Re: [Audyssey] castaways version 1.4b, with Jaws support!

2011-08-03 Thread Jeremy Kaldobsky
I had originally thought about clearing the resources entirely, but I felt it 
would limit what I could do with maps.  With the way they are now, I can keep 
control over how much land is available to be built on and how many map 
entrances exist that allow Goblins in.  Because you don't directly control your 
lumberjacks, miners, and stone masons, it would be quite unfair to realize they 
had just cleared away some new spot and Goblins were now pouring into your land 
from a brand new spot.  I do also like being able to force people to spend more 
time planning out where is best to build.  If land cleared, I very much doubt 
anyone would ever need to worry about positioning their buildings around the 
geography of the map.

 I'm asking out of just being curious
 here.  With lumberjacks, why don't they 
 cut down all the trees?  I've noticed in a few games
 that I'll go from 
 forest/dense forest to scattered trees in an area. 
 I'd think if everything 
 was cut down then it would go to land where you could build
 something on it. 
 Just a thought.


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[Audyssey] Awesome Homer

2011-08-03 Thread Jim Kitchen

Hi,

I have put Awesome Homer version 2 up on my web site.

File name winah2.exe  File size 9.7 meg

In version 2 it now reads only the level or levels that you just played, but 
you can still read the entire log file from the menu.
The cut scene in level 1 is now interruptible.
There is now a warning when the chainsaw is about to run out.
There is now a different sound for jumping and ducking.
The right shift and right control keys now work the same as the left shift and 
left control keys.
Once you finish the game, you can now pick to play any level.
And the not picking up the chainsaw bug is fixed.

The winah2.exe file can be found on my free windows sapi5 text to speech games 
page.

BTW you do not need to uninstall version 1.

BFN
Jim

Kitchen's Inc, for games that are up to 110 percent funner to play.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] to dark, since I don't know another way to contact you

2011-08-03 Thread dark

Hi Michael.

I'd pplanned to give easter quest and block party a go and see about 
including them, but I'm not really able to at the moment sinse I'm doing a 
production and don't really have much time for playing games.


I'll forward your message to Cx2 and suggest he has a look at the game.

all the best,

Dark.
- Original Message - 
From: Michael Taboada (AI5HF) ai...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, August 03, 2011 2:34 AM
Subject: [Audyssey] to dark, since I don't know another way to contact you



Hi Dark,
Is there any way you could add Easter Quest to the audiogames.net 
database? That would be great. If you need a description, you could 
possibly look back on my previous thread, or you could see my post on 
forum.audiogames.net. Also, you could check out the description on my 
website, http://mtgames.org/games or simply email me.

Thanks,
-Michael.
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Re: [Audyssey] match analysis

2011-08-03 Thread Sarah Haake

Hi,

well, I don't think 4 or 5 fireballs can be classified as spamming. I 
rather meant people who do that for the whole round and win with it. But 
they only can manage that because their opponent doesn't know how to 
conter this. In tournaments it certainly is important to build up 
presure, and projectiles can be a good way to do that, especially if the 
opponent plays with a character with whom it is more difficult to conter 
them. But if the opposing player knows how to escape projectiles easily, 
you can't really build presure with them anyway.


Best regards
Sarah 



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Re: [Audyssey] match analysis

2011-08-03 Thread Sarah Haake

Hi Yohandy,

wow, that was a great match indeed! Getting a perfect against Daigo 
certainly is something to be proud of. And Poongko kept an awsome combo 
going there to get this perfect, he just kept going until Daigo was 
stunned! That really was a cool fight.
And while it's true that the match was a bit difficult to hear due to 
the crowd, I really like this athmosphere of excitement there. It has to 
be absolutely awsome to play with such a crowd watching!


Best regards
Sarah 



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Re: [Audyssey] match analysis

2011-08-03 Thread Sarah Haake

Hi,

well, that's just what I said already. The people who complain about 
spamming fireballs are the ones who don't know how to conter them and 
fall for it.
Nevertheless, I wouldn't be the type for such things, because I like the 
technical site of things and would rather like to win wich some cool 
combos if I can.
It's of course another story in a tournament. If you have an opponent 
who really falls for the spamming, I think everyone would try to win 
this way. It's a tournament after all!


Best regards
Sarah 



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Re: [Audyssey] match analysis

2011-08-03 Thread Clement Chou

Hi Sarah,

Very true, that. And that's just it... at tournaments you can't 
really do that because people know how to counter it. But it seems so 
basic to me... jump over it, block the damned thing, use a move which 
has invulnerability, or just shoot a fireball right back at it to 
cancel it. I like the way you think... we'll make a fighting gamer 
out of you yet. grins. If you had a ps3, it would be a lot easier to 
talk about this kind of thing especially as we were playing.


At 02:41 AM 03/08/2011, you wrote:

Hi,

well, I don't think 4 or 5 fireballs can be classified as spamming. 
I rather meant people who do that for the whole round and win with 
it. But they only can manage that because their opponent doesn't 
know how to conter this. In tournaments it certainly is important to 
build up presure, and projectiles can be a good way to do that, 
especially if the opponent plays with a character with whom it is 
more difficult to conter them. But if the opposing player knows how 
to escape projectiles easily, you can't really build presure with them anyway.


Best regards
Sarah

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Re: [Audyssey] match analysis

2011-08-03 Thread Sarah Haake

Hi,

yeah, well we at least can talk a bit more about it when I get the game 
going on my new laptop, and it certainly will be more fun to do it when 
I actually can play the ting. *grins*


Actually, I played fighting games since I was a child myself. I just 
didn't have the opportunities in the last five years or so, because I 
don't own a console and there really weren't any fighting games for the 
pc.


