Re: [Audyssey] alterean soundpack problem

2011-08-19 Thread dark
Thanks Oriol, that would be much appreciated sinse as I said it does come up 
a lot, and it's a shame to miss the great selection of music you've got for 
different areas.


Beware the grue!

Dark.


- Original Message - 
From:  Oriol Gómez (iPhone)  ogomez@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 19, 2011 5:53 AM
Subject: Re: [Audyssey] alterean soundpack problem



Hi
Im in paris on vacation but i will soon get on it


Enviado desde mi iPhone

El 18/08/2011, a las 02:15 p.m., dark d...@xgam.org escribió:


Hi.

Because escape is the interupt for sapi, I keep hitting shift escape by 
mistake and muting all area sounds and music.


there's no way to get this back, even pressing F10 and then altering the 
volume doesn't do it, so I end up having to play without (and repeating 
shift escape does no good).


Any suggestions?

maybe that command could be reassigned, - say shift delete or 
something?


It is slightly irritating currently, sinse the only way to get music back 
is quit the client and restart, which usually means having to recall.


Beware the grue!

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

2011-08-19 Thread Jacob Kruger
Honestly, I also manually handle my own indenting, but it is sometimes nice 
that it notifies me of indentation changes, etc., but, no, I don't use it's 
formatting replacement functionality as such...smile

Stay well

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


- Original Message ---

Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!
   From: Thomas Ward thomasward1...@gmail.com
   Date: Thu, 18 Aug 2011 21:25:22 -0400
 To: Gamers Discussion list gamers@audyssey.org

Hi,

Yes, that works as well. Although, just my two cents, I think it is
better to manually indent/format your code rather than depend on a
third-party program for automatic indention. Far too many developers
today seem to gravitate towards IDES that automatically indent code,
have custom wizards to create entire blocks of code, etc and while it
speeds up the process it also lacks a certain amount of uniqueness and
style. Plus a manual coder such as myself can take any off the shelf
text editor Notepad, Gedit, Nano, Emacs, whatever and roll up my
sleaves and start programming without having x number of extra
specialized tools for programming. All you need is one good text
editor to do programming. I look at it as the all for one one for all
principle but like I said that's just my opinion.

Cheers!

On 8/18/11, Jacob Kruger jac...@mailzone.co.za wrote:
 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...'

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

2011-08-19 Thread Jacob Kruger
That's why I use edSharp - it will make the screen reader just say something 
like level 1, level 2, etc., and only if you do the tab key press yourself, or 
if indentation level of code being reviewed changes, etc.

Stay well

Stay well

- Original Message ---

Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!
   From: Thomas Ward thomasward1...@gmail.com
   Date: Thu, 18 Aug 2011 21:38:24 -0400
 To: Gamers Discussion list gamers@audyssey.org

Hi Dark,

Python is Python regardless if it is embedded in a program as a
scriptable module or you write the next version of Shades of Doom. The
language and sintax carry over from program to program although the
classes and ffunctions available might be different. However, the same
basic rules apply.

However, as I said Python is not too bad. You can usually enabled tab
indentation in a screen reader like NVDA or Window-Eyes and it will
tell you if a line is indented one, two, or three tabs. I never use a
braille display any more myself except when its late at night and I
want to review something in piece and quiet. The only advantage with a
braille display is you can feel the indention rather than hearing the
screen reader blab every tab position at the beginning of every line.
I will say that gets to be a bit annoying. Especially, if I have a
really nested statement, and NVDA does something like tab, tab, tab,
tab for several tabs when I'd rather it just say x number of tabs and
be done with it. However, it can be done easy enough.

Cheers!

On 8/18/11, dark d...@xgam.org wrote:
 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.

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Re: [Audyssey] soul trapper help.

2011-08-19 Thread dhruv kumar
give me the game, please.

On 8/19/11, michael barnes c...@samobile.net wrote:
 Hey, does anyone know of any website that will give me help on the game
 soul trapper?
 I am stuck at the organ and need to know the keys to press.
 Thanks.

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Re: [Audyssey] soul trapper help.

2011-08-19 Thread Darren Duff
You have to listen very closely and play back what is played with the bells.
You should be able to do a google search for the site... Just do a search
for soul trapper and it should come up. On there there is a list of spoilers
for the game...

Hth. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of michael barnes
Sent: Friday, August 19, 2011 12:14 AM
To: gamers@audyssey.org
Subject: [Audyssey] soul trapper help.

Hey, does anyone know of any website that will give me help on the game soul
trapper?
I am stuck at the organ and need to know the keys to press.
Thanks.

