Re: [Audyssey] mota beta 22 thoughts

2011-08-17 Thread Bryan Peterson
I agree. I've fired enough guns in my life to be able to say that as well. 
And I've done enough archery to know that the bow sounds are more or less 
spot on also. Granted most of my experience was with a much smaller bow than 
what I imagine the bow Angela finds would be. And that one sounded qite 
different. Given my shall we say, small stature I'd probably still need a 
child's bow since I don't know if I could draw a full-sized one effectively.

We are the Knights who say...Ni!
- Original Message - 
From: Valiant8086 valiant8...@lavabit.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, August 16, 2011 10:37 PM
Subject: Re: [Audyssey] mota beta 22 thoughts



Hi.
I like the newer sounds myself. I've recorded gunshots myself and they 
sound more like the newer ones than what the original mota gunshots 
sounded like.


Sent with Thunderbird 3.1.10 portable.

On 8/16/2011 12:08 PM, Bryan Peterson wrote:
Maybe release the Beta 18 sounds as a separate sound pack? That way those 
who wanted it could have it while those who, like me, are happy with the 
newer sounds, could stick with those. It's the sae idea that was 
discussed with regard to speech packs with different voices.

We are the Knights who say...Ni!
- Original Message - From: Thomas Ward 
thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, August 16, 2011 9:20 AM
Subject: Re: [Audyssey] mota beta 22 thoughts



Hi John,

Thanks for your thoughts and comments. However, I have a few responces
of my own below.

John wrote:

  I personally preferred the weapon sounds from beta 18. For me, the
new ones are
far more sci fi, and far less realistic.

My reply:

Well, that's unfortunate because the gun shots etc in beta 18 were low
fidelity and I wanted to replace them with hi-fi sounds. As I
purchased the new sounds for round about $35 I can't just afford to
throw that money away and put the old ones back in. Besides I'm
personally happy with the new sounds so if people want the old ones
I'll see what other people have to say about them before I put the old
sounds back in the game.

John Wrote:

The new door sounds sound like a haunted
house rather than an ancient temple. The older ones (a stone door)
really make the
ambience authentic.


My Reply:

Not really. Most ancient greek temples used wooden doors not stone.
Were this ancient Egypt or something stone would in deed be more
appropriate here. So I think this is a situation of historical
accuracy vs player perspective. So I'd like to hear others thoughts
here. If the majority of the people want the stone doors back I'll do
it, but it would not be historically accurate in my book.

John wrote:

  The ability to jump continually (from beta 18) was an invaluable
aid in making
my times with the levers, and getting over the fire pit in level one
and the chasm
in level two.

My Reply:

Sorry, That is not technically possible. The way jumping worked in say
beta 18 caused endless problems with joysticks, mice, etc. You had no
control over when to jump and when you wanted to stop jumping because
it would go into an infinite loop usually ending up with Angela in a
fire, chasm, etc before you were able to stop. So restrictionms were
put in place that you had to let go of the controls keyboard, mouse,
joystick, whatever before starting a new jump. I'm sorry, but I had no
choice but to do it this way.

John Wrote:

I really preferred the previous sound for nearing a spike. I've found
the sound since
beta 19 rather hard to here, particularly near statues.

My Reply:

I see. Rather than replacing them perhaps just increasing the volume
might be a better solution?
John Wrote:
  When picking up objects, you have to press enter on the object
rather than holding
it down.

My Reply:

Again this is a technical restriction. I changed the way the G3D
Engine handles input to fix certain issues with handling input and in
the process of fixing the bigger problem this was a side effect of the
fix. So there isn't anything I can do but to restore the old input
code which will introduce problems and bugs into the game that would
be undesirable. So I'm afraid there isn't anything I can do to fix
this behavior without causing more bugs and problems than it is worth.

John Wrote:

Right now, it's not that hard to blast my way through all the
monsters in the game without getting hurt. The enemies with bows and 
fire spells

are usually the only ones to hit me, seeing as I can just shoot the
others before
they get close. This leads into the suggestion: it might add a level
of difficulty
(perhaps in later levels, or in all of them if you like) to have more
than one monster
in a room.

My Reply:

What difficulty level are you playing on? I usually play on Advanced
and Expert and believe me one enemy is more than enough of a
challenge. If you are still playing on say Beginner then the game was
intentionally made to be easy, and if you find it too easy then you

Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-17 Thread dark

Hi Tom.

what you say about programming makes sense, and that might actually be 
something I'd look into when my phd is finished, sinse creating an rpg has 
always been a desire of mine.


for superhero powers though, I'm afraid mutants is precisely the sort of rp 
system that can! handle just about any power from super strength, to magic, 
to super science.


it has rules for creating a generic close or ranged, attack and fitting it 
with an element or an effect if needed.


For instance, my characters' powered armour has lasers which are simply a 
standard ranged attacked at one targit that do the full degree of my 
characters' damage.


Another character in our party is the reincarnation of a god of sunlight. 
She has a blast of light attack. This is not as damaging as my lasers, but 
has a dazle effect, and also sinse it's a blast of light can affect shadow 
based creatures.


another of our party is a half fae, and she has a bow which she uses to fire 
arrows.


all of us derive our powers from different sources, but mechanically, all of 
the attacks can be classified as ranged attacks against a single targit 
doing different sorts of damage and different sorts of effects,  heck my 
armour also has several ranged attacks itself, going from a dimentional 
cannon that can affect insubstantial creatures, to a scope which does less 
damage but has a greater chance of hitting, - then I have enhanced 
strenght and can always punch or grapple people too!


As you might guess, i'm prety much the group's main fighter, though other 
people have skilsl like healing, magic rituals, mental manipulation and 
such.


My point however is that actually a full system could be created that could 
handle spells, super powers or whatever, but it would be a hugely complex 
thing to do,  mutants afterall is a pretty complex rp game and you 
probably couldn't put the mechanics into a gamebook in a satisfactory way.


Beware the grue!

Dark. 



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Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-17 Thread dark

yep, i got to the same point.

I believe there is a way around it but I'm not sure what it is maybe asking 
on the guestbook over at the ff project site will help.


Beware the grue!

Dark.
- Original Message - 
From: shaun everiss sm.ever...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, August 16, 2011 11:25 PM
Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful 
doom!




yeah I really hate house of horror.
I manage to role the skills I need, I have luck on my side I am strong.
I have past all the traps and got the super weapons.
Now I kill the boss and die.
I guess I have to kill his weaker guy first but its tricky.
Worse still even if I do succeed I get killed by the rest of the gang and 
there is no other exit bar continuation or death.

At 02:58 a.m. 17/08/2011, you wrote:
Well actually the fire exit is probably the only place in the book where 
one random choice can kill you.
I really dislike gamebooks where it's a case of right or left door, right 
your dead! and there's no clue involved, you just die, house of horror on 
the fighting fantasy project site, and the novel it was based on house of 
hell are very bad for that.


The fire exit though I thought was a bit of a no brainer, and just stuck 
it in for kicks, sinse I also tried to always make deaths as amusing as 
possible.


Beware the grue!

Dark.

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Re: [Audyssey] better control of troop training in castaways

2011-08-17 Thread dark
Yep, I noticed this too, even though i had three knights, the soldiers kept 
on being knights even when i had three cloaks and 2 armour in my barracks.


the ai that is supposed to balance military to insure that soldiers train to 
be the troop type you have least of doesn't seem to be working 
unfortunately.


i don't know if actually assigning soldiers to train is necessary though, 
sinse if the ai worked as suggested and soldiers tried to equalize your 
number of troops that should work.


i will say though with the weakness circle this just makes life even more 
difficult, sinse you don't necessarily want! 7 knights, when you could have 
five knights and two rangers.


I also agree about mission 3, it seems impossible, because the enemies get 
stronger and stronger far faster than you can even if you raise their base.


imho raids should do more damage to them.

Another way that might make the game flexible would be to remove the 
requirement for metal from the barracks, sinse that would mean you don't 
encessarily have to build up metal production first, and thus could 
concentrate on other methods and troop types like rangers and pikemen.


Beware the grue!

Dark.
- Original Message - 
From: alex wallis alexwallis...@googlemail.com

To: gamers@audyssey.org
Sent: Wednesday, August 17, 2011 1:25 AM
Subject: [Audyssey] better control of troop training in castaways



Hi.Hi,
I am still playing mission 3 in castaways, and I must say I think it needs 
some serious rebalancing, at the moment I think its unbeatable.

but anyway that's not why I am writing,
I am writing to ask could we have more control over troop training?
as at the moment, the game seems to automatically assume just because 
there is armour at the barracks I want anyone I tell to be a soldier to 
become a knight.
I really think that the military jobs need to each have there own 
categories, so soldiers, literally meaning ordinary soldiers, a specific 
category for knights, and all other military units should have there own 
job types.
as I frequently find myself in the position where I am building up spare 
stockpiles of armour, and yet I don't want people to become knights just 
because the armour is lying around I would actually like to be able to set 
what military unit people become.


