Re: [Audyssey] MOOs and MUD RPG questions

2009-09-07 Thread Tristan B

Try
TrekGames.net port 1234
We will be setting up a MOO dedicated to teaching people how to start their 
own MOO up very soon.


The website is at
www.trekgames.net
Asoundpack can be found at
http://www.trekgames.net/dl/
And a comprehensive archive of MOO-related files that TrekGames.net has 
collected is available at the following address.

http://trekgames.net/moo

Hope this helps,

Tristan.

--
Tristan B

TrekGames.net

Cosmos -
TrekGames.net, port 1234.


- Original Message - 
From: Chastity MORSE chastitymo...@msn.com

To: gamers@audyssey.org
Sent: Sunday, September 06, 2009 11:21 PM
Subject: [Audyssey] MOOs and MUD RPG questions


I don't know if anyone plays these kinds of games, but I have a couple of 
questions.
I know about vip-mud client and have that installed and know about the 
website where there are hundreds of mud games to choose from.

My question is what is a MOO game?
What do I need to run a MOO game?
Is there a site that lists MOO games or does anyone know of any I can try?
Will the MOO games work on mud client or is there a better engine I should 
use?


Any help would be appreciated.

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Re: [Audyssey] legendary tales RPG browser based fantasy games

2009-09-07 Thread Tristan B
The flash client may be a method of playing the game (inside) of your 
browser. Check for a port and address and try connecting with a MUD client 
that way.


- Original Message - 
From: Chastity MORSE chastitymo...@msn.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, September 06, 2009 11:47 PM
Subject: [Audyssey] legendary tales RPG browser based fantasy games



Has anyone played the browser-based Legendary Tales text RPG games?
It says all I need is a browser that has flash 9 installed and I have 
that. However it also calls these games muds, so do I need a mud client to 
play them? Or will they just play using my screen reader in my browser?


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Re: [Audyssey] a thought for all game makers out there

2009-09-07 Thread Kai

Michael.

Copyright issues aside, the conversion of a mainstream product is very 
difficult at best.


You're assuming someone out there will have the free time to convert such a 
game into a format of your choosing. You're also assuming that this is easy. 
It isn't.


Video game companies have entire teams and departments dedicated to the 
development of any one product. Programmers who design games for the blind 
have, at best, maybe two or three cooperatives.


Video game companies have a large budget, with which they may hire 
additional programmers, obtain media/resources, etc. The sounds and vocal 
acting for these games aren't free, you know.


All that, along with a slew of other factors that I've elected not to 
mention (for brevity's sake), makes the prospect of converting a mainstream 
game into an audio-only format pretty daunting.


Also remember that, while an emulator may be free, and freely available, and 
furthermore legal, the possession of the roms or digital game images without 
actually having the original is a violation. Usage of material specific to 
such a game is also a breach of copyright, so that means anyone developing 
an accessible version of Mortal Kombat couldn't use anything from the 
original game. In essence, then, it would no longer even be Mortal Kombat.


You can always learn character layouts, especially in mortal kombat. Mortal 
kombat's character screen always speaks the name of the character you're 
selecting. If you're hell-bent on playing these games, invest the time in 
learning the character screen by selecting one character, returning to the 
character screen, selecting another, then repeating the process. Remember 
where each character is, and that's one les thing to worry about.


In fact, the character screen will be the least of your worries. Once you 
start playing the game, you've got to know where the opponent is, whether 
he/she is jumping or not, crouching, blocking, stepping towards you, walking 
away... most of these things are not conveyed by sound (particularly not in 
the older  Mortal Kombat games).


I'll echo the sentiments of other respondents: Use the resources that are 
available.


www.gamefaqs.com
www.gamewinners.com

I use both of those sites fairly frequently when I have a mind to play games 
intended for the sighted. Remember, the rest of us are blind, too, and we've 
learned that these techniques may or may not make a game playable. No 
disparagement intended, and I hope none will be implied, but effort and 
success go hand in hand. When I started messing around with my Playstation, 
I had to learn screens and such, remember character placements, moves, etc. 
While it's true I did have some sighted assistance, such was not always the 
case. If you'd like a rough explanation of how to make Mortal Kombat or 
other games in the same vain work for you, I'm sure some few of us would be 
glad to help.


Kai 




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Re: [Audyssey] MOOs and MUD RPG questions

2009-09-07 Thread Kai

Salutations, Chastity.

A MOO game is a mud game. MOO is just the name for the base code. MOO, ROM, 
ROT, Godwars, DIKU, MERC, Circle, Smaug... these are all mud games. They all 
use the telnet protocol, can all be connected to with any mud client (or, 
for that matter, Telnet), and in general use text for their output.


People will argue that a MOO  isn't a mud, but if the argument breaks down 
to the core basics, MOO's are muds. Don't let the hype confuse you.


Kai

- Original Message - 
From: Chastity MORSE chastitymo...@msn.com

To: gamers@audyssey.org
Sent: Sunday, September 06, 2009 8:21 PM
Subject: [Audyssey] MOOs and MUD RPG questions


I don't know if anyone plays these kinds of games, but I have a couple of 
questions.
I know about vip-mud client and have that installed and know about the 
website where there are hundreds of mud games to choose from.

My question is what is a MOO game?
What do I need to run a MOO game?
Is there a site that lists MOO games or does anyone know of any I can try?
Will the MOO games work on mud client or is there a better engine I should 
use?


Any help would be appreciated.

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Re: [Audyssey] MOOs and MUD RPG questions

2009-09-07 Thread Ryan Smith
Hi,
By running a MOO game, do you mean playing one or
starting/programming one? If you want to program/start one, you need
to learn a simple programming language called MOO or you could write
your own server (but that's more difficult). I own a MOO called
LearnMOO, that teaches people how to program and start there own
MOO's. Unfortunately, the person who hosts it is upgrading his server,
so LearnMOO is down currently. However when it returns, it will be at:
Host: evileyehosting.net
Port: 2837
-Ryan

 - Original Message - From: Chastity MORSE chastitymo...@msn.com
 To: gamers@audyssey.org
 Sent: Sunday, September 06, 2009 8:21 PM
 Subject: [Audyssey] MOOs and MUD RPG questions


 I don't know if anyone plays these kinds of games, but I have a couple of
 questions.
 I know about vip-mud client and have that installed and know about the
 website where there are hundreds of mud games to choose from.
 My question is what is a MOO game?
 What do I need to run a MOO game?
 Is there a site that lists MOO games or does anyone know of any I can try?
 Will the MOO games work on mud client or is there a better engine I should
 use?

