[Audyssey] Games we'd like to play: Game Snatcher
Do you have to make us want to snatch the game off your computer right now? You're tired of hearing so much about that great new game, so you invent technologies that will allow you to enter the person's computer and snatch that new game. Upon entering the computer though, you discover that your plans had been found out, and a confusing labyrinth of twisty little passages that all look alike is laid out before you, with the game tucked away at its center. Furthermore, the game designer wrote special little bugs that, if you get attacked by one, cause all kinds of unpredictable occurrences, such as hard drive reboots, or the posting of your ridiculously low game scores to everyone on your favorite mailing lists, or an infinite loop where you get to do nothing else for all eternity except play Beep. There are also viruses that simply waste your computer's resources by counting to ten over and over, causing your computer to overheat. Fortunately, you've got weapons, and collect more as you go, starting with the virus net and bug swatter. If you get too close to the center, where the game is, the developer, counting on your frustration with the increasing number of pests, provides you with a flame thrower. You use it successfully for a while, but be careful or you'll burn up the game and it's secret installer program. (the dev has the game backed up on a second drive, so he doesn't care.) As you approach the center, new dangers await, and you're zapped by a ray that turns you into a little creature in the physical computer, and you find yourself face to face with the computer's fans, which can chop you up, the high-voltage power supply which can cook you to a crisp, and the hard drive--which won't hurt you, but can be damaged by you if you're not careful. Zap! You're just data again. Plug your virtual cable into the computer's processor and start snatching that game and... Oh no! It's the police--the spyware busters! They've detected unauthorized activity, and they know how to wipe out punks like you, and you don't have any weapons to use on them. You can hurry up the data transfer by hitting enter more rapidly, but you risk burning out the dev's hard drive! What to do... You shoot the spyware programs with every bit of flame you can muster, but they just neutralize it, jeer at you, and keep coming. Whew! Transfer complete--now if I could just get out... --- 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.
Re: [Audyssey] Compiling Help Files
Hi Rich, Thank you very much for the file link. Don't know why, but I have never been able to work with chm files. - Original Message - Hi, Just found this in an old top tech tidbits newsletter. Checked the link and it still works. I don't know what version though you are downloading because this was posted 2 years ago. Jamal Mazrui has updated his chm2txt package, which takes Windows compressed help files and turns them into structured text documents, to version 1.1, using a more powerful converter. http://EmpowermentZone.com/chm2txt.zip Rich Jim I went to a bookstore and asked the saleswoman, Where's the self-help section? She said if she told me, it would defeat the purpose. j...@kitchensinc.net http://www.kitchensinc.net (440) 286-6920 Chardon Ohio USA --- 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.
Re: [Audyssey] Games we'd like to play: Game Snatcher
Hi Ken, Lol! Quite an amusing game idea you got there. Fortunately or unfortunately hacking into someone's computer isn't that hair raising in real life. Your idea is much more interesting. Cheers! On 3/17/11, Ken the Crazy kenwdow...@neo.rr.com wrote: Do you have to make us want to snatch the game off your computer right now? You're tired of hearing so much about that great new game, so you invent technologies that will allow you to enter the person's computer and snatch that new game. Upon entering the computer though, you discover that your plans had been found out, and a confusing labyrinth of twisty little passages that all look alike is laid out before you, with the game tucked away at its center. Furthermore, the game designer wrote special little bugs that, if you get attacked by one, cause all kinds of unpredictable occurrences, such as hard drive reboots, or the posting of your ridiculously low game scores to everyone on your favorite mailing lists, or an infinite loop where you get to do nothing else for all eternity except play Beep. There are also viruses that simply waste your computer's resources by counting to ten over and over, causing your computer to overheat. Fortunately, you've got weapons, and collect more as you go, starting with the virus net and bug swatter. If you get too close to the center, where the game is, the developer, counting on your frustration with the increasing number of pests, provides you with a flame thrower. You use it successfully for a while, but be careful or you'll burn up the game and it's secret installer program. (the dev has the game backed up on a second drive, so he doesn't care.) As you approach the center, new dangers await, and you're zapped by a ray that turns you into a little creature in the physical computer, and you find yourself face to face with the computer's fans, which can chop you up, the high-voltage power supply which can cook you to a crisp, and the hard drive--which won't hurt you, but can be damaged by you if you're not careful. Zap! You're just data again. Plug your virtual cable into the computer's processor and start snatching that game and... Oh no! It's the police--the spyware busters! They've detected unauthorized activity, and they know how to wipe out punks like you, and you don't have any weapons to use on them. You can hurry up the data transfer by hitting enter more rapidly, but you risk burning out the dev's hard drive! What to do... You shoot the spyware programs with every bit of flame you can muster, but they just neutralize it, jeer at you, and keep coming. Whew! Transfer complete--now if I could just get out... --- 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. --- 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.
Re: [Audyssey] Compiling Help Files
Hi Jim, Using chm help files really aren't that hard once you figure out how to use them. Basically, you have a tree view on the left side with the topics and subtopics in the document, and then there is a large edit box on the right where the text is. You Switch between the tree view and edit view with the f6 key. That's really all there is to it. Find the topic you want in the tree view, press enter to select it/bring it into focus, and press f6 to switch pains to the edit view. When done press f6 to return to the tree view pain. HTH On 3/17/11, Jim Kitchen j...@kitchensinc.net wrote: Hi Rich, Thank you very much for the file link. Don't know why, but I have never been able to work with chm files. --- 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.
Re: [Audyssey] Compiling Help Files
Hi Dark, very true. Unfortunately, having someone read an audio manual can get quite expensive if using professional voice talent though. I've thought about it, but figured it isn't worth the expense in the long run. I just dropped another $30 into Mysteries of the Ancients this week, and I'm really getting tired of dropping money into that project. It is starting to become a financial blackhole. It takes, takes, takes, and takes and so far hasn't earned much back in return. Grr Cheers! On 3/16/11, dark d...@xgam.org wrote: 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. --- 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. --- 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.
Re: [Audyssey] Compiling Help Files
Hmmm, maybe that was what I was doing wrong. I always used just ctrl tab to switch views, but found that the text in the eddit box didn't scroll for some reason meaning that Hal would stop reading when it got to the bottom of the visible text on screen, rather than the bottom of the actual text box, yet according to Dolphin's info Hal should read all the text without an issue. I've never actually asked dolphin about this though I probably should. Beware the grue! Dark. - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, March 17, 2011 9:55 AM Subject: Re: [Audyssey] Compiling Help Files Hi Jim, Using chm help files really aren't that hard once you figure out how to use them. Basically, you have a tree view on the left side with the topics and subtopics in the document, and then there is a large edit box on the right where the text is. You Switch between the tree view and edit view with the f6 key. That's really all there is to it. Find the topic you want in the tree view, press enter to select it/bring it into focus, and press f6 to switch pains to the edit view. When done press f6 to return to the tree view pain. HTH On 3/17/11, Jim Kitchen j...@kitchensinc.net wrote: Hi Rich, Thank you very much for the file link. Don't know why, but I have never been able to work with chm files. --- 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. --- 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.
Re: [Audyssey] Reviewing space in audio
Hi Dark, That is quite a number of interesting points you raised here. I happen to agree with you on all points. In fact, this is in large part why Mysteries of the Ancients beta 18 is taking so long to release. I decided to go back in and rewrite some of the various game mechanics such as jumping to resemble that of the classic NES era games where the longer you hold down the jump button/keys the higher and further the main character will jump. As you said this requires a lot more skill and judgment of how long to hold down the buttons or keys before releasing them. As you know in beta 17 and earlier I had a very simple jump system in place where all you needed to do is press control+left arrow or control+right arrow and Angela would safely land on the other side of the pit, chasm, fire, lava, whatever just about every time. However, not only was that very easy it was also pretty boring. So what I did is I completely redesigned the jump mechanics to be more like classic NES games like Super Mario where you now have to time your jumps in order to make it safely to the other side of a trap. there have been a number of times where I have over estimated a jump or under estimated the length of a jump and Angela ended up impailed on a bronze spike, took a bath in hot boiling lava, or got roasted over a huge fire pit. For instance, one of the traps in the game is a large lava pit with a stone ledge hanging out over the middle of the pit. The trick to getting over the lava pit is to jump from one side of the pit up onto that hanging stone ledge, and jump from there to the other side of the pit. As you might have guessed this takes perfect timing and percision to do it correctly. If you misjudge the length of the jump Angela is going to have a very hot bath in lava. If you don't jump far enough Angela will not reach the ledge and fall into the lava. If you hold down the keys too long she'll jump over the stone ledge and land in the lava anyway. The key to successfully making it is listening very carefully to the drip, drip, drip, of the water dripping off that ledge and judge your jump as best as you can. This way insures you use both some skill and personal judgement to figure out how far and howlong to jump rather than Angela just landing on that ledge as soon as she is close to it as the game use to. So what you are suggesting here is very possible. I've been practicing with some of these ideas you suggested in beta 18, and I think it would be cool if more games started doing this as well. It makes jumping far more tricky and takes practice to get just right. I've learned from my own experience with MOTA beta 18 you won't get it right your first try in a lot of cases. As far as changing pitch of pits and stuff that's another good idea. I should probably put that down in my things to do list for beta 18. You have a point that the deeper the sound of the pit the larger the pit. The higher the sound the smaller it is and you should be able to determine its size by pitch alone rather than just using a look/view command to gather that information all the time. Cheers! On 3/16/11, dark d...@xgam.org wrote: 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. --- 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
Re: [Audyssey] Reviewing space in audio
Hi Philip, Well, I for one, happen to feel the same way you do. I'd much prefer some sort of audio feedback rather than always having a verbal message saying this or that. It ruins the atmosphere and feel of the game for me having Sapi or some other voice saying this or that all the time. Generally speaking there are usually ways of conveying that information through some sort of audio feedback instead. For example, in MOTA whenever Angela picks up an item it plays a sound and speaks whatever item Angela has located. Well, I don't really like the speech announcing everything all the time so I've been working on conveying that information in other ways. One way is now when Angela picks up pistol ammo you hear the sound of Angela reloading her pistol. If she picks up a box of shotgun shells you hear her racking a shell into the shotgun. Not only is this more realistic than before each pickup sound is unique and I don't really think we need the verbal feedback any longer because you should be able to determine what she picked up by sound alone. This just really improves the atmosphere because it doesn't have that feeling of blind accessible audio game written all over its face as you say. As for in-game menus such as a look/view menu I don't personally care for them either. Although, i have a view menu in Mysteries of the Ancients I actually don't use it myself. It is just there for the newbies/beginners who doesn't know where everything is or what something sounds like. Otherwise I just play without it. I don't like interrupting my game play to look around. Cheers! On 3/16/11, Philip Bennefall phi...@blastbay.com wrote: 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 --- 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.
