Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread dark

I'm not sure that's necessarily true Bryan.

I agree that judgement day was a great achievement, but certainly now if 
someone started working on another space invaders game I'd be rather 
concerned how unique they could make it, where as if someone started on 
another type of game we have fewer examples of I'd be less concerned.


Suppose for instance someone decided to make another tank Driving game. 
There is a lot they could stick in, they could for instance make combat a 
litle more strategic than action orientated with angle calculation and 
position as in Scorched earth, they could set it in the future and have 
completely different weapons like lasers and more missiles, or they could 
even make it a one on one battle game in which you needed to blow up the 
enemy tank where you had choices of what tank to play as with each having 
strengths and weaknesses like beat em up characters,  as the game Cyber 
sled did.


Heck, even if they just made the gameplay the same as Gma tank commander, 
they could probably stil! make the game a unique experience by including 
different levels to explore and different enemies in the game.


Where as a space invaders game, however differently you made the enemies, or 
another traditional game we have many examples of like blackjack or solitare 
would need to have something pretty unique about it in order to stand out.


Beware the grue!

Dark. 



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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread dark

Hi Greg.

Yes, it is possible with windows, but the compression rates, ease of use and 
ability to create different archives isn't that good, where as 7zip is 
fantastic for such things.


I hope you find it useful.

beware the grue!

Dark.
- Original Message - 
From: Greg Steel greegste...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, September 29, 2011 6:54 AM
Subject: Re: [Audyssey] USA Games Halloween Project


Cool thanks Dark I have it.  I wasn't sure of what to do I did it with 
windows.  So I know what to do for next time.
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, September 28, 2011 10:34 PM
Subject: Re: [Audyssey] USA Games Halloween Project



Hi greg.

I'd recommend getting 7zip from http://www.7zip.com/

this is a free zipping tool, and does an absolutely fantastic job as well 
as being really easy to use.


When you've installed it, just hit the application key (or any right 
click type thing), on the folder, and find the 7zip option. In there will 
be a menue that lets you do various things, but the one you use most is 
the add to archive item at the top.


Hit this and you'll be in a box where you can choose various things like 
compression method, or archive type such as zip or 7z as well as name the 
file (by default it'll be the name of the folder but you can change this 
if you want), if you don't want to change anything (which you probably 
won't), just hit enter and wait a bit and vuala!


It's extremely simple to use and it's compression levels are great. You 
can also use the same process to compress multiple files and zip them up 
by selecting them as you would to copy and paste, and it also unzips more 
efficiently than windows does and will tell you if there are any errors.


it can unzip Ra, iso, zip and several other formats, and can zip up in 
zip, ta, or 7z format.


hth.

Beware the grue!

Dark.

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[Audyssey] Reaction

2011-09-29 Thread Jim Kitchen


Reaction log file for 09-28-2011  By Jim Kitchen 


Your average reaction time was .1462 seconds
Your fastest reaction time was .016
Your slowest reaction time was .203

you were  faster than the record by .0008 seconds
The record reaction time was .1470 seconds, by Jim. on 9/13/2011

1 = .094
2 = .188
3 = .187
4 = .156
5 = .203
6 = .125
7 = .188
8 = .188
9 = .187
10 = .172
11 = .172
12 = .078
13 = .156
14 = .187
15 = .047
16 = .188
17 = .187
18 = .172
19 = .172
20 = .016
21 = .047
22 = .109
Jim

Kitchensinc, where we put the fun back in dysfunctional.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Darren Harris
Hi dark,

I've said this before and it may not be popular but it's true never the
less, all these space invader and word type games boppit and the like are
simply killing the community. It's turning the whole idea of audio games
being a credible market into a joke quite honestly. Thus why I said a long
time ago that these types of games shouldn't be allowed for submition for
the audyssey magazine because anybody reading it is going to think lol jees
is this all people who are blind are capable of playing? No thanks I'll
stick with what I know.

In order to be credible we have to adapt ourselves to what's happening today
in the gaming market.

Whilst I've had disagreements in the passed with people like Thomas it has
to be said I do think he's on the right track here however. People like
Thomas, jeramy and the like can go a long way to bringing our community to
where it needs to be. 

What's the point in banging on about how we'd like to see more mainstream
game companies take more notice of the smaller blind market when we don't
even look like we'd be credible customers? Lets face it, word games are fun
but they're mostly played on cell phones, boppit games are for the age
ranges with single figure numbers in them for the most part and quite
frankly there's plenty of them around already, so all the likes of Nintendo
sega electronic arts thq have to do is to read our mags and see just how
many of these entries there are and well I think you have your answer. 

Our community as it stands at the moment doesn't stand up to the sorts of
games that are out there today! Like for example http://www.egosoft.com 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: 29 September 2011 07:47
To: Gamers Discussion list
Subject: Re: [Audyssey] USA Games Halloween Project

I'm not sure that's necessarily true Bryan.

I agree that judgement day was a great achievement, but certainly now if 
someone started working on another space invaders game I'd be rather 
concerned how unique they could make it, where as if someone started on 
another type of game we have fewer examples of I'd be less concerned.

Suppose for instance someone decided to make another tank Driving game. 
There is a lot they could stick in, they could for instance make combat a 
litle more strategic than action orientated with angle calculation and 
position as in Scorched earth, they could set it in the future and have 
completely different weapons like lasers and more missiles, or they could 
even make it a one on one battle game in which you needed to blow up the 
enemy tank where you had choices of what tank to play as with each having 
strengths and weaknesses like beat em up characters,  as the game Cyber 
sled did.

Heck, even if they just made the gameplay the same as Gma tank commander, 
they could probably stil! make the game a unique experience by including 
different levels to explore and different enemies in the game.

Where as a space invaders game, however differently you made the enemies, or

another traditional game we have many examples of like blackjack or solitare

would need to have something pretty unique about it in order to stand out.

Beware the grue!

Dark. 


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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread john
Ah, I see. I would never have guessed you'd edited those, that 
was a masterfull job. I use sound forge myself, it's nice to see 
a fellow user.


- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Wed, 28 Sep 2011 22:13:51 -0400
Subject: Re: [Audyssey] USA Games Halloween Project

Hi,

Well, I have Soundforge and Goldwave, and I did a decent job with 
the

zombies in MOTA simply by lowering the pitch of some screams and
growns. I'll probably end up doing something similar for the 
monsters
here once I find the right voice for the character. Not every 
voice

sounds quite right, got the touch so to speak, when altered.

Cheers!


On 9/28/11, john jpcarnemo...@comcast.net wrote:
On the subject of the dogs in shades, have you ever had one of
those things pop out of an alcove at you? If that's not scary, I
really don't know what is. As far as modifying a voice goes,
there's something to be said for messing around with the affects
in an audio editing program to see what you can turn out. 
Perhaps

lowering the pitch and distorting the sound a bit might give you
what your looking for?- Original Message -

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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread john
Actuallly, windows gets standard zip compression rates (tested 
with winzip and 7-zip) but the zip format gets the least 
compression as a reule.


- Original Message -
From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Date sent: Thu, 29 Sep 2011 07:48:47 +0100
Subject: Re: [Audyssey] USA Games Halloween Project

Hi Greg.

Yes, it is possible with windows, but the compression rates, ease 
of use and
ability to create different archives isn't that good, where as 
7zip is

fantastic for such things.

I hope you find it useful.

beware the grue!

Dark.
- Original Message -
From: Greg Steel greegste...@sbcglobal.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, September 29, 2011 6:54 AM
Subject: Re: [Audyssey] USA Games Halloween Project


Cool thanks Dark I have it.  I wasn't sure of what to do I did 
it with

windows.  So I know what to do for next time.
- Original Message -
From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, September 28, 2011 10:34 PM
Subject: Re: [Audyssey] USA Games Halloween Project


Hi greg.

I'd recommend getting 7zip from http://www.7zip.com/

this is a free zipping tool, and does an absolutely fantastic 
job as well

as being really easy to use.

When you've installed it, just hit the application key (or any 
right
click type thing), on the folder, and find the 7zip option. In 
there will
be a menue that lets you do various things, but the one you use 
most is

the add to archive item at the top.

Hit this and you'll be in a box where you can choose various 
things like
compression method, or archive type such as zip or 7z as well as 
name the
file (by default it'll be the name of the folder but you can 
change this
if you want), if you don't want to change anything (which you 
probably

won't), just hit enter and wait a bit and vuala!

It's extremely simple to use and it's compression levels are 
great. You
can also use the same process to compress multiple files and zip 
them up
by selecting them as you would to copy and paste, and it also 
unzips more
efficiently than windows does and will tell you if there are any 
errors.


it can unzip Ra, iso, zip and several other formats, and can zip 
up in

zip, ta, or 7z format.

hth.

Beware the grue!

Dark.

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of the

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Re: [Audyssey] side scrollers

2011-09-29 Thread john
AH thanks. I've never played hunter, but tarzan should have been 
obvious. Now that you mention pb-games, I can think of the 
recordings I've scene of the science invasion beta, that one was 
a side scroller as well. Also, the danger city beta that was on 
the x-site interactive website for a while was a side scroller, 
as well as chopper challenge.


- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Wed, 28 Sep 2011 22:10:12 -0400
Subject: Re: [Audyssey] USA Games Halloween Project

Hi John,

Yeah, you did overlook a few. Off the top of my head you forgot 
Tarzan
Junior by PB Games, and Hunter by BSC. There is also a 
side-scroller

level in Pipe II although the game generally isn't really a
side-scroller throughout the entire game.

On 9/28/11, john jpcarnemo...@comcast.net wrote:
Off the top of my head:
super liam
mota
battlezome
q9
palace punch-up and kringle crash (though these two are
debateable)
and I believe I'm missing a few others.

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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread dark

Hi Darren.

While I agree we need more complex games simply for the need of having! 
complex games, I'm not sure about the mainstream companies arguement.


If anyone googled audio games net or asked for information, of course! we'd 
tell them about games like castaways, time of conflict, shades of doom, mota 
etc. Also, if you look on audiogames.net the genre catagories make it pretty 
clear that there are! games that are more than simple arcade style, so I 
think the evidence is out there if someone wants to look.


Myself though, I am very much less convinced mainstream companies would ever 
look into making audio games unless about a million people became blind. 
There might be the odd one like Sound voyager as a novelty, but a novelty is 
only novel if it's rare.


while people naturally do! compare audio games to mainstream games, this is 
just plane unreasonable. It's like comparing an ameter film produced with 
ten thousand dollars budgit to the latest multimillion dollar blockbuster.


of course! an ameter film maker who has to show a hellicotper blowing up by 
buying a scale model and filling it with fireworks is not going to get the 
same effect as a big studio who can just spend a few hundred thousand 
dollars on a real x military chopper and blow it up!


Comparing audiogames to indi games on the pc, it is true there is a gap, 
being that indi games include some pretty complex and astounding things, 
even if stil miles behind what's available from Nintendo, thq, sony etc.


However, I will say that in the past few years I've seen a lot of progress 
in what is done in audio.


Look at stratogy games. Four years ago, there wasn't anything other than 
galaxy ranger which boarders on being an aarcade game and really doesn't 
make massive use of the map or resources. Then we had sound rts, time of 
conflict and castaways, and now we're getting into some really quite complex 
affairs controlling hundreds of units at a time.

So hopefully things will! improve.

Beware the Grue!

