has been developed by Mercedes Benz where cars can recognize where
other cars are located front to back. , systems could be developed to
tell you where to turn, automatically break at the proper places, etc.
 Why aren't we all jumping up and down demanding this be done? Because
we all know it would cost ungodly amounts of money and infrastructure
re design to get it done. It simply isn't going to happen. If you ran
a mainstream gaming company, you would look at things much the same
way once you saw the numbers on what it would cost to include
accessibility for the blind for your next title, versus the few extra
sales you would get out of it.
 If you really want kick butt games out there for the blind, learn
some programming, take that great idea you have and make it a reality.
Trust me, it can be done. I did it, grin.
 You can help in other ways as well. If you bought a game and you
think it i

Re: [Audyssey] mainstream accessibility was: Re: the real gamecircle

2009-08-15 Thread Bryan Peterson
The problem is even some of them can be quite stubborn. I've actually heard 
stories of devs telling blind people straight out that they don't want blind 
folks playing their games. And again, if just one or two people contact them 
it's going to be the same as with big name devs. You'd have to go about it 
in just the right way. I'm just glad Sryth has such an open-minded 
gamemaster. Not only was he willing but he was apparently quite excited when 
he learned how many blind folks played his game, even though he hadn't 
designed it with us in mind.

You have acquired the skill of Weaponry Theremin.
Your current level of mastery is 10 Apprentice.
- Original Message - 
From: "Nick Helms" 

To: "Gamers Discussion list" 
Sent: Saturday, August 15, 2009 10:31 PM
Subject: Re: [Audyssey] mainstream accessibility was: Re: the real 
gamecircle



Hi,
Just my thinking on this.
I totally agree with Che. There is just no way that the mainstream
gaming developers will begin to really notice us.
There are just too many sited gamers and not enough blind interest.
But I think that what you’re forgetting are the online games.
There are tuns of online games that could be improved and could become
playable for the blind.
True, the blind might not be able to game on a level with an X-box,
but we can certainly work with accessability when it comes to online
games, because, especially with massively multi-player games, the game
doesn’t stop. It doesn’t have a shelf-life.
And that’s why we should be getting those developers to make axcess
improvements for their games, the online games.
Best,
Nick


On 8/15/09, Thomas Ward  wrote:

Hi,
And while we are at it here is another thing to keep in mind. Even if,
miricles of miricles, all the mainstream companies decided to start
making their games accessible that would only apply to new and up coming
titles. What about the hundreds perhaps thousands of titles currently on
the market already?
I can pretty much tell you what will happen. Many people on this list
would begin badgering the mainstream companies to go back and rewrite or
upgrade this and that title so they could play it. That simply would not
be at all cost effective. Especially, since game titles have a short
shelf life relatively speaking. Once the title has sold x number of
copies it is done and over with as far as the company is concerned.
Asking them to go back and upgrade all those games to be accessible
would be impossible. At the very least extremely prohibitively expensive
with very little financial return.
For example, most of the accessible games out there are written in VB 6
and use DirectX 8. Both technologies are rather old, technically
speaking, and I'd like to see them all be updated to something newer
like VB .NET with SlimDX or C# .NET with SlimDX. However, asking
accessible game developers to do that is not very realistic or
practical. Too much time and work went into the games the first time,
and rewriting them to match current programming standards/specifications
would be a major undertaking. One with very little financial return. It
would be better for the developer to start out with a newer programming
language, newer game API, and a fresh game idea rather than try and go
back and rewrite all their old games in the hopes of trying to keep up
with technology changes. That's exactly how the mainstream game
companies would see it.
In the end even if mainstream companies decide to take up the cause for
game accessibility we are still going to lose out on a lot of good
games. It is expensive, not very practical, or in their best interests
to go back and upgrade everything just to satisfy a small market. As
much as it pains me to say it sometimes we just have to have to accept
this is how things are, and probably always will be in our life time.

Che wrote:


- I hate to be a defeattist, but this is a lost cause guys.
 As mentioned again and again, blind gamers don't even register on
mainstream companies radars.
 The problem here it seems to me is people think " Oh, they just need
to change this or that and we could have accessibility to this game"
 But it isn't that easy, in fact it is quite man hour intensive, and
there is no way these game companies can recoup the loss in salary for
the work.
 Consider this somewhat overblown analogy:
 It is technically possible for blind people to drive cars. a system
has been developed by Mercedes Benz where cars can recognize where
other cars are located front to back. , systems could be developed to
tell you where to turn, automatically break at the proper places, etc.
 Why aren't we all jumping up and down demanding this be done? Because
we all know it would cost ungodly amounts of money and infrastructure
re design to get it done. It simply isn't going to happen. If you ran
a mainstream gaming company, you would look at things much the same
way once you saw the numbers on what it would cost to include
accessibility for the blind for your next title, 

Re: [Audyssey] mainstream accessibility was: Re: the real game circle

2009-08-15 Thread Nick Helms
Hi,
Just my thinking on this.
I totally agree with Che. There is just no way that the mainstream
gaming developers will begin to really notice us.
There are just too many sited gamers and not enough blind interest.
But I think that what you’re forgetting are the online games.
There are tuns of online games that could be improved and could become
playable for the blind.
True, the blind might not be able to game on a level with an X-box,
but we can certainly work with accessability when it comes to online
games, because, especially with massively multi-player games, the game
doesn’t stop. It doesn’t have a shelf-life.
And that’s why we should be getting those developers to make axcess
improvements for their games, the online games.
Best,
Nick


On 8/15/09, Thomas Ward  wrote:
> Hi,
> And while we are at it here is another thing to keep in mind. Even if,
> miricles of miricles, all the mainstream companies decided to start
> making their games accessible that would only apply to new and up coming
> titles. What about the hundreds perhaps thousands of titles currently on
> the market already?
> I can pretty much tell you what will happen. Many people on this list
> would begin badgering the mainstream companies to go back and rewrite or
> upgrade this and that title so they could play it. That simply would not
> be at all cost effective. Especially, since game titles have a short
> shelf life relatively speaking. Once the title has sold x number of
> copies it is done and over with as far as the company is concerned.
> Asking them to go back and upgrade all those games to be accessible
> would be impossible. At the very least extremely prohibitively expensive
> with very little financial return.
> For example, most of the accessible games out there are written in VB 6
> and use DirectX 8. Both technologies are rather old, technically
> speaking, and I'd like to see them all be updated to something newer
> like VB .NET with SlimDX or C# .NET with SlimDX. However, asking
> accessible game developers to do that is not very realistic or
> practical. Too much time and work went into the games the first time,
> and rewriting them to match current programming standards/specifications
> would be a major undertaking. One with very little financial return. It
> would be better for the developer to start out with a newer programming
> language, newer game API, and a fresh game idea rather than try and go
> back and rewrite all their old games in the hopes of trying to keep up
> with technology changes. That's exactly how the mainstream game
> companies would see it.
> In the end even if mainstream companies decide to take up the cause for
> game accessibility we are still going to lose out on a lot of good
> games. It is expensive, not very practical, or in their best interests
> to go back and upgrade everything just to satisfy a small market. As
> much as it pains me to say it sometimes we just have to have to accept
> this is how things are, and probably always will be in our life time.
>
> Che wrote:
>>
>> - I hate to be a defeattist, but this is a lost cause guys.
>>  As mentioned again and again, blind gamers don't even register on
>> mainstream companies radars.
>>  The problem here it seems to me is people think " Oh, they just need
>> to change this or that and we could have accessibility to this game"
>>  But it isn't that easy, in fact it is quite man hour intensive, and
>> there is no way these game companies can recoup the loss in salary for
>> the work.
>>  Consider this somewhat overblown analogy:
>>  It is technically possible for blind people to drive cars. a system
>> has been developed by Mercedes Benz where cars can recognize where
>> other cars are located front to back. , systems could be developed to
>> tell you where to turn, automatically break at the proper places, etc.
>>  Why aren't we all jumping up and down demanding this be done? Because
>> we all know it would cost ungodly amounts of money and infrastructure
>> re design to get it done. It simply isn't going to happen. If you ran
>> a mainstream gaming company, you would look at things much the same
>> way once you saw the numbers on what it would cost to include
>> accessibility for the blind for your next title, versus the few extra
>> sales you would get out of it.
>>  If you really want kick butt games out there for the blind, learn
>> some programming, take that great idea you have and make it a reality.
>> Trust me, it can be done. I did it, grin.
>>  You can help in other ways as well. If you bought a game and you
>> think it is just the bee's knees, get the word out, let others know
>> about it. our main source of marketing is word of mouth, we just need
>> more words from your mouth, hehehe.
>> Also, , if you are hosting any cracked versions of accessible games
>> out there, stop and think a minute about the harm you are doing. It is
>> apples and oranges comparing hosting mainstream title cracks versus
>> accessible games

Re: [Audyssey] Technoshock help

2009-08-15 Thread Valiant8086
Wonder if you can get between them by stepping back a bit.
  - Original Message - 
  From: Sky Taylor 
  To: Gamers Discussion list 
  Sent: Saturday, August 15, 2009 8:48 PM
  Subject: [Audyssey] Technoshock help


  ello list.
  I am on level 4 of Technoshock. The problem I am having right now is that i'm 
in a room with 2 pits in front of me, and a switch. However, if I atempt to 
jump over one of the pits, rather than getting safely on the other side, I fall 
right down the second pit. I'm 0 meeters from the first pit, and 1 meeters from 
the second pit, and 3 meeters from the switch. Any suggestions? I mammaged to 
go to the end of level 4 once but this was 2 years ago and I have forgotten how 
I got around the pits. I have tried going east, west, north, etc, and I can't 
get around both pits even by running east.
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Re: [Audyssey] the real game circle

2009-08-15 Thread shaun everiss
I think they would notice us if we did something drastic.
the easiest thing sould be to make a game using their chars and names and well 
make an accessible game to show them what we could do.
Issue is we would get the wrong attention.
The other option is impossible or almost.
if we made something they wanted, then make it on par with their stuff then 
maybe they would be able to be interested.
There are several issues.
time and the number of devs we would need for a big project.
then there is the tech we would need.
good sfx, 3d graphics, directx, xna, multiplayer games with a large world base 
and servers ofcause.
we would need more things than even sod has.
we would be able to use the latest tech whatever that was.
The only game that actually comes close is teraformas and really thats it.
usagames stuff does hit it  but not quite yet.
we'd really have to hit it with loads of things.
At 10:52 a.m. 16/08/2009, you wrote:
>Hi Josh,
>Yes, several people have been in touch with mainstream game companies 
>regarding improved accessibility. There is an organization called IGDA which 
>has spent considerable time and money working towards improved accessible 
>games, and they have been continually stonewalled by the companies that be.  
>concessions have been very few and far between.
>For example, IGDA has managed to convince some game companies to include 
>closed captioning in many of their game scenes and dialogs for people with 
>hearing impairments. That, of course, doesn't help us any, but it is a small 
>compromise they managed to get out of some of these major game companies.
>The major problem comes down to time and money. We are a very small minority, 
>and are hardly worth a companies time and money. They are not going to shell 
>out big money on research and development for game accessibility unless they 
>are going to get a huge financial return on that investment. Unfortunately, 
>there isn't enough of us around to really make a major impact on their sales, 
>and we hold no real influence with these companies. So total accessibility is 
>pretty darned unlikely in the near future.
>That's to say nothing about the general attitude of these companies. From what 
>I've heard responses range from polite sympathy to outright rudeness. I get 
>the feeling some of these companies think of us as an annoying gnat that can 
>be swatted out of the way, and in a sense they would b correct.
>
>Josh wrote:
>>Hi,
>>Has anyone ever thought of calling companies like Sony and writing letters to 
>>them  and petitioning for the major video game companies to modify their 
>>current games so they are accessible? put a visually impaired/blind players 
>>mode in the games and a button to access it? And with today's console 
>>arcitecture why not add text to speech built right into the console? same 
>>with pc games, add an accessibility option or a downloadable accessibility 
>>pack for the games. and since we got firefox and webvisum brushthose captchas 
>>aside, subscribe to the sighted gamers forums and lets make our voices heard 
>>and keep making them heard until we get what we want, the quality of games  
>>played by our sighted friends. 
>>
>>Josh
>>  
>
>
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Re: [Audyssey] mainstream accessibility was: Re: the real game circle