 Any help would be appreciated.


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Re: [Audyssey] a thought for all game makers out there

2009-09-07 Thread Thomas Ward

Michael,
As a blind gamer and software developer myself I would love to be able 
to convert all of my mainstream games into audio games, to make them 
100% accessible, as much as the next blind gamer on this list. However, 
no matter how much I would like to convert all of my mainstream games 
into audio games the reality is it isn't as simple and straight forward 
as you assume. There are several factors that prevents any accessible 
game developer from just picking his/her favorite mainstream game and 
creating an audio only version.
First, there are several legal issues involved in creating an accessible 
clone of Mortal Kombat or any other mainstream game title. Unless the 
accessible game developer obtains written permission from the copyright 
holder it is illegal to create and sell games using any trade marks, 
characters, sounds, music, etc from an existing game title. The only 
exception to this rule is if you create it for yourself for personal 
use, and not for public distribution.
Second, I've had personal experience dealing with some of these 
mainstream companies about game accessibility, and they are simply not 
receptive. Not only are they unwilling to make accessible versions of 
their games for the blind they aren't willing to license it out to a 
third-party blind game developer such as myself. So getting legal 
permission from these companies is like a snowball's chance in hell.
Third, most of the audio game developers out here are one to three man 
operations. As a result creating any game is a major commitment, takes 
many hours of time, costs money for music/sounds, and so on. Some game 
developers sell their games to offset the time and money spent on 
creating the game. However, since it is illegal to do so without written 
permission from the copyright holder it is not a good legal or financial 
business decision to create games based on someone else's work.
Fourth, while there are some loop holes an accessible game developer 
might use such as making the project free, open source, publish it as 
fan fiction, etc they are all technically still consider copyright 
infringement in the eyes of the law. The only difference with this 
approach is that a copyright holder may choose to get a court cease and 
desist order instead of suing the accessible game developer outright for 
copyright infringement.
Fifth, while we all know it is inconvenient to play the mainstream 
versions of games like Mortal Kombat they are still accessible enough 
that many people here enjoy playing them as is. As a result most audio 
game developers feel like this is reinventing the wheel with quite a bit 
of legal and financial well being at stake. In other words the risk

is greater than the rewards for making a clone of game x.
Finally, I'm blind myself so I know how difficult it can be to play some 
of these mainstream games. Especially, when you are alone. 
Never-the-less once you memorize some of the menus, where things are, 
etc it is possible to play some of the mainstream games on your own. 
This obviously isn't for everyone, but enough people are able to do it 
to make it a feasible solution.
I know as well as anyone the situation sucks. However, if you have an 
idea how to improve the situation let's have it. We all could use new 
ideas.
If you are willing to learn programming and don't care about copyright 
laws you could convert the games yourself. I think you'll discover it 
isn't a clear cut or easy prospect you are suggesting here.


Smile.


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Re: [Audyssey] a thought for all game makers out there

2009-09-07 Thread Clement Chou
You basically said what I was going to say. Although, I will also say that 
as things go, the older Mortal Kombats were actualy good about letting you 
know whether your opponent is jumping or not. Street Fighter was the same, 
and so is virtually any fighting game. I haven't yet played a fighting game 
where there has been no sound for jumping.


As for having a voice tell you what was going on in the game... I'm sorry, 
but one genre where that would be the completely wrong idea would be 
fighting games. Just because that most fighting games are so fast paste that 
even if by some miracle we managed to recreate one if you wanted it to be 
modern it would be way too fast to keep up with anything.


So bottom line as Kai said. Remember that most of the stuff we do as blind 
gamers comes out of websites. gamefaqs.com, gamespot.com... etc. But more 
often than not, there's trial and error. Any other mainstream gamer who 
still games or used to game can correct me if I'm wrong, but that's always 
been the case I'm the type who absolutely says no to have someone sit down 
and read every single item on the menus for me. Too much to remember.


Below is an idea which I think could help. I think, if everyone is willing, 
a gang should get together on skype or teamtalk or something, comprised of 
experienced gamers such as myself, Brian and whoever else wants to join, 
maybe more people with ps3s again like myself, as well as have some people 
who are interested in gaming or people who are just starting out and want to 
know what type of games can be played. We can explain things and demonstrate 
games, etc. How does that sound for everyone?
- Original Message - 
From: Kai kaixi...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, September 07, 2009 5:21 AM
Subject: Re: [Audyssey] a thought for all game makers out there



Michael.

Copyright issues aside, the conversion of a mainstream product is very 
difficult at best.


You're assuming someone out there will have the free time to convert such 
a game into a format of your choosing. You're also assuming that this is 
easy. It isn't.


Video game companies have entire teams and departments dedicated to the 
development of any one product. Programmers who design games for the blind 
have, at best, maybe two or three cooperatives.


Video game companies have a large budget, with which they may hire 
additional programmers, obtain media/resources, etc. The sounds and vocal 
acting for these games aren't free, you know.


All that, along with a slew of other factors that I've elected not to 
mention (for brevity's sake), makes the prospect of converting a 
mainstream game into an audio-only format pretty daunting.


Also remember that, while an emulator may be free, and freely available, 
and furthermore legal, the possession of the roms or digital game images 
without actually having the original is a violation. Usage of material 
specific to such a game is also a breach of copyright, so that means 
anyone developing an accessible version of Mortal Kombat couldn't use 
anything from the original game. In essence, then, it would no longer even 
be Mortal Kombat.


You can always learn character layouts, especially in mortal kombat. 
Mortal kombat's character screen always speaks the name of the character 
you're selecting. If you're hell-bent on playing these games, invest the 
time in learning the character screen by selecting one character, 
returning to the character screen, selecting another, then repeating the 
process. Remember where each character is, and that's one les thing to 
worry about.


