Re: [Audyssey] Jim Kitchen's trivia games

2009-12-28 Thread peter Mahach
THESE GAMES INTERFACE DIRECTLY WITH Sapi so we don't have any sort of jaws 
readable message that the speech history mode could intercept, so the only 
way out I see is jim interfacing with the jaws api and calling the braille 
scripts that way. but then people start complaining hey hey I'm using 
wineyes! what about me! and so on.
- Original Message - 
From: Kevin Weispfennig kevin.weispfen...@gmx.net
To: Charles Rivard woofer...@sbcglobal.net; Gamers Discussion list 
gamers@audyssey.org

Sent: Sunday, December 27, 2009 7:53 PM
Subject: Re: [Audyssey] Jim Kitchen's trivia games



I am not exactly sure if you can do that.
Because it is coded for sapi 5 kind of games.


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

To: audyssey gamers group Gamers@audyssey.org
Sent: Sunday, December 27, 2009 10:57 PM
Subject: [Audyssey] Jim Kitchen's trivia games


Anyone done any experimenting with hooking a 40-cell Pac Mate braille 
display to their PC and playing Jim's trivia games using it?  The reason 
I ask is that the SAPI speech sometimes pronounces names and words in 
such a way that you don't understand the questions, as in the case of 
some of the Harry Potter questions.  Any thoughts on how to play these 
trivia games using braille are much appreciated.  Thanks in advance.

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Re: [Audyssey] Jim Kitchen's trivia games

2009-12-28 Thread Jim Kitchen

Hi Charles,

I'm sorry, but you know because my games are self voicing via the free 
Microsoft sapi5 text to speech engine I don't guess that they would do anything 
for a braille display.  There is just no good way to put text to the screen in 
Windows so that it would work with all Windows screen readers like we could in 
dos with all dos screen readers.

Speaking of dos, I did write the trivia game engine back in the dos days and 
there is still the dos version on my web site.  It does put text on the screen. 
 But I have no idea how well that would work with a Windows screen reader and a 
braille display.

The file name is trivia2.zip 318k bytes August 99.  To find the file first go 
to my free speech friendly dos games page and then click on the trivia games 
page.

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] Missile Command was Triple J Shooter

2009-12-28 Thread Jim Kitchen

Hi Richard,

Thanks for the description of Missile Command.  That is pretty much like how I 
remember playing it back when I had sight.  Now just for finding sounds that 
won't be too annoying for the incoming missiles and your targeting pointer.

BFN

Jim

Consciousness: that annoying time between naps.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Things like playing on a pool table

2009-12-28 Thread Harmony Neil
Hadn't thought of using a color identifier.  I'm getting a new one when
computer room services get their act together in the new year because my old
one isn't too accurate any more, but cool idea.  

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Tom Randall
Sent: 28 December 2009 12:10 AM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Things like playing on a pool table

Hi Harmony and all.

For years I've tried to think up a way to mark the pool balls so you could
tell which was which however there is no practical way that I can think of
that does not seriously interfere with game play.  There are 15 balls if
memory serves, so trying to come up with that many different markings would
be difficult in and of itself.  Also, if you alter the texture of the ball
to any degree that is going to affect how the balls roll across the felt of
the table and how they interact with the other ones, something that a
skilled sighted player is not likely going to want to deal with.  If I ever
save up the money and get myself a color identifier that may prove to be
somewhat useful although it will be slow.  As with your idea of textures,
you would have to be very careful not to move the balls around when you were
checking the colors.

Of course when it comes to our hypothetical audio pool game that should be
relatively straightforward, the game could be told to inform the player
which number or colored ball was where.

Take care and game on.

Tom

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Harmony Neil
Sent: Sunday, December 27, 2009 3:43 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Things like playing on a pool table


Agree that this would be a lot of fun.  I was thinking of maybe putting a
different texture on each of the balls for the different collors, except the
white one as this is smaller than the rest.  So really just a texture for
red, yellow and black.  Unless of course you want to play snooker, which is
a different story.  Hahaha.  Saying that though, having a texture on each
different color would also involve moving the balls slightly from their
position, which is kind of not the point of the game.  

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Tom Randall
Sent: 26 December 2009 6:30 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Things like playing on a pool table

Hi Jacob and all.