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Re: [Audyssey] mota beta 22 thoughts

2011-08-19 Thread Darren Duff
Btw the music in MOTA is some of the best music for an audio game that  I
have ever heard. Great job on that 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Thursday, August 18, 2011 9:14 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] mota beta 22 thoughts

Hi Valiant,

No. Version 1.0 will be fully encrypted. As soon as I'm done modding the
sounds, settle on this or that, I am fully planning on encrypting
everything. The days of someone hacking and modding the full release of the
game will be much more difficult.  I payed several hundred in sounds and
music and I expect people to use them. Its an insult for people to delete or
overwrite my sounds and put together their own game as far as I'm concerned.
Language packs etc is one thing, but someone replacing sounds, music, etc I
payed for with different ones is another.

Cheers!


On 8/17/11, Valiant8086 valiant8...@lavabit.com wrote:
 Or they can mod it, seeing the sounds are just wav files that could be 
 easily replaced. Do you plan to keep the sounds that way?
 Sent with Thunderbird 3.1.10 portable.

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Re: [Audyssey] soul trapper help.

2011-08-19 Thread dhruv kumar
hey,
very sad. the game for Ipone. can there is a emulator that can play it
on computer?

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Re: [Audyssey] Small update to mapData IF/RPG game thingy

2011-08-19 Thread Jacob Kruger
Ok, just double checked, and seems you're right.

Seems messed up (politically correct terminology for what I mean) connection 
here at office is corrupting that file, since tried to again upload replacement 
now, after testing it's file integrity first, and then downloaded it again, and 
it was again/still corrupt/failing CRC checksum etc., so will try upload it 
properly from house connection a bit later, and keep you up to date.

Stay well

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


- Original Message ---

Subject: Re: [Audyssey] Small update to mapData IF/RPG game thingy
   From: dhruv kumar kumardhru...@gmail.com
   Date: Fri, 19 Aug 2011 06:51:55 +0530
 To: jac...@mailzone.co.za,
  Gamers Discussion list gamers@audyssey.org

hi,
wow, but when I download mapdata_exe or something like this, it says
that crc failed?
what should I doo?

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[Audyssey] Off topic Microsoft Voice recognition

2011-08-19 Thread Christian
Hi all,
If anyone has any experience with this, feel free to write me off list.
I have just installed the Microsoft SAPI 5.1 SDK and I want to run the voice 
training but I am not able to read the phrases either with JAWS or Window-Eyes. 
Since my primary language is not English I think this is quite important. So my 
question is, has anyone found some way to get access to this?
Many thanks,
Christian


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Re: [Audyssey] question on snes emulator

2011-08-19 Thread dhruv kumar
hey tom
can I play the games on keyboard with it?

On 8/19/11, Thomas Ward thomasward1...@gmail.com wrote:
 Hi Michael,

 What specifically is the problem with configuring a joystick? Once you
 load a rom just press alt+f7 to bring up the joystick dialog and there
 you can map or asign various actions to buttons. Just tab to the
 button you want to asign and follow the steps on screen.

 As far as the display error I'm clueless on that score. i've always
 just accepted the defaults and they always worked regardless of XP,
 Vista, Windows 7, or Linux. So perhaps we need more details about the
 error specifically to resolve it.

 HTH


 On 8/18/11, michael barnes c...@samobile.net wrote:
 Hey, I was told that snes 9x was accessible for the blind.
 However when I went to setup my controller I had some problem doing the
 setup by myself.
 I also get this message that pops up everytime I go into the program
 that said display error.
 How can I fix this problem and the problem with the accessibility?
 Thanks.

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Re: [Audyssey] Off topic Microsoft Voice recognition

2011-08-19 Thread Trouble
Start the training and put jaws in say all mode. it will read what 
you need to say line by line. Also use headphones, because it will 
learn and background noise will be learned also.


At 08:26 AM 8/19/2011, you wrote:

Hi all,
If anyone has any experience with this, feel free to write me off list.
I have just installed the Microsoft SAPI 5.1 SDK and I want to run 
the voice training but I am not able to read the phrases either with 
JAWS or Window-Eyes. Since my primary language is not English I 
think this is quite important. So my question is, has anyone found 
some way to get access to this?

Many thanks,
Christian


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Re: [Audyssey] AG instructions and stem stumper for smart phones

2011-08-19 Thread Trouble

Those are the instructions. You get the same on iPod or iPhone.