2009-08-15 Thread Thomas Ward

   Hi,
And while we are at it here is another thing to keep in mind. Even if, 
miricles of miricles, all the mainstream companies decided to start 
making their games accessible that would only apply to new and up coming 
titles. What about the hundreds perhaps thousands of titles currently on 
the market already?
I can pretty much tell you what will happen. Many people on this list 
would begin badgering the mainstream companies to go back and rewrite or 
upgrade this and that title so they could play it. That simply would not 
be at all cost effective. Especially, since game titles have a short 
shelf life relatively speaking. Once the title has sold x number of 
copies it is done and over with as far as the company is concerned. 
Asking them to go back and upgrade all those games to be accessible 
would be impossible. At the very least extremely prohibitively expensive 
with very little financial return.
For example, most of the accessible games out there are written in VB 6 
and use DirectX 8. Both technologies are rather old, technically 
speaking, and I'd like to see them all be updated to something newer 
like VB .NET with SlimDX or C# .NET with SlimDX. However, asking 
accessible game developers to do that is not very realistic or 
practical. Too much time and work went into the games the first time, 
and rewriting them to match current programming standards/specifications 
would be a major undertaking. One with very little financial return. It 
would be better for the developer to start out with a newer programming 
language, newer game API, and a fresh game idea rather than try and go 
back and rewrite all their old games in the hopes of trying to keep up 
with technology changes. That's exactly how the mainstream game 
companies would see it.
In the end even if mainstream companies decide to take up the cause for 
game accessibility we are still going to lose out on a lot of good 
games. It is expensive, not very practical, or in their best interests 
to go back and upgrade everything just to satisfy a small market. As 
much as it pains me to say it sometimes we just have to have to accept 
this is how things are, and probably always will be in our life time.


Che wrote:


- I hate to be a defeattist, but this is a lost cause guys.
 As mentioned again and again, blind gamers don't even register on 
mainstream companies radars.
 The problem here it seems to me is people think " Oh, they just need 
to change this or that and we could have accessibility to this game"
 But it isn't that easy, in fact it is quite man hour intensive, and 
there is no way these game companies can recoup the loss in salary for 
the work.

 Consider this somewhat overblown analogy:
 It is technically possible for blind people to drive cars. a system 
has been developed by Mercedes Benz where cars can recognize where 
other cars are located front to back. , systems could be developed to 
tell you where to turn, automatically break at the proper places, etc.
 Why aren't we all jumping up and down demanding this be done? Because 
we all know it would cost ungodly amounts of money and infrastructure 
re design to get it done. It simply isn't going to happen. If you ran 
a mainstream gaming company, you would look at things much the same 
way once you saw the numbers on what it would cost to include 
accessibility for the blind for your next title, versus the few extra 
sales you would get out of it.
 If you really want kick butt games out there for the blind, learn 
some programming, take that great idea you have and make it a reality. 
Trust me, it can be done. I did it, grin.
 You can help in other ways as well. If you bought a game and you 
think it is just the bee's knees, get the word out, let others know 
about it. our main source of marketing is word of mouth, we just need 
more words from your mouth, hehehe.
Also, , if you are hosting any cracked versions of accessible games 
out there, stop and think a minute about the harm you are doing. It is 
apples and oranges comparing hosting mainstream title cracks versus 
accessible games. In such a small market, even one source of a cracked 
game is very harmful, while the big boys wouldn't even notice it. 
Please, just think about all the man hours that go into these projects 
and think about how you would feel if someone was out there robbing 
from you like that. I know there are more than a few people on this 
list that host cracked accessible games, and I just don't get you guys.
 Finally, rather than just complain about this or that about a title 
in development, provide constructive criticism, all developers want to 
hear how they can make their games better, but just complaining does 
no good to anyone.

 Later
che





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Re: [Audyssey] Technoshock help

2009-08-15 Thread Ryan Chou
you have to shoot the switch and a teleport will come up with will
teleport you across

On 8/15/09, Sky Taylor  wrote:
> ello list.
> I am on level 4 of Technoshock. The problem I am having right now is that
> i'm in a room with 2 pits in front of me, and a switch. However, if I atempt
> to jump over one of the pits, rather than getting safely on the other side,
> I fall right down the second pit. I'm 0 meeters from the first pit, and 1
> meeters from the second pit, and 3 meeters from the switch. Any suggestions?
> I mammaged to go to the end of level 4 once but this was 2 years ago and I
> have forgotten how I got around the pits. I have tried going east, west,
> north, etc, and I can't get around both pits even by running east.
> ---
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> If you want to leave the list, send E-mail to
> gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
> All messages are archived and can be searched and read at
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> If you have any questions or concerns regarding the management of the list,
> please send E-mail to gamers-ow...@audyssey.org.
>

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[Audyssey] Technoshock help

2009-08-15 Thread Sky Taylor
ello list.
I am on level 4 of Technoshock. The problem I am having right now is that i'm 
in a room with 2 pits in front of me, and a switch. However, if I atempt to 
jump over one of the pits, rather than getting safely on the other side, I fall 
right down the second pit. I'm 0 meeters from the first pit, and 1 meeters from 
the second pit, and 3 meeters from the switch. Any suggestions? I mammaged to 
go to the end of level 4 once but this was 2 years ago and I have forgotten how 
I got around the pits. I have tried going east, west, north, etc, and I can't 
get around both pits even by running east.
---
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If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
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[Audyssey] mainstream accessibility was: Re: the real game circle

2009-08-15 Thread Che


- I hate to be a defeattist, but this is a lost cause guys.
 As mentioned again and again, blind gamers don't even register on 
mainstream companies radars.
 The problem here it seems to me is people think " Oh, they just need to 
change this or that and we could have accessibility to this game"
 But it isn't that easy, in fact it is quite man hour intensive, and there 
is no way these game companies can recoup the loss in salary for the work.

 Consider this somewhat overblown analogy:
 It is technically possible for blind people to drive cars. a system has 
been developed by Mercedes Benz where cars can recognize where other cars 
are located front to back. , systems could be developed to tell you where to 
turn, automatically break at the proper places, etc.
 Why aren't we all jumping up and down demanding this be done? Because we 
all know it would cost ungodly amounts of money and infrastructure re design 
to get it done. It simply isn't going to happen. If you ran a mainstream 
gaming company, you would look at things much the same way once you saw the 
numbers on what it would cost to include accessibility for the blind for 
your next title, versus the few extra sales you would get out of it.
 If you really want kick butt games out there for the blind, learn some 
programming, take that great idea you have and make it a reality. Trust me, 
it can be done. I did it, grin.
 You can help in other ways as well. If you bought a game and you think it 
is just the bee's knees, get the word out, let others know about it. our 
main source of marketing is word of mouth, we just need more words from your 
mouth, hehehe.
Also, , if you are hosting any cracked versions of accessible games out 
there, stop and think a minute about the harm you are doing. It is apples 
and oranges comparing hosting mainstream title cracks versus accessible 
games. In such a small market, even one source of a cracked game is very 
harmful, while the big boys wouldn't even notice it. Please, just think 
about all the man hours that go into these projects and think about how you 
would feel if someone was out there robbing from you like that. I know there 
are more than a few people on this list that host cracked accessible games, 
and I just don't get you guys.
 Finally, rather than just complain about this or that about a title in 
development, provide constructive criticism, all developers want to hear how 
they can make their games better, but just complaining does no good to 
anyone.

 Later
che





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Re: [Audyssey] The real Game Circle

2009-08-15 Thread Thomas Ward

Hi,

Michael said:
Remember when these games we have were released. There are tipically  
large chunks of empty time between any two game releases.

It takes ages to  put a game together.

My responce:
Not only that we need to keep in mind the more complex the game the 
longer it takes. I can put together a simple Blackjack game in a couple 
of days time. Something like Shades of Doom or Tank Commander would take 
at least a year or so to complete with my current schedule. Probably longer.


Michael said:
Don't throw the baby out with the bath-water. Arcade games shouldn't be  
thought of as less worthy acomplishments. We haven't even begun to approach

the variety and scope available to sighted people.

My responce:
That's certainly true. There are several games that fall into the arcade 
game genre, and have become legends in their own right. Games like 
Asteroids, Montezuma's Revenge, Pacman, Missile Command, Bomberman, and 
so on will go down in history as some of the best games in history. A 
couple of years ago Activision released an Atari console with several 
clasic arcade games on it, and it sold like hot cakes. People still 
enjoy those old Atari classics even though they are very old in terms of 
vidio game technology.
In terms of theaccessible games market we have only had a small, very 
small, samplying of what the arcade genre has to offer. So far we have 
seen a demo of Montezuma's Revenge,  PCS has done a good reproduction of 
Pacman, and several people have created their own Space invaders style 
games. However, that is actually a drop in the bucket when it comes to 
all of the games that once existed for the Atari and other arcade consoles.


Michael said:
Sidescrollers have a whole lot to offer blind people. We really haven't
seen  any serious exploration of that genre despite the relative ease 
of  translating it into accessible form.


My responce:
Yes, and there have been many good games that were originally created as 
side-scrollers. Games like Castlevania, Megaman, Double dragon, Pitfall, 
Montezuma's Revenge, Super Mario Brothers, Prince of Persia, etc all 
started out as side-scrollers, and became best sellers. The genre has an 
impressive history, and converts fairly well into an audio only format.


Michael said:
Variety, rather than actual innovation, is what is truly being sought 
here.  Let's be clear about this. The actual complaint being sent to 
game  developers
isn't truly about their lack of innovation. What a lot of us  truly seek 
is new experience of genres we haven't gotten a chance to play in  yet.


My rsponce:
I have to agree with that excellent observation. It isn't like we have 
hundreds of side-scrollers, arcade games, first person shooters, 
simulators, etc to choose from that are actually 100% accessible out of 
the box. There is nothing wrong with card games, board games, and so on 
but we don't have enough variety to satisfy everyone's interests properly.
I'm personally interested in real time action games like Shades of Doom, 
Tank Commander, and Lonewolf. I'd love to see more games along that line 
being created. Someone else might really be into card and board games, 
and want to see more games like that being developed. Others might want 
to know what it was like playing the classics like Donkey Kong, Frogger, 
and Asteroids, and would like to see more games like that being created. 
Unfortunately, there isn't enough of us skilled game developers to 
satisfy everyone currently.



