Re: [Audyssey] Compiling Help Files

2011-03-16 Thread Thomas Ward
Hi,

I definitely agree. Just look at the BGT manual. Besides the audio
version being huge it is pretty much impossible to find anything you
want in a hurry. However, using a standard chm file, html format, or
one written in XML docbook it would be extremely easy to find what you
are looking for by traveling directly to the section/subsection where
the information is. The only thing audio books/manuals are good for is
if you want to listen to something for the first time, but after that
they are pretty much useless as a reference guide/source for looking
anything up.

For instance, when I was still in college I had the option to have my
books read to me on tape or to have them scanned to text files. My
first quarter I opted to have them read to me on tape thinking that
would be the best way to go. What I soon discovered is it made my job
several times harder  because after I read the chapters once through,
and then wanted to take notes I had to fast forward and rewind trying
to find the information I wanted. Often times it was just quicker to
listen to it pause the tape, take notes, as I was reading the chapter
so I'd never have to look up the info again from the actual book. My
second quarter I opted to have all of my books scanned and saved as MS
Word doc files. Besides being much more portible I could insert
markers in the text to jump to areas of interest, I could copy the
text of the information directly into my notes, and using find and
replace made it easy to search for anything I was looking for in a
hurry. So my experience with audio books/manuals is that beyond
leasure reading they aren't worth much as a resource.

Cheers!


On 3/15/11, Hayden Presley hdpres...@hotmail.com wrote:
 Hi,
 Audio manuals? Those are a pain. If they aren't marked up correctly you'd
 spend hours trying to find that little snippet of info you're looking for.
 Plus--they're quite a bit bigge then chm, htm, txt, doc, and any other fiels
 of that type you could mention.

 Best Regards,
 Hayden

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Re: [Audyssey] Compiling Help Files

2011-03-16 Thread dark

Hi.

Just as someone who reads significantly both for pleasure and for my phd 
research I do see your point regarding indexing.


However, while it is perfectly easy to search an html resource for a string 
of text or a given section, which makes it great for instances where you 
have large amounts of information in small chunks, eg, an instruction manual 
with sections like controls, game concept, introduction, items in the game 
etc, for actual comprehention of a complex idea I find I actually need a 
human voice speaking correctly.


I used to use a scanner for all my university work, however betwene scanning 
errors, and the fact that subjects like philosophical logic and theory of 
emotions are not easy anyway, I just found this far too difficult.


i used tape for a while, but when i started my phd with the grant money I 
got my rowland r09 recorder (the same one I do podcast and such on).


I've developed a fairly good system where by each section of an artical or 
part of a chapter I record as a separate mp3 file, and I have my research 
assistant say the publishers' name, book title, chapter and section 
information at the start of each.


This means at most I have files which are roughly 20 minutes long, and it's 
very easy both to find things, and to pull out a section for bibliography 
information.


Personally i think audio manuals for anything that takes a deal of 
explaining,  such as bgt, are a good idea, but they could do with 
correct indexing, say by being split into appropriate sections and stuck in 
a folder.


If someone wants to read the manual all the way through they simply need to 
play the folder in winamp (or similar), while if they want a particular 
section they just need to open the file called 2.2.


Such would be my thought, and actually I have sometimes wondered if highly 
complex, detailed games who's conceptualization is rather difficult such as 
lone wolf or time of conflict would bennifit from an audio manual.


Beware the grue!

Dark. 



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Re: [Audyssey] Compiling Help Files

2011-03-16 Thread Thomas Ward
Hi Shaun,

Well, as for myself I prefer html manuals for the simple fact they are
cross-platform and can be read by any html web browser. That's why the
manual for Mysteries of the Ancients is written in html. That said, my
favorit for mat is xml docbook simply because xml was designed from
the beginning to be a highly advanced markup language for documents
like books, manuals, help files, etc that can produce formatted text
as good as if not better than that of word processors like MS Word.

For those of you who don't know on Linux the Gnome help system is
simply a docbook viewer, and the help files themselves are xml docbook
files heavily tagged and linked. I personally find them superior to
the chm format used by Windows, and since xml is similar to html
everything is nicely formatted, linked, and browsing the Gnome help
system is like browsing the web.

Cheers!


On 3/14/11, shaun everiss sm.ever...@gmail.com wrote:
 well its more of a prefference really.
 I don't use chms that much or rather havn't needed to.
 its mostly manuals in html etc.
 Though my favourite are audio manuals if I can get them.

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Re: [Audyssey] Compiling Help Files

2011-03-16 Thread Thomas Ward
Hi Dark,


I see your point, but the problem is that most audio manuals/audio
books aren't split up into chapters and sections where you can jump to
a section as needed. Some of the better audio books like those from
RFBD have beeps in them to help you find the start of a chapter while
fast forwarding and rewinding, but when I got my textbooks from
disability services on tape there was no such indicators. I just got
25 to 30 tapes per book, and finding anything on them was a nightmare.
So as you say audio books could be made to work if indexed properly,
but if not forget it. I've just found I'd rather have it in text,
html, xml, doc, whatever to find information quicker.

Cheers!




On 3/16/11, dark d...@xgam.org wrote:
 Hi.

 Just as someone who reads significantly both for pleasure and for my phd
 research I do see your point regarding indexing.

 However, while it is perfectly easy to search an html resource for a string
 of text or a given section, which makes it great for instances where you
 have large amounts of information in small chunks, eg, an instruction manual
 with sections like controls, game concept, introduction, items in the game
 etc, for actual comprehention of a complex idea I find I actually need a
 human voice speaking correctly.

 I used to use a scanner for all my university work, however betwene scanning
 errors, and the fact that subjects like philosophical logic and theory of
 emotions are not easy anyway, I just found this far too difficult.

 i used tape for a while, but when i started my phd with the grant money I
 got my rowland r09 recorder (the same one I do podcast and such on).

 I've developed a fairly good system where by each section of an artical or
 part of a chapter I record as a separate mp3 file, and I have my research
 assistant say the publishers' name, book title, chapter and section
 information at the start of each.

 This means at most I have files which are roughly 20 minutes long, and it's
 very easy both to find things, and to pull out a section for bibliography
 information.

 Personally i think audio manuals for anything that takes a deal of
 explaining,  such as bgt, are a good idea, but they could do with
 correct indexing, say by being split into appropriate sections and stuck in
 a folder.

 If someone wants to read the manual all the way through they simply need to
 play the folder in winamp (or similar), while if they want a particular
 section they just need to open the file called 2.2.

 Such would be my thought, and actually I have sometimes wondered if highly
 complex, detailed games who's conceptualization is rather difficult such as
 lone wolf or time of conflict would bennifit from an audio manual.

 Beware the grue!

 Dark.


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Re: [Audyssey] Compiling Help Files

2011-03-16 Thread dark

Hi tom.

This is true,I've noticed it in dazy books from the rnib as well, which is 
insane being as dazy already has markers for chapter, section, part etc 
built into the format precisely for that purpose.


I think though if we are talking about future manuals from audiogame devs or 
for resources such as bgt, it wouldn't be a difficult thing to do. For 
instance, Philip could split that gigantic audio recording of the bgt manual 
into sections.


Beware the grue!

Dark. 



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[Audyssey] Reviewing space in audio

2011-03-16 Thread dark
Hi. 

My snes has been out of commission for the last few months sinse I turned off 
power to my tv and lost the tuning, and sinse tuning my tv requires a visual 
menue I had to wait for my dad to visit to rejigger it so that I could play my 
snes again. 

This means I've been revisiting some of my favourite classics such as Mario all 
stars and Super metroid. 

By a coincidence, sinse buying esp pinball classic, I've also been replaying 
several audiogames I haven't been on for a while such as the esp pinball xtreme 
tables and alien outback. 

The funny thing is, I've found that while I can do almost as well as I used to 
at a game like Alien outback, and probably won't need to practice much to get 
back to where I was, even at super metroid which is a game I've been through up 
down and backwards innumerable times, i've found my skills have really! 
deteriorated. 

I started to wonder why, this might be, and believe I have come up with the 
answer. 

Sinse it is far harder to show a large amount of spacial information in sound, 
a lot of audio games,  even highly detailed and well put together ones like 
Q9 and alien outback, work essentially by presenting the player with sets of 
circumstances which the player must respond to more and more quickly and 
correctly. 

Eg, you here a ship on the left, you fly over and shoot it. 

These games increase difficulty by a, increasing the number of circumstances 
the player needs to be aware of, eg, different types of ships to listen for 
which move differently, and b, increasing the speed or complexity of the 
players' responses.

Pipe 2 is one of the best examples, by forcing the player to first learn and 
respond to the rythm of fitting pipes, then increasing more and more randomized 
factors on top. 

At base this is a similar principle to simon, though games like Q9 undoubtedly 
take it a lot further. 

The drawback of such a system however, is that once a player has learnt 
response time, the response becomes entirely automatic, and thus no longer of 
challenge or interest, and, when replayed, those initially learnt responses are 
stil in the players' mind and can be recalled as needed.

A game like Marrio however, does not just rely on the speed or complexity of a 
players response. 

yes, the player may have to respond quickly or in a prescribed fashion, but 
these responses are tied to a set of game mechanics which require the player to 
use judgement as well as learnt reflexes, and it is that judgement which can be 
renewed. 

For instance, in Q9, when you come to a pit, it's simply necessary to press 
jump and hit the right arrow enough times. In marrio however, the distance you 
jump is controled by a, how long you hold down the jump button, b, how fast 
your running when you begin the jump, and c, where you jump from. 

Then, there is the question of landing, sinse if you land from a long jump your 
stopping distance will not be immediate, meaning you might for instance jump a 
pit but slide streight into a monster just afterwards if your not careful. 

I think part of this difference is due to the fact that it's more difficult to 
show multiple objects in sound, and thus develope the sort of more involved 
physics which requires the players' judgement as well as their reflexes, 
however while showing information (paticularly what is above or below your 
character), could be difficult, i do certainly thing more could be done than 
currently exists, especially in the matter of altering the characters' movement 
and physics so as to be more complex. 

Of course, some audio games do have more complex mechanics to take into account 
such as the first person games like Shades of doom and Jim's golf game. 

But it does seem that we have rather too many games which go on the basic 
principle of here x, give response y, rather than considdering the physics and 
operation of in game objects.

Beware the grue! 

Dark.
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Re: [Audyssey] Reviewing space in audio

2011-03-16 Thread darren harris
Hi dark.

I have read this with interest. I never quite thought about it in the way
you have described.

The thing is though I'm not entirely sure how you would get around that in
an audio medium. Visually you can judge when you jump and how high you jump.
But without adding extra sound into the mix which could have an impact on
the environment of the game then I don't quite know how 1 would go about
working round this. For example, take an action game, it wouldn't be
possible always to stop, hear a description of how far you would have to
jump to x point so then be able to make that judgement. You would have to
run and jump.

I think that when it comes to audio only games the challenges would have to
be significantly different to that of a game that deals with both audio and
visual input. For example, you may not have to worry about how far you have
to jump, but when you get to the other side, you could be attacked without
warning that's certainly feasible. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: 16 March 2011 11:20
To: Gamers@audyssey.org
Subject: [Audyssey] Reviewing space in audio

Hi. 

My snes has been out of commission for the last few months sinse I turned
off power to my tv and lost the tuning, and sinse tuning my tv requires a
visual menue I had to wait for my dad to visit to rejigger it so that I
could play my snes again. 

This means I've been revisiting some of my favourite classics such as Mario
all stars and Super metroid. 

By a coincidence, sinse buying esp pinball classic, I've also been replaying
several audiogames I haven't been on for a while such as the esp pinball
xtreme tables and alien outback. 

The funny thing is, I've found that while I can do almost as well as I used
to at a game like Alien outback, and probably won't need to practice much to
get back to where I was, even at super metroid which is a game I've been
through up down and backwards innumerable times, i've found my skills have
really! deteriorated. 

I started to wonder why, this might be, and believe I have come up with the
answer. 

Sinse it is far harder to show a large amount of spacial information in
sound, a lot of audio games,  even highly detailed and well put together
ones like Q9 and alien outback, work essentially by presenting the player
with sets of circumstances which the player must respond to more and more
quickly and correctly. 

Eg, you here a ship on the left, you fly over and shoot it. 

These games increase difficulty by a, increasing the number of circumstances
the player needs to be aware of, eg, different types of ships to listen for
which move differently, and b, increasing the speed or complexity of the
players' responses.

Pipe 2 is one of the best examples, by forcing the player to first learn and
respond to the rythm of fitting pipes, then increasing more and more
randomized factors on top. 

At base this is a similar principle to simon, though games like Q9
undoubtedly take it a lot further. 

The drawback of such a system however, is that once a player has learnt
response time, the response becomes entirely automatic, and thus no longer
of challenge or interest, and, when replayed, those initially learnt
responses are stil in the players' mind and can be recalled as needed.

