Re: [Audyssey] Games for Mac

2011-11-08 Thread shaun everiss
hmmm I am not sure if this works or not but any vip game made with 
python will probably work.

Mota has a mac file I think.
You probably will need a vm to run windows though.
Its a pitty you can't play iphone apps on the mac.
At 10:35 a.m. 7/11/2011 -0500, you wrote:

Hi all,
I have recently gotten a mac, and am looking for playable games. I 
already have the RS Games client and Sound RTS. Are any mainstream 
games playable on the mac? Are there any good mud clients? Any other 
game suggestions are also welcome.

Karl
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[Audyssey] audyssey plus or extra

2011-11-08 Thread shaun everiss

Hi.
I have been thinking on this for a week or so.
I have been thinking on a something between issues of the mag, some 
sort of podcasts which has game playthroughs, reviews, etc.
Mainly to run through the majority of audiogames on the forums and 
other places.
The magazine is hardly regular and while   I don't want to replace 
the magazine, something really needs to be done between issues.


I myself have an external mic, I have skype, msn and a few things 
now, a crappy card in my box can probably record the games.

I also have my soni handhold recorder.

My major issue would be storage.
Dropbox is the most likely for short term.
Another is something like 000webhost but since the download is really 
hopeless resetting all the time for large files, I have second thoughts.
I know where I can get a site for 60 us bucks a year,  and a domain 
that costs 30 dollars a year.

I have access to a few other places to, but some of those won't be regular.
I guess I could use something like podbean or something but we will 
have to see.

Firstly I need to know who is interested.

This by no means  will be all of my work.
This is a chance for developers, and community members alike both on 
the list and the forums a like to talkk about things.
Everything will probably be its own part and be split apart into 
seperate files.

though this just an idea.


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Re: [Audyssey] swamp problem

2011-11-08 Thread Jeremy Kaldobsky
The problem was actually that the server went down.  I had a friend over and 
while we were working on some things in the basement the server got bumped and 
it pulled the Ethernet cord out.  Neither of us realized it had happened until 
probably a few hours later.

 Hi Aprone and all,
     I've been playing swamp today, and ran
 into a rather frustrating problem.  As I was reloading
 my hunting rifle, the game crashed. While this in itself was
 annoying, the real problem is that now (15 minutes after the
 event) my computer still can't connect to the server. I've
 deleted the swamp folder, and re-extracted everything, and
 it's not connecting. Any help on what I could do to fix this
 would be great.


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Re: [Audyssey] swamp problem

2011-11-08 Thread Jeremy Kaldobsky
Your mouse is probably configured to be a left handed mouse.  In control panel 
there is a mouse section which lets you reverse its buttons.

 Hi list:
 
 I am having a problem with swamp on my laptop. I have a mac
 and running a virtual machine.
 
 When I click on right click of a mouse i shoot my gun.
 
 Is this supposed to happen? I read the instructions and
 thought that the right click was supposed to make the
 character move.
 
 
 Am I correct with this?


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Re: [Audyssey] Swamp reflections.

2011-11-08 Thread Jeremy Kaldobsky
The balance issues of multiplayer are only temporary.  I've been adding in 
weapons but really haven't done any work making those weapons balanced.  These 
are all things I am in the process of working on.

I've already decided that zombies will never wield weapons, especially not 
guns.  I've never seen any interpretations of zombies where they could use 
weapons, so I have no desire to take that approach either.  I do plan to make 
things more difficult though, I just haven't gotten to it yet.

Deleting progress.ini will not reset your character.  That information is 
stored on the server itself.  There is not currently a way to start over unless 
you create a new name.

Direct verbal chat is something I've looked in to at length.  It is actually 
very complicated to implement so I don't see it happening.  If it was something 
relatively easy to do, it would have been my first choice, trust me lol.


 Ok, don't shoot me or hack my head
 off, but I think that the multiplayer
 game balance is too easy.  I mean, it's possible to
 get killed (just did,
 seem to have been at a zombie spawn point and multiple
 bandits appeared on
 top of me with no warning, but in general, it seems very
 possible to stay
 alive without having to make lots of snap decisions, once
 you know where you
 are and have any one of the top three weapons.
 
  
 
 Things that would make the game harder:  make the
 zombies react to shots
 from a longer distance.  I've had several instances
 where I fired and missed
 at a target, only to have it continue its slow patrol
 walk.  I think that
 any target that is missed narrowly should immediately turn
 and search for
 the shooter.
 
  
 
 More zombies please.  The single player game is too
 much, too many zombies
 in too little space, but the multi-player often feels
 empty.  Perhaps tweak
 spawning a bit so there are more zombies at a time in the
 larger map size.
 
  
 
 Zombies should be able to acquire fire arms as well. 
 perhaps they aren't
 excellent shots, but the concept of a zombie firing at you
 from a distance
 would be very frightening and would encourage the use of
 cover and sniping
 tactics.
 
  
 
 More zombie packs. It's easy to pick them off one at a
 time, but the fun
 comes when there's a pack of five or six.  Maybe tweak
 the AI so that
 zombies that are near one another tend to agglomerate into
 packs.
 
  
 
 I think one has to erase progress.ini to go back to the
 beginning state of
 the game after once having saved.  Future updates
 should automagically erase
 this file for a death situation, though not a crash.
 
  
 
 Zombies flooding the safe zone: Thematically, the safe zone
 is a known
 location where tasty human brains collect.  As such,
 it should be under
 constant siege, thus making it more difficult for players
 to reach it
 without a concerted team effort to clear the area.  I
 actually hung out
 southwest of the zone for a while and kept it clean, just
 on a whim,
 role-playing you understand, but if there's always a lot of
 zombies nearby,
 it becomes necessary to do this as the zone takes on more
 functions.
 
  
 
 You've already heard my thoughts on weapon drops and
 usage.
 
  
 
 And yes, this makes it harder to learn from the
 beginning.  Perhaps allow
 for a beginner mode in multiplayer where the character is
 by default more
 stealthy, thus drawing less unexpected attention. 
 perhaps this mode exists
 until the player has reached a certain number of kills,
 then it is
 permanently removed.
 
  
 
 Re: chat, I'm sorry, I just don't use this feature in its
 current
 incarnation.  It's a great idea, but the limitations
 are such that I don't
 find myself with a need.
 
  
 
 Would it be feasible to simply implement direct verbal chat
 for those of us
 with headset mikes?  You'd hold down a transmit key
 and simply talk and it
 would be broadcast over the server with the same sound
 localization.  This
 would replace the slash key, and would remove universal
 chat, but would make
 actual character cooperation much more intuitive.  I
 don't know if this
 would be technically difficult, my understanding of
 networking protocols is
 limited.
 
