Re: [Audyssey] Help!

2009-11-11 Thread dark

I'm afraid I'm not certain Alan.

I did once have that problem, but it took some tinkering in the sapi 
settings folder to fix it.


Tom is the chap you need to speak to, as he advised me on it previously.

Beware the grue!

Dark.
- Original Message - 
From: Allan Thompson allan1.thomp...@cox.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 1:20 AM
Subject: Re: [Audyssey] Help!



Hi Dark,
I grabbed that file from Jim's site, but I couldn't run it for some weird 
reason. It said something like it isn't a win32 application.
There was an error in the speech area in control panel. It said that a 
engine couldn't be created? Something like that.
I don't know what the heck happened but my computer must have not 
appreciated all that power flipping on and off.

Do you have any suggestions where to go from here?
Thanks for helping me out on this by the way.
al
al



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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 10, 2009 7:43 PM
Subject: Re: [Audyssey] Help!


Alan, first off, look on Jim's site, there's a file called Delusalex.exe 
which is a general sapi fix and helpful for sorting a number of problems.


I've occasionally run into a similar sapi issue which running that file 
has been able to clear up.


If that doesn't work, have you looked in the speech settings section of 
the windows control panel? any errors there?


Hth.

Beware the grue!

dark.
- Original Message - 
From: Allan Thompson allan1.thomp...@cox.net

To: gamers discussion list Gamers@audyssey.org
Sent: Wednesday, November 11, 2009 12:35 AM
Subject: [Audyssey] Help!



Hi all,
Hopeing someone could help me. After the power turned on and off on me 
several times while I was playing entombed.
The computer seems fine, but all the Sappi voices seem to be either 
gone, or turned off...it makes playing entombed and jim kitchen games 
impossible. So can someone give me some help on what I need to do to get 
those voices back?


I got a Dell laptop, XP operating system.

Thanks in advance for any help. Thanks...
al
The truth will set you free
Jesus the Messiah 33AD
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Re: [Audyssey] Blastbay Studios - upcoming sidescroller

2009-11-11 Thread peter Mahach

rofl! I love the intro! and I like the sound of the game as well.
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 5:20 AM
Subject: [Audyssey] Blastbay Studios - upcoming sidescroller



Hi folks,

Alongside the game creation toolkit, I've also been working on a 
sidescroller called the Q9 action game. I intend to release this game in 
about a week, and thought I'd post a little sneak preview for you to 
enjoy. The game contains four worlds with three levels in each, a few 
bonus rounds as well as a grand finale which is an intense boss battle. 
All the enemies are dynamic so there's lots of replay value there, and you 
also have four difficulty levels to choose from ranging from easy to 
insane.


This recording demonstrates a few levels from the game, from the simple to 
the more advanced ones.


The link is:
http://www.blastbay.com/audio/q9_preview.mp3

Feedback and spontaneous thoughts are more than welcome.

Thanks!

Kind regards,

Philip Bennefall
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Re: [Audyssey] Blind Adrenaline was Announcing All inPlay Blackjack!

2009-11-11 Thread peter Mahach
let me say this. if I could I'd certainly pop in, but my trial is over and 
I'm in no spot to pay at the moment... and I dout I can make another 
account.
- Original Message - 
From: Che c...@blindadrenaline.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, November 10, 2009 11:36 PM
Subject: Re: [Audyssey] Blind Adrenaline was Announcing All inPlay 
Blackjack!




 Hi all,
 Che Martin from Blind Adrenaline here.
 As Ryan said, we've had a fully working version of blackjack out for a
little while now.
 And to Michael's point about wanting something unique, we've done just
that with burnout blackjack at Blind Adrenaline.
 This is a way to play against other human players in a tournament
situation, instead of just old boring play against the dealer all the 
time,

which can be done with any simple hand held blackjack game, and gets old
quick.
 I encourage you to check out both sites games and decide for yourself
which you find more appealing. I could sit here and tell you about all the
features of our games, but nothing replaces trying it out for yourself.
 Pop on over to
http://www.blindAdrenaline.com/cardRoom
 and get a free two week membership to give it a shot.
   Later
 Che


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Re: [Audyssey] Blastbay Studios - upcoming sidescroller

2009-11-11 Thread dark

Hi Philip.

The sounds are great, and I like the idea of jumping attacks and combos on 
the various enemies.


I also am amused by the intro scene,  I hope there are similar 
intermissions throughout the game.


Just one question.

Is the game all left/right scrolling on one level? I did notice jumping of 
pits and significant attacks from all sides, - but actual progress 
through the levels all seemed streight left/right in arcade style similar to 
Superliam.


Beware the Grue!

Dark.
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 4:20 AM
Subject: [Audyssey] Blastbay Studios - upcoming sidescroller



Hi folks,

Alongside the game creation toolkit, I've also been working on a 
sidescroller called the Q9 action game. I intend to release this game in 
about a week, and thought I'd post a little sneak preview for you to 
enjoy. The game contains four worlds with three levels in each, a few 
bonus rounds as well as a grand finale which is an intense boss battle. 
All the enemies are dynamic so there's lots of replay value there, and you 
also have four difficulty levels to choose from ranging from easy to 
insane.


This recording demonstrates a few levels from the game, from the simple to 
the more advanced ones.


The link is:
http://www.blastbay.com/audio/q9_preview.mp3

Feedback and spontaneous thoughts are more than welcome.

Thanks!

Kind regards,

Philip Bennefall
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[Audyssey] Mach 1 tts

2009-11-11 Thread Jim Kitchen


Mach 1 log for 11/10/2009 By Jim Kitchen 

Your time for 52 laps on the Maple Leaf Tri Oval Track is, 40 minutes 41 point 0 3 9 seconds. 
Which sets a new record! 
The record was 0 point 0 0 0 seconds. 
By No One on 9/9/2009. 
You finished the race with  12.11 gallons of fuel. 

Your time for 52 laps on the Maple Leaf Tri Oval Track is, 40 minutes 3 point 7 4 5 seconds. 
Which sets a new record!  by,  37 point 2 9 4 seconds. 
The record was 40 minutes 41 point 0 3 9 seconds. 
By Jim on 11/10/2009. 
You finished the race with  12.11 gallons of fuel. 
Jim


Some days it just isn't worth banging your head against the keyboard!

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

2009-11-11 Thread Jim Kitchen

Hi Allan,

Below are some fixes for the sapi5 voices.  I know that you tried the first 
one, but I hope that one of the other fixes might help.


The first thing that I would try would be the DelUserLex.exe file that you can 
find on my free windows sapi5 text to speech games page, as well as on the GW 
Micro and Freedom Scientific sites.  It is a strange file in that it doesn't 
say or seem to do anything, but it did fix my sapi5 voices.

Here is another fix that I was told about.  
Go to c:\Program Files\Common Files\Microsoft Shared\Speech
Then, press enter on Sapisvr.exe. It won't say anything, but it should 
correct the control panel entries for Sapi.


Another thing that you can do is to use the Windows XP restore feature to 
restore your computer back to a date when the voices were working.

And then there is to use your Windows XP cd to repair the entire sapi5 text to 
speech engine.

you can download (SpeechSDK51MSM.exe).
which contains all of the Microsoft Sapi voices available for Windows XP from

http://www.microsoft.com/downloads/details.aspx?FamilyID=5e86ec97-40a7-453f-b0ee-6583171b4530displaylang=en


HTH

BFN

Jim

Check my web site for my free blind accessible pc dos and windows games.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Blastbay Studios - upcoming sidescroller

2009-11-11 Thread Michael Feir
I just heard your new Q9 example and am impressed with the sound work. What 
I'm a bit less taken with is a distinct lack of anything to do but kill 
enemies and jump. There aren't any treasures to jump and grab and no useful 
items to get. If I'm going to shell out even $20 for a game, I expect there 
to be somewhat more to it.

Michael Feir
Author of Personal Power:
How Accessible Computers Can Enhance Personal Life For Blind People
2006-2008
www.blind-planet.com/content/personal-power

A Life of Word and Sound
2003-2007
http://www.blind-planet.com/content/life-word-and-sound

Creator and former editor of Audyssey Magazine
1996-2004
Check out my blog at:
www.michaelfeir.blogspot.com


- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 10, 2009 11:20 PM
Subject: [Audyssey] Blastbay Studios - upcoming sidescroller



Hi folks,

Alongside the game creation toolkit, I've also been working on a 
sidescroller called the Q9 action game. I intend to release this game in 
about a week, and thought I'd post a little sneak preview for you to 
enjoy. The game contains four worlds with three levels in each, a few 
bonus rounds as well as a grand finale which is an intense boss battle. 
All the enemies are dynamic so there's lots of replay value there, and you 
also have four difficulty levels to choose from ranging from easy to 
insane.


This recording demonstrates a few levels from the game, from the simple to 
the more advanced ones.


The link is:
http://www.blastbay.com/audio/q9_preview.mp3

Feedback and spontaneous thoughts are more than welcome.

Thanks!

Kind regards,

Philip Bennefall
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The message was checked by ESET Smart Security.

http://www.eset.com




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Re: [Audyssey] Blastbay Studios - upcoming sidescroller

2009-11-11 Thread Philip Bennefall

Hi Dark,

yes, the game is a sidescroller so there's only left and right movement.

Kind regards,

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 10:11 AM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller



Hi Philip.

The sounds are great, and I like the idea of jumping attacks and combos on
the various enemies.

I also am amused by the intro scene,  I hope there are similar
intermissions throughout the game.

Just one question.

Is the game all left/right scrolling on one level? I did notice jumping of
pits and significant attacks from all sides, - but actual progress
through the levels all seemed streight left/right in arcade style similar 
to

Superliam.

Beware the Grue!

Dark.
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 4:20 AM
Subject: [Audyssey] Blastbay Studios - upcoming sidescroller



Hi folks,

Alongside the game creation toolkit, I've also been working on a
sidescroller called the Q9 action game. I intend to release this game in
about a week, and thought I'd post a little sneak preview for you to
enjoy. The game contains four worlds with three levels in each, a few
bonus rounds as well as a grand finale which is an intense boss battle.
All the enemies are dynamic so there's lots of replay value there, and 
you

also have four difficulty levels to choose from ranging from easy to
insane.

This recording demonstrates a few levels from the game, from the simple 
to

the more advanced ones.

The link is:
http://www.blastbay.com/audio/q9_preview.mp3

Feedback and spontaneous thoughts are more than welcome.

Thanks!

Kind regards,

Philip Bennefall
---
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No virus found in this incoming message.
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19:56:00



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Re: [Audyssey] Blastbay Studios - upcoming sidescroller

2009-11-11 Thread Philip Bennefall

Hi Michael,

There are certainly bonus items, however they are completely randomized and 
it so happened that none fell in that particular game round. The actual 
recording that I made when creating this trailer is a lot longer and there 
were items falling there, but I had to edit it down as to not make it too 
large and unmanageable. There are also a few bonus levels throughout the 
game that feature tons of bonus items, so there are plenty to be found.


Kind regards,

Philip Bennefall
- Original Message - 
From: Michael Feir michael.f...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 1:23 PM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller



I just heard your new Q9 example and am impressed with the sound work. What
I'm a bit less taken with is a distinct lack of anything to do but kill
enemies and jump. There aren't any treasures to jump and grab and no 
useful
items to get. If I'm going to shell out even $20 for a game, I expect 
there

to be somewhat more to it.
Michael Feir
Author of Personal Power:
How Accessible Computers Can Enhance Personal Life For Blind People
2006-2008
www.blind-planet.com/content/personal-power

A Life of Word and Sound
2003-2007
http://www.blind-planet.com/content/life-word-and-sound

Creator and former editor of Audyssey Magazine
1996-2004
Check out my blog at:
www.michaelfeir.blogspot.com


- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 10, 2009 11:20 PM
Subject: [Audyssey] Blastbay Studios - upcoming sidescroller



Hi folks,

Alongside the game creation toolkit, I've also been working on a
sidescroller called the Q9 action game. I intend to release this game in
about a week, and thought I'd post a little sneak preview for you to
enjoy. The game contains four worlds with three levels in each, a few
bonus rounds as well as a grand finale which is an intense boss battle.
All the enemies are dynamic so there's lots of replay value there, and 
you

also have four difficulty levels to choose from ranging from easy to
insane.

This recording demonstrates a few levels from the game, from the simple 
to

the more advanced ones.

The link is:
http://www.blastbay.com/audio/q9_preview.mp3

Feedback and spontaneous thoughts are more than welcome.

Thanks!

Kind regards,

Philip Bennefall
---
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The message was checked by ESET Smart Security.

http://www.eset.com




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No virus found in this incoming message.
Checked by AVG - www.avg.com
Version: 8.5.425 / Virus Database: 270.14.60/2495 - Release Date: 11/10/09 
19:56:00



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Re: [Audyssey] Blastbay Studios - upcoming sidescroller

2009-11-11 Thread Darren Harris
Hi,

So how big of a game are we talking about here? Obviously a world isn't a
singular level because as you said there are 4 worlds to the game. I'm
guessing that each world is divided into levels? So how big are we talking
about? Is this game going to be over in a couple hours lets say or is it
really going to take time to complete.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: 11 November 2009 13:02
To: Gamers Discussion list
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller


Hi Michael,

There are certainly bonus items, however they are completely randomized and 
it so happened that none fell in that particular game round. The actual 
recording that I made when creating this trailer is a lot longer and there 
were items falling there, but I had to edit it down as to not make it too 
large and unmanageable. There are also a few bonus levels throughout the 
game that feature tons of bonus items, so there are plenty to be found.

Kind regards,

Philip Bennefall
- Original Message - 
From: Michael Feir michael.f...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 1:23 PM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller


I just heard your new Q9 example and am impressed with the sound work. 
What  I'm a bit less taken with is a distinct lack of anything to do 
but kill  enemies and jump. There aren't any treasures to jump and grab 
and no  useful  items to get. If I'm going to shell out even $20 for a 
game, I expect  there
 to be somewhat more to it.
 Michael Feir
 Author of Personal Power:
 How Accessible Computers Can Enhance Personal Life For Blind People
 2006-2008
 www.blind-planet.com/content/personal-power

 A Life of Word and Sound
 2003-2007 http://www.blind-planet.com/content/life-word-and-sound

 Creator and former editor of Audyssey Magazine
 1996-2004
 Check out my blog at:
 www.michaelfeir.blogspot.com


 - Original Message -
 From: Philip Bennefall phi...@blastbay.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, November 10, 2009 11:20 PM
 Subject: [Audyssey] Blastbay Studios - upcoming sidescroller


 Hi folks,

 Alongside the game creation toolkit, I've also been working on a 
 sidescroller called the Q9 action game. I intend to release this game 
 in about a week, and thought I'd post a little sneak preview for you 
 to enjoy. The game contains four worlds with three levels in each, a 
 few bonus rounds as well as a grand finale which is an intense boss 
 battle. All the enemies are dynamic so there's lots of replay value 
 there, and you also have four difficulty levels to choose from 
 ranging from easy to insane.

 This recording demonstrates a few levels from the game, from the 
 simple
 to
 the more advanced ones.

 The link is:
 http://www.blastbay.com/audio/q9_preview.mp3

 Feedback and spontaneous thoughts are more than welcome.

 Thanks!

 Kind regards,

 Philip Bennefall
 ---
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 signature database 4595 (2009) __

 The message was checked by ESET Smart Security.

 http://www.eset.com




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No virus found in this incoming message.
Checked by AVG - www.avg.com
Version: 8.5.425 / Virus Database: 270.14.60/2495 - Release Date: 11/10/09 
19:56:00


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Re: [Audyssey] Blastbay Studios - upcoming sidescroller

2009-11-11 Thread ian mcnamara
hi this game sounds cool can't wait to give it a go. it sounds really 
cool. i like the sounds and the way you have to jump to kill the bats. 
think it is going to be ausum.


dark wrote:

Hi Philip.

The sounds are great, and I like the idea of jumping attacks and 
combos on the various enemies.


I also am amused by the intro scene,  I hope there are similar 
intermissions throughout the game.


Just one question.