At 09:40 PM 8/18/2011, you wrote:

  hmm, not seeing that, maybe it is on i phone and not droid version?
  when i start it up, i get play now, select level, something that 
sounds like start marathon, but nothing about instructions or tutorials.
  when i start level one, it says find the fertilizer by tapping 
the sound that is playing now.
 so after 5 minutes of randomly moving around the screen, i found 
the sound and tapped it, having had no clue what i was doing or why.
  so you guys that have played this, any tips or know of anywhere i 
can find instructions?
 the fact that the developer has not even basic instructions on 
their web site blows me away frankly.
  i don't really get how a developer can spend countless hours 
working on a game, then just throw in instructions as an afterthought.
  check out Grey Matter's block party, the instructions are clear, 
laid out well and easy to navigate.
  compare that to castaways, jeremy knows i love his stuff, and 
castaways so far has my vote for game of the year, but he also 
knows i think his instructions are terrible, and a real turnoff for 
a person just picking up the game.
  as i've mentioned before, i've reccomended castaways to several 
folks at blind adrenaline that i know to be fairly avid audio 
gamers, only one of which ended up giving it an honest try because 
they weren't clear on how the game worked, etc.  remember, the vast 
vast majority of audio gamers are not on this list, and do not get 
all the information that jeremy and others have posted about the 
game, a great deal of which i have found vital to playing it and 
understanding it enough to play well.
  this is a key element, and i think its a real tragedy when a good 
game doesn't get a fair shot because the instructions aren't 
complete or clear enough.
  whew, anyhow, didn't mean to get on a rant there, just an aspect 
of a lot of games i don't understand at all.
  anyhow, stem stumpers has gotten good reviews, and i'd love to 
check it out, but totally baffled as to how to even get going with it.

 any info appreciated.
thanks,
 che


On 8/18/2011 6:47 PM, Michael Taboada (AI5HF) wrote:

Hi,
If you start the game, there will be a tutorial.
Hth,

-Michael.
--
From: Che blindadrenal...@gmail.com
Sent: Thursday, August 18, 2011 5:43 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: [Audyssey] Stem stumper for smart phones


hey all, i purchased the game stem stumper for my android phone today
to help support development of audio games on smart phones in a small
way, as we have very few audio games so far.
anyhow, the reviews i have read of it say its great, but i cannot find
instructions on how it is played, or what the goal is or much else.
anybody out there played this either on iPhone or droid and can give
some info, or maybe a site where instructions can be found?
i searched for a solid ten minutes today, but came up empty handed,
the developers site doesn't seem to have instructions either, if they
do they seem to be well hidden.
thanks for any info.

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Re: [Audyssey] Off topic Microsoft Voice recognition

2011-08-19 Thread Christian
Hi,
I managed to get it working. I used the JAWS cursor and I read on my braille 
display and on that I could see what words were recognized and I was able to 
finish the first training session without any problems and I also turned off 
the speech so no other noise was in the background.
Best regards,
Christian


On 2011-08-19 at 08:53 Trouble wrote:

Start the training and put jaws in say all mode. it will read what 
you need to say line by line. Also use headphones, because it will 
learn and background noise will be learned also.

At 08:26 AM 8/19/2011, you wrote:
Hi all,
If anyone has any experience with this, feel free to write me off list.
I have just installed the Microsoft SAPI 5.1 SDK and I want to run 
the voice training but I am not able to read the phrases either with 
JAWS or Window-Eyes. Since my primary language is not English I 
think this is quite important. So my question is, has anyone found 
some way to get access to this?
Many thanks,
Christian


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Re: [Audyssey] soul trapper help.

2011-08-19 Thread Darren Duff
No not with this game sorry. If you want to hear what it's like to play the
game here is a demo that I made for blind cool tech that for some stupid
reason was never posted. This is the first 4 chapters of the game.
http://www.sendspace.com/file/hbn7um 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dhruv kumar
Sent: Friday, August 19, 2011 7:35 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] soul trapper help.

hey,
very sad. the game for Ipone. can there is a emulator that can play it on
computer?

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Re: [Audyssey] question on snes emulator

2011-08-19 Thread Thomas Ward
Hi,

Yes, of course. SNes supports keyboards, joysticks, and mice. So you
can play the games however you like.

HTH


On 8/19/11, dhruv kumar kumardhru...@gmail.com wrote:
 hey tom
 can I play the games on keyboard with it?

 On 8/19/11, Thomas Ward thomasward1...@gmail.com wrote:
 Hi Michael,

 What specifically is the problem with configuring a joystick? Once you
 load a rom just press alt+f7 to bring up the joystick dialog and there
 you can map or asign various actions to buttons. Just tab to the
 button you want to asign and follow the steps on screen.

 As far as the display error I'm clueless on that score. i've always
 just accepted the defaults and they always worked regardless of XP,
 Vista, Windows 7, or Linux. So perhaps we need more details about the
 error specifically to resolve it.

 HTH


 On 8/18/11, michael barnes c...@samobile.net wrote:
 Hey, I was told that snes 9x was accessible for the blind.
 However when I went to setup my controller I had some problem doing the
 setup by myself.
 I also get this message that pops up everytime I go into the program
 that said display error.
 How can I fix this problem and the problem with the accessibility?
 Thanks.