A game like Marrio however, does not just rely on the speed or complexity of
a players response. 

yes, the player may have to respond quickly or in a prescribed fashion, but
these responses are tied to a set of game mechanics which require the player
to use judgement as well as learnt reflexes, and it is that judgement which
can be renewed. 

For instance, in Q9, when you come to a pit, it's simply necessary to press
jump and hit the right arrow enough times. In marrio however, the distance
you jump is controled by a, how long you hold down the jump button, b, how
fast your running when you begin the jump, and c, where you jump from. 

Then, there is the question of landing, sinse if you land from a long jump
your stopping distance will not be immediate, meaning you might for instance
jump a pit but slide streight into a monster just afterwards if your not
careful. 

I think part of this difference is due to the fact that it's more difficult
to show multiple objects in sound, and thus develope the sort of more
involved physics which requires the players' judgement as well as their
reflexes, however while showing information (paticularly what is above or
below your character), could be difficult, i do certainly thing more could
be done than currently exists, especially in the matter of altering the
characters' movement and physics so as to be more complex. 

Of course, some audio games do have more complex mechanics to take into
account such as the first person games like Shades of doom and Jim's golf
game. 

But it does seem that we have rather too many games which go on the basic
principle of here x, give response y, rather 

Re: [Audyssey] Reviewing space in audio

2011-03-16 Thread dark

Hello Darren.

Actually thinking about it, you've probably hit the nail exactly on the 
head.


You talk about showing in audio how far to jump  say like in Jim's 
golf game where your told what a shot is and then must judge the distance.


However, in a graphical game you are never told this at all you are merely 
presented with an obstacle and it's up to you to work out how to get round 
it, rather than there being a set way.


For instance, you might get over a long pit either by doing a normal jump 
from directly on the edge, or by doing a running jump from further back.


While I do agree a more analogue and free form system in audio is more work 
to come up with, I certainly don't think it's impossible, and the bennifits 
to making addictive games are hugely worth it.


To take your example, look at these two different situations:

1: you press a key once to jump over a pit, then are attacked and must 
defend yourself the instance after.


or 2: you can here! a monster on the other side of the pit and must either 
use a ranged attack, or wait until the monster backs off to jump across.


the first situation is similar to a game like Q9 or superliam, and just 
perpetuates the issue we have now. yes, the first time it will probably be a 
surprise, but after only a couple of playthroughs, you'll be expecting that 
attack once your across the pit.


The second case however gives you more options, and indeed forces you to 
take into account the environment around you.


I actually think not enough has really been done with the possibilities of 
environmental sound in a 2D contex, for instance,  using the pitch of 
wind to show the depths of a pit, or being abel to here monsters before 
engagin in attacks with them.


Also, to my knolidge no audio game has ever used the more analogue style 
movement which has been in mainstream games sinse the early 80's, where by 
your characters' jump high or walking speed are tied to holding down a 
button not merely pressing it.


This is quite possible to do in audio (look at the rai racer jets), I'm just 
rather confused as to why nobody has yet implemented it in a game.


Beware the Grue!

Dark. 



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Re: [Audyssey] Reviewing space in audio

2011-03-16 Thread Philip Bennefall

Hi Dark,

In Q9 you do hear monsters from across pits etc, but as you say the 
attacking and jumping mechanics are quite flat. In my upcoming game I have a 
very different setup. I have spent a lot of time on mechanics, such as the 
fact that you no longer tap an arrow key to move in the air. Also, when you 
begin running from a walk or a standstill you do not immediately switch to 
your maximum speed. Instead you gradually gain momentum until, after four or 
five steps, you are at your maximum. I have also expanded the concepts of 
weapons slightly, where each weapon has not only a maximum but also a 
minimum range. To use a rifle, for instance, you need to back off a bit from 
the target before you can fire, and the same is true for the spear. The 
knife and the revolver, on the other hand, are better for close range 
combat. This all makes for a much more dynamic gaming experience, and 
coupled with the vastly improved artificial intelligence of the creatures in 
the game I am hoping to have a much better product than Q9 coming up. smile.


Kind regards,

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 16, 2011 12:59 PM
Subject: Re: [Audyssey] Reviewing space in audio


Hello Darren.

Actually thinking about it, you've probably hit the nail exactly on the
head.

You talk about showing in audio how far to jump  say like in Jim's
golf game where your told what a shot is and then must judge the distance.

However, in a graphical game you are never told this at all you are merely
presented with an obstacle and it's up to you to work out how to get round
it, rather than there being a set way.

For instance, you might get over a long pit either by doing a normal jump
from directly on the edge, or by doing a running jump from further back.

While I do agree a more analogue and free form system in audio is more work
to come up with, I certainly don't think it's impossible, and the bennifits
to making addictive games are hugely worth it.

To take your example, look at these two different situations:

1: you press a key once to jump over a pit, then are attacked and must
defend yourself the instance after.

or 2: you can here! a monster on the other side of the pit and must either
use a ranged attack, or wait until the monster backs off to jump across.

the first situation is similar to a game like Q9 or superliam, and just
perpetuates the issue we have now. yes, the first time it will probably be a
surprise, but after only a couple of playthroughs, you'll be expecting that
attack once your across the pit.

The second case however gives you more options, and indeed forces you to
take into account the environment around you.

I actually think not enough has really been done with the possibilities of
environmental sound in a 2D contex, for instance,  using the pitch of
wind to show the depths of a pit, or being abel to here monsters before
engagin in attacks with them.

Also, to my knolidge no audio game has ever used the more analogue style
movement which has been in mainstream games sinse the early 80's, where by
your characters' jump high or walking speed are tied to holding down a
button not merely pressing it.

This is quite possible to do in audio (look at the rai racer jets), I'm just
rather confused as to why nobody has yet implemented it in a game.

Beware the Grue!

Dark.


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Re: [Audyssey] Reviewing space in audio

2011-03-16 Thread Phil Vlasak

Hi Dark,
I would like to play a game with a feature such as a running jump.
For example you have a chasm that is too wide to jump normally from a 
standing  stop at the edge.

But you could jump it if your were running.
This would require an auto run feature  so you don't have to hit a key to 
move plus the sound of the edge, preferably wider than one step or a sound 
that rises in pitch as you get closer to the edge.

Then a jump key to hit when the time is right.
This would take quite a lot of trial and error to get across safely.
So some feedback on how far you jumped would be helpful.
For example you walk to the side of a deep pit and the game says that it is 
eight feet wide.

You know that you can only jump 5 feet from a standing stop.
So you run and hit the jump key when you get to the edge, and you end up in 
the pit.
The game says you jumped 7 feet so you know you missed getting across by 1 
foot.
A good example of this would be a practice pit that was not too deep so you 
would not get killed if you did not get across.
Just like in MOTA the jump could only be successful if you holstered your 
weapon.
There could also be a timer on how long you held the jump key down so if you 
jumped 10 feet across an 8 foot gap, you would tumble or acquire some damage 
if you over-jumped.

Phil

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

To: Gamers@audyssey.org
Sent: Wednesday, March 16, 2011 7:20 AM
Subject: [Audyssey] Reviewing space in audio



Hi.

My snes has been out of commission for the last few months sinse I turned 
off power to my tv and lost the tuning, and sinse tuning my tv requires a 
visual menue I had to wait for my dad to visit to rejigger it so that I 
could play my snes again.


This means I've been revisiting some of my favourite classics such as 
Mario all stars and Super metroid.


By a coincidence, sinse buying esp pinball classic, I've also been 
replaying several audiogames I haven't been on for a while such as the esp 
pinball xtreme tables and alien outback.


The funny thing is, I've found that while I can do almost as well as I 
used to at a game like Alien outback, and probably won't need to practice 
much to get back to where I was, even at super metroid which is a game 
I've been through up down and backwards innumerable times, i've found my 
skills have really! deteriorated.


I started to wonder why, this might be, and believe I have come up with 
the answer.


Sinse it is far harder to show a large amount of spacial information in 
sound, a lot of audio games,  even highly detailed and well put 
together ones like Q9 and alien outback, work essentially by presenting 
the player with sets of circumstances which the player must respond to 
more and more quickly and correctly.


Eg, you here a ship on the left, you fly over and shoot it.

These games increase difficulty by a, increasing the number of 
circumstances the player needs to be aware of, eg, different types of 
ships to listen for which move differently, and b, increasing the speed or 
complexity of the players' responses.


Pipe 2 is one of the best examples, by forcing the player to first learn 
and respond to the rythm of fitting pipes, then increasing more and more 
randomized factors on top.


At base this is a similar principle to simon, though games like Q9 
undoubtedly take it a lot further.


The drawback of such a system however, is that once a player has learnt 
response time, the response becomes entirely automatic, and thus no longer 
of challenge or interest, and, when replayed, those initially learnt 
responses are stil in the players' mind and can be recalled as needed.


A game like Marrio however, does not just rely on the speed or complexity 
of a players response.


yes, the player may have to respond quickly or in a prescribed fashion, 
but these responses are tied to a set of game mechanics which require the 
player to use judgement as well as learnt reflexes, and it is that 
judgement which can be renewed.


For instance, in Q9, when you come to a pit, it's simply necessary to 
press jump and hit the right arrow enough times. In marrio however, the 
distance you jump is controled by a, how long you hold down the jump 
button, b, how fast your running when you begin the jump, and c, where you 
jump from.


Then, there is the question of landing, sinse if you land from a long jump 
your stopping distance will not be immediate, meaning you might for 
instance jump a pit but slide streight into a monster just afterwards if 
your not careful.


I think part of this difference is due to the fact that it's more 
difficult to show multiple objects in sound, and thus develope the sort of 
more involved physics which requires the players' judgement as well as 
their reflexes, however while showing information (paticularly what is 
above or below your character), could be difficult, i do certainly thing 
more could be done than currently exists, especially in the matter of 
altering the 

Re: [Audyssey] Reviewing space in audio

2011-03-16 Thread dark

Hi Philip.

these are actually some of the ideas I was very much thinking of, especially 
the business about running.


I'll be interested to try this one when it's ready.

All the best,

Dark. 



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Re: [Audyssey] Reviewing space in audio

2011-03-16 Thread Philip Bennefall

Hi Phil,

I like this idea, but the thing that springs to mind immediately is the 
feedback you mention. Having a voice telling me that a pit is 8 feet wide or 
that I jumped 7 feet would kill the atmosphere very effectively for me. It 
has blind accessible audio game written all over its face, if you know what 
I mean. If one could design it so that there is just auditory rather than 
speech feedback, I think that would be a very different thing. For example I 
was opposed to including a looking feature in my upcoming game as I feel 
that it spoils the atmosphere in a similar fashion, but I ended up including 
it in the end because I could think of no other way to tell you exactly 
where branches are for example. I did not use a menu, but rather a method 
that does not interrupt the game play as I am personally of the opinion that 
an in game menu that stops the action in an atmospheric adventure title is 
the worst possible thing that could happen tot he over-all experience. Any 
thoughts?


Kind regards,

Philip Bennefall
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 16, 2011 1:10 PM
Subject: Re: [Audyssey] Reviewing space in audio


Hi Dark,
I would like to play a game with a feature such as a running jump.
For example you have a chasm that is too wide to jump normally from a
standing  stop at the edge.
But you could jump it if your were running.
This would require an auto run feature  so you don't have to hit a key to
move plus the sound of the edge, preferably wider than one step or a sound
that rises in pitch as you get closer to the edge.
Then a jump key to hit when the time is right.
This would take quite a lot of trial and error to get across safely.
So some feedback on how far you jumped would be helpful.
For example you walk to the side of a deep pit and the game says that it is
eight feet wide.
You know that you can only jump 5 feet from a standing stop.
So you run and hit the jump key when you get to the edge, and you end up in
the pit.
The game says you jumped 7 feet so you know you missed getting across by 1
foot.
A good example of this would be a practice pit that was not too deep so you
would not get killed if you did not get across.
Just like in MOTA the jump could only be successful if you holstered your
weapon.
There could also be a timer on how long you held the jump key down so if you
jumped 10 feet across an 8 foot gap, you would tumble or acquire some damage
if you over-jumped.
Phil

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

To: Gamers@audyssey.org
Sent: Wednesday, March 16, 2011 7:20 AM
Subject: [Audyssey] Reviewing space in audio



Hi.

My snes has been out of commission for the last few months sinse I turned
off power to my tv and lost the tuning, and sinse tuning my tv requires a
visual menue I had to wait for my dad to visit to rejigger it so that I
could play my snes again.

This means I've been revisiting some of my favourite classics such as
Mario all stars and Super metroid.

By a coincidence, sinse buying esp pinball classic, I've also been
replaying several audiogames I haven't been on for a while such as the esp
pinball xtreme tables and alien outback.

The funny thing is, I've found that while I can do almost as well as I
used to at a game like Alien outback, and probably won't need to practice
much to get back to where I was, even at super metroid which is a game
I've been through up down and backwards innumerable times, i've found my
skills have really! deteriorated.