  
 
 Looking forward to the next incarnation.
 
  
 
                
 Chris Bartlett


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Re: [Audyssey] swamp problem

2011-11-08 Thread Darren Duff
Lol! Gotta love technology! 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Tuesday, November 08, 2011 4:31 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] swamp problem

The problem was actually that the server went down.  I had a friend over and
while we were working on some things in the basement the server got bumped
and it pulled the Ethernet cord out.  Neither of us realized it had happened
until probably a few hours later.

 Hi Aprone and all,
     I've been playing swamp today, and ran into a rather frustrating 
 problem.  As I was reloading my hunting rifle, the game crashed. While 
 this in itself was annoying, the real problem is that now (15 minutes 
 after the
 event) my computer still can't connect to the server. I've deleted the 
 swamp folder, and re-extracted everything, and it's not connecting. 
 Any help on what I could do to fix this would be great.


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[Audyssey] require cheat codes and key bord commands for GMA tank commander

2011-11-08 Thread austin pinto
hi all i am going to start gma tank commander today and i require all
the cheat codes and key bord commands to play the game

-- 
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email austinpinto.xavi...@gmail.com
alternat email austin.pi...@hotmail.com
facebook www.facebook.com/austinpinto.xaviers
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[Audyssey] Perilous hearts audio demo!

2011-11-08 Thread Philip Bennefall
Hi folks!

After some requests, I have decided to release a much longer audio demo of my 
upcoming game Perilous Hearts. In this demo I explore the store at the start of 
the adventure where you can build up your inventory so to speak, and then I go 
on to complete levels 1 and 2. Note that if you do not want any plot or 
strategy spoilers, do not listen!

Also note that if you are offended or otherwise affected by the killing of 
little virtual monkeys, this may not be suitable for you either as I do end up 
killing quite a few of the little cuddly things. And oh how I enjoy it! Smirk.

I would very much appreciate everyones feedback on this. There's obviously lots 
more further ahead in the adventure, but this gives a much better introduction 
to the game than what I provided in my last speech.

The link is:
http://www.blastbay.com/audio/perilous_hearts_pre_demo.mp3

Enjoy!

Kind regards,

Philip Bennefall
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Re: [Audyssey] Perilous hearts audio demo!

2011-11-08 Thread Hayden Presley
HI Philip,
How dare you kill those little virtual monkeys? What have they ever done to
you, except taking up a little ram?
grin
Atany rate, I'm definitely enjoying  what I'm hearing here; keep up the good
work!

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Tuesday, November 08, 2011 5:38 AM
To: Gamers Discussion list
Subject: [Audyssey] Perilous hearts audio demo!

Hi folks!

After some requests, I have decided to release a much longer audio demo of
my upcoming game Perilous Hearts. In this demo I explore the store at the
start of the adventure where you can build up your inventory so to speak,
and then I go on to complete levels 1 and 2. Note that if you do not want
any plot or strategy spoilers, do not listen!

Also note that if you are offended or otherwise affected by the killing of
little virtual monkeys, this may not be suitable for you either as I do end
up killing quite a few of the little cuddly things. And oh how I enjoy it!
Smirk.

I would very much appreciate everyones feedback on this. There's obviously
lots more further ahead in the adventure, but this gives a much better
introduction to the game than what I provided in my last speech.

The link is:
http://www.blastbay.com/audio/perilous_hearts_pre_demo.mp3

Enjoy!

Kind regards,

Philip Bennefall
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Re: [Audyssey] require cheat codes and key bord commands for GMA tank commander

2011-11-08 Thread pitermach

For your first request:
Just read the manual or press f1 in the game.
Second:
But.. why? If you never played the game before (sounds like it) there'd 
be no challenge if you just turned on cheats and roared your way through 
the 6 levels with unlimited ammo and invisibility. Trust me when I say 
it's not as rewarding. I just used to cheat my way through and just 
follow walkthroughs, but I do that only in extreme cases of stuckyness 
now, and it's certainly more enjoyable.. especially seeing how limited 
the AG market is.


On 11/8/2011 11:37 AM, austin pinto wrote:

hi all i am going to start gma tank commander today and i require all
the cheat codes and key bord commands to play the game



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Re: [Audyssey] require cheat codes and key bord commands for GMA tankcommander

2011-11-08 Thread dark

Hi Austin.

Firstly, all the keyboard keys are listed in the games manual, I suggest you 
look there, sinse that's what it's for. It also has handy tips on stratogy 
and even an overview of all the games' missions.


Second, sinse the cheatcodes are copy specific to the game and need 
unlocking individually, we can't tell you what they are, and to be honest 
the fact that you've not even tried the game and yet are asking for cheats 
is I think not really a good thing, especially for a game which has 
difficulty modes that run from extremely! easy to very difficult, pluss a 
training mode for you to get used to the game.


Lastly, Might I suggest that what you require most is some manners, 
particularly as regards using the word please.


Asking for help with a game is fine, we've all done it and it's one of the 
purposes of this list, but simply saying I require as if your ordering 
items from a catalogue is really not a pleasant way of doing it and probably 
won't encline others to take the time to write you an answer,  even more 
especially when you are asking something which could really be answered in 
the games documentation anyway.


I'm sorry if this comes across as harsh, it's certainly not intended as a 
slight or a putdown, it's just a reminder sinse I'm afraid messages like 
your previous one are rather likely to irritate people or at the least not 
be answered.


All the best,

Dark.

- Original Message - 
From: austin pinto austinpinto.xavi...@gmail.com

To: gamers@audyssey.org
Sent: Tuesday, November 08, 2011 10:37 AM
Subject: [Audyssey] require cheat codes and key bord commands for GMA 
tankcommander




hi all i am going to start gma tank commander today and i require all
the cheat codes and key bord commands to play the game

--
austin pinto
email austinpinto.xavi...@gmail.com
alternat email austin.pi...@hotmail.com
facebook www.facebook.com/austinpinto.xaviers
orkut www.orkut.com/austinpinto.xaviers
twitter www.twitter.com/austinmpinto

join me on google +
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[Audyssey] questions about playing swamp for the first time.