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


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Re: [Audyssey] Small update to mapData IF/RPG game thingy

2011-08-19 Thread Jacob Kruger
Ok, re-uploaded them, and then downloaded and unzipped each of them to make 
sure they are no longer corrupted:


MapData windows executable:
http://www.blindza.co.za/uploads/mapData/mapData_dist/mapData_exe.zip
(3.19Mb)

mapDataGenerator windows executable:
http://www.blindza.co.za/uploads/mapData/mapData_dist/mapDataGen_exe.zip
(3.20Mb)

mapData compiled python:
http://www.blindza.co.za/uploads/mapData/mapData_pyc/mapData_pyc.zip
(16.0Kb)

mapDataGenerator compiled python:
http://www.blindza.co.za/uploads/mapData/mapData_pyc/mapDataGen_pyc.zip
(24.0Kb)

Stay well

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

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

To: jac...@mailzone.co.za; Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 19, 2011 3:21 AM
Subject: Re: [Audyssey] Small update to mapData IF/RPG game thingy



hi,
wow, but when I download mapdata_exe or something like this, it says
that crc failed?
what should I doo? 



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

2011-08-19 Thread Jeremy Kaldobsky
Nice work Kelvin!  I imagine that was a pretty intense, nail biting, few 
minutes at the end of your game.

I've been camping for the past few days, and I imagine it will take me a while 
to respond to all of the audyssey, klango, and audiogames.net posts as well as 
the 118 emails that piled up while I was away.  Haha, hopefully I'll be back in 
the swing of things within the next few days.

 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!


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

2011-08-19 Thread Christina
Something I've noticed in Mission Three is that, when I tell a person to become 
a soldier, he is a soldier right away, not a 
soldier training to become something else.  This is true when the baracks 
contains suits of armor, horses, and/or cloaks.
Then, because my soldier is so weak compared to the enemy fighters who are 
specialized, he always gets killed.
This happens about every fifth or sixth time I tell someone to become a soldier.
Christina

- Original Message - 
From: brice mellen buu...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, August 18, 2011 5:56 PM
Subject: Re: [Audyssey] better control of troop training in castaways


Well, I don't wanna do mission 3 until I can complete mission 2, but heres
my problem. First off I think that killing is a little accessive, it takes
so long to get new people that losing them really hurts you I think that the
process of new people needs to be sped up a lot. It's really irritating when
I finally get my beriks and all that built and start finally getting what I
need just to make my soldiers and then bam, yetti's come down and attack and
kill my people. And then if I try to build beriks right away and not food
making places then my guys start dying off of starvation, then having to
build houses on top and that, and wait the rediculous amount of time to wait
for your children to grow up and your women to have the children, it doesn't
really leave much that you can do, not to mention the goblins that swarm you
so fast that your better off just ignoring them because you make no progress
their. And might I say, I'm playing on easy.



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Re: [Audyssey] Mota thoughts

2011-08-19 Thread Thomas Ward
Hi Scott,

|Scott wrote:

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.

My reply:

Thanks. That bug has been around a while I thought I had fixed that in
beta 21 but apparently not. I'll take a look at the code again and see
if I can fix that one.

Scott wrote:

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?

My reply:

Yeah, I know about this. They were never added to the view
menu/command and it was one of those things I was putting off until I
knew how many staircases would be in the game before adding them to
the view command. They are actually one of the updates going into the
game pretty soon.

Scott wrote:

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

My reply:

That's a catch 22 at the moment. That functionality exists in the
game, but is currently unasigned to a key, because I can't find a key
that I can logically map it to. If I map it to control, for example,
then commands like control+t won't speak the number of torches  in
your inventory. If I asign it to something like escape you can't use
it to quit/escape the game, menus, etc. I'm thinking shift might be a
good alternative, but I'm still open to suggestions. I really don't
know what to use for silencing speech.

Cheers!

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Re: [Audyssey] Mota thoughts

2011-08-19 Thread Bryan Peterson

Wouldn't that mean you couldn't use Shift for the running jump?
We are the Knights who say...Ni!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 19, 2011 11:25 AM
Subject: Re: [Audyssey] Mota thoughts



Hi Scott,

|Scott wrote:

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.

My reply:

Thanks. That bug has been around a while I thought I had fixed that in
beta 21 but apparently not. I'll take a look at the code again and see
if I can fix that one.

Scott wrote:

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?

My reply:

Yeah, I know about this. They were never added to the view
menu/command and it was one of those things I was putting off until I
knew how many staircases would be in the game before adding them to
the view command. They are actually one of the updates going into the
game pretty soon.

Scott wrote:

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

My reply:

That's a catch 22 at the moment. That functionality exists in the
game, but is currently unasigned to a key, because I can't find a key
that I can logically map it to. If I map it to control, for example,
then commands like control+t won't speak the number of torches  in
your inventory. If I asign it to something like escape you can't use
it to quit/escape the game, menus, etc. I'm thinking shift might be a
good alternative, but I'm still open to suggestions. I really don't
know what to use for silencing speech.

Cheers!

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Re: [Audyssey] Mota thoughts

2011-08-19 Thread Michael Taboada (AI5HF)

Hi,
You could always use something like ctrl+I or shift+I or something like 
that.

Hth,

-Michael.

--
From: Bryan Peterson bpeterson2...@cableone.net
Sent: Friday, August 19, 2011 1:01 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Mota thoughts


Wouldn't that mean you couldn't use Shift for the running jump?
We are the Knights who say...Ni!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 19, 2011 11:25 AM
Subject: Re: [Audyssey] Mota thoughts



Hi Scott,

|Scott wrote:

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.

My reply:

Thanks. That bug has been around a while I thought I had fixed that in
beta 21 but apparently not. I'll take a look at the code again and see
if I can fix that one.

Scott wrote:

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?

My reply:

Yeah, I know about this. They were never added to the view
menu/command and it was one of those things I was putting off until I
knew how many staircases would be in the game before adding them to
the view command. They are actually one of the updates going into the
game pretty soon.

Scott wrote:

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

My reply:

That's a catch 22 at the moment. That functionality exists in the
game, but is currently unasigned to a key, because I can't find a key
that I can logically map it to. If I map it to control, for example,
then commands like control+t won't speak the number of torches  in
your inventory. If I asign it to something like escape you can't use
it to quit/escape the game, menus, etc. I'm thinking shift might be a
good alternative, but I'm still open to suggestions. I really don't
know what to use for silencing speech.

Cheers!

---
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Re: [Audyssey] Mota thoughts

2011-08-19 Thread Darren Duff
Why not use the alt key. Or maybe grave accent? 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Friday, August 19, 2011 1:26 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mota thoughts

Hi Scott,

|Scott wrote:

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.

My reply:

Thanks. That bug has been around a while I thought I had fixed that in beta
21 but apparently not. I'll take a look at the code again and see if I can
fix that one.

Scott wrote:

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?

My reply:

Yeah, I know about this. They were never added to the view menu/command and
it was one of those things I was putting off until I knew how many
staircases would be in the game before adding them to the view command. They
are actually one of the updates going into the game pretty soon.

Scott wrote:

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

My reply:

That's a catch 22 at the moment. That functionality exists in the game, but
is currently unasigned to a key, because I can't find a key that I can
logically map it to. If I map it to control, for example, then commands like
control+t won't speak the number of torches  in your inventory. If I asign
it to something like escape you can't use it to quit/escape the game, menus,
etc. I'm thinking shift might be a good alternative, but I'm still open to
suggestions. I really don't know what to use for silencing speech.

Cheers!

---
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_ NOD32 EMON 6393 (20110819) information _

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Re: [Audyssey] Mota thoughts

2011-08-19 Thread Thomas Ward
Hi Bryan,

No, you could still use shift to run and for the running jump. The
difference between shift and control is there are no speech commands
asigned to shift. Therefore the speech silence function would not be
interrupting a status message.

For example, with the control key we have speak torches, speak current
weapon, and speak potions. The problem with using control to silence
speech is that if you hold down control and press t to speak torches
it won't say anything because it is trying to speak at the same time
its told to silence all speech. If we want to use control for
silencing speech I'd have to remap the status commands to shift+t,
shift+p, and shift+w, etc to keep that from happening.


Alternatively if I use shift to silence speech it won't effect any
status messages because there aren't any asigned or mapped to the
shift. Just standard run and jump commands which don't necessarily
require listening to status messages while moving anyway.

Cheers!

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Re: [Audyssey] Mota thoughts

2011-08-19 Thread Thomas Ward
Hi Michael,

Actually, no I couldn't. the i, j, k, and l keys are alternative arrow
keys for netbooks and laptops that don't have a full sized keyboard.
So setting i to speech interrupt would not be a good idea.

On 8/19/11, Michael Taboada (AI5HF) ai...@hotmail.com wrote:
 Hi,
 You could always use something like ctrl+I or shift+I or something like
 that.
 Hth,

 -Michael.


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Re: [Audyssey] Mota thoughts

2011-08-19 Thread Thomas Ward
Hi,

Well, the alt key is problematic. At the moment because I used the
Windows API to draw the Window the alt key is automatically asigned to
pull up the blasted context window menu. I can't seem to find a decent
way to disable this behavior. So if you pressed alt to silence speech
you would also bring up the context menu for the game as well. The
only way to fix that problem is to use something like Direct3D as a
window manager so that it would free up the alt key for use in games.
As for the grave accent key it could work, but it is way out of the
way. It is not something that is a logical key asignment which brings
us right back to the problem. I believe in mapping keys to logical
keyboard assignments. The grave accent key isn't logical since most
screen readers and speech devices use control or escape to silence
speech.