In fact, the character screen will be the least of your worries. Once you 
start playing the game, you've got to know where the opponent is, whether 
he/she is jumping or not, crouching, blocking, stepping towards you, 
walking away... most of these things are not conveyed by sound 
(particularly not in the older  Mortal Kombat games).


I'll echo the sentiments of other respondents: Use the resources that are 
available.


www.gamefaqs.com
www.gamewinners.com

I use both of those sites fairly frequently when I have a mind to play 
games intended for the sighted. Remember, the rest of us are blind, too, 
and we've learned that these techniques may or may not make a game 
playable. No disparagement intended, and I hope none will be implied, but 
effort and success go hand in hand. When I started messing around with my 
Playstation, I had to learn screens and such, remember character 
placements, moves, etc. While it's true I did have some sighted 
assistance, such was not always the case. If you'd like a rough 
explanation of how to make Mortal Kombat or other games in the same vain 
work for you, I'm sure some few of us would be glad to help.


Kai


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Re: [Audyssey] a thought for all game makers out there

2009-09-07 Thread Thomas Ward

Hi Allison,
Agreed. None of us stand to gain anything by bemoaning the status quo. 
What we need to have is some of that proactive thinking that will help 
us adapt to the situation. There are probably lots of alternatives here 
even if they aren't ideal.
One thing we can't do is ask a developer to break the law by ignoring 
existing copyright laws.  That's unreasonable and will put one of our 
developers legally and financially at risk. That's unacceptable as far 
as I am concerned.


Allison Mervis wrote:
And in an ideal world, that would be peachy. However, in the real 
world, it's not always possible to have sighted help, so you have to 
learn to adapt. One possible solution that might work is to start some 
kind of website where people submit descriptions of the layouts of 
screens for these games, as well as the actions required to play them 
without sight. Maybe something like this already exists, in which case 
there's no need to reinvent the wheel. But instead of bemoaning the 
hopelessness of a situation, try to find ways to change it. A little 
proactive creativity can often go a long way. Smile.

Allison



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Re: [Audyssey] a thought for all game makers out there

2009-09-07 Thread Thomas Ward

Hi,
Not only that, but  one fact some people often overlook is some game's 
can't be completely converted to an accessible version for one reason or 
another. There are lots of things a vidio game designer can do with 
graphics that can't be easily translated into audio. It can be something 
as simple as a different color of enemy to something much more 
complicated like getting a clue by looking at a picture. One way or 
another the same information a sighted person gets by looking at the 
screen has to be accurately conveyed via audio. That's often not 
possible or difficult depending on the game in question.


Bryan Peterson wrote:
Agreed. Not to mention that as I already said it would be illegal, 
even if one could get one's hands on the game's source code, to modify 
it in the way a totally blind person would need. And I'm sorry to say, 
but Ii caught a distinct whiff of entitlement syndrome in the initial 
post.
Homer: Hey, uh, could you go across the street and get me a slice of 
pizza?

Vender: No pizza. Only Khlav Kalash.



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Re: [Audyssey] a thought for all game makers out there

2009-09-07 Thread Clement Chou
Well, if it's a different color of enemy one would think we could do 
something like have voices varying as a substitute for colors... but that 
would be expensive too, wouldn't it? 



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Re: [Audyssey] a thought for all game makers out there

2009-09-07 Thread Thomas Ward

Hi,
thanks Kai. I think you hit the nail on the head so to speak.
As Kai pointed out legal issues aside time is a major factor when 
considering creating any type of game. Some games such as Doom III was a 
major undertaking even with all the resources of a mainstream game 
company. If a mainstream game company has to spend lots of time and 
money creating a game like Doom III then there is no realistic way a 
ssmall one, two, or three man operation can hope to compete. We simply 
don't have the resources to make the attempt.
Let's assume mainstream game x takes a year to complete even with all 
the resources of the company. Assuming our accessible game 
developer/developers can access the graphics, music, and sounds he/she 
will probably take two or three years attempting to create that game. 
The process is going to be very slow and tedious without much reward for 
his/her efforts. It is a thankless task.



Kai wrote:

Michael.

Copyright issues aside, the conversion of a mainstream product is very 
difficult at best.


You're assuming someone out there will have the free time to convert 
such a game into a format of your choosing. You're also assuming that 
this is easy. It isn't.


Video game companies have entire teams and departments dedicated to 
the development of any one product. Programmers who design games for 
the blind have, at best, maybe two or three cooperatives.


Video game companies have a large budget, with which they may hire 
additional programmers, obtain media/resources, etc. The sounds and 
vocal acting for these games aren't free, you know.


All that, along with a slew of other factors that I've elected not to 
mention (for brevity's sake), makes the prospect of converting a 
mainstream game into an audio-only format pretty daunting.


Also remember that, while an emulator may be free, and freely 
available, and furthermore legal, the possession of the roms or 
digital game images without actually having the original is a 
violation. Usage of material specific to such a game is also a breach 
of copyright, so that means anyone developing an accessible version of 
Mortal Kombat couldn't use anything from the original game. In 
essence, then, it would no longer even be Mortal Kombat.


You can always learn character layouts, especially in mortal kombat. 
Mortal kombat's character screen always speaks the name of the 
character you're selecting. If you're hell-bent on playing these 
games, invest the time in learning the character screen by selecting 
one character, returning to the character screen, selecting another, 
then repeating the process. Remember where each character is, and 
that's one les thing to worry about.


In fact, the character screen will be the least of your worries. Once 
you start playing the game, you've got to know where the opponent is, 
whether he/she is jumping or not, crouching, blocking, stepping 
towards you, walking away... most of these things are not conveyed by 
sound (particularly not in the older  Mortal Kombat games).