This is a very interesting question, I do play pool quite a little bit in
the real world with a couple of sighted friends.  I am a total so what I
have to do is to have somebody tell me where the cue ball (the white one) is
and then either carefully check around for what I think is a decent shot or
else have the person point out some good ones if I am feeling lazy.  In
order to do this successfully you need to have good spatial concepts, e.g.
you have to know what angles are and to be able to at least somewhat predict
what a ball will do when your cue ball strikes it at a certain angle.  For
us there is unavoidably a certain amount of luck involved because there just
get to be too many variables involved particularly when the table is crowded
or if you are trying to do something like hit one ball into another in order
to knock the second one into a pocket.  However this is true for the sighted
as well if you are playing against the occasional or semiskilled player.
Using a k-sonar or similar device is an excellent idea, something that I had
not considered.  I will have to try that once I get the battery in mine
replaced.  I also have something called a mowatt sensor, an older version of
the k-sonar that I can try.

As for doing something like this in an accessible game, this is something
I've been thinking about for years.  How hard it would be would depend on
how complex you wanted the game to be, e.g. would you be able to move your
player around the table and find the cue ball or would it be a matter of
just lining up your shot because the game would put you at the closest point
to the cue ball?  Personally I would not recommend the second approach
because it will not lend itself to a realistic game of pool, there are times
when you have to lean way across the table or even use a device called a
bridge to extend your reach to line up a shot.  So, the mechanics of the
game could get pretty complex and I am frankly not sure how you would do
some of it, but I am pretty sure it could be figured out if enough people
were interested.

Well as you can probably tell, I have been thinking about this idea for a
while.  I think something like this would be loads of fun and definitely
something I'd be interested in if somebody took it on as a serious project
and made a realistic game out of it, adding online multiplayer capability
would be absolutely killer as well.

Game on.

Tom


-Original Message-
From: 

[Audyssey] q9: the, game!

2009-12-28 Thread Mauricio Almeida
I would just like to publicly point out that q9 is the best sidescroller
i have ever played. When I indicated the demo to brazilian people, last
week, we had five people from here playing it, now, we have over 25
people with the demo in hand, and the game is generating challenge, and
competition among us. not counting other people who loved the game and
completed the demo already, of course. congratulations to philip
bennefal and blastbay studios for such creations.

mauricio

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Re: [Audyssey] q9: the, game!

2009-12-28 Thread Philip Bennefall

Hi Mauricio,

Thanks for that. I'm glad to hear that people are enjoying the game, very 
rewarding after the many months of work that were spent on it.


Kind regards,

Philip Bennefall
- Original Message - 
From: Mauricio Almeida mauricio...@uol.com.br

To: gamers@audyssey.org
Sent: Monday, December 28, 2009 3:17 PM
Subject: [Audyssey] q9: the, game!



I would just like to publicly point out that q9 is the best sidescroller
i have ever played. When I indicated the demo to brazilian people, last
week, we had five people from here playing it, now, we have over 25
people with the demo in hand, and the game is generating challenge, and
competition among us. not counting other people who loved the game and
completed the demo already, of course. congratulations to philip
bennefal and blastbay studios for such creations.

mauricio

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[Audyssey] Dice Roller by Jim Kitchen.

2009-12-28 Thread Phil Vlasak

Hi Folks,
I just added, Dice Roller by Jim Kitchen to my downloads page.
This free Windows based Dice Roller uses your SAPI voice to speak all the 
text.

Unzip it to its own folder, and run the DiceRoll.exe in the created folder.
You should have Jim Kitchen's WinKit installed as it contains the VB6 
libraries that this dice roller uses.

Read the DiceRoll.txt for hot keys.
This Dice Roller is only about 100 K.

Phil

http://www.pcsgames.net/downloads.htm 



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Re: [Audyssey] strategy games: any interest?

2009-12-28 Thread Phil Vlasak

Hi Zack and Thomas,
A week ago David Greenwood posted this message about his newstrategy game, 
Time of Conflict.