Dark. 



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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Thomas Ward
Hi Darren,

That is the reason I personally got into writing audio games in the
first place. When I lost my sight I had come from a fairly mainstream
gaming background. I had played everything from the original Packman
right up to the FPS shooters like Doom, Quake, and Jedi Knight. I had
played games like Tomb Raider which had just come out while I was in
high school. So when I came to the audio games community I was shocked
to find people were playing text adventures or Space Invader clones
like Troopenum, Dark Destroyer, etc as that style or genre of game was
at least 20 years behind the mainstream. For me it was like stepping
into a timewarp.

Of course, I was attending Wright State at the time and was beginning
my programming studies in the late 90's and I understood the problems
VI developers faced. Many of the VI game developers here maintain they
were self-taught. That's fair, but there are certain advantages to
being professionally trained. One of those is before you even step
into a programming class you have to have a certain amount of math
which is required for advanced programming such as video games.
Another is the fact a person majoring in a computer science degree
will not study one language like Visual Basic, but be trained in a
number of languages like C++, SQL, Java, Visual Basic, etc. That kind
of in depth training allows a developer to pick and choose the right
kind of language for a specific kind of project. To weigh features of
language x, and find out if it is capable of handling the requirements
needed by the project.

Anyway, it seemed to me at the time that GMA was the only audio game
developer who was willing to try something like Shades of Doom and
later Tank Commander. David Greenwood paved the road so to speak for
guys like me to create games that were quite a lot more advanced than
Troopenum or some other Space Invader Clone or word game. To him I
give a lot of credit for breaking the mold of the typical audio game
that was out at that time. I decided once I had the time to work on it
that I'd enter the audio games market and produce more high-tech games
using some of my own experience and skills. Which is what I am doing
and why I do it. I do it for fun, but I also think it is rewarding
trying to improve accessibility standards and set new standards for
audio games too.

Like you said it probably is not a popular view, but I just know that
seeing another BopIt type game or Space Invader clone isn't what this
community needs. I realize amateur developers need to practice, but
they need to learn not to release every practice project they write.
I've seen a handful of those types of games since BGT came out, and I
think releasing too many simple practice projects will give the
mainstream gaming community the wrong idea that we can only play
simple games. Which is simply not true.

Cheers!

On 9/29/11, Darren Harris darren_g_har...@btinternet.com wrote:
 Hi dark,

 I've said this before and it may not be popular but it's true never the
 less, all these space invader and word type games boppit and the like are
 simply killing the community. It's turning the whole idea of audio games
 being a credible market into a joke quite honestly. Thus why I said a long
 time ago that these types of games shouldn't be allowed for submition for
 the audyssey magazine because anybody reading it is going to think lol jees
 is this all people who are blind are capable of playing? No thanks I'll
 stick with what I know.

 In order to be credible we have to adapt ourselves to what's happening today
 in the gaming market.

 Whilst I've had disagreements in the passed with people like Thomas it has
 to be said I do think he's on the right track here however. People like
 Thomas, jeramy and the like can go a long way to bringing our community to
 where it needs to be.

 What's the point in banging on about how we'd like to see more mainstream
 game companies take more notice of the smaller blind market when we don't
 even look like we'd be credible customers? Lets face it, word games are fun
 but they're mostly played on cell phones, boppit games are for the age
 ranges with single figure numbers in them for the most part and quite
 frankly there's plenty of them around already, so all the likes of Nintendo
 sega electronic arts thq have to do is to read our mags and see just how
 many of these entries there are and well I think you have your answer.

 Our community as it stands at the moment doesn't stand up to the sorts of
 games that are out there today! Like for example http://www.egosoft.com

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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Thomas Ward
Hi Dark,

Yeah, here is to hoping things will improve. Like Darren, though, I am
concerned the kind of message we send if we focus too much on any
specific type of game or genre. Sure there is a place for word games,
virtical shooters like Space Invaders, and probably room for simple
Duck Hunt knock-offs like Pull. Still, there is a lot of room to grow,
and most developers have not tapped the full potential of the style or
genres of the games they do create. I blame that on lack of practical
experience. Since many have been blind from birth, have no experience
playing independant or mainstream games, they don't have any idea how
far below standards their games really are if we compare them to
mainstream game x.

However, you are absolutely right about the differences between a
mainstream company and VI independant developers. Lack of professional
training, lack of money to purchase high quality sound effects, and
plane simple lack of experience with mainstream games in general are
all problems facing this community as a whole. Its hard to strive for
something like that without money, proper training for it, and little
to no experience creating games like that.

Cheers!


On 9/29/11, dark d...@xgam.org wrote:
 Hi Darren.

 While I agree we need more complex games simply for the need of having!
 complex games, I'm not sure about the mainstream companies arguement.

 If anyone googled audio games net or asked for information, of course! we'd
 tell them about games like castaways, time of conflict, shades of doom, mota
 etc. Also, if you look on audiogames.net the genre catagories make it pretty
 clear that there are! games that are more than simple arcade style, so I
 think the evidence is out there if someone wants to look.

 Myself though, I am very much less convinced mainstream companies would ever
 look into making audio games unless about a million people became blind.
 There might be the odd one like Sound voyager as a novelty, but a novelty is
 only novel if it's rare.

 while people naturally do! compare audio games to mainstream games, this is
 just plane unreasonable. It's like comparing an ameter film produced with
 ten thousand dollars budgit to the latest multimillion dollar blockbuster.

 of course! an ameter film maker who has to show a hellicotper blowing up by
 buying a scale model and filling it with fireworks is not going to get the
 same effect as a big studio who can just spend a few hundred thousand
 dollars on a real x military chopper and blow it up!

 Comparing audiogames to indi games on the pc, it is true there is a gap,
 being that indi games include some pretty complex and astounding things,
 even if stil miles behind what's available from Nintendo, thq, sony etc.

 However, I will say that in the past few years I've seen a lot of progress
 in what is done in audio.

 Look at stratogy games. Four years ago, there wasn't anything other than
 galaxy ranger which boarders on being an aarcade game and really doesn't
 make massive use of the map or resources. Then we had sound rts, time of
 conflict and castaways, and now we're getting into some really quite complex
 affairs controlling hundreds of units at a time.
 So hopefully things will! improve.

 Beware the Grue!

 Dark.

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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Thomas Ward
Hi Dark,

This is really getting off topic here, but you are correct. There are
a number of ways a game developer could create another tank simulation
like GMA Tank Commander, but make it completely different.

For instance, there is a World War II tank game, I think it is called
Metal of Honor, where you command an M4 taking on Panzor and Tiger
tanks. I've played it and the game is hard. In large part because like
the real World War II tanks they are based on a frontal assault on a
Panzor or Tiger tank is pure suicide. The only way to take them out is
to use your speed to get in behind the enemy position and fire shells
into the rear of the enemy tanks where the armor plating is thin. That
kind of tactical planning etc hasn't been tried yet in an audio game.
Tank Commander is good, but the example above is just one of many ways
a VI game developer could take a tank game idea and make it very
different.

Cheers!


On 9/29/11, dark d...@xgam.org wrote:
 I'm not sure that's necessarily true Bryan.

 I agree that judgement day was a great achievement, but certainly now if
 someone started working on another space invaders game I'd be rather
 concerned how unique they could make it, where as if someone started on
 another type of game we have fewer examples of I'd be less concerned.

 Suppose for instance someone decided to make another tank Driving game.
 There is a lot they could stick in, they could for instance make combat a
 litle more strategic than action orientated with angle calculation and
 position as in Scorched earth, they could set it in the future and have
 completely different weapons like lasers and more missiles, or they could
 even make it a one on one battle game in which you needed to blow up the
 enemy tank where you had choices of what tank to play as with each having
 strengths and weaknesses like beat em up characters,  as the game Cyber
 sled did.

 Heck, even if they just made the gameplay the same as Gma tank commander,
 they could probably stil! make the game a unique experience by including
 different levels to explore and different enemies in the game.

 Where as a space invaders game, however differently you made the enemies, or
 another traditional game we have many examples of like blackjack or solitare
 would need to have something pretty unique about it in order to stand out.

 Beware the grue!

 Dark.

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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Darren Harris
Hi dark,

Oh yeah I think that with the addition of games like castaways there is
definite improvements. I do agree with that. But they should be at the
forefront of the community. For example, for resource management type games
have castaways for action games pick between tank commander and lw. What am
saying is that these titles need to be there for everybody to see without
having to look for them. Any company who ever it may be will obviously do
the research and the math but they will also take what is easiest to find as
a definitive result. So have a couple arcade games up there. Packman talks
is a good example of that as well. 

I think though that what really is required of the mainstream game companies
isn't so much that they make audio only games but they incorporate much more
audio elements into their games for those that want it. like entombed,
another groundbreaking game, using wind to tell you the direction of the
next passage is as you pass it, it's things like this, adding elements into
the game that are obviously pointers for those that need it but also can add
to the atmosphere of the game. For example Jason could have simply used a
beeping noise to tell you the next passage was there and where it was but he
didn't. he chose to use something that would add to the game whilst acting
as an audio pointer. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: 29 September 2011 12:27
To: Gamers Discussion list
Subject: Re: [Audyssey] USA Games Halloween Project

Hi Darren.

While I agree we need more complex games simply for the need of having! 
complex games, I'm not sure about the mainstream companies arguement.

If anyone googled audio games net or asked for information, of course! we'd 
tell them about games like castaways, time of conflict, shades of doom, mota

etc. Also, if you look on audiogames.net the genre catagories make it pretty

clear that there are! games that are more than simple arcade style, so I 
think the evidence is out there if someone wants to look.

Myself though, I am very much less convinced mainstream companies would ever

look into making audio games unless about a million people became blind. 
There might be the odd one like Sound voyager as a novelty, but a novelty is

only novel if it's rare.

while people naturally do! compare audio games to mainstream games, this is 
just plane unreasonable. It's like comparing an ameter film produced with 
ten thousand dollars budgit to the latest multimillion dollar blockbuster.

of course! an ameter film maker who has to show a hellicotper blowing up by 
buying a scale model and filling it with fireworks is not going to get the 
same effect as a big studio who can just spend a few hundred thousand 
dollars on a real x military chopper and blow it up!

Comparing audiogames to indi games on the pc, it is true there is a gap, 
being that indi games include some pretty complex and astounding things, 
even if stil miles behind what's available from Nintendo, thq, sony etc.

However, I will say that in the past few years I've seen a lot of progress 
in what is done in audio.

Look at stratogy games. Four years ago, there wasn't anything other than 
galaxy ranger which boarders on being an aarcade game and really doesn't 
make massive use of the map or resources. Then we had sound rts, time of 
conflict and castaways, and now we're getting into some really quite complex

affairs controlling hundreds of units at a time.
So hopefully things will! improve.

Beware the Grue!

Dark. 


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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Thomas Ward
Hi Will,

No. The game will be divided up into different levels like any other
game. The only difference you will notice is full 3d movement, and of
course all of the rooms etc will be drawn to scale. There will be
other differences like if you walk up a staircase you will actually
walk up the staircase, or down it depending on what direction you are
going. There will, of course, require 3d targeting as well. That's
enough, I think, for an introduction to 3d game play for most people.