Re: [Audyssey] Reviewing space in audio
Hi, I'm pretty much the same. I never use the look features in games unless it is absolutely necessary for me to do so, such as in tank commander where I can't tell where my open spaces are etc.. Regards, Damien. - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Philip Bennefall phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org Sent: Thursday, March 17, 2011 11:25 AM Subject: Re: [Audyssey] Reviewing space in audio Hi Philip, Well, I for one, happen to feel the same way you do. I'd much prefer some sort of audio feedback rather than always having a verbal message saying this or that. It ruins the atmosphere and feel of the game for me having Sapi or some other voice saying this or that all the time. Generally speaking there are usually ways of conveying that information through some sort of audio feedback instead. For example, in MOTA whenever Angela picks up an item it plays a sound and speaks whatever item Angela has located. Well, I don't really like the speech announcing everything all the time so I've been working on conveying that information in other ways. One way is now when Angela picks up pistol ammo you hear the sound of Angela reloading her pistol. If she picks up a box of shotgun shells you hear her racking a shell into the shotgun. Not only is this more realistic than before each pickup sound is unique and I don't really think we need the verbal feedback any longer because you should be able to determine what she picked up by sound alone. This just really improves the atmosphere because it doesn't have that feeling of blind accessible audio game written all over its face as you say. As for in-game menus such as a look/view menu I don't personally care for them either. Although, i have a view menu in Mysteries of the Ancients I actually don't use it myself. It is just there for the newbies/beginners who doesn't know where everything is or what something sounds like. Otherwise I just play without it. I don't like interrupting my game play to look around. Cheers! On 3/16/11, Philip Bennefall phi...@blastbay.com wrote: 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 --- 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. --- 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.
Re: [Audyssey] Reviewing space in audio
Hi Phil, Smile. You are in luck. As it so happens running jumps have been one of the requests I've actually gotten around to adding to MOTA in beta 18. If you use shift+control+left arrow or shift+control+right arrow Angela will run up to a pit, spike trap, etc then jump over it. With the new jump mechanics in beta 18 you actually do have to figure out how long to hold the keys down or she'll over jump the trap or not jump far enough. So part of what you are asking for is being fulfilled right now in MOTA beta 18. However, as for speaking you jumped 5 feet, 7 feet, etc I'm with Philip. I really don't like games with too much verbosity in them. It is my personal opinion that a really good accessible game is one that has enough audio clues or indicators that speech is unnecessary. For example, one suggestion Dark had is if you are trying to jump a pit a large pit would sound deeper than a small pit. If you realise that you can probably figure out if the pit is jumpable or not just by the sound it makes. Something simple like that would render a command which says pit 10 feet wide pretty much unnecessary. Cheers! On 3/16/11, Phil Vlasak p...@pcsgames.net wrote: 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 --- 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.
Re: [Audyssey] Reviewing space in audio
Hi Philip, Wow! Glad to hear it. It sounds like you are taking a page out of my playbook with the min and max range for weapons. That's something I have had in Mysteries of the Ancients for a long time now, and it definitely changes the strategy of the game somewhat. If you have a shotgun you need to stand back at least three feet in order to bring the barel up and shoot whatever it is you are trying to kill. Weapons like daggers are close range weapons so you can walk right up to whatever it is and stab it. I'm glad to see you have decided to take this approach as I've often thought it was a bit unrealistic that some games allow you to walk right up to an enemy and shoot them with a rifle etc from less than a foot away etc. Cheers! On 3/16/11, Philip Bennefall phi...@blastbay.com wrote: 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 --- 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.
Re: [Audyssey] Reviewing space in audio
Hi Dark, Actually, there have been a few accessible games to use a true analogue system for jumping. If you remember the original Montezuma's Revenge written by Alchemy Game Studios used an analogue jump system. For the life of me I can't remember why I didn't go ahead and use it in the USA Games version, but I do know that the original version James North wrote definitely had an analogue jump system in place. Which is one of the few accessible games I know of to use that type of jump system. However, as I've mentioned several times today Mysteries of he Ancients beta 18 has had a huge improvement and major upgrade to its own jump mechanics. It now uses a true analogue jump system analogous to games like Super Mario Brothers or Tomb Raider Prophecy. So what you are hoping for is just around the corner as far as the next generation of accessible games are concerned. All of my future games will likely use an analogue jump system from now on. As for adding more dinamic effects to sounds is something I've aded to my todo.txt file. So if it doesn't get done in beta 18 it should hopefully be done before final release. For one thing I'm waiting on Philip Bennefall to release the new Streemway update to me so I can get my grubby paws on XAudio2. However, I'm one developer who is listening to you and am trying to implament as many of these things as humanly possible. Cheers! On 3/16/11, dark d...@xgam.org wrote: 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. --- 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.
Re: [Audyssey] Reviewing space in audio
Hi Thomas, Oh my intention is definitely not to copy/steal Mota. In fact I have been deliberately avoiding playing the latest betas while I am developing the core of my game, as to avoid unintentionally copying things from you. If I am faced with a new concept to implement and I have just finished playing Mota where this concept is addressed I might be tempted to just reuse this idea, where as if I have no idea how other games do it I am forced to think for myself and come up with something new. So for this reason I haven't played Mota for the last 4 or 5 months, as much as I would like to. So anything that may be similar in terms of implementation, is certainly not intentional and I apologize if you feel that this is the case. Kind regards, Philip Bennefall - Original Message - From: Thomas Ward thomasward1...@gmail.com To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org Sent: Thursday, March 17, 2011 12:51 PM Subject: Re: [Audyssey] Reviewing space in audio Hi Philip, Wow! Glad to hear it. It sounds like you are taking a page out of my playbook with the min and max range for weapons. That's something I have had in Mysteries of the Ancients for a long time now, and it definitely changes the strategy of the game somewhat. If you have a shotgun you need to stand back at least three feet in order to bring the barel up and shoot whatever it is you are trying to kill. Weapons like daggers are close range weapons so you can walk right up to whatever it is and stab it. I'm glad to see you have decided to take this approach as I've often thought it was a bit unrealistic that some games allow you to walk right up to an enemy and shoot them with a rifle etc from less than a foot away etc. Cheers! On 3/16/11, Philip Bennefall phi...@blastbay.com wrote: 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 --- 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.
[Audyssey] Stem Stumper on Blind Bargains podcast
Hey everyone, Ananse Productions is proud to announce our first title Stem Stumper. It's puzzle game for iOS devices that blind accessible. The crew a Blind Bargains did a really good intor podcast which you can listen to here http://goo.gl/joT8O . You can find out more about the game by going to www.ananseproductions.com/StemStumper or emailing me at kwasi.men...@ananseproductions.com. Thanks! Kwasi -- -- Founder, Ananse Productions Games for the Rest of Us www.ananseproductions.com twitter: www.twitter.com/AnanseProds --- 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.
Re: [Audyssey] Reviewing space in audio
Hi Dark, Its funny that you brought this topic up as I think you and I have been thinking on the same wave length lately. I've been considering this same issue for a number of months, and I agree one thing accessible games universally lack is realistic and dinamic movement. In Q9, for example, all you have to do is press the up arrow key and tap the arrow key x number of times to get over the pit. If I'm not mistaken Super Liam has this exact jump system as well. The problem with it is once you remember how many times to tap the arrow key there is little room for error, and you'll just remember to press up and right three times or whatever. As you say more mainstream games like Super Mario don't have it quite that easy. You really have to time your jumps, figure out where to jump from, and/or decide to do a running jump, etc. How long you hold down the jump button on the controller will determine in part how high and far you can jump. Not only that but there were other factors such as how big Mario was when jumping. If Mario was shrunk he couldn't jump as high or as far as he could when normal size or when he was Super Mario. It is these number of dinamic factors very few accessible game developers have largely ignored or have failed to consider in accessible games. That said, I don't see any reason why we couldn't begin doing this in accessible games. As I've already mentioned I've been updating Mysteries of the Ancients to include a more analogue jump system, and it looks like Philip Bennefall is looking into this as well. So hopefully a new generation of accessible platformers are about to be released in the not too distant future. However, I do agree using sound alone is problematic. It is something I'm working on, experimenting with, but there really is no easy way to identify if a row of spikes is above or below you just by sound alone. You can play around with pitch and things like that, but even then it can be difficult to figure out which is wich. Plus I've discovered if you change the pitch too much on certain sounds they just end up sounding down right weird and that ruins the atmosphere as much as having a game voice speaking the information. Perhaps mmore so in some cases. Cheers! --- 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.
Re: [Audyssey] Reviewing space in audio
Hi Philip, Smile. Oh, I wasn't accusing you of copying MOTA. I was merely remarking/commenting on how glad I was that you were implamenting some of the more advanced features/concepts I've used in developing my own games. One thing I'm very interested in is realism. I.E. if you have a shotgun you shouldn't be able to blow an enemy skeleton away from one foot away. You need to stand back a few feet and then shoot it. Not many accessible game developers have really added these kinds of more advanced features/concepts which is a shame. As I pointed out it really does change the tactics and strategy as you really have to figure out the optimum min and max range for each weapon which is more challenging than just shooting blindly at a target from any distance. So I'm happy to know your next game will be using these kinds of game elements. Cheers! On 3/17/11, Philip Bennefall phi...@blastbay.com wrote: Hi Thomas, Oh my intention is definitely not to copy/steal Mota. In fact I have been deliberately avoiding playing the latest betas while I am developing the core of my game, as to avoid unintentionally copying things from you. If I am faced with a new concept to implement and I have just finished playing Mota where this concept is addressed I might be tempted to just reuse this idea, where as if I have no idea how other games do it I am forced to think for myself and come up with something new. So for this reason I haven't played Mota for the last 4 or 5 months, as much as I would like to. So anything that may be similar in terms of implementation, is certainly not intentional and I apologize if you feel that this is the case. Kind regards, Philip Bennefall --- 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.
Re: [Audyssey] Reviewing space in audio
You could also take a generic pit sound and apply filters to it to change its timbre, so you have different sounds for pits to tell how narrow or wide they are. A narrow pit would sound like an oo, ahile a wide pit would be like an ah. Ken Downey President DreamTechInteractive! And, Blind Comfort! The pleasant way to experience massage! It's the Caring without the Staring! - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, March 17, 2011 6:58 AM Subject: Re: [Audyssey] Reviewing space in audio Hi Dark, That is quite a number of interesting points you raised here. I happen to agree with you on all points. In fact, this is in large part why Mysteries of the Ancients beta 18 is taking so long to release. I decided to go back in and rewrite some of the various game mechanics such as jumping to resemble that of the classic NES era games where the longer you hold down the jump button/keys the higher and further the main character will jump. As you said this requires a lot more skill and judgment of how long to hold down the buttons or keys before releasing them. As you know in beta 17 and earlier I had a very simple jump system in place where all you needed to do is press control+left arrow or control+right arrow and Angela would safely land on the other side of the pit, chasm, fire, lava, whatever just about every time. However, not only was that very easy it was also pretty boring. So what I did is I completely redesigned the jump mechanics to be more like classic NES games like Super Mario where you now have to time your jumps in order to make it safely to the other side of a trap. there have been a number of times where I have over estimated a jump or under estimated the length of a jump and Angela ended up impailed on a bronze spike, took a bath in hot boiling lava, or got roasted over a huge fire pit. For instance, one of the traps in the game is a large lava pit with a stone ledge hanging out over the middle of the pit. The trick to getting over the lava pit is to jump from one side of the pit up onto that hanging stone ledge, and jump from there to the other side of the pit. As you might have guessed this takes perfect timing and percision to do it correctly. If you misjudge the length of the jump Angela is going to have a very hot bath in lava. If you don't jump far enough Angela will not reach the ledge and fall into the lava. If you hold down the keys too long she'll jump over the stone ledge and land in the lava anyway. The key to successfully making it is listening very carefully to the drip, drip, drip, of the water dripping off that ledge and judge your jump as best as you can. This way insures you use both some skill and personal judgement to figure out how far and howlong to jump rather than Angela just landing on that ledge as soon as she is close to it as the game use to. So what you are suggesting here is very possible. I've been practicing with some of these ideas you suggested in beta 18, and I think it would be cool if more games started doing this as well. It makes jumping far more tricky and takes practice to get just right. I've learned from my own experience with MOTA beta 18 you won't get it right your first try in a lot of cases. As far as changing pitch of pits and stuff that's another good idea. I should probably put that down in my things to do list for beta 18. You have a point that the deeper the sound of the pit the larger the pit. The higher the sound the smaller it is and you should be able to determine its size by pitch alone rather than just using a look/view command to gather that information all the time. Cheers! On 3/16/11, dark d...@xgam.org wrote: 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
Re: [Audyssey] Compiling Help Files
Hi Dark, Well, that might be a big part of the problem. The Microsoft help viewer uses f6 to toggle between left and right pain not control+tab. Not only that but the edit pain is a MSAA control so any screen reader that hass MSAA support, which I think all of them do, should be able to read it just fine. I've never had any issues with Window-Eyes and the help viewer and chm files myself. Don't know about Hal though. On 3/17/11, dark d...@xgam.org wrote: Hmmm, maybe that was what I was doing wrong. I always used just ctrl tab to switch views, but found that the text in the eddit box didn't scroll for some reason meaning that Hal would stop reading when it got to the bottom of the visible text on screen, rather than the bottom of the actual text box, yet according to Dolphin's info Hal should read all the text without an issue. I've never actually asked dolphin about this though I probably should. Beware the grue! Dark. --- 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.
Re: [Audyssey] Compiling Help Files
Well that's true tom. Even my reader/research assistant costs me roughly 11 usd per hour for reading, and she is not reading professionally, though she does do a good job of things and is qualified. I think it's one of those things that would be nice to have, but only if it could be done simply or at minimum cost. Beware the Grue! Dark. --- 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.
Re: [Audyssey] Reviewing space in audio
Hi Thomas, Ah, that is good. I misunderstood the message. Another topic which I think deserves some consideration and which I have been spending a lot of time on myself, is artificial intelligence. In a lot of sidescrollers the enemies are very generic. If player left, walk left. if player right, walk right. If player within range, fire. This bores me, and so I am really trying to step outside the box in this regard. My enemies employ proper pathfinding, and make intelligent decisions based on their surroundings and if they are being attacked etc. For instance, I had a chimpanzee who got angry with me, not because I hurt him but because I fired a shot near him and that made him take a strange dislike to me. So he chased me across half the jungle, even up into a tree where I fortunately managed to knock him down from the branch so that he went crashing onto the ground. After that, he got frightened and ran away from me. This sort of thing is as far from Q9 as you can get, where the enemies just move towards the player and attack. The creatures in my jungle actually interact with each other as well, not just with the player. It is particularly enjoyable listening to two boars fighting it out, or hearing a chimpanzee knock a little monkey down from a branch 16 feet up in the air. What I am trying to say is that AI really made a difference in the case of my game. A lot of people won't notice all the stuff I have spent time on, but the over-all feel of the characters is a lot more realistic one than the dumb search and destroy mentality that is implemented for the enemies in other similar games. What are your thoughts on this? Kind regards, Philip Bennefall - Original Message - From: Thomas Ward thomasward1...@gmail.com To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org Sent: Thursday, March 17, 2011 1:40 PM Subject: Re: [Audyssey] Reviewing space in audio Hi Philip, Smile. Oh, I wasn't accusing you of copying MOTA. I was merely remarking/commenting on how glad I was that you were implamenting some of the more advanced features/concepts I've used in developing my own games. One thing I'm very interested in is realism. I.E. if you have a shotgun you shouldn't be able to blow an enemy skeleton away from one foot away. You need to stand back a few feet and then shoot it. Not many accessible game developers have really added these kinds of more advanced features/concepts which is a shame. As I pointed out it really does change the tactics and strategy as you really have to figure out the optimum min and max range for each weapon which is more challenging than just shooting blindly at a target from any distance. So I'm happy to know your next game will be using these kinds of game elements. Cheers! On 3/17/11, Philip Bennefall phi...@blastbay.com wrote: Hi Thomas, Oh my intention is definitely not to copy/steal Mota. In fact I have been deliberately avoiding playing the latest betas while I am developing the core of my game, as to avoid unintentionally copying things from you. If I am faced with a new concept to implement and I have just finished playing Mota where this concept is addressed I might be tempted to just reuse this idea, where as if I have no idea how other games do it I am forced to think for myself and come up with something new. So for this reason I haven't played Mota for the last 4 or 5 months, as much as I would like to. So anything that may be similar in terms of implementation, is certainly not intentional and I apologize if you feel that this is the case. Kind regards, Philip Bennefall --- 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.
[Audyssey] offering sound design for games: was Re: Reviewing space in audio
Again, I think filters and EQ could come in handy here. Chop off the upper few thousand HZ of the spike sound, and you've got a spike beneath you. Leave it alone for the same level, and chop off a bit of it's bassness and you've got one that's above you By the way, I'm putting out my offer again. If any of you devs need sounds--and I mean high quality sounds, I'd be glad to help. i don't just give you sounds I find on the net, also those can often be a treasure, but I synthesize many sounds, producing strange teleporters, time machines and the like. I mention this because after the final release of Phrase Madness, I don't think I'm going to be programming for a while. I feel very behind the times, and I just don't know if I can learn all the latest, cutting-edge stuff. I was satisfied with VB6 until I began to learn just how faulty the 3d audio component is--the doppler and cone orientations don't work. Then again, this could just be a passing phase, and maybe I'll pick it up again--time will tell. But what I really love doing is sound sculpting, which is why I make the offer. I can do voice-overs too, but I haven't offered since there are so many hams on list that offer the same. I really wish I could offer music, but it sounds so twangy and off-pitch to me these days that I just haven't touched it, other than adding a bit to Toad's adventures. Ken Downey President DreamTechInteractive! And, Blind Comfort! The pleasant way to experience massage! It's the Caring without the Staring! - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, March 17, 2011 8:30 AM Subject: Re: [Audyssey] Reviewing space in audio Hi Dark, Its funny that you brought this topic up as I think you and I have been thinking on the same wave length lately. I've been considering this same issue for a number of months, and I agree one thing accessible games universally lack is realistic and dinamic movement. In Q9, for example, all you have to do is press the up arrow key and tap the arrow key x number of times to get over the pit. If I'm not mistaken Super Liam has this exact jump system as well. The problem with it is once you remember how many times to tap the arrow key there is little room for error, and you'll just remember to press up and right three times or whatever. As you say more mainstream games like Super Mario don't have it quite that easy. You really have to time your jumps, figure out where to jump from, and/or decide to do a running jump, etc. How long you hold down the jump button on the controller will determine in part how high and far you can jump. Not only that but there were other factors such as how big Mario was when jumping. If Mario was shrunk he couldn't jump as high or as far as he could when normal size or when he was Super Mario. It is these number of dinamic factors very few accessible game developers have largely ignored or have failed to consider in accessible games. That said, I don't see any reason why we couldn't begin doing this in accessible games. As I've already mentioned I've been updating Mysteries of the Ancients to include a more analogue jump system, and it looks like Philip Bennefall is looking into this as well. So hopefully a new generation of accessible platformers are about to be released in the not too distant future. However, I do agree using sound alone is problematic. It is something I'm working on, experimenting with, but there really is no easy way to identify if a row of spikes is above or below you just by sound alone. You can play around with pitch and things like that, but even then it can be difficult to figure out which is wich. Plus I've discovered if you change the pitch too much on certain sounds they just end up sounding down right weird and that ruins the atmosphere as much as having a game voice speaking the information. Perhaps mmore so in some cases. --- 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.
Re: [Audyssey] Reviewing space in audio
Hi Tom. Fantastic that a game is finally implementing this, in fact the lava ledge jumping you describe very much resembles a section from the first bowser castle in the first mario brothers. I'll deffinately be looking forward to trying this. As to difficulty, it'll be really nice to see an audio game who's difficulty comes from a player's judgement, rather than by simply sticking in too many things for the player to react to. Imho those sort of games are far more satisfying to get through. Beware the grue! Dark. --- 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.
Re: [Audyssey] Reviewing space in audio
Hi Tom. Actually, I've only tried alchemy monti a couple of times last year and each time I got to a point where the game crashed (sinse the last usa games beta I have is far more complete and playable), so gave up with it, so I never noticed the analogue jumps. I never played it at the time it was originally released sinse that was in early 2006 and at that point I couldn't get version 1 of the net framework to run correctly, and by the time that problem was fixed the Alchemy montizumas revenge wasn't around anymore. Either way though I'll be glad to see these sorts of things implemented. They are things I've been wanting to see in audiogames for quite a long while. Beware the grue! Dark. --- 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.
[Audyssey] okay, you guys have me jonzing: Re: Reviewing space in audio
Man, Thomas and Phillip, you guys are getting hold of what I've always wanted in a game--one that really makes you feel like you're there instead of just pushing buttons and memorizing what comes next to avoid it. Just hearing that description of the monkey chasing you through the jungle, and knocking him out of the tree is enough to make me wish I already had that game. So is Thomas's description of Beta 18. Guess I'm going to have to put everything else off and work on Game Snatcher after all LOL! Ken Downey --- 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.
Re: [Audyssey] Reviewing space in audio
You can also use 3d audio to let you know if things are above or below you, though you'll have to find something better the Directx for that. There is a program called AM3D that is wonderful, being the same one used in the Blind Eye--but you don't really get a feel for how awesome it is by playing that. What you'd really have to do is play with the Diesel engine--and when you've got the helicopter directly under your chin, and you feel the need to itch your throat, you know you've found a good 3d audio engine. --- 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.
[Audyssey] New idea for Community Project
Ok, since Heli kinda wasn't working out for a community project, I have another idea. What about building on Moosik? There are several advantages to this. First of all, sighted people can play it too. Second, it's easy enough to edit your own levels. Third, it's written in Python so you don't have to get a bunch of extra stuff to run it--just Python, Python Audio and a few dll files. I know that even if three or four work on it, it's still not going to compare to what games like MOTA are shaping up to be, but I am really longing for games to play with my kids. I did enjoy playing Quake with my daughter until my wife walked in and told me just how bloody and realistically violent the game was. I know that none of us really know anything about sprites, graphics, images and so on, but with the foundation of all that laid, it shouldn't be too hard to build on it. What do y'all think? Ken Downey President DreamTechInteractive! And, Blind Comfort! The pleasant way to experience massage! It's the Caring without the Staring! --- 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.
Re: [Audyssey] Reviewing space in audio
Hi tom. Glad to here about the analogue system, but I do take the point regarding pitch only going so far, however there is another fact to considder, namely that of necessary information. I do not have a wide field of vision, and need to sit fairly close to the tv in order to see anything of a game like marrio, so I am not able to see the hole screen at once. yet, this isn't an obstacle to me playing sinse for all practical purposes the only relevant information is that immediately around my character. So, to take the lava pit example, suppose you had a lava pit with several ledges in the middle of it meaning you need to do a number of jumps to get across. having a hole bunch of dripping ledge sounds would doubtless be rather confusing for the player, however realistically, the only ledges the player needs to actually be focused on are those immediately left and right of his/her character. Using this principle, you can have as many ledges or ropes as you want, --- especially when you've got a way of checking your coordinates or what room your in, without worry of causing confusion. The last issue I can see with ledges in a platformer is showing their vertical position relative to the player. there are two possibilities I can think of to do this. 1, altering the pitch of the dripping water sound according to vertical position, though as you said this might be confusing. or 2, having a look up and down command which instead of giving you some sort of vocal information, gives you a sound based idea of what is above or below you, and based on the idea of only showing you necessary information, if you here a ledge above you you can jump there. So, you get to the edge of a pit and here nothing. you hit look up and here a ldripping water ledge sound which shows you that there is a ledge you can jump to above and right. The same principle could be used for hazards like spikes or flaimes, for instance having the look up command show you a bunch of spikes above you which will skewer you if you jump too high, or a look down command showing you a ledge below you that you can safely fall onto. Beware the Grue! Dark. --- 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.
Re: [Audyssey] Compiling Help Files
Hi Tom. I just pulled up a program with a help file and tried f6 out and it worked fine, I could use all of Hal's usual nav keys in the eddit pane just as if it were a webpage or text document, including reading right to the bottom. So, thanks for letting me know that, that's going to make reading help files infinitely easier. Beware the grue! Dark. --- 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.
Re: [Audyssey] Reviewing space in audio
Hi Philip. this ai business sounds interesting certainly and I have seen occasions in mainstream games where certain enemies used tactics based on the players' actions and thus fought semi inteligently even going back to the nes era. however, what I've tended to find in audio games is that the enemy's lack of interest isn't due to their tactics, so much as the games' essential lack of spacial dimention, and the fact that most audio game 2D enemies have one, and only one form of attack, namely hitting your character when he/she is close. In a mainstream game though, the fact that a, the terrain and b, the spacial dimentions of the game are more in evidence means that even generic search and destroy enemies are far more interesting. Take mario as an example. You have red cooper troopers which walk up and down on one ledge, and green ones which fall off ledges. This means, if your standing underneath a ledge with a cooper trooper on it, you must take into account which sort it is and adjust your tactics accordingly, ie, if it is green, wait for it to fall and then either avoid or kill it, where as if it is red, you'll need to wait for it to move away from the edge of the ledge before jumping up to deal with it. And this is even before we get onto subjects like firing bullits which may be jumped, ducked or only catch you while airborn, blocking your path, attacking in the air or on the ground, having some sort of shield against your attacks etc. While the alteration of the ai sounds fun, I'd myself prefer to see some alteration in attacks to make fighting enemies more interesting. This of course also goes right along with analogue jumps and altering distances, especially when your talking about enemies patrolling a certain area or firing in the air, --- -for instance having to time your jump across a pit when an enemy isn't shooting at you, or waiting for an enemy to retreat from across the other side of a pit before jumping over. Beware the grue! Dark. --- 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.
Re: [Audyssey] Reviewing space in audio
Hi Dark, The enemies, or creatures in this case since the ones I have so far are just animals, do not have multiple types of attacks. I can give my characters any type of weapon, however, and they will adjust their tactics based on how they are armed. If a character has a knife, for instance, he will try to get close to you for obvious reasons where as if he has a rifle, he might try to avoid you and fire from a distance. This is still considerably better than a game such as Q9, and is part of the artificial intelligence features I mentioned. I am not a great fan of all these multiple attack type senarios because they tend to confuse me a great deal trying to remember how to perform certain moves etc. That detracts just as much from the over-all gaming experience for me as solving mazes does. Kind regards, Philip Bennefall - Original Message - From: dark d...@xgam.org To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org Sent: Thursday, March 17, 2011 2:25 PM Subject: Re: [Audyssey] Reviewing space in audio Hi Philip. this ai business sounds interesting certainly and I have seen occasions in mainstream games where certain enemies used tactics based on the players' actions and thus fought semi inteligently even going back to the nes era. however, what I've tended to find in audio games is that the enemy's lack of interest isn't due to their tactics, so much as the games' essential lack of spacial dimention, and the fact that most audio game 2D enemies have one, and only one form of attack, namely hitting your character when he/she is close. In a mainstream game though, the fact that a, the terrain and b, the spacial dimentions of the game are more in evidence means that even generic search and destroy enemies are far more interesting. Take mario as an example. You have red cooper troopers which walk up and down on one ledge, and green ones which fall off ledges. This means, if your standing underneath a ledge with a cooper trooper on it, you must take into account which sort it is and adjust your tactics accordingly, ie, if it is green, wait for it to fall and then either avoid or kill it, where as if it is red, you'll need to wait for it to move away from the edge of the ledge before jumping up to deal with it. And this is even before we get onto subjects like firing bullits which may be jumped, ducked or only catch you while airborn, blocking your path, attacking in the air or on the ground, having some sort of shield against your attacks etc. While the alteration of the ai sounds fun, I'd myself prefer to see some alteration in attacks to make fighting enemies more interesting. This of course also goes right along with analogue jumps and altering distances, especially when your talking about enemies patrolling a certain area or firing in the air, --- -for instance having to time your jump across a pit when an enemy isn't shooting at you, or waiting for an enemy to retreat from across the other side of a pit before jumping over. Beware the grue! Dark. --- 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.
Re: [Audyssey] Reviewing space in audio
Hey now--those are some pretty smart animals--knowing what type of weapon you have and what it does. I hate to see how devilishly smart your people are! Evil Grins Ken Downey --- 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.
Re: [Audyssey] Reviewing space in audio
Hey there, To be honest I would have made it so you can shoot at your enemy with a gun if you were standing near it, since I don't know the mechanics of guns. I live in the UK and they are not allowed in our society and I've never really played around with any other weaponry. Grin. Regards, Damien. - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Philip Bennefall phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org Sent: Thursday, March 17, 2011 11:51 AM Subject: Re: [Audyssey] Reviewing space in audio Hi Philip, Wow! Glad to hear it. It sounds like you are taking a page out of my playbook with the min and max range for weapons. That's something I have had in Mysteries of the Ancients for a long time now, and it definitely changes the strategy of the game somewhat. If you have a shotgun you need to stand back at least three feet in order to bring the barel up and shoot whatever it is you are trying to kill. Weapons like daggers are close range weapons so you can walk right up to whatever it is and stab it. I'm glad to see you have decided to take this approach as I've often thought it was a bit unrealistic that some games allow you to walk right up to an enemy and shoot them with a rifle etc from less than a foot away etc. Cheers! On 3/16/11, Philip Bennefall phi...@blastbay.com wrote: 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 --- 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. --- 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.
Re: [Audyssey] Stem Stumper on Blind Bargains podcast
hi. cool, are you planning in making this game available to pc users? thanks! -Mensagem original- De: Kwasi Mensah kwasi.men...@ananseproductions.com Para: Gamers Discussion list gamers@audyssey.org Data: Quinta, 17 de Março de 2011 08:18 Assunto: [Audyssey] Stem Stumper on Blind Bargains podcast Hey everyone, Ananse Productions is proud to announce our first title Stem Stumper. It's puzzle game for iOS devices that blind accessible. The crew a Blind Bargains did a really good intor podcast which you can listen to here http://goo.gl/joT8O . You can find out more about the game by going to www.ananseproductions.com/StemStumper or emailing me at kwasi.men...@ananseproductions.com. Thanks! Kwasi -- -- Founder, Ananse Productions Games for the Rest of Us www.ananseproductions.com twitter: www.twitter.com/AnanseProds --- 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. --- 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.
Re: [Audyssey] A new online RPG game.
Ok does this game have good sound? it seems with NVDA I can't seem to pull up the about page, that's why I want to know before I playit. I don't like those text adventure games as much I rather have games with sound thanks. On 3/16/2011 3:41 PM, Ron Kolesar wrote: 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. -- This is Jason known as BlindFury --- 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.
Re: [Audyssey] A new online RPG game.
Oh ok Ron I used to play that old it was mostly text so I don't think I will be playing this one. On 3/16/2011 4:26 PM, Ron Kolesar wrote: 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: darkd...@xgam.org Sent: Wednesday, March 16, 2011 3:51 PM To: Gamers Discussion listgamers@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 Kolesarkolesar16...@roadrunner.com To: Audysseygamers@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. --- 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. --- 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. -- This is Jason known as BlindFury --- 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.
Re: [Audyssey] Compiling Help Files
Hello Jim since I know you can edit your text files in your baseball for the home and visitors teams for batters and pitchers could you possibly get the team rosters for all the players and zip them up and then we can download them from your site? The reason I am asking this because when we insirt the names of the teams in your baseball game I would also like to just insirt the text files of the visiting teams or the home team that I want to use which will be my favorite team that would be cool if you can do this thanks. On 3/17/2011 5:40 AM, Jim Kitchen wrote: Hi Rich, Thank you very much for the file link. Don't know why, but I have never been able to work with chm files. - Original Message - Hi, Just found this in an old top tech tidbits newsletter. Checked the link and it still works. I don't know what version though you are downloading because this was posted 2 years ago. Jamal Mazrui has updated his chm2txt package, which takes Windows compressed help files and turns them into structured text documents, to version 1.1, using a more powerful converter. http://EmpowermentZone.com/chm2txt.zip Rich Jim I went to a bookstore and asked the saleswoman, Where's the self-help section? She said if she told me, it would defeat the purpose. j...@kitchensinc.net http://www.kitchensinc.net (440) 286-6920 Chardon Ohio USA --- 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. -- This is Jason known as BlindFury --- 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.
Re: [Audyssey] Stem Stumper on Blind Bargains podcast
What about Windows Mobile 6? Ken Downey President DreamTechInteractive! And, Blind Comfort! The pleasant way to experience massage! It's the Caring without the Staring! - Original Message - From: Kwasi Mensah kwasi.men...@ananseproductions.com To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, March 17, 2011 12:17 PM Subject: Re: [Audyssey] Stem Stumper on Blind Bargains podcast We're focusing on mobile right now. But organizations like the AbleGamers Foundation really want us on PC so once the game's out in April I'm going to see how hard it is to port to PC. Thanks for the interest! Kwasi On Thu, Mar 17, 2011 at 10:50 AM, Matheus r.c. souza an...@bol.com.brwrote: hi. cool, are you planning in making this game available to pc users? thanks! -Mensagem original- De: Kwasi Mensah kwasi.men...@ananseproductions.com Para: Gamers Discussion list gamers@audyssey.org Data: Quinta, 17 de Março de 2011 08:18 Assunto: [Audyssey] Stem Stumper on Blind Bargains podcast Hey everyone, Ananse Productions is proud to announce our first title Stem Stumper. It's puzzle game for iOS devices that blind accessible. The crew a Blind Bargains did a really good intor podcast which you can listen to here http://goo.gl/joT8O . You can find out more about the game by going to www.ananseproductions.com/StemStumper or emailing me at kwasi.men...@ananseproductions.com. Thanks! Kwasi -- -- Founder, Ananse Productions Games for the Rest of Us www.ananseproductions.com twitter: www.twitter.com/AnanseProds --- 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. --- 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. -- -- Founder, Ananse Productions Games for the Rest of Us www.ananseproductions.com twitter: www.twitter.com/AnanseProds --- 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. --- 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.