A couple of months ago we started beta testing a new game from GMA Games
called Time of Conflict.  As it sometimes goes, the Time of Conflict beta
testers came up with great ideas on how to improve the game, and of course
we would not be doing our job if we didn't implement them. This definitely
lengthened the expected beta testing time, but I believe that it will lead
to a much better game.  We are very close to a public beta...maybe just a
week or two, but it is hard to say since bugs are still being found, and
small inconsistencies are being fixed.

Version 1 will be a stand-alone game, but hopefully close on its heels the
multi-player game should follow.   Preliminary testing for the multi-player
game has already started, but there is still a lot of work before we can
release that version.  This should not hold up the release of version 1
though.


Regards,
David Greenwood
davidgreenw...@gmagames.com
http://www.GMAGames.com


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Re: [Audyssey] strategy games: any interest?

2009-12-28 Thread Darren Harris
Hi,

What is this game about do you kknow? I've tried looking on the website and
I can't find anything.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Phil Vlasak
Sent: 28 December 2009 15:58
To: Gamers Discussion list
Subject: Re: [Audyssey] strategy games: any interest?


Hi Zack and Thomas,
A week ago David Greenwood posted this message about his newstrategy game, 
Time of Conflict.

A couple of months ago we started beta testing a new game from GMA Games
called Time of Conflict.  As it sometimes goes, the Time of Conflict beta
testers came up with great ideas on how to improve the game, and of course
we would not be doing our job if we didn't implement them. This definitely
lengthened the expected beta testing time, but I believe that it will lead
to a much better game.  We are very close to a public beta...maybe just a
week or two, but it is hard to say since bugs are still being found, and
small inconsistencies are being fixed.

Version 1 will be a stand-alone game, but hopefully close on its heels the
multi-player game should follow.   Preliminary testing for the multi-player
game has already started, but there is still a lot of work before we can
release that version.  This should not hold up the release of version 1
though.


Regards,
David Greenwood
davidgreenw...@gmagames.com
http://www.GMAGames.com


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Re: [Audyssey] strategy games: any interest?

2009-12-28 Thread Phil Vlasak
HiDarren,As Time of Conflict has not been released yet and is still in 
private beta I don't think a detailed description is in order.

It is a war game loosely based on technology of around 1940.
You have cities and territory to defend and troops and equipment that you 
send out to explore and fight enemies.

It is turn based but you can have the game do things automatically.
Each time you start, you get a random map, with random cities and placement 
of enemy troops.
It is not self voiced so you either need to be able to read text on the 
screen or have SAPI do it.

There are sounds telling you what is happening on the map at each turn.
Of course all this can change before the release.
Phil


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

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, December 28, 2009 11:30 AM
Subject: Re: [Audyssey] strategy games: any interest?



Hi,

What is this game about do you kknow? I've tried looking on the website 
and

I can't find anything.



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Re: [Audyssey] strategy games: any interest?

2009-12-28 Thread Darren Harris
Certainly sounds interesting. Hope they incorperate stuff like building more
troops and the like. This certainly does sound interesting.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Phil Vlasak
Sent: 28 December 2009 17:36
To: Gamers Discussion list
Subject: Re: [Audyssey] strategy games: any interest?


HiDarren,As Time of Conflict has not been released yet and is still in 
private beta I don't think a detailed description is in order. It is a war
game loosely based on technology of around 1940. You have cities and
territory to defend and troops and equipment that you 
send out to explore and fight enemies.
 It is turn based but you can have the game do things automatically. Each
time you start, you get a random map, with random cities and placement 
of enemy troops.
It is not self voiced so you either need to be able to read text on the 
screen or have SAPI do it.
There are sounds telling you what is happening on the map at each turn. Of
course all this can change before the release. Phil


- Original Message - 
From: Darren Harris darren_g_har...@btinternet.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, December 28, 2009 11:30 AM
Subject: Re: [Audyssey] strategy games: any interest?


 Hi,

 What is this game about do you kknow? I've tried looking on the 
 website
 and
 I can't find anything.