2011-11-08 Thread Mich
Hi. I have a few questions about playing swamp for the first time. 1 what is 
the newest version? and 2 where do you download the link to it? also about 
playing in malty player moad how do I do that? since I seem to end up in the 
networks tab when I hit that option. I go to swamp.exe hit enter select malty 
player moad and then tabb and then end up in the networks tab also should I 
choose no graphicks?  I hit enter select my name and then I don't hear 
anything. also should I have jaws running? or un load it? I am running jaws 12 
with windows xp sp 3 btw. I also am wondering what is the best moad to start 
off playing in to get a handle of the game and game play? many thanks for 
answering these questions. from Mich. 
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Re: [Audyssey] swamp problem

2011-11-08 Thread Dakotah Rickard
I do suggest the desktop mouse suggestion, although holding control
isn't such a difficult concept. Still, I applaud you using a slightly
difficult technology to play a game that's worthwhile.

Signed:
Dakotah Rickard

On 11/8/11, Darren Duff duff...@gmail.com wrote:
 Lol! Gotta love technology!

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Jeremy Kaldobsky
 Sent: Tuesday, November 08, 2011 4:31 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] swamp problem

 The problem was actually that the server went down.  I had a friend over and
 while we were working on some things in the basement the server got bumped
 and it pulled the Ethernet cord out.  Neither of us realized it had happened
 until probably a few hours later.

 Hi Aprone and all,
     I've been playing swamp today, and ran into a rather frustrating
 problem.  As I was reloading my hunting rifle, the game crashed. While
 this in itself was annoying, the real problem is that now (15 minutes
 after the
 event) my computer still can't connect to the server. I've deleted the
 swamp folder, and re-extracted everything, and it's not connecting.
 Any help on what I could do to fix this would be great.


 ---
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Re: [Audyssey] Perilous hearts audio demo!

2011-11-08 Thread Ryan Conroy
Oh wow, can't wait for this!! Can't wait to play it. lol

Thanks Philip.



-- Original Message --
From: Philip Bennefall phi...@blastbay.com
To: Gamers Discussion list gamers@audyssey.org
Subject: [Audyssey] Perilous hearts audio demo!
Date: Tue, 8 Nov 2011 12:37:47 +0100

Hi folks!

After some requests, I have decided to release a much longer audio demo of my 
upcoming game Perilous Hearts. In this demo I explore the store at the start of 
the adventure where you can build up your inventory so to speak, and then I go 
on to complete levels 1 and 2. Note that if you do not want any plot or 
strategy spoilers, do not listen!

Also note that if you are offended or otherwise affected by the killing of 
little virtual monkeys, this may not be suitable for you either as I do end up 
killing quite a few of the little cuddly things. And oh how I enjoy it! Smirk.

I would very much appreciate everyones feedback on this. There's obviously lots 
more further ahead in the adventure, but this gives a much better introduction 
to the game than what I provided in my last speech.

The link is:
http://www.blastbay.com/audio/perilous_hearts_pre_demo.mp3

Enjoy!

Kind regards,

Philip Bennefall
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Re: [Audyssey] require cheat codes and key bord commands for GMAtankcommander

2011-11-08 Thread Darren Duff
Hi Dark. While I agree with you hole heartedly here. I do have to correct
one thing. The GTC cheats are not tied to the individual. That being said. I
am not going to list them here. *grin* 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Tuesday, November 08, 2011 7:38 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] require cheat codes and key bord commands for
GMAtankcommander

Hi Austin.

Firstly, all the keyboard keys are listed in the games manual, I suggest you
look there, sinse that's what it's for. It also has handy tips on stratogy
and even an overview of all the games' missions.

Second, sinse the cheatcodes are copy specific to the game and need
unlocking individually, we can't tell you what they are, and to be honest
the fact that you've not even tried the game and yet are asking for cheats
is I think not really a good thing, especially for a game which has
difficulty modes that run from extremely! easy to very difficult, pluss a
training mode for you to get used to the game.

Lastly, Might I suggest that what you require most is some manners,
particularly as regards using the word please.

Asking for help with a game is fine, we've all done it and it's one of the
purposes of this list, but simply saying I require as if your ordering
items from a catalogue is really not a pleasant way of doing it and probably
won't encline others to take the time to write you an answer,  even more
especially when you are asking something which could really be answered in
the games documentation anyway.

I'm sorry if this comes across as harsh, it's certainly not intended as a
slight or a putdown, it's just a reminder sinse I'm afraid messages like
your previous one are rather likely to irritate people or at the least not
be answered.

All the best,

Dark.

- Original Message -
From: austin pinto austinpinto.xavi...@gmail.com
To: gamers@audyssey.org
Sent: Tuesday, November 08, 2011 10:37 AM
Subject: [Audyssey] require cheat codes and key bord commands for GMA
tankcommander


 hi all i am going to start gma tank commander today and i require all 
 the cheat codes and key bord commands to play the game

 --
 austin pinto
 email austinpinto.xavi...@gmail.com
 alternat email austin.pi...@hotmail.com facebook 
 www.facebook.com/austinpinto.xaviers
 orkut www.orkut.com/austinpinto.xaviers twitter 
 www.twitter.com/austinmpinto

 join me on google +
 surch for +austin

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Re: [Audyssey] Perilous hearts audio demo!

2011-11-08 Thread Darren Duff
Thanks for posting this phill 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Tuesday, November 08, 2011 6:38 AM
To: Gamers Discussion list
Subject: [Audyssey] Perilous hearts audio demo!

Hi folks!

After some requests, I have decided to release a much longer audio demo of
my upcoming game Perilous Hearts. In this demo I explore the store at the
start of the adventure where you can build up your inventory so to speak,
and then I go on to complete levels 1 and 2. Note that if you do not want
any plot or strategy spoilers, do not listen!

Also note that if you are offended or otherwise affected by the killing of
little virtual monkeys, this may not be suitable for you either as I do end
up killing quite a few of the little cuddly things. And oh how I enjoy it!
Smirk.

I would very much appreciate everyones feedback on this. There's obviously
lots more further ahead in the adventure, but this gives a much better
introduction to the game than what I provided in my last speech.

The link is:
http://www.blastbay.com/audio/perilous_hearts_pre_demo.mp3

Enjoy!

Kind regards,

Philip Bennefall
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Re: [Audyssey] require cheat codes and key bord commands forGMAtankcommander

2011-11-08 Thread dark
Ah Darren, I didn't know that, I thought that was how each gma game worked 
in the same way as shades of doom generates it's cheat files.


Sorry for the mistake.

Beware the gRue!

Dark.
- Original Message - 
From: Darren Duff duff...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, November 08, 2011 12:54 PM
Subject: Re: [Audyssey] require cheat codes and key bord commands 
forGMAtankcommander




Hi Dark. While I agree with you hole heartedly here. I do have to correct
one thing. The GTC cheats are not tied to the individual. That being said. 
I

am not going to list them here. *grin*

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Tuesday, November 08, 2011 7:38 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] require cheat codes and key bord commands for
GMAtankcommander

Hi Austin.