But some time ago, I at least completed the weapon master mode of soul 
calibour 2 on the ps2, with sighted friends who described the map layout 
and told me where to go. But I played the game myself and completed it, 
even if I went nuts a few times when I had to pull of one of these 
juggling combos to win the match! *lol*


Best regards
Sarah 



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Re: [Audyssey] About the mag

2011-08-03 Thread Charles Rivard
Is it the version that is in the shape of a triangle with the pegs arranged 
like a rack of billiard balls in rows of 1, 2, 3, 4, and 5, each centered on 
the board?  If so, I'll see if I can remember how to do that one.  I have 
done it, but it was a long time ago.


---
Security is not the absence of danger.  It is the presence of the Lord.

- Original Message - 
From: Ron Schamerhorn blindwon...@cogeco.ca

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, July 31, 2011 5:04 PM
Subject: Re: [Audyssey] About the mag



Hi Charles

 in #54 the first part of Hi-q was published and the second part or
solution file is upcoming.  I appreciaite the contributions.  In fact that
was never a game I ever solved without a few pegs left.  While talking 
about
this do you have a solution for the single row version?  I think it's 
about

15 holes or 14 pegs.  It usually was included with the plus sign styled
bored.
 Thanks for the positive thoughts on the mag.

Talk soon
Ron

- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, July 31, 2011 5:40 PM
Subject: Re: [Audyssey] About the mag


His complaints are why I don't read his messages.  Your responses to them,
which are right on the button, are why I do read yours.

Speaking of the mag, as the subject line indicates, I'm sure glad to hear
that an issue will be out soon, with another to follow.  It is a one-stop
place that gamers can obtain a comprehensive indication on what's going on
in the VI gaming community, what to try or not to try based on firsthand
experiences, and reports, by other VI gamers, and what may be in store for
the future.

And speaking of articles for the mag, it's been a long time ago, so I 
don't

remember if the two articles I wrote dealing with Hi Q were published.
One told how to inexpensively make your own version of the game and what 
the

object of the puzzle game is, the other gave the solution  So, Ron, if you
have those articles, feel free to publish.  If you don't, I'll send them 
if

I still have them.

One more thing, and I do apologize for this lengthy post:  Where can I
download copies of all prior issues?  The folder that I had, containing 
all

of the prior issues, has somehow gotten deleted.  They make such good
reference material, I do want to get them all back.  Thanks much..

---
Security is not the absence of danger.  It is the presence of the Lord.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, July 31, 2011 7:02 AM
Subject: Re: [Audyssey] About the mag


Hi Shaun,

I think you are being overly pessimisticwhen it comes to your personal
views of the audio games community. Weather you realize it or not
there is quite a lot more going on than you have given credit for, and
I'd like to take this time to give some credit where credit is do and
perhaps give you a more positive outlook on the community in general.

Shaun wrote:

However since the issue release seems to only be one every time you
remember, or something, hmmm I don't know.

My reply:

I think that's a little unfair. Ron has had a number of personal
issues to deal with, some he is willing to discuss and some he is not,
but as with game development its all pretty much done on a voluntary
basis, and I think you can give the guy a break for putting the
magazine off until he was mentally, emotionally, and physically up to
taking on the magazine again. If he can now dedicate himself to a
quarterly release schedule that's great. If not we should be
understanding enough to see that he is only one person and is doing
this voluntarily on his own time and energy.

Shaun wrote:

There is almost no need for the letters section or the emails sections
as these are shoved on the list.

My reply:

Not everyone is  on the Audyssey list. Many are over on the
audiogames.net forum, not on this list, and there are likely some
people who aren't on either the forum or list who receive the
magazine. The letters/e-mails section is a great way for them to keep
up to speed with events without having to sub to the list or forum.

Shaun wrote:

There are so many opensource and freeware companies now that there are
to many to count.

My reply:

You make that sound like a bad thing, and it certainly is not. From my
perspective this makes the magazine all the more worth while as it
gives new freeware and open source developers another outlet to talk
about their games, announce their existence, and something we all can
read regardless of what list or forums we may be on.

While I might agree that someone's new Guess the Number game might not
be  particularly news or magazine worthy there have been a number of
free games that should be mentioned in the magazine. Jeremy has
released a surprising number of decent freeware games like Castaways
that certainly deserves mention in the magazine, and its possible
there 

Re: [Audyssey] MOTA Development setbacks

2011-08-03 Thread william lomas
what i'm saying is true, face facts wasn't meant to be hmurus meant to be plain 
facts

On Aug 3, 2011, at 4:36 AM, Hayden Presley wrote:

 Hi,
 I'm agreeing with you. I was referring to the less-than-humorous post
 submitte by Wiliam (I really need to stop replying the replies of the post
 I'm talking about).
 
 Best Regards,
 Hayden
 
 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Ron Schamerhorn
 Sent: Tuesday, August 02, 2011 10:33 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] MOTA Development setbacks
 
 Hi Haiden
 
  I'm not sure where this came out of but I'm not criticising Tom and his 
 MOTA development by any means with the below post.
 - Original Message - 
 From: Hayden Presley hdpres...@hotmail.com
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Tuesday, August 02, 2011 2:11 PM
 Subject: Re: [Audyssey] MOTA Development setbacks
 
 
 Hi Ron,
 I agree. That was one of the most un-amusing things I heard yesterday, as
 far as that goes. My advice to you is, learn to program,, write your own
 game, we'll see how long it takes to get a good, bug-free, stable release.
 
