Re: [Audyssey] inform 7 help

2011-06-03 Thread michael barnes

Hey, Thomas what I mean is a gamebook creater were I can create gamebooks.
I have some ideas for some gamebooks.  So if you or anyone else know 
where I can get a gamebook creater for the blind that would be nice.

Thanks.

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Re: [Audyssey] inform 7 help

2011-06-03 Thread shaun everiss

darkgrew should help
www.kaldobsky.com/audiogames
granted this is all I know.
the creater at www.ffproject.org is good but I don't know if you can 
buy it or what it sertainly is a good system.

At 06:19 p.m. 3/06/2011, you wrote:

Hey, Thomas what I mean is a gamebook creater were I can create gamebooks.
I have some ideas for some gamebooks.  So if you or anyone else know 
where I can get a gamebook creater for the blind that would be nice.

Thanks.

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[Audyssey] Simple/silly question relating to my own simplistic version of an RPG engine

2011-06-03 Thread Jacob Kruger
Ok, have almost finished off very first version of a sort of experiment using 
the python programming language, where I'm putting together a sort of RPG game 
engine - very simple at this stage, were it will let you quite easily create 
your own world/environment, add bad guys to fight, etc., but one question to 
finish off this version.

Basically, what would be a simple, but relatively meaningful way to say that 
you'd completed/won the game?

As in should I make it something like placing a collected item in a certain 
location, or should it just be that you solved some form of puzzle and 
therefore made it to a specific location, or should I keep it open to 
both/either-or?

Will again just say that this is at this stage a very simple thing which I 
might build onto, but I primarily used it to get comfortable in what is a new 
programming language to me - and the one other joke is have now found out that 
python is literally/officially named after monty python...smile

Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'


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Re: [Audyssey] Simple/silly question relating to my own simplisticversion of an RPG engine

2011-06-03 Thread Matheus Rheine
hi jacob.
i'd suggest adding possibilities to both things, i personaly would want
to have some games ending with you collecting some item in certain
places and other games ending with you killing a boss.
but are you going to be making improvements to the engine to be a good
one, we will be able to add rooms,items and monsters, pluss npc's, name
everything, have various types of weapons etc to create, setting its
damage,value, everything? and how the combat engine will work, there
will be different skills and spells to add so we could create classes,
races?
i know that it might be simple, but we don't have a very simple rpg
creator, we have inform and the other things, but they are not primarily
designed to create rpg, at least i've seen only 10 games or so that weren't
even rpg's, but only included some rpg elements using inform,tads,etc.
thanks and keep up the good work, i wanna test this thing.
-Mensagem original-
De: Jacob Kruger jac...@mailzone.co.za
Para: Gamers Discussion list gamers@audyssey.org
Data: Sexta, 3 de Junho de 2011 14:02
Assunto: [Audyssey] Simple/silly question relating to my own simplisticversion 
of an RPG engine

Ok, have almost finished off very first version of a sort of experiment using 
the python programming language, where I'm putting together a sort of RPG game 
engine 
- very simple at this stage, were it will let you quite easily create your own 
world/environment, add bad guys to fight, etc., but one question to finish off 
this 
version.

Basically, what would be a simple, but relatively meaningful way to say that 
you'd completed/won the game?

As in should I make it something like placing a collected item in a certain 
location, or should it just be that you solved some form of puzzle and 
therefore made 
it to a specific location, or should I keep it open to both/either-or?

Will again just say that this is at this stage a very simple thing which I 
might build onto, but I primarily used it to get comfortable in what is a new 
programming 
language to me - and the one other joke is have now found out that python is 
literally/officially named after monty python...smile

Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'


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Re: [Audyssey] Simple/silly question relating to my own simplisticversion of an RPG engine

2011-06-03 Thread Jacob Kruger
For now have literally just made it wait for you to place a specific object in 
a specific location, which then ends the game, and I've so far kept everything 
relatively simple in terms of actual role playing, but I will definitely be 
working on adding on to it and making changes to all of it, and main thing at 
the moment is you could literally put together the necessary text files for 
your world to exist within literally a matter of minutes.

Will also be adding in the ability for you to add/change weapons, and will also 
add in actual NPC interaction - like getting clues from them by talking to 
them, whereas at the moment, you can literally just kill them - but those types 
of changes will be quite easy/quick to add on/change.