Firstly, all the keyboard keys are listed in the games manual, I suggest 
you

look there, sinse that's what it's for. It also has handy tips on stratogy
and even an overview of all the games' missions.

Second, sinse the cheatcodes are copy specific to the game and need
unlocking individually, we can't tell you what they are, and to be honest
the fact that you've not even tried the game and yet are asking for cheats
is I think not really a good thing, especially for a game which has
difficulty modes that run from extremely! easy to very difficult, pluss a
training mode for you to get used to the game.

Lastly, Might I suggest that what you require most is some manners,
particularly as regards using the word please.

Asking for help with a game is fine, we've all done it and it's one of the
purposes of this list, but simply saying I require as if your ordering
items from a catalogue is really not a pleasant way of doing it and 
probably
won't encline others to take the time to write you an answer,  even 
more

especially when you are asking something which could really be answered in
the games documentation anyway.

I'm sorry if this comes across as harsh, it's certainly not intended as a
slight or a putdown, it's just a reminder sinse I'm afraid messages like
your previous one are rather likely to irritate people or at the least not
be answered.

All the best,

Dark.

- Original Message -
From: austin pinto austinpinto.xavi...@gmail.com
To: gamers@audyssey.org
Sent: Tuesday, November 08, 2011 10:37 AM
Subject: [Audyssey] require cheat codes and key bord commands for GMA
tankcommander



hi all i am going to start gma tank commander today and i require all
the cheat codes and key bord commands to play the game

--
austin pinto
email austinpinto.xavi...@gmail.com
alternat email austin.pi...@hotmail.com facebook
www.facebook.com/austinpinto.xaviers
orkut www.orkut.com/austinpinto.xaviers twitter
www.twitter.com/austinmpinto

join me on google +
surch for +austin

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Re: [Audyssey] Swamp reflections.

2011-11-08 Thread john
Ok, I really should have responded to this thread a little while 
ago, but here goes. As far as zombie packs go, I do agree that 
there should be more of them, but not all zombies should be in 
packs. If you have nothing but packs of five or six (or even two 
or three) zombies running around, having no ammo is a certain 
death statement. Also, as far as switching weapons timing goes, 
I've been in more than one situation even today (it's 7:45 am 
now) where if I didn't switch weapons right away, it would be the 
end of me. As far as encumbrance goes, I believe that it could be 
an interesting factor, but too much of it would overbalance the 
game. It's hard enough to survive as is.
	In regards to what chris said, I highly disagree with the 
idea of moving/fighting decreasing health and med-packs being 
less and less useful. If the safe zone is going to be under siege 
(which sounds awesome for multiple reasons) it would spell out 
death for a player who spent too long away from there. Also, this 
could trap players in the safe zone, and would eventually force 
the few remaining players to be extremely careful as to what they 
did, as there can't be reenforcement.
	I  feel like I'm missing a few statements, so there may be 
another email from me on the subject, but this is all for now.


I'd also like to make a suggestion, as in castaways, add a guide 
for zombie/weapon types, and a general explanation of the map. I 
managed to get a very helpful player to explain the weapons to me 
last night, but I still find the zombies confusing. As well, I 
don't really know the map (thank god for tracking beacons).


Hope this rather long message makes sense,
John.

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Re: [Audyssey] audyssey plus or extra

2011-11-08 Thread john
I'll gladly make playthroughs, and help with the editing. I don't 
have a server, but could host files for you and email them out as 
needed. I have most of the games out there, including many of the 
old ones from x-site. Let me know what you want done and I'll see 
what I can do about it.


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Re: [Audyssey] Swamp reflections.

2011-11-08 Thread john
Ok, as I said in my earlier message, I missed a point. That was 
verbal chat. I could see that as an extra toggle, but bare in 
mind that many people don't have access to a mic (I didn't until 
I got a laptop with an internal one) so you could be severely 
inconveniencing everybody without a microphone.


- Original Message -
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Tue, 8 Nov 2011 01:41:00 -0800 (PST)
Subject: Re: [Audyssey] Swamp reflections.

The balance issues of multiplayer are only temporary.  I've been 
adding in weapons but really haven't done any work making those 
weapons balanced.  These are all things I am in the process of 
working on.


I've already decided that zombies will never wield weapons, 
especially not guns.  I've never seen any interpretations of 
zombies where they could use weapons, so I have no desire to take 
that approach either.  I do plan to make things more difficult 
though, I just haven't gotten to it yet.


Deleting progress.ini will not reset your character.  That 
information is stored on the server itself.  There is not 
currently a way to start over unless you create a new name.


Direct verbal chat is something I've looked in to at length.  It 
is actually very complicated to implement so I don't see it 
happening.  If it was something relatively easy to do, it would 
have been my first choice, trust me lol.



Ok, don't shoot me or hack my head
off, but I think that the multiplayer
game balance is too easy.  I mean, it's possible to
get killed (just did,
seem to have been at a zombie spawn point and multiple
bandits appeared on
top of me with no warning, but in general, it seems very
possible to stay
alive without having to make lots of snap decisions, once
you know where you
are and have any one of the top three weapons.



Things that would make the game harder:  make the
zombies react to shots
from a longer distance.  I've had several instances
where I fired and missed
at a target, only to have it continue its slow patrol
walk.  I think that
any target that is missed narrowly should immediately turn
and search for
the shooter.



More zombies please.  The single player game is too
much, too many zombies
in too little space, but the multi-player often feels
empty.  Perhaps tweak
spawning a bit so there are more zombies at a time in the
larger map size.



Zombies should be able to acquire fire arms as well. 
perhaps they aren't
excellent shots, but the concept of a zombie firing at you
from a distance
would be very frightening and would encourage the use of
cover and sniping
tactics.



More zombie packs. It's easy to pick them off one at a
time, but the fun
comes when there's a pack of five or six.  Maybe tweak
the AI so that
zombies that are near one another tend to agglomerate into
packs.



I think one has to erase progress.ini to go back to the
beginning state of
the game after once having saved.  Future updates
should automagically erase
this file for a death situation, though not a crash.



Zombies flooding the safe zone: Thematically, the safe zone
is a known
location where tasty human brains collect.  As such,
it should be under
constant siege, thus making it more difficult for players
to reach it
without a concerted team effort to clear the area.  I
actually hung out
southwest of the zone for a while and kept it clean, just
on a whim,
role-playing you understand, but if there's always a lot of
zombies nearby,
it becomes necessary to do this as the zone takes on more
functions.



You've already heard my thoughts on weapon drops and
usage.