I started to wonder why, this might be, and believe I have come up with
the answer.

Sinse it is far harder to show a large amount of spacial information in
sound, a lot of audio games,  even highly detailed and well put
together ones like Q9 and alien outback, work essentially by presenting
the player with sets of circumstances which the player must respond to
more and more quickly and correctly.

Eg, you here a ship on the left, you fly over and shoot it.

These games increase difficulty by a, increasing the number of
circumstances the player needs to be aware of, eg, different types of
ships to listen for which move differently, and b, increasing the speed or
complexity of the players' responses.

Pipe 2 is one of the best examples, by forcing the player to first learn
and respond to the rythm of fitting pipes, then increasing more and more
randomized factors on top.

At base this is a similar principle to simon, though games like Q9
undoubtedly take it a lot further.

The drawback of such a system however, is that once a player has learnt
response time, the response becomes entirely automatic, and thus no longer
of challenge or interest, and, when replayed, those initially learnt
responses are stil in the players' mind and can be recalled as needed.

A game like Marrio however, does not just rely on the speed or complexity
of a players response.

yes, the player may have to respond quickly 

Re: [Audyssey] Reviewing space in audio

2011-03-16 Thread dark

Hi Phil.

i agree this would be a good thing (though the business about damage for 
over jumping seems unnecessarily harsh to me), but I think your over 
complicating the situation more than it would need to be.


As I said, the relative width of pits could be shown by altering the pitch 
of the sound. Say for instance a pit you could jump normally from the edge 
(to use your example a five foot or less), would have a high pitched wind 
sound, a pit which was jumpalbe with a long jump has a medium, and a pit 
which was not jumpable at all has a low ominous wind.


A standard two step boundry would be more than enough even when running 
given the speed of character movement to tell you when your on the edge of a 
pit,  heck, many people like myself play games like Q9 with the run 
button perminantly held anyway.


As for jump hight relative to button pressing, well rail racers' jets are a 
perfect example of this.


Of course, the player would need to practice and learn how long he/she has 
to hold the button for a given jump, but that is in fact my point, that many 
audio games would be considderably more addictive and interesting if they 
did! give the player a skill and form of jugement to learn by calculating 
their characters movement according to the environment, rather than by 
working on a basic stimulous response model.


Of course, starting easy (or non fatal), and getting harder would just be 
part of the experience.


Beware the Grue!

Dark. 



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Re: [Audyssey] Reviewing space in audio

2011-03-16 Thread dark

Hi Philip.

I do agree that relying entirely upon numeric look commands is not good, 
that's why I think more could be done with pitch as an indicator, either 
bying having relative wind sounds, or altering the sound denoting a certain 
ledge or obstacle according to it's distance.


A look key might be a useful backup while the player is learning the 
relative significance of sound, but once the player has a litle practice it 
hopefully would be unnecessary.


Though the view and context is very different, this was also my thinking 
when I suggested the wind sounds in entombed to denote space around the 
player, which does seem to have worked successfully.


This is in fact what I did myself with shades of doom, I used to use the 
look commands constantly with the eva set on super verbose, but then I 
turned the setting down and finally didn't use it at all.


Beware the Grue!

Dark. 



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Re: [Audyssey] Reviewing space in audio

2011-03-16 Thread Phil Vlasak

Hi Philip,
I think the chasms or pits could have different sounds indicating how wide 
they are.

A constant whoosh sound could be a small pit you could easily jump over.
a whoosh whoosh sound sounding and stopping in a loop could be one you would 
have to take a running jump to get over.
And a whoosh sound that rises and lowers in pitch could be one you would 
need help, either by finding another way or lowering a bridge or swinging 
over on a vine.


These different pit sounds could be described in a sound help feature.
As for feedback on your jump.
That might only happen if you missed the jump, sort of a coach telling you 
that you missed the edge short one foot or long two feet.
Either way you would would be injured and stopped from moving long enough to 
catch your breath or take a healing potion.
Or you could have a training level that would give you verbal feedback if 
you need it but shut up if you don't need it.

Phil

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 16, 2011 8:18 AM
Subject: Re: [Audyssey] Reviewing space in audio



Hi Phil,

I like this idea, but the thing that springs to mind immediately is the 
feedback you mention. Having a voice telling me that a pit is 8 feet wide 
or that I jumped 7 feet would kill the atmosphere very effectively for me. 
It has blind accessible audio game written all over its face, if you know 
what I mean. If one could design it so that there is just auditory rather 
than speech feedback, I think that would be a very different thing. For 
example I was opposed to including a looking feature in my upcoming game 
as I feel that it spoils the atmosphere in a similar fashion, but I ended 
up including it in the end because I could think of no other way to tell 
you exactly where branches are for example. I did not use a menu, but 
rather a method that does not interrupt the game play as I am personally 
of the opinion that an in game menu that stops the action in an 
atmospheric adventure title is the worst possible thing that could happen 
tot he over-all experience. Any thoughts?


Kind regards,

Philip Bennefall
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 16, 2011 1:10 PM
Subject: Re: [Audyssey] Reviewing space in audio


Hi Dark,
I would like to play a game with a feature such as a running jump.
For example you have a chasm that is too wide to jump normally from a
standing  stop at the edge.
But you could jump it if your were running.
This would require an auto run feature  so you don't have to hit a key to
move plus the sound of the edge, preferably wider than one step or a sound
that rises in pitch as you get closer to the edge.
Then a jump key to hit when the time is right.
This would take quite a lot of trial and error to get across safely.
So some feedback on how far you jumped would be helpful.
For example you walk to the side of a deep pit and the game says that it 
is

eight feet wide.
You know that you can only jump 5 feet from a standing stop.
So you run and hit the jump key when you get to the edge, and you end up 
in

the pit.
The game says you jumped 7 feet so you know you missed getting across by 1
foot.
A good example of this would be a practice pit that was not too deep so 
you

would not get killed if you did not get across.
Just like in MOTA the jump could only be successful if you holstered your
weapon.
There could also be a timer on how long you held the jump key down so if 
you
jumped 10 feet across an 8 foot gap, you would tumble or acquire some 
damage

if you over-jumped.
Phil

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

To: Gamers@audyssey.org
Sent: Wednesday, March 16, 2011 7:20 AM
Subject: [Audyssey] Reviewing space in audio



Hi.

My snes has been out of commission for the last few months sinse I turned
off power to my tv and lost the tuning, and sinse tuning my tv requires a
visual menue I had to wait for my dad to visit to rejigger it so that I
could play my snes again.

This means I've been revisiting some of my favourite classics such as
Mario all stars and Super metroid.

By a coincidence, sinse buying esp pinball classic, I've also been
replaying several audiogames I haven't been on for a while such as the 
esp

pinball xtreme tables and alien outback.

The funny thing is, I've found that while I can do almost as well as I
used to at a game like Alien outback, and probably won't need to practice
much to get back to where I was, even at super metroid which is a game
I've been through up down and backwards innumerable times, i've found my
skills have really! deteriorated.

I started to wonder why, this might be, and believe I have come up with
the answer.

Sinse it is far harder to show a large amount of spacial information in
sound, a lot of audio games,  even highly detailed and well put
together ones like Q9 and 

Re: [Audyssey] Reviewing space in audio

2011-03-16 Thread Ken the Crazy
Yep, that's why I don't play too many games anymore.  It's too much like 
playing Bopit.

Ken Downey
President
DreamTechInteractive!
And,
Blind Comfort!
The pleasant way to experience massage!
It's the Caring
without the Staring!

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

To: Gamers@audyssey.org
Sent: Wednesday, March 16, 2011 7:20 AM
Subject: [Audyssey] Reviewing space in audio



Hi.

My snes has been out of commission for the last few months sinse I turned 
off power to my tv and lost the tuning, and sinse tuning my tv requires a 
visual menue I had to wait for my dad to visit to rejigger it so that I 
could play my snes again.


This means I've been revisiting some of my favourite classics such as 
Mario all stars and Super metroid.


By a coincidence, sinse buying esp pinball classic, I've also been 
replaying several audiogames I haven't been on for a while such as the esp 
pinball xtreme tables and alien outback.


The funny thing is, I've found that while I can do almost as well as I 
used to at a game like Alien outback, and probably won't need to practice 
much to get back to where I was, even at super metroid which is a game 
I've been through up down and backwards innumerable times, i've found my 
skills have really! deteriorated.


I started to wonder why, this might be, and believe I have come up with 
the answer.


Sinse it is far harder to show a large amount of spacial information in 
sound, a lot of audio games,  even highly detailed and well put 
together ones like Q9 and alien outback, work essentially by presenting 
the player with sets of circumstances which the player must respond to 
more and more quickly and correctly.


Eg, you here a ship on the left, you fly over and shoot it.

These games increase difficulty by a, increasing the number of 
circumstances the player needs to be aware of, eg, different types of 
ships to listen for which move differently, and b, increasing the speed or 
complexity of the players' responses.


Pipe 2 is one of the best examples, by forcing the player to first learn 
and respond to the rythm of fitting pipes, then increasing more and more 
randomized factors on top.


At base this is a similar principle to simon, though games like Q9 
undoubtedly take it a lot further.


The drawback of such a system however, is that once a player has learnt 
response time, the response becomes entirely automatic, and thus no longer 
of challenge or interest, and, when replayed, those initially learnt 
responses are stil in the players' mind and can be recalled as needed.


A game like Marrio however, does not just rely on the speed or complexity 
of a players response.


yes, the player may have to respond quickly or in a prescribed fashion, 
but these responses are tied to a set of game mechanics which require the 
player to use judgement as well as learnt reflexes, and it is that 
judgement which can be renewed.


For instance, in Q9, when you come to a pit, it's simply necessary to 
press jump and hit the right arrow enough times. In marrio however, the 
distance you jump is controled by a, how long you hold down the jump 
button, b, how fast your running when you begin the jump, and c, where you 
jump from.


Then, there is the question of landing, sinse if you land from a long jump 
your stopping distance will not be immediate, meaning you might for 
instance jump a pit but slide streight into a monster just afterwards if 
your not careful.


I think part of this difference is due to the fact that it's more 
difficult to show multiple objects in sound, and thus develope the sort of 
more involved physics which requires the players' judgement as well as 
their reflexes, however while showing information (paticularly what is 
above or below your character), could be difficult, i do certainly thing 
more could be done than currently exists, especially in the matter of 
altering the characters' movement and physics so as to be more complex.


Of course, some audio games do have more complex mechanics to take into 
account such as the first person games like Shades of doom and Jim's golf 
game.


But it does seem that we have rather too many games which go on the basic 
principle of here x, give response y, rather than considdering the physics 
and operation of in game objects.


Beware the grue!

Dark.
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You can make changes or update your 

Re: [Audyssey] Reviewing space in audio

2011-03-16 Thread Ken the Crazy
What about a practice mode that kicks in when you die?  Let's say you're at 
the edge of a pit, you jump it but run into a monster.  Instead of dying, 
you get a redo.  You again find yourself at the edge of the pit, jumping. 
You can't slow down--you're already in the air, so what do you do?  Maybe 
you start shooting or kicking as soon as you land, or maybe you pivot your 
feet so you take off in a new direction.  I know that when I play Audio 
Quake, (the episodes not the death matches,) I have to learn a particular 
area by practice.  Yeah, this is sounding more and more like the same as 
before, huh?

It's just ore and more of the same as before,
I said, Gotta get to the cool new games store.
they've got hard-core action
and puzzles galore,
but till then it'll be just like before!
Oh man, I must be tired.
Ken Downey
President
DreamTechInteractive!
And,
Blind Comfort!
The pleasant way to experience massage!
It's the Caring
without the Staring!

- Original Message - 
From: darren harris darren_g_har...@btinternet.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Wednesday, March 16, 2011 7:38 AM
Subject: Re: [Audyssey] Reviewing space in audio



Hi dark.

I have read this with interest. I never quite thought about it in the way
you have described.

The thing is though I'm not entirely sure how you would get around that in
an audio medium. Visually you can judge when you jump and how high you 
jump.

But without adding extra sound into the mix which could have an impact on
the environment of the game then I don't quite know how 1 would go about
working round this. For example, take an action game, it wouldn't be
possible always to stop, hear a description of how far you would have to
jump to x point so then be able to make that judgement. You would have to
run and jump.

I think that when it comes to audio only games the challenges would have 
to
be significantly different to that of a game that deals with both audio 
and
visual input. For example, you may not have to worry about how far you 
have

to jump, but when you get to the other side, you could be attacked without
warning that's certainly feasible.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: 16 March 2011 11:20
To: Gamers@audyssey.org
Subject: [Audyssey] Reviewing space in audio

Hi.

My snes has been out of commission for the last few months sinse I turned
off power to my tv and lost the tuning, and sinse tuning my tv requires a
visual menue I had to wait for my dad to visit to rejigger it so that I
could play my snes again.

This means I've been revisiting some of my favourite classics such as 
Mario

all stars and Super metroid.