 Best Regards,
 Hayden
 
 
 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Ron Schamerhorn
 Sent: Monday, August 01, 2011 2:58 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] MOTA Development setbacks
 
 I'm guessing this was intended to be somewhat humourous.  Well to put it
 bluntly itwent over like a lead balloon.
  Tom has been working his backside off for the game and some of the
 setbacks were circumstances beyond anyones control.
 
 - Original Message - 
 From: william lomas will.d.lo...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, August 01, 2011 2:26 PM
 Subject: Re: [Audyssey] MOTA Development setbacks
 
 
 we have been waiting for six years a few weeks no different now lol
 the game will be out eventually but why not just wait for version 1 as i
 think eventually people will lose interest
 most of us buying it have played levels 1 and 2 for the last ten or so betas
 
 On Aug 1, 2011, at 7:22 PM, Darren Duff wrote:
 
 I say do what ya gotta do man. We can wait for it
 
 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Thomas Ward
 Sent: Monday, August 01, 2011 1:32 PM
 To: Gamers Discussion list
 Subject: [Audyssey] MOTA Development setbacks
 
 Hi everyone,
 
 I know a number of you have asked about beta 21. Many of you have noticed
 that the Mysteries of the Ancients home page says beta 21 on the website,
 but there is no download available. Well, here is the reason why.
 
 Anyone who has been programming for any length of time knows that 25% of
 the
 time is actually spent on writing/designing the software and the other 75%
 is spent on debugging or trying to fix it. I must confess that I am no
 exception to the rule. In particular Mysteries of the Ancients is no
 exception either, and  I've got a hard lesson in if it isn't broke don't
 try
 to fix it. Reason being after a month of trying to fix Mysteries of the
 Ancients beta 20 I've come to realize what I have on my hands is a big
 problem. Oh, it can be fixed but how I plan to resolve the problem is
 likely
 to set us back somewhat in the process.
 
 Basically, what happened is when I started work on beta 19 I modified
 Mysteries of the Ancients so it would compile and run on the
 cross-platform
 engine. Along the way I fixed a number of bugs present in beta 18, but of
 course people weren't too happy about FMOD Ex for audio. So I thought, no
 big deal. I'll just change everything back, recompile, and it will work
 just
 fine. Wrong!
 
 Sometime after I edited the MOTA beta 19 source code, recompiled it with
 the
 Windows G3D engine the game has never worked quite right ever since. The
 game crashes when you alt+tab away from the window, torches burn out after
 25 seconds or so, levers reset before they are suppose to, Angela
 sometimes
 instantly dies after getting attacked by a Harpy, and all sorts of unusual
 bugs like that. I've fixed or addressed some of the bugs, but not all of
 them. After a month of trying to correct them one by one I've given up
 trying on the current version. I've concluded while the bugs might be
 fixable there might be a simpler but slightly less desirable alternative
 to
 the problem which I will explain below.
 
 As many of you know I use a Linux computer for much of my day to day work.
 One of the programming tools I have installed is called subversion. What
 subversion does for a developer like myself is I can checkin or backup
 changes to an ongoing project and it will catalog and store every single
 version of the source code being worked on. So if I want to return to an
 older release it is easy as logging into subversion and telling it I want
 to
 checkout the 0.18 

Re: [Audyssey] match analysis

2011-08-03 Thread Clement Chou
Soul Calibur is a series that I also love for its technical aspects. 
But if you want to talk about it or want me to show you a few things 
with audio, that can very easily be arranged. grins.


At 03:14 AM 03/08/2011, you wrote:

Hi,

yeah, well we at least can talk a bit more about it when I get the 
game going on my new laptop, and it certainly will be more fun to do 
it when I actually can play the ting. *grins*


Actually, I played fighting games since I was a child myself. I just 
didn't have the opportunities in the last five years or so, because 
I don't own a console and there really weren't any fighting games for the pc.


But some time ago, I at least completed the weapon master mode of 
soul calibour 2 on the ps2, with sighted friends who described the 
map layout and told me where to go. But I played the game myself and 
completed it, even if I went nuts a few times when I had to pull of 
one of these juggling combos to win the match! *lol*


Best regards
Sarah

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Re: [Audyssey] MOTA Development setbacks

2011-08-03 Thread Thomas Ward
Hi Dark,

No, fortunately I didn't need a dose of Jeremey's Speedy Gonzales
juice to resolve this issue. I actually found the source of the bugs
quite by accident. :D

As for the change logs I tend to only announce changes that are of
interest to the general public. I don't necessarily mention spelling
corrections or that I expanded a comment or two to make note of some
additional change in the code I can review later if needed. There are
certain minor issues so minor that they aren't worth mentioning. Like
I might decide to rename variable a to variable b, or that I discover
by reviewing a function that line 2096 is not properly indented and I
corrected the formatting on the spot. Such things are so minor and
trivial that it would bore you to tears reading about them.  All the
same its nice knowing that such minor issues are fixed when and where
needed for my part at least.

Cheers!


On 8/2/11, dark d...@xgam.org wrote:
 Hi Tom.


 Wooo, that was fast, Has jeremy slipped you some of his super caffeinated
 coacane impregnated extra hot tabasco flavoured red bull? ;D.

 seriously, glad to here it's less of a task than it sounded at least to me,
 sinse I was expecting this to add about an extra fortnight to a month onto
 mota developement time, glad to here that's not the case.

 As to the changelogs, sinse you listed bug fixes I sort of assumed
 everything was in there, though it does make sense if you only list the
 major well known bugs like the bouncing endless jumping one that happened
 when you first introduced analogue jumping.

 Beware the grue!

 Dark.


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[Audyssey] castaways, clearing land and gobblin access.