And yes, this makes it harder to learn from the
beginning.  Perhaps allow
for a beginner mode in multiplayer where the character is
by default more
stealthy, thus drawing less unexpected attention. 
perhaps this mode exists
until the player has reached a certain number of kills,
then it is
permanently removed.



Re: chat, I'm sorry, I just don't use this feature in its
current
incarnation.  It's a great idea, but the limitations
are such that I don't
find myself with a need.



Would it be feasible to simply implement direct verbal chat
for those of us
with headset mikes?  You'd hold down a transmit key
and simply talk and it
would be broadcast over the server with the same sound
localization.  This
would replace the slash key, and would remove universal
chat, but would make
actual character cooperation much more intuitive.  I
don't know if this
would be technically difficult, my understanding of
networking protocols is
limited.



Looking forward to the next incarnation.



               
Chris Bartlett


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Re: [Audyssey] swamp problem

2011-11-08 Thread john

Ah thanks, I'm just glad it's not my machine.

- Original Message -
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Tue, 8 Nov 2011 01:31:13 -0800 (PST)
Subject: Re: [Audyssey] swamp problem

The problem was actually that the server went down.  I had a 
friend over and while we were working on some things in the 
basement the server got bumped and it pulled the Ethernet cord 
out.  Neither of us realized it had happened until probably a few 
hours later.


Hi Aprone and all,
젨� I've been playing swamp today, and ran
into a rather frustrating problem.� As I was reloading
my hunting rifle, the game crashed. While this in itself was
annoying, the real problem is that now (15 minutes after the
event) my computer still can't connect to the server. I've
deleted the swamp folder, and re-extracted everything, and
it's not connecting. Any help on what I could do to fix this
would be great.


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Re: [Audyssey] Perilous hearts audio demo!

2011-11-08 Thread john
Yes! Killing more monkeys! I'll be downloading as soon as I 
finish responding to the rest of these emails.


- Original Message -
From: Philip Bennefall phi...@blastbay.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Tue, 8 Nov 2011 12:37:47 +0100
Subject: [Audyssey] Perilous hearts audio demo!

Hi folks!

After some requests, I have decided to release a much longer 
audio demo of my upcoming game Perilous Hearts. In this demo I 
explore the store at the start of the adventure where you can 
build up your inventory so to speak, and then I go on to complete 
levels 1 and 2. Note that if you do not want any plot or strategy 
spoilers, do not listen!


Also note that if you are offended or otherwise affected by the 
killing of little virtual monkeys, this may not be suitable for 
you either as I do end up killing quite a few of the little 
cuddly things. And oh how I enjoy it! Smirk.


I would very much appreciate everyones feedback on this. There's 
obviously lots more further ahead in the adventure, but this 
gives a much better introduction to the game than what I provided 
in my last speech.


The link is:
http://www.blastbay.com/audio/perilous_hearts_pre_demo.mp3

Enjoy!

Kind regards,

Philip Bennefall
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Re: [Audyssey] require cheat codes and key bord commands for GMA tankcommander

2011-11-08 Thread john
Commands are in the help file. There are a couple cheats on the 
www.audiogames.net website. Honestly, you don't need the cheats 
though, specifically if your on the lower levels. I've been 
playing for a few years, and find only the highest difficulty to 
be a true challenge.

- Original Message -
From: austin pinto austinpinto.xavi...@gmail.com
To: gamers@audyssey.org
Date sent: Tue, 8 Nov 2011 16:07:21 +0530
Subject: [Audyssey] require cheat codes and key bord commands for 
GMA tankcommander


hi all i am going to start gma tank commander today and i require 
all

the cheat codes and key bord commands to play the game

--
austin pinto
email austinpinto.xavi...@gmail.com
alternat email austin.pi...@hotmail.com
facebook www.facebook.com/austinpinto.xaviers
orkut www.orkut.com/austinpinto.xaviers
twitter www.twitter.com/austinmpinto

join me on google +
surch for +austin

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Re: [Audyssey] questions about playing swamp for the first time.

2011-11-08 Thread john

Alright, here goes.
The download linke is: www.kaldobsky.com/audiogames
and move to the swamp section.
You probably want to start in multi player, single is just 
rediculously hard, you should be able to hold out for a bit in 
multi.
As far as starting the game goes, it should automatically load 
sapi. You can just arrow down to set your name, change the voice 
if you prefer, and then move to the multi-player option. Press 
enter on that and your good to go.


- Original Message -
From: Mich mi...@eastlink.ca
To: gamers @audyssey.org gamers@audyssey.org
Date sent: Tue, 08 Nov 2011 07:43:54 -0500
Subject: [Audyssey] questions about playing swamp for the first 
time.


Hi. I have a few questions about playing swamp for the first 
time. 1 what is the newest version? and 2 where do you download 
the link to it? also about playing in malty player moad how do I 
do that? since I seem to end up in the networks tab when I hit 
that option. I go to swamp.exe hit enter select malty player moad 
and then tabb and then end up in the networks tab also should I 
choose no graphicks?  I hit enter select my name and then I don't 
hear anything. also should I have jaws running? or un load it? I 
am running jaws 12 with windows xp sp 3 btw. I also am wondering 
what is the best moad to start off playing in to get a handle of 
the game and game play? many thanks for answering these 
questions. from Mich.

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Re: [Audyssey] require cheat codes and key bord commands for GMAtankcommander

2011-11-08 Thread john
Very well written dark, my only point would be that the cheats 
for gtc are standard, or at least the ones I know about. I don't 
believe the game has many cheats built into it (it's really not 
that tough).


- Original Message -
From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Date sent: Tue, 8 Nov 2011 12:38:00 -
Subject: Re: [Audyssey] require cheat codes and key bord commands 
for GMAtankcommander


Hi Austin.

Firstly, all the keyboard keys are listed in the games manual, I 
suggest you
look there, sinse that's what it's for. It also has handy tips on 
stratogy

and even an overview of all the games' missions.

Second, sinse the cheatcodes are copy specific to the game and 
need
unlocking individually, we can't tell you what they are, and to 
be honest
the fact that you've not even tried the game and yet are asking 
for cheats
is I think not really a good thing, especially for a game which 
has
difficulty modes that run from extremely! easy to very difficult, 
pluss a

training mode for you to get used to the game.

Lastly, Might I suggest that what you require most is some 
manners,

particularly as regards using the word please.

Asking for help with a game is fine, we've all done it and it's 
one of the
purposes of this list, but simply saying I require as if your 
ordering
items from a catalogue is really not a pleasant way of doing it 
and probably
won't encline others to take the time to write you an answer, 
 even more
especially when you are asking something which could really be 
answered in

the games documentation anyway.