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Re: [Audyssey] Castaways version 1.6b including Mission 3

2011-08-17 Thread dark

Wow kelvin congrats,

Though it sounds like the stratogy you employed was rather crazy there ;d.

Beware the grue!

Dark.
- Original Message - 
From: Kelvin Tan k...@weiliankelvin.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, August 17, 2011 2:39 AM
Subject: Re: [Audyssey] Castaways version 1.6b including Mission 3


hi jeremy and all! i just completed mission 3! enemies were just starting 
to

destroy my first building when my 12th catapault bagan construction. i
through all my population to become builders before my first catappault is
destroyed! it was really a struggle! i created only 8 knights and i think 
4

cavalry. the knights were starting to die off 1 by 1 though, and my food
resources was already running dangerously low. i think i was rather
fortunate to complete the mission. not sure if i can complete it again. 
this

mission is really the most challenging mission in deed! great job man
jeremy!
- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, August 17, 2011 12:19 AM
Subject: Re: [Audyssey] Castaways version 1.6b including Mission 3


Good question, I can see I didn't do a very good job of explaining that.
When I spoke of each unit's strength and defense, that was a general 
summary

of the unit which applies to it most of the time.  For example, that
information is good for when you are sending your troops against goblins 
or

Yetti.  When going up against human foes, there are a few extra rules that
come in to play.  Knights receive an attack bonus when facing pikemen.
Pikemen get a bonus against Cavalry, Cavalry bonus against Rangers, and
rangers bonus against Knights.  It's a little ring of attack power, so 
that
each type of unit does have something it is exceptionally good at 
attacking,

but another thing that it is more likely to be harmed by.  Hopefully that
makes more sense now that I've explained it a little more.


hi jeremy. i'm a little confused
here. u said from your previous email:
- Cavalry are weaker than even Rangers. They deal
about 3 times the damage
of a regular soldier, but their speed on the field is much
faster than
anyone else. If memory serves me, they are nearly
double the speed of a
night so they are more efficient soldiers in that
regard. Their specialty
is to attack enemy Rangers, and their killing power nearly
doubles when they
face them.
so, they are weaker than rangers in strength, but they are
also best used to
kill rangers?



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No virus found in this incoming message.
Checked by AVG - www.avg.com
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06:34:00


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[Audyssey] 'bug' in darkgrue.

2011-08-17 Thread dhruv kumar
hi jeremy.
there is a 'bug' in the gamebook creater.
spose I am playing a gamebook, and I am died. then, to pervent me to
die, I press the back button.
this is a very problumatic bug because peoples can cheat easyly

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Re: [Audyssey] some questions regarding the list

2011-08-17 Thread dhruv kumar
hi,
what I search on google to know how to stop this nasty filter?
if you know, tell me.

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Re: [Audyssey] arrangement of buildings list in castawaysand a suggestion.

2011-08-17 Thread dark

Nice thought Che.

Also markers could let you plan out where future buildings go a bit more 
logically, by marking a square say for your stables even before you've got 
the necessary requirements.


Beware the grue!

Dark.
- Original Message - 
From: Che blindadrenal...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, August 17, 2011 5:17 AM
Subject: Re: [Audyssey] arrangement of buildings list in castawaysand a 
suggestion.




  I agree these suggestions would be good.
  also, the ability to set markers with a short note per would be helpful.
  so i could make a marker for my current main quarry, then from anywhere 
else on the map, pop open my marker list, hit q, then enter and boom, i'm 
at my quarry.
  this would go a long way towards helping organize these large maps 
methinks.

  later,
che



On 8/16/2011 10:42 PM, Christopher Bartlett wrote:
Yep, I'd agree with the terrain location suggestions and the reorder of 
the

building lists.  With 832 squares to check out in mission 3, it's a bit
clumsy.  I suppose I could make an off-line version of the map, but that
would take forever.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of alex wallis
Sent: Tuesday, August 16, 2011 10:52 AM
To: gamers@audyssey.org
Subject: [Audyssey] arrangement of buildings list in castaways and a
suggestion.

Hi list.
just a bit of a suggestion regarding the building list in castaways,
at the moment, the order of the list seems a bit haphazard,
for example, I think that all the farm types should be listed right next
to each other,
at the moment you have meet and vegetable farms, and then right near the
bottom of the list is the animal farm, I think this should be grouped
with the other two farms so they are next to each other in the list.
I think in fact, that the buildings should be grouped in the order that
they depend on each other,
so for example, I would have the butchers shop, then the textile, and
then the hospital, and other buildings that depend on it.
I think also that the vinyard should be listed next to the tavern.
and also perhaps the tannery should go next to the monastery as again
they depend on each other.
I also had another idea when playing mission 3,
I think because the maps are so big, and it can take some time to
explore them, I think a really useful feature would be a terrain
location mode, so lets say I am at a1 and want to quickly find the
nearest site to put my quarry, I could bring up a list of terrain types
and find out where the nearest bit of forest, rocky ground or empty land
is etc.

alternatively, I did think of another job that could make this more of a
useful in game feature,
that of an explorer or cartographer.
OK at the moment you can arrow around to find things, but if you had an
explorer or cartographer, you could find out from him where the nearest
bit of forest is or whatever, and a benefit of having him could be that
all your peasants and builders move around quicker, as he could advise
on the quickest root.
I certainly think a quick terrain location feature could be useful 
anyway.


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If 

Re: [Audyssey] 'bug' in darkgrue.

2011-08-17 Thread dark

Hi Druhv.

It's not a bug in darkgrue, it's simply the way htlm works. You can do just 
the same thing in the html gamebooks from arborell.com or project aon.


Rememb er that gamebooks are based on original printed books where you could 
just turn the pages back.


Yes, this relies on the player being honest, but if your not going to play 
honestly, why play?


Beware the grue!

Dark.
- Original Message - 
From: dhruv kumar kumardhru...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, August 17, 2011 12:22 PM
Subject: [Audyssey] 'bug' in darkgrue.



hi jeremy.
there is a 'bug' in the gamebook creater.
spose I am playing a gamebook, and I am died. then, to pervent me to
die, I press the back button.
this is a very problumatic bug because peoples can cheat easyly

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Re: [Audyssey] Moderator Important Message About Skynet

2011-08-17 Thread Trouble
This is why a lot of devs don't even want a part of this list. 
Memebers are to childish and think they control all game makers.


At 04:59 PM 8/16/2011, you wrote:

Hi all,

it has come to my attention that a few of you have decided to send
some negative messages to Skynet regarding their recent down time, and
I shouldn't have to tell you that this is unacceptable behavior.

First of all, they will only talk to me regarding the server
administration or web account as I am the account holder. So trying to
talk to them on my behalf or whatever you think you are doing isn't
helping matters for me or them. So stop doing it!

Second of all, if you have questions about the website those should be
directed to myself personally. If you can't get through to me via the
support address you can get me via my personal address
thomasward1...@gmail.com
and I expect you to consider me the contact person in terms of
anything to do with the USA Games website. If something needs fixed,
updated, or I decide to change my account status that will be between
myself and Skynet. So, please, sease and desist e-mailing them with
questions, complaints, suggestions, as they have had a very rough day
reinstalling and reconfiguring the servers and web accounts. Your
e-mails to them were getting in the way of there attempts to getting
things back up and running for myself and everyone else who use them
for hosting.

Finally, to let you know how serious I consider this if I get more
reports that someone is going to my web host and bashing them, asking
them lots of needless questions while they are working hard to fix
things, whatever I'll speak to Damien and Kevin about having your
subscription terminated personally. There is no excuse for this
behavior.

Sincerely,

Thomas Ward
Co-Moderator of the Audyssey Mailing list

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[Audyssey] Mota thoughts

2011-08-17 Thread dark
Hi. 

Well I've finally6 got a copy of mota, and I'm liking what I'm seeing thus far, 
the analogue jump system is as i expected, as is the running jumps. 

the only two miner niggles I have are first, for some reason you don't always 
seem to reach a ledge after climbing up a rope and jumping off, sometimes you 
fall back to the bottom even when you've climbed as far as you can upwards. A 
note, perhaps the indicator saying stone ledge whenb your in a position to 
jump off might help, as might an indicator on how far you have fallen. 

Also, for some reason i can't attack monsters if I'm on a flight of stairs. 
After jumping the big gap and climbing downwards, there's a flight of steps 
going down and usually an enemy down there. 

whatever weapon I use, I don't seem able to targit at all. 

if there is a key to targit my attacks to a monster below me, I'd like to know. 

Other than that, i'm liking thus far, and these two issues might just be me 
getting used to the mechanics. 

All the best, 

Dark.
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Re: [Audyssey] Mota thoughts

2011-08-17 Thread Thomas Ward
Hi Dark,

As for your first point about jumping onto ledges and missing that's
often the result of simply not jumping far enough. I've done it plenty
of times myself and all I can say is to try again if that happens.You
will get a feel for jumping onto ledges after a while.

As to your second point that's an unresolved technical problem between
side-scrollers and 3d based game play. You can not shoot from a
staircase, ledge, etc because the look up/down commands page up and
down only changes the y axis of view and unfortunally in MOTA the z
axis is up/down. So I'm going have to write a custom look up/down
function for this game specifically to resolve this problem or rewrite
the targeting code to do this automatically in a 2d environment.
Either way it is one of those things I intend to fix sometime between
now and rc1.

Cheers!


On 8/17/11, dark d...@xgam.org wrote:
 Hi.

 Well I've finally6 got a copy of mota, and I'm liking what I'm seeing thus
 far, the analogue jump system is as i expected, as is the running jumps.

 the only two miner niggles I have are first, for some reason you don't
 always seem to reach a ledge after climbing up a rope and jumping off,
 sometimes you fall back to the bottom even when you've climbed as far as you
 can upwards. A note, perhaps the indicator saying stone ledge whenb your
 in a position to jump off might help, as might an indicator on how far you
 have fallen.

 Also, for some reason i can't attack monsters if I'm on a flight of stairs.
 After jumping the big gap and climbing downwards, there's a flight of steps
 going down and usually an enemy down there.

 whatever weapon I use, I don't seem able to targit at all.

 if there is a key to targit my attacks to a monster below me, I'd like to
 know.

 Other than that, i'm liking thus far, and these two issues might just be me
 getting used to the mechanics.

 All the best,

 Dark.
 ---
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 gamers-unsubscr...@audyssey.org.
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 http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
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 http://www.mail-archive.com/gamers@audyssey.org.
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Re: [Audyssey] Mota thoughts

2011-08-17 Thread Valiant8086

Hi.
With your rope problem, don't forget about analogue jumping. You have to 
jump far enough when on a rope too just like with ledges.

Sent with Thunderbird 3.1.10 portable.

On 8/17/2011 10:50 AM, dark wrote:

Hi.

Well I've finally6 got a copy of mota, and I'm liking what I'm seeing thus far, 
the analogue jump system is as i expected, as is the running jumps.

the only two miner niggles I have are first, for some reason you don't always seem to 
reach a ledge after climbing up a rope and jumping off, sometimes you fall back to the 
bottom even when you've climbed as far as you can upwards. A note, perhaps the indicator 
saying stone ledge whenb your in a position to jump off might help, as might 
an indicator on how far you have fallen.

Also, for some reason i can't attack monsters if I'm on a flight of stairs. 
After jumping the big gap and climbing downwards, there's a flight of steps 
going down and usually an enemy down there.

whatever weapon I use, I don't seem able to targit at all.

if there is a key to targit my attacks to a monster below me, I'd like to know.

Other than that, i'm liking thus far, and these two issues might just be me 
getting used to the mechanics.

All the best,

Dark.
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Re: [Audyssey] 'bug' in darkgrue.

2011-08-17 Thread Thomas Ward
Hello dhruv,

First of all, the ability to go back to the prior page as a feature of
your web browser Internet Explorer, Firefox, Opra, and not of Dark
Gru. So even if Jeremy or anyone else wanted to prevent this behavior
they couldn't because you are blaming the wrong program here.

Second of all, I hate to say this, but this shows your lack of
experience with gamebooks in general. That is that these games assume
that you won't cheat. If you decide to play fair or cheat all the way
through its completely your own affair not the developer's. Suppose
you pick up a classic gamebook printed in a hard bound or paperback
book written in the early 1980's. What's to prevent you from flipping
back to the prior page in the book?

Of course, there is nothing to keep you from sticking in a bookmark
and doing just that. The point being is that gamebooks were written to
have fun, and were printed in physical books long before most people
even owned personal computers. Now days they are published in
electronic media html, pdf, rtf, etc but the same basic principle
applies. If you don't want to cheat don't do it. The asumption of the
author is that the person plays this or that gamebook to have fun and
will be honest enough to play by the rules of the game.

HTH

On 8/17/11, dhruv kumar kumardhru...@gmail.com wrote:
 hi jeremy.
 there is a 'bug' in the gamebook creater.
 spose I am playing a gamebook, and I am died. then, to pervent me to
 die, I press the back button.
 this is a very problumatic bug because peoples can cheat easyly

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


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Re: [Audyssey] Mota thoughts

2011-08-17 Thread dark

Hi Tom.

Fair enough on the look code. part of the problem is the instant you see an 
enemy, it's attacking you even when your above it on the stairs and it's 
below you.


in a game like super castlevania (which had lots of stairs), you would 
usually just have to wait until the enemy patrolled away from the bottom of 
the stairs so that you could go down and hitt it. This might actually be an 
alternative solution for the side scroller, making enemies patrol back and 
forth and having the enemies only targit you when your on the same level as 
them.


As I said with jumping, it didn't seem to happen with pits, for instance I 
could get over that first fire pit with either a running jump, or a standing 
jump from right on the ledge provided I held the keys, but it did seem to 
happen on ropes for some reason more often though this might just be me 
needing to get used to the mechanics (something which is actually nice to 
see in an audio game for once).


i'll give the game another try and see if I can work around this.

Beware the grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, August 17, 2011 4:41 PM
Subject: Re: [Audyssey] Mota thoughts



Hi Dark,

As for your first point about jumping onto ledges and missing that's
often the result of simply not jumping far enough. I've done it plenty
of times myself and all I can say is to try again if that happens.You
will get a feel for jumping onto ledges after a while.

As to your second point that's an unresolved technical problem between
side-scrollers and 3d based game play. You can not shoot from a
staircase, ledge, etc because the look up/down commands page up and
down only changes the y axis of view and unfortunally in MOTA the z
axis is up/down. So I'm going have to write a custom look up/down
function for this game specifically to resolve this problem or rewrite
the targeting code to do this automatically in a 2d environment.
Either way it is one of those things I intend to fix sometime between
now and rc1.

Cheers!


On 8/17/11, dark d...@xgam.org wrote:

Hi.

Well I've finally6 got a copy of mota, and I'm liking what I'm seeing 
thus

far, the analogue jump system is as i expected, as is the running jumps.

the only two miner niggles I have are first, for some reason you don't
always seem to reach a ledge after climbing up a rope and jumping off,
sometimes you fall back to the bottom even when you've climbed as far as 
you
can upwards. A note, perhaps the indicator saying stone ledge whenb 
your
in a position to jump off might help, as might an indicator on how far 
you

have fallen.

Also, for some reason i can't attack monsters if I'm on a flight of 
stairs.
After jumping the big gap and climbing downwards, there's a flight of 
steps

going down and usually an enemy down there.

whatever weapon I use, I don't seem able to targit at all.

if there is a key to targit my attacks to a monster below me, I'd like to
know.

Other than that, i'm liking thus far, and these two issues might just be 
me

getting used to the mechanics.

All the best,

Dark.
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All messages are archived and can be searched and read at
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list,

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list,
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Re: [Audyssey] Mota thoughts

2011-08-17 Thread Scott Chesworth
Just a tidbit to add to the stairs discussion, it's currently not
possible to run up/down stairs either. Would be handy if you could get
that resolved, what with there being so many timed levers in the game.

Cheers
Scott

On 8/17/11, dark d...@xgam.org wrote:
 Hi Tom.

 Fair enough on the look code. part of the problem is the instant you see an
 enemy, it's attacking you even when your above it on the stairs and it's
 below you.

 in a game like super castlevania (which had lots of stairs), you would
 usually just have to wait until the enemy patrolled away from the bottom of
 the stairs so that you could go down and hitt it. This might actually be an
 alternative solution for the side scroller, making enemies patrol back and
 forth and having the enemies only targit you when your on the same level as
 them.

 As I said with jumping, it didn't seem to happen with pits, for instance I
 could get over that first fire pit with either a running jump, or a standing
 jump from right on the ledge provided I held the keys, but it did seem to
 happen on ropes for some reason more often though this might just be me
 needing to get used to the mechanics (something which is actually nice to
 see in an audio game for once).

 i'll give the game another try and see if I can work around this.

 Beware the grue!

 dark.
 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, August 17, 2011 4:41 PM
 Subject: Re: [Audyssey] Mota thoughts


 Hi Dark,

 As for your first point about jumping onto ledges and missing that's
 often the result of simply not jumping far enough. I've done it plenty
 of times myself and all I can say is to try again if that happens.You
 will get a feel for jumping onto ledges after a while.

 As to your second point that's an unresolved technical problem between
 side-scrollers and 3d based game play. You can not shoot from a
 staircase, ledge, etc because the look up/down commands page up and
 down only changes the y axis of view and unfortunally in MOTA the z
 axis is up/down. So I'm going have to write a custom look up/down
 function for this game specifically to resolve this problem or rewrite
 the targeting code to do this automatically in a 2d environment.
 Either way it is one of those things I intend to fix sometime between
 now and rc1.

 Cheers!


 On 8/17/11, dark d...@xgam.org wrote:
 Hi.

 Well I've finally6 got a copy of mota, and I'm liking what I'm seeing
 thus
 far, the analogue jump system is as i expected, as is the running jumps.

 the only two miner niggles I have are first, for some reason you don't
 always seem to reach a ledge after climbing up a rope and jumping off,
 sometimes you fall back to the bottom even when you've climbed as far as
 you
 can upwards. A note, perhaps the indicator saying stone ledge whenb
 your
 in a position to jump off might help, as might an indicator on how far
 you
 have fallen.

 Also, for some reason i can't attack monsters if I'm on a flight of
 stairs.
 After jumping the big gap and climbing downwards, there's a flight of
 steps
 going down and usually an enemy down there.

 whatever weapon I use, I don't seem able to targit at all.

 if there is a key to targit my attacks to a monster below me, I'd like to
 know.

 Other than that, i'm liking thus far, and these two issues might just be
 me
 getting used to the mechanics.

 All the best,

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


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 list,
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If you want 

Re: [Audyssey] 'bug' in darkgrue.

2011-08-17 Thread dark
I must confess, the one thing I do do myself with gamebooks is save the game 
occasionally, usually after acquiring some big item or goal.


this is fairly easy to do, just by adding a page to favourites in html books 
or, when playing physical books with my friend we just note the page number 
and keep a copy of our stats.


This is probably slightly cheating, but sinse often the alternative is the 
frustrating business of going over previous choices again and again, it does 
make things a litle more interesting to go from the last savepoint instead.


Pluss, with some of the larger books, it just is less practical to play the 
hole thing. For instance windhammer from chronicles of Arborell is 650 
sections, which makes for a pretty mega gamebook!


I've finished that one several times, and died many more, but I don't think 
i'd have been able to explore all the various passages and different ways 
around if I hadn't saved at a couple of significant staircases.


In fact what is interesting with windhammer, is that for my first couple of 
goes through, I just couldn't find all three items needed to vanquish 
windhammer.


Luckily I had a high enough combat score and some other bonuses to be able 
to do it with less than three, but for several goes through, the full three 
items, dragonseye, morgen's spear and dragon claw illuded me (particularly 
the dragon claw, finding that was a real pest!).


Even though i'd finished the book before therefore, it was actually really 
qite an experience when I had all three items, and could complete it 
properly.


Ironically, just after I finished it and finally! found the dragon claw, the 
quest for the orncrist game was released which tells how the dragon cclaw 
actually got into the castle of stoneholme in the first place.


Beware the grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, August 17, 2011 5:01 PM
Subject: Re: [Audyssey] 'bug' in darkgrue.



Hello dhruv,

First of all, the ability to go back to the prior page as a feature of
your web browser Internet Explorer, Firefox, Opra, and not of Dark
Gru. So even if Jeremy or anyone else wanted to prevent this behavior
they couldn't because you are blaming the wrong program here.

Second of all, I hate to say this, but this shows your lack of
experience with gamebooks in general. That is that these games assume
that you won't cheat. If you decide to play fair or cheat all the way
through its completely your own affair not the developer's. Suppose
you pick up a classic gamebook printed in a hard bound or paperback
book written in the early 1980's. What's to prevent you from flipping
back to the prior page in the book?

Of course, there is nothing to keep you from sticking in a bookmark
and doing just that. The point being is that gamebooks were written to
have fun, and were printed in physical books long before most people
even owned personal computers. Now days they are published in
electronic media html, pdf, rtf, etc but the same basic principle
applies. If you don't want to cheat don't do it. The asumption of the
author is that the person plays this or that gamebook to have fun and
will be honest enough to play by the rules of the game.

HTH

On 8/17/11, dhruv kumar kumardhru...@gmail.com wrote:

hi jeremy.
there is a 'bug' in the gamebook creater.
spose I am playing a gamebook, and I am died. then, to pervent me to
die, I press the back button.
this is a very problumatic bug because peoples can cheat easyly

---
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gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
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please send E-mail to gamers-ow...@audyssey.org.



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Re: [Audyssey] two new and epic trailers

2011-08-17 Thread Scott Chesworth
Nice to see that they've gone with the Street Fighter esque soundscape
over Tekken. I prefer Tekken's music, but the last few SF's have come
forward in terms of actual SFX in leaps and bounds. Seems like we're
getting close to SF speed too, that's gonna drive Tekken players nuts
haha!

I've not touched Soul Calibur since the second game I think it was, so
couldn't be sure how much of that was actual game play and how much
was just wooshy expensive trailer, but no doubt it'll be worth picking
up.

I'm totally strapped at the moment. Considering auctioning off a few
body parts to get me an Xbox... none of the limbs required for playing
games though obviously!

Scott

On 8/16/11, Sarah Haake ti...@gmx.net wrote:
 Hi Clement,

 thanks for sending these links. The trailers sound really great!
 Well, maybe I'll spend some cash on a console some time or get the
 chance to try these games elsewhere, they really sound worth playing!

 Best regards
 Sarah


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Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-17 Thread Thomas Ward
Hi Dark,

True enough. Obviously your Mutants and Masterminds game is a more
complex game where there are lots of different stats to keep track of
and much harder to put into a gamebook in a satisfactory way as you
pointed out. However, the point still stands that generic stats don't
necessarily apply to each and every game out there so its up to a
creator to come up with rules, skills, and stats on a per game basis I
think.

Lastly on the scripting angle right now I'm looking at Python as my
generic gamebook/text adventure language at the moment. Even for
something like writing your typical Infocom type adventure I have
found Python well suited to the task. Oh, I've tried Adrift, Inform,
Tads, etc but Python struck me as the happy balance between the power
of a fully functional programming language and ease of use. Python is
light on sintax so its easy to pick up and learn. Its cross-platform,
and all the documentation is free. Programming doesn't get much better
than that.

For example, lets assume I want to print a intro to my new altra cool
text adventure there really isn't much to it in Python. Its so simple
that it is not much more difficult than writing the text up in html.

def GameIntro():

#Write intro message to the screen
 print Long long ago\n
 print in a galaxy far far away\n
 print the heroic Rebel Alliance continues their\n
 print struggle against the Galactic Empire.\n
 print Meanwhile the rebel leader, Princess Leia, hurries home\n
 print with the secret plans of a new Imperial super weapon\n
 print known as the Death Star.\n
 print It is feared that this new super weapon\n
 print may bring an end to the Rebbel Alliance and all they stand for.\n

#Prompt the player to press return
raw_input(Press return to continue:\n)
#End function

As you can see Python is well suited to quick and easy programming on
the fly. Unlike say C or C++ there is a minimal amount of extraneous
syntax like braces, brackets, semi-colons, and what not which makes
Python suited for exactly this kind of game. Oh, I still love my C and
C++, but why do that when Python can do the same thing with half the
effort required?

Basically, my point is when or if you ever choose to start programming
Python might be a place for you to start if you are thinking of
programming text adventures, gamebooks, or an all out RPG without too
much coding involved.

Cheers!

On 8/16/11, dark d...@xgam.org wrote:
 Hi Tom.

 what you say about programming makes sense, and that might actually be
 something I'd look into when my phd is finished, sinse creating an rpg has
 always been a desire of mine.

 for superhero powers though, I'm afraid mutants is precisely the sort of rp
 system that can! handle just about any power from super strength, to magic,
 to super science.

 it has rules for creating a generic close or ranged, attack and fitting it
 with an element or an effect if needed.

 For instance, my characters' powered armour has lasers which are simply a
 standard ranged attacked at one targit that do the full degree of my
 characters' damage.

 Another character in our party is the reincarnation of a god of sunlight.
 She has a blast of light attack. This is not as damaging as my lasers, but
 has a dazle effect, and also sinse it's a blast of light can affect shadow
 based creatures.

 another of our party is a half fae, and she has a bow which she uses to fire
 arrows.

 all of us derive our powers from different sources, but mechanically, all of
 the attacks can be classified as ranged attacks against a single targit
 doing different sorts of damage and different sorts of effects,  heck my
 armour also has several ranged attacks itself, going from a dimentional
 cannon that can affect insubstantial creatures, to a scope which does less
 damage but has a greater chance of hitting, - then I have enhanced
 strenght and can always punch or grapple people too!

 As you might guess, i'm prety much the group's main fighter, though other
 people have skilsl like healing, magic rituals, mental manipulation and
 such.

 My point however is that actually a full system could be created that could
 handle spells, super powers or whatever, but it would be a hugely complex
 thing to do,  mutants afterall is a pretty complex rp game and you
 probably couldn't put the mechanics into a gamebook in a satisfactory way.

 Beware the grue!

 Dark.

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[Audyssey] pan

2011-08-17 Thread Valiant8086

Hi.
I'm having a big problem with some of my computers and I'm sort of 
getting weery of trying to put up with it, wondered if anyone else knows 
anything about this. I never hear anyone else complaining. It's weird. I 
can't stand it, I don't see how anyone else who had this problem 
couldn't notice it.