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Re: [Audyssey] The real Game Circle

2009-08-15 Thread Thomas Ward

Hi,
Yes, very very true. Sometimes It just takes a while for some gamers to 
adapt to something new.
Take Rail Racer for example. When Che first announced the project 
publically I'll admit I had my doubts about it. I really didn't think 
the game was going to be all that apealing. However, as time went on and 
I saw more of the end product it became clear it was the best accessible 
racing game I've ever played. It's online and off line play is adictive, 
and it takes a long time to get the hang of playing the game. That's the 
way it should be.
As for the its too hard argument I honestly don't think some people try 
hard enough at it or don't want to have to work for the pay off. I 
remember when I first played Shades of Doom, and I found the game really 
difficult on the easiest experience level. well, after a couple of weeks 
I got the hang of it, and slowly tried harder and harder experience 
levels until I am an expert at the game. I didn't get that good at the 
game just by playing once through. I must have spent hours and hours on 
it the first couple of months. When I finally killed the boss on the 
most difficult experience level without using a saved game or cheat 
codes you can bet I was pretty darn proud of myself. The pay off was 
really really satisfying.



Munawar Bijani wrote:
Agreed. I have gotten the same complaints about Three-D 
Velocity--although it seems as if most people here are very tempted to 
try new things. So yes, you get the occasional "this is too hard, add 
feature X to make it easier" message, but for the most part you'll see 
a positive outlook; if for nothing else, at least because you bring 
new ideas to the AG market. I think we're all sick of the guess the 
numbers and side-side shooting games like Dark Destroyer. Just 
remember, if they don't like it, they don't have to buy it, so don't 
let it put your hopes down if a couple people do start complaining. 
Keep your target audience in mind, and don't try to cater to everyone 
because it won't work. Several games (including Treasure Hunt) failed 
because of this.

Munawar A. Bijani



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Re: [Audyssey] the real game circle

2009-08-15 Thread Thomas Ward

Hi Josh,
Yes, several people have been in touch with mainstream game companies 
regarding improved accessibility. There is an organization called IGDA 
which has spent considerable time and money working towards improved 
accessible games, and they have been continually stonewalled by the 
companies that be.  concessions have been very few and far between.
For example, IGDA has managed to convince some game companies to include 
closed captioning in many of their game scenes and dialogs for people 
with hearing impairments. That, of course, doesn't help us any, but it 
is a small compromise they managed to get out of some of these major 
game companies.
The major problem comes down to time and money. We are a very small 
minority, and are hardly worth a companies time and money. They are not 
going to shell out big money on research and development for game 
accessibility unless they are going to get a huge financial return on 
that investment. Unfortunately, there isn't enough of us around to 
really make a major impact on their sales, and we hold no real influence 
with these companies. So total accessibility is pretty darned unlikely 
in the near future.
That's to say nothing about the general attitude of these companies. 
From what I've heard responses range from polite sympathy to outright 
rudeness. I get the feeling some of these companies think of us as an 
annoying gnat that can be swatted out of the way, and in a sense they 
would b correct.


Josh wrote:

Hi,
Has anyone ever thought of calling companies like Sony and writing letters to them  and petitioning for the major video game companies to modify their current games so they are accessible? put a visually impaired/blind players mode in the games and a button to access it? And with today's console arcitecture why not add text to speech built right into the console? same with pc games, add an accessibility option or a downloadable accessibility pack for the games. and since we got firefox and webvisum brushthose captchas aside, subscribe to the sighted gamers forums and lets make our voices heard and keep making them heard until we get what we want, the quality of games  played by our sighted friends. 



Josh
  



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Re: [Audyssey] The real Game Circle

2009-08-15 Thread Bryan Peterson
Some of the music of Jean-Michel Jarre might be good backing for a Sudoku 
game come to think of it. His album Oxygene comes to mind.

You have acquired the skill of Weaponry Theremin.
Your current level of mastery is 10 Apprentice.
- Original Message - 
From: "Thomas Ward" 
To: "Charles Rivard" ; "Gamers Discussion list" 


Sent: Saturday, August 15, 2009 3:34 PM
Subject: Re: [Audyssey] The real Game Circle



Hi Charles,
Parish the thought. Iron Butterfly and Sudoku?
Just thinking about that combo makes me have a headache. Whenever I play 
something like Sudoku I want piece and quiet while I think of how to solve 
the puzzles or at least have some soft and quiet music. Anyway, your point 
is well taken.

Smile.



Charles Rivard wrote:
To give another example, how about some Iron Butterfly while playing a 
game of Sudoku?  It just doesn't fit.  On the other hand, the music and 
background ambiance in your currently being played demo certainly do fit 
the game, creating the desired mood.



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Re: [Audyssey] the real game circle

2009-08-15 Thread Munawar Bijani

Hi,
Petitioning is a good idea, but in the end whether or not accessibility gets 
implemented boils down to revenue. There aren't enough blind players to 
convince a company like Soni to invest time (including research hours) and 
money into making a game fully accessible. This is one reason, I believe, 
why the AG market is suffering so much as well. Do we have developers with 
amazing potential? Certainly. Why don't they make games that rock the 
market? Because there isn't enough return. Not to mention some small groups 
(who we all know about) who take it upon themselves to say, "I don't think 
it's worth buying, but I'll definitely crack it and play" hurting the market 
even more. In the end, I think we don't realize, even half way, how much one 
person cracking an audiogame and ripping the developer of $15-$30 hurts the 
developer's finances. Making audiogames isn't free, and making mainstream 
games isn't free either.

Munawar A. Bijani
"Knowledge is of two types: absorbed and heard. The heard knowledge is only 
useful if it is absorbed." - Imam Ali Ibn Abu Talib, Nahj Al-Balagha

mailto:munaw...@gmail.com
http://www.bpcprograms.com
- Original Message - 
From: "shaun everiss" 

To: "Gamers Discussion list" 
Sent: Saturday, August 15, 2009 3:28 PM
Subject: Re: [Audyssey] the real game circle


except the departments you hit are the same as the ones for copywrite not 
envolved in any of the decition making process.

in any case this thing needs to be of good will or something not forced.
if it is then it may just not happen or if it does prices will go through 
the roof.

At 02:38 a.m. 16/08/2009, you wrote:

Hi,
Has anyone ever thought of calling companies like Sony and writing letters 
to them  and petitioning for the major video game companies to modify 
their current games so they are accessible? put a visually impaired/blind 
players mode in the games and a button to access it? And with today's 
console arcitecture why not add text to speech built right into the 
console? same with pc games, add an accessibility option or a downloadable 
accessibility pack for the games. and since we got firefox and webvisum 
brushthose captchas aside, subscribe to the sighted gamers forums and lets 
make our voices heard and keep making them heard until we get what we 
want, the quality of games  played by our sighted friends.



Josh

Join me on klango at www.klango.net visit and sign my petition at: 
http://www.petitiononline.com/coda1234/petition.html
and visit my blog at: http://jkenn337.klangoblog.net follow me on twitter 
at http://www.twitter.com/jkenn337

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Re: [Audyssey] The real Game Circle

2009-08-15 Thread Thomas Ward

Hi Charles,
Parish the thought. Iron Butterfly and Sudoku?
Just thinking about that combo makes me have a headache. Whenever I play 
something like Sudoku I want piece and quiet while I think of how to 
solve the puzzles or at least have some soft and quiet music. Anyway, 
your point is well taken.

Smile.



Charles Rivard wrote:
To give another example, how about some Iron Butterfly while playing a 
game of Sudoku?  It just doesn't fit.  On the other hand, the music 
and background ambiance in your currently being played demo certainly 
do fit the game, creating the desired mood.



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Re: [Audyssey] the real game circle

2009-08-15 Thread shaun everiss
except the departments you hit are the same as the ones for copywrite not 
envolved in any of the decition making process.
in any case this thing needs to be of good will or something not forced.
if it is then it may just not happen or if it does prices will go through the 
roof.
At 02:38 a.m. 16/08/2009, you wrote:
>Hi,
>Has anyone ever thought of calling companies like Sony and writing letters to 
>them  and petitioning for the major video game companies to modify their 
>current games so they are accessible? put a visually impaired/blind players 
>mode in the games and a button to access it? And with today's console 
>arcitecture why not add text to speech built right into the console? same with 
>pc games, add an accessibility option or a downloadable accessibility pack for 
>the games. and since we got firefox and webvisum brushthose captchas aside, 
>subscribe to the sighted gamers forums and lets make our voices heard and keep 
>making them heard until we get what we want, the quality of games  played by 
>our sighted friends. 
>
>
>Josh
>
>Join me on klango at www.klango.net visit and sign my petition at: 
>http://www.petitiononline.com/coda1234/petition.html 
>and visit my blog at: http://jkenn337.klangoblog.net follow me on twitter at 
>http://www.twitter.com/jkenn337
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>http://www.mail-archive.com/gam...@audyssey.org.
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>please send E-mail to gamers-ow...@audyssey.org.



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Re: [Audyssey] New accessible train simulator in development

2009-08-15 Thread peter Mahach

what game was it in?
- Original Message - 
From: "Harun" 

To: "gamers" 
Sent: Saturday, August 15, 2009 7:16 PM
Subject: Re: [Audyssey] New accessible train simulator in development


I remember one of those hard tracks. I was hauling oil on a 15 mile stretch 
to a small station.

Passed 2 other stations, and had to adjust my speed quite a bit.
Adjusted to 15 coming uphil into a station, to 40 as I left, and then to 
30 in a steep downhil portion.

Cheers,
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Re: [Audyssey] New accessible train simulator in development

2009-08-15 Thread Harun
I remember one of those hard tracks. I was hauling oil on a 15 mile stretch to 
a small station. 
Passed 2 other stations, and had to adjust my speed quite a bit.
Adjusted to 15 coming uphil into a station, to 40 as I left, and then to 30 in 
a steep downhil portion.
Cheers,
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Re: [Audyssey] New accessible train simulator in development

2009-08-15 Thread peter Mahach

wondering what sim it was that you played.
and yeah that's correct, we need time.
plus you can make such a hard track that it's gonna be so tuff, short 
objects with quickly changing speed limits... and so on.
- Original Message - 
From: "Munawar Bijani" 

To: "Gamers Discussion list" 
Sent: Saturday, August 15, 2009 6:37 PM
Subject: Re: [Audyssey] New accessible train simulator in development


It is a train sim...you're driving on a track. But the real fun in this 
one will be making sure your steam engine doesn't explode. :d. I played 
one sim a while back...I've forgotten the name now. It uses SAPI to read 
out your stats to you. It was a steam engine simulator but it pretty much 
ran on auto--or, at least, I couldn't figure out how to control the thing. 
I'm just glad someone else is also doing a simulator, and they seem pretty 
serious about it too. Give them time and it'll take off quite quickly. It 
sounds boring from what they've detailed so far, but remember, never judge 
a game based on a rough sketch of the plan.

Munawar A. Bijani
"Knowledge is of two types: absorbed and heard. The heard knowledge is 
only useful if it is absorbed." - Imam Ali Ibn Abu Talib, Nahj Al-Balagha

mailto:munaw...@gmail.com
http://www.bpcprograms.com
- Original Message - 
From: "william lomas" 

To: "Gamers Discussion list" 
Sent: Saturday, August 15, 2009 1:52 AM
Subject: Re: [Audyssey] New accessible train simulator in development



this sounds boring to be honest lol

On 15 Aug 2009, at 05:32, tim kilgore wrote:


Can we check out this cool-sounding sim yet?

