Re: [Audyssey] mainstream accessibility was: Re: the real gamecircle
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
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
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
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. --- 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. --- avast! Antivirus: Inbound message clean. Virus Database (VPS): 090815-0, 08/15/2009 Tested on: 8/15/2009 11:09:23 PM avast! - copyright (c) 1988-2009 ALWIL Software. http://www.avast.com --- 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.
Re: [Audyssey] the real game circle
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 >> > > >--- >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. --- 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.
Re: [Audyssey] mainstream accessibility was: Re: the real game circle
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 --- 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
Re: [Audyssey] Technoshock help
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. > --- > 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. > --- 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.
[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. --- 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.
[Audyssey] mainstream accessibility was: Re: the real game circle
- 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 --- 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.
Re: [Audyssey] The real Game Circle
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. --- 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.
Re: [Audyssey] The real Game Circle
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 --- 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.
Re: [Audyssey] the real game circle
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 --- 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.
Re: [Audyssey] The real Game Circle
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. --- 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. --- 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.
Re: [Audyssey] the real game circle
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 --- 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. --- 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. --- 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.
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. --- 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.
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 >--- >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. --- 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.
Re: [Audyssey] New accessible train simulator in development
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, --- 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. --- 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.
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, --- 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.
Re: [Audyssey] New accessible train simulator in development
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
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. --- 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. --- 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. --- 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.
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. --- 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. --- 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.
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 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
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 --- 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.
Re: [Audyssey] New accessible train simulator in development
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 --- 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. --- 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.
Re: [Audyssey] there was one game this year
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 -- Email services provided by the System Access Mobile Network. Visit www.serotek.com to learn more about accessibility anywhere. --- 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. --- 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.
Re: [Audyssey] the real game circle
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 --- 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. --- 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.
Re: [Audyssey] the real game circle
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 -- Email services provided by the System Access Mobile Network. Visit www.serotek.com to learn more about accessibility anywhere. --- 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. --- 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.
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 -- Email services provided by the System Access Mobile Network. Visit www.serotek.com to learn more about accessibility anywhere. --- 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.
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 --- 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.
Re: [Audyssey] The real Game Circle
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. --- 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. --- 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.
[Audyssey] train simulator
in the game will you be able to use the steering wheel to control the train and will there be missions -- Email services provided by the System Access Mobile Network. Visit www.serotek.com to learn more about accessibility anywhere. --- 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.
Re: [Audyssey] vipmud help needed-about sounds and triggers
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
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 -- Email services provided by the System Access Mobile Network. Visit www.serotek.com to learn more about accessibility anywhere. --- 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. --- 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. --- 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.
Re: [Audyssey] there was one game this year
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 > >-- >Email services provided by the System Access Mobile Network. Visit >www.serotek.com to learn more about accessibility anywhere. > >--- >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. --- 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.
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 > >-- >Email services provided by the System Access Mobile Network. Visit >www.serotek.com to learn more about accessibility anywhere. > >--- >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. --- 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.
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. 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
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 -- Email services provided by the System Access Mobile Network. Visit www.serotek.com to learn more about accessibility anywhere. --- 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.
[Audyssey] accessible train simulator
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 -- Email services provided by the System Access Mobile Network. Visit www.serotek.com to learn more about accessibility anywhere. --- 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.
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 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. --- 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
Re: [Audyssey] New accessible train simulator in development
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
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 --- 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. --- 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. ---
Re: [Audyssey] vipmud help needed-about sounds and triggers
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 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. --- 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. 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
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. --- 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.
Re: [Audyssey] New accessible train simulator in development
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsub