Re: [Audyssey] pro was: Re: programming question

2011-02-04 Thread Thomas Ward
Hi Philip,

Yeah, I pretty much figured as much. A lot of people, blind from
birth, are of the opinion that joysticks and mice are just extra
controllers. The reason is they have never been exposed to the kinds
of games that can benifit from alternative controllers and believe
that the keyboard is the best game controller out there. It has only
been in the last three/four years that audio games have come out to
challenge that view. Games like Rail Racer, for example, absolutely
require a joystick or mouse to be remotely good at the game, because
the keyboard can't provide the very minute changes in joystick and/or
mouse position. It is my feeling as more high quality accessible games
like Rail Racer come out demonstrating how necessary these types of
controllers can be for game play attitudes will change about the
keyboard.

Take Street Fighter as an example. I'm not an expert at the fighting
genre games, but they are usually 55 to 60 frames per second. At that
speed something like a keyboard would only slow you down. Joysticks
and gamepads provide the gamer a fast input method that allows them to
react at a high frame rate while providing the gamer with several
specials and moves that simply can't be performed on a keyboard. For
example, hold a kick button down while spinning the joystick around in
a circle might deliver a fast spin kick to the head of an apponent.
Keyboards, by design, just aren't able of pulling off such moves. Once
you've experienced these more advanced moves and the speed of a
joystick/gamepad the keyboard seams clunky and unweildy.

Although, I have had a thought. You know you could always offer basic
joystick and gamepad support in light, but for pro include force
feedback support. This would provide developers the ability to support
joysticks, but only pro game developers can add and use force feedback
support. What do you think of that?

Smile.




On 2/3/11, Philip Bennefall phi...@blastbay.com wrote:
 Hi Thomas,

 I can see where you are coming from, and must agree after some thought. For
 me personally, as one who has never played mainstream games, the joystick
 and mouse are just extras. The keyboard is the primary input source for me,
 and always has been. But I have no problem making mouse and joystick support
 a lite feature. ThenI feel as though I'm still getting something back for my
 work, which I do not when people just use the demo. This is of course
 perfectly okay, I intended the demo to be free, but I'm starting to think
 that I'm giving too much away in the demo version.

 Kind regards,

 Philip Bennefall

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Re: [Audyssey] bug in danger city

2011-02-04 Thread Thomas Ward
HI Jack,

Although, Damien is now the owner of the source code he is not
presently developing that game. All of the described problems/issues
have been there since Jason abandoned the game x years ago. So do keep
in mind any suggestions and/or bug fixes Damien will do to the game
will probably depend on him converting it to BGT and upgrading it
first.

HTH


On 2/3/11, Jack F mymonkeyboy2...@gmail.com wrote:
 Hi Damien,
 I'd like to tell you about 2 miner bugs that I encountered in danger
 city the last few month I had of beta testing the game. The first one
 is not really a bug, but a little problem which confuses me in
 gameplay. I'd like it if you change the thug's footstep sounds. With
 both footsteps being the same, I get confused about who's walking.
 Also, this one's not really a bug, but a learn game sounds menu and a
 pause game feature would be grate. A bug I've encountered is that when
 I complete act 3, I hear act complete. Points: 1705 your total score
 is... then the bomb explodes. Then it says the total score then the
 game closes. I'd also like an indicator when jumping mines. It goes
 like this. You're walking, and hear your footsteps change, once you
 hear it you wood imediatly jump over it. Also I would much rather
 prefer less mines in act 3. Also if you would change the mine sounds
 because they make so much of a humming wound that it's hard to
 distinguish whether there's one on the left or right, even with
 headphones. Please fix these in the next beta release.
 best regards, Jack

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Re: [Audyssey] Confusion about getting past the first level in MOTA.

2011-02-04 Thread Thomas Ward
Hi Michael,

Michael wrote:

And the blind will really be able to play this game?

My reply:

Yes, of course. I'm totally blind myself, and developing games to be
playable by the blind. So why couldn't they?

Cheers!

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Re: [Audyssey] Confusion about getting past the first level in MOTA.

2011-02-04 Thread Thomas Ward
Hi,

Well, that only works for games like the side-scroller where you can
choose. With the 3d fps version, for example, every available modifier
key will need to be used for something. You have the ability to run,
jump, crawl, turn left/right, not to mention any kind of specials like
safety drop, roll, etc. I'm sorry but you guys don't have the faintest
clue what mainstream fps games are like these days. Shades of Doom is
rather simplistic in comparison, and doesn't offer the number of
actions/moves as a real mainstream game. You are going to have to
update your thinking quite a lot once I begin producing fps titles.

Cheers!


On 2/3/11, shaun everiss sm.ever...@gmail.com wrote:
 I suggest we allow the player to choose between alt or control
 Control works for me.

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Re: [Audyssey] pro was: Re: programming question

2011-02-04 Thread shaun everiss

well I got a joystick.
I tried a force feadback stick for a bit but it never worked out.
Its to big for my desk as it is.
I have a mouse but I still prefur the keyboard.
I may eventually get a propper gamepad or gaming mouse.
THe one with 10 or more buttons something compact.
At 10:15 p.m. 4/02/2011, you wrote:

Hi Philip,

Yeah, I pretty much figured as much. A lot of people, blind from
birth, are of the opinion that joysticks and mice are just extra
controllers. The reason is they have never been exposed to the kinds
of games that can benifit from alternative controllers and believe
that the keyboard is the best game controller out there. It has only
been in the last three/four years that audio games have come out to
challenge that view. Games like Rail Racer, for example, absolutely
require a joystick or mouse to be remotely good at the game, because
the keyboard can't provide the very minute changes in joystick and/or
mouse position. It is my feeling as more high quality accessible games
like Rail Racer come out demonstrating how necessary these types of
controllers can be for game play attitudes will change about the
keyboard.

Take Street Fighter as an example. I'm not an expert at the fighting
genre games, but they are usually 55 to 60 frames per second. At that
speed something like a keyboard would only slow you down. Joysticks
and gamepads provide the gamer a fast input method that allows them to
react at a high frame rate while providing the gamer with several
specials and moves that simply can't be performed on a keyboard. For
example, hold a kick button down while spinning the joystick around in
a circle might deliver a fast spin kick to the head of an apponent.
Keyboards, by design, just aren't able of pulling off such moves. Once
you've experienced these more advanced moves and the speed of a
joystick/gamepad the keyboard seams clunky and unweildy.

Although, I have had a thought. You know you could always offer basic
joystick and gamepad support in light, but for pro include force
feedback support. This would provide developers the ability to support
joysticks, but only pro game developers can add and use force feedback
support. What do you think of that?

Smile.




On 2/3/11, Philip Bennefall phi...@blastbay.com wrote:
 Hi Thomas,

 I can see where you are coming from, and must agree after some thought. For
 me personally, as one who has never played mainstream games, the joystick
 and mouse are just extras. The keyboard is the primary input source for me,
 and always has been. But I have no problem making mouse and 
joystick support
 a lite feature. ThenI feel as though I'm still getting something 
back for my

 work, which I do not when people just use the demo. This is of course
 perfectly okay, I intended the demo to be free, but I'm starting to think
 that I'm giving too much away in the demo version.

 Kind regards,

 Philip Bennefall

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Re: [Audyssey] Confusion about getting past the first level in MOTA.

2011-02-04 Thread shaun everiss

hmmm well I suppose if every keyboard key is needed then whatever.

I think a large advantage with you tom is you have been exposed to a 
lot of mainstream stuff before you went blind so you know what you 
are on about.

If thats correct.
You have had some time in the other world and so have an idea of what 
does what.
So your stuff will be interesting not to mention there is not going 
to be legacy languages, etc used at all.

At 10:37 p.m. 4/02/2011, you wrote:

Hi,

Well, that only works for games like the side-scroller where you can
choose. With the 3d fps version, for example, every available modifier
key will need to be used for something. You have the ability to run,
jump, crawl, turn left/right, not to mention any kind of specials like
safety drop, roll, etc. I'm sorry but you guys don't have the faintest
clue what mainstream fps games are like these days. Shades of Doom is
rather simplistic in comparison, and doesn't offer the number of
actions/moves as a real mainstream game. You are going to have to
update your thinking quite a lot once I begin producing fps titles.

Cheers!


On 2/3/11, shaun everiss sm.ever...@gmail.com wrote:
 I suggest we allow the player to choose between alt or control
 Control works for me.

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Re: [Audyssey] Confusion about getting past the first level in MOTA.

2011-02-04 Thread Kai

greetings Thomas.

I definitely agree with you about the vast differences between mainstream 
and accessible game complexity. Syphon Filter, as a quick and dirty example, 
allows the character to jump, duck, roll, sprint, yata yata. On top of that, 
he can aim his weapon independently, rather than just turning his body to 
orient the gun. This is by far much more realistic, particularly for pistols 
which are able to be aimed quite freely due to their lower shock. Rifles may 
not be as flexible, but even they were aimable up, down, and side to side. 
Shotguns has a spread effect, which allowed the player to be slightly less 
accurate and still manage a hit. Worse yet, Syphon Filter is a fairly 
simplistic game where these mechanics are concerned, so if that' simplistic, 
Shades of Doom would be like child's play. Worse thing about SOD, as I've 
mentioned before, is that it doesn't really do proper calculations for 
impact... gun fires, you're hit if you're where the monster is aiming. 
There's no bullet physics (which, due to recoil and skill could cause a 
bullet to miss even if the player's in the right position), no projectile 
speed differences to distinguish between the speeds of the different weapons 
(a laser pistol fires just as fast as a bolt-action rifle in SOD), no time 
dilation to reflect distance from target, etc, etc.


SOD was good for it's time, but we really need a new approach.

Kai

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, February 04, 2011 1:37 AM
Subject: Re: [Audyssey] Confusion about getting past the first level in 
MOTA.




Hi,

Well, that only works for games like the side-scroller where you can
choose. With the 3d fps version, for example, every available modifier
key will need to be used for something. You have the ability to run,
jump, crawl, turn left/right, not to mention any kind of specials like
safety drop, roll, etc. I'm sorry but you guys don't have the faintest
clue what mainstream fps games are like these days. Shades of Doom is
rather simplistic in comparison, and doesn't offer the number of
actions/moves as a real mainstream game. You are going to have to
update your thinking quite a lot once I begin producing fps titles.

Cheers!


On 2/3/11, shaun everiss sm.ever...@gmail.com wrote:

I suggest we allow the player to choose between alt or control
Control works for me.


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Re: [Audyssey] Serious pause bug in MOTA

2011-02-04 Thread burakyuksek

no
sevgiler saygilar
- Original Message - 
From: Tommy to...@sirinet.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, February 03, 2011 7:20 PM
Subject: Re: [Audyssey] Serious pause bug in MOTA



Is MOTA 18 out?


- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: birdlover2...@hotmail.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Thursday, February 03, 2011 6:23 AM
Subject: Re: [Audyssey] Serious pause bug in MOTA



Hi,

Hmmm...I don't think that would work. Besides bug fixes, which there
are a handful I just fixed, you won't get level 2 without installing
beta 18. So sticking with beta 17 will be, well, not that desirable
for anyone in the long run.

cheers!


On 2/3/11, Alfredo_The_Music_maker birdlover2...@hotmail.com wrote:

If you do not want it fixed do not install the next version, that is
what I would do if I were you.

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Re: [Audyssey] asefire cheats request

2011-02-04 Thread burakyuksek

I have win on beginner, but not earn cheats.
sevgiler saygilar
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, February 03, 2011 11:43 PM
Subject: Re: [Audyssey] asefire cheats request



Hi,

And that's exactly why you fail. Keep telling yourself that, and you
will never succeed at anything. Part of winning a game, being
successful in life, or anything else is simply how you view it. If you
believe you will lose from the outset you probably will lose simply
because you don't have the grit, desire, and determination to do it.
You just give up before you start.


On 2/3/11, burakyuksek burakyuksek...@gmail.com wrote:

I kno that, but earn 30 point is inpossible for me.
sevgiler saygilar


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Re: [Audyssey] pro was: Re: programming question

2011-02-04 Thread Philip Bennefall

Hi Thomas,

I believe I will put mouse and joystick in lite, and then when I add force 
feedback I will reserve that for pro. That way I can have something for both 
worlds, as it were.


As for joysticks being better, I'm sure they are in a lot of situations but 
I can also see many cases where the keyboard might be preferable. In the 
game I am currently developing and in those I have planned for the future, 
the keyboard offers a lot more options than a joystick does. Unless, of 
course, the gamers have a proper game pad with 8 or more buttons. Most audio 
game players don't, however, and so it would be foolish for me to make games 
that absolutel required these as I would be losing a lot of business. I have 
a very basic joystick with 4 buttons, and that's it. I enjoy using it but 
it's not my favorite source of input even for the games that do support it.


Kind regards,

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

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Friday, February 04, 2011 10:15 AM
Subject: Re: [Audyssey] pro was: Re: programming question


Hi Philip,

Yeah, I pretty much figured as much. A lot of people, blind from
birth, are of the opinion that joysticks and mice are just extra
controllers. The reason is they have never been exposed to the kinds
of games that can benifit from alternative controllers and believe
that the keyboard is the best game controller out there. It has only
been in the last three/four years that audio games have come out to
challenge that view. Games like Rail Racer, for example, absolutely
require a joystick or mouse to be remotely good at the game, because
the keyboard can't provide the very minute changes in joystick and/or
mouse position. It is my feeling as more high quality accessible games
like Rail Racer come out demonstrating how necessary these types of
controllers can be for game play attitudes will change about the
keyboard.

Take Street Fighter as an example. I'm not an expert at the fighting
genre games, but they are usually 55 to 60 frames per second. At that
speed something like a keyboard would only slow you down. Joysticks
and gamepads provide the gamer a fast input method that allows them to
react at a high frame rate while providing the gamer with several
specials and moves that simply can't be performed on a keyboard. For
example, hold a kick button down while spinning the joystick around in
a circle might deliver a fast spin kick to the head of an apponent.
Keyboards, by design, just aren't able of pulling off such moves. Once
you've experienced these more advanced moves and the speed of a
joystick/gamepad the keyboard seams clunky and unweildy.

Although, I have had a thought. You know you could always offer basic
joystick and gamepad support in light, but for pro include force
feedback support. This would provide developers the ability to support
joysticks, but only pro game developers can add and use force feedback
support. What do you think of that?

Smile.




On 2/3/11, Philip Bennefall phi...@blastbay.com wrote:

Hi Thomas,

I can see where you are coming from, and must agree after some thought. 
For

me personally, as one who has never played mainstream games, the joystick
and mouse are just extras. The keyboard is the primary input source for 
me,
and always has been. But I have no problem making mouse and joystick 
support
a lite feature. ThenI feel as though I'm still getting something back for 
my

work, which I do not when people just use the demo. This is of course
perfectly okay, I intended the demo to be free, but I'm starting to think
that I'm giving too much away in the demo version.

Kind regards,

Philip Bennefall 



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Re: [Audyssey] pro was: Re: programming question

2011-02-04 Thread Damien Pendleton

Hi Philip,
I agree. If a keyboard can be used I think it should be. Especially as I am 
using a laptop, which is meant to be portable, I am already connecting an 
external hard drive, keyboard, printer, router and MIDI keyboard. If I had 
to connect any more external devices I wouldn't be surprised if it exploded 
with the amount of required power to run everything. Lol.
A game controller and external mouse would fill up three USB ports on the 
machine itself and six ports on my external hub, if that gives you an idea.

Regards,
Damien.



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

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, February 04, 2011 12:19 PM
Subject: Re: [Audyssey] pro was: Re: programming question



Hi Thomas,

I believe I will put mouse and joystick in lite, and then when I add force 
feedback I will reserve that for pro. That way I can have something for 
both worlds, as it were.


As for joysticks being better, I'm sure they are in a lot of situations 
but I can also see many cases where the keyboard might be preferable. In 
the game I am currently developing and in those I have planned for the 
future, the keyboard offers a lot more options than a joystick does. 
Unless, of course, the gamers have a proper game pad with 8 or more 
buttons. Most audio game players don't, however, and so it would be 
foolish for me to make games that absolutel required these as I would be 
losing a lot of business. I have a very basic joystick with 4 buttons, and 
that's it. I enjoy using it but it's not my favorite source of input even 
for the games that do support it.


Kind regards,

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

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Friday, February 04, 2011 10:15 AM
Subject: Re: [Audyssey] pro was: Re: programming question


Hi Philip,

Yeah, I pretty much figured as much. A lot of people, blind from
birth, are of the opinion that joysticks and mice are just extra
controllers. The reason is they have never been exposed to the kinds
of games that can benifit from alternative controllers and believe
that the keyboard is the best game controller out there. It has only
been in the last three/four years that audio games have come out to
challenge that view. Games like Rail Racer, for example, absolutely
require a joystick or mouse to be remotely good at the game, because
the keyboard can't provide the very minute changes in joystick and/or
mouse position. It is my feeling as more high quality accessible games
like Rail Racer come out demonstrating how necessary these types of
controllers can be for game play attitudes will change about the
keyboard.

Take Street Fighter as an example. I'm not an expert at the fighting
genre games, but they are usually 55 to 60 frames per second. At that
speed something like a keyboard would only slow you down. Joysticks
and gamepads provide the gamer a fast input method that allows them to
react at a high frame rate while providing the gamer with several
specials and moves that simply can't be performed on a keyboard. For
example, hold a kick button down while spinning the joystick around in
a circle might deliver a fast spin kick to the head of an apponent.
Keyboards, by design, just aren't able of pulling off such moves. Once
you've experienced these more advanced moves and the speed of a
joystick/gamepad the keyboard seams clunky and unweildy.

Although, I have had a thought. You know you could always offer basic
joystick and gamepad support in light, but for pro include force
feedback support. This would provide developers the ability to support
joysticks, but only pro game developers can add and use force feedback
support. What do you think of that?

Smile.




On 2/3/11, Philip Bennefall phi...@blastbay.com wrote:

Hi Thomas,

I can see where you are coming from, and must agree after some thought. 
For

me personally, as one who has never played mainstream games, the joystick
and mouse are just extras. The keyboard is the primary input source for 
me,
and always has been. But I have no problem making mouse and joystick 
support
a lite feature. ThenI feel as though I'm still getting something back for 
my

work, which I do not when people just use the demo. This is of course
perfectly okay, I intended the demo to be free, but I'm starting to think
that I'm giving too much away in the demo version.

Kind regards,

Philip Bennefall



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Re: [Audyssey] pro was: Re: programming question

2011-02-04 Thread Thomas Ward
Hi Damien,

Damien wrote:

A game controller and external mouse would fill up three USB ports on
the machine.

My reply:

Ummm...How exactly do you figure that. That's only two ports as far as
I can see. One for the game controller and one for the mouse.

Damien wrote:

I am using
a laptop, which is meant to be portable, I am already connecting an
external hard
drive, keyboard, printer, router and MIDI keyboard. If I had to connect any more
external devices I wouldn't be surprised if it exploded with the
amount of required
power to run everything. Lol.

My reply:

I know the feeling. My laptop is in a similar situation. However, the
most practical answer to that problem is to simply unhook whatever it
is you are not using and hook up your game controller. Sheesh, its not
like you can't do without an external hard drive or midi keyboard for
a couple of hours.

Cheers!


On 2/4/11, Damien Pendleton dam...@x-sight-interactive.net wrote:
 Hi Philip,
 I agree. If a keyboard can be used I think it should be. Especially as I am
 using a laptop, which is meant to be portable, I am already connecting an
 external hard drive, keyboard, printer, router and MIDI keyboard. If I had
 to connect any more external devices I wouldn't be surprised if it exploded
 with the amount of required power to run everything. Lol.
 A game controller and external mouse would fill up three USB ports on the
 machine itself and six ports on my external hub, if that gives you an idea.
 Regards,
 Damien.

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Re: [Audyssey] pro was: Re: programming question

2011-02-04 Thread Thomas Ward
Hi Philip,

That's understandable. Right now with Mysteries of the ancients I am
recommending at least a 10 button joystick, but it really is better to
have a 12 button joystick or gamepad. Most can be purchased for under
$50 in the USA which isn't really that expensive. Unfortunately, as
you say not everyone owns a joystick or gamepad like that. Some don't
have the money to invest, or simply don't see any need to try an
alternative input method.

Anyway, I'm satisfied with your descision. Including mouse and
joystick support in light means you will still make some money off of
it. Later once you add force feedback you can make that an advanced
feature, which it is, and sell that version for a higher price.

Cheers!


On 2/4/11, Philip Bennefall phi...@blastbay.com wrote:
 Hi Thomas,

 I believe I will put mouse and joystick in lite, and then when I add force
 feedback I will reserve that for pro. That way I can have something for both
 worlds, as it were.

 As for joysticks being better, I'm sure they are in a lot of situations but
 I can also see many cases where the keyboard might be preferable. In the
 game I am currently developing and in those I have planned for the future,
 the keyboard offers a lot more options than a joystick does. Unless, of
 course, the gamers have a proper game pad with 8 or more buttons. Most audio
 game players don't, however, and so it would be foolish for me to make games
 that absolutel required these as I would be losing a lot of business. I have
 a very basic joystick with 4 buttons, and that's it. I enjoy using it but
 it's not my favorite source of input even for the games that do support it.

 Kind regards,

 Philip Bennefall

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Re: [Audyssey] pro was: Re: programming question

2011-02-04 Thread Damien Pendleton

Hi Thomas,
Everything I do is on my external hard drive. I have mapped most of the 
applications on my system to use my external hard drive, since that is where 
my data is. If a program needs to update itself, it downloads temporarily to 
my external drive. This is especially the case with my antivirus. All my 
scheduled downloads, for example podcasts, radio dramas etc, all download to 
my drive. Servers use data off there. Unplugging that is asking for trouble. 
It could cause quite a few applications to have hissy fits and I may find 
error dialogs left right and centre.
Anyway, that's slightly off topic. I'm just saying my system is set up to 
use everything that is connected to it on a more or less permanent basis.

Regards,
Damien.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, February 04, 2011 1:04 PM
Subject: Re: [Audyssey] pro was: Re: programming question



Hi Damien,

Damien wrote:

A game controller and external mouse would fill up three USB ports on
the machine.

My reply:

Ummm...How exactly do you figure that. That's only two ports as far as
I can see. One for the game controller and one for the mouse.

Damien wrote:

I am using
a laptop, which is meant to be portable, I am already connecting an
external hard
drive, keyboard, printer, router and MIDI keyboard. If I had to connect 
any more

external devices I wouldn't be surprised if it exploded with the
amount of required
power to run everything. Lol.

My reply:

I know the feeling. My laptop is in a similar situation. However, the
most practical answer to that problem is to simply unhook whatever it
is you are not using and hook up your game controller. Sheesh, its not
like you can't do without an external hard drive or midi keyboard for
a couple of hours.

Cheers!


On 2/4/11, Damien Pendleton dam...@x-sight-interactive.net wrote:

Hi Philip,
I agree. If a keyboard can be used I think it should be. Especially as I 
am

using a laptop, which is meant to be portable, I am already connecting an
external hard drive, keyboard, printer, router and MIDI keyboard. If I 
had
to connect any more external devices I wouldn't be surprised if it 
exploded

with the amount of required power to run everything. Lol.
A game controller and external mouse would fill up three USB ports on the
machine itself and six ports on my external hub, if that gives you an 
idea.

Regards,
Damien.


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[Audyssey] danger city development

2011-02-04 Thread Jack F
Hi Willem,
Damien is finishing up danger city, although it's not going at the
full speed. Damien and I ask that you please be very patient as he
converts all his titals over. The code is hard to understand in some
games especially those from xl studeos si, so it will be a complete
rewrite of all the games instead of a few find/replace operations. I
wanted a indicator when to jump over a mine, and I don't know how wide
the minefields are, so I don't know how many steps I should take when
in the air, so I'm hitting the right arrow like a wild person on that
one. Also a learn game sounds menu would be very useful, especially
for this kind of game. Also, how can I talk to Peter Lorsonof tdl
games via email? And no, it can't be supp...@tdlgames.com because that
won't work. Thanks.
best regards,
Jack

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Re: [Audyssey] Serious pause bug in MOTA

2011-02-04 Thread burakyuksek

No! Do not fix it!
sevgiler saygilar
- Original Message - 
From: Shiny protector muhamme...@googlemail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, February 03, 2011 10:48 PM
Subject: Re: [Audyssey] Serious pause bug in MOTA



Fix it!
- Original Message - 
From: burakyuksek burakyuksek...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, February 03, 2011 3:05 PM
Subject: Re: [Audyssey] Serious pause bug in MOTA



Yeah.
sevgiler saygilar
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, February 03, 2011 3:07 PM
Subject: Re: [Audyssey] Serious pause bug in MOTA



You want to cheat?
We are the Knights who say...Ni!
- Original Message - 
From: burakyuksek burakyuksek...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, February 03, 2011 4:18 AM
Subject: Re: [Audyssey] Serious pause bug in MOTA



no! Dont fix!
sevgiler saygilar
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, February 03, 2011 12:42 PM
Subject: Re: [Audyssey] Serious pause bug in MOTA



Hi Karl,

Thanks for the heads up. I'll fix that one right away. Definitely
can't let people cheat like that.

Smile.


On 2/2/11, Karl Belanger karl.belan...@comcast.net wrote:

Hello,

I found a rather fun but quite serious pause bug in MOTA. It is 
possible to
fire your weapon while the game is paused, and you will actually do 
damage

if you're pointing at an enemy. This makes combat extremely easy.

Karl

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Re: [Audyssey] Serious pause bug in MOTA

2011-02-04 Thread Darren Duff
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Re: [Audyssey] Confusion about getting past the first level in MOTA.

2011-02-04 Thread burakyuksek

This is a good idea I think.
sevgiler saygilar
- Original Message - 
From: shaun everiss sm.ever...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, February 04, 2011 2:19 AM
Subject: Re: [Audyssey] Confusion about getting past the first level in 
MOTA.




I suggest we allow the player to choose between alt or control
Control works for me.
At 07:38 a.m. 4/02/2011, you wrote:

Hi,
It's like I said. When an FPS title comes out that uses the alt for
directions, everyone's going to start wining again. I say we leave alt for
jumping.

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Thursday, February 03, 2011 7:37 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Confusion about getting past the first level in
MOTA.

Break the habit.

---
Laughter is the best medicine, so look around, find a dose and take it to
heart.
- Original Message -
From: Mich m...@ntl.sympatico.ca
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, February 02, 2011 9:20 PM
Subject: Re: [Audyssey] Confusion about getting past the first level in
MOTA.


 hi I agree. that is something that i keep wanting to use as well the 
 alt

 key plus up arrow. from Mich.
 - Original Message -
 From: Darren Duff duff...@gmail.com
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Wednesday, February 02, 2011 10:21 AM
 Subject: Re: [Audyssey] Confusion about getting past the first level in
 MOTA.


 One thing I can't get use to is the ctrl arrows to jump I keep wanting 
 to

 use the alt key like we use too. Why did you change that one?  Just
 wondering.

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
 On

 Behalf Of Bryan Peterson
 Sent: Wednesday, February 02, 2011 9:47 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Confusion about getting past the first level 
 in

 MOTA.

 May or June? If it's the latter it'll be a birthday present for yours
 truly
 LOL. Here's hoping everything proceeds smoothly from here on out.
 Goodness
 knows you deserve it.
 We are the Knights who say...Ni!
 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, February 02, 2011 7:15 AM
 Subject: Re: [Audyssey] Confusion about getting past the first level 
 in

 MOTA.


 Hi,

 I'm not sure really. I'm hoping to have the game done by May or June
 if everything goes well. The engine is stable and pretty much
 complete. So now I'm focussing in on developing the game itself.



 On 2/2/11, burakyuksek burakyuksek...@gmail.com wrote:
 Hi Tomas,
 When full version is out?
 sevgiler saygilar

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Re: [Audyssey] danger city development

2011-02-04 Thread Bryan Peterson

Then obviously you can't talk to him.
We are the Knights who say...Ni!
- Original Message - 
From: Jack F mymonkeyboy2...@gmail.com

To: gamers gamers@audyssey.org
Sent: Friday, February 04, 2011 7:02 AM
Subject: [Audyssey] danger city development



Hi Willem,
Damien is finishing up danger city, although it's not going at the
full speed. Damien and I ask that you please be very patient as he
converts all his titals over. The code is hard to understand in some
games especially those from xl studeos si, so it will be a complete
rewrite of all the games instead of a few find/replace operations. I
wanted a indicator when to jump over a mine, and I don't know how wide
the minefields are, so I don't know how many steps I should take when
in the air, so I'm hitting the right arrow like a wild person on that
one. Also a learn game sounds menu would be very useful, especially
for this kind of game. Also, how can I talk to Peter Lorsonof tdl
games via email? And no, it can't be supp...@tdlgames.com because that
won't work. Thanks.
best regards,
Jack

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Re: [Audyssey] Serious pause bug in MOTA

2011-02-04 Thread Bryan Peterson
Burak, he's already decided to fix it, so you're just going to have to get 
used to it.

We are the Knights who say...Ni!
- Original Message - 
From: burakyuksek burakyuksek...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, February 04, 2011 7:17 AM
Subject: Re: [Audyssey] Serious pause bug in MOTA



No! Do not fix it!
sevgiler saygilar
- Original Message - 
From: Shiny protector muhamme...@googlemail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, February 03, 2011 10:48 PM
Subject: Re: [Audyssey] Serious pause bug in MOTA



Fix it!
- Original Message - 
From: burakyuksek burakyuksek...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, February 03, 2011 3:05 PM
Subject: Re: [Audyssey] Serious pause bug in MOTA



Yeah.
sevgiler saygilar
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, February 03, 2011 3:07 PM
Subject: Re: [Audyssey] Serious pause bug in MOTA



You want to cheat?
We are the Knights who say...Ni!
- Original Message - 
From: burakyuksek burakyuksek...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, February 03, 2011 4:18 AM
Subject: Re: [Audyssey] Serious pause bug in MOTA



no! Dont fix!
sevgiler saygilar
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, February 03, 2011 12:42 PM
Subject: Re: [Audyssey] Serious pause bug in MOTA



Hi Karl,

Thanks for the heads up. I'll fix that one right away. Definitely
can't let people cheat like that.

Smile.


On 2/2/11, Karl Belanger karl.belan...@comcast.net wrote:

Hello,

I found a rather fun but quite serious pause bug in MOTA. It is 
possible to
fire your weapon while the game is paused, and you will actually do 
damage

if you're pointing at an enemy. This makes combat extremely easy.

Karl

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Re: [Audyssey] Serious pause bug in MOTA

2011-02-04 Thread Thomas Ward
Hi,

Well, sorry to disappoint you, but the bug is fixed. you didn't really
think I'd let a bug like that go did you?

As for your messages would you mind writing something more
constructive than do not  fix it? Sheesh, one liner messages are not
very constructive and doesn't really contribute to the topic on hand.

Thanks.


On 2/4/11, burakyuksek burakyuksek...@gmail.com wrote:
 No! Do not fix it!

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Re: [Audyssey] Serious pause bug in MOTA

2011-02-04 Thread Thomas Ward
Hi Bryan,

Smile. I've done more than decided to fix it. I have already fixed it.
I'm not exactly going to go in and yank out the patch just to please a
few lazy gamers. As you said, its time to just get use to it.

Cheers!


On 2/4/11, Bryan Peterson bpeterson2...@cableone.net wrote:
 Burak, he's already decided to fix it, so you're just going to have to get
 used to it.
 We are the Knights who say...Ni!

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Re: [Audyssey] Serious pause bug in MOTA

2011-02-04 Thread Charles Rivard
Why the heck would you not want this serious bug fixed?  It would make the 
game absolutely pointless to not fix it.  No doubt about it, this would be 
cheating.


---
Shepherds are the best beasts!
- Original Message - 
From: burakyuksek burakyuksek...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, February 04, 2011 8:17 AM
Subject: Re: [Audyssey] Serious pause bug in MOTA



No! Do not fix it!
sevgiler saygilar
- Original Message - 
From: Shiny protector muhamme...@googlemail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, February 03, 2011 10:48 PM
Subject: Re: [Audyssey] Serious pause bug in MOTA



Fix it!
- Original Message - 
From: burakyuksek burakyuksek...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, February 03, 2011 3:05 PM
Subject: Re: [Audyssey] Serious pause bug in MOTA



Yeah.
sevgiler saygilar
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, February 03, 2011 3:07 PM
Subject: Re: [Audyssey] Serious pause bug in MOTA



You want to cheat?
We are the Knights who say...Ni!
- Original Message - 
From: burakyuksek burakyuksek...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, February 03, 2011 4:18 AM
Subject: Re: [Audyssey] Serious pause bug in MOTA



no! Dont fix!
sevgiler saygilar
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, February 03, 2011 12:42 PM
Subject: Re: [Audyssey] Serious pause bug in MOTA



Hi Karl,

Thanks for the heads up. I'll fix that one right away. Definitely
can't let people cheat like that.

Smile.


On 2/2/11, Karl Belanger karl.belan...@comcast.net wrote:

Hello,

I found a rather fun but quite serious pause bug in MOTA. It is 
possible to
fire your weapon while the game is paused, and you will actually do 
damage

if you're pointing at an enemy. This makes combat extremely easy.

Karl

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Re: [Audyssey] Serious pause bug in MOTA

2011-02-04 Thread Bryan Peterson
Precisely. Being able to move or fire a weapon while the game was paused and 
have it unpause as a result has actually been one of the things that's 
bugged me for quite some time. So I'm glad it's fixed.

We are the Knights who say...Ni!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, February 04, 2011 7:59 AM
Subject: Re: [Audyssey] Serious pause bug in MOTA



Hi Bryan,

Smile. I've done more than decided to fix it. I have already fixed it.
I'm not exactly going to go in and yank out the patch just to please a
few lazy gamers. As you said, its time to just get use to it.

Cheers!


On 2/4/11, Bryan Peterson bpeterson2...@cableone.net wrote:
Burak, he's already decided to fix it, so you're just going to have to 
get

used to it.
We are the Knights who say...Ni!


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Re: [Audyssey] Serious pause bug in MOTA

2011-02-04 Thread Bryan Peterson
Well he's already admitted he wants to cheat so that's obviously no skin off 
his nose as the old saying has it.

We are the Knights who say...Ni!
- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, February 04, 2011 8:04 AM
Subject: Re: [Audyssey] Serious pause bug in MOTA


Why the heck would you not want this serious bug fixed?  It would make the 
game absolutely pointless to not fix it.  No doubt about it, this would be 
cheating.


---
Shepherds are the best beasts!
- Original Message - 
From: burakyuksek burakyuksek...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, February 04, 2011 8:17 AM
Subject: Re: [Audyssey] Serious pause bug in MOTA



No! Do not fix it!
sevgiler saygilar
- Original Message - 
From: Shiny protector muhamme...@googlemail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, February 03, 2011 10:48 PM
Subject: Re: [Audyssey] Serious pause bug in MOTA



Fix it!
- Original Message - 
From: burakyuksek burakyuksek...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, February 03, 2011 3:05 PM
Subject: Re: [Audyssey] Serious pause bug in MOTA



Yeah.
sevgiler saygilar
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, February 03, 2011 3:07 PM
Subject: Re: [Audyssey] Serious pause bug in MOTA



You want to cheat?
We are the Knights who say...Ni!
- Original Message - 
From: burakyuksek burakyuksek...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, February 03, 2011 4:18 AM
Subject: Re: [Audyssey] Serious pause bug in MOTA



no! Dont fix!
sevgiler saygilar
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, February 03, 2011 12:42 PM
Subject: Re: [Audyssey] Serious pause bug in MOTA



Hi Karl,

Thanks for the heads up. I'll fix that one right away. Definitely
can't let people cheat like that.

Smile.


On 2/2/11, Karl Belanger karl.belan...@comcast.net wrote:

Hello,

I found a rather fun but quite serious pause bug in MOTA. It is 
possible to
fire your weapon while the game is paused, and you will actually do 
damage

if you're pointing at an enemy. This makes combat extremely easy.

Karl

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Re: [Audyssey] Confusion about getting past the first level in MOTA.

2011-02-04 Thread Thomas Ward
Hi Kai,

Exactly my point. You spelled it out a lot better than I could. The
degree of realism and functionality of even some of the simple
mainstream games are light years more advanced than the most advanced
accessible game you can think of or name.

Of course, the primary reason for that is difference in education and
skill level. Most VI programmers don't even have a college degree when
the people writing pro software have at least a B.A. in computer
science. The more skilled may have a Masters degree. It is hard for us
to compete with such a steep difference in education and skill level.

Cheers!


On 2/4/11, Kai kaixi...@sbcglobal.net wrote:
 greetings Thomas.

 I definitely agree with you about the vast differences between mainstream
 and accessible game complexity. Syphon Filter, as a quick and dirty example,
 allows the character to jump, duck, roll, sprint, yata yata. On top of that,
 he can aim his weapon independently, rather than just turning his body to
 orient the gun. This is by far much more realistic, particularly for pistols
 which are able to be aimed quite freely due to their lower shock. Rifles may
 not be as flexible, but even they were aimable up, down, and side to side.
 Shotguns has a spread effect, which allowed the player to be slightly less
 accurate and still manage a hit. Worse yet, Syphon Filter is a fairly
 simplistic game where these mechanics are concerned, so if that' simplistic,
 Shades of Doom would be like child's play. Worse thing about SOD, as I've
 mentioned before, is that it doesn't really do proper calculations for
 impact... gun fires, you're hit if you're where the monster is aiming.
 There's no bullet physics (which, due to recoil and skill could cause a
 bullet to miss even if the player's in the right position), no projectile
 speed differences to distinguish between the speeds of the different weapons
 (a laser pistol fires just as fast as a bolt-action rifle in SOD), no time
 dilation to reflect distance from target, etc, etc.

 SOD was good for it's time, but we really need a new approach.

 Kai

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Re: [Audyssey] Serious pause bug in MOTA

2011-02-04 Thread Thomas Ward
HiBryan,

I'm sorry. I don't understand your message. If it is paused and you
press a fire control, an arrow key, etc it is suppose to unpause the
game. Are you saying you don't like this feature?

Cheers!


On 2/4/11, Bryan Peterson bpeterson2...@cableone.net wrote:
 Precisely. Being able to move or fire a weapon while the game was paused and
 have it unpause as a result has actually been one of the things that's
 bugged me for quite some time. So I'm glad it's fixed.
 We are the Knights who say...Ni!

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Re: [Audyssey] Serious pause bug in MOTA

2011-02-04 Thread Bryan Peterson

I thought that was the whole bug.
We are the Knights who say...Ni!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, February 04, 2011 8:41 AM
Subject: Re: [Audyssey] Serious pause bug in MOTA



HiBryan,

I'm sorry. I don't understand your message. If it is paused and you
press a fire control, an arrow key, etc it is suppose to unpause the
game. Are you saying you don't like this feature?

Cheers!


On 2/4/11, Bryan Peterson bpeterson2...@cableone.net wrote:
Precisely. Being able to move or fire a weapon while the game was paused 
and

have it unpause as a result has actually been one of the things that's
bugged me for quite some time. So I'm glad it's fixed.
We are the Knights who say...Ni!


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Re: [Audyssey] pro was: Re: programming question

2011-02-04 Thread Thomas Ward
HI Damien,

I see. Well, I guess I understand your logic to a point, but it
definitely isn't very portable that way. I guess I was assuming you
were like most laptop users that install all of your apps to the hhard
drive, and store books, movies, setup files, whatever on the external.
That's what I do and it works out fine for me. That leaves me the
option to unplug any external device and connect another one in its
place.

Cheers!


On 2/4/11, Damien Pendleton dam...@x-sight-interactive.net wrote:
 Hi Thomas,
 Everything I do is on my external hard drive. I have mapped most of the
 applications on my system to use my external hard drive, since that is where
 my data is. If a program needs to update itself, it downloads temporarily to
 my external drive. This is especially the case with my antivirus. All my
 scheduled downloads, for example podcasts, radio dramas etc, all download to
 my drive. Servers use data off there. Unplugging that is asking for trouble.
 It could cause quite a few applications to have hissy fits and I may find
 error dialogs left right and centre.
 Anyway, that's slightly off topic. I'm just saying my system is set up to
 use everything that is connected to it on a more or less permanent basis.
 Regards,
 Damien.

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Re: [Audyssey] Serious pause bug in MOTA

2011-02-04 Thread Thomas Ward
Hi Bryan,

Heavens no. The bug wwe are discussing is that you could press f2,
pause the game, shoot an enemy and press f2 to unpause the game. I
have gone in and fixed it so if you press space to punch/fire a weapon
it unpauses the game and resumes play. What are you talking about?Do
you have an alternative idea how to do this?

Cheers!




On 2/4/11, Bryan Peterson bpeterson2...@cableone.net wrote:
 I thought that was the whole bug.
 We are the Knights who say...Ni!

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Re: [Audyssey] pro was: Re: programming question

2011-02-04 Thread Hayden Presley
Hi,
I think he was referring to the number of ports that would be filled with
the mouse, joystick, midi keyboard, and everything else. But I have to
agree; what does all that stuff have to be connected for?

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Friday, February 04, 2011 7:05 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] pro was: Re: programming question

Hi Damien,

Damien wrote:

A game controller and external mouse would fill up three USB ports on
the machine.

My reply:

Ummm...How exactly do you figure that. That's only two ports as far as
I can see. One for the game controller and one for the mouse.

Damien wrote:

I am using
a laptop, which is meant to be portable, I am already connecting an
external hard
drive, keyboard, printer, router and MIDI keyboard. If I had to connect any
more
external devices I wouldn't be surprised if it exploded with the
amount of required
power to run everything. Lol.

My reply:

I know the feeling. My laptop is in a similar situation. However, the
most practical answer to that problem is to simply unhook whatever it
is you are not using and hook up your game controller. Sheesh, its not
like you can't do without an external hard drive or midi keyboard for
a couple of hours.

Cheers!


On 2/4/11, Damien Pendleton dam...@x-sight-interactive.net wrote:
 Hi Philip,
 I agree. If a keyboard can be used I think it should be. Especially as I
am
 using a laptop, which is meant to be portable, I am already connecting an
 external hard drive, keyboard, printer, router and MIDI keyboard. If I had
 to connect any more external devices I wouldn't be surprised if it
exploded
 with the amount of required power to run everything. Lol.
 A game controller and external mouse would fill up three USB ports on the
 machine itself and six ports on my external hub, if that gives you an
idea.
 Regards,
 Damien.

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Re: [Audyssey] Serious pause bug in MOTA

2011-02-04 Thread Hayden Presley
Hi Brian,
No; it's been doing that for as long as I can remember playing MOTA.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: Friday, February 04, 2011 9:49 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Serious pause bug in MOTA

I thought that was the whole bug.
We are the Knights who say...Ni!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, February 04, 2011 8:41 AM
Subject: Re: [Audyssey] Serious pause bug in MOTA


 HiBryan,

 I'm sorry. I don't understand your message. If it is paused and you
 press a fire control, an arrow key, etc it is suppose to unpause the
 game. Are you saying you don't like this feature?

 Cheers!


 On 2/4/11, Bryan Peterson bpeterson2...@cableone.net wrote:
 Precisely. Being able to move or fire a weapon while the game was paused 
 and
 have it unpause as a result has actually been one of the things that's
 bugged me for quite some time. So I'm glad it's fixed.
 We are the Knights who say...Ni!

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Re: [Audyssey] suggestion on top speed 3

2011-02-04 Thread Hayden Presley
Hi,
Ok...I've been trying to figure out how to take Hairpin turns. Also, it
sounds as if you are driving in manal transmition mode; is that better?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Ken the Crazy
Sent: Friday, February 04, 2011 1:10 AM
To: Gamers Discussion list
Subject: [Audyssey] suggestion on top speed 3

Hey, just a quick comment on TS3: can you please make a harder difficulty
level?  When I'm driving a track with hairpin turns, I can often get in the
lead quite quickly, with cars crashing all around me.  All I have to do is
stay in second gear and get bumped back when I hit the sides of the road,
which is fine, but all the other cars don't seem to know to do this even on
hard.
Ken Downey
President
DreamTechInteractive!
And,
Blind Comfort!
The pleasant way to experience massage!
It's the Caring
without the Staring!
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Re: [Audyssey] Drive

2011-02-04 Thread Hayden Presley
Hi,
Well...according to what it says on Audiogames that's the whole point.
Anyone here like Copilot Bob? Grin

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Ken the Crazy
Sent: Friday, February 04, 2011 12:59 AM
To: Gamers Discussion list
Subject: [Audyssey] Drive

Here's a game I haven't played in years.  but today I got in the shuttle
once more and went for a drive.  You know, I still feel like I'm going
faster in this game than in other games, even Top Speed.  Weird, huh?
Ken Downey
President
DreamTechInteractive!
And,
Blind Comfort!
The pleasant way to experience massage!
It's the Caring
without the Staring!
---
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Re: [Audyssey] Fwd: VO accessible Chess, Checkers, Draughts and Xaingqi games released for iPhone, iPad iTouch

2011-02-04 Thread Hayden Presley
Hi,
Just wondering but why do we have checkers and draughts? I could've sworn
those were the same thing.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Zachary Kline
Sent: Thursday, February 03, 2011 11:57 PM
To: Gamers Discussion list
Subject: [Audyssey] Fwd: VO accessible Chess, Checkers, Draughts and Xaingqi
games released for iPhone, iPad  iTouch

Hi All,
I thought I'd pass this along in case there's anybody who would want
accessible versions of Chess or the other games for an Apple device on this
list.  I've personally tried out the chess app and found it very nice
indeed.
Best,
Zack.

Begin forwarded message:

 From: Bryan Jones openses...@me.com
 Date: February 3, 2011 5:54:03 PM PST
 To: macvisionar...@googlegroups.com
 Subject: VO accessible Chess, Checkers, Draughts and Xaingqi games
released for iPhone, iPad  iTouch
 Reply-To: macvisionar...@googlegroups.com
 
 Greetings All,
 
 Today Apple approved and released the accessible versions of Marcel
Nijman's Chess-wise Apps! In addition, Marcel modified three of his other
game apps to make them VO accessible. Those Apps are: Checker-wise,
Draughts-wise and Xiangqi-wise. These apps are all now available worldwide
in the App Store and in the following languages: English, Spanish, Russian,
German and Dutch. Marcel hopes to add Polish, Czech and French translations
in the next update. The viphone mailing list, Scott Howell and Geoff Waller
in particular, were instrumental in providing input, feedback and other
information to Marcel during this process.
 
 Each of these four Apps is a universal App, which means they will run
correctly on the iPhone, iTouch and iPad. WHile there is a free version of
the Chess-wise App, I would urge you to consider purchasing the Pro version
to support Marcel's work. The price is only US $2.99 for the Chess and
Checker Apps, and only US $1.99 for the Draughts and Xiangqi Apps. I believe
Marcel is the kind of developer who deserves our support one hundred
percent.
 
 I've not tried the 3 other games yet, but I can tell you the Chessboard
and Chess pieces are now recognized and read aloud by VO. You can navigate
the board using a one-finger swipe, or you can just slide one finger around
the board and VO will announce the coordinates and the name of a piece if
one occupies that square. To make a move, use one finger to locate the piece
you want to move, then double-tap. VO will announce Selected. Now use one
finger again to locate the destination square and double-tap again. Please
note that this is considered a first version of this game in it's accessible
form. While Marcel has made the heart of the App accessible, it is a very
feature-rich App which will require additional coding to make it fully
accessible. Marcel has asked that those of us who use the Apps provide
feedback to him so he can continue to refine and update the accessibility
features.
 
 Here is a link to Marcel's App Gallery in the US iTunes store:
 http://itunes.apple.com/us/artist/marcel-nijman/id337888122
 
 Here is a link to Chess-wise Pro in the US App Store:
 http://itunes.apple.com/us/app/chess-wise-pro/id351303981?mt=8
 
 Here is a link to Chess-wise FREE in the US App Store:
 http://itunes.apple.com/us/app/chess-wise-free/id367318028?mt=8
 
 Cheers,
 Bryan
 
 -- 
 You received this message because you are subscribed to the Google Groups
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Re: [Audyssey] pro was: Re: programming question

2011-02-04 Thread Hayden Presley
Hi Ken,
I'm still confused; I haven't yet figured out why 3D audio is preferable to
plain 2D, even in a 3D environment. It seems to not pan correctly as you
turn so you have to kind of guess.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Ken the Crazy
Sent: Thursday, February 03, 2011 11:49 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] pro was: Re: programming question

Also, you could reserve 3d audio for pro.
Ken Downey
President
DreamTechInteractive!
And,
Blind Comfort!
The pleasant way to experience massage!
It's the Caring
without the Staring!

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Philip Bennefall phi...@blastbay.com; Gamers Discussion list 
gamers@audyssey.org
Sent: Thursday, February 03, 2011 4:23 PM
Subject: Re: [Audyssey] pro was: Re: programming question


 Hi Philip,

 While I do understand your problem I do feel it would be wrong to
 restrict someone from using mouse and joystick support, and force them
 to purchase a more expensive license to have access to those devices.
 One thing we are seriously lacking in accessible games is decent
 quality support for joysticks, racing wheels, gamepads, mice, etc. I
 just feel these features should be included along side keyboard
 support.

 As for pathfinding perhaps make that a pro feature. After all, it is a
 more advanced feature of the engine and could reasonably considered a
 Pro option. That's how I'd view it if I were in your position.

 Cheers!


 On 2/3/11, Philip Bennefall phi...@blastbay.com wrote:
 Hi there,

 I am not sure. The decision about what should be in pro only is always a
 tough one. With the same reasoning you could argue that pathfinding 
 should
 also be available to everyone, since not everyone will want to spend $100

 to
 get this or that feature. What makes mouse support different from
 pathfinding in this context? On the one hand I understand exactly what 
 you
 are saying, but on the other I have to try and make pro as appealing as
 possible aside from being allowed to make paid games and if I don't 
 restrict
 some useful features, there is no point in doing so at all. Any thoughts?

 Kind regards,

 Philip Bennefall

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[Audyssey] tearning hairpins on topspeed

2011-02-04 Thread burakyuksek
Hi,
While you are tearning hairpins, you must use your brake and if you are using 
manual transmition, also you must deecreese your gear.
sevgiler saygılar
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Re: [Audyssey] Drive

2011-02-04 Thread burakyuksek

ko pilot Bob is funny.
sevgiler saygilar
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com
To: 'Ken the Crazy' kenwdow...@neo.rr.com; 'Gamers Discussion list' 
gamers@audyssey.org

Sent: Friday, February 04, 2011 6:09 PM
Subject: Re: [Audyssey] Drive



Hi,
Well...according to what it says on Audiogames that's the whole point.
Anyone here like Copilot Bob? Grin

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Ken the Crazy
Sent: Friday, February 04, 2011 12:59 AM
To: Gamers Discussion list
Subject: [Audyssey] Drive

Here's a game I haven't played in years.  but today I got in the shuttle
once more and went for a drive.  You know, I still feel like I'm going
faster in this game than in other games, even Top Speed.  Weird, huh?
Ken Downey
President
DreamTechInteractive!
And,
Blind Comfort!
The pleasant way to experience massage!
It's the Caring
without the Staring!
---
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Re: [Audyssey] Fwd: VO accessible Chess, Checkers, Draughts and Xaingqi games released for iPhone, iPad iTouch

2011-02-04 Thread Charles Rivard
I was thinking the same thing.  I might be getting an iPhone that will work 
with the verizon phone network soon.  I wasn't sure that a blind person 
could use a touch sensitive screen that has no landmarks, but was given an 
iPhone as a company phone, and figured that if other totally blind people 
can use one, I probably can, too.  I'm still working on learning the iPhone 
4, but it is doable.  Once I get one, if I do, I'll be sure to check out the 
chess program using a tactile chess set.


---
Shepherds are the best beasts!
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Friday, February 04, 2011 10:11 AM
Subject: Re: [Audyssey] Fwd: VO accessible Chess, Checkers,Draughts and 
Xaingqi games released for iPhone, iPad  iTouch




Hi,
Just wondering but why do we have checkers and draughts? I could've sworn
those were the same thing.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Zachary Kline
Sent: Thursday, February 03, 2011 11:57 PM
To: Gamers Discussion list
Subject: [Audyssey] Fwd: VO accessible Chess, Checkers, Draughts and 
Xaingqi

games released for iPhone, iPad  iTouch

Hi All,
I thought I'd pass this along in case there's anybody who would want
accessible versions of Chess or the other games for an Apple device on 
this

list.  I've personally tried out the chess app and found it very nice
indeed.
Best,
Zack.

Begin forwarded message:


From: Bryan Jones openses...@me.com
Date: February 3, 2011 5:54:03 PM PST
To: macvisionar...@googlegroups.com
Subject: VO accessible Chess, Checkers, Draughts and Xaingqi games

released for iPhone, iPad  iTouch

Reply-To: macvisionar...@googlegroups.com

Greetings All,

Today Apple approved and released the accessible versions of Marcel

Nijman's Chess-wise Apps! In addition, Marcel modified three of his other
game apps to make them VO accessible. Those Apps are: Checker-wise,
Draughts-wise and Xiangqi-wise. These apps are all now available worldwide
in the App Store and in the following languages: English, Spanish, 
Russian,
German and Dutch. Marcel hopes to add Polish, Czech and French 
translations
in the next update. The viphone mailing list, Scott Howell and Geoff 
Waller

in particular, were instrumental in providing input, feedback and other
information to Marcel during this process.


Each of these four Apps is a universal App, which means they will run

correctly on the iPhone, iTouch and iPad. WHile there is a free version of
the Chess-wise App, I would urge you to consider purchasing the Pro 
version

to support Marcel's work. The price is only US $2.99 for the Chess and
Checker Apps, and only US $1.99 for the Draughts and Xiangqi Apps. I 
believe

Marcel is the kind of developer who deserves our support one hundred
percent.


I've not tried the 3 other games yet, but I can tell you the Chessboard

and Chess pieces are now recognized and read aloud by VO. You can navigate
the board using a one-finger swipe, or you can just slide one finger 
around

the board and VO will announce the coordinates and the name of a piece if
one occupies that square. To make a move, use one finger to locate the 
piece
you want to move, then double-tap. VO will announce Selected. Now use 
one

finger again to locate the destination square and double-tap again. Please
note that this is considered a first version of this game in it's 
accessible

form. While Marcel has made the heart of the App accessible, it is a very
feature-rich App which will require additional coding to make it fully
accessible. Marcel has asked that those of us who use the Apps provide
feedback to him so he can continue to refine and update the accessibility
features.


Here is a link to Marcel's App Gallery in the US iTunes store:
http://itunes.apple.com/us/artist/marcel-nijman/id337888122

Here is a link to Chess-wise Pro in the US App Store:
http://itunes.apple.com/us/app/chess-wise-pro/id351303981?mt=8

Here is a link to Chess-wise FREE in the US App Store:
http://itunes.apple.com/us/app/chess-wise-free/id367318028?mt=8

Cheers,
Bryan

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Re: [Audyssey] Fwd: VO accessible Chess, Checkers, Draughts and Xaingqi games released for iPhone, iPad iTouch

2011-02-04 Thread Zachary Kline
As far as I understand it, Draughts and Checkers are mostly the same game, 
except for being played on differently-sized boards and perhaps a few subtler 
rule variations.  DOn't quote me on that though.
It is certainly possible for a blind person to use an iPhone without special 
assistance, or an iPod Touch in my case.  It does take some getting used to 
though.  Feel free to write me off-list if you're interested, and I'll try to 
help however I can.  Do enjoy the games, if you get one.
Best,
Zack.
On Feb 4, 2011, at 8:52 AM, Charles Rivard wrote:

 I was thinking the same thing.  I might be getting an iPhone that will work 
 with the verizon phone network soon.  I wasn't sure that a blind person could 
 use a touch sensitive screen that has no landmarks, but was given an iPhone 
 as a company phone, and figured that if other totally blind people can use 
 one, I probably can, too.  I'm still working on learning the iPhone 4, but it 
 is doable.  Once I get one, if I do, I'll be sure to check out the chess 
 program using a tactile chess set.
 
 ---
 Shepherds are the best beasts!
 - Original Message - From: Hayden Presley hdpres...@hotmail.com
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Friday, February 04, 2011 10:11 AM
 Subject: Re: [Audyssey] Fwd: VO accessible Chess, Checkers,Draughts and 
 Xaingqi games released for iPhone, iPad  iTouch
 
 
 Hi,
 Just wondering but why do we have checkers and draughts? I could've sworn
 those were the same thing.
 
 Best Regards,
 Hayden
 
 
 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Zachary Kline
 Sent: Thursday, February 03, 2011 11:57 PM
 To: Gamers Discussion list
 Subject: [Audyssey] Fwd: VO accessible Chess, Checkers, Draughts and Xaingqi
 games released for iPhone, iPad  iTouch
 
 Hi All,
 I thought I'd pass this along in case there's anybody who would want
 accessible versions of Chess or the other games for an Apple device on this
 list.  I've personally tried out the chess app and found it very nice
 indeed.
 Best,
 Zack.
 
 Begin forwarded message:
 
 From: Bryan Jones openses...@me.com
 Date: February 3, 2011 5:54:03 PM PST
 To: macvisionar...@googlegroups.com
 Subject: VO accessible Chess, Checkers, Draughts and Xaingqi games
 released for iPhone, iPad  iTouch
 Reply-To: macvisionar...@googlegroups.com
 
 Greetings All,
 
 Today Apple approved and released the accessible versions of Marcel
 Nijman's Chess-wise Apps! In addition, Marcel modified three of his other
 game apps to make them VO accessible. Those Apps are: Checker-wise,
 Draughts-wise and Xiangqi-wise. These apps are all now available worldwide
 in the App Store and in the following languages: English, Spanish, Russian,
 German and Dutch. Marcel hopes to add Polish, Czech and French translations
 in the next update. The viphone mailing list, Scott Howell and Geoff Waller
 in particular, were instrumental in providing input, feedback and other
 information to Marcel during this process.
 
 Each of these four Apps is a universal App, which means they will run
 correctly on the iPhone, iTouch and iPad. WHile there is a free version of
 the Chess-wise App, I would urge you to consider purchasing the Pro version
 to support Marcel's work. The price is only US $2.99 for the Chess and
 Checker Apps, and only US $1.99 for the Draughts and Xiangqi Apps. I believe
 Marcel is the kind of developer who deserves our support one hundred
 percent.
 
 I've not tried the 3 other games yet, but I can tell you the Chessboard
 and Chess pieces are now recognized and read aloud by VO. You can navigate
 the board using a one-finger swipe, or you can just slide one finger around
 the board and VO will announce the coordinates and the name of a piece if
 one occupies that square. To make a move, use one finger to locate the piece
 you want to move, then double-tap. VO will announce Selected. Now use one
 finger again to locate the destination square and double-tap again. Please
 note that this is considered a first version of this game in it's accessible
 form. While Marcel has made the heart of the App accessible, it is a very
 feature-rich App which will require additional coding to make it fully
 accessible. Marcel has asked that those of us who use the Apps provide
 feedback to him so he can continue to refine and update the accessibility
 features.
 
 Here is a link to Marcel's App Gallery in the US iTunes store:
 http://itunes.apple.com/us/artist/marcel-nijman/id337888122
 
 Here is a link to Chess-wise Pro in the US App Store:
 http://itunes.apple.com/us/app/chess-wise-pro/id351303981?mt=8
 
 Here is a link to Chess-wise FREE in the US App Store:
 http://itunes.apple.com/us/app/chess-wise-free/id367318028?mt=8
 
 Cheers,
 Bryan
 
 -- 
 You received this message because you are subscribed to the Google Groups
 MacVisionaries group.
 To post to this group, send email to macvisionar...@googlegroups.com.
 To unsubscribe 

Re: [Audyssey] Drive

2011-02-04 Thread Bryan Peterson

I don't know, I always found him extremely annoying.
We are the Knights who say...Ni!
- Original Message - 
From: burakyuksek burakyuksek...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, February 04, 2011 9:29 AM
Subject: Re: [Audyssey] Drive



ko pilot Bob is funny.
sevgiler saygilar
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com
To: 'Ken the Crazy' kenwdow...@neo.rr.com; 'Gamers Discussion list' 
gamers@audyssey.org

Sent: Friday, February 04, 2011 6:09 PM
Subject: Re: [Audyssey] Drive



Hi,
Well...according to what it says on Audiogames that's the whole point.
Anyone here like Copilot Bob? Grin

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Ken the Crazy
Sent: Friday, February 04, 2011 12:59 AM
To: Gamers Discussion list
Subject: [Audyssey] Drive

Here's a game I haven't played in years.  but today I got in the shuttle
once more and went for a drive.  You know, I still feel like I'm going
faster in this game than in other games, even Top Speed.  Weird, huh?
Ken Downey
President
DreamTechInteractive!
And,
Blind Comfort!
The pleasant way to experience massage!
It's the Caring
without the Staring!
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Re: [Audyssey] Fwd: VO accessible Chess, Checkers, Draughts and Xaingqi games released for iPhone, iPad iTouch

2011-02-04 Thread Hayden Presley
Hi,
I'm betting  checkers/chess is mucheasier when you have a touch screen. One
of my biggest problems with those kinds of games when using a computer is
that it's hard to keep a complete picture in your mind as you're moving
around.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Zachary Kline
Sent: Friday, February 04, 2011 10:58 AM
To: Charles Rivard; Gamers Discussion list
Subject: Re: [Audyssey] Fwd: VO accessible Chess, Checkers, Draughts and
Xaingqi games released for iPhone, iPad  iTouch

As far as I understand it, Draughts and Checkers are mostly the same game,
except for being played on differently-sized boards and perhaps a few
subtler rule variations.  DOn't quote me on that though.
It is certainly possible for a blind person to use an iPhone without special
assistance, or an iPod Touch in my case.  It does take some getting used to
though.  Feel free to write me off-list if you're interested, and I'll try
to help however I can.  Do enjoy the games, if you get one.
Best,
Zack.
On Feb 4, 2011, at 8:52 AM, Charles Rivard wrote:

 I was thinking the same thing.  I might be getting an iPhone that will
work with the verizon phone network soon.  I wasn't sure that a blind person
could use a touch sensitive screen that has no landmarks, but was given an
iPhone as a company phone, and figured that if other totally blind people
can use one, I probably can, too.  I'm still working on learning the iPhone
4, but it is doable.  Once I get one, if I do, I'll be sure to check out the
chess program using a tactile chess set.
 
 ---
 Shepherds are the best beasts!
 - Original Message - From: Hayden Presley
hdpres...@hotmail.com
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Friday, February 04, 2011 10:11 AM
 Subject: Re: [Audyssey] Fwd: VO accessible Chess, Checkers,Draughts and
Xaingqi games released for iPhone, iPad  iTouch
 
 
 Hi,
 Just wondering but why do we have checkers and draughts? I could've sworn
 those were the same thing.
 
 Best Regards,
 Hayden
 
 
 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Zachary Kline
 Sent: Thursday, February 03, 2011 11:57 PM
 To: Gamers Discussion list
 Subject: [Audyssey] Fwd: VO accessible Chess, Checkers, Draughts and
Xaingqi
 games released for iPhone, iPad  iTouch
 
 Hi All,
 I thought I'd pass this along in case there's anybody who would want
 accessible versions of Chess or the other games for an Apple device on
this
 list.  I've personally tried out the chess app and found it very nice
 indeed.
 Best,
 Zack.
 
 Begin forwarded message:
 
 From: Bryan Jones openses...@me.com
 Date: February 3, 2011 5:54:03 PM PST
 To: macvisionar...@googlegroups.com
 Subject: VO accessible Chess, Checkers, Draughts and Xaingqi games
 released for iPhone, iPad  iTouch
 Reply-To: macvisionar...@googlegroups.com
 
 Greetings All,
 
 Today Apple approved and released the accessible versions of Marcel
 Nijman's Chess-wise Apps! In addition, Marcel modified three of his other
 game apps to make them VO accessible. Those Apps are: Checker-wise,
 Draughts-wise and Xiangqi-wise. These apps are all now available
worldwide
 in the App Store and in the following languages: English, Spanish,
Russian,
 German and Dutch. Marcel hopes to add Polish, Czech and French
translations
 in the next update. The viphone mailing list, Scott Howell and Geoff
Waller
 in particular, were instrumental in providing input, feedback and other
 information to Marcel during this process.
 
 Each of these four Apps is a universal App, which means they will run
 correctly on the iPhone, iTouch and iPad. WHile there is a free version
of
 the Chess-wise App, I would urge you to consider purchasing the Pro
version
 to support Marcel's work. The price is only US $2.99 for the Chess and
 Checker Apps, and only US $1.99 for the Draughts and Xiangqi Apps. I
believe
 Marcel is the kind of developer who deserves our support one hundred
 percent.
 
 I've not tried the 3 other games yet, but I can tell you the Chessboard
 and Chess pieces are now recognized and read aloud by VO. You can
navigate
 the board using a one-finger swipe, or you can just slide one finger
around
 the board and VO will announce the coordinates and the name of a piece if
 one occupies that square. To make a move, use one finger to locate the
piece
 you want to move, then double-tap. VO will announce Selected. Now use
one
 finger again to locate the destination square and double-tap again.
Please
 note that this is considered a first version of this game in it's
accessible
 form. While Marcel has made the heart of the App accessible, it is a very
 feature-rich App which will require additional coding to make it fully
 accessible. Marcel has asked that those of us who use the Apps provide
 feedback to him so he can continue to refine and update the accessibility
 features.
 
 Here is 

Re: [Audyssey] Confusion about getting past the first level in MOTA.

2011-02-04 Thread Shiny protector

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

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Friday, February 04, 2011 12:20 AM
Subject: Re: [Audyssey] Confusion about getting past the first level in 
MOTA.




Hi Shaun,
How much work do you think that would take?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Thursday, February 03, 2011 6:19 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Confusion about getting past the first level in
MOTA.

I suggest we allow the player to choose between alt or control
Control works for me.
At 07:38 a.m. 4/02/2011, you wrote:

Hi,
It's like I said. When an FPS title comes out that uses the alt for
directions, everyone's going to start wining again. I say we leave alt for
jumping.

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Thursday, February 03, 2011 7:37 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Confusion about getting past the first level in
MOTA.

Break the habit.

---
Laughter is the best medicine, so look around, find a dose and take it to
heart.
- Original Message -
From: Mich m...@ntl.sympatico.ca
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, February 02, 2011 9:20 PM
Subject: Re: [Audyssey] Confusion about getting past the first level in
MOTA.


 hi I agree. that is something that i keep wanting to use as well the 
 alt

 key plus up arrow. from Mich.
 - Original Message -
 From: Darren Duff duff...@gmail.com
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Wednesday, February 02, 2011 10:21 AM
 Subject: Re: [Audyssey] Confusion about getting past the first level in
 MOTA.


 One thing I can't get use to is the ctrl arrows to jump I keep wanting

to

 use the alt key like we use too. Why did you change that one?  Just
 wondering.

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org]

On

 Behalf Of Bryan Peterson
 Sent: Wednesday, February 02, 2011 9:47 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Confusion about getting past the first level 
 in

 MOTA.

 May or June? If it's the latter it'll be a birthday present for yours
 truly
 LOL. Here's hoping everything proceeds smoothly from here on out.
 Goodness
 knows you deserve it.
 We are the Knights who say...Ni!
 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, February 02, 2011 7:15 AM
 Subject: Re: [Audyssey] Confusion about getting past the first level 
 in

 MOTA.


 Hi,

 I'm not sure really. I'm hoping to have the game done by May or June
 if everything goes well. The engine is stable and pretty much
 complete. So now I'm focussing in on developing the game itself.



 On 2/2/11, burakyuksek burakyuksek...@gmail.com wrote:
 Hi Tomas,
 When full version is out?
 sevgiler saygilar

 ---
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 ---
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 You can make changes or update your subscription via the web, at
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Re: [Audyssey] Fwd: VO accessible Chess, Checkers, Draughts and Xaingqi games released for iPhone, iPad iTouch

2011-02-04 Thread Charles Rivard
That's why I always use a separate board and pieces to figure my next move. 
Moving around a board containing several move possibilities, using speech 
square by square, I forget where they all are, where they can be moved to 
over long distances, and the possible consequences.


---
Shepherds are the best beasts!
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Friday, February 04, 2011 11:02 AM
Subject: Re: [Audyssey] Fwd: VO accessible Chess, Checkers,Draughts and 
Xaingqi games released for iPhone, iPad  iTouch




Hi,
I'm betting  checkers/chess is mucheasier when you have a touch screen. 
One

of my biggest problems with those kinds of games when using a computer is
that it's hard to keep a complete picture in your mind as you're moving
around.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Zachary Kline
Sent: Friday, February 04, 2011 10:58 AM
To: Charles Rivard; Gamers Discussion list
Subject: Re: [Audyssey] Fwd: VO accessible Chess, Checkers, Draughts and
Xaingqi games released for iPhone, iPad  iTouch

As far as I understand it, Draughts and Checkers are mostly the same game,
except for being played on differently-sized boards and perhaps a few
subtler rule variations.  DOn't quote me on that though.
It is certainly possible for a blind person to use an iPhone without 
special
assistance, or an iPod Touch in my case.  It does take some getting used 
to

though.  Feel free to write me off-list if you're interested, and I'll try
to help however I can.  Do enjoy the games, if you get one.
Best,
Zack.
On Feb 4, 2011, at 8:52 AM, Charles Rivard wrote:


I was thinking the same thing.  I might be getting an iPhone that will
work with the verizon phone network soon.  I wasn't sure that a blind 
person

could use a touch sensitive screen that has no landmarks, but was given an
iPhone as a company phone, and figured that if other totally blind people
can use one, I probably can, too.  I'm still working on learning the 
iPhone
4, but it is doable.  Once I get one, if I do, I'll be sure to check out 
the

chess program using a tactile chess set.


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

hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Friday, February 04, 2011 10:11 AM
Subject: Re: [Audyssey] Fwd: VO accessible Chess, Checkers,Draughts and

Xaingqi games released for iPhone, iPad  iTouch




Hi,
Just wondering but why do we have checkers and draughts? I could've 
sworn

those were the same thing.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
On

Behalf Of Zachary Kline
Sent: Thursday, February 03, 2011 11:57 PM
To: Gamers Discussion list
Subject: [Audyssey] Fwd: VO accessible Chess, Checkers, Draughts and

Xaingqi

games released for iPhone, iPad  iTouch

Hi All,
I thought I'd pass this along in case there's anybody who would want
accessible versions of Chess or the other games for an Apple device on

this

list.  I've personally tried out the chess app and found it very nice
indeed.
Best,
Zack.

Begin forwarded message:


From: Bryan Jones openses...@me.com
Date: February 3, 2011 5:54:03 PM PST
To: macvisionar...@googlegroups.com
Subject: VO accessible Chess, Checkers, Draughts and Xaingqi games

released for iPhone, iPad  iTouch

Reply-To: macvisionar...@googlegroups.com

Greetings All,

Today Apple approved and released the accessible versions of Marcel
Nijman's Chess-wise Apps! In addition, Marcel modified three of his 
other

game apps to make them VO accessible. Those Apps are: Checker-wise,
Draughts-wise and Xiangqi-wise. These apps are all now available

worldwide

in the App Store and in the following languages: English, Spanish,

Russian,

German and Dutch. Marcel hopes to add Polish, Czech and French

translations

in the next update. The viphone mailing list, Scott Howell and Geoff

Waller

in particular, were instrumental in providing input, feedback and other
information to Marcel during this process.


Each of these four Apps is a universal App, which means they will run

correctly on the iPhone, iTouch and iPad. WHile there is a free version

of

the Chess-wise App, I would urge you to consider purchasing the Pro

version

to support Marcel's work. The price is only US $2.99 for the Chess and
Checker Apps, and only US $1.99 for the Draughts and Xiangqi Apps. I

believe

Marcel is the kind of developer who deserves our support one hundred
percent.


I've not tried the 3 other games yet, but I can tell you the Chessboard

and Chess pieces are now recognized and read aloud by VO. You can

navigate

the board using a one-finger swipe, or you can just slide one finger

around
the board and VO will announce the coordinates and the name of a piece 
if

one occupies that square. To 

Re: [Audyssey] Serious pause bug in MOTA

2011-02-04 Thread Karl Belanger
While you're doing stuff with the pause code, I would really like to see the
pause command disable all keys until it is pressed again. Right now, the
press of any arrow key, ducking, etc. will unpause the game. While it may be
marginally quicker to unpause, it makes it impossible to pause the game in
the middle of a tense situation, say combat. Right now, if I try to pause
the game while ducked, the game will instantly unpause.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Friday, February 04, 2011 10:00 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Serious pause bug in MOTA

Hi Bryan,

Smile. I've done more than decided to fix it. I have already fixed it.
I'm not exactly going to go in and yank out the patch just to please a
few lazy gamers. As you said, its time to just get use to it.

Cheers!


On 2/4/11, Bryan Peterson bpeterson2...@cableone.net wrote:
 Burak, he's already decided to fix it, so you're just going to have to get
 used to it.
 We are the Knights who say...Ni!

---
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
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Re: [Audyssey] Serious pause bug in MOTA

2011-02-04 Thread Hayden Presley
Hi,
Why would you want to dduck and pause/ Sorry that makes no sense.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Karl Belanger
Sent: Friday, February 04, 2011 12:14 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Serious pause bug in MOTA

While you're doing stuff with the pause code, I would really like to see the
pause command disable all keys until it is pressed again. Right now, the
press of any arrow key, ducking, etc. will unpause the game. While it may be
marginally quicker to unpause, it makes it impossible to pause the game in
the middle of a tense situation, say combat. Right now, if I try to pause
the game while ducked, the game will instantly unpause.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Friday, February 04, 2011 10:00 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Serious pause bug in MOTA

Hi Bryan,

Smile. I've done more than decided to fix it. I have already fixed it.
I'm not exactly going to go in and yank out the patch just to please a
few lazy gamers. As you said, its time to just get use to it.

Cheers!


On 2/4/11, Bryan Peterson bpeterson2...@cableone.net wrote:
 Burak, he's already decided to fix it, so you're just going to have to get
 used to it.
 We are the Knights who say...Ni!

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Re: [Audyssey] Serious pause bug in MOTA

2011-02-04 Thread Karl Belanger
If I'm engaging anenemy, or perhapse dodging a future trap, and something in
the real world comes up, I don't want to have to stand up and possibly get
hit or killed before I can pause.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Hayden Presley
Sent: Friday, February 04, 2011 1:16 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Serious pause bug in MOTA

Hi,
Why would you want to dduck and pause/ Sorry that makes no sense.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Karl Belanger
Sent: Friday, February 04, 2011 12:14 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Serious pause bug in MOTA

While you're doing stuff with the pause code, I would really like to see the
pause command disable all keys until it is pressed again. Right now, the
press of any arrow key, ducking, etc. will unpause the game. While it may be
marginally quicker to unpause, it makes it impossible to pause the game in
the middle of a tense situation, say combat. Right now, if I try to pause
the game while ducked, the game will instantly unpause.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Friday, February 04, 2011 10:00 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Serious pause bug in MOTA

Hi Bryan,

Smile. I've done more than decided to fix it. I have already fixed it.
I'm not exactly going to go in and yank out the patch just to please a few
lazy gamers. As you said, its time to just get use to it.

Cheers!


On 2/4/11, Bryan Peterson bpeterson2...@cableone.net wrote:
 Burak, he's already decided to fix it, so you're just going to have to 
 get used to it.
 We are the Knights who say...Ni!

---
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Re: [Audyssey] Serious pause bug in MOTA

2011-02-04 Thread Bryan Peterson

That does make sense actually.
We are the Knights who say...Ni!
- Original Message - 
From: Karl Belanger karl.belan...@comcast.net

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Friday, February 04, 2011 11:13 AM
Subject: Re: [Audyssey] Serious pause bug in MOTA


While you're doing stuff with the pause code, I would really like to see 
the

pause command disable all keys until it is pressed again. Right now, the
press of any arrow key, ducking, etc. will unpause the game. While it may 
be

marginally quicker to unpause, it makes it impossible to pause the game in
the middle of a tense situation, say combat. Right now, if I try to pause
the game while ducked, the game will instantly unpause.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Friday, February 04, 2011 10:00 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Serious pause bug in MOTA

Hi Bryan,

Smile. I've done more than decided to fix it. I have already fixed it.
I'm not exactly going to go in and yank out the patch just to please a
few lazy gamers. As you said, its time to just get use to it.

Cheers!


On 2/4/11, Bryan Peterson bpeterson2...@cableone.net wrote:
Burak, he's already decided to fix it, so you're just going to have to 
get

used to it.
We are the Knights who say...Ni!


---
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list,

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Re: [Audyssey] Confusion about getting past the first level in MOTA.

2011-02-04 Thread Frost
On Thu, Feb 03, 2011 at 04:55:52PM -0600, Hayden Presley wrote:
 Um yeah. Have you ever played Shades of Doom?
[My Reply:]

Nope.  Never even heard of it until joining this mailing list a 
few days ago.  Until losing my sight in 2002, I played all but Quake and 
some assorted arcade game clones on the Playstation, because then I 
wouldn't wanna destroy my computer.  Wrecked enough Playstation 
controllers as it was.  After 2002, I gave all my games to a friend, as 
they were useless now.  Except for trying a few text-based games in 
Linux that sounded like they'd might be interesting, my game life has 
been nil.

Just heard about Audio Quake the other day, and have been trying 
to find it, but since the links are all broken at the website, I haven't 
been able to get my hands on it, so I joined up here, thinking maybe you 
folks might know where to find it.  From all the talk I've been hearing 
going on here, I was beginning to think I'd joined the wrong list and 
was in some sighted person's gaming list who knew about Audio Quake, or 
something. .laughs.

Anyway, if Shades of Doom is Doom with additional audio effects 
to make it accessible, I'm definitely interested in that, too.  For the 
most part, I usually only played the 1st and 3rd person shooters, the 
fighters, and the RPG's on the PC and Playstation.  Quake, Tomb Raider, 
Tekken 3, and Final Fantasy 7, if you're at all familiar with those and 
their like.  I am also interested in Audio Quake for the aural training 
benefits and getting more practice on using my ears to map territory and 
navigate, now that my eyes are FUBAR.  Up until last year, I've been 
stuck out in the sticks, living by myself, in bad health, so got only a 
modicum of mobility training before having to quit.  I learned to use a 
cane, count driveways, trip over everything my trainer could find, and 
cross streets.  I've also had to learn how to season my food from some 
Annie Solomon book about a VICE cop who loses his sight.  Well, I'm 
still in bad health, but can still walk around for short distances, but 
want to train my ears to pay better attention to my surroundings, and 
thought Audio Quake would be a step in the right direction, as I know 
the game, and it's 1st-person 3D like in real life.

Michael

--
Linux User: 177869 # Powered By: Intel # http://rivensight.dyndns.org
  Postings Copyrighted 2010-2011 by: Michael Ferranti


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Re: [Audyssey] Confusion about getting past the first level in MOTA.

2011-02-04 Thread Hayden Presley
Hi,
Well...Shades ofDoom isnt' exactly Doom, per say, but it is certainly based
off of it.  It's definitely worth a look, as are the other GMA games (found
at http://www.gmagames.com). 
HTH!

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Frost
Sent: Friday, February 04, 2011 12:36 PM
To: gamers@audyssey.org
Subject: Re: [Audyssey] Confusion about getting past the first level in
MOTA.

On Thu, Feb 03, 2011 at 04:55:52PM -0600, Hayden Presley wrote:
 Um yeah. Have you ever played Shades of Doom?
[My Reply:]

Nope.  Never even heard of it until joining this mailing list a 
few days ago.  Until losing my sight in 2002, I played all but Quake and 
some assorted arcade game clones on the Playstation, because then I 
wouldn't wanna destroy my computer.  Wrecked enough Playstation 
controllers as it was.  After 2002, I gave all my games to a friend, as 
they were useless now.  Except for trying a few text-based games in 
Linux that sounded like they'd might be interesting, my game life has 
been nil.

Just heard about Audio Quake the other day, and have been trying 
to find it, but since the links are all broken at the website, I haven't 
been able to get my hands on it, so I joined up here, thinking maybe you 
folks might know where to find it.  From all the talk I've been hearing 
going on here, I was beginning to think I'd joined the wrong list and 
was in some sighted person's gaming list who knew about Audio Quake, or 
something. .laughs.

Anyway, if Shades of Doom is Doom with additional audio effects 
to make it accessible, I'm definitely interested in that, too.  For the 
most part, I usually only played the 1st and 3rd person shooters, the 
fighters, and the RPG's on the PC and Playstation.  Quake, Tomb Raider, 
Tekken 3, and Final Fantasy 7, if you're at all familiar with those and 
their like.  I am also interested in Audio Quake for the aural training 
benefits and getting more practice on using my ears to map territory and 
navigate, now that my eyes are FUBAR.  Up until last year, I've been 
stuck out in the sticks, living by myself, in bad health, so got only a 
modicum of mobility training before having to quit.  I learned to use a 
cane, count driveways, trip over everything my trainer could find, and 
cross streets.  I've also had to learn how to season my food from some 
Annie Solomon book about a VICE cop who loses his sight.  Well, I'm 
still in bad health, but can still walk around for short distances, but 
want to train my ears to pay better attention to my surroundings, and 
thought Audio Quake would be a step in the right direction, as I know 
the game, and it's 1st-person 3D like in real life.

Michael

--
Linux User: 177869 # Powered By: Intel # http://rivensight.dyndns.org
  Postings Copyrighted 2010-2011 by: Michael Ferranti


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Re: [Audyssey] Serious pause bug in MOTA

2011-02-04 Thread Hayden Presley
Really?
Why would you want to duck then pause the game?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: Friday, February 04, 2011 12:22 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Serious pause bug in MOTA

That does make sense actually.
We are the Knights who say...Ni!
- Original Message - 
From: Karl Belanger karl.belan...@comcast.net
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Friday, February 04, 2011 11:13 AM
Subject: Re: [Audyssey] Serious pause bug in MOTA


 While you're doing stuff with the pause code, I would really like to see 
 the
 pause command disable all keys until it is pressed again. Right now, the
 press of any arrow key, ducking, etc. will unpause the game. While it may 
 be
 marginally quicker to unpause, it makes it impossible to pause the game in
 the middle of a tense situation, say combat. Right now, if I try to pause
 the game while ducked, the game will instantly unpause.

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Thomas Ward
 Sent: Friday, February 04, 2011 10:00 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Serious pause bug in MOTA

 Hi Bryan,

 Smile. I've done more than decided to fix it. I have already fixed it.
 I'm not exactly going to go in and yank out the patch just to please a
 few lazy gamers. As you said, its time to just get use to it.

 Cheers!


 On 2/4/11, Bryan Peterson bpeterson2...@cableone.net wrote:
 Burak, he's already decided to fix it, so you're just going to have to 
 get
 used to it.
 We are the Knights who say...Ni!

 ---
 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
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 All messages are archived and can be searched and read at
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 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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 list,
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Re: [Audyssey] Serious pause bug in MOTA

2011-02-04 Thread Hayden Presley
Ah...I see. But then comes the issue of coding it in such a way that you
stay ducked even after you release the d key.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Karl Belanger
Sent: Friday, February 04, 2011 12:18 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Serious pause bug in MOTA

If I'm engaging anenemy, or perhapse dodging a future trap, and something in
the real world comes up, I don't want to have to stand up and possibly get
hit or killed before I can pause.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Hayden Presley
Sent: Friday, February 04, 2011 1:16 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Serious pause bug in MOTA

Hi,
Why would you want to dduck and pause/ Sorry that makes no sense.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Karl Belanger
Sent: Friday, February 04, 2011 12:14 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Serious pause bug in MOTA

While you're doing stuff with the pause code, I would really like to see the
pause command disable all keys until it is pressed again. Right now, the
press of any arrow key, ducking, etc. will unpause the game. While it may be
marginally quicker to unpause, it makes it impossible to pause the game in
the middle of a tense situation, say combat. Right now, if I try to pause
the game while ducked, the game will instantly unpause.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Friday, February 04, 2011 10:00 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Serious pause bug in MOTA

Hi Bryan,

Smile. I've done more than decided to fix it. I have already fixed it.
I'm not exactly going to go in and yank out the patch just to please a few
lazy gamers. As you said, its time to just get use to it.

Cheers!


On 2/4/11, Bryan Peterson bpeterson2...@cableone.net wrote:
 Burak, he's already decided to fix it, so you're just going to have to 
 get used to it.
 We are the Knights who say...Ni!

---
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Re: [Audyssey] Confusion about getting past the first level in MOTA.

2011-02-04 Thread Frost
On Fri, Feb 04, 2011 at 04:26:42AM -0500, Thomas Ward wrote:
 Yes, of course. I'm totally blind myself, and developing games to be
 playable by the blind. So why couldn't they?


[My Reply:}
Hello back Thomas,

My apologies.  I didn't know.  Just metcha. .grins.  Nice to 
meetcha.  See the rambling, long-winded previous post for a little more 
info on why I didn't know, and my URL below for more info on yours 
truly, which is even MORE rambling, and MORE long-winded. .grins.

Sincerely,
Michael Ferranti

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Re: [Audyssey] Confusion about getting past the first level in MOTA.

2011-02-04 Thread Bryan Peterson
It's just inspired by Doom. It's not like Audio Quake where they actually 
more or less had the developer's say-so to modify an existing game.

We are the Knights who say...Ni!
- Original Message - 
From: Frost znvyyv...@gmail.com

To: gamers@audyssey.org
Sent: Friday, February 04, 2011 11:35 AM
Subject: Re: [Audyssey] Confusion about getting past the first level in 
MOTA.




On Thu, Feb 03, 2011 at 04:55:52PM -0600, Hayden Presley wrote:

Um yeah. Have you ever played Shades of Doom?

[My Reply:]

Nope.  Never even heard of it until joining this mailing list a
few days ago.  Until losing my sight in 2002, I played all but Quake and
some assorted arcade game clones on the Playstation, because then I
wouldn't wanna destroy my computer.  Wrecked enough Playstation
controllers as it was.  After 2002, I gave all my games to a friend, as
they were useless now.  Except for trying a few text-based games in
Linux that sounded like they'd might be interesting, my game life has
been nil.

Just heard about Audio Quake the other day, and have been trying
to find it, but since the links are all broken at the website, I haven't
been able to get my hands on it, so I joined up here, thinking maybe you
folks might know where to find it.  From all the talk I've been hearing
going on here, I was beginning to think I'd joined the wrong list and
was in some sighted person's gaming list who knew about Audio Quake, or
something. .laughs.

Anyway, if Shades of Doom is Doom with additional audio effects
to make it accessible, I'm definitely interested in that, too.  For the
most part, I usually only played the 1st and 3rd person shooters, the
fighters, and the RPG's on the PC and Playstation.  Quake, Tomb Raider,
Tekken 3, and Final Fantasy 7, if you're at all familiar with those and
their like.  I am also interested in Audio Quake for the aural training
benefits and getting more practice on using my ears to map territory and
navigate, now that my eyes are FUBAR.  Up until last year, I've been
stuck out in the sticks, living by myself, in bad health, so got only a
modicum of mobility training before having to quit.  I learned to use a
cane, count driveways, trip over everything my trainer could find, and
cross streets.  I've also had to learn how to season my food from some
Annie Solomon book about a VICE cop who loses his sight.  Well, I'm
still in bad health, but can still walk around for short distances, but
want to train my ears to pay better attention to my surroundings, and
thought Audio Quake would be a step in the right direction, as I know
the game, and it's 1st-person 3D like in real life.

Michael

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Re: [Audyssey] Serious pause bug in MOTA

2011-02-04 Thread Bryan Peterson
Well if you were ducking and then as he said something in the real world 
came up you'd want to be able to pause quickly rather than have to get up 
and risk getting hit or killed.

We are the Knights who say...Ni!
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Friday, February 04, 2011 11:39 AM
Subject: Re: [Audyssey] Serious pause bug in MOTA



Really?
Why would you want to duck then pause the game?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: Friday, February 04, 2011 12:22 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Serious pause bug in MOTA

That does make sense actually.
We are the Knights who say...Ni!
- Original Message - 
From: Karl Belanger karl.belan...@comcast.net

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Friday, February 04, 2011 11:13 AM
Subject: Re: [Audyssey] Serious pause bug in MOTA



While you're doing stuff with the pause code, I would really like to see
the
pause command disable all keys until it is pressed again. Right now, the
press of any arrow key, ducking, etc. will unpause the game. While it may
be
marginally quicker to unpause, it makes it impossible to pause the game 
in

the middle of a tense situation, say combat. Right now, if I try to pause
the game while ducked, the game will instantly unpause.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Friday, February 04, 2011 10:00 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Serious pause bug in MOTA

Hi Bryan,

Smile. I've done more than decided to fix it. I have already fixed it.
I'm not exactly going to go in and yank out the patch just to please a
few lazy gamers. As you said, its time to just get use to it.

Cheers!


On 2/4/11, Bryan Peterson bpeterson2...@cableone.net wrote:

Burak, he's already decided to fix it, so you're just going to have to
get
used to it.
We are the Knights who say...Ni!


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Re: [Audyssey] Confusion about getting past the first level in MOTA.

2011-02-04 Thread Frost
On Thu, Feb 03, 2011 at 06:27:58PM -0600, Hayden Presley wrote:
 Why? I don't understand why they are so much better. Just explain, please.

[My Two Cents:]
Aw, quit griping.  If Thomas wants to use the Tomb Raider 
control set to operate the game, let him.  I played Tomb Raider on the 
$*%# Playstation.  Try going from that to the PC setup. .grins.

Michael

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Re: [Audyssey] Confusion about getting past the first level in MOTA.

2011-02-04 Thread Thomas Ward
Hi Michael,

Well, to be honest Audioquake isn't the best place to start. For one
thing it was an adapted version of the ID Software Quake engine, but
the accessibility in it is only so-so. Something like Shades of Doom
or Sarah and the Castle of Witchcraft and Wizardry were built from the
ground up with accessibility in mind and have superior accessibility.
Both are fully accessible first-person based games with excellent
accessibility features.

For example, Shades of Doom is an accessible Doom-like game where you
are called to the seen of an experiment gone horribly wrong, and end
up gettingtrapped in the lab. The only way to safely exit the lab is
to find the experiment control box and shut the experiment down. The
game isn't the same Doom game you are thinking of, but there are
similarities to the classic Doom game.

However, I notice like me you are a Linux user. Unfortunately, 99% of
all accessible games are written for Windows XP. So you will probably
have to get and install VMPlayer and a copy of XP to run most of these
games. There isn't much interest among accessible game developers in
supporting Linux. I want to, but from a financial standpoint most of
my money will come from Windows XP, Vista, and Windows 7 users. So
until there is a larger source of potential income from Mac and Linux
most game developers aren't likely to take those users seriously.

Cheers!




On 2/4/11, Frost znvyyv...@gmail.com wrote:
 On Thu, Feb 03, 2011 at 04:55:52PM -0600, Hayden Presley wrote:
 Um yeah. Have you ever played Shades of Doom?
 [My Reply:]

   Nope.  Never even heard of it until joining this mailing list a
 few days ago.  Until losing my sight in 2002, I played all but Quake and
 some assorted arcade game clones on the Playstation, because then I
 wouldn't wanna destroy my computer.  Wrecked enough Playstation
 controllers as it was.  After 2002, I gave all my games to a friend, as
 they were useless now.  Except for trying a few text-based games in
 Linux that sounded like they'd might be interesting, my game life has
 been nil.

   Just heard about Audio Quake the other day, and have been trying
 to find it, but since the links are all broken at the website, I haven't
 been able to get my hands on it, so I joined up here, thinking maybe you
 folks might know where to find it.  From all the talk I've been hearing
 going on here, I was beginning to think I'd joined the wrong list and
 was in some sighted person's gaming list who knew about Audio Quake, or
 something. .laughs.

   Anyway, if Shades of Doom is Doom with additional audio effects
 to make it accessible, I'm definitely interested in that, too.  For the
 most part, I usually only played the 1st and 3rd person shooters, the
 fighters, and the RPG's on the PC and Playstation.  Quake, Tomb Raider,
 Tekken 3, and Final Fantasy 7, if you're at all familiar with those and
 their like.  I am also interested in Audio Quake for the aural training
 benefits and getting more practice on using my ears to map territory and
 navigate, now that my eyes are FUBAR.  Up until last year, I've been
 stuck out in the sticks, living by myself, in bad health, so got only a
 modicum of mobility training before having to quit.  I learned to use a
 cane, count driveways, trip over everything my trainer could find, and
 cross streets.  I've also had to learn how to season my food from some
 Annie Solomon book about a VICE cop who loses his sight.  Well, I'm
 still in bad health, but can still walk around for short distances, but
 want to train my ears to pay better attention to my surroundings, and
 thought Audio Quake would be a step in the right direction, as I know
 the game, and it's 1st-person 3D like in real life.

   Michael

 --
 Linux User: 177869 # Powered By: Intel # http://rivensight.dyndns.org
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Re: [Audyssey] Confusion about getting past the first level in MOTA.

2011-02-04 Thread Thomas Ward
Hi,

Actually, Audioquake was modified under the terms of the General
Public License. Back in the late 90's a Linux company called Loki
Games purchased the rights to various mainstream PC titles like Doom,
Quake, etc and ported them to Linux using SDL and OpenAL. However,
around 2000 or 2001 Loki Games went bankrupt and turned the source
code for the Linux ports over to their parent companies. ID Software
didn't want to officially support Quake for Linux or Doom for Linux so
released them as open source. So as it happens both Doom I and Quake I
are now fully open source free to modify under the GPL.

To get back to my point, if anyone wanted to modify the original Doom
they could. All they'd have to do is troll the internet for the Doom
source, upgrade/modify it, drop in an updated wad file, and we'd have
accessible Doom.


Cheers!


On 2/4/11, Bryan Peterson bpeterson2...@cableone.net wrote:
 It's just inspired by Doom. It's not like Audio Quake where they actually
 more or less had the developer's say-so to modify an existing game.
 We are the Knights who say...Ni!

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Re: [Audyssey] Confusion about getting past the first level in MOTA.

2011-02-04 Thread Hayden Presley
Hi,
No, no; I was asking why the control key was better. That's not in the Tomb
Rader keyset.

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Frost
Sent: Friday, February 04, 2011 1:04 PM
To: gamers@audyssey.org
Subject: Re: [Audyssey] Confusion about getting past the first level in
MOTA.

On Thu, Feb 03, 2011 at 06:27:58PM -0600, Hayden Presley wrote:
 Why? I don't understand why they are so much better. Just explain, please.

[My Two Cents:]
Aw, quit griping.  If Thomas wants to use the Tomb Raider 
control set to operate the game, let him.  I played Tomb Raider on the 
$*%# Playstation.  Try going from that to the PC setup. .grins.

Michael

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Re: [Audyssey] Serious pause bug in MOTA

2011-02-04 Thread Thomas Ward
Hi,

Ouch! I was terribly afraid you were going to ask something like that.
That is a pretty extensive  rewrite of the keyboard handling. Can I
kill you now or later? Grin.

Cheers!


On 2/4/11, Karl Belanger karl.belan...@comcast.net wrote:
 While you're doing stuff with the pause code, I would really like to see the
 pause command disable all keys until it is pressed again. Right now, the
 press of any arrow key, ducking, etc. will unpause the game. While it may be
 marginally quicker to unpause, it makes it impossible to pause the game in
 the middle of a tense situation, say combat. Right now, if I try to pause
 the game while ducked, the game will instantly unpause.


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Re: [Audyssey] Confusion about getting past the first level in MOTA.

2011-02-04 Thread Thomas Ward
Hi,

well, to be more precise most of the Tomb Raider games use control as
an action key. You can fire weapons, pick up items, and use it to valt
over low walls, and all kinds of stuf with the control key. However,
alt was triditionally the jump command, and shift was for walk.

HTH



On 2/4/11, Hayden Presley hdpres...@hotmail.com wrote:
 Hi,
 No, no; I was asking why the control key was better. That's not in the Tomb
 Rader keyset.

 Best Regards,
 Hayden

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Re: [Audyssey] Confusion about getting past the first level in MOTA.

2011-02-04 Thread Frost
On Fri, Feb 04, 2011 at 10:46:07PM +1300, shaun everiss wrote:
 I think a large advantage with you tom is you have been exposed to a
 lot of mainstream stuff before you went blind so you know what you
 are on about.

[My Reply:]
Oh, yeah.  He's definitely right about that.  For instance, I 
can see absolutely no possible way that Tekken 3, a fighter for the 
Playstation, could be made anywhere near blind accessible.  The action 
is simply too fast and movement combinations too numerous.  It's hard 
enough just following the opponent's movements when you're sighted.  The 
little girl in the game, however her name was spelled, was impossibly 
fast.  You could throw a punch and she would have spun around behind 
you, hopped up on your shoulders and clapped her hands over your ears, 
AND would be starting to jump away, all before you could draw your arm 
back, realizing you'd missed.

Michael

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Re: [Audyssey] Serious pause bug in MOTA

2011-02-04 Thread Charles Rivard
Do it now.  Send him a specially coded game from which there is no escaping 
the underground fun.  The entrance is already locked, and his won't have any 
other way out.  The monsters keep replicating.  I also like this idea for 
those who impatiently don't wait for the game, who ask questions repeatedly 
that have been answered, who don't read user's guides, who give unwanted 
spoilers, and who don't follow list guidelines.  (evil grin)


---
Shepherds are the best beasts!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, February 04, 2011 1:51 PM
Subject: Re: [Audyssey] Serious pause bug in MOTA



Hi,

Ouch! I was terribly afraid you were going to ask something like that.
That is a pretty extensive  rewrite of the keyboard handling. Can I
kill you now or later? Grin.

Cheers!


On 2/4/11, Karl Belanger karl.belan...@comcast.net wrote:
While you're doing stuff with the pause code, I would really like to see 
the

pause command disable all keys until it is pressed again. Right now, the
press of any arrow key, ducking, etc. will unpause the game. While it may 
be
marginally quicker to unpause, it makes it impossible to pause the game 
in

the middle of a tense situation, say combat. Right now, if I try to pause
the game while ducked, the game will instantly unpause.



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[Audyssey] River Raders Problems

2011-02-04 Thread Hayden Presley
Hi All,

Ok, so I've decided to pull out River Raders, and I'm having the same
problems. The monster is impossible to hear, and even more impossible to
avoid. How are you supposed to avoid it once it sees you?

 

Best Regards,

Hayden

 

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Re: [Audyssey] Serious pause bug in MOTA

2011-02-04 Thread Tom Randall
Speaking for myself this behavior is fine, this is similar to how most
mainstream games work if you try to perform an action say by pressing the x
button on your ps3 controler while the game is paused it will immediately
unpause.

Regards,

Tom


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Friday, February 04, 2011 7:55 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Serious pause bug in MOTA


Hi Bryan,

Heavens no. The bug wwe are discussing is that you could press f2, pause the
game, shoot an enemy and press f2 to unpause the game. I have gone in and
fixed it so if you press space to punch/fire a weapon it unpauses the game
and resumes play. What are you talking about?Do you have an alternative idea
how to do this?

Cheers!




On 2/4/11, Bryan Peterson bpeterson2...@cableone.net wrote:
 I thought that was the whole bug.
 We are the Knights who say...Ni!

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Re: [Audyssey] Serious pause bug in MOTA

2011-02-04 Thread Karl Belanger
I understand if rewriting the pause feature would be two complicated.
However, would it be possible to at least make the pause command ignore the
D key so that it is not necessary to stand up in the line of fire to pause
the game?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Tom Randall
Sent: Friday, February 04, 2011 4:37 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Serious pause bug in MOTA

Speaking for myself this behavior is fine, this is similar to how most
mainstream games work if you try to perform an action say by pressing the x
button on your ps3 controler while the game is paused it will immediately
unpause.

Regards,

Tom


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Friday, February 04, 2011 7:55 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Serious pause bug in MOTA


Hi Bryan,

Heavens no. The bug wwe are discussing is that you could press f2, pause the
game, shoot an enemy and press f2 to unpause the game. I have gone in and
fixed it so if you press space to punch/fire a weapon it unpauses the game
and resumes play. What are you talking about?Do you have an alternative idea
how to do this?

Cheers!




On 2/4/11, Bryan Peterson bpeterson2...@cableone.net wrote:
 I thought that was the whole bug.
 We are the Knights who say...Ni!

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Re: [Audyssey] marvel vs. capcom 3 details

2011-02-04 Thread Tom Randall
Oh I fully expect to be extremely confused and at times extremely frustrated
by this game for quite some time from the way the videos sound.  It oughta
be fun though.

Regards,

Tom


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Clement Chou
Sent: Sunday, January 30, 2011 2:47 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] marvel vs. capcom 3 details


Far as I know there wasn't a place where you couldn't preorder it. 
I'm looking forward to it... another warning about the pace though. 
Might take a while to get used to... fortunately, I've played a lot 
of fast-paced fighters in the last year and a half... so it isn't as 
confusing to me as it might be for some.

At 11:53 AM 30/01/2011, you wrote:
Excellent!  This will be my first foray into the marvel characters and 
games so it should be interesting indeed.  Just as an update, you can 
preorder marvel vs. capcom 3 at ebgames.com which I did yesterday.  
Will be picking it up at my local store when it is available.

Game on.

Tom


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
On Behalf Of Clement Chou
Sent: Friday, January 28, 2011 9:45 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] marvel vs. capcom 3 details


No problem. I've been playing the hell out of tatsunoko vs. capcom to 
get ready... but the games will stil be vastly different. But I do 
consider myself knowledgeable enough about the game, if I do say so 
myself. lol.


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Re: [Audyssey] marvel vs. capcom 3 details

2011-02-04 Thread Clement Chou
You'll get used to it. Part of it is you don't know voices yet... and 
you don't know what all the moves sound like. But once you mess 
around a little, it'll get easier.


At 01:47 PM 04/02/2011, you wrote:

Oh I fully expect to be extremely confused and at times extremely frustrated
by this game for quite some time from the way the videos sound.  It oughta
be fun though.

Regards,

Tom


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Clement Chou
Sent: Sunday, January 30, 2011 2:47 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] marvel vs. capcom 3 details


Far as I know there wasn't a place where you couldn't preorder it.
I'm looking forward to it... another warning about the pace though.
Might take a while to get used to... fortunately, I've played a lot
of fast-paced fighters in the last year and a half... so it isn't as
confusing to me as it might be for some.

At 11:53 AM 30/01/2011, you wrote:
Excellent!  This will be my first foray into the marvel characters and
games so it should be interesting indeed.  Just as an update, you can
preorder marvel vs. capcom 3 at ebgames.com which I did yesterday.
Will be picking it up at my local store when it is available.

Game on.

Tom


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org]
On Behalf Of Clement Chou
Sent: Friday, January 28, 2011 9:45 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] marvel vs. capcom 3 details


No problem. I've been playing the hell out of tatsunoko vs. capcom to
get ready... but the games will stil be vastly different. But I do
consider myself knowledgeable enough about the game, if I do say so
myself. lol.


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Re: [Audyssey] Serious pause bug in MOTA

2011-02-04 Thread Thomas Ward
Hi Charles,

Lol! Oh, that would be funny.


On 2/4/11, Charles Rivard woofer...@sbcglobal.net wrote:
 Do it now.  Send him a specially coded game from which there is no escaping
 the underground fun.  The entrance is already locked, and his won't have any
 other way out.  The monsters keep replicating.  I also like this idea for
 those who impatiently don't wait for the game, who ask questions repeatedly
 that have been answered, who don't read user's guides, who give unwanted
 spoilers, and who don't follow list guidelines.  (evil grin)

 ---
 Shepherds are the best beasts!

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[Audyssey] FW: [The Teacher List] Enchanting - robotics programming

2011-02-04 Thread NIcol
Hi list
I got this interesting message from another announcement only list I belong
to. Do you guys think that this software can make games?
 Is it worthwhile to contact the developers to  ask if  they can  make a
non-graphical version for the visually impaired?
And what is this robotics  programming referred to?



-Original Message-
From: theteacherlist-bou...@freelists.org
[mailto:theteacherlist-bou...@freelists.org] On Behalf Of Pete MacKay
Sent: 04 February 2011 04:44 PM
To: theteacherl...@freelists.org
Subject: [The Teacher List] Enchanting - robotics programming

My pal, Bill Lomax showed me this site that offers software called
Enchanting.  From the site: Enchanting is an open-source graphical
programming environment for children to program their LEGO Mindstorms NXT
robots (and, in the future, possibly other devices.) Scratch from the MIT
Media Laboratory. Scratch is an excellent tool for empowering children to
program, and familiarity with it will be very valuable for anyone using
Enchanting.
--
The URL:  http://enchanting.robotclub.ab.ca/tiki-index.php



-
--
This is the_teacher_list mailing list, managed by FreeLists.org.  You can
reply to this email to reach 
Pete directly.

More Info (archives, subscription) - http://www.theteacherlist.ca
http://www.twitter.com/theteacherlist -The Teacher List on Twitter
http://www.facebook.com/pages/The-Teacher-List/151149594588 - The Teacher
List 
Fan Page
http://www.cafepress.com/TTLstore - The Teacher List Gear


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Re: [Audyssey] Serious pause bug in MOTA

2011-02-04 Thread Thomas Ward
Hi Karl,

I suppose so. After all I let the status message keys through so you
can review them while the game is paused and not get shot to death.
Still if I'm going to modify this I need to come up with a better
method of pausing/unpausing the game. Generally speaking, how you want
me to do things is not standard operating procedure. Most games I know
of when you press a key it unpauses the game.

On 2/4/11, Karl Belanger karl.belan...@comcast.net wrote:
 I understand if rewriting the pause feature would be two complicated.
 However, would it be possible to at least make the pause command ignore the
 D key so that it is not necessary to stand up in the line of fire to pause
 the game?

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Re: [Audyssey] Serious pause bug in MOTA

2011-02-04 Thread Thomas Ward
Hi Tom,

Yeah, I know. It is cases like this that really demonstrates how
different growing up in a mainstream background verses a sheltered
blind background can be. I've been playing games for most of my life,
and in most cases when a game is paused if you press any button or
action key it unpauses the game and resumes play. To me that's how
things are.

Then, one day I am sitting down to read e-mail and I'm getting
requests saying I should use some sort of keyboard blocking that
blocks all but the pause key. I'm not at all sure that's a good idea.
That would mean while the game is paused no input is getting passed
through to the application until the keyboard is unblocked. If the
game ccrashes or something that could be a serious problem.

Of course, there is a slightly better method that is instead of
blocking the keyboard I rewrite most of the games functions so that if
an action is performed and the game is paused it will ignore the
request. This is safer than blocking the keyboard, but is A, alot of
extra work, and B, different behavior than I'm personally use to.

Cheers!


On 2/4/11, Tom Randall kf6...@comcast.net wrote:
 Speaking for myself this behavior is fine, this is similar to how most
 mainstream games work if you try to perform an action say by pressing the x
 button on your ps3 controler while the game is paused it will immediately
 unpause.

 Regards,

 Tom

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Re: [Audyssey] pcsgames.net down?

2011-02-04 Thread NIcol
From my side I can go onto the website fine.
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Pitermach
Sent: 04 February 2011 12:15 AM
To: Gamers Discussion list
Subject: [Audyssey] pcsgames.net down?

Hi phil and all,
I guess the subject says it all, I can't access pcsgames.net. anyone else
having trouble?
-
Peter Mahach
|piterm...@gmail.com
msn: pitermac...@hotmail.com
skype (not very often): pitermach
twitter: http://www.twitter.com/pitermach
webpage: http://pmsworld.weisi4u.de/



__ Information from ESET Smart Security, version of virus signature
database 5266 (20100709) __

The message was checked by ESET Smart Security.

http://www.eset.com

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Re: [Audyssey] Serious pause bug in MOTA

2011-02-04 Thread Hayden Presley
Hi,
I say leave it as it is. Go with the times, people.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Friday, February 04, 2011 4:27 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Serious pause bug in MOTA

Hi Tom,

Yeah, I know. It is cases like this that really demonstrates how
different growing up in a mainstream background verses a sheltered
blind background can be. I've been playing games for most of my life,
and in most cases when a game is paused if you press any button or
action key it unpauses the game and resumes play. To me that's how
things are.

Then, one day I am sitting down to read e-mail and I'm getting
requests saying I should use some sort of keyboard blocking that
blocks all but the pause key. I'm not at all sure that's a good idea.
That would mean while the game is paused no input is getting passed
through to the application until the keyboard is unblocked. If the
game ccrashes or something that could be a serious problem.

Of course, there is a slightly better method that is instead of
blocking the keyboard I rewrite most of the games functions so that if
an action is performed and the game is paused it will ignore the
request. This is safer than blocking the keyboard, but is A, alot of
extra work, and B, different behavior than I'm personally use to.

Cheers!


On 2/4/11, Tom Randall kf6...@comcast.net wrote:
 Speaking for myself this behavior is fine, this is similar to how most
 mainstream games work if you try to perform an action say by pressing the
x
 button on your ps3 controler while the game is paused it will immediately
 unpause.

 Regards,

 Tom

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[Audyssey] ADRIFT 3.90 or 4.00, Which Is Better?

2011-02-04 Thread Kelly Sapergia

Hi,

I use the generator in version 3.90 of ADRIFT to write text adventures, but 
I know there are people that use version 4.00. Other than the fact that 
version 3.90 is free, as opposed to 4.00 which you have to pay for to remove 
restrictions on the number of rooms, tasks, etc., is one version better than 
the other? I remember trying version 4.00 a few years ago, but promptly went 
back to 3.90 because some fields weren't being read properly or something. 
Now, however, I'm wondering if I should start using that version instead.


Thanks.

Yours Sincerely,
Kelly John Sapergia
For information regarding my Internet radio shows, links to my favorite 
sites, and more, visit my personal website at http://www.ksapergia.net/.
If you need jingles, voiceovers and music for your project at an affordable 
price, visit KJS Productions at: http://www.kjsproductions.com/.