Basically, my sounds don't pan properly. More accurately, my stereo 
field isn't quite right. I tried to play shades of doom today, and I 
just can't seem to do it, because when a monster gets close to me, it is 
totally impossible to tell where they are. They are always dead center, 
I don't know which way to turn. When they're off in the distance, I can 
figure out where they are then, but the stereo field still isn't as good 
as what I'm used to.


Take Any of Jim Kitchen's games, like mach 1 tts. I totally can't play 
that, because the crouds on each side are right on top of me. Once I get 
to a turn, it's like immediately one of the crouds is right dead center 
in my stereo field, and It's loud enough I can't hear which way to go to 
get closer to the croud on the other side and off the wall. So basically 
I totally can not play that game. Topspeed, I haven't got any stereo 
perception of other cars when they are close to me, I can hear them a 
bit, but they are always dead center. If they go away from me a bit then 
I can sort of hear if they go around a corner, but on top of me it's 
perfectly dead center all the time even if they are all the way on the 
left wal and I am all the way on the right wall.


Is there a way to fix this? I have a bunch of computers that do it, and 
a couple that don't. My mac for one doesn't seem to do it with the xp 
virtual machine. I thought my desktop didn't do it until I tried to play 
mach1tts with it and experienced the same thing. It plays topspeed 
better than this hp laptop does though.


This computer here is an HP dm4 with a core I 5 430 processor. It has i 
d t audio unfortunately. I don't know why anybody would want to sell 
their laptops with that in it, it sucks in my oppinion.


I have a Tosheba with the same processor but which has a realtech sound 
card and it does the same thing as the hp. The hp and tosheba both run 
windows xp.


My netbook does it too and it uses a realtech with xp. My mac doesn't, 
and it runs xp. It uses, um. I can't remember what it's called now, 
Sirrus or something like that.


I think I have my direct x all updated, somehow I think that is my 
problem. I think something was changed in direct x somewhere along the 
road that messed everything up. I'm pretty sure my desktop does great 
with it's audigy2zs, but it still doesn't play mach1 tts worth a hoot. 
Oh, but wincar6 plays ok, even on my hp, except when I get really close 
to a wall, it's dead center in my speakers, when I get farther away, it 
still sounds like it's closer to me than it really is. Like if I stay 
dead center where you can't hear the walls at all I can do it, but if I 
let it drift over any, the side of my headphones opposit the wall still 
sounds just about as loud as the side near the wall, even if I'm just 
barely in range to hear that wall.


I'm stumped, about ready to do something drastic. I think btw if I set 
the GMA games to use software rendering for sounds it works better, so I 
should at least be able to play sod and gtc and lw properly. I actually 
forgot about that until I wrote this message. What about Jim Kitchen's 
games though? I really want to play mach1tts, but I just can't. It's so 
frustrating.



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Re: [Audyssey] 'bug' in darkgrue.

2011-08-17 Thread Thomas Ward
Hi Dark,

Well, I don't think saving a page in favorites or writing down the
page number is necessarily cheating. Every modern game today has some
way to save the game, IE  some sort of checkpoint system, so you can
backup and start over from your last saved position in case you screw
up.

For instance, take Sryth. That's an online gamebook/RPG, but nobody
expects you to start over from scratch just because some ugly ogre or
giant bashes your head in. Instead, the game takes a rune of life away
and transports you back to your last saved position and you can start
from there, and hopefully fair better the next time you try that
adventure. So saving a page or creating your own checkpoint in a
gamebook isn't much different as far as I'm concerned. Sometimes it is
down right necessary in very long gamebooks or quests.

Cheers!




On 8/17/11, dark d...@xgam.org wrote:
 I must confess, the one thing I do do myself with gamebooks is save the game
 occasionally, usually after acquiring some big item or goal.

 this is fairly easy to do, just by adding a page to favourites in html books
 or, when playing physical books with my friend we just note the page number
 and keep a copy of our stats.

 This is probably slightly cheating, but sinse often the alternative is the
 frustrating business of going over previous choices again and again, it does
 make things a litle more interesting to go from the last savepoint instead.

 Pluss, with some of the larger books, it just is less practical to play the
 hole thing. For instance windhammer from chronicles of Arborell is 650
 sections, which makes for a pretty mega gamebook!

 I've finished that one several times, and died many more, but I don't think
 i'd have been able to explore all the various passages and different ways
 around if I hadn't saved at a couple of significant staircases.

 In fact what is interesting with windhammer, is that for my first couple of
 goes through, I just couldn't find all three items needed to vanquish
 windhammer.

 Luckily I had a high enough combat score and some other bonuses to be able
 to do it with less than three, but for several goes through, the full three
 items, dragonseye, morgen's spear and dragon claw illuded me (particularly
 the dragon claw, finding that was a real pest!).

 Even though i'd finished the book before therefore, it was actually really
 qite an experience when I had all three items, and could complete it
 properly.

 Ironically, just after I finished it and finally! found the dragon claw, the
 quest for the orncrist game was released which tells how the dragon cclaw
 actually got into the castle of stoneholme in the first place.

 Beware the grue!

 Dark.
 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, August 17, 2011 5:01 PM
 Subject: Re: [Audyssey] 'bug' in darkgrue.


 Hello dhruv,

 First of all, the ability to go back to the prior page as a feature of
 your web browser Internet Explorer, Firefox, Opra, and not of Dark
 Gru. So even if Jeremy or anyone else wanted to prevent this behavior
 they couldn't because you are blaming the wrong program here.

 Second of all, I hate to say this, but this shows your lack of
 experience with gamebooks in general. That is that these games assume
 that you won't cheat. If you decide to play fair or cheat all the way
 through its completely your own affair not the developer's. Suppose
 you pick up a classic gamebook printed in a hard bound or paperback
 book written in the early 1980's. What's to prevent you from flipping
 back to the prior page in the book?

 Of course, there is nothing to keep you from sticking in a bookmark
 and doing just that. The point being is that gamebooks were written to
 have fun, and were printed in physical books long before most people
 even owned personal computers. Now days they are published in
 electronic media html, pdf, rtf, etc but the same basic principle
 applies. If you don't want to cheat don't do it. The asumption of the
 author is that the person plays this or that gamebook to have fun and
 will be honest enough to play by the rules of the game.

 HTH

 On 8/17/11, dhruv kumar kumardhru...@gmail.com wrote:
 hi jeremy.
 there is a 'bug' in the gamebook creater.
 spose I am playing a gamebook, and I am died. then, to pervent me to
 die, I press the back button.
 this is a very problumatic bug because peoples can cheat easyly

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Re: [Audyssey] Mota thoughts

2011-08-17 Thread Thomas Ward
Hi Dark,

About patrolling monsters that's actually a good idea. That was a
feature of Montezuma's Revenge as you would recall and it did change
the game play quite a bit as monsters didn't stick in one place and
then move in for the kill as soon as you appeared. They constantly
moved around and only atacked when you were on the same level as them
and they were in attack range of course. So that might be an idea for
future consideration.

Cheers!



On 8/17/11, dark d...@xgam.org wrote:
 Hi Tom.

 Fair enough on the look code. part of the problem is the instant you see an
 enemy, it's attacking you even when your above it on the stairs and it's
 below you.

 in a game like super castlevania (which had lots of stairs), you would
 usually just have to wait until the enemy patrolled away from the bottom of
 the stairs so that you could go down and hitt it. This might actually be an
 alternative solution for the side scroller, making enemies patrol back and
 forth and having the enemies only targit you when your on the same level as
 them.

 As I said with jumping, it didn't seem to happen with pits, for instance I
 could get over that first fire pit with either a running jump, or a standing
 jump from right on the ledge provided I held the keys, but it did seem to
 happen on ropes for some reason more often though this might just be me
 needing to get used to the mechanics (something which is actually nice to
 see in an audio game for once).

 i'll give the game another try and see if I can work around this.

 Beware the grue!

 dark.

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Re: [Audyssey] Mota thoughts

2011-08-17 Thread Thomas Ward
Hi Scott,

That sounds like a good idea. You are right. You should be able to run
up or down a flight of stairs given the fact that statues etc are on a
timer and speeding up travel time would help. I'll look into adding
that feature.

On 8/17/11, Scott Chesworth scottcheswo...@gmail.com wrote:
 Just a tidbit to add to the stairs discussion, it's currently not
 possible to run up/down stairs either. Would be handy if you could get
 that resolved, what with there being so many timed levers in the game.

 Cheers
 Scott

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Re: [Audyssey] Mota thoughts

2011-08-17 Thread Scott Chesworth
Tom, two more bugs freshly stumbled upon and one hopefully quick question:

1. Room 16, whatever the platform thing is in the middle of the big
fire pit has a location but not a description of the object itself
announced by the view command. It was a stroke of luck on the 18
zillionth attempt that I landed on it.

2. Stairs still aren't announced in the view menu. This one's been
around since last time I played and caught up on the list, must've
been pre beta 18, so chances are you already know about it?

The question is, while I do prefer the view command nowadays, is there
a key to silence speech? When there are a lot of objects in a room, I
quite often find it continuing to talk around other stats. It can get
mega distracting when you're trying to barge your way through rooms
either against a time limit or low on health where every detail
matters.