Is the game all left/right scrolling on one level? I did notice 
jumping of pits and significant attacks from all sides, - but 
actual progress through the levels all seemed streight left/right in 
arcade style similar to Superliam.


Beware the Grue!

Dark.
- Original Message - From: Philip Bennefall 
phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 4:20 AM
Subject: [Audyssey] Blastbay Studios - upcoming sidescroller



Hi folks,

Alongside the game creation toolkit, I've also been working on a 
sidescroller called the Q9 action game. I intend to release this game 
in about a week, and thought I'd post a little sneak preview for you 
to enjoy. The game contains four worlds with three levels in each, a 
few bonus rounds as well as a grand finale which is an intense boss 
battle. All the enemies are dynamic so there's lots of replay value 
there, and you also have four difficulty levels to choose from 
ranging from easy to insane.


This recording demonstrates a few levels from the game, from the 
simple to the more advanced ones.


The link is:
http://www.blastbay.com/audio/q9_preview.mp3

Feedback and spontaneous thoughts are more than welcome.

Thanks!

Kind regards,

Philip Bennefall
---
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Re: [Audyssey] Blastbay Studios - upcoming sidescroller

2009-11-11 Thread Philip Bennefall

Hi Darren,

There are three levels in each world, and the levels get longer as well as 
more intense as you go which is to be expected. Then there are the bonus 
rounds that sometimes come your way, they allow you to pick up a lot of 
extra goods that will come in handy; especially in the later parts of the 
game. Then of course there is the boss, he takes a while to master and he'll 
probably shave off a few of your lives especially on the harder 
difficulties.


I have not actually measured how long it takes to beat the game, I know 
people who attempted it for days and I also know people who did it in a 
matter of hours. However the fact that you have the four difficulty levels 
to choose from, that should keep those who think that easy is a joke still 
interested. And as I mentioned previously as well the enemies are completely 
random, so that adds a level of surprise each time you play.


Kind regards,

Philip Bennefall
- Original Message - 
From: Darren Harris darren_g_har...@btinternet.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Wednesday, November 11, 2009 2:07 PM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller



Hi,

So how big of a game are we talking about here? Obviously a world isn't a
singular level because as you said there are 4 worlds to the game. I'm
guessing that each world is divided into levels? So how big are we talking
about? Is this game going to be over in a couple hours lets say or is it
really going to take time to complete.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: 11 November 2009 13:02
To: Gamers Discussion list
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller


Hi Michael,

There are certainly bonus items, however they are completely randomized 
and

it so happened that none fell in that particular game round. The actual
recording that I made when creating this trailer is a lot longer and there
were items falling there, but I had to edit it down as to not make it too
large and unmanageable. There are also a few bonus levels throughout the
game that feature tons of bonus items, so there are plenty to be found.

Kind regards,

Philip Bennefall
- Original Message - 
From: Michael Feir michael.f...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 1:23 PM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller



I just heard your new Q9 example and am impressed with the sound work.
What  I'm a bit less taken with is a distinct lack of anything to do
but kill  enemies and jump. There aren't any treasures to jump and grab
and no  useful  items to get. If I'm going to shell out even $20 for a
game, I expect  there
to be somewhat more to it.
Michael Feir
Author of Personal Power:
How Accessible Computers Can Enhance Personal Life For Blind People
2006-2008
www.blind-planet.com/content/personal-power

A Life of Word and Sound
2003-2007 http://www.blind-planet.com/content/life-word-and-sound

Creator and former editor of Audyssey Magazine
1996-2004
Check out my blog at:
www.michaelfeir.blogspot.com


- Original Message -
From: Philip Bennefall phi...@blastbay.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 10, 2009 11:20 PM
Subject: [Audyssey] Blastbay Studios - upcoming sidescroller



Hi folks,

Alongside the game creation toolkit, I've also been working on a
sidescroller called the Q9 action game. I intend to release this game
in about a week, and thought I'd post a little sneak preview for you
to enjoy. The game contains four worlds with three levels in each, a
few bonus rounds as well as a grand finale which is an intense boss
battle. All the enemies are dynamic so there's lots of replay value
there, and you also have four difficulty levels to choose from
ranging from easy to insane.

This recording demonstrates a few levels from the game, from the
simple
to
the more advanced ones.

The link is:
http://www.blastbay.com/audio/q9_preview.mp3

Feedback and spontaneous thoughts are more than welcome.

Thanks!

Kind regards,

Philip Bennefall
---
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gamers-unsubscr...@audyssey.org. You can make changes or update your
subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
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__ Information from ESET Smart Security, version of virus
signature database 4595 (2009) __

The message was checked by ESET Smart Security.

http://www.eset.com




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You can make

Re: [Audyssey] Blastbay Studios - upcoming sidescroller

2009-11-11 Thread Philip Bennefall

Hi again Dark,

I forgot to mention that there is a cut scene between every world. There is 
also one right before and after the boss, and they're all filled with the 
same silly humor as you heard in the first one.


Kind regards,

Philip Bennefall
- Original Message - 
From: ian mcnamara riggs_mcnam...@yahoo.co.uk

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 2:08 PM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller



hi this game sounds cool can't wait to give it a go. it sounds really
cool. i like the sounds and the way you have to jump to kill the bats.
think it is going to be ausum.

dark wrote:

Hi Philip.

The sounds are great, and I like the idea of jumping attacks and
combos on the various enemies.

I also am amused by the intro scene,  I hope there are similar
intermissions throughout the game.

Just one question.

Is the game all left/right scrolling on one level? I did notice
jumping of pits and significant attacks from all sides, - but
actual progress through the levels all seemed streight left/right in
arcade style similar to Superliam.

Beware the Grue!

Dark.
- Original Message - From: Philip Bennefall
phi...@blastbay.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 4:20 AM
Subject: [Audyssey] Blastbay Studios - upcoming sidescroller



Hi folks,

Alongside the game creation toolkit, I've also been working on a
sidescroller called the Q9 action game. I intend to release this game
in about a week, and thought I'd post a little sneak preview for you
to enjoy. The game contains four worlds with three levels in each, a
few bonus rounds as well as a grand finale which is an intense boss
battle. All the enemies are dynamic so there's lots of replay value
there, and you also have four difficulty levels to choose from
ranging from easy to insane.

This recording demonstrates a few levels from the game, from the
simple to the more advanced ones.

The link is:
http://www.blastbay.com/audio/q9_preview.mp3

Feedback and spontaneous thoughts are more than welcome.

Thanks!

Kind regards,

Philip Bennefall
---
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gamers-unsubscr...@audyssey.org.
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All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the
list,
please send E-mail to gamers-ow...@audyssey.org.



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No virus found in this incoming message.
Checked by AVG - www.avg.com
Version: 8.5.425 / Virus Database: 270.14.60/2495 - Release Date: 11/10/09 
19:56:00



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Re: [Audyssey] Blastbay Studios - upcoming sidescroller

2009-11-11 Thread dark

Hi.

Glad to here there will be cutscenes, also about the bonuses etc.

I'm a litle sorry the game doesn't have any vertical elements,  jumping 
on different ledges to explore larger levels, climbing ropes or ladders etc.


Stil, it's a while sinse we've seen an interesting arcade style 
release,  and this should certainly be good for those who would like to 
play an arcade side scroller.


Beware the grue!

Dark.
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 12:58 PM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller



Hi Dark,

yes, the game is a sidescroller so there's only left and right movement.

Kind regards,

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 10:11 AM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller



Hi Philip.

The sounds are great, and I like the idea of jumping attacks and combos 
on

the various enemies.

I also am amused by the intro scene,  I hope there are similar
intermissions throughout the game.

Just one question.

Is the game all left/right scrolling on one level? I did notice jumping 
of

pits and significant attacks from all sides, - but actual progress
through the levels all seemed streight left/right in arcade style similar 
to

Superliam.

Beware the Grue!

Dark.
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 4:20 AM
Subject: [Audyssey] Blastbay Studios - upcoming sidescroller



Hi folks,

Alongside the game creation toolkit, I've also been working on a
sidescroller called the Q9 action game. I intend to release this game in
about a week, and thought I'd post a little sneak preview for you to
enjoy. The game contains four worlds with three levels in each, a few
bonus rounds as well as a grand finale which is an intense boss battle.
All the enemies are dynamic so there's lots of replay value there, and 
you

also have four difficulty levels to choose from ranging from easy to
insane.

This recording demonstrates a few levels from the game, from the simple 
to

the more advanced ones.

The link is:
http://www.blastbay.com/audio/q9_preview.mp3

Feedback and spontaneous thoughts are more than welcome.

Thanks!

Kind regards,

Philip Bennefall
---
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No virus found in this incoming message.
Checked by AVG - www.avg.com
Version: 8.5.425 / Virus Database: 270.14.60/2495 - Release Date: 11/10/09 
19:56:00



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Re: [Audyssey] Blastbay Studios - upcoming sidescroller

2009-11-11 Thread Philip Bennefall

Hi Dark,

Yes, unfortunately at this time there is no virtical navigation; just the 
jumping up and the sideways movement. It is, as you say, a typical arcade 
shooter though with some twists.


The game is basically finished, I'm just doing some final tweaks based on 
tester feedback this week and then it'll be out.


Kind regards,

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 2:30 PM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller



Hi.

Glad to here there will be cutscenes, also about the bonuses etc.

I'm a litle sorry the game doesn't have any vertical elements,   
jumping
on different ledges to explore larger levels, climbing ropes or ladders 
etc.


Stil, it's a while sinse we've seen an interesting arcade style
release,  and this should certainly be good for those who would like 
to

play an arcade side scroller.

Beware the grue!

Dark.
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 12:58 PM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller



Hi Dark,

yes, the game is a sidescroller so there's only left and right movement.

Kind regards,

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 10:11 AM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller



Hi Philip.

The sounds are great, and I like the idea of jumping attacks and combos
on
the various enemies.

I also am amused by the intro scene,  I hope there are similar
intermissions throughout the game.

Just one question.

Is the game all left/right scrolling on one level? I did notice jumping
of
pits and significant attacks from all sides, - but actual progress
through the levels all seemed streight left/right in arcade style 
similar

to
Superliam.

Beware the Grue!

Dark.
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 4:20 AM
Subject: [Audyssey] Blastbay Studios - upcoming sidescroller



Hi folks,

Alongside the game creation toolkit, I've also been working on a
sidescroller called the Q9 action game. I intend to release this game 
in

about a week, and thought I'd post a little sneak preview for you to
enjoy. The game contains four worlds with three levels in each, a few
bonus rounds as well as a grand finale which is an intense boss battle.
All the enemies are dynamic so there's lots of replay value there, and
you
also have four difficulty levels to choose from ranging from easy to
insane.

This recording demonstrates a few levels from the game, from the simple
to
the more advanced ones.

The link is:
http://www.blastbay.com/audio/q9_preview.mp3

Feedback and spontaneous thoughts are more than welcome.

Thanks!

Kind regards,

Philip Bennefall
---
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If you have any questions or concerns regarding the management of the
list,
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No virus found in this incoming message.
Checked by AVG - www.avg.com
Version: 8.5.425 / Virus Database: 270.14.60/2495 - Release Date: 
11/10/09

19:56:00


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Re: [Audyssey] Help!

2009-11-11 Thread Allan Thompson

Hi Jim,
Thank you so much for this help. I hope I can get it working 
again...starting to go thru audio game withdrawl, lol.


al
- Original Message - 
From: Jim Kitchen j...@kitchensinc.net

To: Allan Thompson Gamers@audyssey.org
Sent: Wednesday, November 11, 2009 6:28 AM
Subject: Re: [Audyssey] Help!



Hi Allan,

Below are some fixes for the sapi5 voices.  I know that you tried the 
first one, but I hope that one of the other fixes might help.



The first thing that I would try would be the DelUserLex.exe file that you 
can find on my free windows sapi5 text to speech games page, as well as on 
the GW Micro and Freedom Scientific sites.  It is a strange file in that 
it doesn't say or seem to do anything, but it did fix my sapi5 voices.


Here is another fix that I was told about.  Go to c:\Program Files\Common 
Files\Microsoft Shared\Speech
Then, press enter on Sapisvr.exe. It won't say anything, but it should 
correct the control panel entries for Sapi.


Another thing that you can do is to use the Windows XP restore feature to 
restore your computer back to a date when the voices were working.


And then there is to use your Windows XP cd to repair the entire sapi5 
text to speech engine.


you can download (SpeechSDK51MSM.exe).
which contains all of the Microsoft Sapi voices available for Windows XP 
from


http://www.microsoft.com/downloads/details.aspx?FamilyID=5e86ec97-40a7-453f-b0ee-6583171b4530displaylang=en


HTH

BFN

Jim

Check my web site for my free blind accessible pc dos and windows games.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Blastbay Studios - upcoming sidescroller

2009-11-11 Thread dark
I must admit I am rather hoping to see more complex audio side scrollers 
with exploration elements.


Stil, here's always a place for the classic style, - eespecially if 
elements and such are randomized.


Would you mind please reposting the link to the trailer, - or starting a 
topic on audiogames.net,  I did attempt to write a news item with a link 
to the trailer but I must've forgotten to click the submit button a second 
time,  so it got lost unfortunately and I've already cleared the 
original message.


Appologies for the hastle.

Beware the grue!

dark.
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 1:35 PM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller



Hi Dark,

Yes, unfortunately at this time there is no virtical navigation; just the 
jumping up and the sideways movement. It is, as you say, a typical arcade 
shooter though with some twists.


The game is basically finished, I'm just doing some final tweaks based on 
tester feedback this week and then it'll be out.


Kind regards,

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 2:30 PM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller



Hi.

Glad to here there will be cutscenes, also about the bonuses etc.

I'm a litle sorry the game doesn't have any vertical elements,   
jumping
on different ledges to explore larger levels, climbing ropes or ladders 
etc.


Stil, it's a while sinse we've seen an interesting arcade style
release,  and this should certainly be good for those who would like 
to

play an arcade side scroller.

Beware the grue!

Dark.
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 12:58 PM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller



Hi Dark,

yes, the game is a sidescroller so there's only left and right movement.

Kind regards,

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 10:11 AM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller



Hi Philip.

The sounds are great, and I like the idea of jumping attacks and combos
on
the various enemies.

I also am amused by the intro scene,  I hope there are similar
intermissions throughout the game.

Just one question.

Is the game all left/right scrolling on one level? I did notice jumping
of
pits and significant attacks from all sides, - but actual progress
through the levels all seemed streight left/right in arcade style 
similar

to
Superliam.

Beware the Grue!

Dark.
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 4:20 AM
Subject: [Audyssey] Blastbay Studios - upcoming sidescroller



Hi folks,

Alongside the game creation toolkit, I've also been working on a
sidescroller called the Q9 action game. I intend to release this game 
in

about a week, and thought I'd post a little sneak preview for you to
enjoy. The game contains four worlds with three levels in each, a few
bonus rounds as well as a grand finale which is an intense boss 
battle.

All the enemies are dynamic so there's lots of replay value there, and
you
also have four difficulty levels to choose from ranging from easy to
insane.

This recording demonstrates a few levels from the game, from the 
simple

to
the more advanced ones.

The link is:
http://www.blastbay.com/audio/q9_preview.mp3

Feedback and spontaneous thoughts are more than welcome.

Thanks!

Kind regards,

Philip Bennefall
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No virus found in this incoming message.
Checked by AVG - www.avg.com

Re: [Audyssey] Blastbay Studios - upcoming sidescroller

2009-11-11 Thread Philip Bennefall

Hi Dark,

Not a problem. The link is:

http://www.blastbay.com/audio/q9_preview.mp3

Kind regards,

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 2:55 PM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller



I must admit I am rather hoping to see more complex audio side scrollers
with exploration elements.

Stil, here's always a place for the classic style, - eespecially if
elements and such are randomized.

Would you mind please reposting the link to the trailer, - or starting 
a
topic on audiogames.net,  I did attempt to write a news item with a 
link

to the trailer but I must've forgotten to click the submit button a second
time,  so it got lost unfortunately and I've already cleared the
original message.

Appologies for the hastle.