2011-08-03 Thread Phil Vlasak

Hi Jeremy,
You wrote that goblins can only attack from open land, but realistically 
they should be allowed to attack from any type except water.
You could pick a random point, and if it is forest, slow the goblin movement 
speed to half or a quarter.
And if you wanted to clear a plot for housing it would be more realistic to 
allow the lumberjacks to do it, but in a slower rate than if it was dense 
forest.
An interesting option would be to add moat diggers, that would create a 
water barrier to prevent goblins attacking.
If you created a mote almost completely around your settlement, the goblins 
would have to find the opening.
If you put a mote completely around your settlement, you would be able to 
create a castle.

Of course you would have to build a draw bridge to get in and out.
smiles,
Phil


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Re: [Audyssey] match analysis

2011-08-03 Thread Sarah Haake

Hi,

yeah, I really like this series too. I also had the first game soul edge 
for the ps1.


I really would be interested in sharing info and stuff about the game, 
but I have no way to play them now sadly. But maybe I can arrange 
something in two weeks or so, when I'm back home from my vacation on 
which I currently am. At least I can rent a console or something to 
start playing again a bit, but since I need the new laptop I won't have 
the cash to buy a console right now. But probably I'll do that some day, 
since there are quite a few games now I would like to play.


Best regards
Sarah 



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Re: [Audyssey] MOTA Development setbacks

2011-08-03 Thread Thomas Ward
Hi Will,

Well, if its plane facts you want here are a couple. I officially
started Mysteries of the Ancients in April 2008. Its now August 2011
In all thats about 40 months or three and a half years give or take. I
don't know what universe you are from but that simply does not add up
to six years unless of course you are blaming me for the time James
North was working on Montezuma's Revenge, I took it over in mid 2006,
rewrote it in .Net, and got screwed over by Utopia because of
copyright issues and had to start over from scratch. If you are adding
that on I could see it, but I don't consider that fair as none of that
was directly my fault. Its honestly people exactly like you why I have
been tempted to leave this community behind. You will not bend an
inch, will not give a developer a break, and you have absolutely no
sympathy or understanding when a developer is faced with events or
issues out of his or her control. The only bottom line is to get that
game out tomorrow or else. Real world indi developers and development
doesn't work that way.

Cheers!


On 8/3/11, william lomas will.d.lo...@gmail.com wrote:
 what i'm saying is true, face facts wasn't meant to be hmurus meant to be
 plain facts

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Re: [Audyssey] match analysis

2011-08-03 Thread shaun everiss

I would really like to hear those.
Though you may have to keep them online for the next week as i will go off.
Oh this includes people that post audio on here and anywhere else.
I am going on vacation and will have no net.
I will have loads of stuff when I get back.
At 10:45 p.m. 3/08/2011, you wrote:
Soul Calibur is a series that I also love for its technical aspects. 
But if you want to talk about it or want me to show you a few things 
with audio, that can very easily be arranged. grins.


At 03:14 AM 03/08/2011, you wrote:

Hi,

yeah, well we at least can talk a bit more about it when I get the 
game going on my new laptop, and it certainly will be more fun to 
do it when I actually can play the ting. *grins*


Actually, I played fighting games since I was a child myself. I 
just didn't have the opportunities in the last five years or so, 
because I don't own a console and there really weren't any fighting 
games for the pc.


But some time ago, I at least completed the weapon master mode of 
soul calibour 2 on the ps2, with sighted friends who described the 
map layout and told me where to go. But I played the game myself 
and completed it, even if I went nuts a few times when I had to 
pull of one of these juggling combos to win the match! *lol*


Best regards
Sarah

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[Audyssey] match analysis

2011-08-03 Thread Clement Chou
Well, whenever you want to know more, feel free to email me. I'll do 
my best to teach whatever I can.



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Re: [Audyssey] match analysis

2011-08-03 Thread Sarah Haake

Hi,

thanks, I'll keep that in mind for sure. *smiles*

Best regards
Sarah

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Re: [Audyssey] Bug in awesome Homer version 2

2011-08-03 Thread Jim Kitchen

Hi Sarah,

Thank you for letting me know about that.  I actually had not designed one to 
be able to exit a level.  On most of them you can just be knocked out very 
quickly.  I will either get rid of the exit thing or fix it.

Thanks again.

BFN

- Original Message -
Hi Jim and list,

after downloading version 2 today, I played the game for real for the 
first time.


Well, I made it to level 7 and now I am stuck.
When I got to level 7, I exited the level to read the instructions 
first. The game announced my score from level 6 first, which I just 
completed. Then it just said on level 7 and nothing more, and nothing 
I do brings me out of this state where nothing happens, even after 
closing and restarting the saved game. It's just stuck there.


Well, I'm quite frustrated right now, because I spent literally hours to 
get so far and now it looks as if I have to start over because of this. 
*sigh*


Well, thought I'd at least bring it to your attention, so maybe you can 
fix this and spare others such bad luck. *smiles*


Best regards
Sarah 



---

Jim

Kitchen's Inc, for games that are up to 110 percent funner to play.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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[Audyssey] Castaways error message

2011-08-03 Thread Lori Duncan
Hi I just tried to enstall Castaways on my computer but get this message when I 
try to run the setup file.  

Error:  !   C:\Documents and Settings\Lori\Desktop\Lori\castaways.zip: The 
archive is either in unknown format or damaged
!   Cannot execute C:\DOCUME~1\Lori\LOCALS~1\Temp\Rar$EX03.203\Castaways.exe
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Re: [Audyssey] Castaways error message

2011-08-03 Thread Jeremy Kaldobsky
There is no setup file.  Actually, based on the error message it looks like 
you're trying to run the game from within the zip.  Extract the zip into a 
folder and you should be all set.  There is no need to actually install 
castaways, but it must be extracted first so that the game can find all of its 
files.

 Hi I just tried to enstall Castaways
 on my computer but get this message when I try to run the
 setup file.  
 
 Error:  !   C:\Documents and
 Settings\Lori\Desktop\Lori\castaways.zip: The archive is
 either in unknown format or damaged
 !   Cannot execute
 C:\DOCUME~1\Lori\LOCALS~1\Temp\Rar$EX03.203\Castaways.exe


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Re: [Audyssey] Castaways error message

2011-08-03 Thread Lori Duncan
Hi I just tried again, but I'm still getting 
rrors.  ---

Compressed (zipped) Folders Error
---
The Compressed (zipped) Folder is invalid or corrupted.
---
OK

It's odd as the folder seems to be alright, so I'm not sure why it won't 
extract.  Thanks from Lori.

---


--
From: Jeremy Kaldobsky jer...@kaldobsky.com
Sent: Wednesday, August 03, 2011 4:45 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Castaways error message

There is no setup file.  Actually, based on the error message it looks 
like you're trying to run the game from within the zip.  Extract the zip 
into a folder and you should be all set.  There is no need to actually 
install castaways, but it must be extracted first so that the game can 
find all of its files.



Hi I just tried to enstall Castaways
on my computer but get this message when I try to run the
setup file.

Error:  !   C:\Documents and
Settings\Lori\Desktop\Lori\castaways.zip: The archive is
either in unknown format or damaged
!   Cannot execute
C:\DOCUME~1\Lori\LOCALS~1\Temp\Rar$EX03.203\Castaways.exe



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Re: [Audyssey] Castaways error message

2011-08-03 Thread Jeremy Kaldobsky
Have you tried downloading it again?  Perhaps the file was corrupted during 
download.

 Hi I just tried again, but I'm still
 getting rrors.  ---
 Compressed (zipped) Folders Error
 ---
 The Compressed (zipped) Folder is invalid or corrupted.
 ---
 OK
 
 It's odd as the folder seems to be alright, so I'm not sure
 why it won't extract.  Thanks from Lori.


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[Audyssey] Saving feature for MOTA

2011-08-03 Thread Darren Duff
Hi Tom.  I know you have the ability to save a game now in MOTA. But lets
say you are in to the game and at a good spot and forget to save. You get
killed and have to either start the game all over or go through a long
portion you have already played to get back to where you are All this to
say have you thought of putting in a auto save feature that at least saves
at the start of a new levelKinda like Shades of Doom? How hard would
something like this be to implement and what are your thoughts on it?
 
thanks.
 
Darren Duff.

amateur radio station KK4AHX.

twitter @blinddrummer.

face book http://www.facebook.com/blinddrummer.

Drummer for The Overflow worship band!

http://www.theoverflowband.com http://www.theoverflowband.com/ .

Personal Phone: (678)936-6113

Mobile E-mail mobiledu...@gmail.com

personal E-mail duff...@gmail.com

windows live messenger *no mail please* darren...@hotmail.com

skype duffman31279

 
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Re: [Audyssey] Castaways error message

2011-08-03 Thread Lori Duncan
Hi yes, I have managed to get the game to run, but when I put in my 
character name and press enter it just keeps saying my character name and 
telling me to press enter to change it.  How do I cary on with the game? 
Thanks from Lori.


--
From: Jeremy Kaldobsky jer...@kaldobsky.com
Sent: Wednesday, August 03, 2011 5:52 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Castaways error message

Have you tried downloading it again?  Perhaps the file was corrupted 
during download.



Hi I just tried again, but I'm still
getting rrors.  ---
Compressed (zipped) Folders Error
---
The Compressed (zipped) Folder is invalid or corrupted.
---
OK

It's odd as the folder seems to be alright, so I'm not sure
why it won't extract.  Thanks from Lori.



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Re: [Audyssey] Saving feature for MOTA

2011-08-03 Thread Thomas Ward
Hi Darren,

Well, it wouldn't be that hard to add something like that. In fact,
many mainstream games such as Tomb Raider, which Mysteries of the
Ancients is loosely based on, has an automatic checkpoint saving
feature that updates every so often per level. You might pick up a gem
or crystal and the game saves automatically at that point, or you open
a door and the game saves the game in the background. I like the idea.
I'll look into that for you.

Cheers!

On 8/3/11, Darren Duff duff...@gmail.com wrote:
 Hi Tom.  I know you have the ability to save a game now in MOTA. But lets
 say you are in to the game and at a good spot and forget to save. You get
 killed and have to either start the game all over or go through a long
 portion you have already played to get back to where you are All this to
 say have you thought of putting in a auto save feature that at least saves
 at the start of a new levelKinda like Shades of Doom? How hard would
 something like this be to implement and what are your thoughts on it?

 thanks.

 Darren Duff.

 amateur radio station KK4AHX.

 twitter @blinddrummer.

 face book http://www.facebook.com/blinddrummer.

 Drummer for The Overflow worship band!

 http://www.theoverflowband.com http://www.theoverflowband.com/ .

 Personal Phone: (678)936-6113

 Mobile E-mail mobiledu...@gmail.com

 personal E-mail duff...@gmail.com

 windows live messenger *no mail please* darren...@hotmail.com

 skype duffman31279


 ---
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[Audyssey] Castaway question

2011-08-03 Thread Lori Duncan
Hi I've finally managed to get the game going on my machine, and have read the 
how to play and read-me files, but I can't find anything about how to make a 
unit like a pesant move.  I've built a storehouse and am trying to get all my 
units to go there and drop their food.  Also is each units health different or 
should they all be at 100% meanint full health?  Would love to hear a 
walkthrough of this one, I'm also trying out the game with some background 
music playing on my media player in the background just to see if I could get 
the right mood going, not to detract from the game in any way.  Also how do I 
save my game?  Thanks, I like this game's story.  From Lori.
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Re: [Audyssey] Saving feature for MOTA

2011-08-03 Thread Darren Duff
Cool. Yeah I thought it wasn't that uncommon. Thanks. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Wednesday, August 03, 2011 2:26 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Saving feature for MOTA

Hi Darren,

Well, it wouldn't be that hard to add something like that. In fact, many
mainstream games such as Tomb Raider, which Mysteries of the Ancients is
loosely based on, has an automatic checkpoint saving feature that updates
every so often per level. You might pick up a gem or crystal and the game
saves automatically at that point, or you open a door and the game saves the
game in the background. I like the idea.
I'll look into that for you.

Cheers!

On 8/3/11, Darren Duff duff...@gmail.com wrote:
 Hi Tom.  I know you have the ability to save a game now in MOTA. But 
 lets say you are in to the game and at a good spot and forget to save. 
 You get killed and have to either start the game all over or go 
 through a long portion you have already played to get back to where 
 you are All this to say have you thought of putting in a auto save 
 feature that at least saves at the start of a new levelKinda like 
 Shades of Doom? How hard would something like this be to implement and
what are your thoughts on it?

 thanks.

 Darren Duff.

 amateur radio station KK4AHX.

 twitter @blinddrummer.

 face book http://www.facebook.com/blinddrummer.

 Drummer for The Overflow worship band!

 http://www.theoverflowband.com http://www.theoverflowband.com/ .

 Personal Phone: (678)936-6113

 Mobile E-mail mobiledu...@gmail.com

 personal E-mail duff...@gmail.com

 windows live messenger *no mail please* darren...@hotmail.com

 skype duffman31279


 ---
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Re: [Audyssey] Castaways error message

2011-08-03 Thread Jeremy Kaldobsky
Once you have entered your name and pressed enter, use the arrow keys to move 
down the menu farther.  I am guessing that you are pressing enter again, so it 
is bringing back up the name request.

 Hi yes, I have managed to get the
 game to run, but when I put in my character name and press
 enter it just keeps saying my character name and telling me
 to press enter to change it.  How do I cary on with the
 game? Thanks from Lori.
 

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Re: [Audyssey] Castaways error message

2011-08-03 Thread Lori Duncan

Hi yes I was, I've worked it out now, thanks from Lori.

--
From: Jeremy Kaldobsky jer...@kaldobsky.com
Sent: Wednesday, August 03, 2011 8:25 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Castaways error message

Once you have entered your name and pressed enter, use the arrow keys to 
move down the menu farther.  I am guessing that you are pressing enter 
again, so it is bringing back up the name request.



Hi yes, I have managed to get the
game to run, but when I put in my character name and press
enter it just keeps saying my character name and telling me
to press enter to change it.  How do I cary on with the
game? Thanks from Lori.



---
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Re: [Audyssey] match analysis

2011-08-03 Thread Yohandy

Clement,
Here it is on sendspace. I tried putting it on dropbox, but for whatever 
reason that doesn't appear to be possible anymore. There was an option from 
the context menu where one could do so, but it vanished. this is the bad 
thing about upgrading sometimes, you never know what they mess up. Anyway 
here it is:

http://www.sendspace.com/file/eni245

- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, August 03, 2011 12:41 AM
Subject: Re: [Audyssey] match analysis


Can you download the file and put it on DB or sendspace? This link is not 
working for me. lol. Thanks.


At 08:42 PM 02/08/2011, you wrote:
Heh yeah, Daigo isn't someone to mess with for the most part. did you 
watch the entire thing though? There are some things in the finals I don't 
want to spoil, but I'm dying to talk about Latif's awesome Viper and 
Poongko's seth. Man what good players those guys are. totally random, 
totally unpredictable. Check out this Daigo VS. Poongko fight and let me 
know what you think. it'll be a bit hard to hear cause everyone's going 
all insane. remember it's the finals! it's a youtube vid btw.

http://goo.gl/ya4T3



- Original Message - From: Clement Chou chou.clem...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, August 01, 2011 10:35 PM
Subject: [Audyssey] match analysis


I know that not many people watched the match I posted up from evo. But 
for those of you who did watch it... there's a couple things I'd like to 
point out. If you can watch it again and see if you can pick it up. 
Notice how Daigo seems to be going nuts with Yun, the character he's 
playing... and just wailing on Akuma over and over again. If you watch 
and observe, you'll notice that he pauses just long enough to give 
Tokido, his opponent, something to work with... but that is what fighting 
gamers call mindgames and baiting. The pauses were to do with spacing as 
well, but mostly what Daigo was doing was getting out of the red zone and 
seeing what Tokido would do with Akuma. The trick with Yun is, he is only 
good up close because of his lack of a projectile. He has a move that 
basically does a diving kick in towards his opponents and that's his 
method of closing in. Once he's in, the idea is to hit the opponent hard 
and hit them fast. In this match, you'll notice that once Yun landed a 
hit, Daigo immediately went into a combo. This is partially due to Yun's 
nature as a rushdown character but also due to the fact that Akuma has 
low health and is easily stunned. Yun in the right hands is someone you 
don't want to mess with... and Daigo Umahara is one of those someones. 
For those who play SF but don't know who daigo is, he is basically the 
player who is most well-known in the world for his prowess at the game. 
He's been playing since SF 2 back in the 90s and is an amazing player. In 
fact, playing SF is a full-time Job for him... especially in Japan where 
tournaments are regularly held and regularly have cash as prizes.


Well, there you have it. Some of my own brief comments about the match 
and a bit of background on daigo... questions, comments are welcome as 
usual.