Re: [Audyssey] Reviewing space in audio
Wow! Phil and Thomas making me looking forward to the release! I'm excited. Tommy - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, March 17, 2011 5:58 AM Subject: Re: [Audyssey] Reviewing space in audio Hi Dark, That is quite a number of interesting points you raised here. I happen to agree with you on all points. In fact, this is in large part why Mysteries of the Ancients beta 18 is taking so long to release. I decided to go back in and rewrite some of the various game mechanics such as jumping to resemble that of the classic NES era games where the longer you hold down the jump button/keys the higher and further the main character will jump. As you said this requires a lot more skill and judgment of how long to hold down the buttons or keys before releasing them. As you know in beta 17 and earlier I had a very simple jump system in place where all you needed to do is press control+left arrow or control+right arrow and Angela would safely land on the other side of the pit, chasm, fire, lava, whatever just about every time. However, not only was that very easy it was also pretty boring. So what I did is I completely redesigned the jump mechanics to be more like classic NES games like Super Mario where you now have to time your jumps in order to make it safely to the other side of a trap. there have been a number of times where I have over estimated a jump or under estimated the length of a jump and Angela ended up impailed on a bronze spike, took a bath in hot boiling lava, or got roasted over a huge fire pit. For instance, one of the traps in the game is a large lava pit with a stone ledge hanging out over the middle of the pit. The trick to getting over the lava pit is to jump from one side of the pit up onto that hanging stone ledge, and jump from there to the other side of the pit. As you might have guessed this takes perfect timing and percision to do it correctly. If you misjudge the length of the jump Angela is going to have a very hot bath in lava. If you don't jump far enough Angela will not reach the ledge and fall into the lava. If you hold down the keys too long she'll jump over the stone ledge and land in the lava anyway. The key to successfully making it is listening very carefully to the drip, drip, drip, of the water dripping off that ledge and judge your jump as best as you can. This way insures you use both some skill and personal judgement to figure out how far and howlong to jump rather than Angela just landing on that ledge as soon as she is close to it as the game use to. So what you are suggesting here is very possible. I've been practicing with some of these ideas you suggested in beta 18, and I think it would be cool if more games started doing this as well. It makes jumping far more tricky and takes practice to get just right. I've learned from my own experience with MOTA beta 18 you won't get it right your first try in a lot of cases. As far as changing pitch of pits and stuff that's another good idea. I should probably put that down in my things to do list for beta 18. You have a point that the deeper the sound of the pit the larger the pit. The higher the sound the smaller it is and you should be able to determine its size by pitch alone rather than just using a look/view command to gather that information all the time. Cheers! On 3/16/11, dark d...@xgam.org wrote: 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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave
Re: [Audyssey] Reviewing space in audio
Hi Philip, Well, all I can say is you are right. Good high quality artificial intelligence is something that has been sorely lacking in most audio games to date. Of course, how advanced the artificial intelligence needs to be is dependant on the style of game in question For example, in Final Conflict I did my best to create a safisticated set of artificial intelligence for each of the enemy ships in the game. While the artificial intelligence in 1.x was decent that's something I plan on totally revising in 2.0 simply because the enemy attacks were uncoordinated, and it was too easy to basically split up the main battle group and pick them off one by one using superior firepower. If you could get the enemy battle group near one of your fully equipped and fully armed starbases the enemy fleet was toast. So even I admit while the artificial intelligence for that game was a good stab at a strategy game there were plenty of things that could have been done better. As for side-scrollers I admit to falling into the seak and destroy artificial intelligencetrap too. I suppose in a game like Mysteries of the Ancients where only one enemy is in a room at a time the walk left or walk right and attack player simple artificial intelligence works fine, but is boring like you say. I think what you are doing with the bores fighting eatch other, having a couple of monkeys fighting each other, etc is a much more realistic artificial intelligence system, and would be a lot more enjoyable over all. Something I haven't done yet myself, but I've been thinking of is having enemies have the ability to block as well as attack. For instance, the Zombie Warriors are equipped with swords and bronze shields. Logic would dictate they would be able to block swords, spear, and dagger attacks at least some of the time. That would make the fighting much more realistic and complex because the enemies would both block and attack when fighting. Using a bronze shield to deflect a pistol shot etc isn't out of the question either wwhich would make combat much more interesting. Cheers! On 3/17/11, Philip Bennefall phi...@blastbay.com wrote: Hi Thomas, Ah, that is good. I misunderstood the message. Another topic which I think deserves some consideration and which I have been spending a lot of time on myself, is artificial intelligence. In a lot of sidescrollers the enemies are very generic. If player left, walk left. if player right, walk right. If player within range, fire. This bores me, and so I am really trying to step outside the box in this regard. My enemies employ proper pathfinding, and make intelligent decisions based on their surroundings and if they are being attacked etc. For instance, I had a chimpanzee who got angry with me, not because I hurt him but because I fired a shot near him and that made him take a strange dislike to me. So he chased me across half the jungle, even up into a tree where I fortunately managed to knock him down from the branch so that he went crashing onto the ground. After that, he got frightened and ran away from me. This sort of thing is as far from Q9 as you can get, where the enemies just move towards the player and attack. The creatures in my jungle actually interact with each other as well, not just with the player. It is particularly enjoyable listening to two boars fighting it out, or hearing a chimpanzee knock a little monkey down from a branch 16 feet up in the air. What I am trying to say is that AI really made a difference in the case of my game. A lot of people won't notice all the stuff I have spent time on, but the over-all feel of the characters is a lot more realistic one than the dumb search and destroy mentality that is implemented for the enemies in other similar games. What are your thoughts on this? Kind regards, Philip Bennefall --- 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.
Re: [Audyssey] Reviewing space in audio
Hi Damien, Well, what Philip and i are talking about isn't so much the mechanics of guns, but simple logistics when firing them. If you have a shotgun or rifle three feet long there is no way on earth you can point it at a target one feet away because there is not enough room between you and the target to aim the barel at it. However, if you have something small like a .38 pistol, then you can walk right up to the enemy and pop a few rounds into it because that is a very small handgun. I would think that something like this would be common sense since you would have to account for the size and length of the gun in question. And while I'm on the subject this applies in general to any weapon. If you have a four foot long broadsword you have to have a good three or four feet between you and the enemy just to account for the length of the blade.That is not even considering the length of your arms that adds a couple of extra feet to your maximum striking range. It is these details that Philip and I feel are lacking in accessible games probably because game developers just don't stop to think about them that much, or they just don't know any different. Cheers! On 3/17/11, Damien Pendleton dam...@x-sight-interactive.net wrote: Hey there, To be honest I would have made it so you can shoot at your enemy with a gun if you were standing near it, since I don't know the mechanics of guns. I live in the UK and they are not allowed in our society and I've never really played around with any other weaponry. Grin. Regards, Damien. --- 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.
Re: [Audyssey] Reviewing space in audio
Hi Ken, that's a big part of the problem though. Most VI gamers frankly don't have the right hardware/software to do 3d audio properly. I know XAudio2 is pretty good if you have a 5.1 surround sound set of headphones and/or speakers, but there we go looking at $99 or more just to obtain some hardware to reproduce the 3d audio properly. That's assuming they have a 5.1 or 7.1 sound card already. Cheers! On 3/17/11, Ken the Crazy kenwdow...@neo.rr.com wrote: You can also use 3d audio to let you know if things are above or below you, though you'll have to find something better the Directx for that. There is a program called AM3D that is wonderful, being the same one used in the Blind Eye--but you don't really get a feel for how awesome it is by playing that. What you'd really have to do is play with the Diesel engine--and when you've got the helicopter directly under your chin, and you feel the need to itch your throat, you know you've found a good 3d audio engine. --- 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. --- 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.
Re: [Audyssey] Reviewing space in audio
Hi Dark, Oh, you noticed? Super Mario Brothers is exactly where I got the idea for the lava pit from. Although, it doesn't appear in the demo since the demo only goes to level 2. However, there are a number of side-scrollers out there that have this style of jump onto a distant ledge, then use that ledge to jump safely to the other side etc. One of the more interesting twists on this theme is found in Tomb Raider Angel of Darkness. There is this room filled with lava from wall to wall, and there is a fire crystal on the far side of the room Lara has to retreave. The only way to get the fire crystal is to jump onto stones sticking up out of the lava. Obviously, there is way too much risk of over jumping a stone or simply not jumping far enough sending Lara screaming to her death in the lava below. What makes this trap especially evil is once Lara lands on a stone it begins sinking into the lava, and she can't use it again to get back out of the room. So not only do you have to guess the jumps correctly you need to make sure to plot a course that leaves enough stones left above the lava to use to get back out again. I'd love to eventually come up with a trap/puzzle that rivals something like that. Lol! Anyway, I agree that we need more games where the player has to use his her judgement to get passed certain traps rather than just reacting to this or that all the time. I've found with Mysteries of the Ancients that once a person discovers how to lower a bridge it is no longer a trap or problem any more. However, what makes a large chasm a real problem is if you have to do a running jump to cross one, because then you have to use some skill and judgement to time the jump just right rather than pulling a lever and getting a handy bridge. Cheers! On 3/17/11, dark d...@xgam.org wrote: Hi Tom. Fantastic that a game is finally implementing this, in fact the lava ledge jumping you describe very much resembles a section from the first bowser castle in the first mario brothers. I'll deffinately be looking forward to trying this. As to difficulty, it'll be really nice to see an audio game who's difficulty comes from a player's judgement, rather than by simply sticking in too many things for the player to react to. Imho those sort of games are far more satisfying to get through. Beware the grue! Dark. --- 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.
Re: [Audyssey] Aurifi
it can not be completed On 15 Mar 2011, at 17:30, Charles Rivard wrote: 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! --- 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. --- 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.