I'll echo the sentiments of other respondents: Use the resources that 
are available.


www.gamefaqs.com
www.gamewinners.com

I use both of those sites fairly frequently when I have a mind to play 
games intended for the sighted. Remember, the rest of us are blind, 
too, and we've learned that these techniques may or may not make a 
game playable. No disparagement intended, and I hope none will be 
implied, but effort and success go hand in hand. When I started 
messing around with my Playstation, I had to learn screens and such, 
remember character placements, moves, etc. While it's true I did have 
some sighted assistance, such was not always the case. If you'd like a 
rough explanation of how to make Mortal Kombat or other games in the 
same vain work for you, I'm sure some few of us would be glad to help.


Kai


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[Audyssey] re-MOOs and MUD games question

2009-09-07 Thread Chastity MORSE
I want to play one, not start one. I'm just wondering if they work with the 
vip-mud client and if there is a website that lists a bunch of them. 


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Re: [Audyssey] a thought for all game makers out there

2009-09-07 Thread Thomas Ward

Hi,
Well, there are a number of solutions for that particular problem. Let's 
use a real world example here fordemonstration.
In Tomb Raider The Prophecy there are a number of enemy wolves Lara 
Croft has to kill or avoid. The color of the wolf determines how deadly 
it is. A gray wolf is relatively easy to beat, does little damage, etc 
where the black wolves are the most difficult.  One solution is to 
create a specific growel sound for each color of wolf so that someone 
can audably tell them apart. However, unless you know in advance that 
growel sound x is for a gray or black wolf it isn't of much use until 
you play the game a while. The other way is to have a hot key that 
announces the nearest enemy in the room like Shades of Doom. However, 
the problem with that method is that slows down the game play, because 
you constantly have to press the key, button, whatever to find out what 
you are fighting. That might be critical in a game that requires quick 
reflexes and decision making. Such as the various priests in the game 
that tosses different colored fireballs that range from slightly harmful 
to instant death. You have to see the color of the fireball and decide 
right away if you are going to avoid it or take the hit. There is no 
time in a game like that to press a key and see if the fireball is red, 
yellow, or purple. You have to act right away or you are in trouble.
What most accessible game developers try to do is include both different 
sounds for enemies as well as speak the type of enemy whenand where 
possible. Still that is slightly more expensive. A mainstream developer 
can buy one sound for fireballs and use it regardless of color since 
they assume the person can see it on his/her screen. A blind accessible 
developer has to come up with a unique sound for each color of fireball 
in the hope of making it easier for the blind player to determine the 
color of the fireball being tossed at him/her. It isn't complicated to 
fix, but takes much more effort to translate the same information that a 
person sees on screen to someone using audio only.


Clement Chou wrote:
Well, if it's a different color of enemy one would think we could do 
something like have voices varying as a substitute for colors... but 
that would be expensive too, wouldn't it?


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Re: [Audyssey] a thought for all game makers out there

2009-09-07 Thread dark
In those sorts of translation cases, I do believe there are things which 
could be done,  for example rather than a completely different sound for 
deadlier fireballs, lowering the sounds pitch, thus the lower pitched the 
sound the more dangerous the fireball.


to me, the most difficult information to convey from graphics to audio is 
some of the vertical spacial information, - especially in 2d games, or 
in an environment where it's necessary to examine the vertical plane at the 
same time as the horizontal quickly.


I do think however, (as I said in my audeasy artical), the resources 
available in terms of what sounds could be used for what events haven't been 
as fully well tapped as they could be.


Beware the Grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, September 07, 2009 5:24 PM
Subject: Re: [Audyssey] a thought for all game makers out there



Hi,
Well, there are a number of solutions for that particular problem. Let's 
use a real world example here fordemonstration.
In Tomb Raider The Prophecy there are a number of enemy wolves Lara Croft 
has to kill or avoid. The color of the wolf determines how deadly it is. A 
gray wolf is relatively easy to beat, does little damage, etc where the 
black wolves are the most difficult.  One solution is to create a specific 
growel sound for each color of wolf so that someone can audably tell them 
apart. However, unless you know in advance that growel sound x is for a 
gray or black wolf it isn't of much use until you play the game a while. 
The other way is to have a hot key that announces the nearest enemy in the 
room like Shades of Doom. However, the problem with that method is that 
slows down the game play, because you constantly have to press the key, 
button, whatever to find out what you are fighting. That might be critical 
in a game that requires quick reflexes and decision making. Such as the 
various priests in the game that tosses different colored fireballs that 
range from slightly harmful to instant death. You have to see the color of 
the fireball and decide right away if you are going to avoid it or take 
the hit. There is no time in a game like that to press a key and see if 
the fireball is red, yellow, or purple. You have to act right away or you 
are in trouble.
What most accessible game developers try to do is include both different 
sounds for enemies as well as speak the type of enemy whenand where 
possible. Still that is slightly more expensive. A mainstream developer 
can buy one sound for fireballs and use it regardless of color since they 
assume the person can see it on his/her screen. A blind accessible 
developer has to come up with a unique sound for each color of fireball in 
the hope of making it easier for the blind player to determine the color 
of the fireball being tossed at him/her. It isn't complicated to fix, but 
takes much more effort to translate the same information that a person 
sees on screen to someone using audio only.


Clement Chou wrote:
Well, if it's a different color of enemy one would think we could do 
something like have voices varying as a substitute for colors... but that 
would be expensive too, wouldn't it?


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Re: [Audyssey] a thought for all game makers out there

2009-09-07 Thread Clement Chou
Well I kind of figured that, and that makes sense. I do agree that having a 
key tell you what everything is would slow down the gameplay. But could you, 
say, have an option for sound descriptions in the main menu or something, 
like most other accessible games. But in a less expensive way.. though this 
would result in a game sounding a bit weird, could you, say, raise the pitch 
of something? not to the point where it sounds distorted, just enough for a 
noticeable difference.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, September 07, 2009 9:24 AM
Subject: Re: [Audyssey] a thought for all game makers out there



