Re: [Audyssey] level 2 of awesome homer

2011-10-23 Thread dark
Actually Mich, I found it more helpful to wait until the sound of whatever 
plane I was on and the sound of the next plane were in a similar 
positionanywhere on the sterrio field.


Some jumps I made by being right at the far end rather than in the center.

Beware the gRue!

Dark.
- Original Message - 
From: Mich mi...@eastlink.ca

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, October 23, 2011 4:45 AM
Subject: Re: [Audyssey] level 2 of awesome homer


Hi you have to lissen till the plane is senterd in your speekers and then 
jump. and of korce practis practis practis. hth. from Mich.
- Original Message - 
From: Jess Varnell rory0...@yahoo.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, October 22, 2011 11:10 PM
Subject: [Audyssey] level 2 of awesome homer


Hi list. I can't figure out how to jump from plane to plane in level 2 of 
awesome homer. I can get on the first plane just fine but can't jump to 
plane 2 without falling. Any suggestions? Thanks for your help.


Jess
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[Audyssey] Reported problem with packman talks

2011-10-23 Thread dark
Hi. 

In this topic, http://forum.audiogames.net/viewtopic.php?pid=66441#p66441 the 
user is reporting having a problem running packman talks 1.1 in windows xp, 
despite having direct x 10 and the net framework. I'm not sure if Phil recieved 
an E-mail from him, but as his english isn't too good, I thought I'd pass this 
on just in case. 

Beware the grue! 

Dark.
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Re: [Audyssey] Reported problem with packman talks

2011-10-23 Thread Phil Vlasak

Hi Dark,
That is probably the non-English keyboard setting bug.
They use different symbols for math calculations.
Hopefully when I get the Sarah game update finished, I can go back and 
update Pacman and the Super dog game with the fix.
The reason I can't just create a patch is the the GMA game engine was 
significantly changed since Pacman was created, so it might take a re-write 
of the game engine scripts instead of just using the latest engine file.


Phil

- Original Message - 
From: dark d...@xgam.org

To: Gamers@audyssey.org
Sent: Sunday, October 23, 2011 3:27 AM
Subject: [Audyssey] Reported problem with packman talks



Hi.

In this topic, http://forum.audiogames.net/viewtopic.php?pid=66441#p66441 
the user is reporting having a problem running packman talks 1.1 in 
windows xp, despite having direct x 10 and the net framework. I'm not sure 
if Phil recieved an E-mail from him, but as his english isn't too good, I 
thought I'd pass this on just in case.


Beware the grue!

Dark.
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Re: [Audyssey] Reported problem with packman talks

2011-10-23 Thread dark

Hi Phil.

I did wonder if this was the case, but wasn't certain, and obviously I 
didn't like the chap who posted this topic complaining about your 
programming skills.


I'll pass that on.

All the best,

Dark.
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, October 23, 2011 11:53 AM
Subject: Re: [Audyssey] Reported problem with packman talks



Hi Dark,
That is probably the non-English keyboard setting bug.
They use different symbols for math calculations.
Hopefully when I get the Sarah game update finished, I can go back and 
update Pacman and the Super dog game with the fix.
The reason I can't just create a patch is the the GMA game engine was 
significantly changed since Pacman was created, so it might take a 
re-write of the game engine scripts instead of just using the latest 
engine file.


Phil

- Original Message - 
From: dark d...@xgam.org

To: Gamers@audyssey.org
Sent: Sunday, October 23, 2011 3:27 AM
Subject: [Audyssey] Reported problem with packman talks



Hi.

In this topic, http://forum.audiogames.net/viewtopic.php?pid=66441#p66441 
the user is reporting having a problem running packman talks 1.1 in 
windows xp, despite having direct x 10 and the net framework. I'm not 
sure if Phil recieved an E-mail from him, but as his english isn't too 
good, I thought I'd pass this on just in case.


Beware the grue!

Dark.
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Re: [Audyssey] Cluedo (cludo - pronunciation)

2011-10-23 Thread Jeremy Kaldobsky
I believe CAE_Jones from audiogames.net has a mystery game along these same 
lines.  It might be worth checking that out.  Here is the link to the 
audiogames thread where he mentioned it.
http://forum.audiogames.net/viewtopic.php?id=6332


 While know there are some mainstream
 versions of cluedo out there, don't think there are
 currently any blind-gamers specific versions of the this
 classic board game, that we can play on the PC, either in
 conjunction with other players, or only against computer
 players/characters, but maybe I'm mistaken?
 
 Either way, if you don't, off-hand know what I mean by
 cluedo, check out the wikipedia page on it:
 http://en.wikipedia.org/wiki/Cluedo
 
 Just thinking that aside from some sort of crime solving
 interactive fiction games out there, which I sort of would
 expect to generally have a bit of a hard coded plot, I think
 something like this might be quite nice for us to play,
 especially if it then included forms of artificial
 intelligence/randomisation, sometimes...? Thoughts?
 