Tim
- Original Message - From: "Valiant8086" 

>
To: "Gamers Discussion list" 
Sent: Friday, August 14, 2009 1:21 AM
Subject: Re: [Audyssey] New accessible train simulator in development


The .ini track loading system is working now. Nothing is set in  stone 
so this might be different  later. At the moment ctrl+o will  pop up 
the list box of tracks that are found in the tracks folder  that can be 
selected. when on a track doing stuff, ctrl+s will save  the current 
state of things so that one can close the train and  then run the 
program again and find they're right where they were  doing exactly 
what they were doing when they hit ctrl+s. So you can  be going 85 
miles per hour and press ctrl+s, close the train, open  it again and 
you're going 85 miles per hour, traveling right where  you were when 
you saved. Orriginally, it saved when you closed the  train but it 
looks like not everyone is going to want it to work  that way so at the 
moment saving is an option. the info is saved in  an .ini file called 
train.ini. that file can be deleted to cause  the train to pop up the 
dialogue as soon as you open the train for  you to select a track. This 
should allow us to just delete  that .ini file when we distribute and 
everyone who tries it out  will get generic behavior.


harun mentioned the speed limit system we were thinking about. 
Basically you use two objects that are pretty much just going to be 
signs. One will set the speed limit and the other will remove it so 
you can get up a good head of  steam again.


When pulling up to a station it's hard, both in reality and in this 
simulator to stop when you want to. You'll pass the station or stop 
too soon, or find you're about a quarter of a mile from it but  going 
too slowly to be there any time inside of a decade. You get  old 
waiting on it and speed things up a bit, only to go zooming  past the 
station before you're aware of the fact. So we put in a  beep that only 
plays if you're moving under 5 miles per hour. The  beep indicates when 
you're within 0.0001 miles of what ever object  you happen to be that 
close to. for a station this allows you to  stop pretty darned  close 
to where you want. You listen for that  beep. You hear it and you hold 
down the letter k until the train  comes to a hault. the beep only 
plays if you're moving and at a  rate of under 5 miles per hour. So if 
you're zooming along you  don't have to worry about that beep getting 
in the way of sound  effects.


- Original Message -  From: Valiant8086
To: Gamers Discussion list
Sent: Wednesday, August 12, 2009 9:01 PM
Subject: [Audyssey] New accessible train simulator in development


Sorry if you guys get this twice.
The .ini track loading system is in, but is still broken a bit and 
needs some serious work to get it to actually work like it's  supposed 
to. It would appear, at least for now, that using .ini  files doesn't 
slow the main loop down enough to bother with. this  is good. At the 
moment we have an every day list box that popps up  when you go to pick 
a track. The tracks are listed in there and the  file extention is on 
the end, ini. Don't know if we should remove  the extention from the 
list or not. You select the track you want  and then tab to the ok 
button and press that.


Right now all of the game except that is self voicing, though we 
considered using the API 

[Audyssey] Plots in games was: Re: The real Game Circle

2009-08-15 Thread Che
 I would opine that the problem with Tomb Raider's lack of sales is the 
redundant game play. Folks don't want to shell out $50 to play something 
they've already done over and over, no matter how much it advances what is 
usually a fairly thin plot line.
 Other than Homeworld, there have been very few games with a really 
intriguing plot line in my opinion released out there since the infocom 
games of the eighties.
 This doesn't include games based on existing story lines, such as Star 
Wars or Harry Potter of course, those guys have the unique ability to build 
on what has come before, but to create an original idea from scratch and 
have it be compelling is a very tricky business.
 Overall though, the plot doesn't touch game play in importance to most 
players. You could have the best plot line since The Godfather, and if the 
game play wasn't fun, it wouldn't matter one bit.

Later
che

- Original Message - 
From: "Munawar Bijani" 

To: "Gamers Discussion list" 
Sent: Saturday, August 15, 2009 11:45 AM
Subject: Re: [Audyssey] The real Game Circle



Hi Tom,
I think the real issue is not the lack of plot in Tomb raider, but simply 
that it's been going on for so long. Take Metal Gear Solid, for instance. 
It got so popular people wrote official analytical papers on its story. 
Scratch the game play--it's just a first-person shooter. But the 
developers for MGS did something right: they pakced the entire plot into 
four games, and ended it. Harry Potter would have suffered the same fate 
as Tomb Raider if Rowling had dragged on the series for another ten books. 
Animorphs suffered that fate. What seems to happen is some developers get 
too cocky and don't know when to stop. When that happens, the audience 
goes, "oh, when will this thing end?" And then when it does, they go 
"finally!" and just throw the whole series out the window. Or when they do 
finally end it, the ending wasn't even worth the suspense. I know several 
series that have ended horribly--with a total lack of creativity, and it 
has left me disappointed in the end.

Munawar A. Bijani
"Knowledge is of two types: absorbed and heard. The heard knowledge is 
only useful if it is absorbed." - Imam Ali Ibn Abu Talib, Nahj Al-Balagha

mailto:munaw...@gmail.com
http://www.bpcprograms.com
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, August 14, 2009 11:58 PM
Subject: Re: [Audyssey] The real Game Circle



Hi,
True. There really hasn't been any thing new that has made a big splash 
of late. At least nothing I would be really interested in. Last fall Edos 
released Tomb raider 8, but Underworld was more of a disappointment than 
anything else. The Tomb Raider games have been really losing sales over 
the passed few releases, and is nothing like what it was in the late 
1990's. The graphics and sound effects are superior, but the games have 
lost something that made the first few games special. Well, I've heard 
about some technical issues with Tomb Raider Underworld and camera angles 
which probably didn't help the game any.




shaun everiss wrote:

well to tell you the truth there are not so many big shots now.
in fact nothing has made the headlines of late.
no big company has released anything lately that has hit the lines 
either my friend that is sighted says he does pick the odd bit up but 
its not as bussy as it was like a year or 2 back.





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Re: [Audyssey] The real Game Circle

2009-08-15 Thread Munawar Bijani

Hi Tom,
I think the real issue is not the lack of plot in Tomb raider, but simply 
that it's been going on for so long. Take Metal Gear Solid, for instance. It 
got so popular people wrote official analytical papers on its story. Scratch 
the game play--it's just a first-person shooter. But the developers for MGS 
did something right: they pakced the entire plot into four games, and ended 
it. Harry Potter would have suffered the same fate as Tomb Raider if Rowling 
had dragged on the series for another ten books. Animorphs suffered that 
fate. What seems to happen is some developers get too cocky and don't know 
when to stop. When that happens, the audience goes, "oh, when will this 
thing end?" And then when it does, they go "finally!" and just throw the 
whole series out the window. Or when they do finally end it, the ending 
wasn't even worth the suspense. I know several series that have ended 
horribly--with a total lack of creativity, and it has left me disappointed 
in the end.

Munawar A. Bijani
"Knowledge is of two types: absorbed and heard. The heard knowledge is only 
useful if it is absorbed." - Imam Ali Ibn Abu Talib, Nahj Al-Balagha

mailto:munaw...@gmail.com
http://www.bpcprograms.com
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, August 14, 2009 11:58 PM
Subject: Re: [Audyssey] The real Game Circle



Hi,
True. There really hasn't been any thing new that has made a big splash of 
late. At least nothing I would be really interested in. Last fall Edos 
released Tomb raider 8, but Underworld was more of a disappointment than 
anything else. The Tomb Raider games have been really losing sales over 
the passed few releases, and is nothing like what it was in the late 
1990's. The graphics and sound effects are superior, but the games have 
lost something that made the first few games special. Well, I've heard 
about some technical issues with Tomb Raider Underworld and camera angles 
which probably didn't help the game any.




shaun everiss wrote:

well to tell you the truth there are not so many big shots now.
in fact nothing has made the headlines of late.
no big company has released anything lately that has hit the lines either 
my friend that is sighted says he does pick the odd bit up but its not as 
bussy as it was like a year or 2 back.





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Re: [Audyssey] New accessible train simulator in development

2009-08-15 Thread Munawar Bijani
It is a train sim...you're driving on a track. But the real fun in this one 
will be making sure your steam engine doesn't explode. :d. I played one sim 
a while back...I've forgotten the name now. It uses SAPI to read out your 
stats to you. It was a steam engine simulator but it pretty much ran on 
auto--or, at least, I couldn't figure out how to control the thing. I'm just 
glad someone else is also doing a simulator, and they seem pretty serious 
about it too. Give them time and it'll take off quite quickly. It sounds 
boring from what they've detailed so far, but remember, never judge a game 
based on a rough sketch of the plan.

Munawar A. Bijani
"Knowledge is of two types: absorbed and heard. The heard knowledge is only 
useful if it is absorbed." - Imam Ali Ibn Abu Talib, Nahj Al-Balagha

mailto:munaw...@gmail.com
http://www.bpcprograms.com
- Original Message - 
From: "william lomas" 

To: "Gamers Discussion list" 
Sent: Saturday, August 15, 2009 1:52 AM
Subject: Re: [Audyssey] New accessible train simulator in development



this sounds boring to be honest lol

On 15 Aug 2009, at 05:32, tim kilgore wrote:


Can we check out this cool-sounding sim yet?

Tim
- Original Message - From: "Valiant8086" 
To: "Gamers Discussion list" 
Sent: Friday, August 14, 2009 1:21 AM
Subject: Re: [Audyssey] New accessible train simulator in development


The .ini track loading system is working now. Nothing is set in  stone 
so this might be different  later. At the moment ctrl+o will  pop up the 
list box of tracks that are found in the tracks folder  that can be 
selected. when on a track doing stuff, ctrl+s will save  the current 
state of things so that one can close the train and  then run the 
program again and find they're right where they were  doing exactly what 
they were doing when they hit ctrl+s. So you can  be going 85 miles per 
hour and press ctrl+s, close the train, open  it again and you're going 
85 miles per hour, traveling right where  you were when you saved. 
Orriginally, it saved when you closed the  train but it looks like not 
everyone is going to want it to work  that way so at the moment saving 
is an option. the info is saved in  an .ini file called train.ini. that 
file can be deleted to cause  the train to pop up the dialogue as soon 
as you open the train for  you to select a track. This should allow us 
to just delete  that .ini file when we distribute and everyone who tries 
it out  will get generic behavior.


harun mentioned the speed limit system we were thinking about. 
Basically you use two objects that are pretty much just going to be 
signs. One will set the speed limit and the other will remove it so  you 
can get up a good head of  steam again.


When pulling up to a station it's hard, both in reality and in this 
simulator to stop when you want to. You'll pass the station or stop  too 
soon, or find you're about a quarter of a mile from it but  going too 
slowly to be there any time inside of a decade. You get  old waiting on 
it and speed things up a bit, only to go zooming  past the station 
before you're aware of the fact. So we put in a  beep that only plays if 
you're moving under 5 miles per hour. The  beep indicates when you're 
within 0.0001 miles of what ever object  you happen to be that close to. 
for a station this allows you to  stop pretty darned  close to where you 
want. You listen for that  beep. You hear it and you hold down the 
letter k until the train  comes to a hault. the beep only plays if 
you're moving and at a  rate of under 5 miles per hour. So if you're 
zooming along you  don't have to worry about that beep getting in the 
way of sound  effects.


- Original Message -  From: Valiant8086
To: Gamers Discussion list
Sent: Wednesday, August 12, 2009 9:01 PM
Subject: [Audyssey] New accessible train simulator in development


Sorry if you guys get this twice.
The .ini track loading system is in, but is still broken a bit and 
needs some serious work to get it to actually work like it's  supposed 
to. It would appear, at least for now, that using .ini  files doesn't 
slow the main loop down enough to bother with. this  is good. At the 
moment we have an every day list box that popps up  when you go to pick 
a track. The tracks are listed in there and the  file extention is on 
the end, ini. Don't know if we should remove  the extention from the 
list or not. You select the track you want  and then tab to the ok 
button and press that.