Beware the grue!

dark.
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 1:35 PM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller



Hi Dark,

Yes, unfortunately at this time there is no virtical navigation; just the
jumping up and the sideways movement. It is, as you say, a typical arcade
shooter though with some twists.

The game is basically finished, I'm just doing some final tweaks based on
tester feedback this week and then it'll be out.

Kind regards,

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 2:30 PM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller



Hi.

Glad to here there will be cutscenes, also about the bonuses etc.

I'm a litle sorry the game doesn't have any vertical elements, 
jumping
on different ledges to explore larger levels, climbing ropes or ladders
etc.

Stil, it's a while sinse we've seen an interesting arcade style
release,  and this should certainly be good for those who would like
to
play an arcade side scroller.

Beware the grue!

Dark.
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 12:58 PM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller



Hi Dark,

yes, the game is a sidescroller so there's only left and right 
movement.


Kind regards,

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 10:11 AM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller



Hi Philip.

The sounds are great, and I like the idea of jumping attacks and 
combos

on
the various enemies.

I also am amused by the intro scene,  I hope there are similar
intermissions throughout the game.

Just one question.

Is the game all left/right scrolling on one level? I did notice 
jumping

of
pits and significant attacks from all sides, - but actual progress
through the levels all seemed streight left/right in arcade style
similar
to
Superliam.

Beware the Grue!

Dark.
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 4:20 AM
Subject: [Audyssey] Blastbay Studios - upcoming sidescroller



Hi folks,

Alongside the game creation toolkit, I've also been working on a
sidescroller called the Q9 action game. I intend to release this game
in
about a week, and thought I'd post a little sneak preview for you to
enjoy. The game contains four worlds with three levels in each, a few
bonus rounds as well as a grand finale which is an intense boss
battle.
All the enemies are dynamic so there's lots of replay value there, 
and

you
also have four difficulty levels to choose from ranging from easy to
insane.

This recording demonstrates a few levels from the game, from the
simple
to
the more advanced ones.

The link is:
http://www.blastbay.com/audio/q9_preview.mp3

Feedback and spontaneous thoughts are more than welcome.

Thanks!

Kind regards,

Philip Bennefall
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Re: [Audyssey] Help!

2009-11-11 Thread Allan Thompson

Thanks Dark for the help anyway.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 3:09 AM
Subject: Re: [Audyssey] Help!



I'm afraid I'm not certain Alan.

I did once have that problem, but it took some tinkering in the sapi 
settings folder to fix it.


Tom is the chap you need to speak to, as he advised me on it previously.

Beware the grue!

Dark.
- Original Message - 
From: Allan Thompson allan1.thomp...@cox.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 1:20 AM
Subject: Re: [Audyssey] Help!



Hi Dark,
I grabbed that file from Jim's site, but I couldn't run it for some weird 
reason. It said something like it isn't a win32 application.
There was an error in the speech area in control panel. It said that a 
engine couldn't be created? Something like that.
I don't know what the heck happened but my computer must have not 
appreciated all that power flipping on and off.

Do you have any suggestions where to go from here?
Thanks for helping me out on this by the way.
al
al



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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 10, 2009 7:43 PM
Subject: Re: [Audyssey] Help!


Alan, first off, look on Jim's site, there's a file called Delusalex.exe 
which is a general sapi fix and helpful for sorting a number of 
problems.


I've occasionally run into a similar sapi issue which running that file 
has been able to clear up.


If that doesn't work, have you looked in the speech settings section of 
the windows control panel? any errors there?


Hth.

Beware the grue!

dark.
- Original Message - 
From: Allan Thompson allan1.thomp...@cox.net

To: gamers discussion list Gamers@audyssey.org
Sent: Wednesday, November 11, 2009 12:35 AM
Subject: [Audyssey] Help!



Hi all,
Hopeing someone could help me. After the power turned on and off on me 
several times while I was playing entombed.
The computer seems fine, but all the Sappi voices seem to be either 
gone, or turned off...it makes playing entombed and jim kitchen games 
impossible. So can someone give me some help on what I need to do to 
get those voices back?


I got a Dell laptop, XP operating system.

Thanks in advance for any help. Thanks...
al
The truth will set you free
Jesus the Messiah 33AD
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Re: [Audyssey] Blastbay Studios - upcoming sidescroller

2009-11-11 Thread Munawar Bijani
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No virus found in this incoming message.
Checked by AVG - www.avg.com
Version: 8.5.425 / Virus Database: 270.14.60/2495 - Release Date: 
11/10/09

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No virus found in this incoming message.
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Re: [Audyssey] Blastbay Studios - upcoming sidescroller

2009-11-11 Thread Munawar Bijani

Hi,
I sent a message asking for the site, I got it from this one--thanks! Will 
this be paid or free?

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: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 10, 2009 11:20 PM
Subject: [Audyssey] Blastbay Studios - upcoming sidescroller



Hi folks,

Alongside the game creation toolkit, I've also been working on a 
sidescroller called the Q9 action game. I intend to release this game in 
about a week, and thought I'd post a little sneak preview for you to 
enjoy. The game contains four worlds with three levels in each, a few 
bonus rounds as well as a grand finale which is an intense boss battle. 
All the enemies are dynamic so there's lots of replay value there, and you 
also have four difficulty levels to choose from ranging from easy to 
insane.


This recording demonstrates a few levels from the game, from the simple to 
the more advanced ones.


The link is:
http://www.blastbay.com/audio/q9_preview.mp3

Feedback and spontaneous thoughts are more than welcome.

Thanks!

Kind regards,

Philip Bennefall
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Re: [Audyssey] Help!

2009-11-11 Thread Allan Thompson

Hi Jim,
WEll, I am up to the window restore feature, the previous two things didn't 
work.
I was hoping you or someone could run me thru how to do this restore. The 
instructions I got was about doing a last known good save, but I am not sure 
jaws will help with it. The instructions say to use the F8 key during the 
boot up which didn't sound doable without some sighted help.
Thanks for any help in this. I never realized how important those Sappi 
voices were until they got taken away. grin.


alu
- Original Message - 
From: Jim Kitchen j...@kitchensinc.net

To: Allan Thompson Gamers@audyssey.org
Sent: Wednesday, November 11, 2009 6:28 AM
Subject: Re: [Audyssey] Help!



Hi Allan,

Below are some fixes for the sapi5 voices.  I know that you tried the 
first one, but I hope that one of the other fixes might help.



The first thing that I would try would be the DelUserLex.exe file that you 
can find on my free windows sapi5 text to speech games page, as well as on 
the GW Micro and Freedom Scientific sites.  It is a strange file in that 
it doesn't say or seem to do anything, but it did fix my sapi5 voices.


Here is another fix that I was told about.  Go to c:\Program Files\Common 
Files\Microsoft Shared\Speech
Then, press enter on Sapisvr.exe. It won't say anything, but it should 
correct the control panel entries for Sapi.


Another thing that you can do is to use the Windows XP restore feature to 
restore your computer back to a date when the voices were working.


And then there is to use your Windows XP cd to repair the entire sapi5 
text to speech engine.


you can download (SpeechSDK51MSM.exe).
which contains all of the Microsoft Sapi voices available for Windows XP 
from


http://www.microsoft.com/downloads/details.aspx?FamilyID=5e86ec97-40a7-453f-b0ee-6583171b4530displaylang=en


HTH

BFN

Jim

Check my web site for my free blind accessible pc dos and windows games.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Blastbay Studios - upcoming sidescroller

2009-11-11 Thread Philip Bennefall

Hi Munawar,

The game will retail for 30 USD, however until early January there will be a 
Christmas special of 25 USD instead.


Kind regards,

Philip Bennefall
- Original Message - 
From: Munawar Bijani munaw...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 3:32 PM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller



Hi,
I sent a message asking for the site, I got it from this one--thanks! Will
this be paid or free?
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: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 10, 2009 11:20 PM
Subject: [Audyssey] Blastbay Studios - upcoming sidescroller



Hi folks,

Alongside the game creation toolkit, I've also been working on a
sidescroller called the Q9 action game. I intend to release this game in
about a week, and thought I'd post a little sneak preview for you to
enjoy. The game contains four worlds with three levels in each, a few
bonus rounds as well as a grand finale which is an intense boss battle.
All the enemies are dynamic so there's lots of replay value there, and 
you

also have four difficulty levels to choose from ranging from easy to
insane.

This recording demonstrates a few levels from the game, from the simple 
to

the more advanced ones.

The link is:
http://www.blastbay.com/audio/q9_preview.mp3

Feedback and spontaneous thoughts are more than welcome.

Thanks!

Kind regards,

Philip Bennefall
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Re: [Audyssey] Blastbay Studios - upcoming sidescroller

2009-11-11 Thread Milos Przic

  Hi Philip,
  and what about the demo? Will a demo bi available? And if yes, what will 
be the limits and such?

 Milos Przic
msn: milos.pr...@gmail.com
skype: Milosh-hs
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 3:45 PM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller



Hi Munawar,

The game will retail for 30 USD, however until early January there will be 
a Christmas special of 25 USD instead.


Kind regards,

Philip Bennefall
- Original Message - 
From: Munawar Bijani munaw...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 3:32 PM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller



Hi,
I sent a message asking for the site, I got it from this one--thanks! 
Will

this be paid or free?
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: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 10, 2009 11:20 PM
Subject: [Audyssey] Blastbay Studios - upcoming sidescroller



Hi folks,

Alongside the game creation toolkit, I've also been working on a
sidescroller called the Q9 action game. I intend to release this game in
about a week, and thought I'd post a little sneak preview for you to
enjoy. The game contains four worlds with three levels in each, a few
bonus rounds as well as a grand finale which is an intense boss battle.
All the enemies are dynamic so there's lots of replay value there, and 
you

also have four difficulty levels to choose from ranging from easy to
insane.

This recording demonstrates a few levels from the game, from the simple 
to

the more advanced ones.

The link is:
http://www.blastbay.com/audio/q9_preview.mp3

Feedback and spontaneous thoughts are more than welcome.

Thanks!

Kind regards,

Philip Bennefall
---
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Re: [Audyssey] Blastbay Studios - upcoming sidescroller

2009-11-11 Thread Philip Bennefall

Hi Milos,

Yes, there will certainly be a demo. The program is unlockable with a name 
and key, which in my opinion is better than the product ID and unlock key 
approach.


The demo will feature two levels from the game, the jungle world level 1 and 
the cave world level 1. That way you get to see a little more of the game 
than if you only had the jungle world levels 1 and 2. You are able to play 
on all difficulty levels in the demo as well, so you can really get a feel 
for how things escalate in terms of challenge.


Kind regards,

Philip Bennefall
- Original Message - 
From: Milos Przic milos.pr...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 4:05 PM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller



  Hi Philip,
  and what about the demo? Will a demo bi available? And if yes, what will
be the limits and such?
 Milos Przic
msn: milos.pr...@gmail.com
skype: Milosh-hs
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 3:45 PM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller



Hi Munawar,

The game will retail for 30 USD, however until early January there will 
be

a Christmas special of 25 USD instead.

Kind regards,

Philip Bennefall
- Original Message - 
From: Munawar Bijani munaw...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 3:32 PM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller



Hi,
I sent a message asking for the site, I got it from this one--thanks!
Will
this be paid or free?
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: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 10, 2009 11:20 PM
Subject: [Audyssey] Blastbay Studios - upcoming sidescroller



Hi folks,

Alongside the game creation toolkit, I've also been working on a
sidescroller called the Q9 action game. I intend to release this game 
in

about a week, and thought I'd post a little sneak preview for you to
enjoy. The game contains four worlds with three levels in each, a few
bonus rounds as well as a grand finale which is an intense boss battle.
All the enemies are dynamic so there's lots of replay value there, and
you
also have four difficulty levels to choose from ranging from easy to
insane.

This recording demonstrates a few levels from the game, from the simple
to
the more advanced ones.

The link is:
http://www.blastbay.com/audio/q9_preview.mp3

Feedback and spontaneous thoughts are more than welcome.

Thanks!

Kind regards,

Philip Bennefall
---
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Version: 8.5.425 / Virus Database: 270.14.60/2495 - Release Date: 
11/10/09

19:56:00


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signature database 4595 (2009) __


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Re: [Audyssey] night of parisite?

2009-11-11 Thread Jacob Kruger

I just found the download link off the review page on audiogames.net.

Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Wednesday, November 11, 2009 2:07 AM
Subject: Re: [Audyssey] night of parisite?



Could you send it to hdpres...@hotmail.com, or give me a place to get it?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of tim
Sent: Tuesday, November 10, 2009 5:58 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] night of parisite?

hey there I have the setup file if you would like it. my msn and skype are
at the very bottom of the message.  my msn is my email address as well
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, November 10, 2009 17:43
Subject: Re: [Audyssey] night of parisite?



Could someone tell me where to get that game?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of tim
Sent: Tuesday, November 10, 2009 5:35 PM
To: gamers@Audyssey.org
Subject: [Audyssey] night of parisite?

hi all have a quick question about NOP I can't for the life of me get
passed
the third level and destroy the matter in the second flor with the double
bed and the wordrobe.  or get pass it any way. keep getting killed. any
special things I should note or do so I can make it passed instead of
always
ending up in the same spot? lol thanks all! been at this for weeks now
haven't given up, but would like some pointers grins.




after dark chat system, fun! free! for everyone! call it 724-507-.
skype
is oden2006, MSN is isfe...@gmail.com.
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after dark chat system, fun! free! for everyone! call it 724-507-.
skype

is oden2006, MSN is isfe...@gmail.com.


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Re: [Audyssey] Blastbay Studios - upcoming sidescroller

2009-11-11 Thread Gandalf
Hallo Philip,

You wrote:


 The game will retail for 30 USD, however until early January there will be a
 Christmas special of 25 USD instead.

What kinds of payments will you offer?

The recording demo sounds great. I'm looking forward to play the game.

Kind regards,

Gandalf.



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Re: [Audyssey] Blastbay Studios - upcoming sidescroller

2009-11-11 Thread Philip Bennefall

Hello there,

I will primarily offer PayPal as a method of payment, as it allows you to 
pay both with and without a PayPal account. If you don't have one you can 
simply enter your credit card details directly and that's it. And after the 
payment is completed, the key is automatically generated and emailed to you 
in seconds.


Kind regards,

Philip Bennefall
- Original Message - 
From: Gandalf gand...@fledermausworld.de

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 4:56 PM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller



Hallo Philip,

You wrote:


The game will retail for 30 USD, however until early January there will 
be a

Christmas special of 25 USD instead.


What kinds of payments will you offer?

The recording demo sounds great. I'm looking forward to play the game.

Kind regards,

Gandalf.



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Re: [Audyssey] Future of accessible games

2009-11-11 Thread Thomas Ward

Hi Charles,
In my personal opinion a really good game has elements of all three. 
First, a good game needs a decent plot, interesting characters, and an 
interesting underlying quest otherwise there is nothing to capture the 
game's imagination and interest to try the game. Second, the game has to 
be fun and challenging enough to maintain and hold the game's interest 
in the game. Lastly adding high quality sound effects and music adds to 
the games over all ambiance. Good sounds should add a bit of realism to 
the virtual world, and good music should set the mood.
I know that you and several others have stated that you really don't 
have any big interest in music in games because you turn it off. For me, 
though, adding music to a game does a lot to improve the games over all 
ambiance and mood. In some cases like the Tomb Raider games there are 
plenty of people, myself included, that feel the game's soundtrack is as 
important and of interest as the game itself. I've wripped a number of 
Tomb Raider music tracks myself and loaded them on my mp3 player for 
casual listening.
I know when I create a game I think of it as a sort of interactive 
movie. That's probably why FPS apeals to me as it is much more realistic 
than other styles of games. Since I think of it as a movie I like to add 
drama such as music, cd quality sound effects, and a big movie type 
plot. I'd even do cutscenes if i could afford them.




Charles Rivard wrote:
To me, the plot and the way a game is played is more important than how it 
sounds, to a point.  For example, and this is strictly a personal opinion, a 
game can be one of the best games on the market as far as content, but has 
lousy sounding music.  It doesn't matter to me, because I usually play games 
with no music because I like to concentrate more on the game.  Then again, 
if the sounds of the action or the results of my character manipulation are 
not good, it would detract from my enjoyment of the game.  If Mota's game 
sounds were sounding as though they were being played through a tiny 
transistor radio with low batteries or poor reception rather than how they 
currently do, I would not like the game nearly as much as I do, even though 
it is a great game as it is, and I know it will be even better when 
distributed.

---
In God we trust!
  



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Re: [Audyssey] Blastbay Studios - upcoming sidescroller

2009-11-11 Thread Munawar Bijani
Okay great.We haven't spoken in years and I'm surprised to see your name on 
the list. Do Email me off list when you get a chance, I'd love to catch up 
with you but would hate for the entire list to get your Email address. My 
Email is in my signature.


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: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 10, 2009 11:20 PM
Subject: [Audyssey] Blastbay Studios - upcoming sidescroller



Hi folks,

Alongside the game creation toolkit, I've also been working on a 
sidescroller called the Q9 action game. I intend to release this game in 
about a week, and thought I'd post a little sneak preview for you to 
enjoy. The game contains four worlds with three levels in each, a few 
bonus rounds as well as a grand finale which is an intense boss battle. 
All the enemies are dynamic so there's lots of replay value there, and you 
also have four difficulty levels to choose from ranging from easy to 
insane.


This recording demonstrates a few levels from the game, from the simple to 
the more advanced ones.


The link is:
http://www.blastbay.com/audio/q9_preview.mp3

Feedback and spontaneous thoughts are more than welcome.

Thanks!

Kind regards,

Philip Bennefall
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Re: [Audyssey] Future of accessible games

2009-11-11 Thread Bryan Peterson
I tend to aggree Thomas. In fact when I was in High School my dad used to 
download lont of game soundtracks in Midi format and put them on my 
computer. Particular favorites were the Castlevania and Final Fantasy games. 
Granted some game music MIDI files can be so off the mark it makes you want 
to cry, but then there are some that are near perfect renditions.

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: Thomas Ward thomasward1...@gmail.com
To: Charles Rivard woofer...@sbcglobal.net; Gamers Discussion list 
gamers@audyssey.org

Sent: Wednesday, November 11, 2009 9:19 AM
Subject: Re: [Audyssey] Future of accessible games



Hi Charles,
In my personal opinion a really good game has elements of all three. 
First, a good game needs a decent plot, interesting characters, and an 
interesting underlying quest otherwise there is nothing to capture the 
game's imagination and interest to try the game. Second, the game has to 
be fun and challenging enough to maintain and hold the game's interest in 
the game. Lastly adding high quality sound effects and music adds to the 
games over all ambiance. Good sounds should add a bit of realism to the 
virtual world, and good music should set the mood.
I know that you and several others have stated that you really don't have 
any big interest in music in games because you turn it off. For me, 
though, adding music to a game does a lot to improve the games over all 
ambiance and mood. In some cases like the Tomb Raider games there are 
plenty of people, myself included, that feel the game's soundtrack is as 
important and of interest as the game itself. I've wripped a number of 
Tomb Raider music tracks myself and loaded them on my mp3 player for 
casual listening.
I know when I create a game I think of it as a sort of interactive movie. 
That's probably why FPS apeals to me as it is much more realistic than 
other styles of games. Since I think of it as a movie I like to add drama 
such as music, cd quality sound effects, and a big movie type plot. I'd 
even do cutscenes if i could afford them.




Charles Rivard wrote:
To me, the plot and the way a game is played is more important than how 
it sounds, to a point.  For example, and this is strictly a personal 
opinion, a game can be one of the best games on the market as far as 
content, but has lousy sounding music.  It doesn't matter to me, because 
I usually play games with no music because I like to concentrate more on 
the game.  Then again, if the sounds of the action or the results of my 
character manipulation are not good, it would detract from my enjoyment 
of the game.  If Mota's game sounds were sounding as though they were 
being played through a tiny transistor radio with low batteries or poor 
reception rather than how they currently do, I would not like the game 
nearly as much as I do, even though it is a great game as it is, and I 
know it will be even better when distributed.

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Re: [Audyssey] Blind Adrenaline was Announcing All inPlay Blackjack!

2009-11-11 Thread Chris Reagan
I'd like people to note too that black jack on blind addrenaline is not 
accessible with system access where the allinplay's version is.


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[Audyssey] question about monkey business

2009-11-11 Thread Shirley Starblanket
Hey all. Can anyone tell me where I can get a list of the game prices? Thanks


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[Audyssey] Monkey Business

2009-11-11 Thread Shirley Starblanket
Hey. I was wondering how I can get Monkey Business. I have the demo but I want 
to play the full version. Can someone help me? Thanks.


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Re: [Audyssey] Blastbay Studios - upcoming sidescroller

2009-11-11 Thread william lomas
this sounds like a good game, the cave level in particular sounds  
challenging

so 12 levels in all?

On 11 Nov 2009, at 04:58, Philip Bennefall wrote:


Hi Ryan,

Thank you, I'm glad you like the demo. At this time there are no  
other enemies that have special properties like that, however they  
are different in their characteristics and so require a fair amount  
of strategy; especially when grouped together with others. The  
bears, for example, are very strong and take a lot of damage per hit  
but are incredibly slow. This means that your best bet is to fire at  
them from a distance if you can and not get them too close to you,  
especially if the bear is not alone.


Then of course there is the boss, he's not particularly pretty either.

Kind regards,

Philip Bennefall
- Original Message - From: Ryan Strunk ryan.str...@gmail.com 


To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Wednesday, November 11, 2009 5:53 AM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller



Phil,

This looks like it's going to be pretty sweet. From the demo  
content, this

looks like it's going to be your best offering so far.

I really like how you have to jump to hit the bats in the cave. Are  
there
any other enemies that require you to do something special like  
that? Things

that perhaps hide in shells, shoot and force you to duck, etc.?

Looking forward to this one immensely.

Ryan


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Re: [Audyssey] Blastbay Studios - upcoming sidescroller

2009-11-11 Thread william lomas
also, does one have unlimited amo or does one have to find some as in  
other side scrollers?

wonder who ca complete it first? smile

On 11 Nov 2009, at 04:58, Philip Bennefall wrote:


Hi Ryan,

Thank you, I'm glad you like the demo. At this time there are no  
other enemies that have special properties like that, however they  
are different in their characteristics and so require a fair amount  
of strategy; especially when grouped together with others. The  
bears, for example, are very strong and take a lot of damage per hit  
but are incredibly slow. This means that your best bet is to fire at  
them from a distance if you can and not get them too close to you,  
especially if the bear is not alone.


Then of course there is the boss, he's not particularly pretty either.

Kind regards,

Philip Bennefall
- Original Message - From: Ryan Strunk ryan.str...@gmail.com 


To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Wednesday, November 11, 2009 5:53 AM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller



Phil,

This looks like it's going to be pretty sweet. From the demo  
content, this

looks like it's going to be your best offering so far.

I really like how you have to jump to hit the bats in the cave. Are  
there
any other enemies that require you to do something special like  
that? Things

that perhaps hide in shells, shoot and force you to duck, etc.?

Looking forward to this one immensely.

Ryan


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Re: [Audyssey] Blastbay Studios - upcoming sidescroller

2009-11-11 Thread william lomas

philip does the game have cut scenes as well, between each world?

On 11 Nov 2009, at 15:17, Philip Bennefall wrote:


Hi Milos,

Yes, there will certainly be a demo. The program is unlockable with  
a name and key, which in my opinion is better than the product ID  
and unlock key approach.


The demo will feature two levels from the game, the jungle world  
level 1 and the cave world level 1. That way you get to see a little  
more of the game than if you only had the jungle world levels 1 and  
2. You are able to play on all difficulty levels in the demo as  
well, so you can really get a feel for how things escalate in terms  
of challenge.


Kind regards,

Philip Bennefall
- Original Message - From: Milos Przic milos.pr...@gmail.com 


To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 4:05 PM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller



 Hi Philip,
 and what about the demo? Will a demo bi available? And if yes,  
what will

be the limits and such?
Milos Przic
msn: milos.pr...@gmail.com
skype: Milosh-hs
- Original Message - From: Philip Bennefall phi...@blastbay.com 


To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 3:45 PM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller



Hi Munawar,

The game will retail for 30 USD, however until early January there  
will be

a Christmas special of 25 USD instead.

Kind regards,

Philip Bennefall
- Original Message - From: Munawar Bijani munaw...@gmail.com 


To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 3:32 PM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller



Hi,
I sent a message asking for the site, I got it from this one-- 
thanks!

Will
this be paid or free?
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: Philip Bennefall phi...@blastbay.com 


To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 10, 2009 11:20 PM
Subject: [Audyssey] Blastbay Studios - upcoming sidescroller



Hi folks,

Alongside the game creation toolkit, I've also been working on a
sidescroller called the Q9 action game. I intend to release this  
game in
about a week, and thought I'd post a little sneak preview for  
you to
enjoy. The game contains four worlds with three levels in each,  
a few
bonus rounds as well as a grand finale which is an intense boss  
battle.
All the enemies are dynamic so there's lots of replay value  
there, and

you
also have four difficulty levels to choose from ranging from  
easy to

insane.

This recording demonstrates a few levels from the game, from the  
simple

to
the more advanced ones.

The link is:
http://www.blastbay.com/audio/q9_preview.mp3

Feedback and spontaneous thoughts are more than welcome.

Thanks!

Kind regards,

Philip Bennefall
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No virus found in this incoming message.
Checked by AVG - www.avg.com
Version: 8.5.425 / Virus Database: 270.14.60/2495 - Release Date:  
11/10/09

19:56:00


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Re: [Audyssey] Blastbay Studios - upcoming sidescroller

2009-11-11 Thread william lomas

hi all

i like MOTA better since it is more of an exploratory side scroller  
but this game does still ahve its rightful place for those who want a  
game like superliam where oen only needs to be concerned with left and  
right plus jump


On 11 Nov 2009, at 13:30, dark wrote:


Hi.

Glad to here there will be cutscenes, also about the bonuses etc.

I'm a litle sorry the game doesn't have any vertical elements,   
jumping on different ledges to explore larger levels, climbing ropes  
or ladders etc.


Stil, it's a while sinse we've seen an interesting arcade style  
release,  and this should certainly be good for those who would  
like to play an arcade side scroller.


Beware the grue!

Dark.
- Original Message - From: Philip Bennefall phi...@blastbay.com 


To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 12:58 PM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller



Hi Dark,

yes, the game is a sidescroller so there's only left and right  
movement.


Kind regards,

Philip Bennefall
- Original Message - From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 10:11 AM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller



Hi Philip.

The sounds are great, and I like the idea of jumping attacks and  
combos on

the various enemies.

I also am amused by the intro scene,  I hope there are similar
intermissions throughout the game.

Just one question.

Is the game all left/right scrolling on one level? I did notice  
jumping of
pits and significant attacks from all sides, - but actual  
progress
through the levels all seemed streight left/right in arcade style  
similar to

Superliam.

Beware the Grue!

Dark.
- Original Message - From: Philip Bennefall phi...@blastbay.com 


To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 4:20 AM
Subject: [Audyssey] Blastbay Studios - upcoming sidescroller



Hi folks,

Alongside the game creation toolkit, I've also been working on a
sidescroller called the Q9 action game. I intend to release this  
game in
about a week, and thought I'd post a little sneak preview for you  
to
enjoy. The game contains four worlds with three levels in each, a  
few
bonus rounds as well as a grand finale which is an intense boss  
battle.
All the enemies are dynamic so there's lots of replay value  
there, and you
also have four difficulty levels to choose from ranging from easy  
to

insane.

This recording demonstrates a few levels from the game, from the  
simple to

the more advanced ones.

The link is:
http://www.blastbay.com/audio/q9_preview.mp3

Feedback and spontaneous thoughts are more than welcome.

Thanks!

Kind regards,

Philip Bennefall
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No virus found in this incoming message.
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Version: 8.5.425 / Virus Database: 270.14.60/2495 - Release Date:  
11/10/09 19:56:00



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Re: [Audyssey] Blastbay Studios - upcoming sidescroller

2009-11-11 Thread william lomas

ah great re cut scenes
On 11 Nov 2009, at 13:20, Philip Bennefall wrote:


Hi again Dark,

I forgot to mention that there is a cut scene between every world.  
There is also one right before and after the boss, and they're all  
filled with the same silly humor as you heard in the first one.


Kind regards,

Philip Bennefall
- Original Message - From: ian mcnamara riggs_mcnam...@yahoo.co.uk 


To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 2:08 PM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller



hi this game sounds cool can't wait to give it a go. it sounds really
cool. i like the sounds and the way you have to jump to kill the  
bats.

think it is going to be ausum.

dark wrote:

Hi Philip.

The sounds are great, and I like the idea of jumping attacks and
combos on the various enemies.

I also am amused by the intro scene,  I hope there are similar
intermissions throughout the game.

Just one question.

Is the game all left/right scrolling on one level? I did notice
jumping of pits and significant attacks from all sides, - but
actual progress through the levels all seemed streight left/right in
arcade style similar to Superliam.

Beware the Grue!

Dark.
- Original Message - From: Philip Bennefall
phi...@blastbay.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 4:20 AM
Subject: [Audyssey] Blastbay Studios - upcoming sidescroller



Hi folks,

Alongside the game creation toolkit, I've also been working on a
sidescroller called the Q9 action game. I intend to release this  
game
in about a week, and thought I'd post a little sneak preview for  
you
to enjoy. The game contains four worlds with three levels in  
each, a

few bonus rounds as well as a grand finale which is an intense boss
battle. All the enemies are dynamic so there's lots of replay value
there, and you also have four difficulty levels to choose from
ranging from easy to insane.

This recording demonstrates a few levels from the game, from the
simple to the more advanced ones.

The link is:
http://www.blastbay.com/audio/q9_preview.mp3

Feedback and spontaneous thoughts are more than welcome.

Thanks!

Kind regards,

Philip Bennefall
---
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Version: 8.5.425 / Virus Database: 270.14.60/2495 - Release Date:  
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Re: [Audyssey] question about monkey business

2009-11-11 Thread Bryan Peterson

The prices are listed on Draconis' web site.
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: Shirley Starblanket dyna.hender...@sasktel.net

To: gamers@audyssey.org
Sent: Tuesday, November 10, 2009 4:09 PM
Subject: [Audyssey] question about monkey business


Hey all. Can anyone tell me where I can get a list of the game prices? 
Thanks



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Re: [Audyssey] Future of accessible games

2009-11-11 Thread Thomas Ward

Hi Bryan,
Yeah, some of those classic Nintendo games like Double Dragon, 
Castlevania, Megaman, etc had some really cool music traks. Just about 
everyone remembers the Super Mario Brothers tune, and it is an absolute 
classic in terms of game music. The Legend of Zelda was another one that 
had extremely good music that never quite gets old no matter how many 
times it is played. Game music may not be on the top 40 hits for the 
week, but some game themes are hard to forget once you hear them.


Bryan Peterson wrote:
I tend to aggree Thomas. In fact when I was in High School my dad used 
to download lont of game soundtracks in Midi format and put them on my 
computer. Particular favorites were the Castlevania and Final Fantasy 
games. Granted some game music MIDI files can be so off the mark it 
makes you want to cry, but then there are some that are near perfect 
renditions.
Homer: Hey, uh, could you go across the street and get me a slice of 
pizza?



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Re: [Audyssey] Blastbay Studios - upcoming sidescroller

2009-11-11 Thread Jacob Kruger
-archive.com/gam...@audyssey.org.
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Re: [Audyssey] Blastbay Studios - upcoming sidescroller

2009-11-11 Thread Philip Bennefall

Hi William,

No, the ammunition is definitely limited. you get more by picking up bonus 
items in the levels, as well as the bonus rounds that come up here and 
there.


Kind regards,

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 9:02 AM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller



also, does one have unlimited amo or does one have to find some as in
other side scrollers?
wonder who ca complete it first? smile

On 11 Nov 2009, at 04:58, Philip Bennefall wrote:


Hi Ryan,

Thank you, I'm glad you like the demo. At this time there are no
other enemies that have special properties like that, however they
are different in their characteristics and so require a fair amount
of strategy; especially when grouped together with others. The
bears, for example, are very strong and take a lot of damage per hit
but are incredibly slow. This means that your best bet is to fire at
them from a distance if you can and not get them too close to you,
especially if the bear is not alone.

Then of course there is the boss, he's not particularly pretty either.

Kind regards,

Philip Bennefall
- Original Message - From: Ryan Strunk ryan.str...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Wednesday, November 11, 2009 5:53 AM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller



Phil,

This looks like it's going to be pretty sweet. From the demo
content, this
looks like it's going to be your best offering so far.

I really like how you have to jump to hit the bats in the cave. Are
there
any other enemies that require you to do something special like
that? Things
that perhaps hide in shells, shoot and force you to duck, etc.?

Looking forward to this one immensely.

Ryan


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Re: [Audyssey] need help with a sound issue

2009-11-11 Thread Thomas Ward

Hi Sylvester,
When you extract the DirectX setup files to your hard drive it should 
create a file called dxsetup.exe in your temp directory. If you click on 
dxsetup.exe it should run the DirectX upgrade. I get this question so 
often I think when I put up the latest DirectX upgrade I'll extract the 
file, rename dxsetup.exe to setup.exe, and just zip the setup so it is 
easier for people.


P.S.

What version of Windows are you running? The reason I ask is because the 
version of DirectX I have on my site isn't the latest, and should not be 
installed on Windows 7.


Smile.


Sylvester Thomas wrote:
Hay Thomas!  Thanks for the tip, you too Phil and Shawn for the links 
to the drivers.  Tom, I downloaded the direct exe from your web site 
and when I click on it it ask me for a location to store the files, 
can this be any where on my system?  Secondly when I do pick a 
location and click on the zip file there are five files in there and 
none of them are a set up file or any type of self running file, so I 
am wondering what to do with those five files that are opened up.  
Thanks once again for your help with this.  Game On!



Sly!



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Re: [Audyssey] Monkey Business

2009-11-11 Thread Bryan Peterson
Go to www.draconisentertaminment and create a Store account there. THe game 
is about 35 bucks.

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: Shirley Starblanket dyna.hender...@sasktel.net

To: gamers@audyssey.org
Sent: Wednesday, November 11, 2009 8:50 AM
Subject: [Audyssey] Monkey Business


Hey. I was wondering how I can get Monkey Business. I have the demo but I 
want to play the full version. Can someone help me? Thanks.



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Re: [Audyssey] Blastbay Studios - upcoming sidescroller

2009-11-11 Thread dark

Sounds like a good system.

I also presume when you say name and key it means the keys will be tied to 
the users actual name, rather than a specific machine, so that it will be 
possible to install the game on more than one computer.


Beware the grue!

Dark.
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 3:58 PM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller



Hello there,

I will primarily offer PayPal as a method of payment, as it allows you to 
pay both with and without a PayPal account. If you don't have one you can 
simply enter your credit card details directly and that's it. And after 
the payment is completed, the key is automatically generated and emailed 
to you in seconds.


Kind regards,

Philip Bennefall
- Original Message - 
From: Gandalf gand...@fledermausworld.de

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 4:56 PM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller



Hallo Philip,

You wrote:


The game will retail for 30 USD, however until early January there will 
be a

Christmas special of 25 USD instead.


What kinds of payments will you offer?

The recording demo sounds great. I'm looking forward to play the game.

Kind regards,

Gandalf.



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Re: [Audyssey] Future of accessible games

2009-11-11 Thread dark
I personally collect game sound tracks in mp3 or original format, -  
sinse I do love the atmospheric nature, and the quality of what was done.


To play original format stuff in winamp is extremely easy, sinse it just 
requires the pluggins such as snesamp and tfmx player. for the correct 
formats.


Beware the Grue!

Dark.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 4:25 PM
Subject: Re: [Audyssey] Future of accessible games


I tend to aggree Thomas. In fact when I was in High School my dad used to 
download lont of game soundtracks in Midi format and put them on my 
computer. Particular favorites were the Castlevania and Final Fantasy 
games. Granted some game music MIDI files can be so off the mark it makes 
you want to cry, but then there are some that are near perfect renditions.
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: Thomas Ward thomasward1...@gmail.com
To: Charles Rivard woofer...@sbcglobal.net; Gamers Discussion list 
gamers@audyssey.org

Sent: Wednesday, November 11, 2009 9:19 AM
Subject: Re: [Audyssey] Future of accessible games



Hi Charles,
In my personal opinion a really good game has elements of all three. 
First, a good game needs a decent plot, interesting characters, and an 
interesting underlying quest otherwise there is nothing to capture the 
game's imagination and interest to try the game. Second, the game has to 
be fun and challenging enough to maintain and hold the game's interest in 
the game. Lastly adding high quality sound effects and music adds to the 
games over all ambiance. Good sounds should add a bit of realism to the 
virtual world, and good music should set the mood.
I know that you and several others have stated that you really don't have 
any big interest in music in games because you turn it off. For me, 
though, adding music to a game does a lot to improve the games over all 
ambiance and mood. In some cases like the Tomb Raider games there are 
plenty of people, myself included, that feel the game's soundtrack is as 
important and of interest as the game itself. I've wripped a number of 
Tomb Raider music tracks myself and loaded them on my mp3 player for 
casual listening.
I know when I create a game I think of it as a sort of interactive movie. 
That's probably why FPS apeals to me as it is much more realistic than 
other styles of games. Since I think of it as a movie I like to add drama 
such as music, cd quality sound effects, and a big movie type plot. I'd 
even do cutscenes if i could afford them.




Charles Rivard wrote:
To me, the plot and the way a game is played is more important than how 
it sounds, to a point.  For example, and this is strictly a personal 
opinion, a game can be one of the best games on the market as far as 
content, but has lousy sounding music.  It doesn't matter to me, because 
I usually play games with no music because I like to concentrate more on 
the game.  Then again, if the sounds of the action or the results of my 
character manipulation are not good, it would detract from my enjoyment 
of the game.  If Mota's game sounds were sounding as though they were 
being played through a tiny transistor radio with low batteries or poor 
reception rather than how they currently do, I would not like the game 
nearly as much as I do, even though it is a great game as it is, and I 
know it will be even better when distributed.

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Re: [Audyssey] Blastbay Studios - upcoming sidescroller

2009-11-11 Thread peter Mahach
on the note of weapons is the club and sling the only weapons available to 
you? aren't there guns or such? I'd imagine that if q9's from somewhere in 
a galaxy far far away he'd have some sort of laser or something with him or 
he cold just pick up a gun or such.
another question, will there be a demo available? if so then what 
restrictions will it have?
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 5:53 PM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller



Hi William,

No, the ammunition is definitely limited. you get more by picking up bonus 
items in the levels, as well as the bonus rounds that come up here and 
there.


Kind regards,

Philip Bennefall



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Re: [Audyssey] Blastbay Studios - upcoming sidescroller

2009-11-11 Thread Scott Chesworth
Going on the mp3 it does sound quite fun and fast paced.  Love the
sound effects that I heard, wasn't quite so blown away with the music
in terms of it enhancing atmospherics but that's just a personal taste
thing, that's kinda the purpose music in games serves to my mind.

My only initial thought was the price point.  I mean even with
randomised enemies and items, this still seems like more of a novelty
title, and surely isn't going to have the replay value of MOTA, which
will only be a mere $5 more, $10 I guess if it's in time for
Christmas.  I suppose what I'm getting at is that I doubt many people
will be able to afford both at this time of year, definitely include
the International buyers in that bunch seeing as the Dollar is pretty
strong currently.  With only a name and a key required to unlock the
game the sad truth is that it'll be floating about as a freebie before
you know it.  I'm not saying that's right and I wouldn't leach a free
copy personally, just taking the realistic view.  Of course, it's not
my place in the slightest to advise you how to set your prices Philip,
just musing outloud in case it gives you or anyone else planning to
release anything this close to Christmas food for thought.

Cheers, looking forward to the playable demo.
Scott

On 11/11/09, peter Mahach piterm...@gmail.com wrote:
 on the note of weapons is the club and sling the only weapons available to
 you? aren't there guns or such? I'd imagine that if q9's from somewhere in
 a galaxy far far away he'd have some sort of laser or something with him or
 he cold just pick up a gun or such.
 another question, will there be a demo available? if so then what
 restrictions will it have?
 - Original Message -
 From: Philip Bennefall phi...@blastbay.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, November 11, 2009 5:53 PM
 Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller


 Hi William,

 No, the ammunition is definitely limited. you get more by picking up bonus

 items in the levels, as well as the bonus rounds that come up here and
 there.

 Kind regards,

 Philip Bennefall


 __ Information from ESET Smart Security, version of virus signature
 database 4333 (20090813) __

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[Audyssey] A question about turn-based combat in Entombed

2009-11-11 Thread Scott Chesworth
Hi Folks,

Had some hardcore preparation to be done last night, so I did what any
good procrastinator would do, downloaded Entombed and ended up running
on 3 hours sleep and practically no preparation today.  I really
should get control over my gaming lol.

Anyway, this is my first foray into the world of roleplay strategy
type stuff, and so far I'm totally addicted.  The thing that puzzled
me though was that whenever I encounter an enemy or a group of them,
I'd check the battle timeline, and couldn't really spot the logic that
determines it each time.  Plus I'm reasonably sure that sometimes it
seemed much longer than others until it was my turn again.  Of course
this could be because it was stupid O'clock and I was impatient to get
on with rat smiting, but if someone could explain the logic of
turn-based I'd really appreciate it, think I'd have a better grasp of
strategies for each situation then.

Cheers
Scott

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Re: [Audyssey] A question about turn-based combat in Entombed

2009-11-11 Thread peter Mahach
the battle timeline is set according to speed. faster enemies go first at 
the end o the slowest ones such as ogres. so let's say there are 4 enemies. 
lightning joe fastest, killer eddie fast, crack smasher (you the player) and 
death truck slowest. they'd go in this order, first lightning, then eddie, 
then you, and then truck. hth and happy killing/questing what ever.
- Original Message - 
From: Scott Chesworth scottcheswo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 7:14 PM
Subject: [Audyssey] A question about turn-based combat in Entombed



Hi Folks,

Had some hardcore preparation to be done last night, so I did what any
good procrastinator would do, downloaded Entombed and ended up running
on 3 hours sleep and practically no preparation today.  I really
should get control over my gaming lol.

Anyway, this is my first foray into the world of roleplay strategy
type stuff, and so far I'm totally addicted.  The thing that puzzled
me though was that whenever I encounter an enemy or a group of them,
I'd check the battle timeline, and couldn't really spot the logic that
determines it each time.  Plus I'm reasonably sure that sometimes it
seemed much longer than others until it was my turn again.  Of course
this could be because it was stupid O'clock and I was impatient to get
on with rat smiting, but if someone could explain the logic of
turn-based I'd really appreciate it, think I'd have a better grasp of
strategies for each situation then.

Cheers
Scott

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Re: [Audyssey] A question about turn-based combat in Entombed

2009-11-11 Thread Scott Chesworth
Cool, thanks for clearing that up.

While I've got ya, do you happen to know how on earth I get back out
of the town?  I've been to the tavern and accepted a quest, been to
the store and sold off some random stuff I picked up and bought a
rather swanky new sword hehe, just can't see an option to leave and
get on with some more killing.

On 11/11/09, peter Mahach piterm...@gmail.com wrote:
 the battle timeline is set according to speed. faster enemies go first at
 the end o the slowest ones such as ogres. so let's say there are 4 enemies.
 lightning joe fastest, killer eddie fast, crack smasher (you the player) and
 death truck slowest. they'd go in this order, first lightning, then eddie,
 then you, and then truck. hth and happy killing/questing what ever.
 - Original Message -
 From: Scott Chesworth scottcheswo...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, November 11, 2009 7:14 PM
 Subject: [Audyssey] A question about turn-based combat in Entombed


 Hi Folks,

 Had some hardcore preparation to be done last night, so I did what any
 good procrastinator would do, downloaded Entombed and ended up running
 on 3 hours sleep and practically no preparation today.  I really
 should get control over my gaming lol.

 Anyway, this is my first foray into the world of roleplay strategy
 type stuff, and so far I'm totally addicted.  The thing that puzzled
 me though was that whenever I encounter an enemy or a group of them,
 I'd check the battle timeline, and couldn't really spot the logic that
 determines it each time.  Plus I'm reasonably sure that sometimes it
 seemed much longer than others until it was my turn again.  Of course
 this could be because it was stupid O'clock and I was impatient to get
 on with rat smiting, but if someone could explain the logic of
 turn-based I'd really appreciate it, think I'd have a better grasp of
 strategies for each situation then.

 Cheers
 Scott

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Re: [Audyssey] A question about turn-based combat in Entombed

2009-11-11 Thread peter Mahach
just use the floor navigation keys. press period to descent to the 3rd floor 
or press comma to ascent to 2nd.
- Original Message - 
From: Scott Chesworth scottcheswo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 7:27 PM
Subject: Re: [Audyssey] A question about turn-based combat in Entombed



Cool, thanks for clearing that up.

While I've got ya, do you happen to know how on earth I get back out
of the town?  I've been to the tavern and accepted a quest, been to
the store and sold off some random stuff I picked up and bought a
rather swanky new sword hehe, just can't see an option to leave and
get on with some more killing.

On 11/11/09, peter Mahach piterm...@gmail.com wrote:

the battle timeline is set according to speed. faster enemies go first at
the end o the slowest ones such as ogres. so let's say there are 4 
enemies.
lightning joe fastest, killer eddie fast, crack smasher (you the player) 
and
death truck slowest. they'd go in this order, first lightning, then 
eddie,

then you, and then truck. hth and happy killing/questing what ever.
- Original Message -
From: Scott Chesworth scottcheswo...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 7:14 PM
Subject: [Audyssey] A question about turn-based combat in Entombed



Hi Folks,

Had some hardcore preparation to be done last night, so I did what any
good procrastinator would do, downloaded Entombed and ended up running
on 3 hours sleep and practically no preparation today.  I really
should get control over my gaming lol.

Anyway, this is my first foray into the world of roleplay strategy
type stuff, and so far I'm totally addicted.  The thing that puzzled
me though was that whenever I encounter an enemy or a group of them,
I'd check the battle timeline, and couldn't really spot the logic that
determines it each time.  Plus I'm reasonably sure that sometimes it
seemed much longer than others until it was my turn again.  Of course
this could be because it was stupid O'clock and I was impatient to get
on with rat smiting, but if someone could explain the logic of
turn-based I'd really appreciate it, think I'd have a better grasp of
strategies for each situation then.

Cheers
Scott

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Re: [Audyssey] A question about turn-based combat in Entombed

2009-11-11 Thread dark

Hi.

the battle timeline is worked out on the relative speed at which everyone 
can attack, thus if your fighting something fast you might not get as many 
hits in.


also, if you use abilities in combat like flurry or hide, you have to wait 
longer for your next turn.


Hth.

Beware the gRue!

Dark.
- Original Message - 
From: Scott Chesworth scottcheswo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 6:14 PM
Subject: [Audyssey] A question about turn-based combat in Entombed



Hi Folks,

Had some hardcore preparation to be done last night, so I did what any
good procrastinator would do, downloaded Entombed and ended up running
on 3 hours sleep and practically no preparation today.  I really
should get control over my gaming lol.

Anyway, this is my first foray into the world of roleplay strategy
type stuff, and so far I'm totally addicted.  The thing that puzzled
me though was that whenever I encounter an enemy or a group of them,
I'd check the battle timeline, and couldn't really spot the logic that
determines it each time.  Plus I'm reasonably sure that sometimes it
seemed much longer than others until it was my turn again.  Of course
this could be because it was stupid O'clock and I was impatient to get
on with rat smiting, but if someone could explain the logic of
turn-based I'd really appreciate it, think I'd have a better grasp of
strategies for each situation then.

Cheers
Scott

---
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[Audyssey] upcoming blastbay side scroller game

2009-11-11 Thread Chastity MORSE
Okay, is this available or is a demo available yet to try? What is the 
address for this please? 


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Re: [Audyssey] A question about turn-based combat in Entombed

2009-11-11 Thread Scott Chesworth
Duh, so obvious now you've pointed that out Peter, can't believe I
didn't think to try it!

Thanks man.

On 11/11/09, dark d...@xgam.org wrote:
 Hi.

 the battle timeline is worked out on the relative speed at which everyone
 can attack, thus if your fighting something fast you might not get as many
 hits in.

 also, if you use abilities in combat like flurry or hide, you have to wait
 longer for your next turn.

 Hth.

 Beware the gRue!

 Dark.
 - Original Message -
 From: Scott Chesworth scottcheswo...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, November 11, 2009 6:14 PM
 Subject: [Audyssey] A question about turn-based combat in Entombed


 Hi Folks,

 Had some hardcore preparation to be done last night, so I did what any
 good procrastinator would do, downloaded Entombed and ended up running
 on 3 hours sleep and practically no preparation today.  I really
 should get control over my gaming lol.

 Anyway, this is my first foray into the world of roleplay strategy
 type stuff, and so far I'm totally addicted.  The thing that puzzled
 me though was that whenever I encounter an enemy or a group of them,
 I'd check the battle timeline, and couldn't really spot the logic that
 determines it each time.  Plus I'm reasonably sure that sometimes it
 seemed much longer than others until it was my turn again.  Of course
 this could be because it was stupid O'clock and I was impatient to get
 on with rat smiting, but if someone could explain the logic of
 turn-based I'd really appreciate it, think I'd have a better grasp of
 strategies for each situation then.

 Cheers
 Scott

 ---
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Re: [Audyssey] Monkey Business

2009-11-11 Thread Charles Rivard
You can get it from

www.draconisentertainment.com
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- Original Message - 
From: Shirley Starblanket dyna.hender...@sasktel.net
To: gamers@audyssey.org
Sent: Wednesday, November 11, 2009 5:50 AM
Subject: [Audyssey] Monkey Business


Hey. I was wondering how I can get Monkey Business. I have the demo but I 
want to play the full version. Can someone help me? Thanks.


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Re: [Audyssey] upcoming blastbay side scroller game

2009-11-11 Thread dark

Hi.

I've just written a news post on the www.audiogames.nett site, you can read 
about all the important details,  and there's a link to download an 
audio clip showing off the game too.


Hth.

Beware the grue!

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

To: Gamers Discussion list Gamers@audyssey.org
Sent: Wednesday, November 11, 2009 7:01 PM
Subject: [Audyssey] upcoming blastbay side scroller game


Okay, is this available or is a demo available yet to try? What is the 
address for this please?


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Re: [Audyssey] Future of accessible games

2009-11-11 Thread Bryan Peterson
That's the case with a lot of the older Final Fantasy games. The quality 
started to take a dip at FF7 as far as I'm concerned but titles 1 through 6 
had scores that would stick in my mind for weeks on end. The same was true 
of games like Battle of Olympus, Crystalis, Blaster Master and the 
StarTropics 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: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 9:50 AM
Subject: Re: [Audyssey] Future of accessible games



Hi Bryan,
Yeah, some of those classic Nintendo games like Double Dragon, 
Castlevania, Megaman, etc had some really cool music traks. Just about 
everyone remembers the Super Mario Brothers tune, and it is an absolute 
classic in terms of game music. The Legend of Zelda was another one that 
had extremely good music that never quite gets old no matter how many 
times it is played. Game music may not be on the top 40 hits for the week, 
but some game themes are hard to forget once you hear them.


Bryan Peterson wrote:
I tend to aggree Thomas. In fact when I was in High School my dad used to 
download lont of game soundtracks in Midi format and put them on my 
computer. Particular favorites were the Castlevania and Final Fantasy 
games. Granted some game music MIDI files can be so off the mark it makes 
you want to cry, but then there are some that are near perfect 
renditions.
Homer: Hey, uh, could you go across the street and get me a slice of 
pizza?



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Re: [Audyssey] Blastbay Studios - upcoming sidescroller

2009-11-11 Thread Yohandy
curious: is there much difference between this game and something like Super 
Liam? I was definitely hoping for some vertical movement. I also hope it's 
worth the purchase price since it is a bit steep, and the game at least from 
the demo sounds quite simple and like something I could beat in a couple 
hours. reminds me of tarzan junior with better sound effects and 
movements. This is only my opinion though.




- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 8:35 AM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller



Hi Dark,

Yes, unfortunately at this time there is no virtical navigation; just the 
jumping up and the sideways movement. It is, as you say, a typical arcade 
shooter though with some twists.


The game is basically finished, I'm just doing some final tweaks based on 
tester feedback this week and then it'll be out.


Kind regards,

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 2:30 PM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller



Hi.

Glad to here there will be cutscenes, also about the bonuses etc.

I'm a litle sorry the game doesn't have any vertical elements,   
jumping
on different ledges to explore larger levels, climbing ropes or ladders 
etc.


Stil, it's a while sinse we've seen an interesting arcade style
release,  and this should certainly be good for those who would like 
to

play an arcade side scroller.

Beware the grue!

Dark.
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 12:58 PM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller



Hi Dark,

yes, the game is a sidescroller so there's only left and right movement.

Kind regards,

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 10:11 AM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller



Hi Philip.

The sounds are great, and I like the idea of jumping attacks and combos
on
the various enemies.

I also am amused by the intro scene,  I hope there are similar
intermissions throughout the game.

Just one question.

Is the game all left/right scrolling on one level? I did notice jumping
of
pits and significant attacks from all sides, - but actual progress
through the levels all seemed streight left/right in arcade style 
similar

to
Superliam.

Beware the Grue!

Dark.
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 4:20 AM
Subject: [Audyssey] Blastbay Studios - upcoming sidescroller



Hi folks,

Alongside the game creation toolkit, I've also been working on a
sidescroller called the Q9 action game. I intend to release this game 
in

about a week, and thought I'd post a little sneak preview for you to
enjoy. The game contains four worlds with three levels in each, a few
bonus rounds as well as a grand finale which is an intense boss 
battle.

All the enemies are dynamic so there's lots of replay value there, and
you
also have four difficulty levels to choose from ranging from easy to
insane.

This recording demonstrates a few levels from the game, from the 
simple

to
the more advanced ones.

The link is:
http://www.blastbay.com/audio/q9_preview.mp3

Feedback and spontaneous thoughts are more than welcome.

Thanks!

Kind regards,

Philip Bennefall
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Re: [Audyssey] Blastbay Studios - upcoming sidescroller

2009-11-11 Thread Yohandy
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Re: [Audyssey] Blind Adrenaline was Announcing All inPlay Blackjack!

2009-11-11 Thread Che
  Hi Peter,
  Yes, once the current round of tournaments is over, I'm going to allow
folks to reset their trial accounts so they can try out the new blackjack
game for themselves and see what they think.
  Regarding the system access issue, I was not aware it wasn't working with
blackjack, as it has been working on the other games, I'll get that fixed
and into the next release.
  Later taters,
  Che


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of peter Mahach
Sent: Wednesday, November 11, 2009 3:46 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Blind Adrenaline was Announcing All inPlay
Blackjack!

let me say this. if I could I'd certainly pop in, but my trial is over and

I'm in no spot to pay at the moment... and I dout I can make another 
account.
- Original Message - 
From: Che c...@blindadrenaline.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, November 10, 2009 11:36 PM
Subject: Re: [Audyssey] Blind Adrenaline was Announcing All inPlay 
Blackjack!


  Hi all,
  Che Martin from Blind Adrenaline here.
  As Ryan said, we've had a fully working version of blackjack out for a
 little while now.
  And to Michael's point about wanting something unique, we've done just
 that with burnout blackjack at Blind Adrenaline.
  This is a way to play against other human players in a tournament
 situation, instead of just old boring play against the dealer all the 
 time,
 which can be done with any simple hand held blackjack game, and gets old
 quick.
  I encourage you to check out both sites games and decide for yourself
 which you find more appealing. I could sit here and tell you about all the
 features of our games, but nothing replaces trying it out for yourself.
  Pop on over to
 http://www.blindAdrenaline.com/cardRoom
  and get a free two week membership to give it a shot.
Later
  Che


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Re: [Audyssey] Blastbay Studios - upcoming sidescroller

2009-11-11 Thread Philip Bennefall

Hi Peter,

There are three weapons in the game by default, the club and the slingshot 
as well as something called the deus shield. That basically protects you 
from injuries by throwing the enemy's own attack back at them, twice as hard 
and with a very satisfying clonk.


There is also a lazer that you can get, but that is only accessible by using 
a cheat code.


Kind regards,

Philip Bennefall
- Original Message - 
From: peter Mahach piterm...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 6:39 PM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller



on the note of weapons is the club and sling the only weapons available to
you? aren't there guns or such? I'd imagine that if q9's from somewhere 
in
a galaxy far far away he'd have some sort of laser or something with him 
or

he cold just pick up a gun or such.
another question, will there be a demo available? if so then what
restrictions will it have?
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 5:53 PM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller



Hi William,

No, the ammunition is definitely limited. you get more by picking up 
bonus

items in the levels, as well as the bonus rounds that come up here and
there.

Kind regards,

Philip Bennefall



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signature database 4333 (20090813) __


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http://www.eset.com




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Re: [Audyssey] Blastbay Studios - upcoming sidescroller

2009-11-11 Thread Philip Bennefall

Hi Ryan,

No, this game is written from the ground up in C++.

Kind regards,

Philip Bennefall
- Original Message - 
From: Ryan Smith computerwi...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 12, 2009 12:00 AM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller



Hi,
Is this game in JavaScript like Tarzan Junior?
Thanks.
On Wed, Nov 11, 2009 at 5:56 PM, Philip Bennefall phi...@blastbay.com 
wrote:

Hi Scott,

I'm glad you like the sound of the game. As for pricing, I have thoughts 
of
letting the price remain at what is now the $25 Christmas special all 
year
round, depending on how well it sells in the month of December and what 
the
public reactions are after the game is released. My main reason for 
saying

this is that European customers will also be required to pay the Swedish
value added tax on the purchase as I reside in Sweden, so if I were to 
put
it at $30 it'd be quite high an amount to pay. I'll have to see how it 
sells

and then decide.

On another note, you are able to adjust the background music volume with 
the

page up and down keys.

As for it being more of a novelty thing than something that you can come
back to over and over, I think there's quite a bit of replay value not 
only

because of the random enemies, but also because of the fact that you have
four different difficulty levels to choose from. So when you've beaten 
easy

just go on to normal, and there you have another task for yourself so to
speak.

Kind regards,

Philip Bennefall


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Re: [Audyssey] Blastbay Studios - upcoming sidescroller

2009-11-11 Thread Ryan Smith
Hi,
Is this game in JavaScript like Tarzan Junior?
Thanks.
On Wed, Nov 11, 2009 at 5:56 PM, Philip Bennefall phi...@blastbay.com wrote:
 Hi Scott,

 I'm glad you like the sound of the game. As for pricing, I have thoughts of
 letting the price remain at what is now the $25 Christmas special all year
 round, depending on how well it sells in the month of December and what the
 public reactions are after the game is released. My main reason for saying
 this is that European customers will also be required to pay the Swedish
 value added tax on the purchase as I reside in Sweden, so if I were to put
 it at $30 it'd be quite high an amount to pay. I'll have to see how it sells
 and then decide.

 On another note, you are able to adjust the background music volume with the
 page up and down keys.

 As for it being more of a novelty thing than something that you can come
 back to over and over, I think there's quite a bit of replay value not only
 because of the random enemies, but also because of the fact that you have
 four different difficulty levels to choose from. So when you've beaten easy
 just go on to normal, and there you have another task for yourself so to
 speak.

 Kind regards,

 Philip Bennefall

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Re: [Audyssey] Blastbay Studios - upcoming sidescroller

2009-11-11 Thread Philip Bennefall

Hi Scott,

I'm glad you like the sound of the game. As for pricing, I have thoughts of 
letting the price remain at what is now the $25 Christmas special all year 
round, depending on how well it sells in the month of December and what the 
public reactions are after the game is released. My main reason for saying 
this is that European customers will also be required to pay the Swedish 
value added tax on the purchase as I reside in Sweden, so if I were to put 
it at $30 it'd be quite high an amount to pay. I'll have to see how it sells 
and then decide.


On another note, you are able to adjust the background music volume with the 
page up and down keys.


As for it being more of a novelty thing than something that you can come 
back to over and over, I think there's quite a bit of replay value not only 
because of the random enemies, but also because of the fact that you have 
four different difficulty levels to choose from. So when you've beaten easy 
just go on to normal, and there you have another task for yourself so to 
speak.


Kind regards,

Philip Bennefall
- Original Message - 
From: Scott Chesworth scottcheswo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 7:07 PM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller



Going on the mp3 it does sound quite fun and fast paced.  Love the
sound effects that I heard, wasn't quite so blown away with the music
in terms of it enhancing atmospherics but that's just a personal taste
thing, that's kinda the purpose music in games serves to my mind.

My only initial thought was the price point.  I mean even with
randomised enemies and items, this still seems like more of a novelty
title, and surely isn't going to have the replay value of MOTA, which
will only be a mere $5 more, $10 I guess if it's in time for
Christmas.  I suppose what I'm getting at is that I doubt many people
will be able to afford both at this time of year, definitely include
the International buyers in that bunch seeing as the Dollar is pretty
strong currently.  With only a name and a key required to unlock the
game the sad truth is that it'll be floating about as a freebie before
you know it.  I'm not saying that's right and I wouldn't leach a free
copy personally, just taking the realistic view.  Of course, it's not
my place in the slightest to advise you how to set your prices Philip,
just musing outloud in case it gives you or anyone else planning to
release anything this close to Christmas food for thought.

Cheers, looking forward to the playable demo.
Scott

On 11/11/09, peter Mahach piterm...@gmail.com wrote:
on the note of weapons is the club and sling the only weapons available 
to
you? aren't there guns or such? I'd imagine that if q9's from somewhere 
in
a galaxy far far away he'd have some sort of laser or something with him 
or

he cold just pick up a gun or such.
another question, will there be a demo available? if so then what
restrictions will it have?
- Original Message -
From: Philip Bennefall phi...@blastbay.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 5:53 PM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller



Hi William,

No, the ammunition is definitely limited. you get more by picking up 
bonus


items in the levels, as well as the bonus rounds that come up here and
there.

Kind regards,

Philip Bennefall



__ Information from ESET Smart Security, version of virus 
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database 4333 (20090813) __

The message was checked by ESET Smart Security.

http://www.eset.com




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Re: [Audyssey] Blastbay Studios - upcoming sidescroller

2009-11-11 Thread dark
Well on the movement front i'LL AGREE,  AND i ADMIT i WAS HOPING FOR A 
MORE SERIOUS SIDE SCROLLER.


Then again, unlike either tj or superliam, this does feature random 
appearing enemies and items. Whether this will be enough to keep the game 
fresh isn't something anyone can say before the game is released.


I will say though, that one thing which impressed me in Tj was the 
differences in the difficulty modes.


I finished easy on the first day I bought the game, - normal took me far 
longer (and more slingshot use), and there are bits of hard I've never 
completed yet.


Therefore, I'll reserve judgement on the game length until I've got an idea 
of this.


To philip,  one question. Are there any unlockables, extra endings or 
other content to play for in the game? Do you for instance get better 
endings with finishing each diffficu8lty?


Sinse the game's audio seems to be very high quality, I'd be pleased if this 
was offered as a reward to players for completing harder challenges in the 
game.


Beware the grue!

Dark. 



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Re: [Audyssey] Blastbay Studios - upcoming sidescroller

2009-11-11 Thread dark
Hmmm, I'd have personally preferred an unlockable weapon to one accessed 
with a code, - though if you get the cheats as a reward for completing 
the game,  fair enough.