Hi,
Well, there are a number of solutions for that particular problem. Let's 
use a real world example here fordemonstration.
In Tomb Raider The Prophecy there are a number of enemy wolves Lara Croft 
has to kill or avoid. The color of the wolf determines how deadly it is. A 
gray wolf is relatively easy to beat, does little damage, etc where the 
black wolves are the most difficult.  One solution is to create a specific 
growel sound for each color of wolf so that someone can audably tell them 
apart. However, unless you know in advance that growel sound x is for a 
gray or black wolf it isn't of much use until you play the game a while. 
The other way is to have a hot key that announces the nearest enemy in the 
room like Shades of Doom. However, the problem with that method is that 
slows down the game play, because you constantly have to press the key, 
button, whatever to find out what you are fighting. That might be critical 
in a game that requires quick reflexes and decision making. Such as the 
various priests in the game that tosses different colored fireballs that 
range from slightly harmful to instant death. You have to see the color of 
the fireball and decide right away if you are going to avoid it or take 
the hit. There is no time in a game like that to press a key and see if 
the fireball is red, yellow, or purple. You have to act right away or you 
are in trouble.
What most accessible game developers try to do is include both different 
sounds for enemies as well as speak the type of enemy whenand where 
possible. Still that is slightly more expensive. A mainstream developer 
can buy one sound for fireballs and use it regardless of color since they 
assume the person can see it on his/her screen. A blind accessible 
developer has to come up with a unique sound for each color of fireball in 
the hope of making it easier for the blind player to determine the color 
of the fireball being tossed at him/her. It isn't complicated to fix, but 
takes much more effort to translate the same information that a person 
sees on screen to someone using audio only.


Clement Chou wrote:
Well, if it's a different color of enemy one would think we could do 
something like have voices varying as a substitute for colors... but that 
would be expensive too, wouldn't it?


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Re: [Audyssey] a thought for all game makers out there

2009-09-07 Thread Thomas Ward

Hi Dark,
Agreed. As I said before there are several different ways a developer 
might handle the problem of translating different colored enemies, 
different colored fireballs, etc in to audio. Changing the pitch of the 
sound in real time up or down is one way to do it. Although, not all 
sound APIs and platforms supports this ability.
However, I do agree one of the biggest problems is accurately conveying 
spacial orientation to a blind player in real time. It is true that XNA 
and DirectX have virtual 3D audio support, but the fact is most blind 
players don't own the equipment necessary to take full advantage of the 
technology even when the game supports it. For me one of the biggest 
problems in creating the Genesis 3D engine is how to pass on a full 3d 
environment, in audio, and have it all make sense to a blind gamer. I 
know lots of player's complain about having issues playing Shades of 
Doom which is all arranged on a 2d grid. My new titles will be on a 3d 
grid meaning the player can move foward/backward, left/right, up/down. 
Even with Virtual 3D audio at my command it isn't always easy to 
determine if an object is above or below me unless I do something 
creative like change the pitch relative to the player like increase the 
pitch if it is up and lower it if it is below the player etc. However, 
changing pitch on some sounds has an undesirable effect. Some sounds 
don't sound good when the pitch is changed too much.


dark wrote:
In those sorts of translation cases, I do believe there are things 
which could be done,  for example rather than a completely 
different sound for deadlier fireballs, lowering the sounds pitch, 
thus the lower pitched the sound the more dangerous the fireball.


to me, the most difficult information to convey from graphics to audio 
is some of the vertical spacial information, - especially in 2d 
games, or in an environment where it's necessary to examine the 
vertical plane at the same time as the horizontal quickly.


I do think however, (as I said in my audeasy artical), the resources 
available in terms of what sounds could be used for what events 
haven't been as fully well tapped as they could be.


Beware the Grue!

Dark.


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, September 07, 2009 5:24 PM
Subject: Re: [Audyssey] a thought for all game makers out there



Hi,
Well, there are a number of solutions for that particular problem. 
Let's use a real world example here fordemonstration.
In Tomb Raider The Prophecy there are a number of enemy wolves Lara 
Croft has to kill or avoid. The color of the wolf determines how 
deadly it is. A gray wolf is relatively easy to beat, does little 
damage, etc where the black wolves are the most difficult.  One 
solution is to create a specific growel sound for each color of wolf 
so that someone can audably tell them apart. However, unless you know 
in advance that growel sound x is for a gray or black wolf it isn't 
of much use until you play the game a while. The other way is to have 
a hot key that announces the nearest enemy in the room like Shades of 
Doom. However, the problem with that method is that slows down the 
game play, because you constantly have to press the key, button, 
whatever to find out what you are fighting. That might be critical in 
a game that requires quick reflexes and decision making. Such as the 
various priests in the game that tosses different colored fireballs 
that range from slightly harmful to instant death. You have to see 
the color of the fireball and decide right away if you are going to 
avoid it or take the hit. There is no time in a game like that to 
press a key and see if the fireball is red, yellow, or purple. You 
have to act right away or you are in trouble.
What most accessible game developers try to do is include both 
different sounds for enemies as well as speak the type of enemy 
whenand where possible. Still that is slightly more expensive. A 
mainstream developer can buy one sound for fireballs and use it 
regardless of color since they assume the person can see it on 
his/her screen. A blind accessible developer has to come up with a 
unique sound for each color of fireball in the hope of making it 
easier for the blind player to determine the color of the fireball 
being tossed at him/her. It isn't complicated to fix, but takes much 
more effort to translate the same information that a person sees on 
screen to someone using audio only.


Clement Chou wrote:
Well, if it's a different color of enemy one would think we could do 
something like have voices varying as a substitute for colors... but 
that would be expensive too, wouldn't it?