There are technical reasons why it would not be a good idea to contain
the entire game in a single level. For one if you want to put a
certain number of monsters on each floor you can reuse enemy objects
per game level instead of having to create a couple of hundred enemy
objects. Why do that when you can just reset the object variables,
reset them to defaults, and reuse the same type of enemy you killed on
the previous floor/level?

Another is sound effects. Loading sounds, music, etc takes processor
power and memory. Again if you can reuse a sound that's no problem.
However, if you have hundreds of enemies and special items on a single
game level it gets complicated trying to manage all of those sound
effects. Its easier to just cut it down to the top 50 sounds you need
for that specific level and handle sounds etc on a level per level
basis. It saves the developer work, and saves processor power and
memory usage as well. Make sense?

Cheers!


On 9/29/11, william lomas will.d.lo...@gmail.com wrote:
 will it if it 3d just b one big sprawling level?

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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Darren Harris
Oh yeah david greenwood really did start the ball rolling. At first I only
bought his games because they really were the only ones worth playing. 

The last title I purchased was entombed which I really do have to get back
into again because I rather liked it. lol it gave me a few interesting
dreams when I went to sleep at night! Especially when I played as a
necromancer ahahaha! My partner would ask me if I had some sort of complex
issue because of the amount of boddies I carried around in case I needed
them!!!

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 29 September 2011 13:05
To: Gamers Discussion list
Subject: Re: [Audyssey] USA Games Halloween Project

Hi Darren,

That is the reason I personally got into writing audio games in the
first place. When I lost my sight I had come from a fairly mainstream
gaming background. I had played everything from the original Packman
right up to the FPS shooters like Doom, Quake, and Jedi Knight. I had
played games like Tomb Raider which had just come out while I was in
high school. So when I came to the audio games community I was shocked
to find people were playing text adventures or Space Invader clones
like Troopenum, Dark Destroyer, etc as that style or genre of game was
at least 20 years behind the mainstream. For me it was like stepping
into a timewarp.

Of course, I was attending Wright State at the time and was beginning
my programming studies in the late 90's and I understood the problems
VI developers faced. Many of the VI game developers here maintain they
were self-taught. That's fair, but there are certain advantages to
being professionally trained. One of those is before you even step
into a programming class you have to have a certain amount of math
which is required for advanced programming such as video games.
Another is the fact a person majoring in a computer science degree
will not study one language like Visual Basic, but be trained in a
number of languages like C++, SQL, Java, Visual Basic, etc. That kind
of in depth training allows a developer to pick and choose the right
kind of language for a specific kind of project. To weigh features of
language x, and find out if it is capable of handling the requirements
needed by the project.

Anyway, it seemed to me at the time that GMA was the only audio game
developer who was willing to try something like Shades of Doom and
later Tank Commander. David Greenwood paved the road so to speak for
guys like me to create games that were quite a lot more advanced than
Troopenum or some other Space Invader Clone or word game. To him I
give a lot of credit for breaking the mold of the typical audio game
that was out at that time. I decided once I had the time to work on it
that I'd enter the audio games market and produce more high-tech games
using some of my own experience and skills. Which is what I am doing
and why I do it. I do it for fun, but I also think it is rewarding
trying to improve accessibility standards and set new standards for
audio games too.

Like you said it probably is not a popular view, but I just know that
seeing another BopIt type game or Space Invader clone isn't what this
community needs. I realize amateur developers need to practice, but
they need to learn not to release every practice project they write.
I've seen a handful of those types of games since BGT came out, and I
think releasing too many simple practice projects will give the
mainstream gaming community the wrong idea that we can only play
simple games. Which is simply not true.

Cheers!

On 9/29/11, Darren Harris darren_g_har...@btinternet.com wrote:
 Hi dark,

 I've said this before and it may not be popular but it's true never the
 less, all these space invader and word type games boppit and the like are
 simply killing the community. It's turning the whole idea of audio games
 being a credible market into a joke quite honestly. Thus why I said a long
 time ago that these types of games shouldn't be allowed for submition for
 the audyssey magazine because anybody reading it is going to think lol
jees
 is this all people who are blind are capable of playing? No thanks I'll
 stick with what I know.

 In order to be credible we have to adapt ourselves to what's happening
today
 in the gaming market.

 Whilst I've had disagreements in the passed with people like Thomas it has
 to be said I do think he's on the right track here however. People like
 Thomas, jeramy and the like can go a long way to bringing our community to
 where it needs to be.

 What's the point in banging on about how we'd like to see more mainstream
 game companies take more notice of the smaller blind market when we don't
 even look like we'd be credible customers? Lets face it, word games are
fun
 but they're mostly played on cell phones, boppit games are for the age
 ranges with single figure numbers in them for the most part and quite
 frankly there's plenty of them 

Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Thomas Ward
Hi,

Just a couple of miner corrections. The file types are rar and tar.
Not ra and ta. Not sure why but Dark seems to have missed a couple of
r's in his post. :D

Cheers!

On 9/29/11, dark d...@xgam.org wrote:
 Hi greg.

 I'd recommend getting 7zip from http://www.7zip.com/

 this is a free zipping tool, and does an absolutely fantastic job as well as
 being really easy to use.

 When you've installed it, just hit the application key (or any right click
 type thing), on the folder, and find the 7zip option. In there will be a
 menue that lets you do various things, but the one you use most is the add
 to archive item at the top.

 Hit this and you'll be in a box where you can choose various things like
 compression method, or archive type such as zip or 7z as well as name the
 file (by default it'll be the name of the folder but you can change this if
 you want), if you don't want to change anything (which you probably won't),
 just hit enter and wait a bit and vuala!

 It's extremely simple to use and it's compression levels are great. You can
 also use the same process to compress multiple files and zip them up by
 selecting them as you would to copy and paste, and it also unzips more
 efficiently than windows does and will tell you if there are any errors.

 it can unzip Ra, iso, zip and several other formats, and can zip up in zip,
 ta, or 7z format.

 hth.

 Beware the grue!

 Dark.

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[Audyssey] mainstream game experiences

2011-09-29 Thread john
	Hi all, the recent conversation on mainstream games has 
gotten me thinking about the experiences I've had with them. I'm 
curious to see what kind of experiences you guys have had, 
whether it be how you play a certain game, or what you do to 
enjoy it. For my part, beyond the novalogic games I mentioned 
earlier, I've found a lot of mainstream games entirely useless. A 
prime example of this would be the lego star wars series by lukas 
arts. Believe it or not, the first two games in that group were 
in mono. Anyway, I'd like to here about what how you play 
mainstream games, or what kind of things to do to better 
understand them. I'd be interested in any strategies you use to 
help improve accessability.


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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Thomas Ward
Hi Dark,

Yeah, I'd agree with that. Up until Montezuma's Revenge, now MOTA,
came out there weren't any audio side-scrollers that were true
side-scrollers.  Super Liam and Q9 are primarily 1d games. IE walk
left/right. There are no ladders, staircases, or things to jump onto
that would give you a y axis of movement. Just an x axis. Which is
fairly simplistic for the style and genre of games they represent.

However, I think Phil's new game, Perilous Hearts, is going to have
everyone beat. Its very advanced in terms of AI, great sound effects,
and the way you have to climb trees, walk along branches, is very much
in the style of the newer Pitfall games where you have to do a fair
amount of jumping from tree to tree, branch to branch, to get over
dangerous traps in the jungle. So it should be interesting to see
Phil's creativity in action as far as Perilous Hearts is concerned.

Cheers!


On 9/29/11, dark d...@xgam.org wrote:
 I'd also argue that only mota and hopefully perilous hearts are realside
 scrollers in the sense of using vertical movement.

 Compare this to where we have for instance over 20 space invaders games and
 the difference should be obvious.

 Beware the grue!

 Dark.

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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Thomas Ward
Hi Greg,

I highly recommend the free archiving tool 7zip. It has great
compression, is totally free, and is as good as Winzip, Winrar, or any
of the other professional zip tools. You can get it from
http://www.7zip.com
and as Dark mentioned it can open several file types including
Windows, Mac, and Linux archive file types.


On 9/28/11, Greg Steel greegste...@sbcglobal.net wrote:
 Hi Tom I made a folder with all of my sound effect Horror cds in it.  How do
 I compress it in a zip or rar format?

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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread john
I'd have to say 7-zip is better than anything on the market (I've 
had experiences with several of them). It supports far more types 
than anything else, ans has many more compression options. Also, 
it's help files are much more detailed.


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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Michael Gauler

Hi Thomas,
this is my own opinion and my own experience here.
I was born blind.
And it is true that I never played mainstream console games.
However I know the basics of games like Tomb Raider or Doom or Quake.
Even if  vi developers might not have the money for expensive sounds or 
music and maybe less experience than longtime mainstream developers, this 
seems not enough to explain why some games are way behind their mainstream 
versions.
Even if we might have some unexperienced developers in comparison to 
mainstream developers, this doesn't explain, why Sound RTS is the only full 
real time strathegy game, when such things are much older than our products.
There we had and might still have the Age of Empires game series, of which 
many sighted people know even if they haven't played them yet.

Or we have the total lack of really big RPGs.
I mean, everyone probably knows Final Fantasy by name and theese were 
originally created before Windows.

Or the Elder Scrolls series.
OK, maybe we couldn't do a clone due to license issues, but that's not 
keeping us from inventing something new.
While games like Shades of Doom and some other titles are not bad products, 
no one seemed to want to create another of them with a new story.
You said that the problem might be lack of mainstream knowledge, but that 
doesn't explain away the fact of less creativity.

We have interactive fiction titles and free gamebooks.
But why not create an audio version of something like out of the game books 
(provided it would be allowed)?
Or we had the talk about RPGs. Why don't we have games like Alter Aeon or 
Sryth made into a something for offline play and with audio?
Creativity is apparently there. And if our developers might have not enough 
knowledge or experience to atempt something like it, why not do it with a 
team instead of doing it alone?
I would not say I do know all about games or game styles, but I have 
experimented on my own with and without sighted assistance.
I know several blind PC users in Germany who are glad if JAWS or whatever 
they use can read  a program and its controls. But they are not the ones who 
use the advanced tools (e.G. various JAWS tools) to help make unknown 
objects accessible.
I at least have tried and in some cases it was enough to use some things 
like labeling graphics or such simple things to improove my access to a 
given program.
I also think that not enough training in using such things as screen readers 
is given to thoose who would need it, especially if it is their first 
contact with such technology, especially, if we are dealing with people who 
became blind or visually impaired after their birth...

But that's far enough in that direction .
But the Things I know are enough to know that I'd like to have more RPGs for 
example.
And finally I am interested in the upcoming game. 



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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Thomas Ward
Hi John,

Grin. I consider Soundforge Professional every bit a part of a
developers toolkit as his/her compilers and debuggers. If you can edit
and modify game sounds you are pretty much out of luck when it comes
to game development goes. Even if you buy stock royalty free sounds
and music from a company it is helpful to edit them as needed for the
project.

Cheers!


On 9/29/11, john jpcarnemo...@comcast.net wrote:
 Ah, I see. I would never have guessed you'd edited those, that
 was a masterfull job. I use sound forge myself, it's nice to see
 a fellow user.

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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread dark

Hi tom.

I think part of the problem is simply one of information.

while I agree with you about training and lack of experience, there does 
also seem to be a conceptual and technological issue as well.


People with functional eyeballs get about %80 of information about the world 
visually. This not only comes in the form of complete and very quick spacial 
information, but also an instant recognition of objects, which is naturally 
completely unconscious.