Filing 'em as I find 'em, so hopefully that's all...

Scott

On 8/17/11, dark d...@xgam.org wrote:
 Hi.

 Well I've finally6 got a copy of mota, and I'm liking what I'm seeing thus
 far, the analogue jump system is as i expected, as is the running jumps.

 the only two miner niggles I have are first, for some reason you don't
 always seem to reach a ledge after climbing up a rope and jumping off,
 sometimes you fall back to the bottom even when you've climbed as far as you
 can upwards. A note, perhaps the indicator saying stone ledge whenb your
 in a position to jump off might help, as might an indicator on how far you
 have fallen.

 Also, for some reason i can't attack monsters if I'm on a flight of stairs.
 After jumping the big gap and climbing downwards, there's a flight of steps
 going down and usually an enemy down there.

 whatever weapon I use, I don't seem able to targit at all.

 if there is a key to targit my attacks to a monster below me, I'd like to
 know.

 Other than that, i'm liking thus far, and these two issues might just be me
 getting used to the mechanics.

 All the best,

 Dark.
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Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-17 Thread dark

Hi Tom.

By shear coincidence this actually ties in to a recent discussion on the 
entombbed list.


Jason is speculating (ie, no official announcement yet so people don't start 
getting over excited), about creating another entombed game but with more 
stable code and some of the elements we've wanted in the previous game.


One of his thoughts, is actually creating a scripting engine to handle 
player based contributions such as extra monsters, abilities, character 
classes etc.


he was asking whether python was an accessible programming language for 
visually impared people to use and whether it would be the good basis of 
such scripting.


obviously from your example, the answer is a distinct yes.

Beware the grue!

Dark. 



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[Audyssey] Unsuscribe me please

2011-08-17 Thread David D. Acevedo
Hi Guys, I am having trouble getting unsuscribed from the mail list. 
Mails to
Gamers-unsubscribe and at the website page for this same function dont 
seem to be having results.
Could someone get that done for me please? Thank you Best Regards David 
Acevedo


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Re: [Audyssey] Mota thoughts

2011-08-17 Thread dark

Hi tom.

Actually I'd forgotten about the patrolling enemies in monti.

I think it might help the game rather than mucking about with targiting on 
stairs to just have the monsters walk around, it afterall gives the player 
another challenge, and the chance to use short range but powerful melee 
weapons, waiting until the monster walks away from you then creeping up 
behind.


Beware the grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, August 17, 2011 6:50 PM
Subject: Re: [Audyssey] Mota thoughts



Hi Dark,

About patrolling monsters that's actually a good idea. That was a
feature of Montezuma's Revenge as you would recall and it did change
the game play quite a bit as monsters didn't stick in one place and
then move in for the kill as soon as you appeared. They constantly
moved around and only atacked when you were on the same level as them
and they were in attack range of course. So that might be an idea for
future consideration.

Cheers!



On 8/17/11, dark d...@xgam.org wrote:

Hi Tom.

Fair enough on the look code. part of the problem is the instant you see 
an

enemy, it's attacking you even when your above it on the stairs and it's
below you.

in a game like super castlevania (which had lots of stairs), you would
usually just have to wait until the enemy patrolled away from the bottom 
of
the stairs so that you could go down and hitt it. This might actually be 
an
alternative solution for the side scroller, making enemies patrol back 
and
forth and having the enemies only targit you when your on the same level 
as

them.

As I said with jumping, it didn't seem to happen with pits, for instance 
I
could get over that first fire pit with either a running jump, or a 
standing

jump from right on the ledge provided I held the keys, but it did seem to
happen on ropes for some reason more often though this might just be me
needing to get used to the mechanics (something which is actually nice to
see in an audio game for once).

i'll give the game another try and see if I can work around this.

Beware the grue!

dark.


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list,
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Re: [Audyssey] pan

2011-08-17 Thread Michael Taboada (AI5HF)

Hi,
If you run dxdiag and look at the audio tab and see what the sliders are all 
set too that may give you (and us) a better idea.

Please write back with that information :).
Hth,

-Michael.


--
From: Valiant8086 valiant8...@lavabit.com
Sent: Wednesday, August 17, 2011 12:26 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: [Audyssey] pan


Hi.
I'm having a big problem with some of my computers and I'm sort of getting 
weery of trying to put up with it, wondered if anyone else knows anything 
about this. I never hear anyone else complaining. It's weird. I can't 
stand it, I don't see how anyone else who had this problem couldn't notice 
it.


Basically, my sounds don't pan properly. More accurately, my stereo field 
isn't quite right. I tried to play shades of doom today, and I just can't 
seem to do it, because when a monster gets close to me, it is totally 
impossible to tell where they are. They are always dead center, I don't 
know which way to turn. When they're off in the distance, I can figure out 
where they are then, but the stereo field still isn't as good as what I'm 
used to.


Take Any of Jim Kitchen's games, like mach 1 tts. I totally can't play 
that, because the crouds on each side are right on top of me. Once I get 
to a turn, it's like immediately one of the crouds is right dead center in 
my stereo field, and It's loud enough I can't hear which way to go to get 
closer to the croud on the other side and off the wall. So basically I 
totally can not play that game. Topspeed, I haven't got any stereo 
perception of other cars when they are close to me, I can hear them a bit, 
but they are always dead center. If they go away from me a bit then I can 
sort of hear if they go around a corner, but on top of me it's perfectly 
dead center all the time even if they are all the way on the left wal and 
I am all the way on the right wall.


Is there a way to fix this? I have a bunch of computers that do it, and a 
couple that don't. My mac for one doesn't seem to do it with the xp 
virtual machine. I thought my desktop didn't do it until I tried to play 
mach1tts with it and experienced the same thing. It plays topspeed better 
than this hp laptop does though.


This computer here is an HP dm4 with a core I 5 430 processor. It has i d 
t audio unfortunately. I don't know why anybody would want to sell their 
laptops with that in it, it sucks in my oppinion.


I have a Tosheba with the same processor but which has a realtech sound 
card and it does the same thing as the hp. The hp and tosheba both run 
windows xp.


My netbook does it too and it uses a realtech with xp. My mac doesn't, and 
it runs xp. It uses, um. I can't remember what it's called now, Sirrus or 
something like that.


I think I have my direct x all updated, somehow I think that is my 
problem. I think something was changed in direct x somewhere along the 
road that messed everything up. I'm pretty sure my desktop does great with 
it's audigy2zs, but it still doesn't play mach1 tts worth a hoot. Oh, but 
wincar6 plays ok, even on my hp, except when I get really close to a wall, 
it's dead center in my speakers, when I get farther away, it still sounds 
like it's closer to me than it really is. Like if I stay dead center where 
you can't hear the walls at all I can do it, but if I let it drift over 
any, the side of my headphones opposit the wall still sounds just about as 
loud as the side near the wall, even if I'm just barely in range to hear 
that wall.


I'm stumped, about ready to do something drastic. I think btw if I set the 
GMA games to use software rendering for sounds it works better, so I 
should at least be able to play sod and gtc and lw properly. I actually 
forgot about that until I wrote this message. What about Jim Kitchen's 
games though? I really want to play mach1tts, but I just can't. It's so 
frustrating.



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Re: [Audyssey] pan

2011-08-17 Thread Valiant8086

Hi.
Ok thanks. I tried running dxdiag. I don't have any sliders. It shows 
what my operating system is, my hardware devices and some other things, 
but there aren't any mention of sliders. There are two tabs for audio, 
sound1 and sound2. They don't have anything that looks like you could 
control anything, just informational stuff. I could try saving all 
information with the button there and send it to this list, but I'm not 
sure that would say anything useful. Anybody know where hardware 
acceleration is for windows 7? Maybe I need to turn it off, I wonder if 
that's the same thing as setting the GMA games to use software rendering 
or what ever it is called, as I mentioned in my first message of this 
thread?




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Re: [Audyssey] Moderator Important Message About Skynet

2011-08-17 Thread shaun everiss
Well  spam and other junk as well as this type of user to user 
arguing seem to be a feature of not just this list but other places.
I have not seen it appear really at all on the audiogames forum as 
bad though we get spam bots.
Unfortunately its happened on klango to the degree where I have 
terminated all group and forum  subscriptions.
Due to the fact the klango seems not to be playing youtubes for some 
reason or even loading them right I am seriously thinking of deleting 
my backups, data, the software and my account if at all possible.


I havn't but I suspect that every place the blind hang out seems to 
get into this stuff.
Ofcause everyone has their own opinions but what will often happen as 
when any dissaggreements happen they will often become large 
arguments ending in the topic itself being forgot and ending in 
bickering and personal attacks.

Imyself have to much to do to be participating in this.
I was going to put a new topic but since its been highlighted well.

This is why a lot of devs don't even want a part of this list. 
Memebers are to childish and think they control all game makers.