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[Audyssey] question

2009-09-07 Thread michael barnes
i wonder if there is an audio fighting games out there like mortal 
kombat or street fighter games


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[Audyssey] racing games

2009-09-07 Thread michael barnes
i know about railracer and top speed and mock 1.  but is there any 
other racing games out there?  when i went to audio games website i saw 
a few racing games but i wonder if they are up to date and if they will 
allow me to use my steering wheel i am not sure what the racing games 
on audio games website is call and what they are about


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Re: [Audyssey] a thought for all game makers out there

2009-09-07 Thread Thomas Ward

Hi,
Like I said to Dark changing the pitch, adding an item in the sound 
descriptions menu, etc is all easy stuff to do if it is something simple 
like trying to figure out if you are being hit by a yellow fireball or a 
purple fireball or figuring out if you are fighting a gray wolf or a 
black one. I only used that as a simple example of something that could 
be easily resolved. Some things in mainstream games aren't as easily 
resolved.
For example, a number of years ago, before I lost my sight, I played 
this game that would allow you to press a button and it would display a 
graphical map of the rooms and corridors you have already explored. 
Adding a similar feature to an audio only game is problematic. How 
exactly do you translate a fully graphical map into an audio format that 
can be easily understood by a blind player?
One solution that GMA uses in games like Shades of Doom is to print a 
copy of the map out on a braille printer. That certainly makes the map 
accessible, but that method requires the end user to own a braille 
printer and paper to use that feature. It isn't exactly a cost effective 
way to relay the same information a sighted player can get at one glance.
The game can save the map to a text file and the player could view it on 
a braille display, but that assumes the player has a braille display to 
use. Again that isn't a cost effective or catch all solution either.
Finally, there is the audio map used in Sarah that gives you a rough 
idea where things are by using sounds. Unfortunately, no matter how much 
I try I can't quite figure out where exactly things are by using the 
audio map. So it falls short of conveying the information it was 
intended to.


Clement Chou wrote:
Well I kind of figured that, and that makes sense. I do agree that 
having a key tell you what everything is would slow down the gameplay. 
But could you, say, have an option for sound descriptions in the main 
menu or something, like most other accessible games. But in a less 
expensive way.. though this would result in a game sounding a bit 
weird, could you, say, raise the pitch of something? not to the point 
where it sounds distorted, just enough for a noticeable difference.
- Original Message - From: Thomas Ward 
thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, September 07, 2009 9:24 AM
Subject: Re: [Audyssey] a thought for all game makers out there



Hi,
Well, there are a number of solutions for that particular problem. 
Let's use a real world example here fordemonstration.
In Tomb Raider The Prophecy there are a number of enemy wolves Lara 
Croft has to kill or avoid. The color of the wolf determines how 
deadly it is. A gray wolf is relatively easy to beat, does little 
damage, etc where the black wolves are the most difficult.  One 
solution is to create a specific growel sound for each color of wolf 
so that someone can audably tell them apart. However, unless you know 
in advance that growel sound x is for a gray or black wolf it isn't 
of much use until you play the game a while. The other way is to have 
a hot key that announces the nearest enemy in the room like Shades of 
Doom. However, the problem with that method is that slows down the 
game play, because you constantly have to press the key, button, 
whatever to find out what you are fighting. That might be critical in 
a game that requires quick reflexes and decision making. Such as the 
various priests in the game that tosses different colored fireballs 
that range from slightly harmful to instant death. You have to see 
the color of the fireball and decide right away if you are going to 
avoid it or take the hit. There is no time in a game like that to 
press a key and see if the fireball is red, yellow, or purple. You 
have to act right away or you are in trouble.
What most accessible game developers try to do is include both 
different sounds for enemies as well as speak the type of enemy 
whenand where possible. Still that is slightly more expensive. A 
mainstream developer can buy one sound for fireballs and use it 
regardless of color since they assume the person can see it on 
his/her screen. A blind accessible developer has to come up with a 
unique sound for each color of fireball in the hope of making it 
easier for the blind player to determine the color of the fireball 
being tossed at him/her. It isn't complicated to fix, but takes much 
more effort to translate the same information that a person sees on 
screen to someone using audio only.


Clement Chou wrote:
Well, if it's a different color of enemy one would think we could do 
something like have voices varying as a substitute for colors... but 
that would be expensive too, wouldn't it?


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Re: [Audyssey] re-MOOs and MUD games question

2009-09-07 Thread Tristan B

Try
www.mudconnect.com

ANd almost all MUDs clients work VIPMud, and any other client, as long as it 
has the correct text-to-speech scripts.


HTH,

Tristan B

TrekGames.net

Cosmos -
TrekGames.net, port 1234.

- Original Message - 
From: Chastity MORSE chastitymo...@msn.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, September 07, 2009 12:18 PM
Subject: [Audyssey] re-MOOs and MUD games question


I want to play one, not start one. I'm just wondering if they work with the 
vip-mud client and if there is a website that lists a bunch of them.


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[Audyssey] amulator and games

2009-09-07 Thread Johnny Tai
Hey guys; Was wondering exactly what is an amulator and how does it work 
with pc/videogames. I found a torrent that contains the soul edge game and 
its amulator, but the file is only 36 mbs? That can't be right can it? I'd 
think the game itself would be somewhere around 2 gbs. 



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Re: [Audyssey] amulator and games

2009-09-07 Thread Matheus
hi. no, certain not 2 gb!! that's correct i think.
it depends for what console it is. it's a ps1 game for example, it's
perfectly possible. if it's a ps2 game, not.

-Mensagem original-
De: Johnny Tai johnnyti...@shaw.ca
Para: Gamers Discussion list gamers@audyssey.org
Data: Segunda, 7 de Setembro de 2009 12:02
Assunto: [Audyssey] amulator and games

Hey guys; Was wondering exactly what is an amulator and how does it work
with pc/videogames. I found a torrent that contains the soul edge game and
its amulator, but the file is only 36 mbs? That can't be right can it? I'd
think the game itself would be somewhere around 2 gbs.


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Re: [Audyssey] racing games

2009-09-07 Thread Thomas Ward

Hi Michael,
Unfortunately not. Those are really the only accessible racing games 
that have decent game play, support a racing wheel, and are up to date 
at this time. My own racing game, USA Raceway, is far from complete so 
that doesn't count yet. All of the other racing games aren't worth your 
time.
For example, Audio Formula 1 sounded good when we first heard about it, 
but in reality it was poorly designed. It has several bugs, crappy sound 
effects, and you can't use a racing wheel with it as far as I know.
KM 2000, by Code Factory, also has gone the way of the dinosaur. It 
doesn't support racing wheels, had crappy sound effects, and was a total 
pain in the butt to play. So it is no great loss to racing fans.
That leaves us with Drive--AKA Sneller--which is an ok game, but it was 
basically a student project. So it isn't a full game, and is more a 
sample audio game than a full blown audio game. After you play it a few 
times it isn' any big deal in my opinion.
The only currently available racing game that is accessible I truly like 
is Rail Racer. It has everything a player could want out of a racing 
game, is accessible, and supports online game play, plus a wheel.