Right now all of the game except that is self voicing, though we 
considered using the API for the screen reader if a compatible one 
happened to be running to speak stuff instead of SAPI. We aren't  using 
any key commands yet that a screen reader could conflict  with, but when 
key echo is on it's kind of bothersome as you hold  down a button, like 
the letter i, to accelerate and the screen  reader keeps saying the 
letter over and over again. I know a way to  make the track select list 
box 

[Audyssey] Online play was: Re: The real Game Circle

2009-08-15 Thread Che
 Regarding online play, i've found you really need to have some central way 
for folks to get in touch and schedule games with such a small player base.
 we do a lot of online racing when there are railr acer tournaments, and 
the tournament system allows players to schedule their head to head matches 
when each player can do so.
 also, players post their matches to the email list, so others can join in 
and race with them.
 same for the card room. with the sit and go tournaments, players post 
their games either to the game board on the web site or to the email list, 
and usually the table fills up pretty quick.
 As for sound rts, i've offered to let folks use my tournament system for 
matches, but nobody seems to want to pick up the ball on that one, and I 
don't have the time to organize it myself.
 bottom line, if yer gonna have a successful online game, you must have a 
system in place for folks to find out about upcoming games.

later
che 



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Re: [Audyssey] New accessible train simulator in development

2009-08-15 Thread Munawar Bijani
Yay. I'm glad another developer is working on a simulator too. Hats off to 
serious games...finally!

Munawar A. Bijani
"Knowledge is of two types: absorbed and heard. The heard knowledge is only 
useful if it is absorbed." - Imam Ali Ibn Abu Talib, Nahj Al-Balagha

mailto:munaw...@gmail.com
http://www.bpcprograms.com
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Saturday, August 15, 2009 2:20 AM
Subject: Re: [Audyssey] New accessible train simulator in development



Hi,
No, they aren't free. MS Flight Simulator 2004 is roughly $19 to $29 
depending on where you buy it from. Microsoft Train Simulator for XP costs 
about $10 most places. So neither simulator costs very much. Although, 
they aren't 100% accessible so you will have to figure out work arounds to 
play them.


sal wrote:

hello,
I was wondering about the ms train and fs 2004
are they both free? and if so where can I get them as a website or if 
they do cost roughly how much?

thanks
Sal



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Re: [Audyssey] there was one game this year

2009-08-15 Thread Che

 Hi,
 I'd like to add the online card games from Blind Adrenaline came out in 
June as well.
 Some of you may scoff at card games, thinking that has already been done, 
but if you haven't checked it out, you'll find it hasn't been done like this 
before, months were spent getting the interface and online action just right 
as well as new features such as Sit and Go tournaments.
 Also, Thomas has released several test versions of his side scroller, and 
if I'm not mistaken he plans on having the full commercial version out soon.
 Also, All in Play released a word game on their site back in May I 
believe.
 3D Velocity is out there in beta form as well, and the fly boys have been 
playing FS 2004 extensively.
 So the accessible gaming landscape isn't quite as barren as some may 
think.

Later,
che

- Original Message - 
From: "michael barnes" 

To: 
Sent: Saturday, August 15, 2009 4:13 AM
Subject: [Audyssey] there was one game this year


some one said that there wasn't any game that came out this year but i 
must correct you on that as amatter of fact jim kitchens put out mock 1 
gts this past may and he is working on version 2 which will better then 
the first version i look forward to playing the game when version 2 comes 
out


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Re: [Audyssey] the real game circle

2009-08-15 Thread Bryan Peterson
I hate to say it but that'll probably never happen. We have to look at how 
cost effective it would be for these companies to make their games 
accessible. Given that we're a distinct minority chances are they're going 
to say it's not cost effective. That's always going to be the number 1 
priority for them, above everything else. And I'm sure people have called, 
written to and otherwise communicated with these big name companies. I'll 
admit that Nintendo seems at least willing to listen to the idea but that's 
about as far as it's ever gone. As for the other developers that people have 
contacted, most were apparently quite rude about the whole thing.

You have acquired the skill of Weaponry Theremin.
Your current level of mastery is 10 Apprentice.
- Original Message - 
From: "Josh" 

To: "gamers list" 
Sent: Saturday, August 15, 2009 8:38 AM
Subject: Re: [Audyssey] the real game circle



Hi,
Has anyone ever thought of calling companies like Sony and writing letters 
to them  and petitioning for the major video game companies to modify 
their current games so they are accessible? put a visually impaired/blind 
players mode in the games and a button to access it? And with today's 
console arcitecture why not add text to speech built right into the 
console? same with pc games, add an accessibility option or a downloadable 
accessibility pack for the games. and since we got firefox and webvisum 
brushthose captchas aside, subscribe to the sighted gamers forums and lets 
make our voices heard and keep making them heard until we get what we 
want, the quality of games  played by our sighted friends.



Josh

Join me on klango at www.klango.net visit and sign my petition at: 
http://www.petitiononline.com/coda1234/petition.html
and visit my blog at: http://jkenn337.klangoblog.net follow me on twitter 
at http://www.twitter.com/jkenn337

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Re: [Audyssey] the real game circle

2009-08-15 Thread Bryan Peterson
Oh nobody's really saying it can't be done, although I'll admit I had my 
doubts about the Wii. The real problem is and will probably always be 
convincing developers that it would be worthwhile to do so. We are, as much 
as I hate to say it, a distinct minority in the gaming community. Financial 
concerns are always going to way more heavily on developers' minds than 
anything else. Making games for us may not be cost effective.

You have acquired the skill of Weaponry Theremin.
Your current level of mastery is 10 Apprentice.
- Original Message - 
From: "michael barnes" 

To: 
Sent: Saturday, August 15, 2009 8:45 AM
Subject: Re: [Audyssey] the real game circle


i agree with that i have talk to nintendo about that a year ago with the 
wii it can be done they can make sport games for the blind such as goalball 
and beatball and other sports for the blind they can make racing games for 
the blind and shooting games aswell because the wii is interactive so it 
can be done


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Re: [Audyssey] the real game circle

2009-08-15 Thread michael barnes
i agree with that i have talk to nintendo about that a year ago with 
the wii it can be done they can make sport games for the blind such as 
goalball and beatball and other sports for the blind they can make 
racing games for the blind and shooting games aswell because the wii is 
interactive so it can be done


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Re: [Audyssey] the real game circle

2009-08-15 Thread Josh
Hi,
Has anyone ever thought of calling companies like Sony and writing letters to 
them  and petitioning for the major video game companies to modify their 
current games so they are accessible? put a visually impaired/blind players 
mode in the games and a button to access it? And with today's console 
arcitecture why not add text to speech built right into the console? same with 
pc games, add an accessibility option or a downloadable accessibility pack for 
the games. and since we got firefox and webvisum brushthose captchas aside, 
subscribe to the sighted gamers forums and lets make our voices heard and keep 
making them heard until we get what we want, the quality of games  played by 
our sighted friends. 


Josh

Join me on klango at www.klango.net visit and sign my petition at: 
http://www.petitiononline.com/coda1234/petition.html 
and visit my blog at: http://jkenn337.klangoblog.net follow me on twitter at 
http://www.twitter.com/jkenn337
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Re: [Audyssey] The real Game Circle

2009-08-15 Thread Bryan Peterson
Now there's a disturbing image, a Final Fantasy game with ACDC playing in 
the background.

You have acquired the skill of Weaponry Theremin.
Your current level of mastery is 10 Apprentice.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, August 14, 2009 10:13 PM
Subject: Re: [Audyssey] The real Game Circle



Hi Bryan,
Well, my point was that certain games require a certain type of music, a 
theme to set the mood, and is all part of the art of game design. Sticking 
heavy metal, hip-hop, or anything else in a game were it doesn't belong 
will kill the game. You can't write a purely fantacy game and have hard 
rock like AC-DC or hip-hop music like Ice Cube playing in the background. 
It just sounds out of place as well as very annoying to some people.
As for copyrights goes that is very true. Although, I legally license my 
music for my games so that at least isn't a problem. Though, it cost me 
quite a bit of cash to do it.


Bryan Peterson wrote:
Or you could do what Che did for Rail Racer and give players the option 
of using their own music via WinAmp. I never did that myself because the 
music got too distracting and I couldn't hear ART. Actually if Angel and 
my plans work out we'll probably do that for a lot of our games, 
particularly if we develop any sports type titles. And that's not 
entirely out of the question despite my not being a sports fan. If I do 
this I want to appeal to as many people as I possibly can. Giving players 
the option and a means to use their own music might be one way to do 
that. It also means you're less likely to get sued for selling 
copyrighted material, which you very well could if you bundled 
copyrighted music with your game.

You have acquired the skill of Weaponry Theremin.
Your current level of mastery is 10 Apprentice.



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[Audyssey] train simulator

2009-08-15 Thread michael barnes
in the game will you be able to use the steering wheel to control the 
train and will there be missions


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Re: [Audyssey] vipmud help needed-about sounds and triggers

2009-08-15 Thread peter Mahach
well there is no way to do that. the idea is to listen to the speech rather 
than review it your self, that's how most people do it.
- Original Message - 
From: "Johnny Tai" 

To: "Gamers Discussion list" 
Sent: Saturday, August 15, 2009 11:27 AM
Subject: Re: [Audyssey] vipmud help needed-about sounds and triggers


Ah, didn't it's case sensed... By the way, is there a way to make the 
client stay in the output window all the time? Everytime I type something, 
I got to hit tab to go back to see the action. I know I can set up speech 
to read what's going on, but I read much faster myself than if I had to 
just listen to it.

"No one ever kicked ass by saying I can't."

Johnny ST Tai

LIVE AND WALK WITH CONFIDENCE.

Interpersonal and Social Relationship Counselling-also offering private, 
one on one self defense training- call or email to book your appointment 
today!


johnnyti...@shaw.ca

1-604-275-2795

Listen to, or buy our music at:

http://www.musicsubmit.com/thecat

http://www.cdbaby.com/thecat

hppt://www.cdbaby.com/thecat2


- Original Message - 
From: "peter Mahach" 

To: "Gamers Discussion list" 
Sent: Saturday, August 15, 2009 1:33 AM
Subject: Re: [Audyssey] vipmud help needed-about sounds and triggers



first I think you wrote mpc instead of mp3.
Second, put the braces at the file path, like this.
#play {music.mp3}
3rd capitalize the PlayHandle.

cap p, l, a, y, cap h, a, n, d, l, e.
hth.
- Original Message - 
From: "Johnny Tai" 

To: "Gamers Discussion list" 
Sent: Saturday, August 15, 2009 10:29 AM
Subject: Re: [Audyssey] vipmud help needed-about sounds and triggers



Strange, I tried the way suggested. this is what I did:
in the command line of the ditor I entered:
{#play mp004.mpc 80}; #var music %playhandle
and yet neither hte #pc 0 stop nor the #pc @music stop would stop it 
rofl.

"No one ever kicked ass by saying I can't."

Johnny ST Tai

LIVE AND WALK WITH CONFIDENCE.

