Re: [Audyssey] MOTA Beta 16 Changes

2010-10-29 Thread dark

Hi tom.

appologies, I wasn't actually aware the lynux port of the engine was in so 
much a finished state anyway and only required miner upgrades to lynux 
specific rather than cross platform components, that does indeed put things 
in a rather different light.


As regards the Lynux issue generally, I do very much take the point that for 
a lynux user (such as yourself), there are few available accessible games 
and making more of them is a distinctly good idea.


However from what you initially said, I got the impression that this meant a 
lot of additional work (certainly more than a week), on a lynux port.


as i said I do understand the point of this, however it has sometimes 
appeared that Mota and the genesis engine has gone through about a million 
rewrites in various languages. I certainly wouldn't call this goofing off, 
sinse I do have an idea of the work involved, but I will freely admit that 
sometimes I have felt that Mota's developement has been more involved with 
rewriting the existing content of the game than creating new.


I really didn't intend this to be un pleasant, but I have felt a bit 
concerned about the time management in the developement of Mota.


Hopefullly, sinse you originally wrote the game on lynux as you said 
(another thing I also admit I wasn't aware of), this shouldn't be as time 
consuming as some of the other rewrites to Mota.



Looking forward to playing the game.

all the best,

Dark. 



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Re: [Audyssey] re-registering with audiogames.net

2010-10-29 Thread dark
If you go to the forum page and try to log in, you'll find the new password 
link. then, just enter your user name and the forum will send a new password 
to whatever E-mail address you were registered under.


hth.

Beware the Grue!

Dark.
- Original Message - 
From: "Lori Duncan" 

To: "Gamers Discussion list" 
Sent: Friday, October 29, 2010 10:50 PM
Subject: [Audyssey] re-registering with audiogames.net


Hi guys could someone tell me how I re-register or recover my details?  I 
have lost my password and can't find a forgot password link to click for a 
reminder.  Thanks from Lori.

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Re: [Audyssey] MOTA Beta 16 Changes

2010-10-29 Thread Charles Rivard

Just a guess:  More challenging and interesting?  (grin of anticipation)

---
Shepherds are the best beasts!
- Original Message - 
From: "Hayden Presley" 

To: "'Gamers Discussion list'" 
Sent: Friday, October 29, 2010 7:03 PM
Subject: Re: [Audyssey] MOTA Beta 16 Changes



Hi Thomas,
I thought there were 10 levels in MOTA...what are levels 11 and 12?

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Friday, October 29, 2010 6:56 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Beta 16 Changes

Hi Dark,
No offense, but that's not quite right. Some of the things you said is
just not correct. Let me try and clarify here.

Dark wrote:
I may be wrong, but i do seem to remember you originally writing using
direct X,
then changing your mind to include cross platform support.

My reply:
You are missing some of the facts here. When I began converting the
Genesis Engine from .NET to C++ I first did so by using the SDL
cross-platform libraries. I did a lot of the early testing of the new
engine on Linux rather than Windows. However, as I was having some
technical issues with the cross-platform engine I decided to create a
Windows specific version to market to Windows users until i could
resolve those technical issues. Once I discovered SFML and added it to
the cross-platform engine I decided to release the game using the new
engine.
So my point here is that my intentions were for a cross-platform
version of the game all along. Clear back when i was using .NET I had
been tinkering with a cross-platform engine using Mono 2.6 and SDL
.NET for Linux. I've always had this in mind. It is just that I was
focused on trying to target the Windows market which is my biggest
market, and have not released the Linux specific versions before now.

Dark wrote:
There then followed a period when you seemed to go through a number of
rewrites both
of mota and of the genesis engine generally.

My reply:
For the most part that is true. One of the down sides to being skilld
in several different programming languages is deciding on one to
actually use. I know Visual Basic .NET, C# .NET, C++, Java, Python,
etc. I wanted to know how the same game performed in each language and
which APIs would give me the best results. Plus I wanted to find the
right combonation that will work on Windows and Linux. I've learned a
lot, but to an outsider, someone who isn't a programmer, what I'm
doing must look like goofing off.
To put this in some perspective when I took over Montezuma's Revenge
and Raceway I had just started USA Games. I really hadn't decided on
what I'd use, but was pretty sure I'd use Managed DirectX and the .Net
Framework. Well, in 2007 Microsoft dropped Managed DirectX like a hot
potato and in 2008 had replaced DirectSound with XAudio2, etc.
Everything I had decided upon had just ben dropped by Microsoft and I
was litterally back at the drawing board. However, I forged on with
the .NET Framework and DirectX until I discovered wonder of wonders
that Managed DirectX is buggy. I had to go to C++to fix it, or adopt
something else like SlimDX. I chose just to use C++ and native DirectX
libraries.

Dark wrote:
Now however, you state that you are rewriting the windows engine to
use direct X,
and then writing a separate lynux engine.

My responce:
I think you are confused what I'm talking about here. I don't have to
rewrite anything. I have a fully operational Windows engine that uses
DirectX, PB Streemway,  etc which MOTA beta 13 used. All I need to do
is upgrade or modify it with some of the changes the cross-platform
engine has, and recompile MOTA beta 16 using the Windows engine.
That's not as bad as it sounds. Although, it will take a week or so to
make the necessary updates.
As far as a Linux engine goes I've already got one. The cross-platform
engine beta 14, 15, and beta 16 currently uses works fine on Linux. So
there is no need to do anything to the cross-platform engine to make
it run on Linux. It already does just fine.

Dark wrote:
this is not intended to be rude or in any way be a personal attack,
however, 
to put it bluntly, I wish youd just finish the game!

My reply:
Yeah, I'm sure you do. Believe me when I say I wish I was done with it
too. Problem is I thought for sure the engine was done around beta 15,
but now discovered this blasted bug in SFML that has caused me no end
to grief. If it weren't for that bug I'd be working on levels 3
through 12 right now.

Dark wrote:
While I understand more people are using lynux, I wonder if, from a
utilitarian perspective,
spending this amount of time and trouble on a lynux port was actually 
worth

it.

My reply:
Yes, from my point of view it is worth it. It doesn't matter if there
is one Linux user or one million Linux users playing my games, because
all along I created the Linux version for purely personal reasons. in
fact, the only reason I create the games at a

Re: [Audyssey] [brandon's list] Re: vocal overdrive on rb 3

2010-10-29 Thread Yohandy
Yup I had to turn mine off cause I was having this problem. perhaps it's a 
ps3 issue? and yes, menu before difficulty is for harmonies. second option 
turns it on if clicked. which is interesting cause then you can switch 
between harmonies at will. you don't have to do all harmonies, as long as 
you get a rating on one of them you'll be scored so you can do real easy 
ones when it's convenient haha. this is also true for beatles and Green day 
rock band, except that in those games harmonies is the first option, which I 
think was a bit strange to be honest. also keep in mind there's a pitch 
guide you can use when practicing, and it works for all songs even old DLC. 
it really helps if you're doing solo and aren't sure which harmony you 
should be singing. it really isn't necessary for games containing harmonies, 
since now they're structured properly and you always sing lead vocals, but 
with rock band 2 songs especially you had to hit some really awkward phrases 
so if you're practicing rb2 songs it can be useful. This is another reason I 
believe Harmonix takes fans feedback very seriously. I emailed them a while 
back and let them know how useful the pitch guide was for blind people in 
green day Rock band and beatles, especially if we wanted to fc songs and 
were having problems with specific phrases. next thing we know we now have 
it in rb3, and it's backward compatible with old dlc. The fact that we can 
now hear guitar/bass in the background when we practice is also useful for 
blind people. This is why you guys should contact them. let them know blind 
people enjoy their games, even if the only thing you play is vocals. It 
doesn't matter, they need to know we're out there, and that we play this 
game. there's no excuse not to do so guys. These people respond to feedback 
personally, they have a contact address right on their site. not to mention 
many of the HMX staff has Twitter. You say you want video games to be 
accessible someday? well here's a company that I believe is willing to try. 
We need to act and not just sit back and let things happen cause they won't. 
if only a few people contact them, they aren't likely to do much, but if we 
all let them know we're out there, then perhaps RB4 will be all we were 
hoping for. in fact I can't wait for RB4 even though RB3 just came out haha! 
one of the things they're planning is to have music composition and 
improvisation features. Bet you guys didn't think they could take it much 
farther huh?





- Original Message - 
From: "Clement Chou" 

To: 
Sent: Friday, October 29, 2010 7:36 PM
Subject: [brandon's list] Re: vocal overdrive on rb 3


Same way you usually do it? Because I haven't managed to yet. And I have a 
question... when you select a song, before the difficulty select, there's 
a screen with two options. Is this for solo or harmony?


At 04:26 PM 29/10/2010, you wrote:

I've had no problems setting off over drive when my meter is full.
Maybe pitch correction is off by default


-Original Message-
From: brandonslist-bou...@freelists.org
[mailto:brandonslist-bou...@freelists.org] On Behalf Of Clement Chou
Sent: Friday, October 29, 2010 8:57 AM
To: brandonsl...@freelists.org
Subject: [brandon's list] vocal overdrive on rb 3

I'll be able to test this once I get the game. But this is what someone on
the gf boards said:


Activating Overdrive has changed in this game. It has to detect a
note at the bottom of the vocal lane where you see the orange-yellow
strip. Anything else
will not work.

This sounds like it could be a bit of a problem for us... and the
only way to remedy that is to turn off pitch correction.






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Re: [Audyssey] MOTA Beta 16 Changes

2010-10-29 Thread Hayden Presley
Hi Thomas,
I thought there were 10 levels in MOTA...what are levels 11 and 12?

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Friday, October 29, 2010 6:56 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Beta 16 Changes

Hi Dark,
No offense, but that's not quite right. Some of the things you said is
just not correct. Let me try and clarify here.

Dark wrote:
I may be wrong, but i do seem to remember you originally writing using
direct X,
then changing your mind to include cross platform support.

My reply:
You are missing some of the facts here. When I began converting the
Genesis Engine from .NET to C++ I first did so by using the SDL
cross-platform libraries. I did a lot of the early testing of the new
engine on Linux rather than Windows. However, as I was having some
technical issues with the cross-platform engine I decided to create a
Windows specific version to market to Windows users until i could
resolve those technical issues. Once I discovered SFML and added it to
the cross-platform engine I decided to release the game using the new
engine.
So my point here is that my intentions were for a cross-platform
version of the game all along. Clear back when i was using .NET I had
been tinkering with a cross-platform engine using Mono 2.6 and SDL
.NET for Linux. I've always had this in mind. It is just that I was
focused on trying to target the Windows market which is my biggest
market, and have not released the Linux specific versions before now.

Dark wrote:
There then followed a period when you seemed to go through a number of
rewrites both
of mota and of the genesis engine generally.

My reply:
For the most part that is true. One of the down sides to being skilld
in several different programming languages is deciding on one to
actually use. I know Visual Basic .NET, C# .NET, C++, Java, Python,
etc. I wanted to know how the same game performed in each language and
which APIs would give me the best results. Plus I wanted to find the
right combonation that will work on Windows and Linux. I've learned a
lot, but to an outsider, someone who isn't a programmer, what I'm
doing must look like goofing off.
To put this in some perspective when I took over Montezuma's Revenge
and Raceway I had just started USA Games. I really hadn't decided on
what I'd use, but was pretty sure I'd use Managed DirectX and the .Net
Framework. Well, in 2007 Microsoft dropped Managed DirectX like a hot
potato and in 2008 had replaced DirectSound with XAudio2, etc.
Everything I had decided upon had just ben dropped by Microsoft and I
was litterally back at the drawing board. However, I forged on with
the .NET Framework and DirectX until I discovered wonder of wonders
that Managed DirectX is buggy. I had to go to C++to fix it, or adopt
something else like SlimDX. I chose just to use C++ and native DirectX
libraries.

Dark wrote:
Now however, you state that you are rewriting the windows engine to
use direct X,
and then writing a separate lynux engine.

My responce:
I think you are confused what I'm talking about here. I don't have to
rewrite anything. I have a fully operational Windows engine that uses
DirectX, PB Streemway,  etc which MOTA beta 13 used. All I need to do
is upgrade or modify it with some of the changes the cross-platform
engine has, and recompile MOTA beta 16 using the Windows engine.
That's not as bad as it sounds. Although, it will take a week or so to
make the necessary updates.
As far as a Linux engine goes I've already got one. The cross-platform
engine beta 14, 15, and beta 16 currently uses works fine on Linux. So
there is no need to do anything to the cross-platform engine to make
it run on Linux. It already does just fine.

Dark wrote:
this is not intended to be rude or in any way be a personal attack,
however, 
to put it bluntly, I wish youd just finish the game!

My reply:
Yeah, I'm sure you do. Believe me when I say I wish I was done with it
too. Problem is I thought for sure the engine was done around beta 15,
but now discovered this blasted bug in SFML that has caused me no end
to grief. If it weren't for that bug I'd be working on levels 3
through 12 right now.

Dark wrote:
While I understand more people are using lynux, I wonder if, from a
utilitarian perspective,
spending this amount of time and trouble on a lynux port was actually worth
it.

My reply:
Yes, from my point of view it is worth it. It doesn't matter if there
is one Linux user or one million Linux users playing my games, because
all along I created the Linux version for purely personal reasons. in
fact, the only reason I create the games at all are for purely
personal reasons for that matter. That reason is for my own personal
pleasure. Without any personal satisfaction/pleasure I wouldn't bother
spending any time writing accessible games. If I weren't using Linux
personally I wouldn't have bothered creating a linux versio

Re: [Audyssey] MOTA Beta 16 Changes

2010-10-29 Thread Thomas Ward
Hi Dark,
No offense, but that's not quite right. Some of the things you said is
just not correct. Let me try and clarify here.

Dark wrote:
I may be wrong, but i do seem to remember you originally writing using direct X,
then changing your mind to include cross platform support.

My reply:
You are missing some of the facts here. When I began converting the
Genesis Engine from .NET to C++ I first did so by using the SDL
cross-platform libraries. I did a lot of the early testing of the new
engine on Linux rather than Windows. However, as I was having some
technical issues with the cross-platform engine I decided to create a
Windows specific version to market to Windows users until i could
resolve those technical issues. Once I discovered SFML and added it to
the cross-platform engine I decided to release the game using the new
engine.
So my point here is that my intentions were for a cross-platform
version of the game all along. Clear back when i was using .NET I had
been tinkering with a cross-platform engine using Mono 2.6 and SDL
.NET for Linux. I've always had this in mind. It is just that I was
focused on trying to target the Windows market which is my biggest
market, and have not released the Linux specific versions before now.

Dark wrote:
There then followed a period when you seemed to go through a number of
rewrites both
of mota and of the genesis engine generally.

My reply:
For the most part that is true. One of the down sides to being skilld
in several different programming languages is deciding on one to
actually use. I know Visual Basic .NET, C# .NET, C++, Java, Python,
etc. I wanted to know how the same game performed in each language and
which APIs would give me the best results. Plus I wanted to find the
right combonation that will work on Windows and Linux. I've learned a
lot, but to an outsider, someone who isn't a programmer, what I'm
doing must look like goofing off.
To put this in some perspective when I took over Montezuma's Revenge
and Raceway I had just started USA Games. I really hadn't decided on
what I'd use, but was pretty sure I'd use Managed DirectX and the .Net
Framework. Well, in 2007 Microsoft dropped Managed DirectX like a hot
potato and in 2008 had replaced DirectSound with XAudio2, etc.
Everything I had decided upon had just ben dropped by Microsoft and I
was litterally back at the drawing board. However, I forged on with
the .NET Framework and DirectX until I discovered wonder of wonders
that Managed DirectX is buggy. I had to go to C++to fix it, or adopt
something else like SlimDX. I chose just to use C++ and native DirectX
libraries.

Dark wrote:
Now however, you state that you are rewriting the windows engine to
use direct X,
and then writing a separate lynux engine.

My responce:
I think you are confused what I'm talking about here. I don't have to
rewrite anything. I have a fully operational Windows engine that uses
DirectX, PB Streemway,  etc which MOTA beta 13 used. All I need to do
is upgrade or modify it with some of the changes the cross-platform
engine has, and recompile MOTA beta 16 using the Windows engine.
That's not as bad as it sounds. Although, it will take a week or so to
make the necessary updates.
As far as a Linux engine goes I've already got one. The cross-platform
engine beta 14, 15, and beta 16 currently uses works fine on Linux. So
there is no need to do anything to the cross-platform engine to make
it run on Linux. It already does just fine.

Dark wrote:
this is not intended to be rude or in any way be a personal attack,
however, 
to put it bluntly, I wish youd just finish the game!

My reply:
Yeah, I'm sure you do. Believe me when I say I wish I was done with it
too. Problem is I thought for sure the engine was done around beta 15,
but now discovered this blasted bug in SFML that has caused me no end
to grief. If it weren't for that bug I'd be working on levels 3
through 12 right now.

Dark wrote:
While I understand more people are using lynux, I wonder if, from a
utilitarian perspective,
spending this amount of time and trouble on a lynux port was actually worth it.

My reply:
Yes, from my point of view it is worth it. It doesn't matter if there
is one Linux user or one million Linux users playing my games, because
all along I created the Linux version for purely personal reasons. in
fact, the only reason I create the games at all are for purely
personal reasons for that matter. That reason is for my own personal
pleasure. Without any personal satisfaction/pleasure I wouldn't bother
spending any time writing accessible games. If I weren't using Linux
personally I wouldn't have bothered creating a linux version in the
first place.
However, getting back to the point, you are speaking purely from a
Windows user point of view. Let's face it you have games like Tank
Commander,  Shades of Doom, Super Liam, and loads of other accessible
games all for Windows. If you went out and purchased a brand new
MacBook with Mac OS, or purchased a new Del no

Re: [Audyssey] christmas thing

2010-10-29 Thread Hayden Presley
Hi Shaun,
Indeed. Kringle Crash immediately springs to mind...

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Friday, October 29, 2010 2:14 PM
To: gamers@audyssey.org
Subject: [Audyssey] christmas thing

Hi.
This week I was talking to some family about christmas and how we 
structure our presents.
THere is this game where you buy some thing for 10 bucks or less put 
it in a barrel  and then randomly pick one you can trade with others 
or keep it or what ever.
Its just a fun game.
No idea what I'd actually do with this idea but there some weird and 
funny devs out thre.
Ok, mainly phil of blastbay and phil of  pcs.
there is liam but he works so probably does not have the time as such.
I know some of the pkb group is here not sure about all the klangons 
but I know some devs exist here to.
its just an idea that sounded catchy as I know that a few put out 
christmasy titles which rocks.


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Re: [Audyssey] MOTA Beta 16 Changes

2010-10-29 Thread Hayden Presley
Hi Thomas,
Just curious, but how incompatible is your old Genisus Engine, the one you
used for BETA 13, and the current one?

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Friday, October 29, 2010 10:42 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Beta 16 Changes

Hello Tom.

while I certainly see the logic in what your doing, i can't help feel mildly

disappointed.

I understand that for people using lynux, a version of the game which can be

played on their systems without need to use an emulator is an extremely good

thing, and that this developement necessitates a great deal of work on your 
part due to incompatibility betwene the background libraries available for 
the two operating systems.

however, having been present on the audeasy list through all the 
developemental phases of mota and the genesis engine, I can't help but feel 
this rewriting process has been somewhat circular, and in some ways detracts

from the developement of what I personally,  admittedly in my selfish 
position as a person who uses windows for convenience, see as the important 
thing, ie, having an interesting and ground breaking audio game to 
play,  and indeed an engine promising more games in the future.

I may be wrong, but i do seem to remember you originally writing using 
direct X, then changing your mind to include cross platform support. 
This, - as I said, i can see as logical given that there are audio game 
players using lynux..

There then followed a period when you seemed to go through a number of 
rewrites both of mota and of the genesis engine generally.

Once however you'd settled on things and were in the process of writing up 
more game content and the 3D version of the game, I was hopeful that this 
had come to an end and finally! i'd be able to get a look at the deeper 
levels of the tomb and see what else Athena had in store.

Now however, you state that you are rewriting the windows engine to use 
direct X, and then writing a separate lynux engine.

this is not intended to be rude or in any way be a personal attack, 
however,  to put it bluntly, I wish youd just finish the game!

While I understand more people are using lynux, I wonder if, from a 
utilitarian perspective, spending this amount of time and trouble on a lynux

port was actually worth it,  appologies to lynux users, but given 
limited time and resources, and given the amount of trouble the lynux port 
seems to have caused, I do find myself wondering if this is actually such a 
good idea afterall, indeed I seem to remember Tom's customer survey 
suggesting that only a minority of people were concerned with lynux 
compatibility.

I am sorry to Tom,and to those people such as peter who use lynux, this is 
in no way intended as an attack or an insult.

As it stands, obviously because of the blue screen bug, you will need to 
return to direct X for the windows port, which is unavoidable, but I do find

myself wondering if the second rewrite with specifically lynux components is

as necessary a matter if it is going to slow down developement even further.

As I said, I'm really! wanting just to play the game.

Sorry if this came across as rude.

all the best,

Dark.




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Re: [Audyssey] Another awesome SsFIV match!

2010-10-29 Thread shaun everiss

well now I know its on 2 lines I just have to slice and splice.
its not to bad.
At 08:56 a.m. 30/10/2010, you wrote:

Hi all,

Ok I am giving up on this for a while before I get too annoyed.  I may try
shortening the file name so that the link is shorter to see if that helps.
I am able to click the link in the message as it stands in my outbox but
after it goes to the list it is broken.  I've no idea why but don't have
time to sort it out right now, but when I have a few extra minutes I'll see
if I can get it fixed.

Laters.

Tom

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Tom Randall
Sent: Thursday, October 28, 2010 12:00 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Another awesome SsFIV match!


Ok, I am gonna try sending this as an html message rather than as a plain
text message like I have been doing all this time.  If this works then
that's apparently what I need to do for long links like this even though I
have never had a problem before.  So hopefully this one'll work.
http://dl.dropbox.com/u/2104500/ssf4%20Kiryu%20Tsukimiya%20-%20Guy%20VS%20ke
n_airgen%20%28ryu%29%20june_29%202010.mp3

Tom



-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Muhammed Deniz
Sent: Thursday, October 28, 2010 11:19 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Another awesome SsFIV match!


Hi,
The link still doesn't work for some reason.
My audio games for the blind group.
Discussions off topic are welcome in the holidays. Talking about games is
welcome, talking about computer problems is welcome when their are know
holidays but that's only in easter holidays or know holidays. If you want to
joyn, just send a blank email to.
audiogamesfortheblind+subscr...@googlegroups.com
With the subject subscribe in the subject line.
Contact infermation.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message -
From: "Tom Randall" 
To: "'Gamers Discussion list'" 
Sent: Thursday, October 28, 2010 5:57 PM
Subject: Re: [Audyssey] Another awesome SsFIV match!


> Hi Clemant and all, sorry about that let's try that again.  Not sure
> why it
> did not work but I did try the link as it appeared on here and you're
> right
> the download didn't work.  Here's the link again, I've tested it this time
> so it should work.
>
http://dl.dropbox.com/u/2104500/ssf4%20Kiryu%20Tsukimiya%20-%20Guy%20VS%20ke
> n_airgen%20%28ryu%29%20june_29%202010.mp3
>
> Tom
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org]
> On Behalf Of clement chou
> Sent: Wednesday, October 27, 2010 9:56 PM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] Another awesome SsFIV match!
>
>
> Broken link... won't let me download it.
> - Original Message -
> From: "Tom Randall" 
> To: "blindgamers" 
> Sent: Wednesday, October 27, 2010 8:41 PM
> Subject: [Audyssey] Another awesome SsFIV match!
>
>
>> Hey all.
>>
>> Here's another awesome ssfiv match by that same guy that Clemant
>> posted here last week.  He's got a whole bunch of them up on youtube.
>> Again you can really hear him keeping the heat up with those six or
>> seven hit combos even
>> when the other guy Is blocking. Dang I wish I was half as good as this
>> guy!
>> Oh well maybe someday.
>>
>> Enjoy.
>>
>> Tom
>> http://dl.dropbox.com/u/2104500/ssf4%20Kiryu%20Tsukimiya%20-%20Guy%20
>> V
>> S%20ke
>> n_airgen%20%28ryu%29%20june_29%202010.mp3
>>
>> --
>> Check out my gaming blog at http://vi-mainstream-games.blogspot.com/
>>
>>
>> ---
>> Gamers mailing list __ Gamers@audyssey.org
>> If you want to leave the list, send E-mail to
>> gamers-unsubscr...@audyssey.org. You can make changes or update your
>> subscription via the web, at
>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
>> All messages are archived and can be searched and read at
>> http://www.mail-archive.com/gam...@audyssey.org.
>> If you have any questions or concerns regarding the management of the
>> list, please send E-mail to gamers-ow...@audyssey.org.
>
>
> ---
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> gamers-unsubscr...@audyssey.org. You can make changes or update your
> subscription via the web, at
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> list, please send E-mail to gamers-ow...@audyssey.org.
>
>
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> All messages are archived and can be search

Re: [Audyssey] MOTA Beta 16 Changes

2010-10-29 Thread shaun everiss
true dark but the way I see it in order to be going foreward in game 
development as a hole we need to develop the tech to do it not the 
crappy backward tech that all us blind people do.
I know it sounds harsh but we need to catch up with the sighted in 
any way we can and for a bit we were almost there.
We don't have big multioplayer servers, but we are using almost the 
same tech they are.
With the event of changing systems we just have to move foreward, I 
don't like it but thats the way the cooky crumbles.

At 04:41 a.m. 30/10/2010, you wrote:

Hello Tom.

while I certainly see the logic in what your doing, i can't help 
feel mildly disappointed.


I understand that for people using lynux, a version of the game 
which can be played on their systems without need to use an emulator 
is an extremely good thing, and that this developement necessitates 
a great deal of work on your part due to incompatibility betwene the 
background libraries available for the two operating systems.


however, having been present on the audeasy list through all the 
developemental phases of mota and the genesis engine, I can't help 
but feel this rewriting process has been somewhat circular, and in 
some ways detracts from the developement of what I personally,  
admittedly in my selfish position as a person who uses windows for 
convenience, see as the important thing, ie, having an interesting 
and ground breaking audio game to play,  and indeed an engine 
promising more games in the future.


I may be wrong, but i do seem to remember you originally writing 
using direct X, then changing your mind to include cross platform 
support. This, - as I said, i can see as logical given that 
there are audio game players using lynux..


There then followed a period when you seemed to go through a number 
of rewrites both of mota and of the genesis engine generally.


Once however you'd settled on things and were in the process of 
writing up more game content and the 3D version of the game, I was 
hopeful that this had come to an end and finally! i'd be able to get 
a look at the deeper levels of the tomb and see what else Athena had in store.


Now however, you state that you are rewriting the windows engine to 
use direct X, and then writing a separate lynux engine.


this is not intended to be rude or in any way be a personal attack, 
however,  to put it bluntly, I wish youd just finish the game!


While I understand more people are using lynux, I wonder if, from a 
utilitarian perspective, spending this amount of time and trouble on 
a lynux port was actually worth it,  appologies to lynux users, 
but given limited time and resources, and given the amount of 
trouble the lynux port seems to have caused, I do find myself 
wondering if this is actually such a good idea afterall, indeed I 
seem to remember Tom's customer survey suggesting that only a 
minority of people were concerned with lynux compatibility.


I am sorry to Tom,and to those people such as peter who use lynux, 
this is in no way intended as an attack or an insult.


As it stands, obviously because of the blue screen bug, you will 
need to return to direct X for the windows port, which is 
unavoidable, but I do find myself wondering if the second rewrite 
with specifically lynux components is as necessary a matter if it is 
going to slow down developement even further.


As I said, I'm really! wanting just to play the game.

Sorry if this came across as rude.

all the best,

Dark.




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[Audyssey] re-registering with audiogames.net

2010-10-29 Thread Lori Duncan
Hi guys could someone tell me how I re-register or recover my details?  I have 
lost my password and can't find a forgot password link to click for a reminder. 
 Thanks from Lori.  
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Re: [Audyssey] Another awesome SsFIV match!

2010-10-29 Thread Yohandy
Guys, please try to at least look at the link ok? if you had you'd know that 
it's multiline. Just paste everything together into a single line. *sigh*


- Original Message - 
From: "Muhammed Deniz" 

To: "Gamers Discussion list" 
Sent: Friday, October 29, 2010 12:17 PM
Subject: Re: [Audyssey] Another awesome SsFIV match!



Hello,
I am sorry, but it still doesn't work. Tri.
www.sendspace.com
And download the wizard and create your account.
My audio games for the blind group.
Discussions off topic are welcome in the holidays. Talking about games is 
welcome, talking about computer problems is welcome when their are know 
holidays but that's only in easter holidays or know holidays. If you want 
to joyn, just send a blank email to.

audiogamesfortheblind+subscr...@googlegroups.com
With the subject subscribe in the subject line.
Contact infermation.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message - 
From: "Tom Randall" 

To: "'Gamers Discussion list'" 
Sent: Thursday, October 28, 2010 7:59 PM
Subject: Re: [Audyssey] Another awesome SsFIV match!



Ok, I am gonna try sending this as an html message rather than as a plain
text message like I have been doing all this time.  If this works then
that's apparently what I need to do for long links like this even though 
I

have never had a problem before.  So hopefully this one'll work.
http://dl.dropbox.com/u/2104500/ssf4%20Kiryu%20Tsukimiya%20-%20Guy%20VS%20ke
n_airgen%20%28ryu%29%20june_29%202010.mp3

Tom



-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Muhammed Deniz
Sent: Thursday, October 28, 2010 11:19 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Another awesome SsFIV match!


Hi,
The link still doesn't work for some reason.
My audio games for the blind group.
Discussions off topic are welcome in the holidays. Talking about games is
welcome, talking about computer problems is welcome when their are know
holidays but that's only in easter holidays or know holidays. If you want 
to

joyn, just send a blank email to.
audiogamesfortheblind+subscr...@googlegroups.com
With the subject subscribe in the subject line.
Contact infermation.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message -
From: "Tom Randall" 
To: "'Gamers Discussion list'" 
Sent: Thursday, October 28, 2010 5:57 PM
Subject: Re: [Audyssey] Another awesome SsFIV match!



Hi Clemant and all, sorry about that let's try that again.  Not sure
why
it
did not work but I did try the link as it appeared on here and you're
right
the download didn't work.  Here's the link again, I've tested it this 
time

so it should work.


http://dl.dropbox.com/u/2104500/ssf4%20Kiryu%20Tsukimiya%20-%20Guy%20VS%20ke

n_airgen%20%28ryu%29%20june_29%202010.mp3

Tom
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org]
On Behalf Of clement chou
Sent: Wednesday, October 27, 2010 9:56 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Another awesome SsFIV match!


Broken link... won't let me download it.
- Original Message -
From: "Tom Randall" 
To: "blindgamers" 
Sent: Wednesday, October 27, 2010 8:41 PM
Subject: [Audyssey] Another awesome SsFIV match!



Hey all.

Here's another awesome ssfiv match by that same guy that Clemant
posted here
last week.  He's got a whole bunch of them up on youtube.  Again you 
can

really hear him keeping the heat up with those six or seven hit combos
even
when the other guy Is blocking. Dang I wish I was half as good as this
guy!
Oh well maybe someday.

Enjoy.

Tom
http://dl.dropbox.com/u/2104500/ssf4%20Kiryu%20Tsukimiya%20-%20Guy%20
V
S%20ke
n_airgen%20%28ryu%29%20june_29%202010.mp3

--
Check out my gaming blog at http://vi-mainstream-games.blogspot.com/


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Re: [Audyssey] game feadback

2010-10-29 Thread Lori Duncan
Sorry, were your steps sounds loud?  Mine werre really quiet for some reason 
and when the monster thing attacked me I couldn't tell if i'd hit him with 
my gun or not.  I heard the sound of my heart beat but there wasn't a health 
stats key to see how it was doing.
- Original Message - 
From: "shaun everiss" 

To: 
Sent: Friday, October 29, 2010 8:10 PM
Subject: [Audyssey] game feadback



Hi.
the extant demo rocks.
Ok I never played a game with mono before.
at full graphics my pc didn't even do much with fan speed.
Footsteps could be a bit lower.
some target scope for zombie targeting would rock.
The ability to have a club as an alternit weapon.
The ability to have more than one gun.
the ability to reload your gun with amo and either to pick it up or  just 
limitless reloading.
I am listening to a podcast called on the edge of darkness  which is about 
zombie hunters and their job, so playing as a leader or as a new person in 
a team such as this interests me as the cust is on that subject.
podcast is ontheedge of darkness I tnink is the site search for it on 
google.

http://ontheedgeofdarkness.com/wordpress
If interested.
Its good.
anyway the game does rock.
I couldn't find much I think we need a object locator.
also the dog should attack to.
Also it should get bitten to, also we need some sort of medkit system but 
if we are hunters then obviously if you are bitten you become a zombie.
In which case you should be able to play a zombie except you will get 
hunted and terminated though.

other wise things rock.
what is the difference betwene windowed and non windowed mode.


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Re: [Audyssey] Another awesome SsFIV match!

2010-10-29 Thread Tom Randall
Hi all,

Ok I am giving up on this for a while before I get too annoyed.  I may try
shortening the file name so that the link is shorter to see if that helps.
I am able to click the link in the message as it stands in my outbox but
after it goes to the list it is broken.  I've no idea why but don't have
time to sort it out right now, but when I have a few extra minutes I'll see
if I can get it fixed.

Laters.

Tom

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Tom Randall
Sent: Thursday, October 28, 2010 12:00 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Another awesome SsFIV match!


Ok, I am gonna try sending this as an html message rather than as a plain
text message like I have been doing all this time.  If this works then
that's apparently what I need to do for long links like this even though I
have never had a problem before.  So hopefully this one'll work.
http://dl.dropbox.com/u/2104500/ssf4%20Kiryu%20Tsukimiya%20-%20Guy%20VS%20ke
n_airgen%20%28ryu%29%20june_29%202010.mp3

Tom
 
 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Muhammed Deniz
Sent: Thursday, October 28, 2010 11:19 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Another awesome SsFIV match!


Hi,
The link still doesn't work for some reason.
My audio games for the blind group.
Discussions off topic are welcome in the holidays. Talking about games is
welcome, talking about computer problems is welcome when their are know
holidays but that's only in easter holidays or know holidays. If you want to
joyn, just send a blank email to.
audiogamesfortheblind+subscr...@googlegroups.com
With the subject subscribe in the subject line.
Contact infermation.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message -
From: "Tom Randall" 
To: "'Gamers Discussion list'" 
Sent: Thursday, October 28, 2010 5:57 PM
Subject: Re: [Audyssey] Another awesome SsFIV match!


> Hi Clemant and all, sorry about that let's try that again.  Not sure 
> why it
> did not work but I did try the link as it appeared on here and you're
> right
> the download didn't work.  Here's the link again, I've tested it this time
> so it should work.
>
http://dl.dropbox.com/u/2104500/ssf4%20Kiryu%20Tsukimiya%20-%20Guy%20VS%20ke
> n_airgen%20%28ryu%29%20june_29%202010.mp3
>
> Tom
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org]
> On Behalf Of clement chou
> Sent: Wednesday, October 27, 2010 9:56 PM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] Another awesome SsFIV match!
>
>
> Broken link... won't let me download it.
> - Original Message -
> From: "Tom Randall" 
> To: "blindgamers" 
> Sent: Wednesday, October 27, 2010 8:41 PM
> Subject: [Audyssey] Another awesome SsFIV match!
>
>
>> Hey all.
>>
>> Here's another awesome ssfiv match by that same guy that Clemant 
>> posted here last week.  He's got a whole bunch of them up on youtube.  
>> Again you can really hear him keeping the heat up with those six or 
>> seven hit combos even
>> when the other guy Is blocking. Dang I wish I was half as good as this
>> guy!
>> Oh well maybe someday.
>>
>> Enjoy.
>>
>> Tom 
>> http://dl.dropbox.com/u/2104500/ssf4%20Kiryu%20Tsukimiya%20-%20Guy%20
>> V
>> S%20ke
>> n_airgen%20%28ryu%29%20june_29%202010.mp3
>>
>> --
>> Check out my gaming blog at http://vi-mainstream-games.blogspot.com/
>>
>>
>> ---
>> Gamers mailing list __ Gamers@audyssey.org
>> If you want to leave the list, send E-mail to 
>> gamers-unsubscr...@audyssey.org. You can make changes or update your 
>> subscription via the web, at 
>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
>> All messages are archived and can be searched and read at 
>> http://www.mail-archive.com/gam...@audyssey.org.
>> If you have any questions or concerns regarding the management of the 
>> list, please send E-mail to gamers-ow...@audyssey.org.
>
>
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>
>
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> If you have any questions or 

Re: [Audyssey] Max Shrapnell

2010-10-29 Thread Tom Randall
Oh I remember that I downloaded it years and years ago, I may have it around
on an old cd somewhere I will check.

Tom


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Ben
Sent: Thursday, October 28, 2010 11:18 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Max Shrapnell


Speaking of alchemy studios games, anyone have the "mouse targeting demo" on
here?



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Re: [Audyssey] Surround Sound Gaming Headset with adjustable volumecontrols

2010-10-29 Thread Tom Randall
Wow!  Those do sound like they'd be extremely good to have on my ps3, but
you're right they're pretty pricey.  I'm gonna keep this message around in
case I ever have the extra cash to pick these up, but it won't be any time
soon.

Thanks.

Tom

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Phil Vlasak
Sent: Friday, October 29, 2010 4:29 AM
To: Gamers Discussion list
Subject: [Audyssey] Surround Sound Gaming Headset with adjustable
volumecontrols


Hi Folks,
A while ago someone wanted to know if there was a headset with adjustable 
volume controls for each ear.
I found one on Amazon, though it is a little expensive, but it also includes

surround sound in the headset that would make surround sound games such as 
SOD and Sarah sound much better.
Sharkoon X-Tatic True 5.1 Dolby Digital Surround Sound Gaming Headset by
Sharkoon
Platform: Windows Vista / XP, PlayStation, PlayStation2, Xbox, Not Machine 
Specific, PlayStation 3, Xbox 360
Price: $159.99
In Stock.
Ships from and sold by Amazon.com.

Product Features
5.1 channel headset; 8 speakers (4 in each earpiece); Digital, in-line 
volume control; High end amplifier; Independent, illuminated volume 
adjustment for each channel and master volume; Detachable microphone with 
QuickOn connection
X-Tatic Sound Control Unit (SCU); Supports Dolby Digital 2.0, Dolby Digital 
5.1 and Dolby Pro Logic; Supports the chat function of PS3, Xbox and Xbox 
360; Dynamic Range Control
Center speaker: 2 x 27 mm; Front speaker: 2 x 30 mm; Rear speaker: 2 x 30 
mm; Subwoofer: 2 x 40 mm; Impedance: 32 Ohm; Microphone: 6 x 5 mm (L x W) / 
unidirectional; Cable Length: 360 cm; Connection: 1 x 9-pin analogue plug
Digital optical input (S/PDIF) 2 analogue audio outputs for the X-Tatic 
headset 3 analogue 3.5 mm audio outputs (front, rear, center / subwoofer) 1 
microphone connector for PS3 (USB A > USB B) 1 power connector
Compatibilty: X-Tatic Digital; PC / MAC / other sources: analogue input (via

cable adapter); X-Tatic SCU; Xbox / Xbox 360: optical input ;PS2 / PS3: 
optical input / USB microphone connection PC / MAC: optical input / analogue




Product Details
Shipping: This item is also available for shipping to select countries 
outside the U.S.
ASIN: B003H4QIC0
Media: Accessory
Release Date: April 28, 2010
Average Customer Review: 4.7 out of 5 stars
Product Description

Award wining X-Tatic Gaming Headset: the Dolby certified X-Tatic Digital. 
This high-quality headset features four speakers per earpiece a total of 
eight speakers and volume controls built into the cable. Through the 
included Sound Control Unit, the X-Tatic Digital can connect to the optical 
output of a game console (PS2, PS3, Xbox or Xbox 360), a PC, DVD player or 
other HiFi device and immediately delivers high-quality sound to listeners. 
The Sound Control Unit outputs analog Dolby Digital and Dolby ProLogic 
signals, and supports a second X-Tatic headset. With the newly developed 
microphone, the chat functions of the PS3 and the Xbox 360 are also 
supported. The ergonomic construction of the headset includes soft ear 
pieces and a plush headband, making the headset comfortable to wear even for

long sessions. Sharkoon's X-Tatic digital gaming headsets promises a 
high-quality sound that won't break the bank and will propel gamers into an 
immersive depth of Dolby Digital environment.

Most Helpful Customer Reviews

   28 of 28 people found the following review helpful:
5.0 out of 5 stars New supporter of Sharkoon!! hoorah!, May 13, 2010 By  E.
Reyes - See all my reviews (REAL NAME)

Fun:5.0 out of 5 stars
Amazon Verified Purchase(What's this?)
This review is from: Sharkoon X-Tatic True 5.1 Dolby Digital Surround Sound 
Gaming Headset (Accessory)
This headset rocks! I definitely took a chance on these despite not having 
seen any previous reviews or ratings, but it was worth it. I wanted to test 
it out for a few weeks before writing a review. Also, this is my first 
Sharkoon product.

Along with the headset itself, it includes

- optical cable
- "sound control unit" (your little magic black box where all cables run to)
- adapters for PC (comes with 5.1 analog for those w/o pc optical), 360, ps3
- detachable boom mic (it does flex to your preference)
- power supply (single cord which splits off to power your SCU and headset 
separately) Ex.) you can still disconnect the power to the SCU and still 
have power running to the headset by itself. The power supply comes with 
swappable heads. I guess this is if you go out of the country and want to 
use their foreign outlets.

It took me a little bit of time to figure out all these adapters, settings, 
and wires (there are a lot of wires.)

The Sound Control Unit (SCU) is where your optical, power supply and 9-pin 
headset connector come together. You can also adjust the general volume 
here, but I usually just use t

Re: [Audyssey] MOTA Beta 16 Changes

2010-10-29 Thread dark

Hello Tom.

while I certainly see the logic in what your doing, i can't help feel mildly 
disappointed.


I understand that for people using lynux, a version of the game which can be 
played on their systems without need to use an emulator is an extremely good 
thing, and that this developement necessitates a great deal of work on your 
part due to incompatibility betwene the background libraries available for 
the two operating systems.


however, having been present on the audeasy list through all the 
developemental phases of mota and the genesis engine, I can't help but feel 
this rewriting process has been somewhat circular, and in some ways detracts 
from the developement of what I personally,  admittedly in my selfish 
position as a person who uses windows for convenience, see as the important 
thing, ie, having an interesting and ground breaking audio game to 
play,  and indeed an engine promising more games in the future.


I may be wrong, but i do seem to remember you originally writing using 
direct X, then changing your mind to include cross platform support. 
This, - as I said, i can see as logical given that there are audio game 
players using lynux..


There then followed a period when you seemed to go through a number of 
rewrites both of mota and of the genesis engine generally.


Once however you'd settled on things and were in the process of writing up 
more game content and the 3D version of the game, I was hopeful that this 
had come to an end and finally! i'd be able to get a look at the deeper 
levels of the tomb and see what else Athena had in store.


Now however, you state that you are rewriting the windows engine to use 
direct X, and then writing a separate lynux engine.


this is not intended to be rude or in any way be a personal attack, 
however,  to put it bluntly, I wish youd just finish the game!


While I understand more people are using lynux, I wonder if, from a 
utilitarian perspective, spending this amount of time and trouble on a lynux 
port was actually worth it,  appologies to lynux users, but given 
limited time and resources, and given the amount of trouble the lynux port 
seems to have caused, I do find myself wondering if this is actually such a 
good idea afterall, indeed I seem to remember Tom's customer survey 
suggesting that only a minority of people were concerned with lynux 
compatibility.


I am sorry to Tom,and to those people such as peter who use lynux, this is 
in no way intended as an attack or an insult.


As it stands, obviously because of the blue screen bug, you will need to 
return to direct X for the windows port, which is unavoidable, but I do find 
myself wondering if the second rewrite with specifically lynux components is 
as necessary a matter if it is going to slow down developement even further.


As I said, I'm really! wanting just to play the game.

Sorry if this came across as rude.

all the best,

Dark.




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[Audyssey] christmas thing

2010-10-29 Thread shaun everiss

Hi.
This week I was talking to some family about christmas and how we 
structure our presents.
THere is this game where you buy some thing for 10 bucks or less put 
it in a barrel  and then randomly pick one you can trade with others 
or keep it or what ever.

Its just a fun game.
No idea what I'd actually do with this idea but there some weird and 
funny devs out thre.

Ok, mainly phil of blastbay and phil of  pcs.
there is liam but he works so probably does not have the time as such.
I know some of the pkb group is here not sure about all the klangons 
but I know some devs exist here to.
its just an idea that sounded catchy as I know that a few put out 
christmasy titles which rocks.



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[Audyssey] game feadback

2010-10-29 Thread shaun everiss

Hi.
the extant demo rocks.
Ok I never played a game with mono before.
at full graphics my pc didn't even do much with fan speed.
Footsteps could be a bit lower.
some target scope for zombie targeting would rock.
The ability to have a club as an alternit weapon.
The ability to have more than one gun.
the ability to reload your gun with amo and either to pick it up 
or  just limitless reloading.
I am listening to a podcast called on the edge of darkness  which is 
about zombie hunters and their job, so playing as a leader or as a 
new person in a team such as this interests me as the cust is on that subject.

podcast is ontheedge of darkness I tnink is the site search for it on google.
http://ontheedgeofdarkness.com/wordpress
If interested.
Its good.
anyway the game does rock.
I couldn't find much I think we need a object locator.
also the dog should attack to.
Also it should get bitten to, also we need some sort of medkit system 
but if we are hunters then obviously if you are bitten you become a zombie.
In which case you should be able to play a zombie except you will get 
hunted and terminated though.

other wise things rock.
what is the difference betwene windowed and non windowed mode.