At 04:59 PM 8/16/2011, you wrote:

Hi all,

it has come to my attention that a few of you have decided to send
some negative messages to Skynet regarding their recent down time, and
I shouldn't have to tell you that this is unacceptable behavior.

First of all, they will only talk to me regarding the server
administration or web account as I am the account holder. So trying to
talk to them on my behalf or whatever you think you are doing isn't
helping matters for me or them. So stop doing it!

Second of all, if you have questions about the website those should be
directed to myself personally. If you can't get through to me via the
support address you can get me via my personal address
thomasward1...@gmail.com
and I expect you to consider me the contact person in terms of
anything to do with the USA Games website. If something needs fixed,
updated, or I decide to change my account status that will be between
myself and Skynet. So, please, sease and desist e-mailing them with
questions, complaints, suggestions, as they have had a very rough day
reinstalling and reconfiguring the servers and web accounts. Your
e-mails to them were getting in the way of there attempts to getting
things back up and running for myself and everyone else who use them
for hosting.

Finally, to let you know how serious I consider this if I get more
reports that someone is going to my web host and bashing them, asking
them lots of needless questions while they are working hard to fix
things, whatever I'll speak to Damien and Kevin about having your
subscription terminated personally. There is no excuse for this
behavior.

Sincerely,

Thomas Ward
Co-Moderator of the Audyssey Mailing list

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Re: [Audyssey] Mota thoughts

2011-08-17 Thread Hayden Presley
Hi Scot,
I'm not suer how you had problems landing on it. Just listen for the sound
and jump from the ledge.

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Scott Chesworth
Sent: Wednesday, August 17, 2011 12:55 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mota thoughts

Tom, two more bugs freshly stumbled upon and one hopefully quick question:

1. Room 16, whatever the platform thing is in the middle of the big
fire pit has a location but not a description of the object itself
announced by the view command. It was a stroke of luck on the 18
zillionth attempt that I landed on it.

2. Stairs still aren't announced in the view menu. This one's been
around since last time I played and caught up on the list, must've
been pre beta 18, so chances are you already know about it?

The question is, while I do prefer the view command nowadays, is there
a key to silence speech? When there are a lot of objects in a room, I
quite often find it continuing to talk around other stats. It can get
mega distracting when you're trying to barge your way through rooms
either against a time limit or low on health where every detail
matters.

Filing 'em as I find 'em, so hopefully that's all...

Scott

On 8/17/11, dark d...@xgam.org wrote:
 Hi.

 Well I've finally6 got a copy of mota, and I'm liking what I'm seeing thus
 far, the analogue jump system is as i expected, as is the running jumps.

 the only two miner niggles I have are first, for some reason you don't
 always seem to reach a ledge after climbing up a rope and jumping off,
 sometimes you fall back to the bottom even when you've climbed as far as
you
 can upwards. A note, perhaps the indicator saying stone ledge whenb your
 in a position to jump off might help, as might an indicator on how far you
 have fallen.

 Also, for some reason i can't attack monsters if I'm on a flight of
stairs.
 After jumping the big gap and climbing downwards, there's a flight of
steps
 going down and usually an enemy down there.

 whatever weapon I use, I don't seem able to targit at all.

 if there is a key to targit my attacks to a monster below me, I'd like to
 know.

 Other than that, i'm liking thus far, and these two issues might just be
me
 getting used to the mechanics.

 All the best,

 Dark.
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Version: 10.0.1392 / Virus Database: 1520/3840 - Release Date: 08/17/11


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Re: [Audyssey] Mota thoughts

2011-08-17 Thread Scott Chesworth
Hi Hayden,

Yup, having played a bit on headphones now I see what you mean. My
first couple of runs were on laptop speakers, so not ideal for
spotting subtleties like that.

Either way, the bug is still valid that it gets a location mentioned
by the view command but no description of what's in that location.

Scott

On 8/17/11, Hayden Presley hdpres...@hotmail.com wrote:
 Hi Scot,
 I'm not suer how you had problems landing on it. Just listen for the sound
 and jump from the ledge.

 Best Regards,
 Hayden

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Scott Chesworth
 Sent: Wednesday, August 17, 2011 12:55 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Mota thoughts

 Tom, two more bugs freshly stumbled upon and one hopefully quick question:

 1. Room 16, whatever the platform thing is in the middle of the big
 fire pit has a location but not a description of the object itself
 announced by the view command. It was a stroke of luck on the 18
 zillionth attempt that I landed on it.

 2. Stairs still aren't announced in the view menu. This one's been
 around since last time I played and caught up on the list, must've
 been pre beta 18, so chances are you already know about it?

 The question is, while I do prefer the view command nowadays, is there
 a key to silence speech? When there are a lot of objects in a room, I
 quite often find it continuing to talk around other stats. It can get
 mega distracting when you're trying to barge your way through rooms
 either against a time limit or low on health where every detail
 matters.

 Filing 'em as I find 'em, so hopefully that's all...

 Scott

 On 8/17/11, dark d...@xgam.org wrote:
 Hi.

 Well I've finally6 got a copy of mota, and I'm liking what I'm seeing thus
 far, the analogue jump system is as i expected, as is the running jumps.

 the only two miner niggles I have are first, for some reason you don't
 always seem to reach a ledge after climbing up a rope and jumping off,
 sometimes you fall back to the bottom even when you've climbed as far as
 you
 can upwards. A note, perhaps the indicator saying stone ledge whenb your
 in a position to jump off might help, as might an indicator on how far you
 have fallen.

 Also, for some reason i can't attack monsters if I'm on a flight of
 stairs.
 After jumping the big gap and climbing downwards, there's a flight of
 steps
 going down and usually an enemy down there.

 whatever weapon I use, I don't seem able to targit at all.

 if there is a key to targit my attacks to a monster below me, I'd like to
 know.

 Other than that, i'm liking thus far, and these two issues might just be
 me
 getting used to the mechanics.

 All the best,

 Dark.
 ---
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 Checked by AVG - www.avg.com
 Version: 10.0.1392 / Virus Database: 1520/3840 - Release Date: 08/17/11


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[Audyssey] archery without looking - Re: mota beta 22 thoughts

2011-08-17 Thread Charles Rivard
What kind of archery equipment did you use and how did you aim?  I shot a 
60-pound White Tail Hunter made by Bear.  It was a compound bow with a 
reduction in weight after you pulled the bow over the cam.  I pulled 60 and 
held about 42 while aiming.  My arrows were 31 inch aluminum shafts with 150 
grain field points for target archery.  A large spotlight was positioned 
above the backstop and a light probe was mounted onto the bow where sighted 
people would put a sight.  The light probe was built into a piece of 
sprinkler pipe.  I listened to the received signal through an earphone.  I 
aimed for the highest tone, then released the arrow.  On a good day, I could 
hit a paper plate 3 out of 5 times at a distance of 20 yards, equivalent to 
18 meters.  This was indoor archery.  The light probe focused on an 18-inch 
circle, and it was then up to me to judge the center of that area.


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

- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, August 17, 2011 1:10 AM
Subject: Re: [Audyssey] mota beta 22 thoughts


I agree. I've fired enough guns in my life to be able to say that as well. 
And I've done enough archery to know that the bow sounds are more or less 
spot on also. Granted most of my experience was with a much smaller bow 
than what I imagine the bow Angela finds would be. And that one sounded 
qite different. Given my shall we say, small stature I'd probably still 
need a child's bow since I don't know if I could draw a full-sized one 
effectively.

We are the Knights who say...Ni!
- Original Message - 
From: Valiant8086 valiant8...@lavabit.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, August 16, 2011 10:37 PM
Subject: Re: [Audyssey] mota beta 22 thoughts



Hi.
I like the newer sounds myself. I've recorded gunshots myself and they 
sound more like the newer ones than what the original mota gunshots 
sounded like.


Sent with Thunderbird 3.1.10 portable.

On 8/16/2011 12:08 PM, Bryan Peterson wrote:
Maybe release the Beta 18 sounds as a separate sound pack? That way 
those who wanted it could have it while those who, like me, are happy 
with the newer sounds, could stick with those. It's the sae idea that 
was discussed with regard to speech packs with different voices.

We are the Knights who say...Ni!
- Original Message - From: Thomas Ward 
thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, August 16, 2011 9:20 AM
Subject: Re: [Audyssey] mota beta 22 thoughts



Hi John,

Thanks for your thoughts and comments. However, I have a few responces
of my own below.

John wrote:

  I personally preferred the weapon sounds from beta 18. For me, the
new ones are
far more sci fi, and far less realistic.

My reply:

Well, that's unfortunate because the gun shots etc in beta 18 were low
fidelity and I wanted to replace them with hi-fi sounds. As I
purchased the new sounds for round about $35 I can't just afford to
throw that money away and put the old ones back in. Besides I'm
personally happy with the new sounds so if people want the old ones
I'll see what other people have to say about them before I put the old
sounds back in the game.

John Wrote:

The new door sounds sound like a haunted
house rather than an ancient temple. The older ones (a stone door)
really make the
ambience authentic.