By a coincidence, sinse buying esp pinball classic, I've also been 
replaying

several audiogames I haven't been on for a while such as the esp pinball
xtreme tables and alien outback.

The funny thing is, I've found that while I can do almost as well as I 
used
to at a game like Alien outback, and probably won't need to practice much 
to

get back to where I was, even at super metroid which is a game I've been
through up down and backwards innumerable times, i've found my skills have
really! deteriorated.

I started to wonder why, this might be, and believe I have come up with 
the

answer.

Sinse it is far harder to show a large amount of spacial information in
sound, a lot of audio games,  even highly detailed and well put 
together

ones like Q9 and alien outback, work essentially by presenting the player
with sets of circumstances which the player must respond to more and more
quickly and correctly.

Eg, you here a ship on the left, you fly over and shoot it.

These games increase difficulty by a, increasing the number of 
circumstances
the player needs to be aware of, eg, different types of ships to listen 
for

which move differently, and b, increasing the speed or complexity of the
players' responses.

Pipe 2 is one of the best examples, by forcing the player to first learn 
and

respond to the rythm of fitting pipes, then increasing more and more
randomized factors on top.

At base this is a similar principle to simon, though games like Q9
undoubtedly take it a lot further.

The drawback of such a system however, is that once a player has learnt
response time, the response becomes entirely automatic, and thus no longer
of challenge or interest, and, when replayed, those initially learnt
responses are stil in the players' mind and can be recalled as needed.

A game like Marrio however, does not just rely on the speed or complexity 
of

a players response.

yes, the player may have to respond quickly or in a prescribed fashion, 
but
these responses are tied to a set of game mechanics which require the 
player
to use judgement as well as learnt reflexes, and it is that judgement 
which

can be renewed.

For instance, in Q9, when you come to a pit, it's simply necessary to 
press

jump and hit the right arrow 

Re: [Audyssey] Reviewing space in audio

2011-03-16 Thread Ken the Crazy

Hey Philip,
how about basing maximums speed reached on the number of hit points, the 
type of shoes-boots being worn etc instead of the flat 5 steps?

Ken Downey
President
DreamTechInteractive!
And,
Blind Comfort!
The pleasant way to experience massage!
It's the Caring
without the Staring!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 16, 2011 8:07 AM
Subject: Re: [Audyssey] Reviewing space in audio



Hi Dark,

In Q9 you do hear monsters from across pits etc, but as you say the 
attacking and jumping mechanics are quite flat. In my upcoming game I have 
a very different setup. I have spent a lot of time on mechanics, such as 
the fact that you no longer tap an arrow key to move in the air. Also, 
when you begin running from a walk or a standstill you do not immediately 
switch to your maximum speed. Instead you gradually gain momentum until, 
after four or five steps, you are at your maximum. I have also expanded 
the concepts of weapons slightly, where each weapon has not only a maximum 
but also a minimum range. To use a rifle, for instance, you need to back 
off a bit from the target before you can fire, and the same is true for 
the spear. The knife and the revolver, on the other hand, are better for 
close range combat. This all makes for a much more dynamic gaming 
experience, and coupled with the vastly improved artificial intelligence 
of the creatures in the game I am hoping to have a much better product 
than Q9 coming up. smile.


Kind regards,

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 16, 2011 12:59 PM
Subject: Re: [Audyssey] Reviewing space in audio


Hello Darren.

Actually thinking about it, you've probably hit the nail exactly on the
head.

You talk about showing in audio how far to jump  say like in Jim's
golf game where your told what a shot is and then must judge the distance.

However, in a graphical game you are never told this at all you are 
merely

presented with an obstacle and it's up to you to work out how to get round
it, rather than there being a set way.

For instance, you might get over a long pit either by doing a normal jump
from directly on the edge, or by doing a running jump from further back.

While I do agree a more analogue and free form system in audio is more 
work
to come up with, I certainly don't think it's impossible, and the 
bennifits

to making addictive games are hugely worth it.

To take your example, look at these two different situations:

1: you press a key once to jump over a pit, then are attacked and must
defend yourself the instance after.

or 2: you can here! a monster on the other side of the pit and must either
use a ranged attack, or wait until the monster backs off to jump across.

the first situation is similar to a game like Q9 or superliam, and just
perpetuates the issue we have now. yes, the first time it will probably be 
a
surprise, but after only a couple of playthroughs, you'll be expecting 
that

attack once your across the pit.

The second case however gives you more options, and indeed forces you to
take into account the environment around you.

I actually think not enough has really been done with the possibilities of
environmental sound in a 2D contex, for instance,  using the pitch of
wind to show the depths of a pit, or being abel to here monsters before
engagin in attacks with them.

Also, to my knolidge no audio game has ever used the more analogue style
movement which has been in mainstream games sinse the early 80's, where by
your characters' jump high or walking speed are tied to holding down a
button not merely pressing it.

This is quite possible to do in audio (look at the rai racer jets), I'm 
just

rather confused as to why nobody has yet implemented it in a game.

Beware the Grue!

Dark.


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Re: [Audyssey] Reviewing space in audio

2011-03-16 Thread Ken the Crazy
Another thing I've mentioned before is that walls, pits and so on could have 
echoes, just like in the real world, but exaggerated somewhat so as to be 
more audible.  If you hear an echo a quarter second after you make a 
sound--such as take a step, you'd know you were about 250 feet away.  You 
wouldn't calculate it mathematically after a while, you 'd just know. 
Reverb could be applied to certain areas too--the bathroom reverb for a pit 
for instance.  I actually think a controlled flange might be easier to use 
than trying to manipulate echoes, but I don't know.  That is why the big 
boys are out programming games, and the rest of us are just throwing ideas 
at y'all.

Ken Downey
President
DreamTechInteractive!
And,
Blind Comfort!
The pleasant way to experience massage!
It's the Caring
without the Staring!

- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 16, 2011 8:10 AM
Subject: Re: [Audyssey] Reviewing space in audio



Hi Dark,
I would like to play a game with a feature such as a running jump.
For example you have a chasm that is too wide to jump normally from a 
standing  stop at the edge.

But you could jump it if your were running.
This would require an auto run feature  so you don't have to hit a key to 
move plus the sound of the edge, preferably wider than one step or a sound 
that rises in pitch as you get closer to the edge.

Then a jump key to hit when the time is right.
This would take quite a lot of trial and error to get across safely.
So some feedback on how far you jumped would be helpful.
For example you walk to the side of a deep pit and the game says that it 
is eight feet wide.

You know that you can only jump 5 feet from a standing stop.
So you run and hit the jump key when you get to the edge, and you end up 
in the pit.
The game says you jumped 7 feet so you know you missed getting across by 1 
foot.
A good example of this would be a practice pit that was not too deep so 
you would not get killed if you did not get across.
Just like in MOTA the jump could only be successful if you holstered your 
weapon.
There could also be a timer on how long you held the jump key down so if 
you jumped 10 feet across an 8 foot gap, you would tumble or acquire some 
damage if you over-jumped.

Phil

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

To: Gamers@audyssey.org
Sent: Wednesday, March 16, 2011 7:20 AM
Subject: [Audyssey] Reviewing space in audio



Hi.

My snes has been out of commission for the last few months sinse I turned 
off power to my tv and lost the tuning, and sinse tuning my tv requires a 
visual menue I had to wait for my dad to visit to rejigger it so that I 
could play my snes again.


This means I've been revisiting some of my favourite classics such as 
Mario all stars and Super metroid.


By a coincidence, sinse buying esp pinball classic, I've also been 
replaying several audiogames I haven't been on for a while such as the 
esp pinball xtreme tables and alien outback.


The funny thing is, I've found that while I can do almost as well as I 
used to at a game like Alien outback, and probably won't need to practice 
much to get back to where I was, even at super metroid which is a game 
I've been through up down and backwards innumerable times, i've found my 
skills have really! deteriorated.


I started to wonder why, this might be, and believe I have come up with 
the answer.


Sinse it is far harder to show a large amount of spacial information in 
sound, a lot of audio games,  even highly detailed and well put 
together ones like Q9 and alien outback, work essentially by presenting 
the player with sets of circumstances which the player must respond to 
more and more quickly and correctly.


Eg, you here a ship on the left, you fly over and shoot it.

These games increase difficulty by a, increasing the number of 
circumstances the player needs to be aware of, eg, different types of 
ships to listen for which move differently, and b, increasing the speed 
or complexity of the players' responses.


Pipe 2 is one of the best examples, by forcing the player to first learn 
and respond to the rythm of fitting pipes, then increasing more and more 
randomized factors on top.


At base this is a similar principle to simon, though games like Q9 
undoubtedly take it a lot further.


The drawback of such a system however, is that once a player has learnt 
response time, the response becomes entirely automatic, and thus no 
longer of challenge or interest, and, when replayed, those initially 
learnt responses are stil in the players' mind and can be recalled as 
needed.


A game like Marrio however, does not just rely on the speed or complexity 
of a players response.


yes, the player may have to respond quickly or in a prescribed fashion, 
but these responses are tied to a set of game mechanics which require the 
player to use judgement as well as learnt reflexes, and it is 

Re: [Audyssey] Reviewing space in audio

2011-03-16 Thread Tommy
On the Q9. That would be cool that you could unlock more characters  each 
one of them have different story. That's would be awesome!


Tommy


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 16, 2011 7:07 AM
Subject: Re: [Audyssey] Reviewing space in audio



Hi Dark,

In Q9 you do hear monsters from across pits etc, but as you say the 
attacking and jumping mechanics are quite flat. In my upcoming game I have 
a very different setup. I have spent a lot of time on mechanics, such as 
the fact that you no longer tap an arrow key to move in the air. Also, 
when you begin running from a walk or a standstill you do not immediately 
switch to your maximum speed. Instead you gradually gain momentum until, 
after four or five steps, you are at your maximum. I have also expanded 
the concepts of weapons slightly, where each weapon has not only a maximum 
but also a minimum range. To use a rifle, for instance, you need to back 
off a bit from the target before you can fire, and the same is true for 
the spear. The knife and the revolver, on the other hand, are better for 
close range combat. This all makes for a much more dynamic gaming 
experience, and coupled with the vastly improved artificial intelligence 
of the creatures in the game I am hoping to have a much better product 
than Q9 coming up. smile.


Kind regards,

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 16, 2011 12:59 PM
Subject: Re: [Audyssey] Reviewing space in audio


Hello Darren.

Actually thinking about it, you've probably hit the nail exactly on the
head.

You talk about showing in audio how far to jump  say like in Jim's
golf game where your told what a shot is and then must judge the distance.

However, in a graphical game you are never told this at all you are 
merely

presented with an obstacle and it's up to you to work out how to get round
it, rather than there being a set way.

For instance, you might get over a long pit either by doing a normal jump
from directly on the edge, or by doing a running jump from further back.

While I do agree a more analogue and free form system in audio is more 
work
to come up with, I certainly don't think it's impossible, and the 
bennifits

to making addictive games are hugely worth it.

To take your example, look at these two different situations:

1: you press a key once to jump over a pit, then are attacked and must
defend yourself the instance after.

or 2: you can here! a monster on the other side of the pit and must either
use a ranged attack, or wait until the monster backs off to jump across.

the first situation is similar to a game like Q9 or superliam, and just
perpetuates the issue we have now. yes, the first time it will probably be 
a
surprise, but after only a couple of playthroughs, you'll be expecting 
that

attack once your across the pit.

The second case however gives you more options, and indeed forces you to
take into account the environment around you.

I actually think not enough has really been done with the possibilities of
environmental sound in a 2D contex, for instance,  using the pitch of
wind to show the depths of a pit, or being abel to here monsters before
engagin in attacks with them.

Also, to my knolidge no audio game has ever used the more analogue style
movement which has been in mainstream games sinse the early 80's, where by
your characters' jump high or walking speed are tied to holding down a
button not merely pressing it.

This is quite possible to do in audio (look at the rai racer jets), I'm 
just

rather confused as to why nobody has yet implemented it in a game.

Beware the Grue!

Dark.


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Re: [Audyssey] Reviewing space in audio

2011-03-16 Thread Ken the Crazy
Well, having any kind of standard boundary is not necessarily good.  A 
character already weakened and near death is not going to jump a wide pit 
from two steps away.  He'll need to get right up on the edge to jump, since 
his strength is waning.

Ken Downey
President
DreamTechInteractive!
And,
Blind Comfort!
The pleasant way to experience massage!
It's the Caring
without the Staring!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 16, 2011 8:25 AM
Subject: Re: [Audyssey] Reviewing space in audio



Hi Phil.

i agree this would be a good thing (though the business about damage for 
over jumping seems unnecessarily harsh to me), but I think your over 
complicating the situation more than it would need to be.


As I said, the relative width of pits could be shown by altering the pitch 
of the sound. Say for instance a pit you could jump normally from the edge 
(to use your example a five foot or less), would have a high pitched wind 
sound, a pit which was jumpalbe with a long jump has a medium, and a pit 
which was not jumpable at all has a low ominous wind.