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Re: [Audyssey] Serious pause bug in MOTA

2011-02-04 Thread Karl Belanger
The only reason I'm making an issue of this is simply that it is currently
necessary to stand up before pausing, which can be very detrimental to the
player. I could really care less what happens when you press a key after the
game is paused. Would it be possible to simply tell the game to disregard
any key currently held down when pause is hit? If you let it up and then
press it again, the game would then unpause.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Friday, February 04, 2011 5:26 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Serious pause bug in MOTA

Hi Karl,

I suppose so. After all I let the status message keys through so you can
review them while the game is paused and not get shot to death.
Still if I'm going to modify this I need to come up with a better method of
pausing/unpausing the game. Generally speaking, how you want me to do things
is not standard operating procedure. Most games I know of when you press a
key it unpauses the game.

On 2/4/11, Karl Belanger karl.belan...@comcast.net wrote:
 I understand if rewriting the pause feature would be two complicated.
 However, would it be possible to at least make the pause command 
 ignore the D key so that it is not necessary to stand up in the line 
 of fire to pause the game?

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[Audyssey] Naughty Little Muhammed!

2011-02-04 Thread Hayden Presley
 

 

Best Regards,

Hayden

 

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Re: [Audyssey] Serious pause bug in MOTA

2011-02-04 Thread Karl Belanger
I am surprised that most games would unpause the game when a button is
pressed. In games I have played like Street Fighter, and various games for
the Wii, there is usually a back button which will resume the game, but
there is often also a pause menu which can be navigated. Pressing directions
or other buttons will interact with this menu.
As I said in another email, the only reason I even mentioned this is because
of the issue with trying to pause in the middle of another action. If
there's no easy way of dealing with this, then fine. The last thing this
game needs is another rewrite of a major part of its core.
Karl

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Friday, February 04, 2011 5:27 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Serious pause bug in MOTA

Hi Tom,

Yeah, I know. It is cases like this that really demonstrates how different
growing up in a mainstream background verses a sheltered blind background
can be. I've been playing games for most of my life, and in most cases when
a game is paused if you press any button or action key it unpauses the game
and resumes play. To me that's how things are.

Then, one day I am sitting down to read e-mail and I'm getting requests
saying I should use some sort of keyboard blocking that blocks all but the
pause key. I'm not at all sure that's a good idea.
That would mean while the game is paused no input is getting passed through
to the application until the keyboard is unblocked. If the game ccrashes or
something that could be a serious problem.

Of course, there is a slightly better method that is instead of blocking the
keyboard I rewrite most of the games functions so that if an action is
performed and the game is paused it will ignore the request. This is safer
than blocking the keyboard, but is A, alot of extra work, and B, different
behavior than I'm personally use to.

Cheers!


On 2/4/11, Tom Randall kf6...@comcast.net wrote:
 Speaking for myself this behavior is fine, this is similar to how most 
 mainstream games work if you try to perform an action say by pressing 
 the x button on your ps3 controler while the game is paused it will 
 immediately unpause.

 Regards,

 Tom

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Re: [Audyssey] Naughty Little Muhammed!

2011-02-04 Thread Hayden Presley
Hi,
Ok...wrong list. Please ignore this. Grin

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Hayden Presley
Sent: Friday, February 04, 2011 4:54 PM
To: 'Gamers Discussion list'
Subject: [Audyssey] Naughty Little Muhammed!

 

 

Best Regards,

Hayden

 

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Re: [Audyssey] FW: [The Teacher List] Enchanting - robotics programming

2011-02-04 Thread Trouble
Its for programming robots, so wouldn't be near enough for doing 
games. It mostly does left, right, backwards, forwards, steps and 
circles. All the things nice little robots need to grow on.


At 05:25 PM 2/4/2011, you wrote:

Hi list
I got this interesting message from another announcement only list I belong
to. Do you guys think that this software can make games?
 Is it worthwhile to contact the developers to  ask if  they can  make a
non-graphical version for the visually impaired?
And what is this robotics  programming referred to?



-Original Message-
From: theteacherlist-bou...@freelists.org
[mailto:theteacherlist-bou...@freelists.org] On Behalf Of Pete MacKay
Sent: 04 February 2011 04:44 PM
To: theteacherl...@freelists.org
Subject: [The Teacher List] Enchanting - robotics programming

My pal, Bill Lomax showed me this site that offers software called
Enchanting.  From the site: Enchanting is an open-source graphical
programming environment for children to program their LEGO Mindstorms NXT
robots (and, in the future, possibly other devices.) Scratch from the MIT
Media Laboratory. Scratch is an excellent tool for empowering children to
program, and familiarity with it will be very valuable for anyone using
Enchanting.
--
The URL:  http://enchanting.robotclub.ab.ca/tiki-index.php



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Tim
trouble

Never offend people with style when you can offend them with substance.
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Re: [Audyssey] FW: [The Teacher List] Enchanting - robotics programming

2011-02-04 Thread dark

I doubt it nicol.

The lego games were basically involved with building lego things on the 
computer, and this sounds like a way for children to have more advanced 
programming control over their lego creations by using a customized gui, 
(graphical user interface).


Not only would the gui need totally rewriting into something accessible, but 
also the very lego software it interacts with would need to be made 
accessible too, which would be an even more huge task.


Beware the gRue!

Dark.
- Original Message - 
From: NIcol nicoljaco...@telkomsa.net

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Friday, February 04, 2011 10:25 PM
Subject: [Audyssey] FW: [The Teacher List] Enchanting - robotics programming



Hi list
I got this interesting message from another announcement only list I 
belong

to. Do you guys think that this software can make games?
Is it worthwhile to contact the developers to  ask if  they can  make a
non-graphical version for the visually impaired?
And what is this robotics  programming referred to?



-Original Message-
From: theteacherlist-bou...@freelists.org
[mailto:theteacherlist-bou...@freelists.org] On Behalf Of Pete MacKay
Sent: 04 February 2011 04:44 PM
To: theteacherl...@freelists.org
Subject: [The Teacher List] Enchanting - robotics programming

My pal, Bill Lomax showed me this site that offers software called
Enchanting.  From the site: Enchanting is an open-source graphical
programming environment for children to program their LEGO Mindstorms NXT
robots (and, in the future, possibly other devices.) Scratch from the MIT
Media Laboratory. Scratch is an excellent tool for empowering children to
program, and familiarity with it will be very valuable for anyone using
Enchanting.
--
The URL:  http://enchanting.robotclub.ab.ca/tiki-index.php



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--
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reply to this email to reach
Pete directly.

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http://www.twitter.com/theteacherlist -The Teacher List on Twitter
http://www.facebook.com/pages/The-Teacher-List/151149594588 - The Teacher
List
Fan Page
http://www.cafepress.com/TTLstore - The Teacher List Gear


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Re: [Audyssey] River Raders Problems

2011-02-04 Thread Damien Pendleton

Hi Hayden,
It is merely a matter of practice makes perfect. As long as I am wearing 
headphones I can hear the monster no problem.
I am always open to suggestions if anyone has a better way of controlling 
the monster without making the game too easy, I'd be glad to hear.

Thanks.
Regards,
Damien.


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

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Friday, February 04, 2011 8:28 PM
Subject: [Audyssey] River Raders Problems



Hi All,

Ok, so I've decided to pull out River Raders, and I'm having the same
problems. The monster is impossible to hear, and even more impossible to
avoid. How are you supposed to avoid it once it sees you?



Best Regards,

Hayden



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Re: [Audyssey] FW: [The Teacher List] Enchanting - robotics programming

2011-02-04 Thread Alfredo_The_Music_maker
I know there is a text version of the program called Bricx CC which is 
all text.

It uses code like:
#include subroutines.nxc
Task Main())
{
Forward;
wait(1000)
stop;
}

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Re: [Audyssey] pro was: Re: programming question

2011-02-04 Thread shaun everiss

well, I have the data on my external and run that.
I also have a backup.
I have had a drive fall over.
I almost lost everything I owned.
And that would really suck.
I managed to get it back partly by fluke from another broken drive 
and partly from some other backups.

I still lost a few things but not everything.
Now if you ran your win7 user from the external drive, pluss all your 
critical programs and things failed.

Well you would have an issue.
If you really want to do that.
then at least run your critical programs off your drive, or if win7 
is running the user account of the drive have a backup account with 
everything running over the other drive so if it dies you are not out of luck.

I have had  someone have that same thing.
I don't recomend it.
Firstly reformatting makes it work again, then well a roasted drive 
you can't even recover stuff via non expensive means, hmmm don't go there man.

At 04:51 a.m. 5/02/2011, you wrote:

HI Damien,

I see. Well, I guess I understand your logic to a point, but it
definitely isn't very portable that way. I guess I was assuming you
were like most laptop users that install all of your apps to the hhard
drive, and store books, movies, setup files, whatever on the external.
That's what I do and it works out fine for me. That leaves me the
option to unplug any external device and connect another one in its
place.

Cheers!


On 2/4/11, Damien Pendleton dam...@x-sight-interactive.net wrote:
 Hi Thomas,
 Everything I do is on my external hard drive. I have mapped most of the
 applications on my system to use my external hard drive, since 
that is where
 my data is. If a program needs to update itself, it downloads 
temporarily to

 my external drive. This is especially the case with my antivirus. All my
 scheduled downloads, for example podcasts, radio dramas etc, all 
download to
 my drive. Servers use data off there. Unplugging that is asking 
for trouble.

 It could cause quite a few applications to have hissy fits and I may find
 error dialogs left right and centre.
 Anyway, that's slightly off topic. I'm just saying my system is set up to
 use everything that is connected to it on a more or less permanent basis.
 Regards,
 Damien.

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Re: [Audyssey] Serious pause bug in MOTA

2011-02-04 Thread Bryan Peterson
That's the thing. He doesn't want toearn themlegitimately. And if and when I 
start developing games he's going to hate me as a dev since I'm going to 
make sure the cheats won't work unless they're earned by each individual 
player through the actual game.

We are the Knights who say...Ni!
- Original Message - 
From: shaun everiss sm.ever...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, February 04, 2011 9:24 PM
Subject: Re: [Audyssey] Serious pause bug in MOTA



well I know a lot of sighted gamers friends I know cheat.
I also cheat where there are codes I earn them or buy them or whatever.
I usually go for the story.
I stop short  of actually using a game cheater, hacking, cracking, and 
other things to get the cheats.

Cheats are either lagit or not at all.
Codes have been round since the gaming industry began.
Now hacking the cheats or other things is just wrong.
I don't mind legal cheats, and if I have to find them so be it.
i don't always cheat either.
At 04:18 a.m. 5/02/2011, you wrote:
Well he's already admitted he wants to cheat so that's obviously no skin 
off his nose as the old saying has it.

We are the Knights who say...Ni!
- Original Message - From: Charles Rivard 
woofer...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, February 04, 2011 8:04 AM
Subject: Re: [Audyssey] Serious pause bug in MOTA


Why the heck would you not want this serious bug fixed?  It would make 
the game absolutely pointless to not fix it.  No doubt about it, this 
would be cheating.


---
Shepherds are the best beasts!
- Original Message - From: burakyuksek 
burakyuksek...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, February 04, 2011 8:17 AM
Subject: Re: [Audyssey] Serious pause bug in MOTA



No! Do not fix it!
sevgiler saygilar
- Original Message - From: Shiny protector 
muhamme...@googlemail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, February 03, 2011 10:48 PM
Subject: Re: [Audyssey] Serious pause bug in MOTA



Fix it!
- Original Message - From: burakyuksek 
burakyuksek...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, February 03, 2011 3:05 PM
Subject: Re: [Audyssey] Serious pause bug in MOTA



Yeah.
sevgiler saygilar
- Original Message - From: Bryan Peterson 
bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, February 03, 2011 3:07 PM
Subject: Re: [Audyssey] Serious pause bug in MOTA



You want to cheat?
We are the Knights who say...Ni!
- Original Message - From: burakyuksek 
burakyuksek...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, February 03, 2011 4:18 AM
Subject: Re: [Audyssey] Serious pause bug in MOTA



no! Dont fix!
sevgiler saygilar
- Original Message - From: Thomas Ward 
thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, February 03, 2011 12:42 PM
Subject: Re: [Audyssey] Serious pause bug in MOTA



Hi Karl,

Thanks for the heads up. I'll fix that one right away. Definitely
can't let people cheat like that.

Smile.


On 2/2/11, Karl Belanger karl.belan...@comcast.net wrote:

Hello,

I found a rather fun but quite serious pause bug in MOTA. It is 
possible to
fire your weapon while the game is paused, and you will actually 
do damage

if you're pointing at an enemy. This makes combat extremely easy.

Karl

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[Audyssey] Inform VS. Adrift

2011-02-04 Thread Orin
Hi all,

Well, I originally wanted to make this game in BGT, but decided that another 
way I can do it would be to make it a text adventure. I'm pretty good with BGT 
concepts, however what still confuses me is when I start messing around with 
sound positioning. BGT has made it easy to make code understandable, like I can 
go into the Battle Zone code, look at it, and get the gist of what everything 
means, except sound positioning and player position and whether it's 6, 20 or 
whatever.

So, as to my question: I was wondering what limits I have with adrift VS. 
Inform? I looked at Inform and while it does seem easy to begin with, from a 
design standpoint it was hard for me to figure out what I wanted to do and 
translate it into code. Even though the code is in English it gave me a 
headache after a while trying to understand everything when I want to figure 
out how to do a specific thing. Adrift seems more simpler, but with that simple 
functionality what will it take away from my game VS. using Inform?

Thanks.




Orin
orin8...@gmail.com
Twitter: http://www.twitter.com/orinks
Skype: orin1112




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Re: [Audyssey] Fwd: VO accessible Chess, Checkers, Draughts and Xaingqi games released for iPhone, iPad iTouch

2011-02-04 Thread shaun everiss
I'd like an iphone but to run it over the vodaphone network as 
supposed to a normal phone?

hmmm not likely.
The way I run it is pay as I use.
20 c for a message and about 50 cents for a call.
You load credit on the unit and it runs for a period of a few months 
I think a year or so.

I am not sure but I think its like 100 or so per month to run the iphone.
THere is no cheap net data rate here either. country either.


At 05:52 a.m. 5/02/2011, you wrote:
I was thinking the same thing.  I might be getting an iPhone that 
will work with the verizon phone network soon.  I wasn't sure that a 
blind person could use a touch sensitive screen that has no 
landmarks, but was given an iPhone as a company phone, and figured 
that if other totally blind people can use one, I probably can, 
too.  I'm still working on learning the iPhone 4, but it is 
doable.  Once I get one, if I do, I'll be sure to check out the 
chess program using a tactile chess set.


---
Shepherds are the best beasts!
- Original Message - From: Hayden Presley hdpres...@hotmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Friday, February 04, 2011 10:11 AM
Subject: Re: [Audyssey] Fwd: VO accessible Chess, Checkers,Draughts 
and Xaingqi games released for iPhone, iPad  iTouch




Hi,
Just wondering but why do we have checkers and draughts? I could've sworn
those were the same thing.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Zachary Kline
Sent: Thursday, February 03, 2011 11:57 PM
To: Gamers Discussion list
Subject: [Audyssey] Fwd: VO accessible Chess, Checkers, Draughts and Xaingqi
games released for iPhone, iPad  iTouch

Hi All,
I thought I'd pass this along in case there's anybody who would want
accessible versions of Chess or the other games for an Apple device on this
list.  I've personally tried out the chess app and found it very nice
indeed.
Best,
Zack.

Begin forwarded message:


From: Bryan Jones openses...@me.com
Date: February 3, 2011 5:54:03 PM PST
To: macvisionar...@googlegroups.com
Subject: VO accessible Chess, Checkers, Draughts and Xaingqi games

released for iPhone, iPad  iTouch

Reply-To: macvisionar...@googlegroups.com

Greetings All,

Today Apple approved and released the accessible versions of Marcel

Nijman's Chess-wise Apps! In addition, Marcel modified three of his other
game apps to make them VO accessible. Those Apps are: Checker-wise,
Draughts-wise and Xiangqi-wise. These apps are all now available worldwide
in the App Store and in the following languages: English, Spanish, Russian,
German and Dutch. Marcel hopes to add Polish, Czech and French translations
in the next update. The viphone mailing list, Scott Howell and Geoff Waller
in particular, were instrumental in providing input, feedback and other
information to Marcel during this process.


Each of these four Apps is a universal App, which means they will run

correctly on the iPhone, iTouch and iPad. WHile there is a free version of
the Chess-wise App, I would urge you to consider purchasing the Pro version
to support Marcel's work. The price is only US $2.99 for the Chess and
Checker Apps, and only US $1.99 for the Draughts and Xiangqi Apps. I believe
Marcel is the kind of developer who deserves our support one hundred
percent.


I've not tried the 3 other games yet, but I can tell you the Chessboard

and Chess pieces are now recognized and read aloud by VO. You can navigate
the board using a one-finger swipe, or you can just slide one finger around
the board and VO will announce the coordinates and the name of a piece if
one occupies that square. To make a move, use one finger to locate the piece
you want to move, then double-tap. VO will announce Selected. Now use one
finger again to locate the destination square and double-tap again. Please
note that this is considered a first version of this game in it's accessible
form. While Marcel has made the heart of the App accessible, it is a very
feature-rich App which will require additional coding to make it fully
accessible. Marcel has asked that those of us who use the Apps provide
feedback to him so he can continue to refine and update the accessibility
features.