Interpersonal and Social Relationship Counselling-also offering private,
one on one self defense training- call or email to book your appointment
today!

johnnyti...@shaw.ca

1-604-275-2795

Listen to, or buy our music at:

http://www.musicsubmit.com/thecat

http://www.cdbaby.com/thecat

hppt://www.cdbaby.com/thecat2


- Original Message - 
From: "peter Mahach" 

To: "Gamers Discussion list" 
Sent: Saturday, August 15, 2009 1:05 AM
Subject: Re: [Audyssey] vipmud help needed-about sounds and triggers



answers coming up in your message.
- Original Message - 
From: "Johnny Tai" 

To: "Gamers Discussion list" 
Sent: Saturday, August 15, 2009 8:15 AM
Subject: [Audyssey] vipmud help needed-about sounds and triggers



Just spent most of today messing with my vipmud demo, so far I've
figured
out the alias, triggers and keys. Here are a few questions for you
experts
out there:

1. Is there a way to brouse to the sound I want to use for a trigger
from
the client itself? It takes ages for example, when I want a sound to
trigger off of (You slash * very hard*, and I got to minimize my 
vipmud

and go sort through my 3000 odd sound files to find the one that fits,
find it's exact path, then come back and paste into the trigger
editor...

well, if you ever decide to share your pack playing sounds where they 
are

eg
in your sounds folder isn't quite the way you'd want to go.
you'd be better of going to C:\program files\vipmud\sounds
and making a folder with the mud name, like alteraeon, or AA for short.
then you'd just paste your sounds there and do the
#play {AA\soundname.wav}
command,
but if you ensist on doing it the other way, when you enter the pattern
press enter on the script builder button, select play sound in the 
action

list and then you'll have a listbox with all your folders and files.


There must be an easier way of doing this?

2. Now I've created a trigger: (You stand in your recall* and it plays
the
mp3 file I wanted it to play. Problem is, the song is like 6 mins 
long,

 >
now I can't get it to stop?
The helpfile mentioned the #pc stop command and the stopmusic alias, 
but

neither seem to work here.
that's because the pc stop thing needs a variable with the sound to 
stop

it.
doing #pc 0 stop will stop all sounds playing at once,
however if you want to stop that single music



take this example to set it up
#Play {AA\recallmusic.mp3}; #var recall %PlayHandle
now if you do
#pc @recall stop
in another trigger it'll stop.


3. So if I got multiple characters on one mud and I want the above
'recall' trigger to be shared by them all, how do I go about setting
that
up?

in the add trigger dialog check the box that says "make globally
available
for all characters, that's what you need to do.


4. I read somewhere that you can make vipmud open different windows 
for
different texts, but I can't figure out how... Say if I want all 
gossip

messages to go on a separate window, what's the commands I would use,
and
where do I type them in?


hmm, never heard you can do that one.

Re: [Audyssey] accessible train simulator

2009-08-15 Thread peter Mahach

there are already speed limits. cargo could be easily added.
- Original Message - 
From: "shaun everiss" 

To: "Gamers Discussion list" 
Sent: Saturday, August 15, 2009 11:33 AM
Subject: Re: [Audyssey] accessible train simulator


h probably, firstly though there really needs to be other trains and 
probably other tracks running at the same time as the main track.

you currently just have a straight track.
At 08:49 p.m. 15/08/2009, you wrote:
this new train simulator will you be able to crash your train into other 
train and flip your train and come off the tracks and do you get to pick 
what you carry and do you get to have full control of the train because i 
think that if this is going to be a train simulator i think it need to be 
like the real thing i also wonder if someone is going to make a thomas and 
friends simulator one more question about train simulator will you get to 
carry people aswell as cargo man i hope that it is just like the real 
thing because if it is i am going to get it how much is it going to cost 
and how much mega bites and do you get to drive it in different kind of 
weather is it going to be


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Re: [Audyssey] there was one game this year

2009-08-15 Thread shaun everiss
yes I know.
I meant no real big thing really.
At 09:13 p.m. 15/08/2009, you wrote:
>some one said that there wasn't any game that came out this year but i must 
>correct you on that as amatter of fact jim kitchens put out mock 1 gts this 
>past may and he is working on version 2 which will better then the first 
>version i look forward to playing the game when version 2 comes out
>
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>www.serotek.com to learn more about accessibility anywhere.
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Re: [Audyssey] accessible train simulator

2009-08-15 Thread shaun everiss
h probably, firstly though there really needs to be other trains and 
probably other tracks running at the same time as the main track.
you currently just have a straight track.
At 08:49 p.m. 15/08/2009, you wrote:
>this new train simulator will you be able to crash your train into other train 
>and flip your train and come off the tracks and do you get to pick what you 
>carry and do you get to have full control of the train because i think that if 
>this is going to be a train simulator i think it need to be like the real 
>thing i also wonder if someone is going to make a thomas and friends simulator 
>one more question about train simulator will you get to carry people aswell as 
>cargo man i hope that it is just like the real thing because if it is i am 
>going to get it how much is it going to cost and how much mega bites and do 
>you get to drive it in different kind of weather is it going to be
>
>-- 
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>www.serotek.com to learn more about accessibility anywhere.
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>http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
>All messages are archived and can be searched and read at
>http://www.mail-archive.com/gam...@audyssey.org.
>If you have any questions or concerns regarding the management of the list,
>please send E-mail to gamers-ow...@audyssey.org.



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Re: [Audyssey] vipmud help needed-about sounds and triggers

2009-08-15 Thread Johnny Tai
Ah, didn't it's case sensed... By the way, is there a way to make the client 
stay in the output window all the time? Everytime I type something, I got to 
hit tab to go back to see the action. I know I can set up speech to read 
what's going on, but I read much faster myself than if I had to just listen 
to it.

"No one ever kicked ass by saying I can't."

Johnny ST Tai

LIVE AND WALK WITH CONFIDENCE.

Interpersonal and Social Relationship Counselling-also offering private, one 
on one self defense training- call or email to book your appointment today!


johnnyti...@shaw.ca

1-604-275-2795

Listen to, or buy our music at:

http://www.musicsubmit.com/thecat

http://www.cdbaby.com/thecat

hppt://www.cdbaby.com/thecat2


- Original Message - 
From: "peter Mahach" 

To: "Gamers Discussion list" 
Sent: Saturday, August 15, 2009 1:33 AM
Subject: Re: [Audyssey] vipmud help needed-about sounds and triggers



first I think you wrote mpc instead of mp3.
Second, put the braces at the file path, like this.
#play {music.mp3}
3rd capitalize the PlayHandle.

cap p, l, a, y, cap h, a, n, d, l, e.
hth.
- Original Message - 
From: "Johnny Tai" 

To: "Gamers Discussion list" 
Sent: Saturday, August 15, 2009 10:29 AM
Subject: Re: [Audyssey] vipmud help needed-about sounds and triggers



Strange, I tried the way suggested. this is what I did:
in the command line of the ditor I entered:
{#play mp004.mpc 80}; #var music %playhandle
and yet neither hte #pc 0 stop nor the #pc @music stop would stop it 
rofl.

"No one ever kicked ass by saying I can't."

Johnny ST Tai

LIVE AND WALK WITH CONFIDENCE.

Interpersonal and Social Relationship Counselling-also offering private,
one on one self defense training- call or email to book your appointment
today!

johnnyti...@shaw.ca

1-604-275-2795

Listen to, or buy our music at:

http://www.musicsubmit.com/thecat

http://www.cdbaby.com/thecat

hppt://www.cdbaby.com/thecat2


- Original Message - 
From: "peter Mahach" 

To: "Gamers Discussion list" 
Sent: Saturday, August 15, 2009 1:05 AM
Subject: Re: [Audyssey] vipmud help needed-about sounds and triggers



answers coming up in your message.
- Original Message - 
From: "Johnny Tai" 

To: "Gamers Discussion list" 
Sent: Saturday, August 15, 2009 8:15 AM
Subject: [Audyssey] vipmud help needed-about sounds and triggers



Just spent most of today messing with my vipmud demo, so far I've
figured
out the alias, triggers and keys. Here are a few questions for you
experts
out there:

1. Is there a way to brouse to the sound I want to use for a trigger
from
the client itself? It takes ages for example, when I want a sound to
trigger off of (You slash * very hard*, and I got to minimize my vipmud
and go sort through my 3000 odd sound files to find the one that fits,
find it's exact path, then come back and paste into the trigger
editor...

well, if you ever decide to share your pack playing sounds where they 
are

eg
in your sounds folder isn't quite the way you'd want to go.
you'd be better of going to C:\program files\vipmud\sounds
and making a folder with the mud name, like alteraeon, or AA for short.
then you'd just paste your sounds there and do the
#play {AA\soundname.wav}
command,
but if you ensist on doing it the other way, when you enter the pattern
press enter on the script builder button, select play sound in the 
action

list and then you'll have a listbox with all your folders and files.


There must be an easier way of doing this?

2. Now I've created a trigger: (You stand in your recall* and it plays
the
mp3 file I wanted it to play. Problem is, the song is like 6 mins long,
 >
now I can't get it to stop?
The helpfile mentioned the #pc stop command and the stopmusic alias, 
but

neither seem to work here.

that's because the pc stop thing needs a variable with the sound to stop
it.
doing #pc 0 stop will stop all sounds playing at once,
however if you want to stop that single music



take this example to set it up
#Play {AA\recallmusic.mp3}; #var recall %PlayHandle
now if you do
#pc @recall stop
in another trigger it'll stop.


3. So if I got multiple characters on one mud and I want the above
'recall' trigger to be shared by them all, how do I go about setting
that
up?

in the add trigger dialog check the box that says "make globally
available
for all characters, that's what you need to do.


4. I read somewhere that you can make vipmud open different windows for
different texts, but I can't figure out how... Say if I want all gossip
messages to go on a separate window, what's the commands I would use,
and
where do I type them in?


hmm, never heard you can do that one.

Before some of ya tell me to go read the helpfile again, let me quickly
mention that I have been doing just that this past half a day rofl. I
guess being quite happily simplified with Gmud for the past 7 years, my
brain's just not quite ready to take in all these scripting symbols and
rules- helpfile or no helpfile.


lol. I tried 

[Audyssey] there was one game this year

2009-08-15 Thread michael barnes
some one said that there wasn't any game that came out this year but i 
must correct you on that as amatter of fact jim kitchens put out mock 1 
gts this past may and he is working on version 2 which will better then 
the first version i look forward to playing the game when version 2 comes out


--
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www.serotek.com to learn more about accessibility anywhere.


---
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If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


[Audyssey] accessible train simulator

2009-08-15 Thread michael barnes
this new train simulator will you be able to crash your train into 
other train and flip your train and come off the tracks and do you get 
to pick what you carry and do you get to have full control of the train 
because i think that if this is going to be a train simulator i think 
it need to be like the real thing i also wonder if someone is going to 
make a thomas and friends simulator one more question about train 
simulator will you get to carry people aswell as cargo man i hope that 
it is just like the real thing because if it is i am going to get it 
how much is it going to cost and how much mega bites and do you get to 
drive it in different kind of weather is it going to be


--
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www.serotek.com to learn more about accessibility anywhere.