A standard two step boundry would be more than enough even when running 
given the speed of character movement to tell you when your on the edge of 
a pit,  heck, many people like myself play games like Q9 with the run 
button perminantly held anyway.


As for jump hight relative to button pressing, well rail racers' jets are 
a perfect example of this.


Of course, the player would need to practice and learn how long he/she has 
to hold the button for a given jump, but that is in fact my point, that 
many audio games would be considderably more addictive and interesting if 
they did! give the player a skill and form of jugement to learn by 
calculating their characters movement according to the environment, rather 
than by working on a basic stimulous response model.


Of course, starting easy (or non fatal), and getting harder would just be 
part of the experience.


Beware the Grue!

Dark.

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Re: [Audyssey] Reviewing space in audio

2011-03-16 Thread Ken the Crazy
Not only that, but picture this scenario, that comes from the Over the Hedge 
game for the Nintendo DS.  I don't know the whole story, but you have to get 
a raccoon, a turtle and some other animal into a house to get 
food--something like that.  So you move all the animals toward the goal, but 
then there's a switch on the wall you need to hit to open the gate.  You try 
placing the turtle near the switch, having the fox or whatever stand on the 
turtle's back, then having the raccoon stand on the fox and hit the 
switch--but it just doesn't work.  Finally, in desperation, you become the 
fox, pick up the useless stupid turtle and throw it at the switch--and 
voila, the turtle hits it and the gate opens.

Ken Downey
President
DreamTechInteractive!
And,
Blind Comfort!
The pleasant way to experience massage!
It's the Caring
without the Staring!

- Original Message - 
From: Tommy to...@sirinet.net
To: Philip Bennefall phi...@blastbay.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Wednesday, March 16, 2011 10:00 AM
Subject: Re: [Audyssey] Reviewing space in audio


On the Q9. That would be cool that you could unlock more characters  each 
one of them have different story. That's would be awesome!


Tommy


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 16, 2011 7:07 AM
Subject: Re: [Audyssey] Reviewing space in audio



Hi Dark,

In Q9 you do hear monsters from across pits etc, but as you say the 
attacking and jumping mechanics are quite flat. In my upcoming game I 
have a very different setup. I have spent a lot of time on mechanics, 
such as the fact that you no longer tap an arrow key to move in the air. 
Also, when you begin running from a walk or a standstill you do not 
immediately switch to your maximum speed. Instead you gradually gain 
momentum until, after four or five steps, you are at your maximum. I have 
also expanded the concepts of weapons slightly, where each weapon has not 
only a maximum but also a minimum range. To use a rifle, for instance, 
you need to back off a bit from the target before you can fire, and the 
same is true for the spear. The knife and the revolver, on the other 
hand, are better for close range combat. This all makes for a much more 
dynamic gaming experience, and coupled with the vastly improved 
artificial intelligence of the creatures in the game I am hoping to have 
a much better product than Q9 coming up. smile.


Kind regards,

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 16, 2011 12:59 PM
Subject: Re: [Audyssey] Reviewing space in audio


Hello Darren.

Actually thinking about it, you've probably hit the nail exactly on the
head.

You talk about showing in audio how far to jump  say like in Jim's
golf game where your told what a shot is and then must judge the 
distance.


However, in a graphical game you are never told this at all you are 
merely
presented with an obstacle and it's up to you to work out how to get 
round

it, rather than there being a set way.

For instance, you might get over a long pit either by doing a normal jump
from directly on the edge, or by doing a running jump from further back.

While I do agree a more analogue and free form system in audio is more 
work
to come up with, I certainly don't think it's impossible, and the 
bennifits

to making addictive games are hugely worth it.

To take your example, look at these two different situations:

1: you press a key once to jump over a pit, then are attacked and must
defend yourself the instance after.

or 2: you can here! a monster on the other side of the pit and must 
either

use a ranged attack, or wait until the monster backs off to jump across.

the first situation is similar to a game like Q9 or superliam, and just
perpetuates the issue we have now. yes, the first time it will probably 
be a
surprise, but after only a couple of playthroughs, you'll be expecting 
that

attack once your across the pit.

The second case however gives you more options, and indeed forces you to
take into account the environment around you.

I actually think not enough has really been done with the possibilities 
of

environmental sound in a 2D contex, for instance,  using the pitch of
wind to show the depths of a pit, or being abel to here monsters before
engagin in attacks with them.

Also, to my knolidge no audio game has ever used the more analogue style
movement which has been in mainstream games sinse the early 80's, where 
by

your characters' jump high or walking speed are tied to holding down a
button not merely pressing it.

This is quite possible to do in audio (look at the rai racer jets), I'm 
just

rather confused as to why nobody has yet implemented it in a game.

Beware the Grue!

Dark.


---
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If you want to leave the list, send 

Re: [Audyssey] Reviewing space in audio

2011-03-16 Thread Lori Duncan
Hi if it's better than q-9 then it'll be a knock out!  As long as it's got 
wepons Smile
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 16, 2011 12:07 PM
Subject: Re: [Audyssey] Reviewing space in audio



Hi Dark,

In Q9 you do hear monsters from across pits etc, but as you say the 
attacking and jumping mechanics are quite flat. In my upcoming game I have 
a very different setup. I have spent a lot of time on mechanics, such as 
the fact that you no longer tap an arrow key to move in the air. Also, 
when you begin running from a walk or a standstill you do not immediately 
switch to your maximum speed. Instead you gradually gain momentum until, 
after four or five steps, you are at your maximum. I have also expanded 
the concepts of weapons slightly, where each weapon has not only a maximum 
but also a minimum range. To use a rifle, for instance, you need to back 
off a bit from the target before you can fire, and the same is true for 
the spear. The knife and the revolver, on the other hand, are better for 
close range combat. This all makes for a much more dynamic gaming 
experience, and coupled with the vastly improved artificial intelligence 
of the creatures in the game I am hoping to have a much better product 
than Q9 coming up. smile.


Kind regards,

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 16, 2011 12:59 PM
Subject: Re: [Audyssey] Reviewing space in audio


Hello Darren.

Actually thinking about it, you've probably hit the nail exactly on the
head.

You talk about showing in audio how far to jump  say like in Jim's
golf game where your told what a shot is and then must judge the distance.

However, in a graphical game you are never told this at all you are 
merely

presented with an obstacle and it's up to you to work out how to get round
it, rather than there being a set way.

For instance, you might get over a long pit either by doing a normal jump
from directly on the edge, or by doing a running jump from further back.

While I do agree a more analogue and free form system in audio is more 
work
to come up with, I certainly don't think it's impossible, and the 
bennifits

to making addictive games are hugely worth it.

To take your example, look at these two different situations:

1: you press a key once to jump over a pit, then are attacked and must
defend yourself the instance after.

or 2: you can here! a monster on the other side of the pit and must either
use a ranged attack, or wait until the monster backs off to jump across.

the first situation is similar to a game like Q9 or superliam, and just
perpetuates the issue we have now. yes, the first time it will probably be 
a
surprise, but after only a couple of playthroughs, you'll be expecting 
that

attack once your across the pit.

The second case however gives you more options, and indeed forces you to
take into account the environment around you.

I actually think not enough has really been done with the possibilities of
environmental sound in a 2D contex, for instance,  using the pitch of
wind to show the depths of a pit, or being abel to here monsters before
engagin in attacks with them.

Also, to my knolidge no audio game has ever used the more analogue style
movement which has been in mainstream games sinse the early 80's, where by
your characters' jump high or walking speed are tied to holding down a
button not merely pressing it.

This is quite possible to do in audio (look at the rai racer jets), I'm 
just

rather confused as to why nobody has yet implemented it in a game.

Beware the Grue!

Dark.


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All messages are 

Re: [Audyssey] Aurifi

2011-03-16 Thread Raul A. Gallegos
Hi, I do't believe you do. It just keeps going on and on, eventually so 
you don't  hear your guide's voice as much.


On 3/15/2011 9:15 PM, Hayden Presley wrote:

Hi,
How do you finish the game, anyway?

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Lori Duncan
Sent: Tuesday, March 15, 2011 12:47 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Aurifi

Hi I do enjoy playing it, but this tilting and keeping the radio tuning sort

of noise in the middle is a struggle, it always manages to escape no matter
how fast or slow I tilt it then i get the ever so nice message lets run
through that again and it drives me mad! :(
- Original Message -
From: Charles Rivardwoofer...@sbcglobal.net
To: audyssey gamers listgamers@audyssey.org
Sent: Tuesday, March 15, 2011 5:30 PM
Subject: [Audyssey] Aurifi



Has anyone completed the game, and what are your impressions? I haven,'t
finished it, but think it is  neat little entertainer.

Shepherds are the best beasts!
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--
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Twitter: http://www.twitter.com/ragallegos

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Re: [Audyssey] Reviewing space in audio

2011-03-16 Thread Philip Bennefall

Hi Ken,

You only really have one type of boots and I am trying to avoid slowing down 
the character's actions based on health. This is mainly because a few 
injuries would give you such a serious disadvantage so you might as well 
stop playing and restart. This is obviously going away from real world 
conditions somewhat, but I feel that this is needed to give the player a 
fair chance. I do have it set up so that you cannot run on certain surfaces 
such as branches, however.


The idea about effects is one that I have been thinking about quite a bit 
myself. Since I am upgrading from DirectSound to XAudio2, I can now use 
real-time dynamic effects both on Windows XP, and Vista and 7 which is not 
possible with DirectSound. So it is very probable that I will be including 
effects in my game.


Kind regards,

Philip Bennefall
- Original Message - 
From: Ken the Crazy kenwdow...@neo.rr.com

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 16, 2011 2:54 PM
Subject: Re: [Audyssey] Reviewing space in audio


Hey Philip,
how about basing maximums speed reached on the number of hit points, the
type of shoes-boots being worn etc instead of the flat 5 steps?
Ken Downey
President
DreamTechInteractive!
And,
Blind Comfort!
The pleasant way to experience massage!
It's the Caring
without the Staring!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 16, 2011 8:07 AM
Subject: Re: [Audyssey] Reviewing space in audio



Hi Dark,

In Q9 you do hear monsters from across pits etc, but as you say the
attacking and jumping mechanics are quite flat. In my upcoming game I have
a very different setup. I have spent a lot of time on mechanics, such as
the fact that you no longer tap an arrow key to move in the air. Also,
when you begin running from a walk or a standstill you do not immediately
switch to your maximum speed. Instead you gradually gain momentum until,
after four or five steps, you are at your maximum. I have also expanded
the concepts of weapons slightly, where each weapon has not only a maximum
but also a minimum range. To use a rifle, for instance, you need to back
off a bit from the target before you can fire, and the same is true for
the spear. The knife and the revolver, on the other hand, are better for
close range combat. This all makes for a much more dynamic gaming
experience, and coupled with the vastly improved artificial intelligence
of the creatures in the game I am hoping to have a much better product
than Q9 coming up. smile.

Kind regards,

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 16, 2011 12:59 PM
Subject: Re: [Audyssey] Reviewing space in audio


Hello Darren.

Actually thinking about it, you've probably hit the nail exactly on the
head.

You talk about showing in audio how far to jump  say like in Jim's
golf game where your told what a shot is and then must judge the distance.

However, in a graphical game you are never told this at all you are
merely
presented with an obstacle and it's up to you to work out how to get round
it, rather than there being a set way.

For instance, you might get over a long pit either by doing a normal jump
from directly on the edge, or by doing a running jump from further back.

While I do agree a more analogue and free form system in audio is more
work
to come up with, I certainly don't think it's impossible, and the
bennifits
to making addictive games are hugely worth it.

To take your example, look at these two different situations:

1: you press a key once to jump over a pit, then are attacked and must
defend yourself the instance after.

or 2: you can here! a monster on the other side of the pit and must either
use a ranged attack, or wait until the monster backs off to jump across.

the first situation is similar to a game like Q9 or superliam, and just
perpetuates the issue we have now. yes, the first time it will probably be
a
surprise, but after only a couple of playthroughs, you'll be expecting
that
attack once your across the pit.

The second case however gives you more options, and indeed forces you to
take into account the environment around you.

I actually think not enough has really been done with the possibilities of
environmental sound in a 2D contex, for instance,  using the pitch of
wind to show the depths of a pit, or being abel to here monsters before
engagin in attacks with them.

Also, to my knolidge no audio game has ever used the more analogue style
movement which has been in mainstream games sinse the early 80's, where by
your characters' jump high or walking speed are tied to holding down a
button not merely pressing it.

This is quite possible to do in audio (look at the rai racer jets), I'm
just
rather confused as to why nobody has yet implemented it in a game.

Beware the Grue!

Dark.



