[Audyssey] Games we'd like to play: Game Snatcher

2011-03-17 Thread Ken the Crazy

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...


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Re: [Audyssey] Compiling Help Files

2011-03-17 Thread Jim Kitchen

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
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Re: [Audyssey] Games we'd like to play: Game Snatcher

2011-03-17 Thread Thomas Ward
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...


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Re: [Audyssey] Compiling Help Files

2011-03-17 Thread Thomas Ward
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.


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Re: [Audyssey] Compiling Help Files

2011-03-17 Thread Thomas Ward
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.


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Re: [Audyssey] Compiling Help Files

2011-03-17 Thread dark
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.



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Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread Thomas Ward
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.

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Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread Thomas Ward
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

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Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread Damien Pendleton

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


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Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread Thomas Ward
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

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Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread Thomas Ward
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

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Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread Thomas Ward
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.

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Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread Philip Bennefall

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 



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[Audyssey] Stem Stumper on Blind Bargains podcast

2011-03-17 Thread Kwasi Mensah
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
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Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread Thomas Ward
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!

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Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread Thomas Ward
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

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Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread Ken the Crazy
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

2011-03-17 Thread Thomas Ward
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.

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Re: [Audyssey] Compiling Help Files

2011-03-17 Thread dark

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. 



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Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread Philip Bennefall

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 



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[Audyssey] offering sound design for games: was Re: Reviewing space in audio

2011-03-17 Thread Ken the Crazy
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.




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Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread dark

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. 



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Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread dark

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. 



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[Audyssey] okay, you guys have me jonzing: Re: Reviewing space in audio

2011-03-17 Thread Ken the Crazy

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 



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Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread Ken the Crazy
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. 



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[Audyssey] New idea for Community Project

2011-03-17 Thread Ken the Crazy
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!
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Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread dark

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. 



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Re: [Audyssey] Compiling Help Files

2011-03-17 Thread dark

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. 



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Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread dark

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. 



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Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread Philip Bennefall

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.


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Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread Ken the Crazy
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


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Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread Damien Pendleton

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


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Re: [Audyssey] Stem Stumper on Blind Bargains podcast

2011-03-17 Thread Matheus r.c. souza
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
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Re: [Audyssey] A new online RPG game.

2011-03-17 Thread jason
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



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--
This is Jason known as BlindFury


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Re: [Audyssey] A new online RPG game.

2011-03-17 Thread jason
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


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This is Jason known as BlindFury


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Re: [Audyssey] Compiling Help Files

2011-03-17 Thread jason
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
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Re: [Audyssey] Stem Stumper on Blind Bargains podcast

2011-03-17 Thread Ken the Crazy

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
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www.ananseproductions.com
twitter: www.twitter.com/AnanseProds
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Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread Tommy

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.


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Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread Thomas Ward
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

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Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread Thomas Ward
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.

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Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread Thomas Ward
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.


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Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread Thomas Ward
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.

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Re: [Audyssey] Aurifi

2011-03-17 Thread william lomas
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!
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Re: [Audyssey] Stem Stumper on Blind Bargains podcast

2011-03-17 Thread william lomas
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
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Re: [Audyssey] where do I start with Aurora

2011-03-17 Thread shaun everiss
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.


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Re: [Audyssey] Compiling Help Files

2011-03-17 Thread shaun everiss
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.

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Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread shaun everiss
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.

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Re: [Audyssey] Stem Stumper on Blind Bargains podcast

2011-03-17 Thread shaun everiss

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
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--
Founder, Ananse Productions
Games for the Rest of Us
www.ananseproductions.com
twitter: www.twitter.com/AnanseProds
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Re: [Audyssey] A new online RPG game.

2011-03-17 Thread shaun everiss

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



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Re: [Audyssey] New idea for Community Project

2011-03-17 Thread shaun everiss

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!
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Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread dark

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. 



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Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread dark

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. 



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Re: [Audyssey] New idea for Community Project

2011-03-17 Thread Thomas Ward
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!
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Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread dark

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. 



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Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread dark

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. 



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Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread Thomas Ward
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.


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Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread Damien Pendleton

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.


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Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread Damien Pendleton

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.


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Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread dark

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.


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[Audyssey] intelligent creatures in MOTA

2011-03-17 Thread Phil Vlasak

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.




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