Here is a link to Marcel's App Gallery in the US iTunes store:
http://itunes.apple.com/us/artist/marcel-nijman/id337888122

Here is a link to Chess-wise Pro in the US App Store:
http://itunes.apple.com/us/app/chess-wise-pro/id351303981?mt=8

Here is a link to Chess-wise FREE in the US App Store:
http://itunes.apple.com/us/app/chess-wise-free/id367318028?mt=8

Cheers,
Bryan

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Re: [Audyssey] Drive

2011-02-04 Thread shaun everiss

hmmm he is if you can make him barf.
At 05:58 a.m. 5/02/2011, you wrote:

I don't know, I always found him extremely annoying.
We are the Knights who say...Ni!
- Original Message - From: burakyuksek burakyuksek...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, February 04, 2011 9:29 AM
Subject: Re: [Audyssey] Drive



ko pilot Bob is funny.
sevgiler saygilar
- Original Message - From: Hayden Presley hdpres...@hotmail.com
To: 'Ken the Crazy' kenwdow...@neo.rr.com; 'Gamers Discussion 
list' gamers@audyssey.org

Sent: Friday, February 04, 2011 6:09 PM
Subject: Re: [Audyssey] Drive



Hi,
Well...according to what it says on Audiogames that's the whole point.
Anyone here like Copilot Bob? Grin

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Ken the Crazy
Sent: Friday, February 04, 2011 12:59 AM
To: Gamers Discussion list
Subject: [Audyssey] Drive

Here's a game I haven't played in years.  but today I got in the shuttle
once more and went for a drive.  You know, I still feel like I'm going
faster in this game than in other games, even Top Speed.  Weird, huh?
Ken Downey
President
DreamTechInteractive!
And,
Blind Comfort!
The pleasant way to experience massage!
It's the Caring
without the Staring!
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Re: [Audyssey] Serious pause bug in MOTA

2011-02-04 Thread shaun everiss

well what i usually do is I save before or just after.
If I have to get a critical part done then that gets done.
if I have a timed thing and need to do something then well.
 At 07:18 a.m. 5/02/2011, you wrote:

If I'm engaging anenemy, or perhapse dodging a future trap, and something in
the real world comes up, I don't want to have to stand up and possibly get
hit or killed before I can pause.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Hayden Presley
Sent: Friday, February 04, 2011 1:16 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Serious pause bug in MOTA

Hi,
Why would you want to dduck and pause/ Sorry that makes no sense.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Karl Belanger
Sent: Friday, February 04, 2011 12:14 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Serious pause bug in MOTA

While you're doing stuff with the pause code, I would really like to see the
pause command disable all keys until it is pressed again. Right now, the
press of any arrow key, ducking, etc. will unpause the game. While it may be
marginally quicker to unpause, it makes it impossible to pause the game in
the middle of a tense situation, say combat. Right now, if I try to pause
the game while ducked, the game will instantly unpause.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Friday, February 04, 2011 10:00 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Serious pause bug in MOTA

Hi Bryan,

Smile. I've done more than decided to fix it. I have already fixed it.
I'm not exactly going to go in and yank out the patch just to please a few
lazy gamers. As you said, its time to just get use to it.

Cheers!


On 2/4/11, Bryan Peterson bpeterson2...@cableone.net wrote:
 Burak, he's already decided to fix it, so you're just going to have to
 get used to it.
 We are the Knights who say...Ni!

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Re: [Audyssey] Confusion about getting past the first level in MOTA.

2011-02-04 Thread shaun everiss
its a pitty we can't get copywrite stuff for the duke nukem games 
duke is good with sounds and voices.

loads of stuff happens with him, its like a story type thing with the game.
At 07:38 a.m. 5/02/2011, you wrote:

Hi,
Well...Shades ofDoom isnt' exactly Doom, per say, but it is certainly based
off of it.  It's definitely worth a look, as are the other GMA games (found
at http://www.gmagames.com).
HTH!

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Frost
Sent: Friday, February 04, 2011 12:36 PM
To: gamers@audyssey.org
Subject: Re: [Audyssey] Confusion about getting past the first level in
MOTA.

On Thu, Feb 03, 2011 at 04:55:52PM -0600, Hayden Presley wrote:
 Um yeah. Have you ever played Shades of Doom?
[My Reply:]

Nope.  Never even heard of it until joining this mailing list a
few days ago.  Until losing my sight in 2002, I played all but Quake and
some assorted arcade game clones on the Playstation, because then I
wouldn't wanna destroy my computer.  Wrecked enough Playstation
controllers as it was.  After 2002, I gave all my games to a friend, as
they were useless now.  Except for trying a few text-based games in
Linux that sounded like they'd might be interesting, my game life has
been nil.

Just heard about Audio Quake the other day, and have been trying
to find it, but since the links are all broken at the website, I haven't
been able to get my hands on it, so I joined up here, thinking maybe you
folks might know where to find it.  From all the talk I've been hearing
going on here, I was beginning to think I'd joined the wrong list and
was in some sighted person's gaming list who knew about Audio Quake, or
something. .laughs.

Anyway, if Shades of Doom is Doom with additional audio effects
to make it accessible, I'm definitely interested in that, too.  For the
most part, I usually only played the 1st and 3rd person shooters, the
fighters, and the RPG's on the PC and Playstation.  Quake, Tomb Raider,
Tekken 3, and Final Fantasy 7, if you're at all familiar with those and
their like.  I am also interested in Audio Quake for the aural training
benefits and getting more practice on using my ears to map territory and
navigate, now that my eyes are FUBAR.  Up until last year, I've been
stuck out in the sticks, living by myself, in bad health, so got only a
modicum of mobility training before having to quit.  I learned to use a
cane, count driveways, trip over everything my trainer could find, and
cross streets.  I've also had to learn how to season my food from some
Annie Solomon book about a VICE cop who loses his sight.  Well, I'm
still in bad health, but can still walk around for short distances, but
want to train my ears to pay better attention to my surroundings, and
thought Audio Quake would be a step in the right direction, as I know
the game, and it's 1st-person 3D like in real life.

Michael

--
Linux User: 177869 # Powered By: Intel # http://rivensight.dyndns.org
  Postings Copyrighted 2010-2011 by: Michael Ferranti


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Re: [Audyssey] Serious pause bug in MOTA

2011-02-04 Thread shaun everiss

issue is duck is only ducked till you release the key.
else you could always duck.
At 07:53 a.m. 5/02/2011, you wrote:
Well if you were ducking and then as he said something in the real 
world came up you'd want to be able to pause quickly rather than 
have to get up and risk getting hit or killed.

We are the Knights who say...Ni!
- Original Message - From: Hayden Presley hdpres...@hotmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Friday, February 04, 2011 11:39 AM
Subject: Re: [Audyssey] Serious pause bug in MOTA



Really?
Why would you want to duck then pause the game?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: Friday, February 04, 2011 12:22 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Serious pause bug in MOTA

That does make sense actually.
We are the Knights who say...Ni!
- Original Message - From: Karl Belanger 
karl.belan...@comcast.net

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Friday, February 04, 2011 11:13 AM
Subject: Re: [Audyssey] Serious pause bug in MOTA



While you're doing stuff with the pause code, I would really like to see
the
pause command disable all keys until it is pressed again. Right now, the
press of any arrow key, ducking, etc. will unpause the game. While it may
be
marginally quicker to unpause, it makes it impossible to pause the game in
the middle of a tense situation, say combat. Right now, if I try to pause
the game while ducked, the game will instantly unpause.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Friday, February 04, 2011 10:00 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Serious pause bug in MOTA

Hi Bryan,

Smile. I've done more than decided to fix it. I have already fixed it.
I'm not exactly going to go in and yank out the patch just to please a
few lazy gamers. As you said, its time to just get use to it.

Cheers!


On 2/4/11, Bryan Peterson bpeterson2...@cableone.net wrote:

Burak, he's already decided to fix it, so you're just going to have to
get
used to it.
We are the Knights who say...Ni!


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Re: [Audyssey] Confusion about getting past the first level in MOTA.

2011-02-04 Thread shaun everiss
aah so alt should return one day to the side scroler once you fix 
that function then.

At 09:00 a.m. 5/02/2011, you wrote:

Hi,

well, to be more precise most of the Tomb Raider games use control as
an action key. You can fire weapons, pick up items, and use it to valt
over low walls, and all kinds of stuf with the control key. However,
alt was triditionally the jump command, and shift was for walk.

HTH



On 2/4/11, Hayden Presley hdpres...@hotmail.com wrote:
 Hi,
 No, no; I was asking why the control key was better. That's not in the Tomb
 Rader keyset.

 Best Regards,
 Hayden

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Re: [Audyssey] River Raders Problems

2011-02-04 Thread shaun everiss

you can run left or right but if you get cursed forget your life.
At 09:28 a.m. 5/02/2011, you wrote:

Hi All,

Ok, so I've decided to pull out River Raders, and I'm having the same
problems. The monster is impossible to hear, and even more impossible to
avoid. How are you supposed to avoid it once it sees you?



Best Regards,

Hayden



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Re: [Audyssey] FW: [The Teacher List] Enchanting - robotics programming

2011-02-04 Thread shaun everiss

hmmm looks like some ai type program.
There are two graphical types though.
Graphical could mean is picture driven being this is probably for 
children it may be.

Or it could just have a gui.
For the blind?
I don't know.
Its for the lego systems which wouldn't be good on their own to us 
unless we had a set.

As a standard language.
I don't know.
If its for children though I doubt it will be that smart.
I mean children don't know much.
It will be a piece of absolute crap for anyone bar children.
I havn't bothered visiting the site as such but from the message its 
probably not for us but then I am no serious hacker/ programmer.

I can change options in an interface.
I couldn't  betrusted for anyting over real simple code.
Though if its opensource and graphis are included for the program 
itself if we just not have those or have a hybrid system then that could work.

But I don't know if there are any applications for any of us.
At 11:25 a.m. 5/02/2011, you wrote:

Hi list
I got this interesting message from another announcement only list I belong
to. Do you guys think that this software can make games?
 Is it worthwhile to contact the developers to  ask if  they can  make a
non-graphical version for the visually impaired?
And what is this robotics  programming referred to?



-Original Message-
From: theteacherlist-bou...@freelists.org
[mailto:theteacherlist-bou...@freelists.org] On Behalf Of Pete MacKay
Sent: 04 February 2011 04:44 PM
To: theteacherl...@freelists.org
Subject: [The Teacher List] Enchanting - robotics programming

My pal, Bill Lomax showed me this site that offers software called
Enchanting.  From the site: Enchanting is an open-source graphical
programming environment for children to program their LEGO Mindstorms NXT
robots (and, in the future, possibly other devices.) Scratch from the MIT
Media Laboratory. Scratch is an excellent tool for empowering children to
program, and familiarity with it will be very valuable for anyone using
Enchanting.
--
The URL:  http://enchanting.robotclub.ab.ca/tiki-index.php



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Re: [Audyssey] Serious pause bug in MOTA

2011-02-04 Thread shaun everiss
its a pitty you can't add different layouts etc as an optional module 
to the engine.
Ok not right now but on the  thing if you have time, if you need to 
actually fix something in the engine and want to do another module 
for something I guess.

I never pause anything myself.
I never knew you could pause the game.
The only time I pause everything in any game is when I need to be 
away for say 30 minutes.

I usually save then exit the game and such to save resources.
usually I turn the pc off to.
At 11:27 a.m. 5/02/2011, you wrote:

Hi Tom,

Yeah, I know. It is cases like this that really demonstrates how
different growing up in a mainstream background verses a sheltered
blind background can be. I've been playing games for most of my life,
and in most cases when a game is paused if you press any button or
action key it unpauses the game and resumes play. To me that's how
things are.

Then, one day I am sitting down to read e-mail and I'm getting
requests saying I should use some sort of keyboard blocking that
blocks all but the pause key. I'm not at all sure that's a good idea.
That would mean while the game is paused no input is getting passed
through to the application until the keyboard is unblocked. If the
game ccrashes or something that could be a serious problem.

Of course, there is a slightly better method that is instead of
blocking the keyboard I rewrite most of the games functions so that if
an action is performed and the game is paused it will ignore the
request. This is safer than blocking the keyboard, but is A, alot of
extra work, and B, different behavior than I'm personally use to.

Cheers!


On 2/4/11, Tom Randall kf6...@comcast.net wrote:
 Speaking for myself this behavior is fine, this is similar to how most
 mainstream games work if you try to perform an action say by pressing the x
 button on your ps3 controler while the game is paused it will immediately
 unpause.

 Regards,

 Tom

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Re: [Audyssey] Serious pause bug in MOTA

2011-02-04 Thread shaun everiss
well I didn't fully grow up in a sheltered world in fact I found most 
things on my own.

I started playing graphical games eventually getting some sfx to what some were
thinks like comic, wolf 3d, duke1 and a few other things were what I 
played with till the net came out.

It was then I learned about the rest of the stuff.
The old gaming thing lasted till 2005 when my old dos system crashed.
Now I don't even touch any zcode or external dos programs or agt stuff.
Its hugo, glulx and tads though seriously with the need to navigate 
round games with my vertual curser I can't get as involved as I used 
to so audio is what I prefur.

The first hybred I played was from a mojoinst disk called intergalactic battle
An actual action screen for gameplay was graphical but everyting else 
was menu driven.

.
  At 11:27 a.m. 5/02/2011, you wrote:

Hi Tom,

Yeah, I know. It is cases like this that really demonstrates how
different growing up in a mainstream background verses a sheltered
blind background can be. I've been playing games for most of my life,
and in most cases when a game is paused if you press any button or
action key it unpauses the game and resumes play. To me that's how
things are.

Then, one day I am sitting down to read e-mail and I'm getting
requests saying I should use some sort of keyboard blocking that
blocks all but the pause key. I'm not at all sure that's a good idea.
That would mean while the game is paused no input is getting passed
through to the application until the keyboard is unblocked. If the
game ccrashes or something that could be a serious problem.

Of course, there is a slightly better method that is instead of
blocking the keyboard I rewrite most of the games functions so that if
an action is performed and the game is paused it will ignore the
request. This is safer than blocking the keyboard, but is A, alot of
extra work, and B, different behavior than I'm personally use to.

Cheers!


On 2/4/11, Tom Randall kf6...@comcast.net wrote:
 Speaking for myself this behavior is fine, this is similar to how most
 mainstream games work if you try to perform an action say by pressing the x
 button on your ps3 controler while the game is paused it will immediately
 unpause.

 Regards,

 Tom

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Re: [Audyssey] ADRIFT 3.90 or 4.00, Which Is Better?

2011-02-04 Thread shaun everiss

it probably doesn't matter that much.
Loads of games are compatible with other versions.
It doesn't seem to matter what stuff any text game is written in to 
get extra features.

ie I have played inform games that run in 7 8 9 6 5 even 3.
most are in 5 or 8 but some are still in 6 or 3.
It doesn't matter so much as long as you have a universal interpreter 
that can read any version of the game data file.

At 11:47 a.m. 5/02/2011, you wrote:

Hi,

I use the generator in version 3.90 of ADRIFT to write text 
adventures, but I know there are people that use version 4.00. Other 
than the fact that version 3.90 is free, as opposed to 4.00 which 
you have to pay for to remove restrictions on the number of rooms, 
tasks, etc., is one version better than the other? I remember trying 
version 4.00 a few years ago, but promptly went back to 3.90 because 
some fields weren't being read properly or something. Now, however, 
I'm wondering if I should start using that version instead.


Thanks.

Yours Sincerely,
Kelly John Sapergia
For information regarding my Internet radio shows, links to my 
favorite sites, and more, visit my personal website at 
http://www.ksapergia.net/.
If you need jingles, voiceovers and music for your project at an 
affordable price, visit KJS Productions at: http://www.kjsproductions.com/.



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Re: [Audyssey] Inform VS. Adrift

2011-02-04 Thread shaun everiss
hmm I play inform also hugo i have never run any addrift games but 
then I have never bothered so much.
What about the html tads, either old tads2 or tads3 I run a lot of 
games with that.

At 05:32 p.m. 5/02/2011, you wrote:

Hi all,

Well, I originally wanted to make this game in BGT, but decided that 
another way I can do it would be to make it a text adventure. I'm 
pretty good with BGT concepts, however what still confuses me is 
when I start messing around with sound positioning. BGT has made it 
easy to make code understandable, like I can go into the Battle Zone 
code, look at it, and get the gist of what everything means, except 
sound positioning and player position and whether it's 6, 20 or whatever.


So, as to my question: I was wondering what limits I have with 
adrift VS. Inform? I looked at Inform and while it does seem easy to 
begin with, from a design standpoint it was hard for me to figure 
out what I wanted to do and translate it into code. Even though the 
code is in English it gave me a headache after a while trying to 
understand everything when I want to figure out how to do a specific 
thing. Adrift seems more simpler, but with that simple functionality 
what will it take away from my game VS. using Inform?


Thanks.




Orin
orin8...@gmail.com
Twitter: http://www.twitter.com/orinks
Skype: orin1112




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Re: [Audyssey] Confusion about getting past the first level in MOTA.

2011-02-04 Thread Frost
On Fri, Feb 04, 2011 at 12:38:45PM -0600, Hayden Presley wrote:
 Well...Shades ofDoom isnt' exactly Doom, per say, but it is certainly based
 off of it.  It's definitely worth a look,

[My Reply:]
Thanks, but I googled it as soon as I'd seen it mentioned and 
went and grabbed the mp3, at least and listened to that.  Not entirely 
sure I will buy it unless there's some way to speed up the narrator's 
voice, because my computer speaking to me that slowly might drive me 
bugnutz, especially in the middle of live fire.

What I'd really love to see, and pay $300 to own, would be an 
accessible version of Aces of the Deep by Dynamix, one of the most 
historically accurate WW2 German U-Boat simulations, right down to the 
sonar limitations of each period of the war, to the replacement of mines 
with hedgehogs, to radio coordinated ASW tactics.  I never once made it 
to 1943, but the Captain did everything by ear thru the sonarman's 
reports of direction and estimates.  Can't get much more nerve wracking 
than trying to dodge depth charges in a 200 yard-long ship at the speed 
of a bicycle.  It had just about everything tossed in from inclement 
weather affecting visibility and torpedo accuracy, to depth charging 
seaplanes and using snorkels later on in the war to avoid them.  If you 
knew your history, you could wrack up some serious tonnage early in the 
war, just by knowing how to dodge sonar.  At the earliest part of the 
war, sonar could only go from left to right.  At night on the surface, 
where your low silhouette was extremely hard to see, you were safe, and 
it was easier just to change depth to avoid the beam than maneuvering 
from left to right in a big, slow sub.

I could listen to those diesels purr for hours, waiting for 
something to come within reach, then chase it down and kill it.  If it 
was a convoy, radio it in and wait for the wolfpack to assemble, 
shadowing them while a bunch of very ticked off convoy escorts tried to 
find, sink, or drive me away long enough to lose their sheep.

I dunno, maybe it's just the Navy in me speaking, but I loved 
it.  The monotonous bits made the nerve wracking parts all the much more 
enjoyable, especially when I survived.

Michael

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   Postings Copyrighted 2010-2011 by: Michael Ferranti


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Re: [Audyssey] Confusion about getting past the first level in MOTA.

2011-02-04 Thread Frost
On Fri, Feb 04, 2011 at 02:24:34PM -0500, Thomas Ward wrote:
 However, I notice like me you are a Linux user. Unfortunately, 99% of
 all accessible games are written for Windows XP. So you will probably
 have to get and install VMPlayer and a copy of XP to run most of these
 games.

[My Reply:]
Hi Thomas,

Never!  Mickeysoft will only touch my home-built 24Gx4TB 
Quad-Core with twin blue-ray and SB XFi Titanium sound over my dead 
body!!!  Besides, I have a cheesy Core-Duo Dell laptop with XP Pro on 
it. .grins.  Only have NVDA for a screen reader, though.

Michael

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