Re: [Audyssey] Stem Stumper on Blind Bargains podcast
think it is just designed for IOS On 17 Mar 2011, at 14:50, Matheus r.c. souza wrote: hi. cool, are you planning in making this game available to pc users? thanks! -Mensagem original- De: Kwasi Mensah kwasi.men...@ananseproductions.com Para: Gamers Discussion list gamers@audyssey.org Data: Quinta, 17 de Março de 2011 08:18 Assunto: [Audyssey] Stem Stumper on Blind Bargains podcast Hey everyone, Ananse Productions is proud to announce our first title Stem Stumper. It's puzzle game for iOS devices that blind accessible. The crew a Blind Bargains did a really good intor podcast which you can listen to here http://goo.gl/joT8O . You can find out more about the game by going to www.ananseproductions.com/StemStumper or emailing me at kwasi.men...@ananseproductions.com. Thanks! Kwasi -- -- Founder, Ananse Productions Games for the Rest of Us www.ananseproductions.com twitter: www.twitter.com/AnanseProds --- 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. --- 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. --- 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.
Re: [Audyssey] where do I start with Aurora
I fiddled with the game but to be honest I did not really manage to muck with it then again I don't have as much time as I used to have. At 12:56 p.m. 16/03/2011, you wrote: Hi list. I just came across the Aurora game on the pcs games website. I must say the game sounds like it is going to be really fun, I always love the idea of playing strategy games, particularly if this one is as involved as it sounds. Is the game fully accessible to jaws? Also, I have gone through the game setup screen, and managed to get into the game, but to be honest I am feeling a bit lost, where exactly do I start and what do I do? I tried looking at the tutorial on the sites wiki, but that only seemed to go as far as game setup. This sounds like a perfect game for a podcast from a more experienced player, in fact probably it could do with a series of podcasts it sounds that detailed. --- 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. --- 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.
Re: [Audyssey] Compiling Help Files
I must admit I like these to html books and manuals are good with the headings etc. As long as you don't make those that flashy. At 11:41 p.m. 16/03/2011, you wrote: 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. --- 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. --- 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.
Re: [Audyssey] Reviewing space in audio
well I think pitches with tones, success bells and falier buzzes or whatever could work. if a game is arcade then you should have sfx of that machine for things. At 01:30 a.m. 17/03/2011, you wrote: 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. --- 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. --- 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.
Re: [Audyssey] Stem Stumper on Blind Bargains podcast
well I wouldn't mind games on pc since thats what I use. At 05:17 a.m. 18/03/2011, you wrote: We're focusing on mobile right now. But organizations like the AbleGamers Foundation really want us on PC so once the game's out in April I'm going to see how hard it is to port to PC. Thanks for the interest! Kwasi On Thu, Mar 17, 2011 at 10:50 AM, Matheus r.c. souza an...@bol.com.brwrote: hi. cool, are you planning in making this game available to pc users? thanks! -Mensagem original- De: Kwasi Mensah kwasi.men...@ananseproductions.com Para: Gamers Discussion list gamers@audyssey.org Data: Quinta, 17 de Março de 2011 08:18 Assunto: [Audyssey] Stem Stumper on Blind Bargains podcast Hey everyone, Ananse Productions is proud to announce our first title Stem Stumper. It's puzzle game for iOS devices that blind accessible. The crew a Blind Bargains did a really good intor podcast which you can listen to here http://goo.gl/joT8O . You can find out more about the game by going to www.ananseproductions.com/StemStumper or emailing me at kwasi.men...@ananseproductions.com. Thanks! Kwasi -- -- Founder, Ananse Productions Games for the Rest of Us www.ananseproductions.com twitter: www.twitter.com/AnanseProds --- 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. --- 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. -- -- Founder, Ananse Productions Games for the Rest of Us www.ananseproductions.com twitter: www.twitter.com/AnanseProds --- 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. --- 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.
Re: [Audyssey] A new online RPG game.
well I don't care for text games that run in real time. I really want an audio trucking sim if it was online I'd pay cash just to play that. At 05:37 a.m. 18/03/2011, you wrote: There are no sounds with this onlinetruck driving game. I have suggested a few times that for sound effects that they take a look at the sound effects that Jim Kitchen found for his truck driving game. I furthermore suggested that it would bring the game to life. Not only for the blind drivers but also for the sighted drivers who can see all of the lights and their dashboards. So hope this naswers your question. The truck driving simulator has only been up for about a month. We are making suggestions and recommendations. But give the people that are behind the project some breathing room. The game is a interesting one and it is blind friendly. Hope this answers your questions. Ron and Leader Dog boz Ron Kolesar kolesar16...@roadrunner.com -- From: jason kb3...@verizon.net Sent: Thursday, March 17, 2011 12:06 PM To: Gamers Discussion list gamers@audyssey.org Subject: Re: [Audyssey] A new online RPG game. Ok does this game have good sound? it seems with NVDA I can't seem to pull up the about page, that's why I want to know before I playit. I don't like those text adventure games as much I rather have games with sound thanks. On 3/16/2011 3:41 PM, Ron Kolesar wrote: 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. -- This is Jason known as BlindFury --- 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. --- 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. --- 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.
Re: [Audyssey] New idea for Community Project
Moosic is really old using old libs, etc. We would have to rewrite the game. I could do pits and stuff warnings but never was able to do it well and never was able to play it right. As it was written or is now you need python 2.4 pywin32 pygame, pysonic pymidi pytts and pyapi I think loaded seperately. I guess that could all be compiled for us all. But I never found the game that responsive it also crashed loads and sucked. If this game was redone in bgt it could be at least blind playable. However we would have to update it to the latest python and as I understand it unless things have changed and they may have as I don't follow everything some libs are just not updated for later versions. The game could be a good idea but its really crap now, if someone wants to sort out the game so you can release pure crappyness that is fine. HOwever if you want to do it properly, well it seems its in a real mess as it is. I have no idea exactly how to make things do. At 02:14 a.m. 18/03/2011, you wrote: Ok, since Heli kinda wasn't working out for a community project, I have another idea. What about building on Moosik? There are several advantages to this. First of all, sighted people can play it too. Second, it's easy enough to edit your own levels. Third, it's written in Python so you don't have to get a bunch of extra stuff to run it--just Python, Python Audio and a few dll files. I know that even if three or four work on it, it's still not going to compare to what games like MOTA are shaping up to be, but I am really longing for games to play with my kids. I did enjoy playing Quake with my daughter until my wife walked in and told me just how bloody and realistically violent the game was. I know that none of us really know anything about sprites, graphics, images and so on, but with the foundation of all that laid, it shouldn't be too hard to build on it. What do y'all think? Ken Downey President DreamTechInteractive! And, Blind Comfort! The pleasant way to experience massage! It's the Caring without the Staring! --- 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. --- 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.
Re: [Audyssey] Reviewing space in audio
Hi Philip. I'm afraid as an exploration fan and a fan of diverse enemies I myself would rather like more attacks to avoid, giving each enemy something unique and making something new for the player to adjust to in each level, then again I also enjoy large areas to explore as well. Certainly your ai does sound incredibly unique and also it sounds as if tactics will be needed such as waiting until enemies have finished each other off or leading one creature to another in hopes of initiating a fight. I'll be interested to see how this one works out. Beware the grue! Dark. --- 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.
Re: [Audyssey] Reviewing space in audio
Hi Tom. oh come on, you can deffinately aime at a targit in front of you with a three foot rifle, you just need extremly bendy elbows! yes I can see it now, the new super heroe, Yoga man, no position too complex, no contortion too hard, villains will bend to his superior double jointedness ;D. Beware the Grue! Dark. --- 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.
Re: [Audyssey] New idea for Community Project
Hi Ken, Well, the problem with Moosic is that even though it is written in Python the code isn't up to spec. The current Python release is 2.7 and I believe Moosic was built using 2.3. So if you wanted to get it upgraded you would first have to convert/update the code to meet current Python specifications. The other problem is that PySonic, which Moosic uses for audio, is no longer compatible with newer versions of FMOD Ex. I looked into using PySonic quite some time back and the PySonic Python libraries simply would not compile on newer versions of Python and/or with the newer builds of FMOD Ex. So the way I see it we can't just add on to Moosic, but we'd first have to bring everything up to current spec before adding new levels and so on. Otherwise you are just poring time and energy into a product that isn't going to meet current software specifications for newer Windows, Mac, and Linux platforms. HTH On 3/17/11, Ken the Crazy kenwdow...@neo.rr.com wrote: Ok, since Heli kinda wasn't working out for a community project, I have another idea. What about building on Moosik? There are several advantages to this. First of all, sighted people can play it too. Second, it's easy enough to edit your own levels. Third, it's written in Python so you don't have to get a bunch of extra stuff to run it--just Python, Python Audio and a few dll files. I know that even if three or four work on it, it's still not going to compare to what games like MOTA are shaping up to be, but I am really longing for games to play with my kids. I did enjoy playing Quake with my daughter until my wife walked in and told me just how bloody and realistically violent the game was. I know that none of us really know anything about sprites, graphics, images and so on, but with the foundation of all that laid, it shouldn't be too hard to build on it. What do y'all think? Ken Downey President DreamTechInteractive! And, Blind Comfort! The pleasant way to experience massage! It's the Caring without the Staring! --- 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. --- 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.