Beware the grue!

dark.
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 10:50 PM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller



Hi Peter,

There are three weapons in the game by default, the club and the slingshot 
as well as something called the deus shield. That basically protects you 
from injuries by throwing the enemy's own attack back at them, twice as 
hard and with a very satisfying clonk.


There is also a lazer that you can get, but that is only accessible by 
using a cheat code.


Kind regards,

Philip Bennefall
- Original Message - 
From: peter Mahach piterm...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 6:39 PM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller


on the note of weapons is the club and sling the only weapons available 
to
you? aren't there guns or such? I'd imagine that if q9's from somewhere 
in
a galaxy far far away he'd have some sort of laser or something with him 
or

he cold just pick up a gun or such.
another question, will there be a demo available? if so then what
restrictions will it have?
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 5:53 PM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller



Hi William,

No, the ammunition is definitely limited. you get more by picking up 
bonus

items in the levels, as well as the bonus rounds that come up here and
there.

Kind regards,

Philip Bennefall



__ Information from ESET Smart Security, version of virus 
signature database 4333 (20090813) __


The message was checked by ESET Smart Security.

http://www.eset.com




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Re: [Audyssey] Blastbay Studios - upcoming sidescroller

2009-11-11 Thread Philip Bennefall

Hi Dark,

If you enjoyed the differences between the difficulty levels in Tj, you will 
not be disappointed with this. I would go as far as saying that Tj is not 
even comparable, not only because of the inferior sound quality but also 
because of the poor performance. Heck of a difference between Java Script 
and C++...


As for different endings depending on difficulty levels, that's a good idea; 
i'll go record some. I'll make it so that you get a cheat code file when you 
beat the game, however you are able to use the cheat codes if you know them 
before having completed the game; at least that's the case at this time.


After the first version is released I'll listen a great deal to customer 
feedback and make changes accordingly for a 1.1 upgrade which, I should 
mention, will be free for all registered users.


Kind regards,
Philip Bennefall
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 12, 2009 12:48 AM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller



Well on the movement front i'LL AGREE,  AND i ADMIT i WAS HOPING FOR A
MORE SERIOUS SIDE SCROLLER.

Then again, unlike either tj or superliam, this does feature random
appearing enemies and items. Whether this will be enough to keep the game
fresh isn't something anyone can say before the game is released.

I will say though, that one thing which impressed me in Tj was the
differences in the difficulty modes.

I finished easy on the first day I bought the game, - normal took me 
far

longer (and more slingshot use), and there are bits of hard I've never
completed yet.

Therefore, I'll reserve judgement on the game length until I've got an 
idea

of this.

To philip,  one question. Are there any unlockables, extra endings or
other content to play for in the game? Do you for instance get better
endings with finishing each diffficu8lty?

Sinse the game's audio seems to be very high quality, I'd be pleased if 
this

was offered as a reward to players for completing harder challenges in the
game.

Beware the grue!

Dark.


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Re: [Audyssey] Blastbay Studios - upcoming sidescroller

2009-11-11 Thread dark

Hi.

Sounds good.

I'd personally love to see more unlockables,  bits of audio, extra 
endings, cheat codes or whatever in audio games.


It's a great way to stick extra challenge into a game and expand the arcade 
game concept further, and to actually give players both a reward and 
incentive to play the game on harder difficulties,  or in harder ways, 
for instance only using a single weapon.


The only audio game which has really used unlockables extensively thus far 
is Judgement day with the trophies,  which is a shame.


I'm not sure how hard programming unlockable content or specific 
challenges, - such as completing the game only using the club weapon, or 
complete it under a certain time limit would be, but if possible it's a 
feature I'd very much like to see implemented.


Beware the grue!

Dark. 



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Re: [Audyssey] Blastbay Studios - upcoming sidescroller

2009-11-11 Thread Philip Bennefall

Hi Dark,

With 97 % of the game already completed I have about 6 or 7 days where I'll 
be doing little tweaks, and this is a great time for me to add the kind of 
things that you mention. I will, for instance, have different game over 
scenes depending on how you die; whether you fall down a pit or in what 
world you are killed etc. I have the house to myself for two days so with 
the windows shut, I can pretty much make as freaky and loud noises as I 
please which should work well for these extra scenes without having to worry 
about scaring the neighbours.


The difficult thing is not really to program these things, it's to come up 
with ideas for what to do if the user completes the particular task.


Kind regards,

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 12, 2009 1:27 AM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller



Hi.

Sounds good.

I'd personally love to see more unlockables,  bits of audio, extra
endings, cheat codes or whatever in audio games.

It's a great way to stick extra challenge into a game and expand the 
arcade

game concept further, and to actually give players both a reward and
incentive to play the game on harder difficulties,  or in harder ways,
for instance only using a single weapon.

The only audio game which has really used unlockables extensively thus far
is Judgement day with the trophies,  which is a shame.

I'm not sure how hard programming unlockable content or specific
challenges, - such as completing the game only using the club weapon, 
or

complete it under a certain time limit would be, but if possible it's a
feature I'd very much like to see implemented.

Beware the grue!

Dark.


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[Audyssey] why do cheat codes exist?

2009-11-11 Thread Charles Rivard
I know that programmers and testers use cheat codes so that they can test 
certain aspects of games before they are sold or given to the public, but why 
do you, as a gamer, use them?  After all, it's cheating.  I ask this to see 
what answers I get.
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Re: [Audyssey] why do cheat codes exist?

2009-11-11 Thread Philip Bennefall

Hi Charles,

Personally as a gamer I enjoy using cheats sometimes, particularly if I've 
already beaten the game and want to abuse it a little. It's pretty much just 
to see how far you can stretch the boundries of it, if that makes any sense? 
And from a programming perspective, they're great fun.


Kind regards,
Philip Bennefall
- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net

To: audyssey gamers group Gamers@audyssey.org
Sent: Thursday, November 12, 2009 5:54 AM
Subject: [Audyssey] why do cheat codes exist?


I know that programmers and testers use cheat codes so that they can test 
certain aspects of games before they are sold or given to the public, but 
why do you, as a gamer, use them?  After all, it's cheating.  I ask this to 
see what answers I get.

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Re: [Audyssey] why do cheat codes exist?

2009-11-11 Thread Hayden Presley
Exactly, and you can really have fun if you don't intend to actualll post
your scores are anything; I hardly use them myself, though.
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Wednesday, November 11, 2009 7:11 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] why do cheat codes exist?

Hi Charles,

Personally as a gamer I enjoy using cheats sometimes, particularly if I've 
already beaten the game and want to abuse it a little. It's pretty much just

to see how far you can stretch the boundries of it, if that makes any sense?

And from a programming perspective, they're great fun.

Kind regards,
Philip Bennefall
- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net
To: audyssey gamers group Gamers@audyssey.org
Sent: Thursday, November 12, 2009 5:54 AM
Subject: [Audyssey] why do cheat codes exist?


I know that programmers and testers use cheat codes so that they can test 
certain aspects of games before they are sold or given to the public, but 
why do you, as a gamer, use them?  After all, it's cheating.  I ask this to

see what answers I get.
 ---
 In God we trust!
 ---
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Re: [Audyssey] night of parisite?

2009-11-11 Thread Hayden Presley
But I don't think it works.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jacob Kruger
Sent: Wednesday, November 11, 2009 9:33 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] night of parisite?

I just found the download link off the review page on audiogames.net.

Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

- Original Message - 
From: Hayden Presley hdpres...@hotmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Wednesday, November 11, 2009 2:07 AM
Subject: Re: [Audyssey] night of parisite?


 Could you send it to hdpres...@hotmail.com, or give me a place to get it?

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of tim
 Sent: Tuesday, November 10, 2009 5:58 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] night of parisite?

 hey there I have the setup file if you would like it. my msn and skype are
 at the very bottom of the message.  my msn is my email address as well
 - Original Message - 
 From: Hayden Presley hdpres...@hotmail.com
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Tuesday, November 10, 2009 17:43
 Subject: Re: [Audyssey] night of parisite?


 Could someone tell me where to get that game?

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of tim
 Sent: Tuesday, November 10, 2009 5:35 PM
 To: gamers@Audyssey.org
 Subject: [Audyssey] night of parisite?

 hi all have a quick question about NOP I can't for the life of me get
 passed
 the third level and destroy the matter in the second flor with the double
 bed and the wordrobe.  or get pass it any way. keep getting killed. any
 special things I should note or do so I can make it passed instead of
 always
 ending up in the same spot? lol thanks all! been at this for weeks now
 haven't given up, but would like some pointers grins.




 after dark chat system, fun! free! for everyone! call it 724-507-.
 skype
 is oden2006, MSN is isfe...@gmail.com.
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 after dark chat system, fun! free! for everyone! call it 724-507-.
 skype

 is oden2006, MSN is isfe...@gmail.com.


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 signature database 4595 (2009) __

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Re: [Audyssey] Blastbay Studios - upcoming sidescroller

2009-11-11 Thread dark
Hmmm, Philip, you obviously have nicer neighbors than mine,  they 
complain at me maliciously walking! around my flat! oh the horror!


anyway, I'll look forward to seeing what weerdness you can come up with.

There are alsorts of possible tasks,  kkilling a certain number of 
enemies of a given type, being too fast or too slow, using a particular 
weapon all the time,  or significantly etc.


This could also have people playing the game in a different style to earn 
rewards,  such as doing everything close range to get a club specific 
ending, which is always good.


I'll be interested to see what ends up in the game.

Beware the greu!

Dark.
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 12, 2009 12:38 AM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller



Hi Dark,

With 97 % of the game already completed I have about 6 or 7 days where 
I'll be doing little tweaks, and this is a great time for me to add the 
kind of things that you mention. I will, for instance, have different game 
over scenes depending on how you die; whether you fall down a pit or in 
what world you are killed etc. I have the house to myself for two days so 
with the windows shut, I can pretty much make as freaky and loud noises as 
I please which should work well for these extra scenes without having to 
worry about scaring the neighbours.


The difficult thing is not really to program these things, it's to come up 
with ideas for what to do if the user completes the particular task.


Kind regards,

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 12, 2009 1:27 AM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller



Hi.

Sounds good.

I'd personally love to see more unlockables,  bits of audio, extra
endings, cheat codes or whatever in audio games.

It's a great way to stick extra challenge into a game and expand the 
arcade

game concept further, and to actually give players both a reward and
incentive to play the game on harder difficulties,  or in harder 
ways,

for instance only using a single weapon.

The only audio game which has really used unlockables extensively thus 
far

is Judgement day with the trophies,  which is a shame.

I'm not sure how hard programming unlockable content or specific
challenges, - such as completing the game only using the club weapon, 
or

complete it under a certain time limit would be, but if possible it's a
feature I'd very much like to see implemented.

Beware the grue!

Dark.


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[Audyssey] Problem with BlastBay Demo

2009-11-11 Thread Hayden Presley
I can't seem to get the audio demo to play.

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Re: [Audyssey] why do cheat codes exist?

2009-11-11 Thread dark
i personally use cheat codes more in mainstream games than in audio 
games,  and usually either to compensate for a sight problem, or lack of 
a particular feature.


I for instance use level select or skip codes in many Snes games to serve 
the function that passwords and saves serve later,  ie, letting me start 
from the same level i died on.


I've never done this in an audio game though, sinse audiogames are usually 
either pre-built with save features, or so short as to make them 
unnecessary.


In mainstream games I also sometimes use unlimited time cheats because it 
takes longer to view the screen for me, --- but again, this doesn't apply in 
audio games.


I sometimes like cheat weapon codes for novelty,  especially when that 
weapon is a weerd one which doesn't appear in the game,  though I 
usually complete the game streight first, and I prefer such weapon codes to 
be given as a secret after I've completed the game normally like the 
flamethrower in pipe2.


I haven't met an audio game that I've actively desired a cheat for, sinse 
most have sufficiently balanced difficulty and saving features for me not to 
want one,  though I enjoy them as an ulockable reward or something to 
play with later on.


The only time I'd say cheats are a really bad thing, is when people just put 
in an infinite lives or energy cheat and skim right through from end to end, 
then shelve the game and never play it again. Cheat codes however, are good 
for people who are frustrated with a given game and when the choice is cheat 
or forget it,  cheating is better.


I've done that myself in both mainstream games and some interactive fiction 
titles with impossible puzles.


Just my thoughts here,  anyone is free to disagree.

Beware the grue!

Dark.
- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net

To: audyssey gamers group Gamers@audyssey.org
Sent: Thursday, November 12, 2009 4:54 AM
Subject: [Audyssey] why do cheat codes exist?


I know that programmers and testers use cheat codes so that they can test 
certain aspects of games before they are sold or given to the public, but 
why do you, as a gamer, use them?  After all, it's cheating.  I ask this to 
see what answers I get.

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Re: [Audyssey] why do cheat codes exist?

2009-11-11 Thread Yohandy
they exist to have fun I guess. I use cheatcodes only when I've beaten a 
game every possible way. then if I'm bored I just use them to have some fun 
and when there's nothing better to do.



- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net

To: audyssey gamers group Gamers@audyssey.org
Sent: Wednesday, November 11, 2009 11:54 PM
Subject: [Audyssey] why do cheat codes exist?


I know that programmers and testers use cheat codes so that they can test 
certain aspects of games before they are sold or given to the public, but 
why do you, as a gamer, use them?  After all, it's cheating.  I ask this to 
see what answers I get.

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Re: [Audyssey] Blastbay Studios - upcoming sidescroller

2009-11-11 Thread Yohandy
Something that seems to really be lacking in audiogames is trophy support or 
some sort of incentive for completing objectives in a game. would be awesome 
if something like that was added to this game. not to mention it would add 
lots of replay value.


- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 7:15 PM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller



Hi Dark,

If you enjoyed the differences between the difficulty levels in Tj, you 
will not be disappointed with this. I would go as far as saying that Tj is 
not even comparable, not only because of the inferior sound quality but 
also because of the poor performance. Heck of a difference between Java 
Script and C++...


As for different endings depending on difficulty levels, that's a good 
idea; i'll go record some. I'll make it so that you get a cheat code file 
when you beat the game, however you are able to use the cheat codes if you 
know them before having completed the game; at least that's the case at 
this time.


After the first version is released I'll listen a great deal to customer 
feedback and make changes accordingly for a 1.1 upgrade which, I should 
mention, will be free for all registered users.


Kind regards,
Philip Bennefall
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 12, 2009 12:48 AM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller


Well on the movement front i'LL AGREE,  AND i ADMIT i WAS HOPING FOR 
A

MORE SERIOUS SIDE SCROLLER.

Then again, unlike either tj or superliam, this does feature random
appearing enemies and items. Whether this will be enough to keep the game
fresh isn't something anyone can say before the game is released.

I will say though, that one thing which impressed me in Tj was the
differences in the difficulty modes.

I finished easy on the first day I bought the game, - normal took me 
far

longer (and more slingshot use), and there are bits of hard I've never
completed yet.

Therefore, I'll reserve judgement on the game length until I've got an 
idea

of this.

To philip,  one question. Are there any unlockables, extra endings or
other content to play for in the game? Do you for instance get better
endings with finishing each diffficu8lty?

Sinse the game's audio seems to be very high quality, I'd be pleased if 
this
was offered as a reward to players for completing harder challenges in 
the

game.

Beware the grue!

Dark.


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Re: [Audyssey] Blastbay Studios - upcoming sidescroller

2009-11-11 Thread Yohandy

Philip,
are we able to post our scores online?

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 7:27 PM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller



Hi.

Sounds good.

I'd personally love to see more unlockables,  bits of audio, extra 
endings, cheat codes or whatever in audio games.


It's a great way to stick extra challenge into a game and expand the 
arcade game concept further, and to actually give players both a reward 
and incentive to play the game on harder difficulties,  or in harder 
ways, for instance only using a single weapon.


The only audio game which has really used unlockables extensively thus far 
is Judgement day with the trophies,  which is a shame.


I'm not sure how hard programming unlockable content or specific 
challenges, - such as completing the game only using the club weapon, 
or complete it under a certain time limit would be, but if possible it's a 
feature I'd very much like to see implemented.


Beware the grue!

Dark.