Re: [Audyssey] Reviewing space in audio

2011-03-16 Thread Philip Bennefall

Hi Matheus,

As you say, I don't generally give release dates because public pressure is 
not something I want to deal with. When is it going to be out, how is it 
going etc are messages that drive me up the wall if I get them in multitude. 
I can say, however, that I am coming along very well and that it should not 
be terribly long before I am finished. My work is sped up considerably since 
I am now scripting in BGT rather than writing C++ code directly.


Kind regards,

Philip Bennefall
- Original Message - 
From: Matheus r.c. souza an...@bol.com.br

To: phi...@blastbay.com
Sent: Wednesday, March 16, 2011 1:48 PM
Subject: Re: Re: [Audyssey] Reviewing space in audio


hi philip. how's the developed of this new game? we haven't eard
anything since last year, i know that you don't like giving rlease dates
and stuff, but the game is almost complete, or it will still take a
while, like 6 months or so?
thanks, can't wait.

-Mensagem original-
De: Philip Bennefall phi...@blastbay.com
Para: Gamers Discussion list gamers@audyssey.org
Data: Quarta, 16 de Março de 2011 13:07
Assunto: Re: [Audyssey] Reviewing space in audio

Hi Dark,

In Q9 you do hear monsters from across pits etc, but as you say the
attacking and jumping mechanics are quite flat. In my upcoming game I have a
very different setup. I have spent a lot of time on mechanics, such as the
fact that you no longer tap an arrow key to move in the air. Also, when you
begin running from a walk or a standstill you do not immediately switch to
your maximum speed. Instead you gradually gain momentum until, after four or
five steps, you are at your maximum. I have also expanded the concepts of
weapons slightly, where each weapon has not only a maximum but also a
minimum range. To use a rifle, for instance, you need to back off a bit from
the target before you can fire, and the same is true for the spear. The
knife and the revolver, on the other hand, are better for close range
combat. This all makes for a much more dynamic gaming experience, and
coupled with the vastly improved artificial intelligence of the creatures in
the game I am hoping to have a much better product than Q9 coming up. smile.

Kind regards,

Philip Bennefall
- Original Message -
From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 16, 2011 12:59 PM
Subject: Re: [Audyssey] Reviewing space in audio


Hello Darren.

Actually thinking about it, you've probably hit the nail exactly on the
head.

You talk about showing in audio how far to jump  say like in Jim's
golf game where your told what a shot is and then must judge the distance.

However, in a graphical game you are never told this at all you are merely
presented with an obstacle and it's up to you to work out how to get round
it, rather than there being a set way.

For instance, you might get over a long pit either by doing a normal jump
from directly on the edge, or by doing a running jump from further back.

While I do agree a more analogue and free form system in audio is more work
to come up with, I certainly don't think it's impossible, and the bennifits
to making addictive games are hugely worth it.

To take your example, look at these two different situations:

1: you press a key once to jump over a pit, then are attacked and must
defend yourself the instance after.

or 2: you can here! a monster on the other side of the pit and must either
use a ranged attack, or wait until the monster backs off to jump across.

the first situation is similar to a game like Q9 or superliam, and just
perpetuates the issue we have now. yes, the first time it will probably be a
surprise, but after only a couple of playthroughs, you'll be expecting that
attack once your across the pit.

The second case however gives you more options, and indeed forces you to
take into account the environment around you.

I actually think not enough has really been done with the possibilities of
environmental sound in a 2D contex, for instance,  using the pitch of
wind to show the depths of a pit, or being abel to here monsters before
engagin in attacks with them.

Also, to my knolidge no audio game has ever used the more analogue style
movement which has been in mainstream games sinse the early 80's, where by
your characters' jump high or walking speed are tied to holding down a
button not merely pressing it.

This is quite possible to do in audio (look at the rai racer jets), I'm just
rather confused as to why nobody has yet implemented it in a game.

Beware the Grue!

Dark.


---
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Re: [Audyssey] Reviewing space in audio

2011-03-16 Thread Lori Duncan
Hi Philip, also if your player is hurt would they not slow down because 
they're in pain or something?  You could get a health bonus then they spead 
back up again to normal.
- Original Message - 
From: Ken the Crazy kenwdow...@neo.rr.com
To: Philip Bennefall phi...@blastbay.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Wednesday, March 16, 2011 1:54 PM
Subject: Re: [Audyssey] Reviewing space in audio



Hey Philip,
how about basing maximums speed reached on the number of hit points, the 
type of shoes-boots being worn etc instead of the flat 5 steps?

Ken Downey
President
DreamTechInteractive!
And,
Blind Comfort!
The pleasant way to experience massage!
It's the Caring
without the Staring!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 16, 2011 8:07 AM
Subject: Re: [Audyssey] Reviewing space in audio



Hi Dark,

In Q9 you do hear monsters from across pits etc, but as you say the 
attacking and jumping mechanics are quite flat. In my upcoming game I 
have a very different setup. I have spent a lot of time on mechanics, 
such as the fact that you no longer tap an arrow key to move in the air. 
Also, when you begin running from a walk or a standstill you do not 
immediately switch to your maximum speed. Instead you gradually gain 
momentum until, after four or five steps, you are at your maximum. I have 
also expanded the concepts of weapons slightly, where each weapon has not 
only a maximum but also a minimum range. To use a rifle, for instance, 
you need to back off a bit from the target before you can fire, and the 
same is true for the spear. The knife and the revolver, on the other 
hand, are better for close range combat. This all makes for a much more 
dynamic gaming experience, and coupled with the vastly improved 
artificial intelligence of the creatures in the game I am hoping to have 
a much better product than Q9 coming up. smile.


Kind regards,

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 16, 2011 12:59 PM
Subject: Re: [Audyssey] Reviewing space in audio


Hello Darren.

Actually thinking about it, you've probably hit the nail exactly on the
head.

You talk about showing in audio how far to jump  say like in Jim's
golf game where your told what a shot is and then must judge the 
distance.


However, in a graphical game you are never told this at all you are 
merely
presented with an obstacle and it's up to you to work out how to get 
round

it, rather than there being a set way.

For instance, you might get over a long pit either by doing a normal jump
from directly on the edge, or by doing a running jump from further back.

While I do agree a more analogue and free form system in audio is more 
work
to come up with, I certainly don't think it's impossible, and the 
bennifits

to making addictive games are hugely worth it.

To take your example, look at these two different situations:

1: you press a key once to jump over a pit, then are attacked and must
defend yourself the instance after.

or 2: you can here! a monster on the other side of the pit and must 
either

use a ranged attack, or wait until the monster backs off to jump across.

the first situation is similar to a game like Q9 or superliam, and just
perpetuates the issue we have now. yes, the first time it will probably 
be a
surprise, but after only a couple of playthroughs, you'll be expecting 
that

attack once your across the pit.

The second case however gives you more options, and indeed forces you to
take into account the environment around you.

I actually think not enough has really been done with the possibilities 
of

environmental sound in a 2D contex, for instance,  using the pitch of
wind to show the depths of a pit, or being abel to here monsters before
engagin in attacks with them.

Also, to my knolidge no audio game has ever used the more analogue style
movement which has been in mainstream games sinse the early 80's, where 
by

your characters' jump high or walking speed are tied to holding down a
button not merely pressing it.

This is quite possible to do in audio (look at the rai racer jets), I'm 
just

rather confused as to why nobody has yet implemented it in a game.

Beware the Grue!

Dark.


---
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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,

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Re: [Audyssey] Reviewing space in audio

2011-03-16 Thread Lori Duncan
I like the one in q-9 when he goes hurrteling down to oblivian, it's a good 
efect.
- Original Message - 
From: Ken the Crazy kenwdow...@neo.rr.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 16, 2011 1:58 PM
Subject: Re: [Audyssey] Reviewing space in audio


Another thing I've mentioned before is that walls, pits and so on could 
have echoes, just like in the real world, but exaggerated somewhat so as 
to be more audible.  If you hear an echo a quarter second after you make a 
sound--such as take a step, you'd know you were about 250 feet away.  You 
wouldn't calculate it mathematically after a while, you 'd just know. 
Reverb could be applied to certain areas too--the bathroom reverb for a 
pit for instance.  I actually think a controlled flange might be easier to 
use than trying to manipulate echoes, but I don't know.  That is why the 
big boys are out programming games, and the rest of us are just throwing 
ideas at y'all.

Ken Downey
President
DreamTechInteractive!
And,
Blind Comfort!
The pleasant way to experience massage!
It's the Caring
without the Staring!

- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 16, 2011 8:10 AM
Subject: Re: [Audyssey] Reviewing space in audio



Hi Dark,
I would like to play a game with a feature such as a running jump.
For example you have a chasm that is too wide to jump normally from a 
standing  stop at the edge.

But you could jump it if your were running.
This would require an auto run feature  so you don't have to hit a key to 
move plus the sound of the edge, preferably wider than one step or a 
sound that rises in pitch as you get closer to the edge.

Then a jump key to hit when the time is right.
This would take quite a lot of trial and error to get across safely.
So some feedback on how far you jumped would be helpful.
For example you walk to the side of a deep pit and the game says that it 
is eight feet wide.

You know that you can only jump 5 feet from a standing stop.
So you run and hit the jump key when you get to the edge, and you end up 
in the pit.
The game says you jumped 7 feet so you know you missed getting across by 
1 foot.
A good example of this would be a practice pit that was not too deep so 
you would not get killed if you did not get across.
Just like in MOTA the jump could only be successful if you holstered your 
weapon.
There could also be a timer on how long you held the jump key down so if 
you jumped 10 feet across an 8 foot gap, you would tumble or acquire some 
damage if you over-jumped.

Phil

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

To: Gamers@audyssey.org
Sent: Wednesday, March 16, 2011 7:20 AM
Subject: [Audyssey] Reviewing space in audio



Hi.

My snes has been out of commission for the last few months sinse I 
turned off power to my tv and lost the tuning, and sinse tuning my tv 
requires a visual menue I had to wait for my dad to visit to rejigger it 
so that I could play my snes again.


This means I've been revisiting some of my favourite classics such as 
Mario all stars and Super metroid.


By a coincidence, sinse buying esp pinball classic, I've also been 
replaying several audiogames I haven't been on for a while such as the 
esp pinball xtreme tables and alien outback.


The funny thing is, I've found that while I can do almost as well as I 
used to at a game like Alien outback, and probably won't need to 
practice much to get back to where I was, even at super metroid which is 
a game I've been through up down and backwards innumerable times, i've 
found my skills have really! deteriorated.


I started to wonder why, this might be, and believe I have come up with 
the answer.


Sinse it is far harder to show a large amount of spacial information in 
sound, a lot of audio games,  even highly detailed and well put 
together ones like Q9 and alien outback, work essentially by presenting 
the player with sets of circumstances which the player must respond to 
more and more quickly and correctly.


Eg, you here a ship on the left, you fly over and shoot it.

These games increase difficulty by a, increasing the number of 
circumstances the player needs to be aware of, eg, different types of 
ships to listen for which move differently, and b, increasing the speed 
or complexity of the players' responses.


Pipe 2 is one of the best examples, by forcing the player to first learn 
and respond to the rythm of fitting pipes, then increasing more and more 
randomized factors on top.


At base this is a similar principle to simon, though games like Q9 
undoubtedly take it a lot further.


The drawback of such a system however, is that once a player has learnt 
response time, the response becomes entirely automatic, and thus no 
longer of challenge or interest, and, when replayed, those initially 
learnt responses are stil in the players' mind and can be recalled as 
needed.


A game like 

Re: [Audyssey] Reviewing space in audio

2011-03-16 Thread Lori Duncan
Yes, wish I knew what those demon things were saying, they sound like 
they're grumbeling about the lack of wages and long working hours Smile
- Original Message - 
From: Tommy to...@sirinet.net
To: Philip Bennefall phi...@blastbay.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Wednesday, March 16, 2011 2:00 PM
Subject: Re: [Audyssey] Reviewing space in audio


On the Q9. That would be cool that you could unlock more characters  each 
one of them have different story. That's would be awesome!


Tommy


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 16, 2011 7:07 AM
Subject: Re: [Audyssey] Reviewing space in audio



Hi Dark,

In Q9 you do hear monsters from across pits etc, but as you say the 
attacking and jumping mechanics are quite flat. In my upcoming game I 
have a very different setup. I have spent a lot of time on mechanics, 
such as the fact that you no longer tap an arrow key to move in the air. 
Also, when you begin running from a walk or a standstill you do not 
immediately switch to your maximum speed. Instead you gradually gain 
momentum until, after four or five steps, you are at your maximum. I have 
also expanded the concepts of weapons slightly, where each weapon has not 
only a maximum but also a minimum range. To use a rifle, for instance, 
you need to back off a bit from the target before you can fire, and the 
same is true for the spear. The knife and the revolver, on the other 
hand, are better for close range combat. This all makes for a much more 
dynamic gaming experience, and coupled with the vastly improved 
artificial intelligence of the creatures in the game I am hoping to have 
a much better product than Q9 coming up. smile.