So, computers use vision as a chief output medium. Sinse the users own brain 
will naturally recognize objects, the computer just needs pictures of them 
for the user to recognize, and sinse the screen is visually speaking a large 
area for outputting information, a lot of space can be shown which a person 
looking at the screen can comprehend in a single glance, whether it's a 
virtual character in a 2D or 3D environment, or a map of a complex stratogy 
situation.


Extra atmospheric fluff or mechanical complexities can be added, animation, 
sound etc, but in order to setup the situation of a game and get the user to 
understand what the game is about and what is being required of them it's 
only necessary to show them standard elements and leave the rest up to the 
visual cortex.


In representing a game just! in audio though, you lose all of that. Most 
objects need specific identification, sinse only a few sounds (barking dogs, 
wind etc), are readily identifyable completely devorced from all context. 
Also because in real life things like tables, walls, cliff edges etc do not! 
naturally make sound, it's necessary to either have the sounds be 
representational, or to have an extra layer of audio navigation ontop.


To add to this, audio only comes from the left and right, and at most you 
can only distinguish five or six information bearing sounds at once,   
perhaps 8-10 if your really good. But comapre this to a visual overview of a 
large amount of infromation. This may change if larger scale tactile 
desplays ever become useable, but that's in the future.


Even just using black and white, on a tv screen it's possible to create a 2 
dimentional game. Because you have two dimentions to play with and a 
comparatively large surface to show object position, you can test the 
players spacial reactions and force them to judge relative speeds and 
positions of more than one object,  eg, two bats and a ball.


In audio however you don't have this advantage at all.

Most sounds will need extra explanation, and in order to show even a fully 
2D space, you'll need to think up some pretty novel ways of using sound and 
possibly some navigation aides,  and that's before we even get into 
environment, variety of objects or anything else.


So, because left/right with a few sounds is the easiest baseline, left/right 
is often what you get, eg, space invaders.


Becausesounds can play at once, it's hard to show the position of many 
objects, so instead of getting an exercise in judgement you get a here it 
react to it type of boppit situation.


Audio games of course have grown a lot sinse they began, but where as the 
beginning of visual games was at least 2D and requiring spacial judgement, 
the beginning of audio games was 1D and required nothing but fast reactions.


Of course, audio can go further, especially with some interesting tools. 
This is one reason I so much admire the context sensative menues in time of 
conflict, sinse they let players get through a hole load of very coplex 
information about the spacial location and distribution of units in very 
short order.


if you'd asked me in 2007 whether i thought an audio game could be created 
where you commanded hundreds of units on a huge world map, I'd have probably 
said no,  and I'm very pleased to be wrong.


nevertheless, it is stil true audio games, simply by virtue of being! audio 
are harder to design and create from the standpoint of giving information to 
the player.


Beware the Grue!

Dark. 



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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread john
Wow dark, that was amazing. You've obviously done some major 
research here. ONe thing I'd like to add, while sighted people 
may look at a table or some kind of pillar and they can see the 
object the same in the real world as they do in a game, some vi 
people (myself included) may use echos of nearby sounds to pick 
out objects. Unfortunately, we can't really do this in audio (or 
at least I've never scene it) which also limits how much info we 
have access to.


- Original Message -
From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Date sent: Thu, 29 Sep 2011 14:43:34 +0100
Subject: Re: [Audyssey] USA Games Halloween Project

Hi tom.

I think part of the problem is simply one of information.

while I agree with you about training and lack of experience, 
there does

also seem to be a conceptual and technological issue as well.

People with functional eyeballs get about %80 of information 
about the world
visually. This not only comes in the form of complete and very 
quick spacial
information, but also an instant recognition of objects, which is 
naturally

completely unconscious.

So, computers use vision as a chief output medium. Sinse the 
users own brain
will naturally recognize objects, the computer just needs 
pictures of them
for the user to recognize, and sinse the screen is visually 
speaking a large
area for outputting information, a lot of space can be shown 
which a person
looking at the screen can comprehend in a single glance, whether 
it's a
virtual character in a 2D or 3D environment, or a map of a 
complex stratogy

situation.

Extra atmospheric fluff or mechanical complexities can be added, 
animation,
sound etc, but in order to setup the situation of a game and get 
the user to
understand what the game is about and what is being required of 
them it's
only necessary to show them standard elements and leave the rest 
up to the

visual cortex.

In representing a game just! in audio though, you lose all of 
that. Most
objects need specific identification, sinse only a few sounds 
(barking dogs,
wind etc), are readily identifyable completely devorced from all 
context.
Also because in real life things like tables, walls, cliff edges 
etc do not!

naturally make sound, it's necessary to either have the sounds be
representational, or to have an extra layer of audio navigation 
ontop.


To add to this, audio only comes from the left and right, and at 
most you
can only distinguish five or six information bearing sounds at 
once, 
perhaps 8-10 if your really good. But comapre this to a visual 
overview of a
large amount of infromation. This may change if larger scale 
tactile

desplays ever become useable, but that's in the future.

Even just using black and white, on a tv screen it's possible to 
create a 2
dimentional game. Because you have two dimentions to play with 
and a
comparatively large surface to show object position, you can test 
the
players spacial reactions and force them to judge relative speeds 
and

positions of more than one object,  eg, two bats and a ball.

In audio however you don't have this advantage at all.

Most sounds will need extra explanation, and in order to show 
even a fully
2D space, you'll need to think up some pretty novel ways of using 
sound and
possibly some navigation aides,  and that's before we even 
get into

environment, variety of objects or anything else.

So, because left/right with a few sounds is the easiest baseline, 
left/right

is often what you get, eg, space invaders.

Becausesounds can play at once, it's hard to show the position of 
many
objects, so instead of getting an exercise in judgement you get a 
here it

react to it type of boppit situation.

Audio games of course have grown a lot sinse they began, but 
where as the
beginning of visual games was at least 2D and requiring spacial 
judgement,
the beginning of audio games was 1D and required nothing but fast 
reactions.


Of course, audio can go further, especially with some interesting 
tools.
This is one reason I so much admire the context sensative menues 
in time of
conflict, sinse they let players get through a hole load of very 
coplex
information about the spacial location and distribution of units 
in very

short order.

if you'd asked me in 2007 whether i thought an audio game could 
be created
where you commanded hundreds of units on a huge world map, I'd 
have probably

said no,  and I'm very pleased to be wrong.

nevertheless, it is stil true audio games, simply by virtue of 
being! audio
are harder to design and create from the standpoint of giving 
information to

the player.

Beware the Grue!

Dark.


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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread dark

Hi Darren.

The wind thing in entombed actually came up after a discussion on the 
audiogames.net forum of how to show passages in four directions, it was 
actually a nice example of community in put I think.


i'm afraid I'm even more scheptical about whether a mainstream company would 
include audio elements in games just at the request of people who lack site.


Remember that companies like Capcom, Nintendo etc are motivated by one thing 
and one thing only, making money!


Many companies who make even standard products like tinned food don't 
include any sort of considderation for visually impared people, simply 
because there just aren't enough visually impared people to make cash off 
such things,  this is also why once you add the word accessible to 
something you can slam a few more zeroes on the price because fewer people 
are going to buy ite.


Only 0.6 percent of the entire world's population are classed as blind, that 
is roughly speaking one in every 250 people.


Out of that 0.6 percent, 50 percent will be over the age of 70, and thus 
very unlikely to play computer games, meaning only about 0.3 percent of 
people, or about 1 in every 400 have the potential (and that's not counting 
people of a younger age who are simply not gamers).


This makes for a very small group of people overall.

If a company won't even include accessible lables on cans of food,   
something which almost everyone is guaranteed to buy at some point, why 
would a company include accessible features in something that a very very 
very! low percentage of people would buy?


Heck, games companies regularly show litle regard even for their fans in 
trying to generate prophit, jacking up prices, making limited additions to 
increase demand, refusing releases in some regions, mucking up story lines 
just to bring out another game.


This is why a lot of indi developers tend to think that the gaming industry 
has cheapened and commercialized the hole experience, and so try to write 
their own games.


I freely admit, my experiences dealing with Capcom and nintendo, as well as 
what I've read and found out and my underlying misstrust of motives in the 
capitalist system anyway may make me more scheptical,  though I must 
confess the research i've done into disability generally for my thesis also 
supports this sort of conclusion.


All I can say is, thank the powers for Indi devs who are prepared to go the 
extra mile!


Anyway, getting away from the gloom and doom, your comment about up there 
rather confuses me.


If developers check audiogmaes.net, they can see the genre of games 
involved,  or are you suggesting some sort of showcase list be drawn up 
specifically to show people the potential of what is possible in audio?


That might be a good idea in itself.

Beware the Grue!

Dark. 



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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread dark

Hi tom.

On the single level point, there is actually another way around it.

What games like Metroid do, --- something I'd love to see done in audio 
actually, is have a large series of connected rooms.


The game only loads the monsters in the current room, thus cutting down lag 
time, you can slay all monsters in a room, however when you leave a room and 
return the monsters are back as they reload.


This isn't a problem though, sinse you can gather refill items from 
monsters.


some rooms have exits you can't reach or unlock without particular items, so 
the game becomes a big hunt through a maze like layout, with some rooms 
harder to get to than others, and hole regions of the maze inaccessible 
without certain items.


Obviously the easier a room is to get to, the easier the enemies in it.

What the old metroid games did about redoing enemies was pallet swap.

For instance you'd get green versions in one part of the planet, then later 
get red versions that behaved the same way, but moved faster, took more 
damage and hurt you a lot more if they hit.


Pitch swapping,  or even just the fact that your in a different 
environment could let you know that the evil super wolves inside! the crypt 
are much easier than the puny wolves outside.


I'm not suggesting this (though I believe one of the playstation castlevania 
games did follow a very similar layout), however it is something you might 
want to think about for a possible future title, sinse it gives some great 
options for exploration.


Beware the Grue!

Dark. 



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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread dark

Ah, the english accent of orphius strikes again!

My mistake.

Beware the grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, September 29, 2011 1:41 PM
Subject: Re: [Audyssey] USA Games Halloween Project



Hi,

Just a couple of miner corrections. The file types are rar and tar.
Not ra and ta. Not sure why but Dark seems to have missed a couple of
r's in his post. :D

Cheers!

On 9/29/11, dark d...@xgam.org wrote:

Hi greg.

I'd recommend getting 7zip from http://www.7zip.com/

this is a free zipping tool, and does an absolutely fantastic job as well 
as

being really easy to use.

When you've installed it, just hit the application key (or any right 
click

type thing), on the folder, and find the 7zip option. In there will be a
menue that lets you do various things, but the one you use most is the 
add

to archive item at the top.

Hit this and you'll be in a box where you can choose various things like
compression method, or archive type such as zip or 7z as well as name the
file (by default it'll be the name of the folder but you can change this 
if
you want), if you don't want to change anything (which you probably 
won't),

just hit enter and wait a bit and vuala!

It's extremely simple to use and it's compression levels are great. You 
can

also use the same process to compress multiple files and zip them up by
selecting them as you would to copy and paste, and it also unzips more
efficiently than windows does and will tell you if there are any errors.

it can unzip Ra, iso, zip and several other formats, and can zip up in 
zip,

ta, or 7z format.

hth.

Beware the grue!

Dark.