I'm sorry if this comes across as harsh, it's certainly not 
intended as a
slight or a putdown, it's just a reminder sinse I'm afraid 
messages like
your previous one are rather likely to irritate people or at the 
least not

be answered.

All the best,

Dark.

- Original Message -
From: austin pinto austinpinto.xavi...@gmail.com
To: gamers@audyssey.org
Sent: Tuesday, November 08, 2011 10:37 AM
Subject: [Audyssey] require cheat codes and key bord commands for 
GMA

tankcommander


hi all i am going to start gma tank commander today and i 
require all

the cheat codes and key bord commands to play the game

--
austin pinto
email austinpinto.xavi...@gmail.com
alternat email austin.pi...@hotmail.com
facebook www.facebook.com/austinpinto.xaviers
orkut www.orkut.com/austinpinto.xaviers
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Re: [Audyssey] Swamp reflections.

2011-11-08 Thread Dakotah Rickard
There, at least according to Jeremy, is a consequence of death, at
least once the safe zone becomes a storehouse. Unless I misread
something, you drop whatever you were carrying when you die, once
that's in effect. Imagine you're walking around with a rather
difficult to find, rather expensive weapon. You die, and it's gone.
That'd suck enough to discourage death, even if you do just go back to
the last save state. Add to that that if the save hasn't happened
anytime soon, as has happened to me on a crash situation, you may lose
a lot of collected ammo and earned kills. Death sucks, even without it
being permanent.

Now, I do say this. I personally love the idea of permanent death,
just not in this setting. I don't have anything explicitly against it,
just that I think it doesn't add to the story line or really too much
to the setting, although it does make you more  careful. Instead, it
can frustrate longtime players, if their awesome character dies.
That's why so few games include a really permanent death.

As for the fatigue aspect, I'd like it for people to be tired after
running a lot. I know I'd be. Granted, I'm not in the best shape, but
I imagine anyone would be tired after running/jogging around for
hours. The game Alone in the Dark features a fairly in shape detective
who eventually starts staggering if you make him run too much, because
he gets fatigued. I don't know that fighting should add to this, as
most fighting is done with guns. True, firing a gun isn't necessarily
easy, but it isn't truly strenuous on its own. It makes, I think, more
sense to just include fatigue for running. It's a bit more work on the
server, what with it needing, probably, two timers for each character:
a how long you've been running and a how long you've been not
running. Still, walking rocks and it makes sense.

I like the idea for the medkits to be less effective, but I don't
think it should involve the safe zone. If the zone becomes so
important, people won't leave it. it's already the store, warehouse,
save point, and possibly doctor's office. If it becomes the reset
point for your medkits' effectiveness, people may not leave. However,
I can suggest an alternative that may be acceptable, though it would
involve another timer. Medkits should maybe have a cool down period.
Not that you can't use another one, just that it loses, say, 20
percent of its effectiveness if delivered within a certain time, or
that percentage of loss could depend on how soon.

For example: Bob takes a medkit, which gives him a 20 percent health
boost to put him at 50 percent health. A timer starts in the program.
The maximum time is 3 minutes. Within the first 30 seconds, the medkit
is only 25 percent effective, delivering 5 percent health to Bob. The
next thirty seconds restores the medkit to 50 percent effectiveness,
delivering 10 health. From there, 5 percent effectiveness is restored
to the medkit for each thirty seconds. So the patern is like this:
first 30 seconds is +5 health, second 30 seconds is +10 percent, third
thirty is 12 percent, fourth thirty is 14 percent, fifth thirty is 16
percent, sixth thirty is 18 percent, and after that the medkit is
restored to full effectiveness.

That was long and complicated, and I hope it made sense.

Signed:
Dakotah Rickard

On 11/8/11, Jeremy Kaldobsky jer...@kaldobsky.com wrote:
 The balance issues of multiplayer are only temporary.  I've been adding in
 weapons but really haven't done any work making those weapons balanced.
 These are all things I am in the process of working on.

 I've already decided that zombies will never wield weapons, especially not
 guns.  I've never seen any interpretations of zombies where they could use
 weapons, so I have no desire to take that approach either.  I do plan to
 make things more difficult though, I just haven't gotten to it yet.

 Deleting progress.ini will not reset your character.  That information is
 stored on the server itself.  There is not currently a way to start over
 unless you create a new name.

 Direct verbal chat is something I've looked in to at length.  It is actually
 very complicated to implement so I don't see it happening.  If it was
 something relatively easy to do, it would have been my first choice, trust
 me lol.


 Ok, don't shoot me or hack my head
 off, but I think that the multiplayer
 game balance is too easy.  I mean, it's possible to
 get killed (just did,
 seem to have been at a zombie spawn point and multiple
 bandits appeared on
 top of me with no warning, but in general, it seems very
 possible to stay
 alive without having to make lots of snap decisions, once
 you know where you
 are and have any one of the top three weapons.



 Things that would make the game harder:  make the
 zombies react to shots
 from a longer distance.  I've had several instances
 where I fired and missed
 at a target, only to have it continue its slow patrol
 walk.  I think that
 any target that is missed narrowly should immediately turn
 

Re: [Audyssey] questions about playing swamp for the first time.

2011-11-08 Thread Dakotah Rickard
I agree that multiplayer is the best way to get started. Just as a
reminder, tab changes your speech mode. The arrows are how you get
through menus.

Signed:
Dakotah Rickard

On 11/8/11, john jpcarnemo...@comcast.net wrote:
 Alright, here goes.
 The download linke is: www.kaldobsky.com/audiogames
 and move to the swamp section.
 You probably want to start in multi player, single is just
 rediculously hard, you should be able to hold out for a bit in
 multi.
 As far as starting the game goes, it should automatically load
 sapi. You can just arrow down to set your name, change the voice
 if you prefer, and then move to the multi-player option. Press
 enter on that and your good to go.

  - Original Message -
 From: Mich mi...@eastlink.ca
 To: gamers @audyssey.org gamers@audyssey.org
 Date sent: Tue, 08 Nov 2011 07:43:54 -0500
 Subject: [Audyssey] questions about playing swamp for the first
 time.