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Re: [Audyssey] Extant - tech demo (new audio game by AudioGames.net)

2010-10-29 Thread shaun everiss

yeah its another thing to do I will try this.
At 03:36 a.m. 30/10/2010, you wrote:

wow will try this out. How advance do you hope the full game to become?

On Oct 29, 2010, at 3:33 PM, Richard @ AudioGames wrote:

> Hi guys!
>
> We'd like to inform you about the new tech demo for a game we've 
been working on. It is called Extant and we'd like to ask you to 
try it out! Your feedback on this tech demo is warmly appreciated.

>
> Information:
> This is a tech demo of Extant. It is not a full game yet. Explore 
and Stay Alive!

>
> Controls:
> Use the cursor keys or WASD to navigate.
> Use SPACE or the left mouse button to fire your weapon.
> There's an in-game navigation menu: press and hold CONTROL 
(you'll hear 'find') and press the cursor keys. Select the object 
you'd like to find. When you release the CONTROL key, your dog Moby 
will guide you to that specific object.

> Press ALT to hush Moby to be quiet.
>
> The .zip files linked below contain an executable tech demo.
>
> Download for PC
> http://www.audiogames.net/download/6
>
> Download for MAC
> http://www.audiogames.net/download/5
>
> Please leave your feedback in this forum:
>
> http://forum.audiogames.net/viewforum.php?id=24
>
> Have fun!
>
> Sander & Richard
> http://audiogames.net
> http://creativehero.es
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Re: [Audyssey] MOTA Beta 16 Changes

2010-10-29 Thread Thomas Ward
Hi Phil,
Sure. All of the contact information etc is right on the sfml-dev.org
website. I've got plans to e-mail the guy who started SFML and see if
he can figure out why SFML tends to cause Windows to blue screen where
I don't get so much as a seg fault on Linux with beta 16.


On 10/29/10, Phil Vlasak  wrote:
> Hi Thomas,
> Is there a way to contact those working on the SFML libraries
>  about the bug?
>
>
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Re: [Audyssey] MOTA Beta 16 Changes

2010-10-29 Thread Thomas Ward
Hi Zack,
Oh, I intend on reporting my findings to the SFML developers as I
think they need to investigate this problem further.  As I have
mentioned several times the game doesn't crash like this on Linux at
all. In fact beta 16 runs extremely good on Linux. Recompile it for
Windows using MinGW and we get that weird error where the system blue
screens and restarts. I recompiled the engine with Visual Studio 2008
Pro this morning and it told me the error was in sfml-window.dll. So
whatever the bug is Windows absolutely hates it, and it forces a
system to restart. If it were not for this blue screen problem I'd
just stick with SFML for Windows, Mac, and Linux.
Of course, there is SDL, which I could use instead of SFML, but I've
never been all that impressed with it.
For one thing SDL Mixer is not in the same league as OpenAL or
DirectSound. When it comes to virtual 3d audio SDL Mixer's
Mix_SetPosition function is barely mor than simply controlling the
sound's pan and volume settings. It is far from realistic, and just
doesn't render the same effect as what OpenAL or DirectSound can do.
Add in the fact there are no custom DSP effects, no way to control the
sound's pitch, it is not really that great for rendering audio. It is
fine for some games like STFC, SoundRTS, or whatever but not for the
kind of engine I'm working on.
Then, we have the issue of input. Ever since I switched to SFML for
keyboard input I have been constantly bombarded by people wanting to
know why they can't runn and pick up items at the same time. Neither
SDL or SFML will allow them to do that because keyboard input is
handled completely different. I believe that most Windows users would
prefer DirectInput as they will stop asking me about fixing the
keyboard input which doesn't work they way they think it should.

Smile.

On 10/29/10, Zachary Kline  wrote:
> Hi Thomas,
> Is it perhaps worth reporting the bug you've found to the sfml developers?
> I would absolutely hate to have to go through the extra work of
> maintaining two separate versions of the game engine unless there was
> absolutely no chance of getting the underlying problem in the
> cross platform library solved.
> Best,
> Zack.

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Re: [Audyssey] MOTA Beta 16 Changes

2010-10-29 Thread Phil Vlasak

Hi Thomas,
Is there a way to contact those working on the SFML libraries
about the bug?


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Re: [Audyssey] MOTA Beta 16 Changes

2010-10-29 Thread Thomas Ward
Hi Charles,
Yeah, you could say that. I'm very unhappy of having to go back to
DirectX to support Windows XP, Vista, and Windows 7, but if that is
the most stable way of resolving the problem that's what I have to do.
Managing to engines is definitely not my idea of fun, but if I want to
support Windows with any degree of reliability and stability that's
what I have to do.

Smile.


On 10/29/10, Charles Rivard  wrote:
> Sounds like this is going to be a time consuming, troublesome, pain in the
> buns, mess that should work out in the long run.  It is good, though, that
> you have found where that blue screen bug was.
>
> ---
> Shepherds are the best beasts!

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Re: [Audyssey] MOTA Beta 16 Changes

2010-10-29 Thread Zachary Kline

Hi Thomas,
Is it perhaps worth reporting the bug you've found to the sfml developers? 
I would absolutely hate to have to go through the extra work of 
maintaining two separate versions of the game engine unless there was 
absolutely no chance of getting the underlying problem in the 
cross platform library solved.

Best,
Zack.

On Fri, 29 Oct 2010, Thomas Ward wrote:


Hi Bryan,
That's hard to say. Certainly it will add some additional development
time since I'm dealing with completely different APIs and platforms
now, but long term I don't think it will be too bad. It is more a
matter of the time spent up front developing both versions of the
engine and then making sure the same game code will compile and run
correctly with witchever version of the engine is being used.
For example, the Windows version of MOTA could use the DirectSound
stereo Pan control. Unfortunately, the pan control takes values
ranging from -1 to 1 and OpenAL uses OpenAL takes a 3d
coordinate to render the audio. This is something that can't be easily
emulated through a simple class member because the function parameters
are completely different. One way to resolve this issue is to forget
the DirectSound stereo pan control and route audio directly through
the DirectSound 3d interface, but we are right back to no simple
stereo pan control either. In order to insure compatibility between
DirectSound and OpenAL versions of the engine I'd have to pan sounds
through a virtual 3d interface which works, but isn't as clean as the
DirectSound pan control.
So most of my time in the beginning will be trying to find ways to
obtain the maximum compatibility between the two versions of the
engine while at the same time make use of native APIs for the target
platform. This will take some initial research and development time,
but after it is ready it should be smooth sailing from there.

Cheers!


On 10/29/10, Bryan Peterson  wrote:

Sounds like the best approach, although for your sake I hope this won't add
too much onto development time since I know how anxious you are to finally
get this project off! your back and take that nice long break I'm sure
you've been hankering for. And goodness knows you've more than earned it.
We are the Knights who say...Ni!


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[Audyssey] TEST

2010-10-29 Thread Joseph Weaver
Just checking to see if this is working, please disreguard
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Re: [Audyssey] MOTA Beta 16 Changes

2010-10-29 Thread Charles Rivard
Sounds like this is going to be a time consuming, troublesome, pain in the 
buns, mess that should work out in the long run.  It is good, though, that 
you have found where that blue screen bug was.


---
Shepherds are the best beasts!
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, October 29, 2010 9:19 AM
Subject: [Audyssey] MOTA Beta 16 Changes



Hi everyone,
At last I have located the cause of the blue screen. This morning i
did a step by step debug of the ExitProgram code when the Visual C++
debugger began giving me the exact error codes we are seeing in the
dump files. So obviously I know what the debugger is seeing and we
have been experiencing is the same problem. Fortunately or
unfortunately, depending on how you see it, the error is not in the
game engine itself. So I'm not totally crazy and am not actually at
fault here. The bug seams to be located in the SFML libraries
themselves, the Windows SFML libraries to be more specific.
With this in mind I think my alternatives are pretty clear. Since SFML
appears to be the cause of the blue screen on Windows operating
systems I'm going to have to create two  different builds of the
Genesis Engine. One designed for Windows operating systems using
DirectX, Sapi, and other Windos specific APIs. The second using SFML,
Speech-Dispatcher, and Linux specific APIs.  Although I'm not exactly
overly thrilled about this alternative I do see that this probably is
the best option in the long run.
For one thing I've known for quite a while now that developing a
cross-platform game engine would be what I call a "lowest common
denominator" approach. What I mean by that is that often times
operating systems are so different from a programming standpoint that
whatever I did I'd have to use only coding practices, development
libraries, etc that all the operating systems have in common like
SFML. Unfortunately, this doesn't always work out that well in
practice.
For example, Wwhile Microsoft Windows is written in C++ Windows
applications written in C++ are far different from an application
written in C++ for Linux. Thanks to Microsoft's Windows API, which is
required for Windows applications, they have added a lot of
pproprietary functions, data types, headers, etc that are totally
different from those used by anyone else. That obviously makes it
difficult to create cross-platform software because the developer
constantly has to sidestep and avoid anything that is Windows, Linux,
or Mac specific as much as humanly possible.
To give a simple example here let's consider the main function. In
most cases you can start a C++ program with the main function like
this.

int main (int argc, char** argv)
{
// Add initialization code here
 return 0;
}

That is the most common way to start a C++ application. Most platforms
supports this, but on Windows only commandline programs begin with the
main function. For full blown Windows applications every C++ program
begins with the WinMain() function  which is naturally only supported
on Microsoft Windows of course. It looks something like this.

int APIENTRY _tWinMain (HINSTANCE hInstance,
  HINSTANCE hPrevInstance, LPTSTR lpCmdLine, int nCmdShow)
{
// Add initialization code here
 return 0;
}

Obviously right off the bat we have a problem with cross-platform
compatibility. Windows and a Linux application don't even use the same
main function which is something a cross-platform developer has to get
around. Usually, the quickest way to solve this problem is to create a
WinMain() function that calls the standard C++ main() function to
perform program initialization. It isn't exactly hard to do, but is
still a hastle because Windows requires something extra to properly
initialize the program. The differences between Windows applications
and Linux applications don't stop there.
In terms of programming games this gets to be more complicated,
because we are dealing with various APIs to handle graphics, input,
audio, networking, etc.  While cross-platform APIs like SFML and SDL
do exist they are also built with the lowest common denominator in
mind. They don't always offer the flashier features you might see in a
platform specific API like DirectX.
The best example I can think of is input handling. SFML and SDL use an
event driven input system which means it polls the operating system
for Windows events and acts upon a key press or key released event.
This is often quite slow because it has to wait for the event message
to be processed through the operating systems message queue, and the
message queue was never designed for rapid key presses or to handle
more than two or three key down events at a time. This is why in MOTA
beta 15 it isn't possible to hold the arrow key down to walk and pres
enter to pick up something. Contrary to common belief that isn't a
bug, but the fault of the generic keyboard support SDL and SFMl uses
to maintain cross-platform compatibility.
On Windows Microsoft ha

Re: [Audyssey] Another awesome SsFIV match!

2010-10-29 Thread Muhammed Deniz

Hello,
I am sorry, but it still doesn't work. Tri.
www.sendspace.com
And download the wizard and create your account.
My audio games for the blind group.
Discussions off topic are welcome in the holidays. Talking about games is 
welcome, talking about computer problems is welcome when their are know 
holidays but that's only in easter holidays or know holidays. If you want to 
joyn, just send a blank email to.

audiogamesfortheblind+subscr...@googlegroups.com
With the subject subscribe in the subject line.
Contact infermation.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message - 
From: "Tom Randall" 

To: "'Gamers Discussion list'" 
Sent: Thursday, October 28, 2010 7:59 PM
Subject: Re: [Audyssey] Another awesome SsFIV match!