Cheers!



On 8/19/11, Darren Duff duff...@gmail.com wrote:
 Why not use the alt key. Or maybe grave accent?

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Re: [Audyssey] Mota thoughts

2011-08-19 Thread Bryan Peterson

The way it is right now is the simplest.
We are the Knights who say...Ni!
- Original Message - 
From: Michael Taboada (AI5HF) ai...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 19, 2011 12:08 PM
Subject: Re: [Audyssey] Mota thoughts



Hi,
You could always use something like ctrl+I or shift+I or something like 
that.

Hth,

-Michael.

--
From: Bryan Peterson bpeterson2...@cableone.net
Sent: Friday, August 19, 2011 1:01 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Mota thoughts


Wouldn't that mean you couldn't use Shift for the running jump?
We are the Knights who say...Ni!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 19, 2011 11:25 AM
Subject: Re: [Audyssey] Mota thoughts



Hi Scott,

|Scott wrote:

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.

My reply:

Thanks. That bug has been around a while I thought I had fixed that in
beta 21 but apparently not. I'll take a look at the code again and see
if I can fix that one.

Scott wrote:

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?

My reply:

Yeah, I know about this. They were never added to the view
menu/command and it was one of those things I was putting off until I
knew how many staircases would be in the game before adding them to
the view command. They are actually one of the updates going into the
game pretty soon.

Scott wrote:

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

My reply:

That's a catch 22 at the moment. That functionality exists in the
game, but is currently unasigned to a key, because I can't find a key
that I can logically map it to. If I map it to control, for example,
then commands like control+t won't speak the number of torches  in
your inventory. If I asign it to something like escape you can't use
it to quit/escape the game, menus, etc. I'm thinking shift might be a
good alternative, but I'm still open to suggestions. I really don't
know what to use for silencing speech.

Cheers!

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Re: [Audyssey] Mota thoughts

2011-08-19 Thread Bryan Peterson
Well if using Shift to silence speech wouldn't interfere with running and 
jumping then why not do that?

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 19, 2011 12:43 PM
Subject: Re: [Audyssey] Mota thoughts



Hi,

Well, the alt key is problematic. At the moment because I used the
Windows API to draw the Window the alt key is automatically asigned to
pull up the blasted context window menu. I can't seem to find a decent
way to disable this behavior. So if you pressed alt to silence speech
you would also bring up the context menu for the game as well. The
only way to fix that problem is to use something like Direct3D as a
window manager so that it would free up the alt key for use in games.
As for the grave accent key it could work, but it is way out of the
way. It is not something that is a logical key asignment which brings
us right back to the problem. I believe in mapping keys to logical
keyboard assignments. The grave accent key isn't logical since most
screen readers and speech devices use control or escape to silence
speech.

Cheers!



On 8/19/11, Darren Duff duff...@gmail.com wrote:

Why not use the alt key. Or maybe grave accent?


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

2011-08-19 Thread Jeremy Kaldobsky
Kelvin, you bring up a good question about the troop types.  When you are 
attacking the enemy using the war tent, then there is absolutely no question 
that 5 of each type is better than 10 of each of only 2 types.  Mission 3 
really helps illustrate the importance of sending in different types of troops. 
 I'm sure most of us are far less worried when 1 group of 5 knights shows up, 
than when 5 different groups with 1 of each soldier type shows up.  Even though 
they are weaker individually, they can spread out and cause havoc in 5 times as 
many places!  In that same way, when you spread our your army in raid groups, 
you deal far more damage to your enemy.

When defending, you have a pretty good strategy already I would say.  Since 
there are 4 skilled troop types, rather than 3 in a rock-paper-scissors plan, 
choosing any 2 which are opposite each other will make a good defending army.  
Of course, if you did happen to have all 4 types it would more completely cover 
all of the fighting advantages.

I wanted the troops to mirror how the food works.  Creating a huge stockpile of 
Knights is a lot like feeding your people all meat.  It is simpler to set up 
and you tend to be quite efficient while producing more and more of the exact 
same thing.  With the meat, your people are far less efficient than if they 
were being fed multiple food types, and with only 1 troop type you are missing 
out on the combat advantages each different type has.  Each new good type you 
add, represents more planning and work, and tends to be the mark of a more 
skilled player.  More often than not, the most skilled Castaways players seem 
to quite easily balance 2 or 3 food types when they used to struggle with just 
1 as beginners.  Troop production should mirror that.