 Hi. I have a few questions about playing swamp for the first
 time. 1 what is the newest version? and 2 where do you download
 the link to it? also about playing in malty player moad how do I
 do that? since I seem to end up in the networks tab when I hit
 that option. I go to swamp.exe hit enter select malty player moad
 and then tabb and then end up in the networks tab also should I
 choose no graphicks?  I hit enter select my name and then I don't
 hear anything. also should I have jaws running? or un load it? I
 am running jaws 12 with windows xp sp 3 btw. I also am wondering
 what is the best moad to start off playing in to get a handle of
 the game and game play? many thanks for answering these
 questions. from Mich.
 ---
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Re: [Audyssey] require cheat codes and key bord commands forGMAtankcommander

2011-11-08 Thread dark

Hi John.

so I've heard indeed, sorry my mistake. Sinse as you said yourself the game 
doesn't really require cheats I've not looked into using them specifically.


Beware the gRue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 08, 2011 1:06 PM
Subject: Re: [Audyssey] require cheat codes and key bord commands 
forGMAtankcommander



Very well written dark, my only point would be that the cheats for gtc are 
standard, or at least the ones I know about. I don't believe the game has 
many cheats built into it (it's really not that tough).


- Original Message -
From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Date sent: Tue, 8 Nov 2011 12:38:00 -
Subject: Re: [Audyssey] require cheat codes and key bord commands for 
GMAtankcommander


Hi Austin.

Firstly, all the keyboard keys are listed in the games manual, I suggest 
you

look there, sinse that's what it's for. It also has handy tips on stratogy
and even an overview of all the games' missions.

Second, sinse the cheatcodes are copy specific to the game and need
unlocking individually, we can't tell you what they are, and to be honest
the fact that you've not even tried the game and yet are asking for cheats
is I think not really a good thing, especially for a game which has
difficulty modes that run from extremely! easy to very difficult, pluss a
training mode for you to get used to the game.

Lastly, Might I suggest that what you require most is some manners,
particularly as regards using the word please.

Asking for help with a game is fine, we've all done it and it's one of the
purposes of this list, but simply saying I require as if your ordering
items from a catalogue is really not a pleasant way of doing it and 
probably
won't encline others to take the time to write you an answer,  even 
more

especially when you are asking something which could really be answered in
the games documentation anyway.

I'm sorry if this comes across as harsh, it's certainly not intended as a
slight or a putdown, it's just a reminder sinse I'm afraid messages like
your previous one are rather likely to irritate people or at the least not
be answered.

All the best,

Dark.

- Original Message -
From: austin pinto austinpinto.xavi...@gmail.com
To: gamers@audyssey.org
Sent: Tuesday, November 08, 2011 10:37 AM
Subject: [Audyssey] require cheat codes and key bord commands for GMA
tankcommander


hi all i am going to start gma tank commander today and i require all
the cheat codes and key bord commands to play the game

--
austin pinto
email austinpinto.xavi...@gmail.com
alternat email austin.pi...@hotmail.com
facebook www.facebook.com/austinpinto.xaviers
orkut www.orkut.com/austinpinto.xaviers
twitter www.twitter.com/austinmpinto

join me on google +
surch for +austin

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Re: [Audyssey] Swamp reflections.

2011-11-08 Thread Darren Duff
 decisions, once you know where you are 
 and have any one of the top three weapons.



 Things that would make the game harder:  make the zombies react to 
 shots from a longer distance.  I've had several instances where I 
 fired and missed at a target, only to have it continue its slow 
 patrol walk.  I think that any target that is missed narrowly should 
 immediately turn and search for the shooter.



 More zombies please.  The single player game is too much, too many 
 zombies in too little space, but the multi-player often feels empty.  
 Perhaps tweak spawning a bit so there are more zombies at a time in 
 the larger map size.



 Zombies should be able to acquire fire arms as well.
 perhaps they aren't
 excellent shots, but the concept of a zombie firing at you
 from a distance
 would be very frightening and would encourage the use of
 cover and sniping
 tactics.



 More zombie packs. It's easy to pick them off one at a
 time, but the fun
 comes when there's a pack of five or six.  Maybe tweak
 the AI so that
 zombies that are near one another tend to agglomerate into
 packs.



 I think one has to erase progress.ini to go back to the
 beginning state of
 the game after once having saved.  Future updates
 should automagically erase
 this file for a death situation, though not a crash.



 Zombies flooding the safe zone: Thematically, the safe zone
 is a known
 location where tasty human brains collect.  As such,
 it should be under
 constant siege, thus making it more difficult for players
 to reach it
 without a concerted team effort to clear the area.  I
 actually hung out
 southwest of the zone for a while and kept it clean, just
 on a whim,
 role-playing you understand, but if there's always a lot of
 zombies nearby,
 it becomes necessary to do this as the zone takes on more
 functions.



 You've already heard my thoughts on weapon drops and
 usage.



 And yes, this makes it harder to learn from the
 beginning.  Perhaps allow
 for a beginner mode in multiplayer where the character is
 by default more
 stealthy, thus drawing less unexpected attention.
 perhaps this mode exists
 until the player has reached a certain number of kills,
 then it is
 permanently removed.



 Re: chat, I'm sorry, I just don't use this feature in its
 current
 incarnation.  It's a great idea, but the limitations
 are such that I don't
 find myself with a need.



 Would it be feasible to simply implement direct verbal chat
 for those of us
 with headset mikes?  You'd hold down a transmit key
 and simply talk and it
 would be broadcast over the server with the same sound
 localization.  This
 would replace the slash key, and would remove universal
 chat, but would make
 actual character cooperation much more intuitive.  I
 don't know if this
 would be technically difficult, my understanding of
 networking protocols is
 limited.



 Looking forward to the next incarnation.




 Chris Bartlett


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Re: [Audyssey] require cheat codes and key bord commandsforGMAtankcommander

2011-11-08 Thread Darren Duff
Oh not a problem. Just wanted to point that out. You are right shades does
indeed work that way. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Tuesday, November 08, 2011 8:01 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] require cheat codes and key bord
commandsforGMAtankcommander

Ah Darren, I didn't know that, I thought that was how each gma game worked
in the same way as shades of doom generates it's cheat files.

Sorry for the mistake.

Beware the gRue!

Dark.
- Original Message -
From: Darren Duff duff...@gmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, November 08, 2011 12:54 PM
Subject: Re: [Audyssey] require cheat codes and key bord commands
forGMAtankcommander


 Hi Dark. While I agree with you hole heartedly here. I do have to 
 correct one thing. The GTC cheats are not tied to the individual. That
being said.
 I
 am not going to list them here. *grin*

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
 On Behalf Of dark
 Sent: Tuesday, November 08, 2011 7:38 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] require cheat codes and key bord commands for 
 GMAtankcommander

 Hi Austin.

 Firstly, all the keyboard keys are listed in the games manual, I 
 suggest you look there, sinse that's what it's for. It also has handy 
 tips on stratogy and even an overview of all the games' missions.