My Reply:

Not really. Most ancient greek temples used wooden doors not stone.
Were this ancient Egypt or something stone would in deed be more
appropriate here. So I think this is a situation of historical
accuracy vs player perspective. So I'd like to hear others thoughts
here. If the majority of the people want the stone doors back I'll do
it, but it would not be historically accurate in my book.

John wrote:

  The ability to jump continually (from beta 18) was an invaluable
aid in making
my times with the levers, and getting over the fire pit in level one
and the chasm
in level two.

My Reply:

Sorry, That is not technically possible. The way jumping worked in say
beta 18 caused endless problems with joysticks, mice, etc. You had no
control over when to jump and when you wanted to stop jumping because
it would go into an infinite loop usually ending up with Angela in a
fire, chasm, etc before you were able to stop. So restrictionms were
put in place that you had to let go of the controls keyboard, mouse,
joystick, whatever before starting a new jump. I'm sorry, but I had no
choice but to do it this way.

John Wrote:

I really preferred the previous sound for nearing a spike. I've found
the sound since
beta 19 rather hard to here, particularly near statues.

My Reply:

I see. Rather than replacing them perhaps just increasing the volume
might be a better solution?
John Wrote:
  When picking up objects, you have to press enter on the object
rather than holding
it down.


[Audyssey] sounds apparently not missing in MOTA beta 22

2011-08-17 Thread Charles Rivard
I don't recall on which list this was mentioned.  Someone said that they were 
getting a Windows ding, as when a sound is missing, when bumping into a wall 
and hearing the dead end indication.  I don't have that problem.  I wonder if 
it was a partial download they got?

---
Security is not the absence of danger.  It is the presence of the Lord.
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Re: [Audyssey] pan

2011-08-17 Thread Alfredo_The_Music_maker
I do not suppose you could use the volume control, I mean, you use a 
system that is very complex, not at all like the normal sound card that 
comes with your computer. Perhaps your balances are messed up? Do you 
have surround sound enabled by accident?


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Re: [Audyssey] sounds apparently not missing in MOTA beta 22

2011-08-17 Thread Thomas Ward
Hi,

Good question. All I know when Angela runs into a wall she says,
Looks like a deadend. If someone isn't getting that then they may
have a bad install as it works perfectly fine here.

Cheers!




On 8/17/11, Charles Rivard woofer...@sbcglobal.net wrote:
 I don't recall on which list this was mentioned.  Someone said that they
 were getting a Windows ding, as when a sound is missing, when bumping into a
 wall and hearing the dead end indication.  I don't have that problem.  I
 wonder if it was a partial download they got?

 ---
 Security is not the absence of danger.  It is the presence of the Lord.
 ---
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Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-17 Thread Thomas Ward
Hi Dark,

Yes, Python is accessible although slightly more difficult for a blind
person to use. Unlike other programming languages Python requires
formatting and indention instead of braces, brackets, and alike to
seperate sections of code. If a blind user is unaware of how to
properly format the code or can't see to line things up properly that
can cause some nasty problems for the developer. There are however
work arounds for the problem.

The solution I use is NVDA. The programmer who wrote NVDA wrote it in
Python, and writes all of his apps in Python. Naturally, since he
himself is a Python programmer NVDA has the ability to sspeak
tabs/line indentions which makes lining up blocks of Python code a
breeze. I suppose other screen readers can do this too, but NVDA just
happens to be the tool I use for the job.

The other solution is to use a braille display. Braille displays have
long been the programmers primary tool for coding because you can
actually feel the line indentions, etc and determine if things are
aligned properly.

So, yeah, Python is accessible. It does help though if the screen
reader will speak line indentions or number of tabs etc. You can tell
just by looking at the formatting if this is an inner or outer block
of code. Quite helpful with working with if-else conditional
statements, loops, etc which may have several inner blocks and
statements nested inside each other.

Cheers!


On 8/17/11, dark d...@xgam.org wrote:
 Hi Tom.

 By shear coincidence this actually ties in to a recent discussion on the
 entombbed list.

 Jason is speculating (ie, no official announcement yet so people don't start
 getting over excited), about creating another entombed game but with more
 stable code and some of the elements we've wanted in the previous game.

 One of his thoughts, is actually creating a scripting engine to handle
 player based contributions such as extra monsters, abilities, character
 classes etc.

 he was asking whether python was an accessible programming language for
 visually impared people to use and whether it would be the good basis of
 such scripting.

 obviously from your example, the answer is a distinct yes.

 Beware the grue!

 Dark.

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Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-17 Thread Jacob Kruger
Also, Jamal Masry's text/programming editor, edSharp has specific support 
for blind python programmers:

http://www.empowermentzone.com/edsetup.exe

Only for windows though, AFAIK anyway.

Stay well

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

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, August 18, 2011 6:20 AM
Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful 
doom!




Hi Dark,

Yes, Python is accessible although slightly more difficult for a blind
person to use. Unlike other programming languages Python requires
formatting and indention instead of braces, brackets, and alike to
seperate sections of code. If a blind user is unaware of how to
properly format the code or can't see to line things up properly that
can cause some nasty problems for the developer. There are however
work arounds for the problem.

The solution I use is NVDA. The programmer who wrote NVDA wrote it in
Python, and writes all of his apps in Python. Naturally, since he
himself is a Python programmer NVDA has the ability to sspeak
tabs/line indentions which makes lining up blocks of Python code a
breeze. I suppose other screen readers can do this too, but NVDA just
happens to be the tool I use for the job.

The other solution is to use a braille display. Braille displays have
long been the programmers primary tool for coding because you can
actually feel the line indentions, etc and determine if things are
aligned properly.

So, yeah, Python is accessible. It does help though if the screen
reader will speak line indentions or number of tabs etc. You can tell
just by looking at the formatting if this is an inner or outer block
of code. Quite helpful with working with if-else conditional
statements, loops, etc which may have several inner blocks and
statements nested inside each other.

Cheers!


On 8/17/11, dark d...@xgam.org wrote:

Hi Tom.

By shear coincidence this actually ties in to a recent discussion on the
entombbed list.

Jason is speculating (ie, no official announcement yet so people don't 
start

getting over excited), about creating another entombed game but with more
stable code and some of the elements we've wanted in the previous game.

One of his thoughts, is actually creating a scripting engine to handle
player based contributions such as extra monsters, abilities, character
classes etc.

he was asking whether python was an accessible programming language for
visually impared people to use and whether it would be the good basis of
such scripting.

obviously from your example, the answer is a distinct yes.

Beware the grue!

Dark.


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Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-17 Thread dark
Well hal will let you know the number of tabs before a line and possibly 
more if I muck about with the detection settings (it's not a feature I use 
much).


The problem with relying upon a braille display is only some people have 
them because they're prohibitively expensive.


i looked at getting one at one stage, but couldn't afford the price tag 
annoyingly, and anyway now that synth voices are good enough to listen to it 
makes the idea of a braille display less necessary for most things.


i think Jason's idea is to have scripts based upon Python people can modify, 
rather than python itself, so as to keep things easier for the end user, so 
how complex the indentation will get I'm not sure.


Beware the grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, August 18, 2011 5:20 AM
Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful 
doom!




Hi Dark,

Yes, Python is accessible although slightly more difficult for a blind
person to use. Unlike other programming languages Python requires
formatting and indention instead of braces, brackets, and alike to
seperate sections of code. If a blind user is unaware of how to
properly format the code or can't see to line things up properly that
can cause some nasty problems for the developer. There are however
work arounds for the problem.

The solution I use is NVDA. The programmer who wrote NVDA wrote it in
Python, and writes all of his apps in Python. Naturally, since he
himself is a Python programmer NVDA has the ability to sspeak
tabs/line indentions which makes lining up blocks of Python code a
breeze. I suppose other screen readers can do this too, but NVDA just
happens to be the tool I use for the job.

The other solution is to use a braille display. Braille displays have
long been the programmers primary tool for coding because you can
actually feel the line indentions, etc and determine if things are
aligned properly.

So, yeah, Python is accessible. It does help though if the screen
reader will speak line indentions or number of tabs etc. You can tell
just by looking at the formatting if this is an inner or outer block
of code. Quite helpful with working with if-else conditional
statements, loops, etc which may have several inner blocks and
statements nested inside each other.

Cheers!


On 8/17/11, dark d...@xgam.org wrote:

Hi Tom.

By shear coincidence this actually ties in to a recent discussion on the
entombbed list.

Jason is speculating (ie, no official announcement yet so people don't 
start

getting over excited), about creating another entombed game but with more
stable code and some of the elements we've wanted in the previous game.

One of his thoughts, is actually creating a scripting engine to handle
player based contributions such as extra monsters, abilities, character
classes etc.

he was asking whether python was an accessible programming language for
visually impared people to use and whether it would be the good basis of
such scripting.

obviously from your example, the answer is a distinct yes.

Beware the grue!

Dark.


---
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gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
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list,
please send E-mail to gamers-ow...@audyssey.org. 



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