For example, here is the content of the current test world file:
---start---
[intro]
Welcome to the rather small, simplistic world, where not too much is happening.
You can explore around here, pick up things, and attack people etc. that you 
find - good luck!
[outro]
Well, you've now done it, and placed that book where it belongs so that the 
wood fairies can look up certain spells etc. in it, so the humans better get 
the hell out of this area shortlyevil laughter echoiing in background...
[areas]
#ID,title,X,Y,Z,description
0,town square,0,0,0,this is just your starting point -
1,royal arms,-1,0,0,dingy looking pub on western side of town - with stairs 
leading up
2,pub attic,-1,0,1,small drafty attic full of junk etc upstairs from pub
3,stable,0,1,0,next to the road going out of town north of square
4,woodlands,0,2,0,some rather tall pine trees here with not much else but road 
back to town and one climbable tree
5,in tall pine,0,2,1,there's a funny looking hole in tree trunk - looks like 
natural book shelf
---end---

Here are the contents of the object/items text file:
---start---
#ID,locationID,objectName,destination,description
0,2,book,5,really old book with dusty cover and only bit of detail you can see 
is what looks like a horse on cover
1,3,bridle,-1,worn old horse bridle
2,3,bucket,-1,wooden bucket that was used for horse water
---end---

And here's the contents of the NPC (non-player character) text file:
---start---
#id,name,locationID,description,greeting,roaming,HP
0,peter,0,pumpkin eater, gobbledy gook,0,10
---end---

Those are currently straight text files, but have already got the functionality 
in there to sort of scramble their contents, so you could do something like 
supply 3 text files, with what looks like garbage in them, and the small app 
would just unscramble their contents before starting, but without necessarily 
letting the actual user/player see anything before playing, if you get my 
drift, and I might also eventually just combine all 3 files into one, with sort 
of sections - similar to the [intro], [outro] and [areas] sections you should 
already have seen in the main one above.

Anyway, I am definitely open to suggestions about what to add/combine, etc., 
since, for example, one of the other first things want to add in, aside from 
actual NPC interaction is defining your own weapons, attack modes, etc., and 
maybe even a bit more environment interaction, like location specific puzzles, 
but the main thing is to keep it as close to an engine as possible, so I don't 
want to literally hard code too many elements if you know what I mean.

The other thing is it's currently just sort of console/text-based, but since 
I've done it in/using the python language, that's somewhat platform 
independent, so this should be able to operate/run on things like windows - 
where I'm currently working anyway - linux, mac, and maybe at some stage I'll 
even see if can get it to work on symbian phones, since already have a version 
of python installed on my phones.

Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'


- Original Message ---

Subject: Re: [Audyssey]Simple/silly question relating to my own 
simplisticversion of an RPG engine
   From: Matheus Rheine an...@bol.com.br
   Date: 3 Jun 2011 9:18:30 -0300
 To: gamers@audyssey.org

hi jacob.
i'd suggest adding possibilities to both things, i personaly would want
to have some games ending with you collecting some item in certain
places and other games ending with you killing a boss.
but are you going to be making improvements to the engine to be a good
one, we will be able to add rooms,items and monsters, pluss npc's, name
everything, have various types of weapons etc to create, setting its
damage,value, everything? and how the combat engine will work, there
will be different skills and spells to add so we could create classes,
races?
i know that it might be simple, but we don't have a very simple rpg
creator, we have inform and the other things, but they are not primarily
designed to create rpg, at least i've seen only 10 games or so that weren't
even rpg's, but only included some rpg elements using inform,tads,etc.
thanks 

Re: [Audyssey] Simple/silly question relating to my ownsimplisticversion of an RPG engine

2011-06-03 Thread Matheus Rheine
hi jacob.
this will be really good, especialy if i could play it on my symbian phone as
well.
if i create a game i'm definitely not going to add puzzles like the if
games add, only puzzles specific to kill x enemy and hide the item in
theyr body, etc.
the weapons could work just like the other things in the text file,
they could have a weaponname,shoplocation,value,mindamage,maxdamage,
weapontype
then we could have weapon types, etc. but i'll give more suggestions
when i see the first version, smiles.

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Re: [Audyssey] inform 7 help

2011-06-03 Thread Thomas Ward
Hi Michael,


As far as I know there is no such thing as a gamebook creator as all
of the gamebooks I've ever played are just simple html tagged files.
You can write those up in notepad or any plane vinila text editor of
your choosing.