---
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If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
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If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] vipmud help needed-about sounds and triggers

2009-08-15 Thread peter Mahach

first I think you wrote mpc instead of mp3.
Second, put the braces at the file path, like this.
#play {music.mp3}
3rd capitalize the PlayHandle.

cap p, l, a, y, cap h, a, n, d, l, e.
hth.
- Original Message - 
From: "Johnny Tai" 

To: "Gamers Discussion list" 
Sent: Saturday, August 15, 2009 10:29 AM
Subject: Re: [Audyssey] vipmud help needed-about sounds and triggers



Strange, I tried the way suggested. this is what I did:
in the command line of the ditor I entered:
{#play mp004.mpc 80}; #var music %playhandle
and yet neither hte #pc 0 stop nor the #pc @music stop would stop it rofl.
"No one ever kicked ass by saying I can't."

Johnny ST Tai

LIVE AND WALK WITH CONFIDENCE.

Interpersonal and Social Relationship Counselling-also offering private, 
one on one self defense training- call or email to book your appointment 
today!


johnnyti...@shaw.ca

1-604-275-2795

Listen to, or buy our music at:

http://www.musicsubmit.com/thecat

http://www.cdbaby.com/thecat

hppt://www.cdbaby.com/thecat2


- Original Message - 
From: "peter Mahach" 

To: "Gamers Discussion list" 
Sent: Saturday, August 15, 2009 1:05 AM
Subject: Re: [Audyssey] vipmud help needed-about sounds and triggers



answers coming up in your message.
- Original Message - 
From: "Johnny Tai" 

To: "Gamers Discussion list" 
Sent: Saturday, August 15, 2009 8:15 AM
Subject: [Audyssey] vipmud help needed-about sounds and triggers


Just spent most of today messing with my vipmud demo, so far I've 
figured
out the alias, triggers and keys. Here are a few questions for you 
experts

out there:

1. Is there a way to brouse to the sound I want to use for a trigger 
from

the client itself? It takes ages for example, when I want a sound to
trigger off of (You slash * very hard*, and I got to minimize my vipmud
and go sort through my 3000 odd sound files to find the one that fits,
find it's exact path, then come back and paste into the trigger 
editor...


well, if you ever decide to share your pack playing sounds where they are 
eg

in your sounds folder isn't quite the way you'd want to go.
you'd be better of going to C:\program files\vipmud\sounds
and making a folder with the mud name, like alteraeon, or AA for short.
then you'd just paste your sounds there and do the
#play {AA\soundname.wav}
command,
but if you ensist on doing it the other way, when you enter the pattern
press enter on the script builder button, select play sound in the action
list and then you'll have a listbox with all your folders and files.


There must be an easier way of doing this?

2. Now I've created a trigger: (You stand in your recall* and it plays 
the
mp3 file I wanted it to play. Problem is, the song is like 6 mins long, 
 >

now I can't get it to stop?
The helpfile mentioned the #pc stop command and the stopmusic alias, but
neither seem to work here.
that's because the pc stop thing needs a variable with the sound to stop 
it.

doing #pc 0 stop will stop all sounds playing at once,
however if you want to stop that single music



take this example to set it up
#Play {AA\recallmusic.mp3}; #var recall %PlayHandle
now if you do
#pc @recall stop
in another trigger it'll stop.


3. So if I got multiple characters on one mud and I want the above
'recall' trigger to be shared by them all, how do I go about setting 
that

up?
in the add trigger dialog check the box that says "make globally 
available

for all characters, that's what you need to do.


4. I read somewhere that you can make vipmud open different windows for
different texts, but I can't figure out how... Say if I want all gossip
messages to go on a separate window, what's the commands I would use, 
and

where do I type them in?


hmm, never heard you can do that one.

Before some of ya tell me to go read the helpfile again, let me quickly
mention that I have been doing just that this past half a day rofl. I
guess being quite happily simplified with Gmud for the past 7 years, my
brain's just not quite ready to take in all these scripting symbols and
rules- helpfile or no helpfile.

lol. I tried scripting in mt at first but got nowhere, laughs. way too 
much

vb script oriented for me.
So, before I trash this new comp of mine out of frustration, I am going 
to

close that file now, and hope some of you can answer me in the language
that I can understand 

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All messages are archived and can be searched and read at
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If you have any questions or concerns regarding the management of the
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You can make changes or update your 

Re: [Audyssey] New accessible train simulator in development

2009-08-15 Thread shaun everiss
yeah its sertainly better than spursim.
at least we will see better improvements from the current state.
spursim is not exactly going anywhere.
At 07:54 p.m. 15/08/2009, you wrote:
>that's a bit discurreging. though you'll have to admit it's better than spoor 
>sim, lol.
>
>- Original Message - From: "william lomas" 
>
>To: "Gamers Discussion list" 
>Sent: Saturday, August 15, 2009 7:52 AM
>Subject: Re: [Audyssey] New accessible train simulator in development
>
>
>>this sounds boring to be honest lol
>>
>>On 15 Aug 2009, at 05:32, tim kilgore wrote:
>>
>>>Can we check out this cool-sounding sim yet?
>>>
>>>Tim
>>>- Original Message - From: "Valiant8086" >>>
>>>To: "Gamers Discussion list" 
>>>Sent: Friday, August 14, 2009 1:21 AM
>>>Subject: Re: [Audyssey] New accessible train simulator in development
>>>
>>>
The .ini track loading system is working now. Nothing is set in  stone so 
this might be different  later. At the moment ctrl+o will  pop up the list 
box of tracks that are found in the tracks folder  that can be selected. 
when on a track doing stuff, ctrl+s will save  the current state of things 
so that one can close the train and  then run the program again and find 
they're right where they were  doing exactly what they were doing when they 
hit ctrl+s. So you can  be going 85 miles per hour and press ctrl+s, close 
the train, open  it again and you're going 85 miles per hour, traveling 
right where  you were when you saved. Orriginally, it saved when you closed 
the  train but it looks like not everyone is going to want it to work  that 
way so at the moment saving is an option. the info is saved in  an .ini 
file called train.ini. that file can be deleted to cause  the train to pop 
up the dialogue as soon as you open the train for  you to select a track. 
This should allow us to j
ust delete  that .ini file when we distribute and everyone who tries it out  
will get generic behavior.

harun mentioned the speed limit system we were thinking about. Basically 
you use two objects that are pretty much just going to be signs. One will 
set the speed limit and the other will remove it so  you can get up a good 
head of  steam again.

When pulling up to a station it's hard, both in reality and in this 
simulator to stop when you want to. You'll pass the station or stop  too 
soon, or find you're about a quarter of a mile from it but  going too 
slowly to be there any time inside of a decade. You get  old waiting on it 
and speed things up a bit, only to go zooming  past the station before 
you're aware of the fact. So we put in a  beep that only plays if you're 
moving under 5 miles per hour. The  beep indicates when you're within 
0.0001 miles of what ever object  you happen to be that close to. for a 
station this allows you to  stop pretty darned  close to where you want. 
You listen for that  beep. You hear it and you hold down the letter k until 
the train  comes to a hault. the beep only plays if you're moving and at a  
rate of under 5 miles per hour. So if you're zooming along you  don't have 
to worry about that beep getting in the way of sound  effects.

- Original Message -  From: Valiant8086
To: Gamers Discussion list
Sent: Wednesday, August 12, 2009 9:01 PM
Subject: [Audyssey] New accessible train simulator in development


Sorry if you guys get this twice.
The .ini track loading system is in, but is still broken a bit and needs 
some serious work to get it to actually work like it's  supposed to. It 
would appear, at least for now, that using .ini  files doesn't slow the 
main loop down enough to bother with. this  is good. At the moment we have 
an every day list box that popps up  when you go to pick a track. The 
tracks are listed in there and the  file extention is on the end, ini. 
Don't know if we should remove  the extention from the list or not. You 
select the track you want  and then tab to the ok button and press that.

Right now all of the game except that is self voicing, though we considered 
using the API for the screen reader if a compatible one happened to be 
running to speak stuff instead of SAPI. We aren't  using any key commands 
yet that a screen reader could conflict  with, but when key echo is on it's 
kind of bothersome as you hold  down a button, like the letter i, to 
accelerate and the screen  reader keeps saying the letter over and over 
again. I know a way to  make the track select list box speak with SAPI if 
necessary. Don't  know if the ok button could be spoken or not. We're using 
all SAPI  for now and probably going to keep using a synthesizer of some 
sort  since things are going to be so generic. When we have object names  
and such loading from a .ini file that anyone can create with 

Re: [Audyssey] vipmud help needed-about sounds and triggers

2009-08-15 Thread Johnny Tai

Strange, I tried the way suggested. this is what I did:
in the command line of the ditor I entered:
{#play mp004.mpc 80}; #var music %playhandle
and yet neither hte #pc 0 stop nor the #pc @music stop would stop it rofl.
"No one ever kicked ass by saying I can't."

Johnny ST Tai

LIVE AND WALK WITH CONFIDENCE.

Interpersonal and Social Relationship Counselling-also offering private, one 
on one self defense training- call or email to book your appointment today!


johnnyti...@shaw.ca

1-604-275-2795

Listen to, or buy our music at:

http://www.musicsubmit.com/thecat

http://www.cdbaby.com/thecat

hppt://www.cdbaby.com/thecat2


- Original Message - 
From: "peter Mahach" 

To: "Gamers Discussion list" 
Sent: Saturday, August 15, 2009 1:05 AM
Subject: Re: [Audyssey] vipmud help needed-about sounds and triggers



answers coming up in your message.
- Original Message - 
From: "Johnny Tai" 

To: "Gamers Discussion list" 
Sent: Saturday, August 15, 2009 8:15 AM
Subject: [Audyssey] vipmud help needed-about sounds and triggers



Just spent most of today messing with my vipmud demo, so far I've figured
out the alias, triggers and keys. Here are a few questions for you 
experts

out there:

1. Is there a way to brouse to the sound I want to use for a trigger from
the client itself? It takes ages for example, when I want a sound to
trigger off of (You slash * very hard*, and I got to minimize my vipmud
and go sort through my 3000 odd sound files to find the one that fits,
find it's exact path, then come back and paste into the trigger editor...

well, if you ever decide to share your pack playing sounds where they are 
eg

in your sounds folder isn't quite the way you'd want to go.
you'd be better of going to C:\program files\vipmud\sounds
and making a folder with the mud name, like alteraeon, or AA for short.
then you'd just paste your sounds there and do the
#play {AA\soundname.wav}
command,
but if you ensist on doing it the other way, when you enter the pattern
press enter on the script builder button, select play sound in the action
list and then you'll have a listbox with all your folders and files.


There must be an easier way of doing this?

2. Now I've created a trigger: (You stand in your recall* and it plays 
the

mp3 file I wanted it to play. Problem is, the song is like 6 mins long, >
now I can't get it to stop?
The helpfile mentioned the #pc stop command and the stopmusic alias, but
neither seem to work here.
that's because the pc stop thing needs a variable with the sound to stop 
it.

doing #pc 0 stop will stop all sounds playing at once,
however if you want to stop that single music



take this example to set it up
#Play {AA\recallmusic.mp3}; #var recall %PlayHandle
now if you do
#pc @recall stop
in another trigger it'll stop.


3. So if I got multiple characters on one mud and I want the above
'recall' trigger to be shared by them all, how do I go about setting that
up?

in the add trigger dialog check the box that says "make globally available
for all characters, that's what you need to do.


4. I read somewhere that you can make vipmud open different windows for
different texts, but I can't figure out how... Say if I want all gossip
messages to go on a separate window, what's the commands I would use, and
where do I type them in?


hmm, never heard you can do that one.