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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread dark

Hi Michael.

leaving aside sounds and music, remember that programming a game is not an 
easy activity. People need training and qualification to do it, then the 
actual writing of the code is quite a tricky business is in itself, 
especially if you have to do everything from scratch.


Even for a game like sound rts, you are talking hundreds of lines of code, 
and for something like age of empires you are talking millions!


if you are a company with a huge great budgit you can higher many 
professional people. Because you are paying them, they will all have to work 
together and use the same programming language, and you'll have someone 
managing them, getting some to write different bits of code.


If your a single person, or a small group, this simply is not possible to 
do. This is why indi games are not up to the same sort of size or complexity 
as many mainstream games.


While I do agree that more could be done in audio, in order to create 
something like final fantasy your talking a huge! amount of work.


entombed, awsome though it is, is not near the standard of many rpg games 
even released on the Snes 20 years ago, let alone what is being released 
today.


So while I agree more could deffinately be done, we do have to be 
reasonable.


Beware the grue!

Dark. 



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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread dark

Hi John.

Echos are actually a very good way to show space in audio, though obviously 
you cannot really defign what an object is.


The Gma engine supported them a litle, but again there is rpobably more that 
could be done with them as an element to show space in games.


Beware the grue!

Dark.
- Original Message - 
From: john jpcarnemo...@comcast.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, September 29, 2011 3:09 PM
Subject: Re: [Audyssey] USA Games Halloween Project


Wow dark, that was amazing. You've obviously done some major research 
here. ONe thing I'd like to add, while sighted people may look at a table 
or some kind of pillar and they can see the object the same in the real 
world as they do in a game, some vi people (myself included) may use echos 
of nearby sounds to pick out objects. Unfortunately, we can't really do 
this in audio (or at least I've never scene it) which also limits how much 
info we have access to.


- Original Message -
From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Date sent: Thu, 29 Sep 2011 14:43:34 +0100
Subject: Re: [Audyssey] USA Games Halloween Project

Hi tom.

I think part of the problem is simply one of information.

while I agree with you about training and lack of experience, there does
also seem to be a conceptual and technological issue as well.

People with functional eyeballs get about %80 of information about the 
world
visually. This not only comes in the form of complete and very quick 
spacial
information, but also an instant recognition of objects, which is 
naturally

completely unconscious.

So, computers use vision as a chief output medium. Sinse the users own 
brain

will naturally recognize objects, the computer just needs pictures of them
for the user to recognize, and sinse the screen is visually speaking a 
large
area for outputting information, a lot of space can be shown which a 
person

looking at the screen can comprehend in a single glance, whether it's a
virtual character in a 2D or 3D environment, or a map of a complex 
stratogy

situation.

Extra atmospheric fluff or mechanical complexities can be added, 
animation,
sound etc, but in order to setup the situation of a game and get the user 
to

understand what the game is about and what is being required of them it's
only necessary to show them standard elements and leave the rest up to the
visual cortex.

In representing a game just! in audio though, you lose all of that. Most
objects need specific identification, sinse only a few sounds (barking 
dogs,

wind etc), are readily identifyable completely devorced from all context.
Also because in real life things like tables, walls, cliff edges etc do 
not!

naturally make sound, it's necessary to either have the sounds be
representational, or to have an extra layer of audio navigation ontop.

To add to this, audio only comes from the left and right, and at most you
can only distinguish five or six information bearing sounds at once, 
perhaps 8-10 if your really good. But comapre this to a visual overview of 
a

large amount of infromation. This may change if larger scale tactile
desplays ever become useable, but that's in the future.

Even just using black and white, on a tv screen it's possible to create a 
2

dimentional game. Because you have two dimentions to play with and a
comparatively large surface to show object position, you can test the
players spacial reactions and force them to judge relative speeds and
positions of more than one object,  eg, two bats and a ball.

In audio however you don't have this advantage at all.

Most sounds will need extra explanation, and in order to show even a fully
2D space, you'll need to think up some pretty novel ways of using sound 
and

possibly some navigation aides,  and that's before we even get into
environment, variety of objects or anything else.

So, because left/right with a few sounds is the easiest baseline, 
left/right

is often what you get, eg, space invaders.

Becausesounds can play at once, it's hard to show the position of many
objects, so instead of getting an exercise in judgement you get a here 
it

react to it type of boppit situation.

Audio games of course have grown a lot sinse they began, but where as the
beginning of visual games was at least 2D and requiring spacial judgement,
the beginning of audio games was 1D and required nothing but fast 
reactions.


Of course, audio can go further, especially with some interesting tools.
This is one reason I so much admire the context sensative menues in time 
of

conflict, sinse they let players get through a hole load of very coplex
information about the spacial location and distribution of units in very
short order.

if you'd asked me in 2007 whether i thought an audio game could be created
where you commanded hundreds of units on a huge world map, I'd have 
probably

said no,  and I'm very pleased to be wrong.

nevertheless, it is stil true 

Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Thomas Ward
Hi Dark,

That is an excellent overview of the situation. As I can not
constructively add to what you've already said I won't try. However,
your explanation is a good one for why and how the audio games
community has drifted into simple game concepts like BopIt, Space
Invaders, etc without venturing into something like Time of Conflict
earlier than this.

Cheers!

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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Thomas Ward
Michael,

Yeah, I understand where you are coming from. However, it is
unrealistic for a community our size and with one or two man
operations. Its not possible for a single indi developer to crank out
anything remotely as advanced or complex as Final Fantasy. Although,
it might be possible to create something on a smaller scale.

Its one thing for a single developer to spend a year or two writing
say 50,000 lines of code and quite another for a company who can hire
fully trained teams of specialists who can crank out millions of lines
a code per year. That's in part why there is no Final Fantasy or
Galaxy Civilization games for the VI audio games community. No one is
willing to spend the 5 to 10 years it will take to produce a single
game on that level. Certainly not me.

Unfortunately, its not a simple case of getting all the VI game
developers together to  do it. We all use different programming
languages, different development tools, and are pretty individual on
how we do things.

For instance, I consider myself primarily a C++ developer. David
Greenwood from GMA is a Visual Basic 6 programmer. For us to be able
to colaberate on a project one of us would have to switch programming
languages just to get started unless we picked a tool like the GMA
Engine which I feel is out of date considering Visual Basic 6 is no
longer supported on Windows 7 or on the Windows 8 beta.

This doesn't even count the potential for cross-platform design and
certain areas of game development I've been researching for quite some
time. As most VI game developers are Windows only users we could
hardly agree if one developer uses a Mac, another uses Linux, and all
the rest use Windows. Who's platform takes priority?

Anyway, what I'm saying is its not practical. You need a dedicated
team with similar skills, similar level of training, same programming
language, tools, operating system, etc in order to pull off a project
like Final Fantasy. The VI audio game developers just do not have
those resources to speak of.

As for using Gamebooks for game ideas its a matter of copyrights.
Anything and everything game related is copyrighted. You can only use
a game story and characters if the author or company who produces that
work gives you written permission, or that it is within the fair use
terms of the copyright laws. Otherwise using a copyrighted work
without permission can end up getting you fined, sued, or at the very
least hastled by the copyright holder. So its generally not good
practice to go around steeling someone's work.

I will say, however, that I've been working on writing documents here
and there for a potential RPG game. It is an audio/text adventure,
but as I've got many other things on my plate it could be a very very
long time before I actually work on it if at all. I've borrowed some
design elements from Entombed, but is a text adventure type game more
like Sryth with several cities, individual quests, and lots of weapons
and armor combinations.

Cheers!

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[Audyssey] alter aeon gold advice

2011-09-29 Thread john
HI all, I'm just wondering if any of you alter aeon players would 
have any suggestions as to where I could get a relatively stable 
gold supply? I'm finding funds rather short at the moment, and 
the griphins are a little tough to be considered a resource at 
the moment.


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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Michael Gauler

Hi Dark,
while I am not an expert in programming myself, I know a few things and how 
tricky it can be to just create a simple program...

I have done so myself with other people in a small team...
But the point about simple VS complex games in our community is another.
Look at Sryth. I have played it a bit some years ago and while my stay was 
short due to not enough time, I know of it.
You are correct in saying that starting from scratch with game creation is 
nothing done in few days.
But obviously some people managed, if they did not, then we wouldn't have 
entombed or Shades of Doom etc.
And if we have creators of games like Sryth, which already exists, using 
such a thing as a basis for something audio RPG related would theoretically 
be not so bad, right?
But you are right, some Super Nintendo RPGs are in some ways still better 
than aspects of Entombed.
If I create classes of spellcasters, then it is a bit weak to give each 
class one main offensive spell only with no way of permanently getting more 
spells.
Yes, you have scrolls in Entombed, but by finding one, you get one usage of 
the spell.
But why shouldn't a Necromancer have unholy light, or whatever it is 
called.
While more work would be needed to make Entombed bigger (I'll use it as an 
example), adding more skills and abilities to the established core shouldn't 
be less difficult for the developer, since the game in its current form is 
stable (Don't know many bugs) and working mostly fine...
The other question I'd like to ask about the community in general is, why 
not many games (Top Speed or Sound RTS) get improoved with time.
Many games are developed, (don't know development time) and then they are 
released at a specific point in time.

If there are no problems or serious bugs, they are finished .
But most mainstream games are released and updated more or less frequently, 
and not all updates are just for error correction, but possibly with new 
content or with improovements of gameplay if people's feedback requires 
it... 



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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Michael Gauler

Hi Thomas,
first , back to combined projects.
You are right, that everyone here probably uses different programming 
languages and tools.
But isn't that the reason why mainstream companies have special tools or 
game engines to solve that problem?

What about all the games with the Unreal Engine for example?
And isn't BGT, G3D or the GMA engine supposed to be that bridge which would 
(theoretically) allow you to write a game together with David?
This is hypothetical, but shouldn't we do greather projects in the future 
with such tools?
And about game books: I didn't say we should steal anyone's work. It was 
just a suggestion to make a point.
We have games like Sryth or the Arborell game books. If the creators would 
theoretically aggree to it, why could it not be done converting one of them 
into an audio game? And even if it would not be allowed, to use such game 
material as an example to learn how they work and what they do contain (game 
play and other elements, like Sryth, which is already an RPG), then we would 
have at least a starting point... 



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[Audyssey] convention fun

2011-09-29 Thread Charles Rivard
A Wee experience:  I know it isn't spelled that way, but it sounds right.  
(grin)  Last weekend, I went to the Oklahoma State convention of the American 
Council of the Blind.  One of the activities was bowling with the Wee.  Based 
on the few minutes I spent, I have to say that it is not accessible if there is 
no sighted assistance.  Someone with eyesight did the aiming, and I had no way 
of determining what pins remained standing after the first ball had been 
thrown.  The only control I had was the timing and speed of the shot.  In a 
group of players, it was interactive competitive fun, but, to me, someone else 
was doing most of the important work.

Darts, anyone?  On another note, the talking dart board was a blast!  I did the 
aiming and throwing.  It was my skill that made me win or lose, and I knew what 
was happening as each player, including myself, took their turn.  The board is 
the same size as those found in bars and other game rooms.  I think it is an 
official size, or standard size, or something like that.

If I get the money, and I have the space for either of these, I would 
immediately buy a talking dart board.