Cheers!


On 6/3/11, michael barnes c...@samobile.net wrote:
 Hey, Thomas what I mean is a gamebook creater were I can create gamebooks.
 I have some ideas for some gamebooks.  So if you or anyone else know
 where I can get a gamebook creater for the blind that would be nice.
 Thanks.

 --
 Email services provided by the System Access Mobile Network.  Visit
 www.serotek.com to learn more about accessibility anywhere.


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Re: [Audyssey] inform 7 help

2011-06-03 Thread Hayden Presley


Hi,
Well...you could have a look at the Darkgrue Game Book Creator that Jeremy 
put together; get it at

http://www.kaldobsky.com/audiogamesBest Regards,
Hayden

--
From: Thomas Ward thomasward1...@gmail.com
Sent: Friday, June 03, 2011 10:17 AM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] inform 7 help


Hi Michael,


As far as I know there is no such thing as a gamebook creator as all
of the gamebooks I've ever played are just simple html tagged files.
You can write those up in notepad or any plane vinila text editor of
your choosing.

Cheers!


On 6/3/11, michael barnes c...@samobile.net wrote:
Hey, Thomas what I mean is a gamebook creater were I can create 
gamebooks.

I have some ideas for some gamebooks.  So if you or anyone else know
where I can get a gamebook creater for the blind that would be nice.
Thanks.

--
Email services provided by the System Access Mobile Network.  Visit
www.serotek.com to learn more about accessibility anywhere.


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Re: [Audyssey] inform 7 help

2011-06-03 Thread Hayden Presley

Hi Dark,
Lol...OI've seen you make the same spelling mistake several times; I though 
I'd chime in and say, the OS' name is Amiga, not amiger/

Best Regards,
Hayden

--
From: dark d...@xgam.org
Sent: Wednesday, June 01, 2011 3:07 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] inform 7 help


Hi Tom.

An interesting fact about the original inform zcode system which infocom 
developed in the 80s was that apparently being cross platform was actually 
built into the language sinse at that point there were various computers 
on which to run the games, apple, comador 64, comador amigar, zx spectrum, 
atari st etc, so they wanted a virtual machine that would run their 
specific format games equally well on all systems.


It's interesting that that aspect has remained with the language through 
30 years and goodness knows how many versions, and now it's just as 
possible to play a game like zork or Arthur on an iphone runing frotz as 
it was on a comador 64 back in the day.


indeed, I myself wouldn't have played any of those games if it weren't for 
winfortz, and only started on interactive fiction in about 2003.


As regards quest, I just mentioned it sinse they're remit is to create 
some software a litle like bgt for adventure games, where you simply add 
rooms, objects, commands, timers counters and other things into a script 
file.


never having looked at creating games myself, I can't compare this to 
other languages out there, i was only going on their remit.


Beware the grue!

Dark.

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[Audyssey] phraze madness on the pac mate

2011-06-03 Thread Pitermach
So I accidentally found out that there were a few different executables in the 
phraze madness directory, 1 for the pc and 2 for windows mobile. So I took the 
whole folder, placed it on my pm omni and pooled the wm5/6 executable up and... 
voyla. it worked like a charm, and it was pretty stable too. I'm just 
wondering, ken, why didn't you actually release a separate wm installer or even 
tell people about this quite neat trick?

-
Peter Mahach
|piterm...@gmail.com
msn: pitermac...@hotmail.com
skype (not very often): pitermach
twitter: http://www.twitter.com/pitermach
webpage: http://pmsworld.weisi4u.de/



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

The message was checked by ESET Smart Security.

http://www.eset.com

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[Audyssey] NVDA and VIP mud

2011-06-03 Thread Willem
Hi all.
Earlier this week I decided to start using NVDA as my primary screen reader as 
jaws just had too many bugs to contend with.
I then found out that VIP mud doesn't work with NVDA, as instead of using 
propper accessability API's it communicates with screen readers ceperately, 
which meant that NVDA wasn't supported. Although NVDA could read all the 
textboxes and entry list, it didn't report updates on the mud automaticly.