Kind regards,

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 16, 2011 12:59 PM
Subject: Re: [Audyssey] Reviewing space in audio


Hello Darren.

Actually thinking about it, you've probably hit the nail exactly on the
head.

You talk about showing in audio how far to jump  say like in Jim's
golf game where your told what a shot is and then must judge the 
distance.


However, in a graphical game you are never told this at all you are 
merely
presented with an obstacle and it's up to you to work out how to get 
round

it, rather than there being a set way.

For instance, you might get over a long pit either by doing a normal jump
from directly on the edge, or by doing a running jump from further back.

While I do agree a more analogue and free form system in audio is more 
work
to come up with, I certainly don't think it's impossible, and the 
bennifits

to making addictive games are hugely worth it.

To take your example, look at these two different situations:

1: you press a key once to jump over a pit, then are attacked and must
defend yourself the instance after.

or 2: you can here! a monster on the other side of the pit and must 
either

use a ranged attack, or wait until the monster backs off to jump across.

the first situation is similar to a game like Q9 or superliam, and just
perpetuates the issue we have now. yes, the first time it will probably 
be a
surprise, but after only a couple of playthroughs, you'll be expecting 
that

attack once your across the pit.

The second case however gives you more options, and indeed forces you to
take into account the environment around you.

I actually think not enough has really been done with the possibilities 
of

environmental sound in a 2D contex, for instance,  using the pitch of
wind to show the depths of a pit, or being abel to here monsters before
engagin in attacks with them.

Also, to my knolidge no audio game has ever used the more analogue style
movement which has been in mainstream games sinse the early 80's, where 
by

your characters' jump high or walking speed are tied to holding down a
button not merely pressing it.

This is quite possible to do in audio (look at the rai racer jets), I'm 
just

rather confused as to why nobody has yet implemented it in a game.

Beware the Grue!

Dark.


---
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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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Re: [Audyssey] Reviewing space in audio

2011-03-16 Thread dark
While I've seen some games that penalize an ability due to low health, eg, 
taking a power up off you when you get hit, I think actually peanlizing the 
characters' movement would indeed be unnecessarily harsh and end up as more 
of an annoyence.


even resident evil, which was extremely realistic in the way characters were 
damaged tec didn't do this.


Beware the grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 16, 2011 2:10 PM
Subject: Re: [Audyssey] Reviewing space in audio



Hi Ken,

You only really have one type of boots and I am trying to avoid slowing 
down the character's actions based on health. This is mainly because a few 
injuries would give you such a serious disadvantage so you might as well 
stop playing and restart. This is obviously going away from real world 
conditions somewhat, but I feel that this is needed to give the player a 
fair chance. I do have it set up so that you cannot run on certain 
surfaces such as branches, however.


The idea about effects is one that I have been thinking about quite a bit 
myself. Since I am upgrading from DirectSound to XAudio2, I can now use 
real-time dynamic effects both on Windows XP, and Vista and 7 which is not 
possible with DirectSound. So it is very probable that I will be including 
effects in my game.


Kind regards,

Philip Bennefall
- Original Message - 
From: Ken the Crazy kenwdow...@neo.rr.com

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 16, 2011 2:54 PM
Subject: Re: [Audyssey] Reviewing space in audio


Hey Philip,
how about basing maximums speed reached on the number of hit points, the
type of shoes-boots being worn etc instead of the flat 5 steps?
Ken Downey
President
DreamTechInteractive!
And,
Blind Comfort!
The pleasant way to experience massage!
It's the Caring
without the Staring!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 16, 2011 8:07 AM
Subject: Re: [Audyssey] Reviewing space in audio



Hi Dark,

In Q9 you do hear monsters from across pits etc, but as you say the
attacking and jumping mechanics are quite flat. In my upcoming game I 
have

a very different setup. I have spent a lot of time on mechanics, such as
the fact that you no longer tap an arrow key to move in the air. Also,
when you begin running from a walk or a standstill you do not immediately
switch to your maximum speed. Instead you gradually gain momentum until,
after four or five steps, you are at your maximum. I have also expanded
the concepts of weapons slightly, where each weapon has not only a 
maximum

but also a minimum range. To use a rifle, for instance, you need to back
off a bit from the target before you can fire, and the same is true for
the spear. The knife and the revolver, on the other hand, are better for
close range combat. This all makes for a much more dynamic gaming
experience, and coupled with the vastly improved artificial intelligence
of the creatures in the game I am hoping to have a much better product
than Q9 coming up. smile.

Kind regards,

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 16, 2011 12:59 PM
Subject: Re: [Audyssey] Reviewing space in audio


Hello Darren.

Actually thinking about it, you've probably hit the nail exactly on the
head.

You talk about showing in audio how far to jump  say like in Jim's
golf game where your told what a shot is and then must judge the 
distance.


However, in a graphical game you are never told this at all you are
merely
presented with an obstacle and it's up to you to work out how to get 
round

it, rather than there being a set way.

For instance, you might get over a long pit either by doing a normal jump
from directly on the edge, or by doing a running jump from further back.

While I do agree a more analogue and free form system in audio is more
work
to come up with, I certainly don't think it's impossible, and the
bennifits
to making addictive games are hugely worth it.

To take your example, look at these two different situations:

1: you press a key once to jump over a pit, then are attacked and must
defend yourself the instance after.

or 2: you can here! a monster on the other side of the pit and must 
either

use a ranged attack, or wait until the monster backs off to jump across.

the first situation is similar to a game like Q9 or superliam, and just
perpetuates the issue we have now. yes, the first time it will probably 
be

a
surprise, but after only a couple of playthroughs, you'll be expecting
that
attack once your across the pit.

The second case however gives you more options, and indeed forces you to
take into account the environment around you.

I actually think not enough has really been done with the 

Re: [Audyssey] Reviewing space in audio

2011-03-16 Thread Ron Kolesar
Ok to ask a stupid question.
What is space sound?
Is it a new space game?
Where can I grab it to test it out?
Ron
Ron Kolesar
kolesar16...@roadrunner.com

--
From: Philip Bennefall phi...@blastbay.com
Sent: Wednesday, March 16, 2011 10:10 AM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Reviewing space in audio

 Hi Ken,

 You only really have one type of boots and I am trying to avoid slowing 
 down the character's actions based on health. This is mainly because a few 
 injuries would give you such a serious disadvantage so you might as well 
 stop playing and restart. This is obviously going away from real world 
 conditions somewhat, but I feel that this is needed to give the player a 
 fair chance. I do have it set up so that you cannot run on certain 
 surfaces such as branches, however.

 The idea about effects is one that I have been thinking about quite a bit 
 myself. Since I am upgrading from DirectSound to XAudio2, I can now use 
 real-time dynamic effects both on Windows XP, and Vista and 7 which is not 
 possible with DirectSound. So it is very probable that I will be including 
 effects in my game.

 Kind regards,

 Philip Bennefall
 - Original Message - 
 From: Ken the Crazy kenwdow...@neo.rr.com
 To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, March 16, 2011 2:54 PM
 Subject: Re: [Audyssey] Reviewing space in audio


 Hey Philip,
 how about basing maximums speed reached on the number of hit points, the
 type of shoes-boots being worn etc instead of the flat 5 steps?
 Ken Downey
 President
 DreamTechInteractive!
 And,
 Blind Comfort!
 The pleasant way to experience massage!
 It's the Caring
 without the Staring!

 - Original Message - 
 From: Philip Bennefall phi...@blastbay.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, March 16, 2011 8:07 AM
 Subject: Re: [Audyssey] Reviewing space in audio


 Hi Dark,

 In Q9 you do hear monsters from across pits etc, but as you say the
 attacking and jumping mechanics are quite flat. In my upcoming game I 
 have
 a very different setup. I have spent a lot of time on mechanics, such as
 the fact that you no longer tap an arrow key to move in the air. Also,
 when you begin running from a walk or a standstill you do not immediately
 switch to your maximum speed. Instead you gradually gain momentum until,
 after four or five steps, you are at your maximum. I have also expanded
 the concepts of weapons slightly, where each weapon has not only a 
 maximum
 but also a minimum range. To use a rifle, for instance, you need to back
 off a bit from the target before you can fire, and the same is true for
 the spear. The knife and the revolver, on the other hand, are better for
 close range combat. This all makes for a much more dynamic gaming
 experience, and coupled with the vastly improved artificial intelligence
 of the creatures in the game I am hoping to have a much better product
 than Q9 coming up. smile.

 Kind regards,

 Philip Bennefall
 - Original Message - 
 From: dark d...@xgam.org
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, March 16, 2011 12:59 PM
 Subject: Re: [Audyssey] Reviewing space in audio


 Hello Darren.

 Actually thinking about it, you've probably hit the nail exactly on the
 head.

 You talk about showing in audio how far to jump  say like in Jim's
 golf game where your told what a shot is and then must judge the 
 distance.

 However, in a graphical game you are never told this at all you are
 merely
 presented with an obstacle and it's up to you to work out how to get 
 round
 it, rather than there being a set way.

 For instance, you might get over a long pit either by doing a normal jump
 from directly on the edge, or by doing a running jump from further back.

 While I do agree a more analogue and free form system in audio is more
 work
 to come up with, I certainly don't think it's impossible, and the
 bennifits
 to making addictive games are hugely worth it.

 To take your example, look at these two different situations:

 1: you press a key once to jump over a pit, then are attacked and must
 defend yourself the instance after.

 or 2: you can here! a monster on the other side of the pit and must 
 either
 use a ranged attack, or wait until the monster backs off to jump across.

 the first situation is similar to a game like Q9 or superliam, and just
 perpetuates the issue we have now. yes, the first time it will probably 
 be
 a
 surprise, but after only a couple of playthroughs, you'll be expecting
 that
 attack once your across the pit.

 The second case however gives you more options, and indeed forces you to
 take into account the environment around you.

 I actually think not enough has really been done with the possibilities 
 of
 environmental sound in a 2D contex, for instance,  using the pitch of
 wind to show the depths of a pit, or 

Re: [Audyssey] Reviewing space in audio

2011-03-16 Thread dark

Hmmm ron.

I think you got the wrong end of the stick there.

I'm not talking about a game, but an aspect of gameplay, ie, the space 
around your character.


You might considder having a look at the gamers list public archives for the 
full discussion.


Beware the grue!

Dark. 



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[Audyssey] A new online RPG game.

2011-03-16 Thread Ron Kolesar
For all rpg gaming fans.
If you would like to stress test out a new online driving game, here's one 
that might interest you.
The name of the game is called trucking sim. The link to sign up for it is 
at
http://truckingsim.com/register.php
It is finally open to all drivers.
So let them know that Big Ron recommended you if you sign up.
There's one company already in the game to drive for, but you don't want to 
drive for that company.
They want half of what you earn.
It costs $7,000.00 to start a company.
The main man to write suggestions and recommendations to is
jefffan24.
So check it out if your interested in a cool online truck driving simulator.

Ron Kolesar
kolesar16...@roadrunner.com 



---
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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.


Re: [Audyssey] A new online RPG game.

2011-03-16 Thread dark

Hi ron.

is this the same as the old truckz game which went offline recently? I know 
people were talking about getting it back up at a new domain name sinse jolt 
online had apparently kicked it.


Or is this a completely new game.

Beware the Grue!

Dark.
- Original Message - 
From: Ron Kolesar kolesar16...@roadrunner.com

To: Audyssey gamers@audyssey.org
Sent: Wednesday, March 16, 2011 7:41 PM
Subject: [Audyssey] A new online RPG game.



For all rpg gaming fans.
If you would like to stress test out a new online driving game, here's one 
that might interest you.
The name of the game is called trucking sim. The link to sign up for it is 
at

http://truckingsim.com/register.php
It is finally open to all drivers.
So let them know that Big Ron recommended you if you sign up.
There's one company already in the game to drive for, but you don't want 
to drive for that company.

They want half of what you earn.
It costs $7,000.00 to start a company.
The main man to write suggestions and recommendations to is
jefffan24.
So check it out if your interested in a cool online truck driving 
simulator.


Ron Kolesar
kolesar16...@roadrunner.com


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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.


Re: [Audyssey] A new online RPG game.

2011-03-16 Thread Ron Kolesar
It'sthe the old game with a few new features in it.
So if you enjoyed driving in the old original game? You'll enjoy this one 
even better.
HTH
Ron
Ron Kolesar
kolesar16...@roadrunner.com

--
From: dark d...@xgam.org
Sent: Wednesday, March 16, 2011 3:51 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] A new online RPG game.

 Hi ron.

 is this the same as the old truckz game which went offline recently? I 
 know people were talking about getting it back up at a new domain name 
 sinse jolt online had apparently kicked it.

 Or is this a completely new game.

 Beware the Grue!

 Dark.
 - Original Message - 
 From: Ron Kolesar kolesar16...@roadrunner.com
 To: Audyssey gamers@audyssey.org
 Sent: Wednesday, March 16, 2011 7:41 PM
 Subject: [Audyssey] A new online RPG game.