Re: [Audyssey] Reviewing space in audio
Hi Tom. no, that isn't actually what I was thinking at all. imagine a system of coordinates, and you are on a ledge at 3-2, but here nothing to the right of you, just a long pit. However, if you activate the look up command, instead of hereing just that pit to the right of you, you will here the normal ledge sound of a ledge at 4-3, directly above and to the right of your current position. The sound of the ledge does not change in pitch, but you know it is there sinse you have activated the look up function, and can therefore jump up and to the right. The same could be true if there was a ledge at 4-1, just below your position if you activated look down. This would let you build more complex jumping structures such as those found in games like mega man and marrio showing what is above and below the character rather than what is just immediately to the right or left of them or having to rely upon pitch. Another way of thinking about it might be that in looking up you are virtually changing your characters position, pretending that he/she is at coordinates 4-2 instead of 3-2, thus allowing you to here what is up there to the right and left. This is a similar concept to the idea of scrolling the screen with look commands. i can't recall if any nes era games did this, though quite a few snes and mega drive ones such as super starwars and micky mouse castle of illusion certainly did. It just strikes me this is a way to get more mileage out of 2D sterrio sound and a better way to show what is above and below your character. Beware the Grue! Dark. --- 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.
Re: [Audyssey] Reviewing space in audio
Hi Tom. Funnily enough there is a very similar 2D version of that style of puzle in junk man's stage in MEga man 7 for the Snes, where using one of Mega man's weapons can cause metal bricks to fall down from the cieling into a pit of liquid metal. Only problem is, they start sinking so you need to be fairly sparing with that particular weapon. I'll certainly be interested to see more of these sorts of things in audio. Beware the grue! dark. --- 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.
Re: [Audyssey] Reviewing space in audio
HI Dark, Oh, I see. As it happens MOTA does have a look up/down feature, but it was disabled prior to beta 18. The problem I have with your idea is that as you climb up/down ropes you actually need to here where the dripping ledges are in relation to you as you climb. IN a case like that looking up/down to find out where the ledges are would not be too cool. The best compromise in a case like that is to increase the pitch of the water dripping the higher it is from you and decrease the pitch the further below you it is. this would work for the lava pit idea as well because if it is a high pitch drip you would realise that the ledge is above and to the left without having to use any look commands in the first place. Another case where the look up/down wouldn't work as you describe it has to do with enemies. For example, the harpies are a flying enemy. Regardless if they are flying above, below, or at the same level as you you should be able to hear there location at all times. Having them only make noise when you happen to be looking the right way would not be too cool. Claw, swish, scratch. Ouch! What was that? Oh, just a harpy flying above me I didn't hear. Cheers! On 3/17/11, dark d...@xgam.org wrote: Hi Tom. no, that isn't actually what I was thinking at all. imagine a system of coordinates, and you are on a ledge at 3-2, but here nothing to the right of you, just a long pit. However, if you activate the look up command, instead of hereing just that pit to the right of you, you will here the normal ledge sound of a ledge at 4-3, directly above and to the right of your current position. The sound of the ledge does not change in pitch, but you know it is there sinse you have activated the look up function, and can therefore jump up and to the right. The same could be true if there was a ledge at 4-1, just below your position if you activated look down. This would let you build more complex jumping structures such as those found in games like mega man and marrio showing what is above and below the character rather than what is just immediately to the right or left of them or having to rely upon pitch. Another way of thinking about it might be that in looking up you are virtually changing your characters position, pretending that he/she is at coordinates 4-2 instead of 3-2, thus allowing you to here what is up there to the right and left. This is a similar concept to the idea of scrolling the screen with look commands. i can't recall if any nes era games did this, though quite a few snes and mega drive ones such as super starwars and micky mouse castle of illusion certainly did. It just strikes me this is a way to get more mileage out of 2D sterrio sound and a better way to show what is above and below your character. Beware the Grue! Dark. --- 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. --- 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.
Re: [Audyssey] Reviewing space in audio
Hi Thomas, To be honest I didn't. As pretty much a beginner in audio games, only seeing the basics in them, that is the only thing I know. True, I could have perhaps thought better about what other in-game characters might do, but since I have only seen a search and destroy tactic, that's all I have ever attempted programming. Again, perhaps with different weaponry, I could have tried my imagination at, but in all honesty I don't know anything about weapons except they are used for fighting. Different lengths, mechanics and attack strategies would have never crossed my mind. For all I knew, guns were something you fired by pulling a trigger. I wouldn't have known if a gun was pocket size or the size of, say, a javelin. Regards, Damien. - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, March 17, 2011 6:05 PM Subject: Re: [Audyssey] Reviewing space in audio Hi Damien, Well, what Philip and i are talking about isn't so much the mechanics of guns, but simple logistics when firing them. If you have a shotgun or rifle three feet long there is no way on earth you can point it at a target one feet away because there is not enough room between you and the target to aim the barel at it. However, if you have something small like a .38 pistol, then you can walk right up to the enemy and pop a few rounds into it because that is a very small handgun. I would think that something like this would be common sense since you would have to account for the size and length of the gun in question. And while I'm on the subject this applies in general to any weapon. If you have a four foot long broadsword you have to have a good three or four feet between you and the enemy just to account for the length of the blade.That is not even considering the length of your arms that adds a couple of extra feet to your maximum striking range. It is these details that Philip and I feel are lacking in accessible games probably because game developers just don't stop to think about them that much, or they just don't know any different. Cheers! On 3/17/11, Damien Pendleton dam...@x-sight-interactive.net wrote: Hey there, To be honest I would have made it so you can shoot at your enemy with a gun if you were standing near it, since I don't know the mechanics of guns. I live in the UK and they are not allowed in our society and I've never really played around with any other weaponry. Grin. Regards, Damien. --- 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. --- 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.
Re: [Audyssey] Reviewing space in audio
Hi Thomas, Oh wow! Now we're really looking into advanced concepts here! I expect it would feel just about as complicated to a newby gamer to play it as it would be for somebody to program it. Grin. I hope I can do it and look forward to seeing some of it. I'm not really a hardcore gamer but this will probably turn things around for me as far as gaming goes. Regards, Damien. - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, March 17, 2011 7:01 PM Subject: Re: [Audyssey] Reviewing space in audio Hi Dark, Oh, you noticed? Super Mario Brothers is exactly where I got the idea for the lava pit from. Although, it doesn't appear in the demo since the demo only goes to level 2. However, there are a number of side-scrollers out there that have this style of jump onto a distant ledge, then use that ledge to jump safely to the other side etc. One of the more interesting twists on this theme is found in Tomb Raider Angel of Darkness. There is this room filled with lava from wall to wall, and there is a fire crystal on the far side of the room Lara has to retreave. The only way to get the fire crystal is to jump onto stones sticking up out of the lava. Obviously, there is way too much risk of over jumping a stone or simply not jumping far enough sending Lara screaming to her death in the lava below. What makes this trap especially evil is once Lara lands on a stone it begins sinking into the lava, and she can't use it again to get back out of the room. So not only do you have to guess the jumps correctly you need to make sure to plot a course that leaves enough stones left above the lava to use to get back out again. I'd love to eventually come up with a trap/puzzle that rivals something like that. Lol! Anyway, I agree that we need more games where the player has to use his her judgement to get passed certain traps rather than just reacting to this or that all the time. I've found with Mysteries of the Ancients that once a person discovers how to lower a bridge it is no longer a trap or problem any more. However, what makes a large chasm a real problem is if you have to do a running jump to cross one, because then you have to use some skill and judgement to time the jump just right rather than pulling a lever and getting a handy bridge. Cheers! On 3/17/11, dark d...@xgam.org wrote: Hi Tom. Fantastic that a game is finally implementing this, in fact the lava ledge jumping you describe very much resembles a section from the first bowser castle in the first mario brothers. I'll deffinately be looking forward to trying this. As to difficulty, it'll be really nice to see an audio game who's difficulty comes from a player's judgement, rather than by simply sticking in too many things for the player to react to. Imho those sort of games are far more satisfying to get through. Beware the grue! Dark. --- 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. --- 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.
Re: [Audyssey] Reviewing space in audio
Hi Tom. that is true regarding ropes, though with the harpies example I was going on the basis that something flying above you is not at the same level as you and thus cannot attack unless it's dropping bombs or similar. At the moment, for all gameplay purposes the harpies seem to be on the same horizontal plane as yourself as far as attacks and defense is concerned, and they only seem to attack horrizontally too, though if your changing this fair enough. I do however think the pitch idea is quite possible, and could be used to show more complex ledge configurations requiring more work from he player to get around. Beware the Grue! Dark. --- 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.
[Audyssey] intelligent creatures in MOTA
Hi Thomas, A thought about harpies. Being intelligent, shouldn't they sometimes fly over you then dive down and attack you from the back? To indicate this their sound could raise in pitch as they flew higher. In the GMA game engine, I can get this affect by having you become invisible for a few seconds. As the creature can not detect you it goes right by without attacking, but when the invisibility wears off it spins around and attacks from behind. --- 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.