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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Charles Rivard
Is that like when he mentions a litle bit rather than a little bit?  (ornery 
grin)


---
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you! are! finished!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, September 29, 2011 7:41 AM
Subject: Re: [Audyssey] USA Games Halloween Project



Hi,

Just a couple of miner corrections. The file types are rar and tar.
Not ra and ta. Not sure why but Dark seems to have missed a couple of
r's in his post. :D

Cheers!

On 9/29/11, dark d...@xgam.org wrote:

Hi greg.

I'd recommend getting 7zip from http://www.7zip.com/

this is a free zipping tool, and does an absolutely fantastic job as well 
as

being really easy to use.

When you've installed it, just hit the application key (or any right 
click

type thing), on the folder, and find the 7zip option. In there will be a
menue that lets you do various things, but the one you use most is the 
add

to archive item at the top.

Hit this and you'll be in a box where you can choose various things like
compression method, or archive type such as zip or 7z as well as name the
file (by default it'll be the name of the folder but you can change this 
if
you want), if you don't want to change anything (which you probably 
won't),

just hit enter and wait a bit and vuala!

It's extremely simple to use and it's compression levels are great. You 
can

also use the same process to compress multiple files and zip them up by
selecting them as you would to copy and paste, and it also unzips more
efficiently than windows does and will tell you if there are any errors.

it can unzip Ra, iso, zip and several other formats, and can zip up in 
zip,

ta, or 7z format.

hth.

Beware the grue!

Dark.


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[Audyssey] sounds for the usa games project

2011-09-29 Thread john

Hi Thomas,
	I'm not sure if you've already thought of this, but you 
might be able to get some decent horror sounds from the horror 
folder that accompanies sound forge. I'm not absolutely certain 
weather or not this comes with the download (my audio studio is 
the cd version) but I'm of the opinion that some of those might 
help.


Best of luck,
John.

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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread dark

No Charse itt iss totaly diferent!

Beware the grue!

Dark.
- Original Message - 
From: Charles Rivard wee1s...@fidnet.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, September 29, 2011 6:22 PM
Subject: Re: [Audyssey] USA Games Halloween Project


Is that like when he mentions a litle bit rather than a little bit? 
(ornery grin)


---
Be positive!  When it comes to being defeated, if you think you're 
finished, you! are! finished!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, September 29, 2011 7:41 AM
Subject: Re: [Audyssey] USA Games Halloween Project



Hi,

Just a couple of miner corrections. The file types are rar and tar.
Not ra and ta. Not sure why but Dark seems to have missed a couple of
r's in his post. :D

Cheers!

On 9/29/11, dark d...@xgam.org wrote:

Hi greg.

I'd recommend getting 7zip from http://www.7zip.com/

this is a free zipping tool, and does an absolutely fantastic job as 
well as

being really easy to use.

When you've installed it, just hit the application key (or any right 
click

type thing), on the folder, and find the 7zip option. In there will be a
menue that lets you do various things, but the one you use most is the 
add

to archive item at the top.

Hit this and you'll be in a box where you can choose various things like
compression method, or archive type such as zip or 7z as well as name 
the
file (by default it'll be the name of the folder but you can change this 
if
you want), if you don't want to change anything (which you probably 
won't),

just hit enter and wait a bit and vuala!

It's extremely simple to use and it's compression levels are great. You 
can

also use the same process to compress multiple files and zip them up by
selecting them as you would to copy and paste, and it also unzips more
efficiently than windows does and will tell you if there are any errors.

it can unzip Ra, iso, zip and several other formats, and can zip up in 
zip,

ta, or 7z format.

hth.

Beware the grue!

Dark.


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Re: [Audyssey] mainstream game experiences

2011-09-29 Thread shaun everiss

well one major thing with mainstreamers is that they need loads of guts.
Since us blindies don't really need large 500mb up external video 
cards, sound cards and  big processers and enough memmory to control 
the borg well ok, maybe the sound cards, processers and memmory is 
probably something we may need, but  not the graphics cards.

And we only need what is needed to run our stuff.
I can seeme for esxample buying another duelcore old beast from ebay 
or an old system with a lagit or otherwise pirated xp on it because 
its all I will ever need unless I get given the cash to get a propper 
version of windows and office or have to upgrade readers again or something.
So its safe to say we run with what is stock in the system bar ram 
maybe at least most general people that are not total geeks do.

And some of our stuff is old because we don't have funding or need.
There is no reason to play mainstreamers at least we can't because of 
just the way we are.
We are blind, and the power we would need, besides we don't usually 
need all that much.

SOme friends like lego starwars can be played with friends, though, lets see.
I really havn't played my games that much latesly.
I have silent steel and teraformas which are bad examples, but I have 
not as yet stretched the power of my laptop and its as old as now at 
least 6 years.

I aggree I have stretched and killed the power on previous systems but not now.
Do I think we will ever reach mainstreamhood.
Its possible.
We can for a reasonable sum get the cpu, drives and memmory we would need.
ANd yes for those of us inclined for audio the soundcard and other things.
ANd yes the gamepads mice and joysticks and other devices maybe.
But the external video cards are something we may never get, there is no point.
Ofcause excluding shared systems, which others use and even then the 
crappy internal card will go with our screenreaders and well.
Then there are driver updates and the fact some external cards can 
cause trouble.
And then its a quick dirty reformat and pulling that card, and 
stuffing it in a cupboard and forgetting about it.
For consoles we may have better success but for only those interested 
in such things.

Will we really hit mainstreamers?
Well if one day we can afford all the hardware then maybe.
But who knows.
At 01:46 a.m. 30/09/2011, you wrote:
Hi all, the recent conversation on mainstream games has 
gotten me thinking about the experiences I've had with them. I'm 
curious to see what kind of experiences you guys have had, whether 
it be how you play a certain game, or what you do to enjoy it. For 
my part, beyond the novalogic games I mentioned earlier, I've found 
a lot of mainstream games entirely useless. A prime example of this 
would be the lego star wars series by lukas arts. Believe it or 
not, the first two games in that group were in mono. Anyway, I'd 
like to here about what how you play mainstream games, or what kind 
of things to do to better understand them. I'd be interested in any 
strategies you use to help improve accessability.


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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread shaun everiss

well the industry started easy.
And there is almost no motivation to get things going, we don't have 
teams of people  working on things.

When we do things the longer they take the bigger the flames.
Not to mention that gaming development can't be a full life long job.
And at minimal our games still need to run on someone's pentium 
100,  a lot of blind people still use old single core systems with 
old systems, I still know people that use cracked coppies of win998 
and lower because they can't afford anything else.
So if we just didn't do any legacy development past xp and up maybe 
we could concentrate on actual real games but thats our lot, I still 
have  a single core I use on ocation.
It was a struggle to upgrade everything, i have 2 dulecores and 1 i3 
though only one of the duelcores is mine.

ANd its really old.
At 01:49 a.m. 30/09/2011, you wrote:

Hi Dark,

Yeah, I'd agree with that. Up until Montezuma's Revenge, now MOTA,
came out there weren't any audio side-scrollers that were true
side-scrollers.  Super Liam and Q9 are primarily 1d games. IE walk
left/right. There are no ladders, staircases, or things to jump onto
that would give you a y axis of movement. Just an x axis. Which is
fairly simplistic for the style and genre of games they represent.

However, I think Phil's new game, Perilous Hearts, is going to have
everyone beat. Its very advanced in terms of AI, great sound effects,
and the way you have to climb trees, walk along branches, is very much
in the style of the newer Pitfall games where you have to do a fair
amount of jumping from tree to tree, branch to branch, to get over
dangerous traps in the jungle. So it should be interesting to see
Phil's creativity in action as far as Perilous Hearts is concerned.

Cheers!


On 9/29/11, dark d...@xgam.org wrote:
 I'd also argue that only mota and hopefully perilous hearts are realside
 scrollers in the sense of using vertical movement.

 Compare this to where we have for instance over 20 space invaders games and
 the difference should be obvious.

 Beware the grue!

 Dark.

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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread shaun everiss
I think another real aspect of this is the lack of technology and 
goes back to the legacy thing above.

We don't or well didn't have the tools back then.
as a result we have to deal with a legacy autoit, vb6 and other 
inferior languages as the basis for our games.

including directx8.
We don't have that many games that support the dx9 and up or dotnet standards.
If we do its mostly 1.1, 1.0, or 2.0.
I think we may have one or 2 games running 3.5 and maybe 4.0, and 
xna, but really thats our limit.
Python has some traction but I doubt we will ever get up there, at 
least not till we ditch all the old languages.
And since about 90% of all games are in those outdated crappy and has 
been languages I can't see  the backlog will ever clear itself, at 
least not right away.
And ofcause the blind start simple and unless you have been exposed 
to the otherside or wanted to try and not stayed in your assigned 
boxes where you are put then you never know and therefore you never do.
Also the bg community is only in its first generation cycle its still 
vary  young.

So give it another 100-500 years and maybe it will work or it will die.
Even when biggish games come, since its only 1 real person its so 
fragile that anything from the biggest disaster to the smallest 
illness can derail everything.
The industry is like a mudflat, unstable at best at worse it could 
collapse at any time.
There are probably only a few devs that actually  have the ideas of 
how the other side the rest of us are just along for the ride.
and though we may have a chance with the engines comming out, we are 
not yet going to go foreward at least not that much for now.


At 01:59 a.m. 30/09/2011, you wrote:

Hi Thomas,
this is my own opinion and my own experience here.
I was born blind.
And it is true that I never played mainstream console games.
However I know the basics of games like Tomb Raider or Doom or Quake.
Even if  vi developers might not have the money for expensive sounds 
or music and maybe less experience than longtime mainstream 
developers, this seems not enough to explain why some games are way 
behind their mainstream versions.
Even if we might have some unexperienced developers in comparison 
to mainstream developers, this doesn't explain, why Sound RTS is the 
only full real time strathegy game, when such things are much older 
than our products.
There we had and might still have the Age of Empires game series, of 
which many sighted people know even if they haven't played them yet.

Or we have the total lack of really big RPGs.
I mean, everyone probably knows Final Fantasy by name and theese 
were originally created before Windows.

Or the Elder Scrolls series.
OK, maybe we couldn't do a clone due to license issues, but that's 
not keeping us from inventing something new.
While games like Shades of Doom and some other titles are not bad 
products, no one seemed to want to create another of them with a new story.
You said that the problem might be lack of mainstream knowledge, but 
that doesn't explain away the fact of less creativity.

We have interactive fiction titles and free gamebooks.
But why not create an audio version of something like out of the 
game books (provided it would be allowed)?
Or we had the talk about RPGs. Why don't we have games like Alter 
Aeon or Sryth made into a something for offline play and with audio?
Creativity is apparently there. And if our developers might have not 
enough knowledge or experience to atempt something like it, why not 
do it with a team instead of doing it alone?
I would not say I do know all about games or game styles, but I have 
experimented on my own with and without sighted assistance.
I know several blind PC users in Germany who are glad if JAWS or 
whatever they use can read  a program and its controls. But they are 
not the ones who use the advanced tools (e.G. various JAWS tools) to 
help make unknown objects accessible.
I at least have tried and in some cases it was enough to use some 
things like labeling graphics or such simple things to improove my 
access to a given program.
I also think that not enough training in using such things as screen 
readers is given to thoose who would need it, especially if it is 
their first contact with such technology, especially, if we are 
dealing with people who became blind or visually impaired after their birth...