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Re: [Audyssey] castaways, clearing land and gobblin access.

2011-08-03 Thread Hayden Presley
Hi,
Something I've noticd about the goblins that seems to be problematic: once
they attack a certain square, they just keep coming back there. For example,
I build my  storehouse, at least usually, at A8. If the goblins get there,
it is immediately burnt down (which I do not see as logical or realistic;
then, if I try to rebuild, the yjust come back and burn it again, while I'm
building it.

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Phil Vlasak
Sent: Wednesday, August 03, 2011 6:06 AM
To: Gamers Discussion list
Subject: [Audyssey] castaways, clearing land and gobblin access.

Hi Jeremy,
You wrote that goblins can only attack from open land, but realistically 
they should be allowed to attack from any type except water.
You could pick a random point, and if it is forest, slow the goblin movement

speed to half or a quarter.
 And if you wanted to clear a plot for housing it would be more realistic to

allow the lumberjacks to do it, but in a slower rate than if it was dense 
forest.
An interesting option would be to add moat diggers, that would create a 
water barrier to prevent goblins attacking.
If you created a mote almost completely around your settlement, the goblins 
would have to find the opening.
If you put a mote completely around your settlement, you would be able to 
create a castle.
Of course you would have to build a draw bridge to get in and out.
smiles,
Phil


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Re: [Audyssey] match analysis

2011-08-03 Thread Clement Chou
Thanks.. will definitely take a look. I'm just kinda surprised Daigo 
didn't come in first.


At 04:12 PM 03/08/2011, you wrote:

Clement,
Here it is on sendspace. I tried putting it on dropbox, but for 
whatever reason that doesn't appear to be possible anymore. There 
was an option from the context menu where one could do so, but it 
vanished. this is the bad thing about upgrading sometimes, you never 
know what they mess up. Anyway here it is:

http://www.sendspace.com/file/eni245

- Original Message - From: Clement Chou chou.clem...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, August 03, 2011 12:41 AM
Subject: Re: [Audyssey] match analysis


Can you download the file and put it on DB or sendspace? This link 
is not working for me. lol. Thanks.


At 08:42 PM 02/08/2011, you wrote:
Heh yeah, Daigo isn't someone to mess with for the most part. did 
you watch the entire thing though? There are some things in the 
finals I don't want to spoil, but I'm dying to talk about Latif's 
awesome Viper and Poongko's seth. Man what good players those guys 
are. totally random, totally unpredictable. Check out this Daigo 
VS. Poongko fight and let me know what you think. it'll be a bit 
hard to hear cause everyone's going all insane. remember it's the 
finals! it's a youtube vid btw.

http://goo.gl/ya4T3



- Original Message - From: Clement Chou chou.clem...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, August 01, 2011 10:35 PM
Subject: [Audyssey] match analysis


I know that not many people watched the match I posted up from 
evo. But for those of you who did watch it... there's a couple 
things I'd like to point out. If you can watch it again and see 
if you can pick it up. Notice how Daigo seems to be going nuts 
with Yun, the character he's playing... and just wailing on Akuma 
over and over again. If you watch and observe, you'll notice that 
he pauses just long enough to give Tokido, his opponent, 
something to work with... but that is what fighting gamers call 
mindgames and baiting. The pauses were to do with spacing as 
well, but mostly what Daigo was doing was getting out of the red 
zone and seeing what Tokido would do with Akuma. The trick with 
Yun is, he is only good up close because of his lack of a 
projectile. He has a move that basically does a diving kick in 
towards his opponents and that's his method of closing in. Once 
he's in, the idea is to hit the opponent hard and hit them fast. 
In this match, you'll notice that once Yun landed a hit, Daigo 
immediately went into a combo. This is partially due to Yun's 
nature as a rushdown character but also due to the fact that 
Akuma has low health and is easily stunned. Yun in the right 
hands is someone you don't want to mess with... and Daigo Umahara 
is one of those someones. For those who play SF but don't know 
who daigo is, he is basically the player who is most well-known 
in the world for his prowess at the game. He's been playing since 
SF 2 back in the 90s and is an amazing player. In fact, playing 
SF is a full-time Job for him... especially in Japan where 
tournaments are regularly held and regularly have cash as prizes.


Well, there you have it. Some of my own brief comments about the 
match and a bit of background on daigo... questions, comments are 
welcome as usual.



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Re: [Audyssey] MOTA Development setbacks

2011-08-03 Thread Bryan Peterson

At least it wasn't Beavis' Great Cornholio. LOL.
We are the Knights who say...Ni!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, August 03, 2011 5:04 AM
Subject: Re: [Audyssey] MOTA Development setbacks



Hi Dark,

No, fortunately I didn't need a dose of Jeremey's Speedy Gonzales
juice to resolve this issue. I actually found the source of the bugs
quite by accident. :D

As for the change logs I tend to only announce changes that are of
interest to the general public. I don't necessarily mention spelling
corrections or that I expanded a comment or two to make note of some
additional change in the code I can review later if needed. There are
certain minor issues so minor that they aren't worth mentioning. Like
I might decide to rename variable a to variable b, or that I discover
by reviewing a function that line 2096 is not properly indented and I
corrected the formatting on the spot. Such things are so minor and
trivial that it would bore you to tears reading about them.  All the
same its nice knowing that such minor issues are fixed when and where
needed for my part at least.

Cheers!


On 8/2/11, dark d...@xgam.org wrote:

Hi Tom.


Wooo, that was fast, Has jeremy slipped you some of his super caffeinated
coacane impregnated extra hot tabasco flavoured red bull? ;D.

seriously, glad to here it's less of a task than it sounded at least to 
me,
sinse I was expecting this to add about an extra fortnight to a month 
onto

mota developement time, glad to here that's not the case.