 Stay well
 
 Jacob Kruger
 Blind Biker
 Skype: BlindZA


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[Audyssey] Swamp, update to fix the errors

2011-10-23 Thread Jeremy Kaldobsky
I've just posted version 0.4b.  I would really appreciate it if everyone would 
download it and give it a try.  The sooner people start testing it, the sooner 
I will know if I've successfully fixed the bugs.  I'd like to make the most out 
of my free time today, so if I can get feedback quickly it will give me the 
most time to continue working.

Here are the changes from version 0.3b to 0.4b:
- Your bullets do a bit more damage.  On average I was killing zombies in about 
3 or 4 hits.
- The sounds for shooting walls, shooting zombies, and killing zombies have 
been greatly improved and are much easier to tell apart.
- The gun only holds 20 bullets now, instead of 40.
- When the game begins, you are already facing the door of the shack.  Some 
people were having trouble getting out and asked for this adjustment.
- When a zombie is killed, it used to be replaced by a new one that would crawl 
on to the map from one of the edges.  Now a killed zombie is replaced by 2 new 
zombies!  This means that as you rack up a higher kill count, you are also 
populating the swamp with more zombies.  This will make the game naturally 
increase in difficulty as you play.  It also makes it more dangerous to make a 
lot of noise.  Having 3 zombies hear at once you isn't so bad, but having 15 
hear you could be the last thing you ever do.
- The Z key for shooting, and the F key for toggling the aim, have been 
switched.  You now press Z to toggle aiming, and press F to fire the gun.
- The arrow keys for moving, and the W A S D keys for radar, have been 
switched.  You now use the arrow keys to activate the different radar modes, 
and you use W A S D to move around.  People did not care for the old keyboard 
layout because it was more difficult to utilize mouse aiming while trying to 
operate the arrow keys.
- The Readme file has been updated with these changes as well.

The download link is the same, but here it is for the sake of convenience.
www.kaldobsky.com/audiogames/Swamp.zip

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Re: [Audyssey] Cluedo (cludo - pronunciation)

2011-10-23 Thread Jacob Kruger

Sounds somewhat similar, and will check it out.

Stay well

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

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, October 23, 2011 9:33 PM
Subject: Re: [Audyssey] Cluedo (cludo - pronunciation)


I believe CAE_Jones from audiogames.net has a mystery game along these same 
lines.  It might be worth checking that out.  Here is the link to the 
audiogames thread where he mentioned it.

http://forum.audiogames.net/viewtopic.php?id=6332



While know there are some mainstream
versions of cluedo out there, don't think there are
currently any blind-gamers specific versions of the this
classic board game, that we can play on the PC, either in
conjunction with other players, or only against computer
players/characters, but maybe I'm mistaken?

Either way, if you don't, off-hand know what I mean by
cluedo, check out the wikipedia page on it:
http://en.wikipedia.org/wiki/Cluedo

Just thinking that aside from some sort of crime solving
interactive fiction games out there, which I sort of would
expect to generally have a bit of a hard coded plot, I think
something like this might be quite nice for us to play,
especially if it then included forms of artificial
intelligence/randomisation, sometimes...? Thoughts?

Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA



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Re: [Audyssey] Swamp, update to fix the errors

2011-10-23 Thread Johnny Tai
Can't seem to get it to work with jaws, and can't seem to change the sapi 
voice?
Also, is it possible to have an aiming-aid for those of us who have hearing 
issues? I only hear out of one ear, so aiming at zombies by sound is 
difficult to say the least.



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Re: [Audyssey] Swamp, update to fix the errors

2011-10-23 Thread Jeremy Kaldobsky
I'll look in to the Jaws issue.  Hmm, I see what you mean about aiming being 
difficult.  Do you happen to have any ideas about how you would want the aiming 
aid to work?

 Can't seem to get it to work with
 jaws, and can't seem to change the sapi voice?
 Also, is it possible to have an aiming-aid for those of us
 who have hearing issues? I only hear out of one ear, so
 aiming at zombies by sound is difficult to say the least.


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Re: [Audyssey] Reported problem with packman talks

2011-10-23 Thread Thomas Ward
Hi Dark and all,

I've read all of the Audiogames.net forum posts on the topic and I do
see several comments flying around on their that are technically
incorrect as well as some good advice. Therefore I thought I'd respond
here with a few technical tidbits you can pass along to help the
situation as you see fit.

One, I now have a Windows 7 64-bit system, and Packman Talks seems to
run fine provided The Visual Basic 6 SP6 runtimes are installed, and
the DirectX 8 Visual Basic components are installed. Therefore even if
he were running Windows 7 instead of Windos XP the operating system
wouldn't be the problem unless the necessary components were not
installed.