Ok, I am gonna try sending this as an html message rather than as a plain
text message like I have been doing all this time.  If this works then
that's apparently what I need to do for long links like this even though I
have never had a problem before.  So hopefully this one'll work.
http://dl.dropbox.com/u/2104500/ssf4%20Kiryu%20Tsukimiya%20-%20Guy%20VS%20ke
n_airgen%20%28ryu%29%20june_29%202010.mp3

Tom



-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Muhammed Deniz
Sent: Thursday, October 28, 2010 11:19 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Another awesome SsFIV match!


Hi,
The link still doesn't work for some reason.
My audio games for the blind group.
Discussions off topic are welcome in the holidays. Talking about games is
welcome, talking about computer problems is welcome when their are know
holidays but that's only in easter holidays or know holidays. If you want 
to

joyn, just send a blank email to.
audiogamesfortheblind+subscr...@googlegroups.com
With the subject subscribe in the subject line.
Contact infermation.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message -
From: "Tom Randall" 
To: "'Gamers Discussion list'" 
Sent: Thursday, October 28, 2010 5:57 PM
Subject: Re: [Audyssey] Another awesome SsFIV match!



Hi Clemant and all, sorry about that let's try that again.  Not sure
why
it
did not work but I did try the link as it appeared on here and you're
right
the download didn't work.  Here's the link again, I've tested it this 
time

so it should work.


http://dl.dropbox.com/u/2104500/ssf4%20Kiryu%20Tsukimiya%20-%20Guy%20VS%20ke

n_airgen%20%28ryu%29%20june_29%202010.mp3

Tom
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org]
On Behalf Of clement chou
Sent: Wednesday, October 27, 2010 9:56 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Another awesome SsFIV match!


Broken link... won't let me download it.
- Original Message -
From: "Tom Randall" 
To: "blindgamers" 
Sent: Wednesday, October 27, 2010 8:41 PM
Subject: [Audyssey] Another awesome SsFIV match!



Hey all.

Here's another awesome ssfiv match by that same guy that Clemant
posted here
last week.  He's got a whole bunch of them up on youtube.  Again you can
really hear him keeping the heat up with those six or seven hit combos
even
when the other guy Is blocking. Dang I wish I was half as good as this
guy!
Oh well maybe someday.

Enjoy.

Tom
http://dl.dropbox.com/u/2104500/ssf4%20Kiryu%20Tsukimiya%20-%20Guy%20
V
S%20ke
n_airgen%20%28ryu%29%20june_29%202010.mp3

--
Check out my gaming blog at http://vi-mainstream-games.blogspot.com/


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Re: [Audyssey] extent.

2010-10-29 Thread Lori Duncan

lol the dog is cute.
- Original Message - 
From: "Ian McNamara" 

To: "Gamers Discussion list" 
Sent: Friday, October 29, 2010 4:26 PM
Subject: [Audyssey] extent.


Hi this looks brilliant it works well on the mac. just a couple of 
questions what's the game accually about as i don't Really get what it is 
about. also what is the control to shut the dog up on the mac. so is this 
game for sighted gamers and blind gamers to?


Ian McNamara
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Re: [Audyssey] Extant - tech demo (new audio game by AudioGames.net)

2010-10-29 Thread Ian McNamara
mine runs ok but i don't understand the exact consept and what this game is 
finely going to be.

Ian McNamara 
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Re: [Audyssey] Extant - tech demo (new audio game by AudioGames.net)

2010-10-29 Thread Lori Duncan
Hi Richard the game doesn't seem to run properly I'm getting a message 
saying "Error data file not found"
- Original Message - 
From: "Richard @ AudioGames" 

To: "Gamers Discussion list" 
Sent: Friday, October 29, 2010 3:33 PM
Subject: [Audyssey] Extant - tech demo (new audio game by AudioGames.net)



Hi guys!

We'd like to inform you about the new tech demo for a game we've been 
working on. It is called Extant and we'd like to ask you to try it out! 
Your feedback on this tech demo is warmly appreciated.


Information:
This is a tech demo of Extant. It is not a full game yet. Explore and Stay 
Alive!


Controls:
Use the cursor keys or WASD to navigate.
Use SPACE or the left mouse button to fire your weapon.
There's an in-game navigation menu: press and hold CONTROL (you'll hear 
'find') and press the cursor keys. Select the object you'd like to find. 
When you release the CONTROL key, your dog Moby will guide you to that 
specific object.

Press ALT to hush Moby to be quiet.

The .zip files linked below contain an executable tech demo.

Download for PC
http://www.audiogames.net/download/6

Download for MAC
http://www.audiogames.net/download/5

Please leave your feedback in this forum:

http://forum.audiogames.net/viewforum.php?id=24

Have fun!

Sander & Richard
http://audiogames.net
http://creativehero.es
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Re: [Audyssey] MOTA Beta 16 Changes

2010-10-29 Thread Thomas Ward
Hi Bryan,
That's hard to say. Certainly it will add some additional development
time since I'm dealing with completely different APIs and platforms
now, but long term I don't think it will be too bad. It is more a
matter of the time spent up front developing both versions of the
engine and then making sure the same game code will compile and run
correctly with witchever version of the engine is being used.
For example, the Windows version of MOTA could use the DirectSound
stereo Pan control. Unfortunately, the pan control takes values
ranging from -1 to 1 and OpenAL uses OpenAL takes a 3d
coordinate to render the audio. This is something that can't be easily
emulated through a simple class member because the function parameters
are completely different. One way to resolve this issue is to forget
the DirectSound stereo pan control and route audio directly through
the DirectSound 3d interface, but we are right back to no simple
stereo pan control either. In order to insure compatibility between
DirectSound and OpenAL versions of the engine I'd have to pan sounds
through a virtual 3d interface which works, but isn't as clean as the
DirectSound pan control.
So most of my time in the beginning will be trying to find ways to
obtain the maximum compatibility between the two versions of the
engine while at the same time make use of native APIs for the target
platform. This will take some initial research and development time,
but after it is ready it should be smooth sailing from there.

Cheers!


On 10/29/10, Bryan Peterson  wrote:
> Sounds like the best approach, although for your sake I hope this won't add
> too much onto development time since I know how anxious you are to finally
> get this project off! your back and take that nice long break I'm sure
> you've been hankering for. And goodness knows you've more than earned it.
> We are the Knights who say...Ni!

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Re: [Audyssey] MOTA Beta 16 Changes

2010-10-29 Thread Bryan Peterson
Sounds like the best approach, although for your sake I hope this won't add 
too much onto development time since I know how anxious you are to finally 
get this project off! your back and take that nice long break I'm sure 
you've been hankering for. And goodness knows you've more than earned it.

We are the Knights who say...Ni!
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, October 29, 2010 8:19 AM
Subject: [Audyssey] MOTA Beta 16 Changes



Hi everyone,
At last I have located the cause of the blue screen. This morning i
did a step by step debug of the ExitProgram code when the Visual C++
debugger began giving me the exact error codes we are seeing in the
dump files. So obviously I know what the debugger is seeing and we
have been experiencing is the same problem. Fortunately or
unfortunately, depending on how you see it, the error is not in the
game engine itself. So I'm not totally crazy and am not actually at
fault here. The bug seams to be located in the SFML libraries
themselves, the Windows SFML libraries to be more specific.
With this in mind I think my alternatives are pretty clear. Since SFML
appears to be the cause of the blue screen on Windows operating
systems I'm going to have to create two  different builds of the
Genesis Engine. One designed for Windows operating systems using
DirectX, Sapi, and other Windos specific APIs. The second using SFML,
Speech-Dispatcher, and Linux specific APIs.  Although I'm not exactly
overly thrilled about this alternative I do see that this probably is
the best option in the long run.
For one thing I've known for quite a while now that developing a
cross-platform game engine would be what I call a "lowest common
denominator" approach. What I mean by that is that often times
operating systems are so different from a programming standpoint that
whatever I did I'd have to use only coding practices, development
libraries, etc that all the operating systems have in common like
SFML. Unfortunately, this doesn't always work out that well in
practice.
For example, Wwhile Microsoft Windows is written in C++ Windows
applications written in C++ are far different from an application
written in C++ for Linux. Thanks to Microsoft's Windows API, which is
required for Windows applications, they have added a lot of
pproprietary functions, data types, headers, etc that are totally
different from those used by anyone else. That obviously makes it
difficult to create cross-platform software because the developer
constantly has to sidestep and avoid anything that is Windows, Linux,
or Mac specific as much as humanly possible.
To give a simple example here let's consider the main function. In
most cases you can start a C++ program with the main function like
this.

int main (int argc, char** argv)
{
// Add initialization code here
 return 0;
}

That is the most common way to start a C++ application. Most platforms
supports this, but on Windows only commandline programs begin with the
main function. For full blown Windows applications every C++ program
begins with the WinMain() function  which is naturally only supported
on Microsoft Windows of course. It looks something like this.

int APIENTRY _tWinMain (HINSTANCE hInstance,
  HINSTANCE hPrevInstance, LPTSTR lpCmdLine, int nCmdShow)
{
// Add initialization code here
 return 0;
}

Obviously right off the bat we have a problem with cross-platform
compatibility. Windows and a Linux application don't even use the same
main function which is something a cross-platform developer has to get
around. Usually, the quickest way to solve this problem is to create a
WinMain() function that calls the standard C++ main() function to
perform program initialization. It isn't exactly hard to do, but is
still a hastle because Windows requires something extra to properly
initialize the program. The differences between Windows applications
and Linux applications don't stop there.
In terms of programming games this gets to be more complicated,
because we are dealing with various APIs to handle graphics, input,
audio, networking, etc.  While cross-platform APIs like SFML and SDL
do exist they are also built with the lowest common denominator in
mind. They don't always offer the flashier features you might see in a
platform specific API like DirectX.
The best example I can think of is input handling. SFML and SDL use an
event driven input system which means it polls the operating system
for Windows events and acts upon a key press or key released event.
This is often quite slow because it has to wait for the event message
to be processed through the operating systems message queue, and the
message queue was never designed for rapid key presses or to handle
more than two or three key down events at a time. This is why in MOTA
beta 15 it isn't possible to hold the arrow key down to walk and pres
enter to pick up something. Contrary to common belief that isn't a
bug, but the fault of the generic

Re: [Audyssey] terraformers quick one

2010-10-29 Thread Joseph Weaver
.3 I  finished  the game tonight,  though that was alot of money for only 3
levels,  the game needed to be longer though it was a cool goame

On Thu, Oct 28, 2010 at 10:34 PM, michael barnes  wrote:

> Here is a quick question, Beside the training mode level how many levels
> are their in the game?
> When you beat the game do you unlock or get anything?
>
> --
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> www.serotek.com to learn more about accessibility anywhere.
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>
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Re: [Audyssey] Another awesome SsFIV match!

2010-10-29 Thread Tom Randall
Ok, I am gonna try sending this as an html message rather than as a plain
text message like I have been doing all this time.  If this works then
that's apparently what I need to do for long links like this even though I
have never had a problem before.  So hopefully this one'll work.
http://dl.dropbox.com/u/2104500/ssf4%20Kiryu%20Tsukimiya%20-%20Guy%20VS%20ke
n_airgen%20%28ryu%29%20june_29%202010.mp3

Tom
 
 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Muhammed Deniz
Sent: Thursday, October 28, 2010 11:19 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Another awesome SsFIV match!


Hi,
The link still doesn't work for some reason.
My audio games for the blind group.
Discussions off topic are welcome in the holidays. Talking about games is
welcome, talking about computer problems is welcome when their are know
holidays but that's only in easter holidays or know holidays. If you want to
joyn, just send a blank email to.
audiogamesfortheblind+subscr...@googlegroups.com
With the subject subscribe in the subject line.
Contact infermation.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message -
From: "Tom Randall" 
To: "'Gamers Discussion list'" 
Sent: Thursday, October 28, 2010 5:57 PM
Subject: Re: [Audyssey] Another awesome SsFIV match!