Struggling to maintain a knight-only army will likely transform in to players 
who almost effortlessly maintain armies of 3 troop types, and perhaps even 4.  
It is a little bold of me to make this prediction, but it appears to have gone 
this way with food production and the underlying risk/reward system is nearly 
identical for soldiers.


 agreed about the enemy gets stronger
 so much faster than most normal players 
 can! i tried to delay on the start of the catapault
 building, trying to 
 build a big army to fend off enemy troops, but i must say i
 failed big time! 
 i choose to produce about 10 knights and 10 cavalry, and it
 totally did not 
 went as i expecte it to haha. i love battles, but i guess i
 will have to 
 produce more types of troops i guess. 1 question here is,
 is 5 of each type 
 of the 4 different troops stronger than 10 of each type of
 2 troops? i only 
 made knights and       calvary
 because i think they arequite balance because 
 knights are strong but slow and calvary are fastest but not
 as strong, also 
 becauserangerskill my knights, and my calvary will kill
 them in return. 
 likewise, pikemen kills my calvary but my knights kills
 them too. my 
 thinking is either to build an army of knights and calvary,
 or rangers and 
 pikemen will really balance the fighting strengths and
 weaknesses but guess 
 not really. so is there a point of building a big quantity
 of 1 type? or 
 should i just make 1 each instead of 4 of a kind.


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

2011-08-19 Thread Jeremy Kaldobsky
Due to the voiced concerns, I'm working on a new system that will allow you to 
specifically choose what troops are trained, in the same kind of way you pick 
upgrades with tomes.  I think this will help a lot of people.

The G command has a reported mistake that can mix up cavalry and pikemen in the 
read out.  I still have to fix that.  The coordinates being a little bit off is 
due to troop movements since, depending on how far people must travel to reach 
the battle's location, things can change by the time they get back to report on 
how things went.


 Hi.
 I have to agree about the troop management. I wanted to
 make pikemen, but had to create 6 rangers first, because
 there were 6 cloaks in my barracks.
 
 I've noticed that shift g speaks different coordinates from
 where it was reported that a battle happened. Is it a matter
 of the enemy troops moving away fast or is the coordinates
 misreported?


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

2011-08-19 Thread Jeremy Kaldobsky
This is also something that should be solved once you are manually in control 
of how soldiers train.  I hope to have this change finished soon, since I think 
it will fix many of people's issues with mission 3, and mission 2 to some 
extent.

 Something I've noticed in Mission
 Three is that, when I tell a person to become a soldier, he
 is a soldier right away, not a 
 soldier training to become something else.  This is
 true when the baracks contains suits of armor, horses,
 and/or cloaks.
 Then, because my soldier is so weak compared to the enemy
 fighters who are specialized, he always gets killed.
 This happens about every fifth or sixth time I tell someone
 to become a soldier.
 Christina


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

2011-08-19 Thread Christina
Hi.
Just to clarify, sending out raids means that my fighters will attack the 
enemies already on the map?
Thanks.
Christina

- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 19, 2011 3:06 PM
Subject: Re: [Audyssey] better control of troop training in castaways


Kelvin, you bring up a good question about the troop types.  When you are 
attacking the enemy using the war tent, then there 
is absolutely no question that 5 of each type is better than 10 of each of only 
2 types.  Mission 3 really helps illustrate 
the importance of sending in different types of troops.  I'm sure most of us 
are far less worried when 1 group of 5 knights 
shows up, than when 5 different groups with 1 of each soldier type shows up.  
Even though they are weaker individually, they 
can spread out and cause havoc in 5 times as many places!  In that same way, 
when you spread our your army in raid groups, 
you deal far more damage to your enemy.

When defending, you have a pretty good strategy already I would say.  Since 
there are 4 skilled troop types, rather than 3 in 
a rock-paper-scissors plan, choosing any 2 which are opposite each other will 
make a good defending army.  Of course, if you 
did happen to have all 4 types it would more completely cover all of the 
fighting advantages.

I wanted the troops to mirror how the food works.  Creating a huge stockpile of 
Knights is a lot like feeding your people all 
meat.  It is simpler to set up and you tend to be quite efficient while 
producing more and more of the exact same thing. 
With the meat, your people are far less efficient than if they were being fed 
multiple food types, and with only 1 troop type 
you are missing out on the combat advantages each different type has.  Each new 
good type you add, represents more planning 
and work, and tends to be the mark of a more skilled player.  More often than 
not, the most skilled Castaways players seem to 
quite easily balance 2 or 3 food types when they used to struggle with just 1 
as beginners.  Troop production should mirror 
that.

Struggling to maintain a knight-only army will likely transform in to players 
who almost effortlessly maintain armies of 3 
troop types, and perhaps even 4.  It is a little bold of me to make this 
prediction, but it appears to have gone this way 
with food production and the underlying risk/reward system is nearly identical 
for soldiers.