Second, as for switching to a U.S. keyboard layout that is a good
suggestion. Many older applications written in Visual Basic 6 date
back to the Windows 98 era of software programming standards and as a
result things like the international unicode standards were not yet in
place. What this means in non-technical terms is applications written
in VB 6 does not necessarily always work well on non-English systems
unless the VB developer in question specifically added unicode support
to his/her program. This has caused no end of grief for developers,
and is one of the reasons Microsoft canned VB 6 in favor of VB .Net
which meets all international unicode standards.  In short, it may
very well be a language/keyboard configuration error that is causing
the application to crash.

Third, as far as .Net Framework 4.0 goes there is a compatible runtime
environment for Windows XP. It is largely backward compatible with
older .Net based apps and libraries and generally speaking one doesn't
need to install them all as .Net 4 has compatibility libraries for
older .Net apps already.  All I have on my system is .Net 4.0 and
everything works accept a couple of apps that were compiled for .Net
1.x.

Finally, when people talk about DirectX 10 or DirectX 11 that's a bit
of a misnomer as that usually refers to the graphics components like
Direct3D. All DirectX 10 is--in terms of differences between DirectX 9
and 10---it is  DirectX 9.0C with an updated Direct3D graphics API.
Most components like DirectInput, DirectSound, etc haven't been
upgraded since DirectX 8, and are not going to be given that the
DirectX 11 components largely replace them. DirectX 11--that ships
with Windows 7---comes with Direct3D 11 for graphics rendering, XInput
for joystick API control, XAudio and XAudio2 for audio output, and
X3DAudio for 3d audio support, etc. That is certainly where the
DirectX game APIs are heading, but regardless if you have 9, 10, 11 on
your system the DirectX 8 legacy libraries are installed for backwards
compatibility reasons. So my point is that it doesn't matter what
version of DirectX the person is using as long as they have The
DirectX 8 libraries and DX7VB.dll and DX8VB.dll for visual Basic
DirectX com support.

HTH


On 10/23/11, dark d...@xgam.org wrote:
 Hi.

 In this topic, http://forum.audiogames.net/viewtopic.php?pid=66441#p66441
 the user is reporting having a problem running packman talks 1.1 in windows
 xp, despite having direct x 10 and the net framework. I'm not sure if Phil
 recieved an E-mail from him, but as his english isn't too good, I thought
 I'd pass this on just in case.

 Beware the grue!

 Dark.
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[Audyssey] Accessibel Western games.

2011-10-23 Thread michael barnes

Hey, I have been playing the western game call Dodge city desperados for dos.
Which is one of the games that I pass out last week.
I have been looking for western games text base or/and audio or/and 
games that are for sighted people but works with screen readers.
If someone have any names of some games dealing with the wild west 
please post the names for me.

Thanks.

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



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Re: [Audyssey] Swamp, update to fix the errors

2011-10-23 Thread Jeremy Kaldobsky
I've just uploaded version 0.5b which has some changes.  I've fixed a few more 
sound buffer issues that I think were the cause of the ghostly sounds Omar 
was hearing.  I've also laid the ground work for missions in the game, though 
they are only partially complete.  I still need to hear back from you guys 
about the idea of limited ammo.  Should you have infinite ammo clips to reload 
with, or should you only have a certain amount and have to find new ones?  
Depending on how much people need to shoot their gun, limited ammo could end up 
being a problem.  Unlimited ammo isn't as realistic, but lets also remember 
that it is alright for a game to do some things unrealistically if it improves 
the fun.  Just let me know what you guys think.

You can now press the Q button to hear your current mission.
The game has a few missions just to test the system out, but currently once you 
reach the gas station the rest of the mission hasn't been built yet.  Actually, 
once you leave the swamp just consider everything else to be unfinished.  You 
can run around in the parts of the map I didn't complete yet, but there will be 
a lot of open empty space, and very few zombies to fight.

The download link is still the same:
www.kaldobsky.com/audiogames/Swamp.zip

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Re: [Audyssey] Swamp, update to fix the errors

2011-10-23 Thread shaun everiss

aprone there was talked of being limited amo.
I have listened to several zombie podcasts and you had some sort of 
bladed weapon or some sort of mace or club of some sort.

Ofcause this would be a close range thing but, if your gun runs out well.
I don't know, having it as it is is hard enough right now.
At 01:48 p.m. 23/10/2011 -0700, you wrote:
I'll look in to the Jaws issue.  Hmm, I see what you mean about 
aiming being difficult.  Do you happen to have any ideas about how 
you would want the aiming aid to work?


 Can't seem to get it to work with
 jaws, and can't seem to change the sapi voice?
 Also, is it possible to have an aiming-aid for those of us
 who have hearing issues? I only hear out of one ear, so
 aiming at zombies by sound is difficult to say the least.


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