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[Audyssey] a temporary absence

2009-12-28 Thread Nick Helms
Hello all,
Do to the day to day happenings of life, and the commitment I have
neglected to my band, and the neglect of my family, and various other
obligations left to me, I have, until an undetermined point in the
future, have decided to sever ties to several mailing lists, social
networks, etc, to deal with the things that must come first (family,
band, etc)
I will be back. I don’t know when, but it will be before too long.
If you wish to contact me, you can email me off-list, and we can
certainly get together on Skype  or something.
I will not be gone for good, only for the duration of the resolution
of the issues I have going on personally.
Thank you for your understanding,
Best, and god bless
Nick Helms

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Re: [Audyssey] using coordinates in games

2009-12-28 Thread Munawar Bijani
Hi,
I've seen some games try to divide data too much. While this is certainly 
beneficial since it gives you smaller areas to work with, if overdone it can 
negate the purpose of sectors altogether. I'd much rather see sectors 
defined in a more consistent manner, like A-Z going left to right and 1-26 
going South to North.
Munawar A. Bijani
blog: http://munawar0009.blogspot.com
http://www.bpcprograms.com
Follow on Twitter for blog updates: http://www.twitter.com/munawar0009

--
From: Hayden Presley hdpres...@hotmail.com
Sent: Sunday, December 27, 2009 6:50 PM
To: 'Gamers Discussion list' gamers@audyssey.org
Subject: Re: [Audyssey] using coordinates in games

It can help, though--for example Mision 2.
Best Regards,
Hayden

 


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Re: [Audyssey] Missile Command was Triple J Shooter

2009-12-28 Thread David Chittenden

Hello Jim,

For the incoming missile, how about a windy mild whistling sound which 
is descending in pitch. This sound would be placed somewhere in the 
stereo field. If it is at an angle, it would move across the stereo 
field as it descends.


For the targeting pointer, use a solid quiet beeping which pans across 
the stereo field and rises or lowers in pitch depending on where you 
move it. The missiles would be an explosion sound which is at the pitch 
of where the targeter was when it was fired, and covers the pitch and 
pan range of the explosion. Any missiles which enter the explosion 
radius would then vanish.


If it could track my touch pad or mouse input, it would really be like 
the original game. To fire the missiles from the three bases, give each 
base a key. Just have all three keys next to each other.


The targeter could also be moved using the four arrow keys.

That sounds like a cool and challenging game.

David Chittenden, MSc, CRC, MRCAA
Email: dchitten...@gmail.com



Jim Kitchen wrote:

Hi Richard,

Thanks for the description of Missile Command.  That is pretty much 
like how I remember playing it back when I had sight.  Now just for 
finding sounds that won't be too annoying for the incoming missiles 
and your targeting pointer.


BFN

Jim

Consciousness: that annoying time between naps.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] any interest in old Apple games if converted?

2009-12-28 Thread Ryan Strunk
Absolutely. Especially Kidnapped and Kingdom.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Chastity MORSE
Sent: Sunday, December 27, 2009 7:59 PM
To: Gamers Discussion list
Subject: [Audyssey] any interest in old Apple games if converted?

Does anyone have any interest in playing some of the old Apple II games if 
they get converted to C++ or Visual Basic?
I'm asking this as the text code versions from the Apple II are listed on 
the:
a href=http://www.braillesoft.net;Braille Soft/a

braillesoft website. 


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Re: [Audyssey] q9: the, game!

2009-12-28 Thread Ryan Strunk
You showed it to Brazilian people? Brazilian is a huge number! :)

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Mauricio Almeida
Sent: Monday, December 28, 2009 8:18 AM
To: gamers@audyssey.org
Subject: [Audyssey] q9: the, game!

I would just like to publicly point out that q9 is the best sidescroller
i have ever played. When I indicated the demo to brazilian people, last
week, we had five people from here playing it, now, we have over 25
people with the demo in hand, and the game is generating challenge, and
competition among us. not counting other people who loved the game and
completed the demo already, of course. congratulations to philip
bennefal and blastbay studios for such creations.

mauricio

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Re: [Audyssey] strategy games: any interest?

2009-12-28 Thread Scott Chesworth
Just one more registering interest.  Dabbled with Sound RTS and liked
the idea of the genre at least, though I found the novelty wore off
quite soon because of the fairly limited stuff I could do.