HTH

michael barnes wrote:
i know about railracer and top speed and mock 1.  but is there any 
other racing games out there?  when i went to audio games website i 
saw a few racing games but i wonder if they are up to date and if they 
will allow me to use my steering wheel i am not sure what the racing 
games on audio games website is call and what they are about





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Re: [Audyssey] question

2009-09-07 Thread Thomas Ward

Hi,
Well, not really. There was one game, Danger City, that started out like 
a Street Fighter game, but all the demo has is the first level. Beyond 
that I can't think of anything that is remotely like MK or SF right now.


michael barnes wrote:
i wonder if there is an audio fighting games out there like mortal 
kombat or street fighter games





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[Audyssey] converting games

2009-09-07 Thread michael barnes
with mortal kombat it would be easy to do and to make it legal do not 
charge for the game the first mortal kombat is a basic fighting game so 
it would be easy to do all you need to do is use the voice that is in 
the computer to read the main menu and the option menu and the 
character select screen and last thing who you are about to fight like 
you all said it would be hard to convert the fighting part of the game 
but you do not have to convert that part of the game.  i do know the 
first mortal kombat game was easy for a blind person to play because it 
did have sound for things such as jumping and punching and kicking the 
only thing that i want is the menus to be descrive so i can play the game

and be able to play it on my computer

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Re: [Audyssey] converting games

2009-09-07 Thread Allison Mervis
It doesn't matter if you're not going to sell it. It's still copyright 
infringement if you modify it.

Allison
http://www.allisonmervis.com/
- Original Message - 
From: michael barnes c...@samobile.net

To: gamers@audyssey.org
Sent: Monday, September 07, 2009 3:50 PM
Subject: [Audyssey] converting games


with mortal kombat it would be easy to do and to make it legal do not 
charge for the game the first mortal kombat is a basic fighting game so it 
would be easy to do all you need to do is use the voice that is in the 
computer to read the main menu and the option menu and the character 
select screen and last thing who you are about to fight like you all said 
it would be hard to convert the fighting part of the game but you do not 
have to convert that part of the game.  i do know the first mortal kombat 
game was easy for a blind person to play because it did have sound for 
things such as jumping and punching and kicking the only thing that i want 
is the menus to be descrive so i can play the game

and be able to play it on my computer

--
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Re: [Audyssey] converting games

2009-09-07 Thread Thomas Ward

Michael,
Weather an accessible developer decides to sell the game or not it is 
still illegal. It is called copyright infringement regardless if the 
developer sells it, makes it open source, whatever.  That makes it a 
potential risk for any developer who tries it. None of us are completely 
happy about the copyright laws and feel they need to be more liberal 
when it comes to accessibility issues, but the only way we can change 
that is talk to the people who make the laws, or complain directly to 
the companies who lack accessibility features such as talking menus.
I've already explained the position of most audio game developers, and 
ppointed out exactly why they aren't creating accessible versions of 
Mortal Kombat, Street Fighter, Resident Evil, or whatever. Bottom line, 
what you want and what you can get are two different things in this 
case. As they always say, you can't always get what you want.

Smile.

michael barnes wrote:
with mortal kombat it would be easy to do and to make it legal do not 
charge for the game the first mortal kombat is a basic fighting game 
so it would be easy to do all you need to do is use the voice that is 
in the computer to read the main menu and the option menu and the 
character select screen and last thing who you are about to fight like 
you all said it would be hard to convert the fighting part of the game 
but you do not have to convert that part of the game.  i do know the 
first mortal kombat game was easy for a blind person to play because 
it did have sound for things such as jumping and punching and kicking 
the only thing that i want is the menus to be descrive so i can play 
the game

and be able to play it on my computer




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Re: [Audyssey] converting games

2009-09-07 Thread Bryan Peterson
It's still illegal even if you don't charge for it. If you don't get sued 
you'd probably get handed a cease and desist letter. Face it Michael, if you 
want to play the game you're just going to have to tough it out.

Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: michael barnes c...@samobile.net

To: gamers@audyssey.org
Sent: Monday, September 07, 2009 1:50 PM
Subject: [Audyssey] converting games


with mortal kombat it would be easy to do and to make it legal do not 
charge for the game the first mortal kombat is a basic fighting game so it 
would be easy to do all you need to do is use the voice that is in the 
computer to read the main menu and the option menu and the character 
select screen and last thing who you are about to fight like you all said 
it would be hard to convert the fighting part of the game but you do not 
have to convert that part of the game.  i do know the first mortal kombat 
game was easy for a blind person to play because it did have sound for 
things such as jumping and punching and kicking the only thing that i want 
is the menus to be descrive so i can play the game

and be able to play it on my computer

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


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Re: [Audyssey] philfer and glulx games

2009-09-07 Thread Kelby Carlson
I'd be interested in knowing this as well.  Does anyone have tips 
for running Filfre, as well as TADS with JAWS?



- Original Message -
From: Chastity MORSE chastitymo...@msn.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Sun, 06 Sep 2009 22:22:53 -0500 (CDT)
Subject: [Audyssey] philfer and glulx games


Has anyone used the philfer game engine that allows you to play 

the glulx

games off the if-archive?
What is the best way to run the engine and the games?




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Re: [Audyssey] converting games

2009-09-07 Thread Thomas Ward

Hi,
Either that or he needs to learn to program so he can create is own 
accessible version. I know this sounds harsh, but there comes a time 
when we all need to face reality and know our limits. I for one am not 
willing to put a year or two of my time on the line to create a game I 
may or may not get sued over. 'Especially, considering the fact I've 
never been a huge Mortal Kombat fan to begin with. The games are 
alright, but I'm not going to invest time, energy, and put myself at 
legal risk over it.
Currently I only have one such game on my web site, Star Trek Final 
Conflict, and so far I've never been bothered by Paramount over it. 
However, just before I could complete Montezuma's Revenge I had lawyers 
sending me orders to stop production immediately or face getting sued. 
So that can happen if a developer doesn't cover his butt good.