Not wanting to use sapi for mudding, a friend and I created a script that fixes 
this issue for NVDA. It supports reading the last 9 lines of output with 
control 1 to 9, as well as speaking changes on the mud.

get beta 1.1 at
http://dl.dropbox.com/u/18044981/vipmud.py
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Re: [Audyssey] NVDA and VIP mud

2011-06-03 Thread Willem

I just tested the link and it was broken.
Here it is again:
http://dl.dropbox.com/u/18044981/vipmud.py
- Original Message - 
From: Willem dwill...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, June 03, 2011 10:59 PM
Subject: [Audyssey] NVDA and VIP mud



Hi all.
Earlier this week I decided to start using NVDA as my primary screen 
reader as jaws just had too many bugs to contend with.
I then found out that VIP mud doesn't work with NVDA, as instead of using 
propper accessability API's it communicates with screen readers 
ceperately, which meant that NVDA wasn't supported. Although NVDA could 
read all the textboxes and entry list, it didn't report updates on the mud 
automaticly.


Not wanting to use sapi for mudding, a friend and I created a script that 
fixes this issue for NVDA. It supports reading the last 9 lines of output 
with control 1 to 9, as well as speaking changes on the mud.


get beta 1.1 at
http://dl.dropbox.com/u/18044981/vipmud.py
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Re: [Audyssey] NVDA and VIP mud

2011-06-03 Thread Thomas Ward
Hi Willem,

Thanks for this script. As it happens I also switched to NVDA 2011 as
my primary screen reader some time back, and I don't even have Jaws or
Window-Eyes 7.5 installed any more. So its nice to see more of these
scripts etc available to help improve the screen reader. Once you are
done testing it I highly recommend submitting it to the main NVDA
source repository so that the scripts make it into the main
distribution.

Cheers!

On 6/3/11, Willem dwill...@gmail.com wrote:
 Hi all.
 Earlier this week I decided to start using NVDA as my primary screen reader
 as jaws just had too many bugs to contend with.
 I then found out that VIP mud doesn't work with NVDA, as instead of using
 propper accessability API's it communicates with screen readers ceperately,
 which meant that NVDA wasn't supported. Although NVDA could read all the
 textboxes and entry list, it didn't report updates on the mud automaticly.

 Not wanting to use sapi for mudding, a friend and I created a script that
 fixes this issue for NVDA. It supports reading the last 9 lines of output
 with control 1 to 9, as well as speaking changes on the mud.

 get beta 1.1 at
 http://dl.dropbox.com/u/18044981/vipmud.py
 ---
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Re: [Audyssey] NVDA and VIP mud

2011-06-03 Thread Greg Wocher

Hello,
As a matter of fact, I just downloaded the latest version of NVDA today to 
mess around with.  I like it so far.  Where do you put the script to make 
NVDA work with VIP mud?  Also, what speech settings do you use in VIP mud?

Thank you,
Greg W.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, June 03, 2011 5:18 PM
Subject: Re: [Audyssey] NVDA and VIP mud



Hi Willem,

Thanks for this script. As it happens I also switched to NVDA 2011 as
my primary screen reader some time back, and I don't even have Jaws or
Window-Eyes 7.5 installed any more. So its nice to see more of these
scripts etc available to help improve the screen reader. Once you are
done testing it I highly recommend submitting it to the main NVDA
source repository so that the scripts make it into the main
distribution.

Cheers!

On 6/3/11, Willem dwill...@gmail.com wrote:

Hi all.
Earlier this week I decided to start using NVDA as my primary screen 
reader

as jaws just had too many bugs to contend with.
I then found out that VIP mud doesn't work with NVDA, as instead of using
propper accessability API's it communicates with screen readers 
ceperately,

which meant that NVDA wasn't supported. Although NVDA could read all the
textboxes and entry list, it didn't report updates on the mud 
automaticly.


Not wanting to use sapi for mudding, a friend and I created a script that
fixes this issue for NVDA. It supports reading the last 9 lines of output
with control 1 to 9, as well as speaking changes on the mud.

get beta 1.1 at
http://dl.dropbox.com/u/18044981/vipmud.py
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Re: [Audyssey] NVDA and VIP mud

2011-06-03 Thread Pitermach
NVDA now actually has a DLL, so David could consider supporting it directly, 
which would work better overall, though either way, I also thank for the 
script
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, June 03, 2011 11:18 PM
Subject: Re: [Audyssey] NVDA and VIP mud



Hi Willem,

Thanks for this script. As it happens I also switched to NVDA 2011 as
my primary screen reader some time back, and I don't even have Jaws or
Window-Eyes 7.5 installed any more. So its nice to see more of these
scripts etc available to help improve the screen reader. Once you are
done testing it I highly recommend submitting it to the main NVDA
source repository so that the scripts make it into the main
distribution.




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

The message was checked by ESET Smart Security.

http://www.eset.com




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Re: [Audyssey] NVDA and VIP mud

2011-06-03 Thread Willem

Hi greg.
If you are using the portable version of NVDA, you can put the scripts 
inside the user config/appModules folder inside the NVDA  directory. 
Otherwise you can find the appModules directory from the nvda menu 
inside the start menu by  selecting explore user config.

hth.
On 6/3/2011 11:22 PM, Greg Wocher wrote:

Hello,
As a matter of fact, I just downloaded the latest version of NVDA 
today to mess around with.  I like it so far.  Where do you put the 
script to make NVDA work with VIP mud?  Also, what speech settings do 
you use in VIP mud?

Thank you,
Greg W.
- Original Message - From: Thomas Ward 
thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, June 03, 2011 5:18 PM
Subject: Re: [Audyssey] NVDA and VIP mud



Hi Willem,

Thanks for this script. As it happens I also switched to NVDA 2011 as
my primary screen reader some time back, and I don't even have Jaws or
Window-Eyes 7.5 installed any more. So its nice to see more of these
scripts etc available to help improve the screen reader. Once you are
done testing it I highly recommend submitting it to the main NVDA
source repository so that the scripts make it into the main
distribution.

Cheers!

On 6/3/11, Willem dwill...@gmail.com wrote:

Hi all.
Earlier this week I decided to start using NVDA as my primary screen 
reader

as jaws just had too many bugs to contend with.
I then found out that VIP mud doesn't work with NVDA, as instead of 
using
propper accessability API's it communicates with screen readers 
ceperately,
which meant that NVDA wasn't supported. Although NVDA could read all 
the
textboxes and entry list, it didn't report updates on the mud 
automaticly.


Not wanting to use sapi for mudding, a friend and I created a script 
that
fixes this issue for NVDA. It supports reading the last 9 lines of 
output

with control 1 to 9, as well as speaking changes on the mud.

get beta 1.1 at
http://dl.dropbox.com/u/18044981/vipmud.py
---
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z

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Re: [Audyssey] NVDA and VIP mud

2011-06-03 Thread Thomas Ward
Hi Greg,

Your personal NVDA scripts goes in your app data folder. For example,
it might be something like
c:\users\Greg\App Data\Roming\NVDA\Modules
if you are running Vista or Windows 7.

HTH


On 6/3/11, Greg Wocher gwblindm...@gwblindman.org wrote:
 Hello,
 As a matter of fact, I just downloaded the latest version of NVDA today to
 mess around with.  I like it so far.  Where do you put the script to make
 NVDA work with VIP mud?  Also, what speech settings do you use in VIP mud?
 Thank you,
 Greg W.

 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, June 03, 2011 5:18 PM
 Subject: Re: [Audyssey] NVDA and VIP mud


 Hi Willem,

 Thanks for this script. As it happens I also switched to NVDA 2011 as
 my primary screen reader some time back, and I don't even have Jaws or
 Window-Eyes 7.5 installed any more. So its nice to see more of these
 scripts etc available to help improve the screen reader. Once you are
 done testing it I highly recommend submitting it to the main NVDA
 source repository so that the scripts make it into the main
 distribution.

 Cheers!

 On 6/3/11, Willem dwill...@gmail.com wrote:
 Hi all.
 Earlier this week I decided to start using NVDA as my primary screen
 reader
 as jaws just had too many bugs to contend with.
 I then found out that VIP mud doesn't work with NVDA, as instead of using
 propper accessability API's it communicates with screen readers
 ceperately,
 which meant that NVDA wasn't supported. Although NVDA could read all the
 textboxes and entry list, it didn't report updates on the mud
 automaticly.

 Not wanting to use sapi for mudding, a friend and I created a script that
 fixes this issue for NVDA. It supports reading the last 9 lines of output
 with control 1 to 9, as well as speaking changes on the mud.

 get beta 1.1 at
 http://dl.dropbox.com/u/18044981/vipmud.py
 ---
 Gamers mailing list __ Gamers@audyssey.org
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 gamers-unsubscr...@audyssey.org.
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 All messages are archived and can be searched and read at
 http://www.mail-archive.com/gamers@audyssey.org.
 If you have any questions or concerns regarding the management of the
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 please send E-mail to gamers-ow...@audyssey.org.


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Re: [Audyssey] NVDA and VIP mud

2011-06-03 Thread Greg Wocher

Hello,
Thanks for the help.  I just tried running VIP mud with the script and it 
seems to work very well.  I especially like the control 1-9 reading some of 
the last things in the output window.  Really nice job on the script.

Sincerely,
Greg W.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, June 03, 2011 5:35 PM
Subject: Re: [Audyssey] NVDA and VIP mud



Hi Greg,

Your personal NVDA scripts goes in your app data folder. For example,
it might be something like
c:\users\Greg\App Data\Roming\NVDA\Modules
if you are running Vista or Windows 7.

HTH


On 6/3/11, Greg Wocher gwblindm...@gwblindman.org wrote:

Hello,
As a matter of fact, I just downloaded the latest version of NVDA today 
to

mess around with.  I like it so far.  Where do you put the script to make
NVDA work with VIP mud?  Also, what speech settings do you use in VIP 
mud?

Thank you,
Greg W.



- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, June 03, 2011 5:18 PM
Subject: Re: [Audyssey] NVDA and VIP mud



Hi Willem,

Thanks for this script. As it happens I also switched to NVDA 2011 as
my primary screen reader some time back, and I don't even have Jaws or
Window-Eyes 7.5 installed any more. So its nice to see more of these
scripts etc available to help improve the screen reader. Once you are
done testing it I highly recommend submitting it to the main NVDA
source repository so that the scripts make it into the main
distribution.

Cheers!

On 6/3/11, Willem dwill...@gmail.com wrote:

Hi all.
Earlier this week I decided to start using NVDA as my primary screen
reader
as jaws just had too many bugs to contend with.
I then found out that VIP mud doesn't work with NVDA, as instead of 
using

propper accessability API's it communicates with screen readers
ceperately,
which meant that NVDA wasn't supported. Although NVDA could read all 
the

textboxes and entry list, it didn't report updates on the mud
automaticly.

Not wanting to use sapi for mudding, a friend and I created a script 
that
fixes this issue for NVDA. It supports reading the last 9 lines of 
output

with control 1 to 9, as well as speaking changes on the mud.

get beta 1.1 at
http://dl.dropbox.com/u/18044981/vipmud.py
---
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All messages are archived and can be searched and read at
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Re: [Audyssey] NVDA and VIP mud

2011-06-03 Thread Willem

Hi.
Thanks. I'm glad you find the script helpfull.
- Original Message - 
From: Greg Wocher gwblindm...@gwblindman.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, June 04, 2011 12:06 AM
Subject: Re: [Audyssey] NVDA and VIP mud



Hello,
Thanks for the help.  I just tried running VIP mud with the script and it 
seems to work very well.  I especially like the control 1-9 reading some 
of the last things in the output window.  Really nice job on the script.

Sincerely,
Greg W.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, June 03, 2011 5:35 PM
Subject: Re: [Audyssey] NVDA and VIP mud



Hi Greg,

Your personal NVDA scripts goes in your app data folder. For example,
it might be something like
c:\users\Greg\App Data\Roming\NVDA\Modules
if you are running Vista or Windows 7.

HTH


On 6/3/11, Greg Wocher gwblindm...@gwblindman.org wrote:

Hello,
As a matter of fact, I just downloaded the latest version of NVDA today 
to
mess around with.  I like it so far.  Where do you put the script to 
make
NVDA work with VIP mud?  Also, what speech settings do you use in VIP 
mud?

Thank you,
Greg W.



- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, June 03, 2011 5:18 PM
Subject: Re: [Audyssey] NVDA and VIP mud



Hi Willem,

Thanks for this script. As it happens I also switched to NVDA 2011 as
my primary screen reader some time back, and I don't even have Jaws or
Window-Eyes 7.5 installed any more. So its nice to see more of these
scripts etc available to help improve the screen reader. Once you are
done testing it I highly recommend submitting it to the main NVDA
source repository so that the scripts make it into the main
distribution.

Cheers!

On 6/3/11, Willem dwill...@gmail.com wrote:

Hi all.
Earlier this week I decided to start using NVDA as my primary screen
reader
as jaws just had too many bugs to contend with.
I then found out that VIP mud doesn't work with NVDA, as instead of 
using

propper accessability API's it communicates with screen readers
ceperately,
which meant that NVDA wasn't supported. Although NVDA could read all 
the

textboxes and entry list, it didn't report updates on the mud
automaticly.

Not wanting to use sapi for mudding, a friend and I created a script 
that
fixes this issue for NVDA. It supports reading the last 9 lines of 
output

with control 1 to 9, as well as speaking changes on the mud.

get beta 1.1 at
http://dl.dropbox.com/u/18044981/vipmud.py
---
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Re: [Audyssey] Simple/silly question relating to my own simplistic version of an RPG engine

2011-06-03 Thread shaun everiss

well soundrts has missions and objectives for each.
you get a completed message if one of those elements is complete, or 
if there is one you get a victory type message not sure how it works.

At 12:02 a.m. 4/06/2011, you wrote:
Ok, have almost finished off very first version of a sort of 
experiment using the python programming language, where I'm putting 
together a sort of RPG game engine - very simple at this stage, were 
it will let you quite easily create your own world/environment, add 
bad guys to fight, etc., but one question to finish off this version.


Basically, what would be a simple, but relatively meaningful way to 
say that you'd completed/won the game?


As in should I make it something like placing a collected item in a 
certain location, or should it just be that you solved some form of 
puzzle and therefore made it to a specific location, or should I 
keep it open to both/either-or?


Will again just say that this is at this stage a very simple thing 
which I might build onto, but I primarily used it to get comfortable 
in what is a new programming language to me - and the one other joke 
is have now found out that python is literally/officially named 
after monty python...smile


Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'


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Re: [Audyssey] Simple/silly question relating to my own simplisticversion of an RPG engine

2011-06-03 Thread shaun everiss

well I will be interested to try this thing.
At 01:33 a.m. 4/06/2011, you wrote:
For now have literally just made it wait for you to place a specific 
object in a specific location, which then ends the game, and I've so 
far kept everything relatively simple in terms of actual role 
playing, but I will definitely be working on adding on to it and 
making changes to all of it, and main thing at the moment is you 
could literally put together the necessary text files for your world 
to exist within literally a matter of minutes.


Will also be adding in the ability for you to add/change weapons, 
and will also add in actual NPC interaction - like getting clues 
from them by talking to them, whereas at the moment, you can 
literally just kill them - but those types of changes will be quite 
easy/quick to add on/change.


For example, here is the content of the current test world file:
---start---
[intro]
Welcome to the rather small, simplistic world, where not too much is 
happening.
You can explore around here, pick up things, and attack people etc. 
that you find - good luck!

[outro]
Well, you've now done it, and placed that book where it belongs so 
that the wood fairies can look up certain spells etc. in it, so the 
humans better get the hell out of this area shortlyevil laughter 
echoiing in background...

[areas]
#ID,title,X,Y,Z,description
0,town square,0,0,0,this is just your starting point -
1,royal arms,-1,0,0,dingy looking pub on western side of town - with 
stairs leading up

2,pub attic,-1,0,1,small drafty attic full of junk etc upstairs from pub
3,stable,0,1,0,next to the road going out of town north of square
4,woodlands,0,2,0,some rather tall pine trees here with not much 
else but road back to town and one climbable tree
5,in tall pine,0,2,1,there's a funny looking hole in tree trunk - 
looks like natural book shelf

---end---

Here are the contents of the object/items text file:
---start---
#ID,locationID,objectName,destination,description
0,2,book,5,really old book with dusty cover and only bit of detail 
you can see is what looks like a horse on cover

1,3,bridle,-1,worn old horse bridle
2,3,bucket,-1,wooden bucket that was used for horse water
---end---

And here's the contents of the NPC (non-player character) text file:
---start---
#id,name,locationID,description,greeting,roaming,HP
0,peter,0,pumpkin eater, gobbledy gook,0,10
---end---

Those are currently straight text files, but have already got the 
functionality in there to sort of scramble their contents, so you 
could do something like supply 3 text files, with what looks like 
garbage in them, and the small app would just unscramble their 
contents before starting, but without necessarily letting the actual 
user/player see anything before playing, if you get my drift, and I 
might also eventually just combine all 3 files into one, with sort 
of sections - similar to the [intro], [outro] and [areas] sections 
you should already have seen in the main one above.