But that's far enough in that direction .
But the Things I know are enough to know that I'd like to have more 
RPGs for example.

And finally I am interested in the upcoming game.

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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread shaun everiss
not to mention that the bigger sound you want the larger space you 
need for audio stuff.

I have speakers but would still use headphones.
I don't have any real space to put any more audio in here.
I may upgrade my speaker set but that means the old one will need to 
go to the dump because I can't have it in here.

At 02:43 a.m. 30/09/2011, you wrote:

Hi tom.

I think part of the problem is simply one of information.

while I agree with you about training and lack of experience, there 
does also seem to be a conceptual and technological issue as well.


People with functional eyeballs get about %80 of information about 
the world visually. This not only comes in the form of complete and 
very quick spacial information, but also an instant recognition of 
objects, which is naturally completely unconscious.


So, computers use vision as a chief output medium. Sinse the users 
own brain will naturally recognize objects, the computer just needs 
pictures of them for the user to recognize, and sinse the screen is 
visually speaking a large area for outputting information, a lot of 
space can be shown which a person looking at the screen can 
comprehend in a single glance, whether it's a virtual character in a 
2D or 3D environment, or a map of a complex stratogy situation.


Extra atmospheric fluff or mechanical complexities can be added, 
animation, sound etc, but in order to setup the situation of a game 
and get the user to understand what the game is about and what is 
being required of them it's only necessary to show them standard 
elements and leave the rest up to the visual cortex.


In representing a game just! in audio though, you lose all of that. 
Most objects need specific identification, sinse only a few sounds 
(barking dogs, wind etc), are readily identifyable completely 
devorced from all context. Also because in real life things like 
tables, walls, cliff edges etc do not! naturally make sound, it's 
necessary to either have the sounds be representational, or to have 
an extra layer of audio navigation ontop.


To add to this, audio only comes from the left and right, and at 
most you can only distinguish five or six information bearing sounds 
at once, 
perhaps 8-10 if your really good. But comapre this to a visual 
overview of a large amount of infromation. This may change if larger 
scale tactile desplays ever become useable, but that's in the future.


Even just using black and white, on a tv screen it's possible to 
create a 2 dimentional game. Because you have two dimentions to play 
with and a comparatively large surface to show object position, you 
can test the players spacial reactions and force them to judge 
relative speeds and positions of more than one object,  eg, two 
bats and a ball.


In audio however you don't have this advantage at all.

Most sounds will need extra explanation, and in order to show even a 
fully 2D space, you'll need to think up some pretty novel ways of 
using sound and possibly some navigation aides,  and that's 
before we even get into environment, variety of objects or anything else.


So, because left/right with a few sounds is the easiest baseline, 
left/right is often what you get, eg, space invaders.


Becausesounds can play at once, it's hard to show the position of 
many objects, so instead of getting an exercise in judgement you get 
a here it react to it type of boppit situation.


Audio games of course have grown a lot sinse they began, but where 
as the beginning of visual games was at least 2D and requiring 
spacial judgement, the beginning of audio games was 1D and required 
nothing but fast reactions.


Of course, audio can go further, especially with some interesting 
tools. This is one reason I so much admire the context sensative 
menues in time of conflict, sinse they let players get through a 
hole load of very coplex information about the spacial location and 
distribution of units in very short order.


if you'd asked me in 2007 whether i thought an audio game could be 
created where you commanded hundreds of units on a huge world map, 
I'd have probably said no,  and I'm very pleased to be wrong.


nevertheless, it is stil true audio games, simply by virtue of 
being! audio are harder to design and create from the standpoint of 
giving information to the player.


Beware the Grue!

Dark.

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You can make changes 

[Audyssey] please help.

2011-09-29 Thread michael barnes
Hello I just install neospeech to my windows 7 computer but I am having 
a bit of problem.
I can't get my neospeech to work with the kitchensinc games. However I 
can get it to work with narrator. I set the voice as my default voice 
but when I go into the kitchensinc program I don't get any voice at 
all. When I use the narrator voice it works just fine with the games. 
So how can I fix this problem? Thanks.


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Re: [Audyssey] mainstream game experiences

2011-09-29 Thread john
Hmmm, I've actually got a beautiful laptop that can run pretty 
much anything, though I do see where you're coming from. I've 
actually got a windows 98 machine within three feet of me (6 gb 
hardrive, 96 mb ram (after upgrade) and a 350 mhz processor) 
right next to my two very modern windows 7 machines, and I'm not 
sure which one runs my games better. Honistly, the mainstream 
comunity gets a bit of pity from me, look at the amount of money 
they have to spend on an upgrade for their video card (to play 
one game, I would have had to spend well over $110), and I can't 
think of any audiogame that can't run on any half-decent xp 
machine.


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Re: [Audyssey] Castaways version 2.4

2011-09-29 Thread Christina
Yay!
Thanks for fixing the bug with the walls.

A thousand people?  I think the most I ever had was a hundred and thirty.
Christina

- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: audyssey gamers@audyssey.org
Sent: Wednesday, September 28, 2011 9:00 PM
Subject: [Audyssey] Castaways version 2.4


I've FINALLY! gotten around to posting the next Castaways version.  The biggest 
change with the new version is the handful of 
bug fixes.  I've also finally updated the language file so that translators can 
change the game's text to fit with their own 
language.

Even though I strongly recommend against it, rofl, the game's population limit 
has been increased from 500 to 1000.  This has 
been requested many times so I will give the people what they want, even though 
the game will undoubtedly run very slow with 
such a huge population.

Goblins and Zombies can no longer attack the ship in the water.  I've fixed the 
bug so now enemy troops will not spawn at the 
edge of the map if a wall is already present there.  I think I've solved the 
recently reported bug where resources were 
vanishing from certain buildings.

The game now pauses when you reach messages about soldiers dedicating their 
lives as the more advanced troops.

I've added in a sandbox mission which is especially designed for new players to 
familiarize themselves with the game before 
facing any enemies.  There is no way to actually win while playing the 
sandbox mission, it is only for practice.

The new language file can be found here.  
www.kaldobsky.com/audiogames/castawayslang.zip
For those who aren't aware of how the language file works, here is a quick 
summary.  Every piece of text in the game has been 
written twice in the file, starting from the longest message down to the 
shortest.  Leave the top line exactly how it already 
is, and use it for reference as you translate the next line.  The second copy 
of the line needs to be replaced with the 
equivalent for the language you are working on.  When you are finished, rename 
the file language.txt and put it into your 
castaways directory.  If you've created the file correctly, the game's dialog 
will be displayed as the new language.  The 
language file can then be posted for others to easily download and experience 
the game in another language.

I haven't put the suggested ALT job keys into the game yet, but I intend to do 
that soon.  I also haven't added the option to 
remove all pauses from the resource messages, the end of mission status sheet, 
or the new multiplayer stuff.

The link to the game is here:
www.kaldobsky.com/audiogames/castaways.zip

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Re: [Audyssey] Castaways version 2.4

2011-09-29 Thread Jeremy Kaldobsky
I think my person best was like 60 or 65.  There are some truly insane people 
though, who have crashed the game because they passed its 500 population limit. 
 I simply cannot imagine how many messages you would have to go through for 
every single tick of game time.  My hat is off to them, lol.

Oh, I had some time this morning so I coded the ALT key shortcut for jobs.  I'm 
also in the process of programming mission 5!  :D  Hopefully it won't take too 
long for me to have this all ready to post.


 Yay!
 Thanks for fixing the bug with the walls.
 
 A thousand people?  I think the most I ever had was a
 hundred and thirty.
 Christina


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Re: [Audyssey] Castaways version 2.4

2011-09-29 Thread Christina
Now, I want to try it and see how many people I can manage.

Looking forward to Mission Five!
Christina

- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, September 29, 2011 5:41 PM
Subject: Re: [Audyssey] Castaways version 2.4


I think my person best was like 60 or 65.  There are some truly insane people 
though, who have crashed the game because they 
passed its 500 population limit.  I simply cannot imagine how many messages you 
would have to go through for every single 
tick of game time.  My hat is off to them, lol.

Oh, I had some time this morning so I coded the ALT key shortcut for jobs.  I'm 
also in the process of programming mission 5! 
:D  Hopefully it won't take too long for me to have this all ready to post.



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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Hayden Presley
Hi,L
Ol...it strikes often. Perhaps my favorite from you is calling Amiga
Amiger.

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Thursday, September 29, 2011 9:23 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] USA Games Halloween Project

Ah, the english accent of orphius strikes again!

My mistake.

Beware the grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, September 29, 2011 1:41 PM
Subject: Re: [Audyssey] USA Games Halloween Project


 Hi,

 Just a couple of miner corrections. The file types are rar and tar.
 Not ra and ta. Not sure why but Dark seems to have missed a couple of
 r's in his post. :D

 Cheers!

 On 9/29/11, dark d...@xgam.org wrote:
 Hi greg.

 I'd recommend getting 7zip from http://www.7zip.com/

 this is a free zipping tool, and does an absolutely fantastic job as well

 as
 being really easy to use.

 When you've installed it, just hit the application key (or any right 
 click
 type thing), on the folder, and find the 7zip option. In there will be a
 menue that lets you do various things, but the one you use most is the 
 add
 to archive item at the top.

 Hit this and you'll be in a box where you can choose various things like
 compression method, or archive type such as zip or 7z as well as name the
 file (by default it'll be the name of the folder but you can change this 
 if
 you want), if you don't want to change anything (which you probably 
 won't),
 just hit enter and wait a bit and vuala!

 It's extremely simple to use and it's compression levels are great. You 
 can
 also use the same process to compress multiple files and zip them up by
 selecting them as you would to copy and paste, and it also unzips more
 efficiently than windows does and will tell you if there are any errors.

 it can unzip Ra, iso, zip and several other formats, and can zip up in 
 zip,
 ta, or 7z format.

 hth.

 Beware the grue!

 Dark.

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Re: [Audyssey] side scrollers

2011-09-29 Thread Hayden Presley
Hi,
Really I'd have to disagree with that last one, and say CHoppe Challenge was
more a Space Invaders Clone than anything else.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of john
Sent: Thursday, September 29, 2011 6:21 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] side scrollers

AH thanks. I've never played hunter, but tarzan should have been 
obvious. Now that you mention pb-games, I can think of the 
recordings I've scene of the science invasion beta, that one was 
a side scroller as well. Also, the danger city beta that was on 
the x-site interactive website for a while was a side scroller, 
as well as chopper challenge.

 - Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Wed, 28 Sep 2011 22:10:12 -0400
Subject: Re: [Audyssey] USA Games Halloween Project

Hi John,

Yeah, you did overlook a few. Off the top of my head you forgot 
Tarzan
Junior by PB Games, and Hunter by BSC. There is also a 
side-scroller
level in Pipe II although the game generally isn't really a
side-scroller throughout the entire game.

On 9/28/11, john jpcarnemo...@comcast.net wrote:
 Off the top of my head:
 super liam
 mota
 battlezome
 q9
 palace punch-up and kringle crash (though these two are
 debateable)
 and I believe I'm missing a few others.

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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Hayden Presley
HI,
That's definitely tre. After beating it once through, I said the heck with
these monsters and just pressed F5 to get passed them. Fighting them all the
time, every time, you go into reigons beyond the twon is just ridiculous.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Wednesday, September 28, 2011 10:38 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] USA Games Halloween Project

Agreed on Chillingham, and even morea  waste of cash sinse it's uncertain 
the game will ever arive if you buy it! , I didn't mean it as a serious 
suggestion i was just trying to think of any games that even came remotely 
close to Horror, - all the more reason for one really.