> Hi Clemant and all, sorry about that let's try that again.  Not sure
> why
> it
> did not work but I did try the link as it appeared on here and you're
> right
> the download didn't work.  Here's the link again, I've tested it this time
> so it should work.
>
http://dl.dropbox.com/u/2104500/ssf4%20Kiryu%20Tsukimiya%20-%20Guy%20VS%20ke
> n_airgen%20%28ryu%29%20june_29%202010.mp3
>
> Tom
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org]
> On Behalf Of clement chou
> Sent: Wednesday, October 27, 2010 9:56 PM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] Another awesome SsFIV match!
>
>
> Broken link... won't let me download it.
> - Original Message -
> From: "Tom Randall" 
> To: "blindgamers" 
> Sent: Wednesday, October 27, 2010 8:41 PM
> Subject: [Audyssey] Another awesome SsFIV match!
>
>
>> Hey all.
>>
>> Here's another awesome ssfiv match by that same guy that Clemant
>> posted here
>> last week.  He's got a whole bunch of them up on youtube.  Again you can
>> really hear him keeping the heat up with those six or seven hit combos
>> even
>> when the other guy Is blocking. Dang I wish I was half as good as this
>> guy!
>> Oh well maybe someday.
>>
>> Enjoy.
>>
>> Tom
>> http://dl.dropbox.com/u/2104500/ssf4%20Kiryu%20Tsukimiya%20-%20Guy%20
>> V
>> S%20ke
>> n_airgen%20%28ryu%29%20june_29%202010.mp3
>>
>> --
>> Check out my gaming blog at http://vi-mainstream-games.blogspot.com/
>>
>>
>> ---
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Re: [Audyssey] please help with terraformers

2010-10-29 Thread Joseph Weaver
I have to back Michael up on what hes saying, He and i are good friends and
get together from time to time for gameing, and he and i have been trying
with this for over a week.  Please Dont Acuse someone of not trying if you
dont know them.  We are all here to help one another out and not bash each
other because we get stuck.

thanks

On Thu, Oct 28, 2010 at 12:37 PM, michael barnes  wrote:

> I thought this was a gamers list that help people when they are stuck in a
> game. And by the way I do take my time to play the game to try myself to
> figure things out but if I can't then I would like if I could get some help.
> So if someone would be so kind to give me that code for the code lock in
> the first stage that would be great.
> Thanks
>
> --
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> www.serotek.com to learn more about accessibility anywhere.
>
>
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[Audyssey] extent.

2010-10-29 Thread Ian McNamara
Hi this looks brilliant it works well on the mac. just a couple of questions 
what's the game accually about as i don't Really get what it is about. also 
what is the control to shut the dog up on the mac. so is this game for sighted 
gamers and blind gamers to?

Ian McNamara 
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Re: [Audyssey] Extant - tech demo (new audio game by AudioGames.net)

2010-10-29 Thread Lori Duncan

Looking good, that music has me scared, nice one to try for haloween lol.
- Original Message - 
From: "william lomas" 

To: "Gamers Discussion list" 
Sent: Friday, October 29, 2010 3:36 PM
Subject: Re: [Audyssey] Extant - tech demo (new audio game by 
AudioGames.net)




wow will try this out. How advance do you hope the full game to become?

On Oct 29, 2010, at 3:33 PM, Richard @ AudioGames wrote:


Hi guys!

We'd like to inform you about the new tech demo for a game we've been 
working on. It is called Extant and we'd like to ask you to try it out! 
Your feedback on this tech demo is warmly appreciated.


Information:
This is a tech demo of Extant. It is not a full game yet. Explore and 
Stay Alive!


Controls:
Use the cursor keys or WASD to navigate.
Use SPACE or the left mouse button to fire your weapon.
There's an in-game navigation menu: press and hold CONTROL (you'll hear 
'find') and press the cursor keys. Select the object you'd like to find. 
When you release the CONTROL key, your dog Moby will guide you to that 
specific object.

Press ALT to hush Moby to be quiet.

The .zip files linked below contain an executable tech demo.

Download for PC
http://www.audiogames.net/download/6

Download for MAC
http://www.audiogames.net/download/5

Please leave your feedback in this forum:

http://forum.audiogames.net/viewforum.php?id=24

Have fun!

Sander & Richard
http://audiogames.net
http://creativehero.es
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Re: [Audyssey] Extant - tech demo (new audio game by AudioGames.net)

2010-10-29 Thread Ian McNamara
getting this now. 

Ian McNamara 

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Re: [Audyssey] Extant - tech demo (new audio game by AudioGames.net)

2010-10-29 Thread william lomas
wow will try this out. How advance do you hope the full game to become?

On Oct 29, 2010, at 3:33 PM, Richard @ AudioGames wrote:

> Hi guys!
> 
> We'd like to inform you about the new tech demo for a game we've been working 
> on. It is called Extant and we'd like to ask you to try it out! Your feedback 
> on this tech demo is warmly appreciated. 
> 
> Information:
> This is a tech demo of Extant. It is not a full game yet. Explore and Stay 
> Alive!
> 
> Controls:
> Use the cursor keys or WASD to navigate.
> Use SPACE or the left mouse button to fire your weapon.
> There's an in-game navigation menu: press and hold CONTROL (you'll hear 
> 'find') and press the cursor keys. Select the object you'd like to find. When 
> you release the CONTROL key, your dog Moby will guide you to that specific 
> object.
> Press ALT to hush Moby to be quiet.
> 
> The .zip files linked below contain an executable tech demo. 
> 
> Download for PC
> http://www.audiogames.net/download/6
> 
> Download for MAC
> http://www.audiogames.net/download/5
> 
> Please leave your feedback in this forum:
> 
> http://forum.audiogames.net/viewforum.php?id=24
> 
> Have fun!
> 
> Sander & Richard
> http://audiogames.net
> http://creativehero.es
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> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
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> http://www.mail-archive.com/gam...@audyssey.org.
> If you have any questions or concerns regarding the management of the list,
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[Audyssey] Extant - tech demo (new audio game by AudioGames.net)

2010-10-29 Thread Richard @ AudioGames
Hi guys!

We'd like to inform you about the new tech demo for a game we've been working 
on. It is called Extant and we'd like to ask you to try it out! Your feedback 
on this tech demo is warmly appreciated. 

Information:
This is a tech demo of Extant. It is not a full game yet. Explore and Stay 
Alive!

Controls:
Use the cursor keys or WASD to navigate.
Use SPACE or the left mouse button to fire your weapon.
There's an in-game navigation menu: press and hold CONTROL (you'll hear 'find') 
and press the cursor keys. Select the object you'd like to find. When you 
release the CONTROL key, your dog Moby will guide you to that specific object.
Press ALT to hush Moby to be quiet.

The .zip files linked below contain an executable tech demo. 

Download for PC
http://www.audiogames.net/download/6

Download for MAC
http://www.audiogames.net/download/5

Please leave your feedback in this forum:

http://forum.audiogames.net/viewforum.php?id=24

Have fun!

Sander & Richard
http://audiogames.net
http://creativehero.es
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[Audyssey] MOTA Beta 16 Changes

2010-10-29 Thread Thomas Ward
Hi everyone,
At last I have located the cause of the blue screen. This morning i
did a step by step debug of the ExitProgram code when the Visual C++
debugger began giving me the exact error codes we are seeing in the
dump files. So obviously I know what the debugger is seeing and we
have been experiencing is the same problem. Fortunately or
unfortunately, depending on how you see it, the error is not in the
game engine itself. So I'm not totally crazy and am not actually at
fault here. The bug seams to be located in the SFML libraries
themselves, the Windows SFML libraries to be more specific.
With this in mind I think my alternatives are pretty clear. Since SFML
appears to be the cause of the blue screen on Windows operating
systems I'm going to have to create two  different builds of the
Genesis Engine. One designed for Windows operating systems using
DirectX, Sapi, and other Windos specific APIs. The second using SFML,
Speech-Dispatcher, and Linux specific APIs.  Although I'm not exactly
overly thrilled about this alternative I do see that this probably is
the best option in the long run.
For one thing I've known for quite a while now that developing a
cross-platform game engine would be what I call a "lowest common
denominator" approach. What I mean by that is that often times
operating systems are so different from a programming standpoint that
whatever I did I'd have to use only coding practices, development
libraries, etc that all the operating systems have in common like
SFML. Unfortunately, this doesn't always work out that well in
practice.
For example, Wwhile Microsoft Windows is written in C++ Windows
applications written in C++ are far different from an application
written in C++ for Linux. Thanks to Microsoft's Windows API, which is
required for Windows applications, they have added a lot of
pproprietary functions, data types, headers, etc that are totally
different from those used by anyone else. That obviously makes it
difficult to create cross-platform software because the developer
constantly has to sidestep and avoid anything that is Windows, Linux,
or Mac specific as much as humanly possible.
To give a simple example here let's consider the main function. In
most cases you can start a C++ program with the main function like
this.

int main (int argc, char** argv)
{
// Add initialization code here
  return 0;
}

That is the most common way to start a C++ application. Most platforms
supports this, but on Windows only commandline programs begin with the
main function. For full blown Windows applications every C++ program
begins with the WinMain() function  which is naturally only supported
on Microsoft Windows of course. It looks something like this.

int APIENTRY _tWinMain (HINSTANCE hInstance,
   HINSTANCE hPrevInstance, LPTSTR lpCmdLine, int nCmdShow)
{
// Add initialization code here
  return 0;
}

Obviously right off the bat we have a problem with cross-platform
compatibility. Windows and a Linux application don't even use the same
main function which is something a cross-platform developer has to get
around. Usually, the quickest way to solve this problem is to create a
WinMain() function that calls the standard C++ main() function to
perform program initialization. It isn't exactly hard to do, but is
still a hastle because Windows requires something extra to properly
initialize the program. The differences between Windows applications
and Linux applications don't stop there.
In terms of programming games this gets to be more complicated,
because we are dealing with various APIs to handle graphics, input,
audio, networking, etc.  While cross-platform APIs like SFML and SDL
do exist they are also built with the lowest common denominator in
mind. They don't always offer the flashier features you might see in a
platform specific API like DirectX.
The best example I can think of is input handling. SFML and SDL use an
event driven input system which means it polls the operating system
for Windows events and acts upon a key press or key released event.
This is often quite slow because it has to wait for the event message
to be processed through the operating systems message queue, and the
message queue was never designed for rapid key presses or to handle
more than two or three key down events at a time. This is why in MOTA
beta 15 it isn't possible to hold the arrow key down to walk and pres
enter to pick up something. Contrary to common belief that isn't a
bug, but the fault of the generic keyboard support SDL and SFMl uses
to maintain cross-platform compatibility.
On Windows Microsoft has created an API to resolve this problem. It is
called DirectInput. DirectInput bypasses the message queue altogether
and directly interfaces with the keyboard, joystick, and mouse. Being
directly interfaced with the keyboard not only makes it faster to poll
the state of the keyboard, but it can acquire the entire state of
every key on the keyboard at once. It makes it possible to have
multiple 

Re: [Audyssey] Alteraeon

2010-10-29 Thread dark

Hi Richard.

I have played a couple of muds with hal using,  of all things, windows' 
basic telnet connection, but didn't really find this too satisfactory. I 
have sinse switched to vip mud and sapi, and have played a couple of muds 
with it successfully.


Usually I'd just use Hal to read the screen, but in a mud it's important to 
have the text spoken and read fairly quickly, so there isn't time to switch 
around and read lines,  hence why i prefer to use sapi with vip mud.