Before some of ya tell me to go read the helpfile again, let me quickly
mention that I have been doing just that this past half a day rofl. I
guess being quite happily simplified with Gmud for the past 7 years, my
brain's just not quite ready to take in all these scripting symbols and
rules- helpfile or no helpfile.

lol. I tried scripting in mt at first but got nowhere, laughs. way too 
much

vb script oriented for me.
So, before I trash this new comp of mine out of frustration, I am going 
to

close that file now, and hope some of you can answer me in the language
that I can understand 

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Re: [Audyssey] vipmud help needed-about sounds and triggers

2009-08-15 Thread Johnny Tai

Thanks a bunch. Now I'll go try these!
"No one ever kicked ass by saying I can't."

Johnny ST Tai

LIVE AND WALK WITH CONFIDENCE.

Interpersonal and Social Relationship Counselling-also offering private, one 
on one self defense training- call or email to book your appointment today!


johnnyti...@shaw.ca

1-604-275-2795

Listen to, or buy our music at:

http://www.musicsubmit.com/thecat

http://www.cdbaby.com/thecat

hppt://www.cdbaby.com/thecat2


- Original Message - 
From: "peter Mahach" 

To: "Gamers Discussion list" 
Sent: Saturday, August 15, 2009 1:05 AM
Subject: Re: [Audyssey] vipmud help needed-about sounds and triggers



answers coming up in your message.
- Original Message - 
From: "Johnny Tai" 

To: "Gamers Discussion list" 
Sent: Saturday, August 15, 2009 8:15 AM
Subject: [Audyssey] vipmud help needed-about sounds and triggers



Just spent most of today messing with my vipmud demo, so far I've figured
out the alias, triggers and keys. Here are a few questions for you 
experts

out there:

1. Is there a way to brouse to the sound I want to use for a trigger from
the client itself? It takes ages for example, when I want a sound to
trigger off of (You slash * very hard*, and I got to minimize my vipmud
and go sort through my 3000 odd sound files to find the one that fits,
find it's exact path, then come back and paste into the trigger editor...

well, if you ever decide to share your pack playing sounds where they are 
eg

in your sounds folder isn't quite the way you'd want to go.
you'd be better of going to C:\program files\vipmud\sounds
and making a folder with the mud name, like alteraeon, or AA for short.
then you'd just paste your sounds there and do the
#play {AA\soundname.wav}
command,
but if you ensist on doing it the other way, when you enter the pattern
press enter on the script builder button, select play sound in the action
list and then you'll have a listbox with all your folders and files.


There must be an easier way of doing this?

2. Now I've created a trigger: (You stand in your recall* and it plays 
the

mp3 file I wanted it to play. Problem is, the song is like 6 mins long, >
now I can't get it to stop?
The helpfile mentioned the #pc stop command and the stopmusic alias, but
neither seem to work here.
that's because the pc stop thing needs a variable with the sound to stop 
it.

doing #pc 0 stop will stop all sounds playing at once,
however if you want to stop that single music



take this example to set it up
#Play {AA\recallmusic.mp3}; #var recall %PlayHandle
now if you do
#pc @recall stop
in another trigger it'll stop.


3. So if I got multiple characters on one mud and I want the above
'recall' trigger to be shared by them all, how do I go about setting that
up?

in the add trigger dialog check the box that says "make globally available
for all characters, that's what you need to do.


4. I read somewhere that you can make vipmud open different windows for
different texts, but I can't figure out how... Say if I want all gossip
messages to go on a separate window, what's the commands I would use, and
where do I type them in?


hmm, never heard you can do that one.

Before some of ya tell me to go read the helpfile again, let me quickly
mention that I have been doing just that this past half a day rofl. I
guess being quite happily simplified with Gmud for the past 7 years, my
brain's just not quite ready to take in all these scripting symbols and
rules- helpfile or no helpfile.

lol. I tried scripting in mt at first but got nowhere, laughs. way too 
much

vb script oriented for me.
So, before I trash this new comp of mine out of frustration, I am going 
to

close that file now, and hope some of you can answer me in the language
that I can understand 

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to
gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
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If you have any questions or concerns regarding the management of the
list,
please send E-mail to gamers-ow...@audyssey.org.



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You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
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If you have any questions or concerns regarding the management of the 
list,

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No virus found in this incoming message.
Checked by AVG - www.avg.com
Version: 8.5.406 / Virus Database: 270.13.57/2303 - Release Date: 08/14/09 
18:10:00



---
Gamers

Re: [Audyssey] vipmud help needed-about sounds and triggers

2009-08-15 Thread peter Mahach

answers coming up in your message.
- Original Message - 
From: "Johnny Tai" 

To: "Gamers Discussion list" 
Sent: Saturday, August 15, 2009 8:15 AM
Subject: [Audyssey] vipmud help needed-about sounds and triggers


Just spent most of today messing with my vipmud demo, so far I've figured 
out the alias, triggers and keys. Here are a few questions for you experts 
out there:


1. Is there a way to brouse to the sound I want to use for a trigger from 
the client itself? It takes ages for example, when I want a sound to 
trigger off of (You slash * very hard*, and I got to minimize my vipmud 
and go sort through my 3000 odd sound files to find the one that fits, 
find it's exact path, then come back and paste into the trigger editor...


well, if you ever decide to share your pack playing sounds where they are eg 
in your sounds folder isn't quite the way you'd want to go.

you'd be better of going to C:\program files\vipmud\sounds
and making a folder with the mud name, like alteraeon, or AA for short.
then you'd just paste your sounds there and do the
#play {AA\soundname.wav}
command,
but if you ensist on doing it the other way, when you enter the pattern 
press enter on the script builder button, select play sound in the action 
list and then you'll have a listbox with all your folders and files.



There must be an easier way of doing this?

2. Now I've created a trigger: (You stand in your recall* and it plays the 
mp3 file I wanted it to play. Problem is, the song is like 6 mins long, > 
now I can't get it to stop?
The helpfile mentioned the #pc stop command and the stopmusic alias, but 
neither seem to work here.

that's because the pc stop thing needs a variable with the sound to stop it.
doing #pc 0 stop will stop all sounds playing at once,
however if you want to stop that single music



take this example to set it up
#Play {AA\recallmusic.mp3}; #var recall %PlayHandle
now if you do
#pc @recall stop
in another trigger it'll stop.

3. So if I got multiple characters on one mud and I want the above 
'recall' trigger to be shared by them all, how do I go about setting that 
up?
in the add trigger dialog check the box that says "make globally available 
for all characters, that's what you need to do.


4. I read somewhere that you can make vipmud open different windows for 
different texts, but I can't figure out how... Say if I want all gossip 
messages to go on a separate window, what's the commands I would use, and 
where do I type them in?



hmm, never heard you can do that one.
Before some of ya tell me to go read the helpfile again, let me quickly 
mention that I have been doing just that this past half a day rofl. I 
guess being quite happily simplified with Gmud for the past 7 years, my 
brain's just not quite ready to take in all these scripting symbols and 
rules- helpfile or no helpfile.


lol. I tried scripting in mt at first but got nowhere, laughs. way too much 
vb script oriented for me.
So, before I trash this new comp of mine out of frustration, I am going to 
close that file now, and hope some of you can answer me in the language 
that I can understand 


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the 
list,
please send E-mail to gamers-ow...@audyssey.org. 



---
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If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
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If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] New accessible train simulator in development

2009-08-15 Thread peter Mahach
that's a bit discurreging. though you'll have to admit it's better than 
spoor sim, lol.


- Original Message - 
From: "william lomas" 

To: "Gamers Discussion list" 
Sent: Saturday, August 15, 2009 7:52 AM
Subject: Re: [Audyssey] New accessible train simulator in development



this sounds boring to be honest lol

On 15 Aug 2009, at 05:32, tim kilgore wrote:


Can we check out this cool-sounding sim yet?

Tim
- Original Message - From: "Valiant8086" 
To: "Gamers Discussion list" 
Sent: Friday, August 14, 2009 1:21 AM
Subject: Re: [Audyssey] New accessible train simulator in development


The .ini track loading system is working now. Nothing is set in  stone 
so this might be different  later. At the moment ctrl+o will  pop up the 
list box of tracks that are found in the tracks folder  that can be 
selected. when on a track doing stuff, ctrl+s will save  the current 
state of things so that one can close the train and  then run the 
program again and find they're right where they were  doing exactly what 
they were doing when they hit ctrl+s. So you can  be going 85 miles per 
hour and press ctrl+s, close the train, open  it again and you're going 
85 miles per hour, traveling right where  you were when you saved. 
Orriginally, it saved when you closed the  train but it looks like not 
everyone is going to want it to work  that way so at the moment saving 
is an option. the info is saved in  an .ini file called train.ini. that 
file can be deleted to cause  the train to pop up the dialogue as soon 
as you open the train for  you to select a track. This should allow us 
to just delete  that .ini file when we distribute and everyone who tries 
it out  will get generic behavior.


harun mentioned the speed limit system we were thinking about. 
Basically you use two objects that are pretty much just going to be 
signs. One will set the speed limit and the other will remove it so  you 
can get up a good head of  steam again.


When pulling up to a station it's hard, both in reality and in this 
simulator to stop when you want to. You'll pass the station or stop  too 
soon, or find you're about a quarter of a mile from it but  going too 
slowly to be there any time inside of a decade. You get  old waiting on 
it and speed things up a bit, only to go zooming  past the station 
before you're aware of the fact. So we put in a  beep that only plays if 
you're moving under 5 miles per hour. The  beep indicates when you're 
within 0.0001 miles of what ever object  you happen to be that close to. 
for a station this allows you to  stop pretty darned  close to where you 
want. You listen for that  beep. You hear it and you hold down the 
letter k until the train  comes to a hault. the beep only plays if 
you're moving and at a  rate of under 5 miles per hour. So if you're 
zooming along you  don't have to worry about that beep getting in the 
way of sound  effects.


- Original Message -  From: Valiant8086
To: Gamers Discussion list
Sent: Wednesday, August 12, 2009 9:01 PM
Subject: [Audyssey] New accessible train simulator in development


Sorry if you guys get this twice.
The .ini track loading system is in, but is still broken a bit and 
needs some serious work to get it to actually work like it's  supposed 
to. It would appear, at least for now, that using .ini  files doesn't 
slow the main loop down enough to bother with. this  is good. At the 
moment we have an every day list box that popps up  when you go to pick 
a track. The tracks are listed in there and the  file extention is on 
the end, ini. Don't know if we should remove  the extention from the 
list or not. You select the track you want  and then tab to the ok 
button and press that.


Right now all of the game except that is self voicing, though we 
considered using the API for the screen reader if a compatible one 
happened to be running to speak stuff instead of SAPI. We aren't  using 
any key commands yet that a screen reader could conflict  with, but when 
key echo is on it's kind of bothersome as you hold  down a button, like 
the letter i, to accelerate and the screen  reader keeps saying the 
letter over and over again. I know a way to  make the track select list 
box speak with SAPI if necessary. Don't  know if the ok button could be 
spoken or not. We're using all SAPI  for now and probably going to keep 
using a synthesizer of some sort  since things are going to be so 
generic. When we have object names  and such loading from a .ini file 
that anyone can create with any  name they can think of, audio 
voiceovers won't work for reading  names of those objects and all that 
good stuff. I wouldn't mind  using the dll version of ESpeak to tell the 
trooth. Right now the  train sim is
 portable. We're going to keep it that way if we can. There is no 
installer. You just download it, unzip it and run the train.exe file.

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