Beware the grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, September 28, 2011 3:30 PM
Subject: Re: [Audyssey] USA Games Halloween Project


 Hi,

 Ug...Chillingham definitely is a bit too comical for my tastes. For
 example, when you kill a vampire, witch, or werewolf it sounds like
 something out of a comidy than a horror film. Oh, I'm melting! Like
 where have we heard that one before?

 Plus to be honest the entire style of that game is a bit boring after
 a while. Once you complete the game there is absolutely 0 replay
 value. Q9 is a simpleside-scroller and it has 10 times the replay
 value of Chillingham. I think Chillingham is at best a waiste of cash.

 Cheers!


 On 9/28/11, dark d...@xgam.org wrote:
 Well shades of doom would count as a litle horrible I think ;D.

 Actually it was the atmosphere in the game that convinced me audio games
 were worth playing in the first place,  and how about descent into
 madness?

 that being said I do know what you mean, we have no supernatural horror
 games at all, so one would deffinately be welcome.

 Oh, well I suppose chillingham, though really that games' atmosphere and
 plot are so completely comic it's difficult to take anything seriously.

 Beware the Grue!

 Dark.

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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Hayden Presley
Hi,
Try Pet Cemetary. Or perhaps Salem's Lot. Lol...But That's off topic so I'll
stop now.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Lori Duncan
Sent: Wednesday, September 28, 2011 8:58 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] USA Games Halloween Project

Steven King, oh no!! anything but that, I was stupid enough to buy the one 
about the graveyard dramatised audio book, scared me out of my mind, 
especially the child with the scalpol.

--
From: Darren Harris darren_g_har...@btinternet.com
Sent: Wednesday, September 28, 2011 2:26 PM
To: 'Gamers Discussion list' gamers@audyssey.org
Subject: Re: [Audyssey] USA Games Halloween Project

 Yeah there really isn't a game of horrors out there is there, we need 
 that.
 Something ver'r'r'r'r'r'r'ry Stephen king styled horror lol

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Thomas Ward
 Sent: 28 September 2011 12:44
 To: Gamers Discussion list
 Subject: Re: [Audyssey] USA Games Halloween Project

 Hi Daren,

 Grin. Oh, there is lots of monsters I've got planned for the game.
 Werewolves, vampires, undead knights, skeletal swordsman,
 Frankenstein's Monster, the Mummy, Lady Dracula, Count Dracula, etc.
 It will be a fright fest of monsters to be sure.

 Cheers!


 On 9/28/11, Darren Harris darren_g_har...@btinternet.com wrote:
 Hi tom,

 Do a 3d game. Something along the lines of doom or woofenstine. Going
 through a castle getting attacked by bats vampires and the like.

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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Hayden Presley
Hi Dark,
Yes, I did like the atmosphere in Decent into Madness. There was too much
whispering for my liking, but I did like the story line and the wafers you
picked up along the way.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Wednesday, September 28, 2011 8:37 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] USA Games Halloween Project

Well shades of doom would count as a litle horrible I think ;D.

Actually it was the atmosphere in the game that convinced me audio games 
were worth playing in the first place,  and how about descent into 
madness?

that being said I do know what you mean, we have no supernatural horror 
games at all, so one would deffinately be welcome.

Oh, well I suppose chillingham, though really that games' atmosphere and 
plot are so completely comic it's difficult to take anything seriously.

Beware the Grue!

Dark.
- Original Message - 
From: Darren Harris darren_g_har...@btinternet.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Wednesday, September 28, 2011 2:26 PM
Subject: Re: [Audyssey] USA Games Halloween Project


 Yeah there really isn't a game of horrors out there is there, we need 
 that.
 Something ver'r'r'r'r'r'r'ry Stephen king styled horror lol

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Thomas Ward
 Sent: 28 September 2011 12:44
 To: Gamers Discussion list
 Subject: Re: [Audyssey] USA Games Halloween Project

 Hi Daren,

 Grin. Oh, there is lots of monsters I've got planned for the game.
 Werewolves, vampires, undead knights, skeletal swordsman,
 Frankenstein's Monster, the Mummy, Lady Dracula, Count Dracula, etc.
 It will be a fright fest of monsters to be sure.

 Cheers!


 On 9/28/11, Darren Harris darren_g_har...@btinternet.com wrote:
 Hi tom,

 Do a 3d game. Something along the lines of doom or woofenstine. Going
 through a castle getting attacked by bats vampires and the like.

 ---
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Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread dark

Hi haiden.

I agree on the whispering, it might have been better if they just read the 
lines rather than tried to make them scary, sinse the atmosphere and plot is 
scary enough, but I don't mind this at all.


The only problem with descent into madness is the lack of saving bug. I 
actually got to the final scene of the game but made the wrong choice and 
ooopse!
That's why I've never completed it (though I should probably give it another 
try).


While I understand that you need betas of software, it is rather 
disappointing that in all the time sinse it's released the team haven't at 
least fixed that bug so that the game saves properly,  but ah well.


beware the grue!

Dark.

- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Friday, September 30, 2011 12:25 AM
Subject: Re: [Audyssey] USA Games Halloween Project



Hi Dark,
Yes, I did like the atmosphere in Decent into Madness. There was too much
whispering for my liking, but I did like the story line and the wafers you
picked up along the way.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Wednesday, September 28, 2011 8:37 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] USA Games Halloween Project

Well shades of doom would count as a litle horrible I think ;D.

Actually it was the atmosphere in the game that convinced me audio games
were worth playing in the first place,  and how about descent into
madness?

that being said I do know what you mean, we have no supernatural horror
games at all, so one would deffinately be welcome.

Oh, well I suppose chillingham, though really that games' atmosphere and
plot are so completely comic it's difficult to take anything seriously.

Beware the Grue!

Dark.
- Original Message - 
From: Darren Harris darren_g_har...@btinternet.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Wednesday, September 28, 2011 2:26 PM
Subject: Re: [Audyssey] USA Games Halloween Project



Yeah there really isn't a game of horrors out there is there, we need
that.
Something ver'r'r'r'r'r'r'ry Stephen king styled horror lol

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 28 September 2011 12:44
To: Gamers Discussion list
Subject: Re: [Audyssey] USA Games Halloween Project

Hi Daren,

Grin. Oh, there is lots of monsters I've got planned for the game.
Werewolves, vampires, undead knights, skeletal swordsman,
Frankenstein's Monster, the Mummy, Lady Dracula, Count Dracula, etc.
It will be a fright fest of monsters to be sure.

Cheers!


On 9/28/11, Darren Harris darren_g_har...@btinternet.com wrote:

Hi tom,

Do a 3d game. Something along the lines of doom or woofenstine. Going
through a castle getting attacked by bats vampires and the like.


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Re: [Audyssey] Great game!

2011-09-29 Thread Hayden Presley
Hi Thomas,
I won't badger you about this one too much, considering that you are working
on your HOlloween project, but any idea as to when MOTA RC1 will go public?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Sunday, September 25, 2011 7:41 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Great game!

Well actually Tom I wonder why your surprised.

A game like Super metroid, prince of persia or even any of the later Mega 
man x or zero games takes hours to find and complete, whether that's 
practicing against bosses to get special awards, trying to find all items in

the game, or doing challenges such as finishing the game with low percentage

of items or in a low amount of time to get special bonuses.

While I'm totally in favour of a 3D game as well, remember that in audio we 
stil really haven't even scratched the surface of what is possible in a side

scroller at all, - heck most of the games we have can't be said to even 
have a real y dimention anyway.

Beware the grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, September 25, 2011 8:58 AM
Subject: Re: [Audyssey] Great game!


 Hi Curt,

 Glad to hear it. You'll discover things aare a bit different in
 release candidate 1, but over all the game is quite entertaining for a
 1.0 release. I'm really surprised how much replay value this game has
 for a 2d side-scroller.

 Cheers!


 On 9/24/11, Curt Taubert curttaub...@bellsouth.net wrote:
 I finally beat the demo of the MOTA game.  That was fun.

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Re: [Audyssey] Great game!

2011-09-29 Thread Bryan Peterson

When it's ready? LOL.
It's hard for me to turn on that radio when I'm at home.
'Cuz every song has got some Autotune.
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, September 29, 2011 6:34 PM
Subject: Re: [Audyssey] Great game!



Hi Thomas,
I won't badger you about this one too much, considering that you are 
working
on your HOlloween project, but any idea as to when MOTA RC1 will go 
public?


Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Sunday, September 25, 2011 7:41 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Great game!

Well actually Tom I wonder why your surprised.

A game like Super metroid, prince of persia or even any of the later Mega
man x or zero games takes hours to find and complete, whether that's
practicing against bosses to get special awards, trying to find all items 
in


the game, or doing challenges such as finishing the game with low 
percentage


of items or in a low amount of time to get special bonuses.

While I'm totally in favour of a 3D game as well, remember that in audio 
we
stil really haven't even scratched the surface of what is possible in a 
side


scroller at all, - heck most of the games we have can't be said to 
even

have a real y dimention anyway.

Beware the grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, September 25, 2011 8:58 AM
Subject: Re: [Audyssey] Great game!



Hi Curt,

Glad to hear it. You'll discover things aare a bit different in
release candidate 1, but over all the game is quite entertaining for a
1.0 release. I'm really surprised how much replay value this game has
for a 2d side-scroller.

Cheers!


On 9/24/11, Curt Taubert curttaub...@bellsouth.net wrote:

I finally beat the demo of the MOTA game.  That was fun.

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Re: [Audyssey] Castaways version 2.4

2011-09-29 Thread Steady Goh
Managing a large population is not difficult. Your food and resources will 
just get more and more and you will become a supplier for other online 
players. haha! After some point when you get things settled down, to play 
the game is just simply hitting the space bar to let it carry on running 
when there is injurys or illness. When playing a real game, I don't see a 
need to create such a large population. Now I want to see how many people my 
computer can cope before it becomes sluggish and crash. haha!


锦发/Steady Goh
Steady strum and sing  guitar lessons; learn to play like the original and 
sound like a professional!

http://www.soft.com.sg/forum/showthread.php/207845-Steady-guitar-lesson-learn-to-play-like-the-original-and-sound-like-a-professional?p=1140645#post1140645
http://www.dropbox.com/gallery/2106729/1/Steady%27s%20interview?h=bc0b40
fb: http://facebook.com/steadyguitar
- Original Message - 
From: Christina greensleev...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, September 30, 2011 6:00 AM
Subject: Re: [Audyssey] Castaways version 2.4



Now, I want to try it and see how many people I can manage.

Looking forward to Mission Five!
Christina

- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, September 29, 2011 5:41 PM
Subject: Re: [Audyssey] Castaways version 2.4


I think my person best was like 60 or 65.  There are some truly insane 
people though, who have crashed the game because they
passed its 500 population limit.  I simply cannot imagine how many 
messages you would have to go through for every single

tick of game time.  My hat is off to them, lol.

Oh, I had some time this morning so I coded the ALT key shortcut for jobs. 
I'm also in the process of programming mission 5!
:D  Hopefully it won't take too long for me to have this all ready to 
post.




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