 For all rpg gaming fans.
 If you would like to stress test out a new online driving game, here's 
 one that might interest you.
 The name of the game is called trucking sim. The link to sign up for it 
 is at
 http://truckingsim.com/register.php
 It is finally open to all drivers.
 So let them know that Big Ron recommended you if you sign up.
 There's one company already in the game to drive for, but you don't want 
 to drive for that company.
 They want half of what you earn.
 It costs $7,000.00 to start a company.
 The main man to write suggestions and recommendations to is
 jefffan24.
 So check it out if your interested in a cool online truck driving 
 simulator.

 Ron Kolesar
 kolesar16...@roadrunner.com


 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to 
 gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
 All messages are archived and can be searched and read at
 http://www.mail-archive.com/gamers@audyssey.org.
 If you have any questions or concerns regarding the management of the 
 list,
 please send E-mail to gamers-ow...@audyssey.org.


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



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Re: [Audyssey] Reviewing space in audio

2011-03-16 Thread Ken the Crazy
If you make med kits a bit more available, and the game was engrossing 
enough, I think the slight slowing of a character would just add to the 
complexity.  That way, it's not just the Okay, I'm two steps away from a 
pit, time to jump, kind of thing, but, okay, I'm two steps away from a 
pit, my health is at 50 percent.  How close should I get?  If I get too 
close the monster will get me.

Ken Downey
President
DreamTechInteractive!
And,
Blind Comfort!
The pleasant way to experience massage!
It's the Caring
without the Staring!

- Original Message - 
From: dark d...@xgam.org
To: Philip Bennefall phi...@blastbay.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Wednesday, March 16, 2011 11:58 AM
Subject: Re: [Audyssey] Reviewing space in audio


While I've seen some games that penalize an ability due to low health, eg, 
taking a power up off you when you get hit, I think actually peanlizing 
the characters' movement would indeed be unnecessarily harsh and end up as 
more of an annoyence.


even resident evil, which was extremely realistic in the way characters 
were damaged tec didn't do this.


Beware the grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 16, 2011 2:10 PM
Subject: Re: [Audyssey] Reviewing space in audio



Hi Ken,

You only really have one type of boots and I am trying to avoid slowing 
down the character's actions based on health. This is mainly because a 
few injuries would give you such a serious disadvantage so you might as 
well stop playing and restart. This is obviously going away from real 
world conditions somewhat, but I feel that this is needed to give the 
player a fair chance. I do have it set up so that you cannot run on 
certain surfaces such as branches, however.


The idea about effects is one that I have been thinking about quite a bit 
myself. Since I am upgrading from DirectSound to XAudio2, I can now use 
real-time dynamic effects both on Windows XP, and Vista and 7 which is 
not possible with DirectSound. So it is very probable that I will be 
including effects in my game.


Kind regards,

Philip Bennefall
- Original Message - 
From: Ken the Crazy kenwdow...@neo.rr.com

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 16, 2011 2:54 PM
Subject: Re: [Audyssey] Reviewing space in audio


Hey Philip,
how about basing maximums speed reached on the number of hit points, the
type of shoes-boots being worn etc instead of the flat 5 steps?
Ken Downey
President
DreamTechInteractive!
And,
Blind Comfort!
The pleasant way to experience massage!
It's the Caring
without the Staring!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 16, 2011 8:07 AM
Subject: Re: [Audyssey] Reviewing space in audio



Hi Dark,

In Q9 you do hear monsters from across pits etc, but as you say the
attacking and jumping mechanics are quite flat. In my upcoming game I 
have

a very different setup. I have spent a lot of time on mechanics, such as
the fact that you no longer tap an arrow key to move in the air. Also,
when you begin running from a walk or a standstill you do not 
immediately

switch to your maximum speed. Instead you gradually gain momentum until,
after four or five steps, you are at your maximum. I have also expanded
the concepts of weapons slightly, where each weapon has not only a 
maximum

but also a minimum range. To use a rifle, for instance, you need to back
off a bit from the target before you can fire, and the same is true for
the spear. The knife and the revolver, on the other hand, are better for
close range combat. This all makes for a much more dynamic gaming
experience, and coupled with the vastly improved artificial intelligence
of the creatures in the game I am hoping to have a much better product
than Q9 coming up. smile.

Kind regards,

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 16, 2011 12:59 PM
Subject: Re: [Audyssey] Reviewing space in audio


Hello Darren.

Actually thinking about it, you've probably hit the nail exactly on the
head.

You talk about showing in audio how far to jump  say like in Jim's
golf game where your told what a shot is and then must judge the 
distance.


However, in a graphical game you are never told this at all you are
merely
presented with an obstacle and it's up to you to work out how to get 
round

it, rather than there being a set way.

For instance, you might get over a long pit either by doing a normal 
jump

from directly on the edge, or by doing a running jump from further back.

While I do agree a more analogue and free form system in audio is more
work
to come up with, I certainly don't think it's impossible, and the
bennifits
to making addictive games are hugely worth 

Re: [Audyssey] Reviewing space in audio

2011-03-16 Thread Ken the Crazy
Oh, I thought he was just being a smart aleck, making fun of the way so many 
gamers post.

Ken Downey
President
DreamTechInteractive!
And,
Blind Comfort!
The pleasant way to experience massage!
It's the Caring
without the Staring!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 16, 2011 2:17 PM
Subject: Re: [Audyssey] Reviewing space in audio



Hmmm ron.

I think you got the wrong end of the stick there.

I'm not talking about a game, but an aspect of gameplay, ie, the space 
around your character.


You might considder having a look at the gamers list public archives for 
the full discussion.


Beware the grue!

Dark.

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list,
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[Audyssey] 2011 Pool and Fantasy, still time to join.

2011-03-16 Thread Gary Whittington
Still time to get on the March basketball Brackets
and
to join a accessible baseball fantasy league.

For the pool to playing the madness of the Brackets that are accessible go to:
http://www.mysideline.com/u/14430/collegebbmens/default.htm

To be part of the 2011 baseball season with other Blind baseball fans and 
family and friends.
Just reply to this email asking for a team.

You can check out the site by going to:

http://www.fanstarbaseball.com/baseball/blindaccessi/index.php

Gary Whittington
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Re: [Audyssey] Reviewing space in audio

2011-03-16 Thread Hayden Presley
Hi Dark,
Could you possibly leave the message you are replying to at the bottom? Not
a big deal; just wondering.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Wednesday, March 16, 2011 1:18 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Reviewing space in audio

Hmmm ron.

I think you got the wrong end of the stick there.

I'm not talking about a game, but an aspect of gameplay, ie, the space 
around your character.

You might considder having a look at the gamers list public archives for the

full discussion.

Beware the grue!

Dark. 


---
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Re: [Audyssey] Reviewing space in audio

2011-03-16 Thread Hayden Presley
Hi,
Phillip...Philip...do you have to make us want to snatch the game off your
computer right now? Grin

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Lori Duncan
Sent: Wednesday, March 16, 2011 9:07 AM
To: Philip Bennefall; Gamers Discussion list
Subject: Re: [Audyssey] Reviewing space in audio

Hi if it's better than q-9 then it'll be a knock out!  As long as it's got 
wepons Smile
- Original Message - 
From: Philip Bennefall phi...@blastbay.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 16, 2011 12:07 PM
Subject: Re: [Audyssey] Reviewing space in audio


 Hi Dark,

 In Q9 you do hear monsters from across pits etc, but as you say the 
 attacking and jumping mechanics are quite flat. In my upcoming game I have

 a very different setup. I have spent a lot of time on mechanics, such as 
 the fact that you no longer tap an arrow key to move in the air. Also, 
 when you begin running from a walk or a standstill you do not immediately 
 switch to your maximum speed. Instead you gradually gain momentum until, 
 after four or five steps, you are at your maximum. I have also expanded 
 the concepts of weapons slightly, where each weapon has not only a maximum

 but also a minimum range. To use a rifle, for instance, you need to back 
 off a bit from the target before you can fire, and the same is true for 
 the spear. The knife and the revolver, on the other hand, are better for 
 close range combat. This all makes for a much more dynamic gaming 
 experience, and coupled with the vastly improved artificial intelligence 
 of the creatures in the game I am hoping to have a much better product 
 than Q9 coming up. smile.

 Kind regards,

 Philip Bennefall
 - Original Message - 
 From: dark d...@xgam.org
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, March 16, 2011 12:59 PM
 Subject: Re: [Audyssey] Reviewing space in audio


 Hello Darren.

 Actually thinking about it, you've probably hit the nail exactly on the
 head.

 You talk about showing in audio how far to jump  say like in Jim's
 golf game where your told what a shot is and then must judge the distance.

 However, in a graphical game you are never told this at all you are 
 merely
 presented with an obstacle and it's up to you to work out how to get round
 it, rather than there being a set way.

 For instance, you might get over a long pit either by doing a normal jump
 from directly on the edge, or by doing a running jump from further back.

 While I do agree a more analogue and free form system in audio is more 
 work
 to come up with, I certainly don't think it's impossible, and the 
 bennifits
 to making addictive games are hugely worth it.

 To take your example, look at these two different situations:

 1: you press a key once to jump over a pit, then are attacked and must
 defend yourself the instance after.

 or 2: you can here! a monster on the other side of the pit and must either
 use a ranged attack, or wait until the monster backs off to jump across.

 the first situation is similar to a game like Q9 or superliam, and just
 perpetuates the issue we have now. yes, the first time it will probably be

 a
 surprise, but after only a couple of playthroughs, you'll be expecting 
 that
 attack once your across the pit.

 The second case however gives you more options, and indeed forces you to
 take into account the environment around you.

 I actually think not enough has really been done with the possibilities of
 environmental sound in a 2D contex, for instance,  using the pitch of
 wind to show the depths of a pit, or being abel to here monsters before
 engagin in attacks with them.

 Also, to my knolidge no audio game has ever used the more analogue style
 movement which has been in mainstream games sinse the early 80's, where by
 your characters' jump high or walking speed are tied to holding down a
 button not merely pressing it.

 This is quite possible to do in audio (look at the rai racer jets), I'm 
 just
 rather confused as to why nobody has yet implemented it in a game.

 Beware the Grue!

 Dark.


 ---
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 If you want to leave the list, send E-mail to 
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Re: [Audyssey] Aurifi

2011-03-16 Thread Charles Rivard
That's possible.  I thought it was an awfully long game for the price.  He 
he he.


---
Laughter is the best medicine, so look around, find a dose and take it to 
heart.
- Original Message - 
From: Raul A. Gallegos r...@asmodean.net

To: gamers@audyssey.org
Sent: Wednesday, March 16, 2011 9:09 AM
Subject: Re: [Audyssey] Aurifi


Hi, I do't believe you do. It just keeps going on and on, eventually so 
you don't  hear your guide's voice as much.


On 3/15/2011 9:15 PM, Hayden Presley wrote:

Hi,
How do you finish the game, anyway?

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Lori Duncan
Sent: Tuesday, March 15, 2011 12:47 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Aurifi

Hi I do enjoy playing it, but this tilting and keeping the radio tuning 
sort


of noise in the middle is a struggle, it always manages to escape no 
matter

how fast or slow I tilt it then i get the ever so nice message lets run
through that again and it drives me mad! :(
- Original Message -
From: Charles Rivardwoofer...@sbcglobal.net
To: audyssey gamers listgamers@audyssey.org
Sent: Tuesday, March 15, 2011 5:30 PM
Subject: [Audyssey] Aurifi



Has anyone completed the game, and what are your impressions? I haven,'t
finished it, but think it is  neat little entertainer.

Shepherds are the best beasts!
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[Audyssey] looking for 15 numbers on blindsoftware.com

2011-03-16 Thread NIcol
Hi list
I visited blindsoftware.com but could not find the  15 numbers game  on
there. I clicked on games but couldn't find it there.
I clicked on  educational but I couldn't find it there either.
I will write to bsc support about this  but I just thought of asking you all
if you guys were recently able to download the demo of 15 numbers.
Any feedback is much appreciated. 
Nicol



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Re: [Audyssey] looking for 15 numbers on blindsoftware.com

2011-03-16 Thread dark

Hi Nicol.

That's most odd, it doesn't seem to be there.

I do wonder though if bsc have actually just decided to discontinue that 
game being as several other versions are available for free, for instance 
the one from spoonbill and the one available in klango.


Actually I think the Klango one is rather more advanced than bsc's was.

Beware the grue!

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

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, March 13, 2011 9:19 PM
Subject: [Audyssey] looking for 15 numbers on blindsoftware.com



Hi list
I visited blindsoftware.com but could not find the  15 numbers game  on
there. I clicked on games but couldn't find it there.
I clicked on  educational but I couldn't find it there either.
I will write to bsc support about this  but I just thought of asking you 
all

if you guys were recently able to download the demo of 15 numbers.
Any feedback is much appreciated.
Nicol



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