In combat, actions simply progress and new lines are written to the bottom 
of the screen, therefore the best thing I've found to do is read the last 
line which comes in and keep arrowing down so that I'm reading the most 
recent entry (sinse I have had occasions where a character has been killed 
whilst I was busy reading the top of the combat log).


Also though, you should know there is a bit of a problem in vip mud with 
sapi where by the status line (if any), isn't correctly read.


Luckily, Cx2 of the audiogames.net forum found a way around this, and all 
you need to do to have sapi read the line showing your hp etc correctly is 
copy this script into vip mud:


#TRIGGER {[<]*[>]*} {#gag;#say %1} {}


Hth.

Beware the Grue!

Dark.



- Original Message - 
From: "Richard Claridge" 

To: "Gamers Discussion list" 
Sent: Friday, October 29, 2010 12:10 PM
Subject: [Audyssey] Alteraeon



Hi again.
I have now attempted to use gmud with little success, I think I
imported the map correctly into my Supernova but am not 100% sure as I
don't really understand such things. I have also tried VIP Mud and
have had more success with this.
I have connected to Alteraeon and created a charactor. I get all the
movng around, taking things, talking etc, but combat is beyond me. It
seems to just say that something is around and go through moves before
I have a chance to do anything, I imagined that combat would be
something you controlled. But it happens so fast, faster than I can
read it so I get no chance to do anything. I usually win combats but I
don't know exactly how, as I am ot doing anything,. Is this how it is
supposed to be or am I doing something wrong. I don't understand how I
am supposed to use spells etc if I can't even keep up with all the
moves.
Any help mot welcom, srry if I am being thick.
Cheers
RIchard

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Re: [Audyssey] Max Shrapnell

2010-10-29 Thread Ben
Could you look?  I'd like to experiment with some stuff...

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 29 October 2010 11:48
To: Gamers Discussion list
Subject: Re: [Audyssey] Max Shrapnell

Hi Ben,
Yes, I do. I own it. I've got the source code, and I believe I still
have a setup or binary file kicking around as well. At least I hope I
have a compiled binary kicking around because I no longer have a copy
of Visual Basic 6 to recompile it.

Smile.

On 10/29/10, Ben  wrote:
> Speaking of alchemy studios games, anyone have the "mouse targeting demo"
on
> here?
>
>
>
> ---
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[Audyssey] Surround Sound Gaming Headset with adjustable volume controls

2010-10-29 Thread Phil Vlasak

Hi Folks,
A while ago someone wanted to know if there was a headset with adjustable 
volume controls for each ear.
I found one on Amazon, though it is a little expensive, but it also includes 
surround sound in the headset that would make surround sound games such as 
SOD and Sarah sound much better.

Sharkoon X-Tatic True 5.1 Dolby Digital Surround Sound Gaming Headset
by Sharkoon
Platform: Windows Vista / XP, PlayStation, PlayStation2, Xbox, Not Machine 
Specific, PlayStation 3, Xbox 360

Price: $159.99
In Stock.
Ships from and sold by Amazon.com.

Product Features
5.1 channel headset; 8 speakers (4 in each earpiece); Digital, in-line 
volume control; High end amplifier; Independent, illuminated volume 
adjustment for each channel and master volume; Detachable microphone with 
QuickOn connection
X-Tatic Sound Control Unit (SCU); Supports Dolby Digital 2.0, Dolby Digital 
5.1 and Dolby Pro Logic; Supports the chat function of PS3, Xbox and Xbox 
360; Dynamic Range Control
Center speaker: 2 x 27 mm; Front speaker: 2 x 30 mm; Rear speaker: 2 x 30 
mm; Subwoofer: 2 x 40 mm; Impedance: 32 Ohm; Microphone: 6 x 5 mm (L x W) / 
unidirectional; Cable Length: 360 cm; Connection: 1 x 9-pin analogue plug
Digital optical input (S/PDIF) 2 analogue audio outputs for the X-Tatic 
headset 3 analogue 3.5 mm audio outputs (front, rear, center / subwoofer) 1 
microphone connector for PS3 (USB A > USB B) 1 power connector
Compatibilty: X-Tatic Digital; PC / MAC / other sources: analogue input (via 
cable adapter); X-Tatic SCU; Xbox / Xbox 360: optical input ;PS2 / PS3: 
optical input / USB microphone connection PC / MAC: optical input / analogue




Product Details
Shipping: This item is also available for shipping to select countries 
outside the U.S.

ASIN: B003H4QIC0
Media: Accessory
Release Date: April 28, 2010
Average Customer Review: 4.7 out of 5 stars
Product Description

Award wining X-Tatic Gaming Headset: the Dolby certified X-Tatic Digital. 
This high-quality headset features four speakers per earpiece a total of 
eight speakers and volume controls built into the cable. Through the 
included Sound Control Unit, the X-Tatic Digital can connect to the optical 
output of a game console (PS2, PS3, Xbox or Xbox 360), a PC, DVD player or 
other HiFi device and immediately delivers high-quality sound to listeners. 
The Sound Control Unit outputs analog Dolby Digital and Dolby ProLogic 
signals, and supports a second X-Tatic headset. With the newly developed 
microphone, the chat functions of the PS3 and the Xbox 360 are also 
supported. The ergonomic construction of the headset includes soft ear 
pieces and a plush headband, making the headset comfortable to wear even for 
long sessions. Sharkoon's X-Tatic digital gaming headsets promises a 
high-quality sound that won't break the bank and will propel gamers into an 
immersive depth of Dolby Digital environment.


Most Helpful Customer Reviews

  28 of 28 people found the following review helpful:
5.0 out of 5 stars New supporter of Sharkoon!! hoorah!, May 13, 2010
By  E. Reyes - See all my reviews
(REAL NAME)

Fun:5.0 out of 5 stars
Amazon Verified Purchase(What's this?)
This review is from: Sharkoon X-Tatic True 5.1 Dolby Digital Surround Sound 
Gaming Headset (Accessory)
This headset rocks! I definitely took a chance on these despite not having 
seen any previous reviews or ratings, but it was worth it. I wanted to test 
it out for a few weeks before writing a review. Also, this is my first 
Sharkoon product.


Along with the headset itself, it includes

- optical cable
- "sound control unit" (your little magic black box where all cables run to)
- adapters for PC (comes with 5.1 analog for those w/o pc optical), 360, ps3
- detachable boom mic (it does flex to your preference)
- power supply (single cord which splits off to power your SCU and headset 
separately) Ex.) you can still disconnect the power to the SCU and still 
have power running to the headset by itself. The power supply comes with 
swappable heads. I guess this is if you go out of the country and want to 
use their foreign outlets.


It took me a little bit of time to figure out all these adapters, settings, 
and wires (there are a lot of wires.)


The Sound Control Unit (SCU) is where your optical, power supply and 9-pin 
headset connector come together. You can also adjust the general volume 
here, but I usually just use the volume adjust attached the the headset 
cord. There is a 5.1 analog output as another option for those PC users 
without an optical option. With two 9-pin headset jacks, a second person 
with the same headset may also listen in. Two Dolby options include Dolby 
Digital and Pro Logic. There are two included settings called Time-Delay and 
Dynamic Range Control located on the SCU.


Both of these passages taken directly from the manual. Either setting can be 
turned on or off.


"Time-Delay - The Time-De

Re: [Audyssey] Alteraeon

2010-10-29 Thread peter Mahach

Hi richard, for alter aeon, I suggest you go here
http://www.oriolg.es/mush.php
Oriol gomez made a mush preconfiguration that'll work with a bunch of screen 
readers, but he also bilt in quite an impressive soundpack for AA into it 
that will associate just about every combat reaction to a sound so that you 
can keep up. it will also show you your stats IE health or manna as audio 
progress bars and if you're fighting it will change the music depending on 
how badly hurt you or the opponent is.  It also has other  small things here 
and there but naming all of them would be a little hard. it does have its 
own tip system for telling you about things you may not have known.
- Original Message - 
From: "Richard Claridge" 

To: "Gamers Discussion list" 
Sent: Friday, October 29, 2010 1:10 PM
Subject: [Audyssey] Alteraeon



Hi again.
I have now attempted to use gmud with little success, I think I
imported the map correctly into my Supernova but am not 100% sure as I
don't really understand such things. I have also tried VIP Mud and
have had more success with this.
I have connected to Alteraeon and created a charactor. I get all the
movng around, taking things, talking etc, but combat is beyond me. It
seems to just say that something is around and go through moves before
I have a chance to do anything, I imagined that combat would be
something you controlled. But it happens so fast, faster than I can
read it so I get no chance to do anything. I usually win combats but I
don't know exactly how, as I am ot doing anything,. Is this how it is
supposed to be or am I doing something wrong. I don't understand how I
am supposed to use spells etc if I can't even keep up with all the
moves.
Any help mot welcom, srry if I am being thick.
Cheers
RIchard

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[Audyssey] Alteraeon

2010-10-29 Thread Richard Claridge
Hi again.
I have now attempted to use gmud with little success, I think I
imported the map correctly into my Supernova but am not 100% sure as I
don't really understand such things. I have also tried VIP Mud and
have had more success with this.
I have connected to Alteraeon and created a charactor. I get all the
movng around, taking things, talking etc, but combat is beyond me. It
seems to just say that something is around and go through moves before
I have a chance to do anything, I imagined that combat would be
something you controlled. But it happens so fast, faster than I can
read it so I get no chance to do anything. I usually win combats but I
don't know exactly how, as I am ot doing anything,. Is this how it is
supposed to be or am I doing something wrong. I don't understand how I
am supposed to use spells etc if I can't even keep up with all the
moves.
Any help mot welcom, srry if I am being thick.
Cheers
RIchard

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Re: [Audyssey] Max Shrapnell

2010-10-29 Thread Thomas Ward
Hi Ben,
Yes, I do. I own it. I've got the source code, and I believe I still
have a setup or binary file kicking around as well. At least I hope I
have a compiled binary kicking around because I no longer have a copy
of Visual Basic 6 to recompile it.

Smile.

On 10/29/10, Ben  wrote:
> Speaking of alchemy studios games, anyone have the "mouse targeting demo" on
> here?
>
>
>
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Re: [Audyssey] WII Bowling

2010-10-29 Thread Jim Kitchen

Hi Charles,

Thank you.  I really enjoy WII bowling.  Guess because it is similar to real 
bowling in that it depends on the speed of your arm swing, crank of your wrist 
and release of the ball.  At least with WII Sports Resorts and the extra sensor 
controllers it does.

TGIF and BFN

Jim

Consistency: The last refuge of the unimaginative

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

2010-10-29 Thread shaun everiss

Not to mention it does not work that well with the hi def realtech cards.
It worked better on my singlecore  2.4ghz now dead system with the 
analog soundcard.

its real crap now in the sence that its really old.
I may try again, I have a plan in the works to pull a system from 
dad's work that may have the capability.
Otherwise if I use that for linux I have my grandpa's old computer 
with win xp which for all cases will stay win xp because  its 
recovery system is a fuzzing nightmare, del recovery systems are so unfriendly.

Anyway I may try again with that.
To be honest I am thinking about moving  all my games and maybe some 
other bits and bobs on to that system.

who knows.
Its never going to run the latest and greatest software though it 
should be fast for what I will use it for.

At 07:50 p.m. 29/10/2010, you wrote:
There are three levels beside the tutorial, and sadly, no 
unlockables unfortunately.


As I said, it's a comparatively short game.

Beware the Grue!

Dark.
- Original Message - From: "michael barnes" 
To: 
Sent: Friday, October 29, 2010 3:34 AM
Subject: [Audyssey] terraformers quick one


Here is a quick question, Beside the training mode level how many 
levels are their in the game?

When you beat the game do you unlock or get anything?

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