Scott

On 12/28/09, Phil Vlasak p...@pcsgames.net wrote:
 HiDarren,As Time of Conflict has not been released yet and is still in
 private beta I don't think a detailed description is in order.
 It is a war game loosely based on technology of around 1940.
 You have cities and territory to defend and troops and equipment that you
 send out to explore and fight enemies.
  It is turn based but you can have the game do things automatically.
 Each time you start, you get a random map, with random cities and placement
 of enemy troops.
 It is not self voiced so you either need to be able to read text on the
 screen or have SAPI do it.
 There are sounds telling you what is happening on the map at each turn.
 Of course all this can change before the release.
 Phil


 - Original Message -
 From: Darren Harris darren_g_har...@btinternet.com
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Monday, December 28, 2009 11:30 AM
 Subject: Re: [Audyssey] strategy games: any interest?


 Hi,

 What is this game about do you kknow? I've tried looking on the website
 and
 I can't find anything.


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[Audyssey] visual basic help

2009-12-28 Thread Chastity MORSE
Hi, and yes, I'm still working on the C++ code. However, does anyone know of 
a good and explanatory tutorial for Visual Basic since I had a couple of 
suggestions for converting Apple II games using that code base?
Someone also mentioned a direct X library and the sappy object library. Does 
anyone know where I can get those from?
Thanks again:
Chastity 


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Re: [Audyssey] visual basic help

2009-12-28 Thread Thomas Ward

Hi Chastity,
I don't know if you are a member of Book Share or not, but they do have 
some very good  books on Visual Basic .NET in daisy format for a new 
programmer. Two that come to mind are Learning Visual Basic .NET and 
Visual Basic .NET in a Nutshell. Both are published by O'Reilly and 
Associates.
As far as using DirectX in a Visual Basic .NET application you need a 
third-party development kit such as SlimDX which provides a managed 
interface to DirectX. To get the SlimDX SDK go to

http://www.slimdx.org
and download/install it.
One thing I'd like to mention before I go is there are two different 
languages called Visual Basic. There is Visual Basic 6 and earlier which 
is very old, no longer being supported by Microsoft, etc that is still 
being used by Jim Kitchen and others. There is the newer visual Basic 
language Visual Basic .NET which is more object oriented, uses the .NET 
Framework, and has many features/upgrades that previously were not 
available in Visual Basic 6 and earlier. Plus the Visual Basic 6 
compilers are not free, and are hard to find where Visual Basic .NET 
Express is free and easy to find.


HTH

Chastity MORSE wrote:
Hi, and yes, I'm still working on the C++ code. However, does anyone know of 
a good and explanatory tutorial for Visual Basic since I had a couple of 
suggestions for converting Apple II games using that code base?
Someone also mentioned a direct X library and the sappy object library. Does 
anyone know where I can get those from?

Thanks again:
Chastity 



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Re: [Audyssey] strategy games: any interest?

2009-12-28 Thread Thomas Ward

Hi Scott,
Unfortunately, SoundRTS, like many accessible games, is only a stripped 
down and simplified example of a real time strategy game. SoundRTS is by 
no means as complex or feature filled as something like Warcraft. While 
I do like SoundRTS I'm also acutely aware that it falls short of what 
could be done with the game if it were truly a clone of warcraft with 
campaigns, larger world maps, enemy monsters, and a much better AI just 
for starts.
Anyway, what I'm saying is let's not judge an entire style of game by 
one game. I agree with you that SoundRTS started out great, but the 
novelty wore off rather quickly. However, I believe that has more to do 
with a lack of a more mainstream design and lack of features we might 
expect from that type of game.


Cheers!


Scott Chesworth wrote:

Just one more registering interest.  Dabbled with Sound RTS and liked
the idea of the genre at least, though I found the novelty wore off
quite soon because of the fairly limited stuff I could do.

Scott
  



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Re: [Audyssey] q9: the, game!

2009-12-28 Thread Charles Rivard
Here's an idea.  See if you can get these people to buy the game.
---
In God we trust!
- Original Message - 
From: Mauricio Almeida mauricio...@uol.com.br
To: gamers@audyssey.org
Sent: Monday, December 28, 2009 4:17 AM
Subject: [Audyssey] q9: the, game!


I would just like to publicly point out that q9 is the best sidescroller
i have ever played. When I indicated the demo to brazilian people, last
week, we had five people from here playing it, now, we have over 25
people with the demo in hand, and the game is generating challenge, and
competition among us. not counting other people who loved the game and
completed the demo already, of course. congratulations to philip
bennefal and blastbay studios for such creations.

mauricio

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Re: [Audyssey] q9: the, game!