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

2011-08-19 Thread Christina
Sweet!
Thanks.
Christina

- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 19, 2011 3:12 PM
Subject: Re: [Audyssey] better control of troop training in castaways


This is also something that should be solved once you are manually in control 
of how soldiers train.  I hope to have this 
change finished soon, since I think it will fix many of people's issues with 
mission 3, and mission 2 to some extent.

 Something I've noticed in Mission
 Three is that, when I tell a person to become a soldier, he
 is a soldier right away, not a
 soldier training to become something else. This is
 true when the baracks contains suits of armor, horses,
 and/or cloaks.
 Then, because my soldier is so weak compared to the enemy
 fighters who are specialized, he always gets killed.
 This happens about every fifth or sixth time I tell someone
 to become a soldier.
 Christina


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

2011-08-19 Thread Jeremy Kaldobsky
Nope, your soldiers will automatically attack any enemies that venture on to 
the map since it is your territory.  Wnen you send out a raid group, you are 
out attacking them on their land.  In mission 2 this is how you eventually 
destroy the Yetti's mountain top city, and in mission 3 you can slow down or 
even reverse the advancement of the enemy settlement.


 Hi.
 Just to clarify, sending out raids means that my fighters
 will attack the enemies already on the map?
 Thanks.
 Christina


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Re: [Audyssey] Off topic Microsoft Voice recognition

2011-08-19 Thread shaun everiss
I was able to read it with hal but you almost need all the phrases 
brailled for all the training material as even when I read it my 
speech was haulting because I had to read in vertual mode, I finally gave up.

At 12:26 a.m. 20/08/2011, you wrote:

Hi all,
If anyone has any experience with this, feel free to write me off list.
I have just installed the Microsoft SAPI 5.1 SDK and I want to run 
the voice training but I am not able to read the phrases either with 
JAWS or Window-Eyes. Since my primary language is not English I 
think this is quite important. So my question is, has anyone found 
some way to get access to this?

Many thanks,
Christian


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[Audyssey] Castaways: Job Bug

2011-08-19 Thread Christina
Hello.
In the latest version of Castaways, when I upgrade females with tomes , they 
get pregnant, and then revert back to their original pre-upgrade job.  I had 
assumed that females whose jobs were upgraded would be locked into those jobs?
All of the males and the female Foresters have not lost their upgrades.
Christina
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[Audyssey] Sounds for mushclient?

2011-08-19 Thread dark
Hi. 

this is a message really to oriol, though i suppose anyone looking for fantasy 
sounds could use it. 

For the roguelike game Angband, there is a very large soundpack containing many 
sounds of fantasy creatures spells and magics. 

This soundpack is free to download, so reusing the sounds for another free 
project like mush wouldn't be a bad idea, it can be found at 
http://www.dubtrain.com/angband/ 

It's just that yesterday while playing alterean I noticed that breath weapon 
attacks didn't feature sound, which struck me as a litle odd, that a dragon 
could unleash a blast of fire or spit acid all over you but you'd here nothing. 

it might also help with combat too. 

obviously anyone looking for fantasy sounds might find this useful as well, 
though i don't think it could be used for commercial projects. 


Beware the grue! 

dark.
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Re: [Audyssey] soul trapper help.

2011-08-19 Thread dhruv kumar
hey,
cool. thankyou for that audio.

On 8/19/11, Darren Duff duff...@gmail.com wrote:
 No not with this game sorry. If you want to hear what it's like to play the
 game here is a demo that I made for blind cool tech that for some stupid
 reason was never posted. This is the first 4 chapters of the game.
 http://www.sendspace.com/file/hbn7um

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of dhruv kumar
 Sent: Friday, August 19, 2011 7:35 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] soul trapper help.

 hey,
 very sad. the game for Ipone. can there is a emulator that can play it on
 computer?

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 _ NOD32 EMON 6392 (20110819) information _

 This message was checked by NOD32 antivirus system http://www.eset.com




 _ NOD32 EMON 6392 (20110819) information _

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Re: [Audyssey] soul trapper help.

2011-08-19 Thread Darren Duff
NO problem. Figured you'd want to hear it. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dhruv kumar
Sent: Friday, August 19, 2011 11:27 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] soul trapper help.

hey,
cool. thankyou for that audio.

On 8/19/11, Darren Duff duff...@gmail.com wrote:
 No not with this game sorry. If you want to hear what it's like to 
 play the game here is a demo that I made for blind cool tech that for 
 some stupid reason was never posted. This is the first 4 chapters of the
game.
 http://www.sendspace.com/file/hbn7um

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
 On Behalf Of dhruv kumar
 Sent: Friday, August 19, 2011 7:35 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] soul trapper help.

 hey,
 very sad. the game for Ipone. can there is a emulator that can play it 
 on computer?

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