Anyway, I am definitely open to suggestions about what to 
add/combine, etc., since, for example, one of the other first things 
want to add in, aside from actual NPC interaction is defining your 
own weapons, attack modes, etc., and maybe even a bit more 
environment interaction, like location specific puzzles, but the 
main thing is to keep it as close to an engine as possible, so I 
don't want to literally hard code too many elements if you know what I mean.


The other thing is it's currently just sort of console/text-based, 
but since I've done it in/using the python language, that's somewhat 
platform independent, so this should be able to operate/run on 
things like windows - where I'm currently working anyway - linux, 
mac, and maybe at some stage I'll even see if can get it to work on 
symbian phones, since already have a version of python installed on my phones.


Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'


- Original Message ---

Subject: Re: [Audyssey]Simple/silly question relating to my own 
simplisticversion of an RPG engine

   From: Matheus Rheine an...@bol.com.br
   Date: 3 Jun 2011 9:18:30 -0300
 To: gamers@audyssey.org

hi jacob.
i'd suggest adding possibilities to both things, i personaly would want
to have some games ending with you collecting some item in certain
places and other games ending with you killing a boss.
but are you going to be making improvements to the engine to be a good
one, we will be able to add rooms,items and monsters, pluss npc's, name
everything, have various types of weapons etc to create, setting its
damage,value, everything? and how the combat engine will work, there
will be different skills and spells to add so we could create classes,
races?
i know that it might be simple, but we don't have a very simple rpg
creator, we have inform and the other things, but they are not primarily
designed to create rpg, at least i've seen only 10 games 

Re: [Audyssey] NVDA and VIP mud

2011-06-03 Thread shaun everiss

well nvda control client if used in vipmud will have support  for the system.
At 08:59 a.m. 4/06/2011, you wrote:

Hi all.
Earlier this week I decided to start using NVDA as my primary screen 
reader as jaws just had too many bugs to contend with.
I then found out that VIP mud doesn't work with NVDA, as instead of 
using propper accessability API's it communicates with screen 
readers ceperately, which meant that NVDA wasn't supported. Although 
NVDA could read all the textboxes and entry list, it didn't report 
updates on the mud automaticly.


Not wanting to use sapi for mudding, a friend and I created a script 
that fixes this issue for NVDA. It supports reading the last 9 lines 
of output with control 1 to 9, as well as speaking changes on the mud.


get beta 1.1 at
http://dl.dropbox.com/u/18044981/vipmud.py
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Re: [Audyssey] NVDA and VIP mud

2011-06-03 Thread Dallas O'Brien
hi, this is an area i am quite interested in, as i think that all
gaming companies should be building in support for nvda, out of the
box. as they tend to be using direct communication to the readers,
they need to build support in for all the major mainstream ones used.
on the other hand, it would be a lot better for them, if they actually
built in standard accessibility access, so most screen readers can use
the programs without having to have direct input.
saves on having to build new supporting protacalls in all the time.
dallas


On 04/06/2011, shaun everiss sm.ever...@gmail.com wrote:
 well nvda control client if used in vipmud will have support  for the
 system.
 At 08:59 a.m. 4/06/2011, you wrote:
Hi all.
Earlier this week I decided to start using NVDA as my primary screen
reader as jaws just had too many bugs to contend with.
I then found out that VIP mud doesn't work with NVDA, as instead of
using propper accessability API's it communicates with screen
readers ceperately, which meant that NVDA wasn't supported. Although
NVDA could read all the textboxes and entry list, it didn't report
updates on the mud automaticly.

Not wanting to use sapi for mudding, a friend and I created a script
that fixes this issue for NVDA. It supports reading the last 9 lines
of output with control 1 to 9, as well as speaking changes on the mud.

get beta 1.1 at
http://dl.dropbox.com/u/18044981/vipmud.py
---
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[Audyssey] Looking for Finger Panic

2011-06-03 Thread Sharon Hooley

Hi all!

I've been browsing the AudioGames website, and found the one called 
Finger Panic was still listed.  I played that game a long time ago on 
another computer.  Apparently the homepage for that is broken.  So I 
did a Google for BSCGames, and found the BSC site.  I looked through 
the games there but didn't find the one I wanted.  Why was it taken 
down?  Or is there somewhere else I can get it?


Thanks!

Sharon


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