2009-12-28 Thread mauricio almeida

hi charles.

thats my intention! i'm working on that! lets see what i can do!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 29, 2009 4:51 AM
Subject: Re: [Audyssey] q9: the, game!



Here's an idea.  See if you can get these people to buy the game.
---
In God we trust!
- Original Message - 
From: Mauricio Almeida mauricio...@uol.com.br

To: gamers@audyssey.org
Sent: Monday, December 28, 2009 4:17 AM
Subject: [Audyssey] q9: the, game!


I would just like to publicly point out that q9 is the best sidescroller
i have ever played. When I indicated the demo to brazilian people, last
week, we had five people from here playing it, now, we have over 25
people with the demo in hand, and the game is generating challenge, and
competition among us. not counting other people who loved the game and
completed the demo already, of course. congratulations to philip
bennefal and blastbay studios for such creations.

mauricio

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[Audyssey] Monopoly Patch!

2009-12-28 Thread Ryan Smith
Hey,
We have released a mandatory patch that fixes some issues users were
having. It is mandatory because we've moved the server to a new
location. It will now run on 64 bit systems, and has fixes for several
errors users were encountering. The patch also includes some
enhancements and bug fixes, such as a few new hot keys to get
information while in the game. The complete list of changes can be
found in the readme file.

If you have the previous version installed, you only need to download
a very small patch that will automatically install. If you did not
install the previous version, then the entire setup is there for you.

The In the Browser client has also been updated. It is faster and
several bugs were fixed. You can now Change your Password from the
main menu and more information about your assets are shown.

You can check it out at: www.rsgames.co.nr

Enjoy!
-Ryan

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[Audyssey] l-works?

2009-12-28 Thread mauricio almeida
hi all.

i was looking at the l works website and it seems like everything ahs been 
abandonned? no places to order, updates last on 2007?.. is everything free now, 
or what?

mauricio
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Re: [Audyssey] l-works?

2009-12-28 Thread James Dietz
As far as I know Liam is still taking orders.  He has a job now which
slows development of new games down considerably.

On 12/28/09, mauricio almeida mauricio...@uol.com.br wrote:
 hi all.

 i was looking at the l works website and it seems like everything ahs been
 abandonned? no places to order, updates last on 2007?.. is everything free
 now, or what?

 mauricio
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[Audyssey] more PKB Dice Roler

2009-12-28 Thread Valiant8086
I'm still updating the dice roler with more features. The latest gives it the 
ability to roll up to 30 dice in one go, then arrow through a combo box that 
shows each die's result. If the user needs to reroll one of the results, they 
can arrow to it and press ctrl+r.

I've impliminted a novice mode which is enabled by default. when enabled it 
says things in plain english, when disabled it says things like rolling 7d7 
instead of rolling 7 7sided dice. When one unchecks novice mode the text and 
speech output both get more to the point, simpler for hardcore DD players to 
keep track of, I hope.

When rolling multiple dice, like 7d7, we can choose to have the voiceover read 
each result as it is rolled.

I've impliminted the ability to turn the voiceover off, good for those who 
would just use a screen reader or who are sighted. Speaking of the voiceover 
script, someone contacted me asking me what I thought of the mac. *Lol* I've 
never even put my hands on a mac. In this case, voiceover is part of the dice 
program that can be included in other auto it programs too that enables it to 
provide self voicing, be that through prerecorded files (first attempt), or 
through sapi (last resort).

what I'm trying to do here is make the optimal dice program for those who play 
DD. One of the pending changes I have in mind is to provide shortcut keys to 
do common dierolls,, like 1d6, with just one keypress.

It's not yet available on the site but I just changed from using a loop to find 
out what the user was doing to the dialogue to letting the controlls in the 
dialogue fire off events when activated. I think that made the dice program 
quite a bit more responsive. 

One more thing. I think I will charge 20 dollars for it when I get it done. How 
does that sound?

heh, just joking. It will be free. *lol*.

Well that's probably enough chatter. Here's a link if anyone wants to try this 
out.
http://valiant8086.x-sight-interactive.net/pkb
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