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Re: [Audyssey] Blastbay Studios - upcoming sidescroller

2009-11-11 Thread Hayden Presley
Just found that trailer...that's some kind of action in the Death World-I
feel sorry for Q9 already.
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Yohandy
Sent: Wednesday, November 11, 2009 8:05 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller

Philip,
are we able to post our scores online?

- Original Message - 
From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 7:27 PM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller


 Hi.

 Sounds good.

 I'd personally love to see more unlockables,  bits of audio, extra 
 endings, cheat codes or whatever in audio games.

 It's a great way to stick extra challenge into a game and expand the 
 arcade game concept further, and to actually give players both a reward 
 and incentive to play the game on harder difficulties,  or in harder 
 ways, for instance only using a single weapon.

 The only audio game which has really used unlockables extensively thus far

 is Judgement day with the trophies,  which is a shame.

 I'm not sure how hard programming unlockable content or specific 
 challenges, - such as completing the game only using the club weapon, 
 or complete it under a certain time limit would be, but if possible it's a

 feature I'd very much like to see implemented.

 Beware the grue!

 Dark.

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Re: [Audyssey] Blastbay Studios - upcoming sidescroller

2009-11-11 Thread Philip Bennefall

Hi Yohandy,

At this time there is only a local top ten, however I'll definitely add 
online score posting; the question is just when. It'll either be during this 
tweak week that I have ahead of me where I just add little bits and pieces, 
or it will be together with a whole bunch of upgrades for a 1.1 release. 
Right now I'm mainly concentrating on adding little secrets, extra audio 
clips, that sort of thing.


Kind regards,

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 12, 2009 3:05 AM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller



Philip,
are we able to post our scores online?

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 7:27 PM
Subject: Re: [Audyssey] Blastbay Studios - upcoming sidescroller



Hi.

Sounds good.

I'd personally love to see more unlockables,  bits of audio, extra
endings, cheat codes or whatever in audio games.

It's a great way to stick extra challenge into a game and expand the
arcade game concept further, and to actually give players both a reward
and incentive to play the game on harder difficulties,  or in harder
ways, for instance only using a single weapon.

The only audio game which has really used unlockables extensively thus 
far

is Judgement day with the trophies,  which is a shame.

I'm not sure how hard programming unlockable content or specific
challenges, - such as completing the game only using the club weapon,
or complete it under a certain time limit would be, but if possible it's 
a

feature I'd very much like to see implemented.

Beware the grue!

Dark.

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No virus found in this incoming message.
Checked by AVG - www.avg.com
Version: 8.5.425 / Virus Database: 270.14.60/2495 - Release Date: 11/10/09 
19:56:00



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Re: [Audyssey] why do cheat codes exist?

2009-11-11 Thread Allan Thompson

Hi,
Cheat codes are fun, pure and simple. However, they are a diffrent kind of 
fun.
I would compare the purist method of play versus the cheat type of play 
like this.
In the first, you are playing a game of chess against an intelligent equal, 
in the second, you are playing chess against a monkey.
The first game is serious, challenges your  skills, causes you  to learn an 
improve. When you win, if you win, you feel satisfied in the victory.
Then there is the monkey game. You turn your pawn into a tank, and destroy 
the monkeys rooks with a photon torpedo. The monkey don't care, and neither 
do you. No seriousness, no brain drain, no putting way too much effort and 
time into what amounts to a bit of electricity pushing around little   bits 
of electronic nothingness. You flameThrower the monkeys queen, he don't 
care, he's a monkey, and you don't care, cause you got this awesome 
flameThrower and you are blowing those monkeys pieces to kingdom come!!

It is all fun, just diffrent.
So I like cheat codes. I don't look down on anyone who does use cheat codes 
because if they are willing to download it, or buy it, they are more then 
entitled to play the heck out of that game anyway they please without me 
judging them. They aren't worse players or people for it, they aren't 
better, just diffrent.
That is the crux. Cheat codes are not an insight into a persons moral 
quality or life attitude. It is just a game, they are just getting some 
enjoyment until they have to go back to life, and the world keeps spinning.
Besides...I like monkeys. People get all upset when you use a flameThrower 
on their chess pieces, grin.
al 




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Re: [Audyssey] why do cheat codes exist?

2009-11-11 Thread dark
Lol! al,  but don't call him a monkey or you'll be liable to have your 
bishops thrust up your nose!


Seriously I agree, however the one use of cheat codes I'm not keen on is 
when people play a game for a few hours, decide they don't like it, cheat 
it,  then never play it again because they've seen it.


I saw that atitude on several occasions back in the old Amigar days when 
cracked disks with in put cheat menues on games were a common thing.


Personally, I did mostly always play with cheats back then,  even 
infinite lives or energy (I was only eight), but in my defense, I did always 
replay games a lot just for the exploration factor and the fun.


Beware the grue!

Dark.
- Original Message - 
From: Allan Thompson allan1.thomp...@cox.net
To: Charles Rivard woofer...@sbcglobal.net; Gamers Discussion list 
gamers@audyssey.org

Sent: Thursday, November 12, 2009 3:35 AM
Subject: Re: [Audyssey] why do cheat codes exist?



Hi,
Cheat codes are fun, pure and simple. However, they are a diffrent kind of 
fun.
I would compare the purist method of play versus the cheat type of 
play like this.
In the first, you are playing a game of chess against an intelligent 
equal, in the second, you are playing chess against a monkey.
The first game is serious, challenges your  skills, causes you  to learn 
an improve. When you win, if you win, you feel satisfied in the victory.
Then there is the monkey game. You turn your pawn into a tank, and destroy 
the monkeys rooks with a photon torpedo. The monkey don't care, and 
neither do you. No seriousness, no brain drain, no putting way too much 
effort and time into what amounts to a bit of electricity pushing around 
little   bits of electronic nothingness. You flameThrower the monkeys 
queen, he don't care, he's a monkey, and you don't care, cause you got 
this awesome flameThrower and you are blowing those monkeys pieces to 
kingdom come!!

It is all fun, just diffrent.
So I like cheat codes. I don't look down on anyone who does use cheat 
codes because if they are willing to download it, or buy it, they are more 
then entitled to play the heck out of that game anyway they please without 
me judging them. They aren't worse players or people for it, they aren't 
better, just diffrent.
That is the crux. Cheat codes are not an insight into a persons moral 
quality or life attitude. It is just a game, they are just getting some 
enjoyment until they have to go back to life, and the world keeps 
spinning.
Besides...I like monkeys. People get all upset when you use a flameThrower 
on their chess pieces, grin.

al


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Re: [Audyssey] why do cheat codes exist?

2009-11-11 Thread Allan Thompson
Yeah, I hear you. Some people do that, but really, it doesn't bother me. 
It's their time to use or abuse as they wish.
What would miff me is if there was money on the table, and they cheated you 
out of it, let's say for a contest or tournament. Other then that, I just 
let monkeys lie, grin. - Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 11, 2009 11:09 PM
Subject: Re: [Audyssey] why do cheat codes exist?


Lol! al,  but don't call him a monkey or you'll be liable to have your 
bishops thrust up your nose!


Seriously I agree, however the one use of cheat codes I'm not keen on is 
when people play a game for a few hours, decide they don't like it, cheat 
it,  then never play it again because they've seen it.


I saw that atitude on several occasions back in the old Amigar days when 
cracked disks with in put cheat menues on games were a common thing.


Personally, I did mostly always play with cheats back then,  even 
infinite lives or energy (I was only eight), but in my defense, I did 
always replay games a lot just for the exploration factor and the fun.


Beware the grue!

Dark.
- Original Message - 
From: Allan Thompson allan1.thomp...@cox.net
To: Charles Rivard woofer...@sbcglobal.net; Gamers Discussion list 
gamers@audyssey.org

Sent: Thursday, November 12, 2009 3:35 AM
Subject: Re: [Audyssey] why do cheat codes exist?



Hi,
Cheat codes are fun, pure and simple. However, they are a diffrent kind 
of fun.
I would compare the purist method of play versus the cheat type of 
play like this.
In the first, you are playing a game of chess against an intelligent 
equal, in the second, you are playing chess against a monkey.
The first game is serious, challenges your  skills, causes you  to learn 
an improve. When you win, if you win, you feel satisfied in the victory.
Then there is the monkey game. You turn your pawn into a tank, and 
destroy the monkeys rooks with a photon torpedo. The monkey don't care, 
and neither do you. No seriousness, no brain drain, no putting way too 
much effort and time into what amounts to a bit of electricity pushing 
around little   bits of electronic nothingness. You flameThrower the 
monkeys queen, he don't care, he's a monkey, and you don't care, cause 
you got this awesome flameThrower and you are blowing those monkeys 
pieces to kingdom come!!

It is all fun, just diffrent.
So I like cheat codes. I don't look down on anyone who does use cheat 
codes because if they are willing to download it, or buy it, they are 
more then entitled to play the heck out of that game anyway they please 
without me judging them. They aren't worse players or people for it, they 
aren't better, just diffrent.
That is the crux. Cheat codes are not an insight into a persons moral 
quality or life attitude. It is just a game, they are just getting some 
enjoyment until they have to go back to life, and the world keeps 
spinning.
Besides...I like monkeys. People get all upset when you use a 
flameThrower on their chess pieces, grin.

al


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Re: [Audyssey] why do cheat codes exist?

2009-11-11 Thread Thomas Ward

Hi Charles,
That's a good question. As most people know I don't use cheat codes for 
serious gaming, but I sometimes do if the mood strikes. I am most often 
likely to use a cheat code or codes when I'm in a really bad mood. Like 
if I just want to get into a game and go on a blind rampage blowing up 
everyone and everything in site. Many games have an invincibility cheat 
so you can do anything in the game and not lose health or get damaged by 
it. That basically gives the player godlike powers and abilitys. Here is 
a case in point.
Back before I lost my sight I use to play a game called Star Wars Dark 
Forces. It is basically about a former Imperial officer who has joined 
the Rebbel Alliance, and ends up carrying out several missions. As the 
plot unfolds you discover the Empire is creating a new type of storm 
trooper called the dark troopers. When playing the game normally the 
dark troopers are serious foes to kill. However, if you use the 
invincibility cheat it was sort of funny marching right through the 
heart of the Imperial base blowing up everyone and everything in site. 
When the dark troopers would attack you could fight an entire army of 
them, not take damage, and pretty much take your time killing each one 
of them very very slowly. Basically, you were like a god doing what you 
pleased when you pleased, and the Empire's crack comandos couldn't touch 
you. It was especially funny dropping a thermal detonator, and sitting 
right on it when it exploded. All of the troopers would blow up, Kyle 
would yell, but he was still there undamaged while everything else in 
the room is blown to pieces. Basically, I did it for kicks, but I never 
took the game seriously as I did it though.




Charles Rivard wrote:

I know that programmers and testers use cheat codes so that they can test 
certain aspects of games before they are sold or given to the public, but why 
do you, as a gamer, use them?  After all, it's cheating.  I ask this to see 
what answers I get.
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Re: [Audyssey] why do cheat codes exist?

2009-11-11 Thread dark
Well it doesn't annoy me in the And for this crime you shal be hung head 
downwards by the toes in a vat of extremely garlic butter, while latest boy 
band music is pumped eternally into your ears, and inexpert acupuncture 
practitioners practice all their vile arts upon your quivering carcus sort 
of way, - it just peeves me a bit that people don't appreciate the game.


Beware the grue!

Dark. 



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Re: [Audyssey] why do cheat codes exist?

2009-11-11 Thread Scott Chesworth
Dark: Well I think I can speak for all of us when I say that I hope I
never annoy you in the And for this crime you shal be hung head
downwards by the toes in a vat of extremely garlic butter, while
latest boy band music is pumped eternally into your ears, and inexpert
acupuncture practitioners practice all their vile arts upon your
quivering carcus sort of way. If someone does soon though, hold that
thought, rumour has it SO Solid Crew are reforming, you surely won't
find much worse music to pump their ears with than that.

Tom: Dark Forces and Jedi Knight were both killer games! I also used
to use the invinsibility cheats to quell rage, on particularly grim
days I might've done the same thing during the one on one duals in
Jedi Knight just for the luxury of it lol.

I confess, I've never used a cheat in an audio game yet. This is
mainly due to a lack of knowledge. where can I find such things?

On 11/12/09, dark d...@xgam.org wrote:
 Well it doesn't annoy me in the And for this crime you shal be hung head
 downwards by the toes in a vat of extremely garlic butter, while latest boy
 band music is pumped eternally into your ears, and inexpert acupuncture
 practitioners practice all their vile arts upon your quivering carcus sort
 of way, - it just peeves me a bit that people don't appreciate the game.

 Beware the grue!

 Dark.


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[Audyssey] Alocating skill points in Entombed

2009-11-11 Thread Scott Chesworth
Hi all,

Unless the novelty wears off of this awesome game in the next couple
of days, I'll be joining the Entombed discussion list and bugging them
with my newbish questions, but for now...

How do I alocate skill points?  I hit c, tab to my desired character,
they might have 8 skill points to alocate for example so I pick a
skill I want to increase, hit enter on it, then scroll back to confirm
changes and get told that my changes have been saved.  But when I look
under skills, my character is still at level 1 for that skill and when
I go back to alocate skill points I'll still have the same amount of
points to be alocated. Does that make sense?

Cheers
Scott

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Re: [Audyssey] Alocating skill points in Entombed

2009-11-11 Thread Jeremy Hartley

Hello.

You alocate skill points by arrowing to the skill you wish to raise, and 
hitting the plus key.  Either plus key works, the one on the number pad or 
the regular plus key on your number row.


Jeremy

- Original Message - 
From: Scott Chesworth scottcheswo...@gmail.com

To: gamers@audyssey.org
Sent: Wednesday, November 11, 2009 10:36 PM
Subject: [Audyssey] Alocating skill points in Entombed



Hi all,

Unless the novelty wears off of this awesome game in the next couple
of days, I'll be joining the Entombed discussion list and bugging them
with my newbish questions, but for now...

How do I alocate skill points?  I hit c, tab to my desired character,
they might have 8 skill points to alocate for example so I pick a
skill I want to increase, hit enter on it, then scroll back to confirm
changes and get told that my changes have been saved.  But when I look
under skills, my character is still at level 1 for that skill and when
I go back to alocate skill points I'll still have the same amount of
points to be alocated. Does that make sense?

Cheers
Scott

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__ Information from ESET NOD32 Antivirus, version of virus 
signature database 4598 (20091112) __


The message was checked by ESET NOD32 Antivirus.

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Re: [Audyssey] why do cheat codes exist?

2009-11-11 Thread dark
www.audiogames.net has some,  though it's worth noting that when most 
audiogames have cheats, their specific to the copy of the game,  so 
can't really be repeated.


Many audiogames also don't have cheats at all.

Oh, and I hope that makes clear what happens to people who do! annoy 
me,  and serve them right!


guahahaha!

Beware the grue!

Dark. 



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Re: [Audyssey] Alocating skill points in Entombed

2009-11-11 Thread dark

Hi scot.

It's for this reason the entombed Wiki exists,  you can find the link on 
the audiogames.net site.


You can alocate skill points with the  dash and equals,  also known as 
pluss and minus keys, which are just to the left of backspace on most 
keyboards,  oh, and noobish questions are welcomed on the entombed list.


Hth.

Beware the Grue!

Dark.
- Original Message - 
From: Scott Chesworth scottcheswo...@gmail.com

To: gamers@audyssey.org
Sent: Thursday, November 12, 2009 6:36 AM
Subject: [Audyssey] Alocating skill points in Entombed



Hi all,

Unless the novelty wears off of this awesome game in the next couple
of days, I'll be joining the Entombed discussion list and bugging them
with my newbish questions, but for now...

How do I alocate skill points?  I hit c, tab to my desired character,
they might have 8 skill points to alocate for example so I pick a
skill I want to increase, hit enter on it, then scroll back to confirm
changes and get told that my changes have been saved.  But when I look
under skills, my character is still at level 1 for that skill and when
I go back to alocate skill points I'll still have the same amount of
points to be alocated. Does that make sense?

Cheers
Scott

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