Bryan Peterson wrote:
It's still illegal even if you don't charge for it. If you don't get 
sued you'd probably get handed a cease and desist letter. Face it 
Michael, if you want to play the game you're just going to have to 
tough it out.
Homer: Hey, uh, could you go across the street and get me a slice of 
pizza?

Vender: No pizza. Only Khlav Kalash.



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[Audyssey] tads games with jaws

2009-09-07 Thread Chastity MORSE
I do know that the tads games will work with jaws, but you need the wintads 
interpreter. This is not self-voicing and you set jaws to the read all 
command, the insert S key stroke. Then, you read the game using jaws. I know 
philfer does not work with tads games, only glulx and Z-code games. 


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Re: [Audyssey] converting games

2009-09-07 Thread Clement Chou
Thanks Brian... I was going to say that. If a fighting game is what you want 
to play, then you're going to have to ask for help with the menus... this 
list is a good place to ask, since most people can usually find out. But 
Brian's right. Face it.. fighting games weren't made with the blind 
community in mind. 



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Re: [Audyssey] converting games

2009-09-07 Thread Clement Chou
Never was much of an MK fan either, I prefered tekken and soul calibur 
though given the fact that I wsn't very good at either one or the other. 
Then there was Street Fighter... love that game. Lots of fighting games are 
around, some more well-known than others, but... those four are probably the 
top ones. Blazblue, Guilty Gear, King of fighters and samurai shodown 
probably fall under the category of not-so-well-known.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, September 07, 2009 3:29 PM
Subject: Re: [Audyssey] converting games



Hi,
Either that or he needs to learn to program so he can create is own 
accessible version. I know this sounds harsh, but there comes a time when 
we all need to face reality and know our limits. I for one am not willing 
to put a year or two of my time on the line to create a game I may or may 
not get sued over. 'Especially, considering the fact I've never been a 
huge Mortal Kombat fan to begin with. The games are alright, but I'm not 
going to invest time, energy, and put myself at legal risk over it.
Currently I only have one such game on my web site, Star Trek Final 
Conflict, and so far I've never been bothered by Paramount over it. 
However, just before I could complete Montezuma's Revenge I had lawyers 
sending me orders to stop production immediately or face getting sued. So 
that can happen if a developer doesn't cover his butt good.



Bryan Peterson wrote:
It's still illegal even if you don't charge for it. If you don't get sued 
you'd probably get handed a cease and desist letter. Face it Michael, if 
you want to play the game you're just going to have to tough it out.
Homer: Hey, uh, could you go across the street and get me a slice of 
pizza?

Vender: No pizza. Only Khlav Kalash.



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Re: [Audyssey] amulator and games

2009-09-07 Thread Clement Chou
An emulator is something that takes code from an arcade machine or other 
gaming console and uses it on the pc with something that can read it. 
Emulators for the snes, arcade, and many older systems are around... 
playstation emulators do exist, but require a lot of tweeking to get to work 
when you install them, and more often than not to play the games you'll need 
a disk or a disk image of the game. For a ps1 the images are usually a few 
hundred megs, but for ps2.. the files range anywhere from 1 to 4 GB. But 36 
mb sounds right for soul edge with the emulator... some snes games, without 
the emulators and just the roms can be as small as 1 mb.
- Original Message - 
From: Johnny Tai johnnyti...@shaw.ca

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, September 07, 2009 12:02 PM
Subject: [Audyssey] amulator and games


Hey guys; Was wondering exactly what is an amulator and how does it work 
with pc/videogames. I found a torrent that contains the soul edge game and 
its amulator, but the file is only 36 mbs? That can't be right can it? I'd 
think the game itself would be somewhere around 2 gbs.


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Re: [Audyssey] converting games

2009-09-07 Thread shaun everiss
well if this guy does do his own stuff and it is as good as he thinks then I'll 
bite.
At 10:29 a.m. 8/09/2009, you wrote:
Hi,
Either that or he needs to learn to program so he can create is own accessible 
version. I know this sounds harsh, but there comes a time when we all need to 
face reality and know our limits. I for one am not willing to put a year or 
two of my time on the line to create a game I may or may not get sued over. 
'Especially, considering the fact I've never been a huge Mortal Kombat fan to 
begin with. The games are alright, but I'm not going to invest time, energy, 
and put myself at legal risk over it.
Currently I only have one such game on my web site, Star Trek Final Conflict, 
and so far I've never been bothered by Paramount over it. However, just before 
I could complete Montezuma's Revenge I had lawyers sending me orders to stop 
production immediately or face getting sued. So that can happen if a developer 
doesn't cover his butt good.


Bryan Peterson wrote:
It's still illegal even if you don't charge for it. If you don't get sued 
you'd probably get handed a cease and desist letter. Face it Michael, if you 
want to play the game you're just going to have to tough it out.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.


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Re: [Audyssey] converting games

2009-09-07 Thread Bryan Peterson
Games in general weren't made with the blind in mind, not just fighting 
games.

Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, September 07, 2009 7:00 PM
Subject: Re: [Audyssey] converting games


Thanks Brian... I was going to say that. If a fighting game is what you 
want to play, then you're going to have to ask for help with the menus... 
this list is a good place to ask, since most people can usually find out. 
But Brian's right. Face it.. fighting games weren't made with the blind 
community in mind.


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Re: [Audyssey] converting games

2009-09-07 Thread Clement Chou
Lol... sorry, I figured since the topic had mainly involved fighting games 
I'd point that out specifially. Good point though.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, September 07, 2009 6:31 PM
Subject: Re: [Audyssey] converting games


Games in general weren't made with the blind in mind, not just fighting 
games.
Homer: Hey, uh, could you go across the street and get me a slice of 
pizza?

Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, September 07, 2009 7:00 PM
Subject: Re: [Audyssey] converting games


Thanks Brian... I was going to say that. If a fighting game is what you 
want to play, then you're going to have to ask for help with the menus... 
this list is a good place to ask, since most people can usually find out. 
But Brian's right. Face it.. fighting games weren't made with the blind 
community in mind.


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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.