As to the changelogs, sinse you listed bug fixes I sort of assumed
everything was in there, though it does make sense if you only list the
major well known bugs like the bouncing endless jumping one that happened
when you first introduced analogue jumping.

Beware the grue!

Dark.



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Re: [Audyssey] Game Terminology was General Gaming Info

2011-08-03 Thread Hayden Presley
Hi Dark,
I've never understood the whole Lone Wofl classification. Why doesn't it
qualify for the adventure category?

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Friday, July 29, 2011 10:16 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Game Terminology was General Gaming Info

Hi Tom.

Yes, these terms were made basically for convenience and according to what 
was around at the time, however the point of classifications in the database

was to help people identify what a game is like, or search for a style of 
game, for instance Brian wanting stratogy games for research.

At the same time though, there need to be a few games to make splitting them

off and giving them an overall classification worth while, which was why 
space invaders games got it's own classification as we have so many of them 
it made litle sense to just lump them all in the arcade catagory.

Action, adventure and arcade games are thus far classifications more about 
the point and focus of the game than about it's view.

if it's mainly about points, it's an arcade game, eg, pipe.

If it's mainly about exploration, thinking through puzles and such it's an 
adventure game, which is why Sarah, terraformers, and mota were classified 
that way.

If it's more about the action, eg, fast reflexes, but not really based upon 
points, eg, superliam and shades of doom, it's action.

i freely admit this system isn't perfect, but it is intended to give an idea

of what sort of a game something generally is, but also try to create 
catagories that have a point to them.

for instance, i had a debate with Cx2 one of our other long standing mods 
about whether to have a simulation catagory.

The problem is, such a catagory would only at the time have Lone wolf and 
gma tank commander in it, and now 3D velosity.

However, three games don't really make a catagory, especially when their 
actual gameplay is so different.

this did unfortunately make lone wolf a litle difficult to catagorize and 
one reason it's in the misc catagory at the moment, but that was better than

the alternative.

It is true that with more side scrollers that might need to be a catagory on

it's own too, though I find myself a litle concerned that a game like Mota 
with heavy exploration elements could end up catagorized as the same style 
as something like Q9 which is pure action/arcade.

Ditto with economic vs war stratogy, and turn based vs real time.

Of course, the sensible thing would be to introduce two catagories as you 
have, genre and style, and maybe if Sander and richard rework the site we 
may be able to do that, but at the second that's not really possible.

Perhaps we will considder a side scroller catagory in future.

I'm also thinking that as we're now having more stratogy games produced, 
maybe a specific catagory for war stratogy games to distinguish something 
like Castaways or sound rts from something like Lunimals might be an idea.

I will say though, having far more good quality games to put into the 
database and classify is a really nice problem to be stuck with ;D.

Beware the grue!

Dark.



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Re: [Audyssey] Awesome Homer level 1 bug

2011-08-03 Thread Hayden Presley
Hi,
Wow. The people who have been going to the right is simply...astonishing.
I'd have thought the direction Gonk went in would be suggestive.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: Friday, July 29, 2011 8:51 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Awesome Homer level 1 bug

There's just one pit and you're not even supposed to go that way.
We are the Knights who say...Ni!
- Original Message - 
From: Shane Lowe shanel...@insightbb.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, July 23, 2011 6:21 PM
Subject: Re: [Audyssey] Awesome Homer level 1 bug


 also, I can't hear the pits for some reason

 - Original Message - 
 From: Karl Belanger karl.belan...@comcast.net
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, July 22, 2011 9:28 PM
 Subject: [Audyssey] Awesome Homer level 1 bug


 Hi,

 I've found a bug with Awesome Homer in level 1. Sometimes, the barrels 
 are
 so close together that jumping one lands you directly on another and you
 lose. There is no real way to avoid this situation, as if you jump any
 earlier you'll land on the first barrel. Could you please increase the
 minimum spacing between barrels?

 Karl

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Re: [Audyssey] Game Terminology was General Gaming Info

2011-08-03 Thread Hayden Presley
Hi,
Just out of curiosity, why do you spell Amiga Amigar'?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Friday, July 29, 2011 7:38 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Game Terminology was General Gaming Info

Hi tom.

Your point about computers and consoles is exactly right, indeed while I was

growing up it was very common to have versions of the same game such as 
final fight, ghouls n ghosts, golden axe or streetfighter 2 to be out for 
consoles like the snes, and home computers like the Amigar as well.

Of course, due to markiting things are changing rapidly, with new adverts 
advertizing video games, and the term computer now only applying to certain 
devices which are not necessarily game related.

Though certainly if you go around on the net you'll discover people using 
the term computer games stil, especially of people who play things like 
roguelikes, which are undoubtedly played on a computer, but certainly 
involve very litle video elements in terms of graphics.

i actually had to think terminology out last year when we had a big clean up

of the game genres on audiogames.net.

that was quite interesting sinse several genres had to be specially thought 
up, for instance I thought it was a good idea as there are now so many space

invaders games to have that as it's own genre different from arcade games.

The full info on classifications can be found at 
http://audiogames.net/page.php?pagefile=Genres

And we did a similar one for license types as well, whih is at 
http://audiogames.net/page.php?pagefile=licenses

I'd be interested to know people's thoughts on these, and also if people 
have any questions.

all the best,

Dark. 


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[Audyssey] getting a emulator for the blind.

2011-08-03 Thread michael barnes
Hey, I am looking for the best accessible super nintendo emulator that 
will work with a screen reader.
So if someone could please help me find a super nintendo emulator that 
would be great.

Thanks.

--
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