 Second, sinse the cheatcodes are copy specific to the game and need 
 unlocking individually, we can't tell you what they are, and to be 
 honest the fact that you've not even tried the game and yet are asking 
 for cheats is I think not really a good thing, especially for a game 
 which has difficulty modes that run from extremely! easy to very 
 difficult, pluss a training mode for you to get used to the game.

 Lastly, Might I suggest that what you require most is some manners, 
 particularly as regards using the word please.

 Asking for help with a game is fine, we've all done it and it's one of 
 the purposes of this list, but simply saying I require as if your 
 ordering items from a catalogue is really not a pleasant way of doing 
 it and probably won't encline others to take the time to write you an 
 answer,  even more especially when you are asking something which 
 could really be answered in the games documentation anyway.

 I'm sorry if this comes across as harsh, it's certainly not intended 
 as a slight or a putdown, it's just a reminder sinse I'm afraid 
 messages like your previous one are rather likely to irritate people 
 or at the least not be answered.

 All the best,

 Dark.

 - Original Message -
 From: austin pinto austinpinto.xavi...@gmail.com
 To: gamers@audyssey.org
 Sent: Tuesday, November 08, 2011 10:37 AM
 Subject: [Audyssey] require cheat codes and key bord commands for GMA 
 tankcommander


 hi all i am going to start gma tank commander today and i require all 
 the cheat codes and key bord commands to play the game

 --
 austin pinto
 email austinpinto.xavi...@gmail.com
 alternat email austin.pi...@hotmail.com facebook 
 www.facebook.com/austinpinto.xaviers
 orkut www.orkut.com/austinpinto.xaviers twitter 
 www.twitter.com/austinmpinto

 join me on google +
 surch for +austin

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Re: [Audyssey] Perilous hearts audio demo!

2011-11-08 Thread Darren Duff
O My God that made me laugh so hard! I can't wait until this game is out! IF
you need a good laugh download and listen! The game along with Phillip's
dialog will have you rolling! 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of john
Sent: Tuesday, November 08, 2011 8:06 AM
To: Philip Bennefall; Gamers Discussion list
Subject: Re: [Audyssey] Perilous hearts audio demo!

Yes! Killing more monkeys! I'll be downloading as soon as I finish
responding to the rest of these emails.

 - Original Message -
From: Philip Bennefall phi...@blastbay.com
To: Gamers Discussion list gamers@audyssey.org Date sent: Tue, 8 Nov 2011
12:37:47 +0100
Subject: [Audyssey] Perilous hearts audio demo!

Hi folks!

After some requests, I have decided to release a much longer audio demo of
my upcoming game Perilous Hearts. In this demo I explore the store at the
start of the adventure where you can build up your inventory so to speak,
and then I go on to complete levels 1 and 2. Note that if you do not want
any plot or strategy spoilers, do not listen!

Also note that if you are offended or otherwise affected by the killing of
little virtual monkeys, this may not be suitable for you either as I do end
up killing quite a few of the little cuddly things. And oh how I enjoy it!
Smirk.

I would very much appreciate everyones feedback on this. There's obviously
lots more further ahead in the adventure, but this gives a much better
introduction to the game than what I provided in my last speech.

The link is:
http://www.blastbay.com/audio/perilous_hearts_pre_demo.mp3

Enjoy!

Kind regards,

Philip Bennefall
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Re: [Audyssey] Perilous hearts audio demo!

2011-11-08 Thread dark

Hi Philip.

Really nice demo, the ai of the creatures came across very well, though I do 
have to wonder what you have against monkies, sinse you seemed to go on a 
real killing spree there,  I wonder if the alpha monkey and his crew 
from tarzan junior gave you a disturbed childhood? :D.


I wonder if melany was working on Monkey conservation? :D.

Seriously I do like the sound of the game, the sounds are exelent and the 
gameplay looks fantastic, however I stil have a couple of questions and 
suggestions.


Firstly, as regards the store. While I'm not asking for spoilers, I do hope 
it's possible to pick up extra items such as amo for your guns later in the 
game, sinse otherwise that could make things possibly more tricky than they 
need to be. It'd be a real shame to get to the final boss or game challenge 
and fail because you run out of bullits and can't get anymore.


Secondly, I was wondering about the 2D aspects of the game. As far as I 
could gather, you couldn't jump onto ledges above you but needed a vine to 
climb, which was identified by a vine swinging sound. At that point you were 
up in the trees and could shoot down or presumably climbe higher if you 
found another vine. How much however has been made of the ledge jumping? 
could you for instance jump from tree to tree without the use of vines or 
jump onto a treebranche directly from the ground, sinse I couldn't 
particularly tell if there were any sounds to indicate branches above or to 
either side of you.


If the game is extensively 2D as I hope you might want to think about the 
indicator sounds for ledge endings or ledges above.


Lastly, speaking of indicators a regen sound for when a medikit is in effect 
might be a good idea, sinse I couldn't tell when you were or were not 
regenerating health, and if calculating how many kits to use at what time 
this could be important to know. perhaps a slow calm breathing sound for 
when the kit is in effect? That way if it gets to the end of regeneration 
and health is not at exelent we can always use another kit, but with the way 
things currently work it'd be a case of having to check health status many 
times as in fact you did in the demo.


I'm really looking forward to the game. The sounds and music were great, and 
even though i confess I'm not a huge fan of kidnapped girl plotlines I am 
interested to see where the story goes.


All the best,


Dark. 



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Re: [Audyssey] Perilous hearts audio demo!

2011-11-08 Thread Philip Bennefall

Hi guys,

Thanks for all the nice comments! I spend a lot of time on my sound work so 
I'm really very glad that you're all liking that.


To answer Dark's question about the 2d aspect of the game, you can certainly 
jump up on branches without climbing on vines. It just depends on the height 
of the branch in question, and when it comes to the tree near the quicksand 
it is too high for you to jump directly. There are plenty of other trees 
with several low hanging branches though. There is also an upcoming level 
where you are making your way up a mountain, and there you have to jump from 
ledge to ledge quite a lot and without any vines.


Regarding items, yes you will definitely be getting things that help you 
along the way... Including friends who travel with you and who pack quite a 
powerful punch in their own right. You can choose when you do and when you 
do not want them to fight for you, so you might spare them until you get to 
the harder battles. I say no more. Smile.


And lastly, regarding the medkits I have to think about that one. The player 
makes quite a few sounds all the time so having those interrupted by 
constant breathing as you regenerate might get a bit tiresome. Usually one 
medkit boosts you one level, so if you are criticly injured and take one 
medkit you will go to severely injured, and after another one you will just 
be injured, then slightly injured, fair, great, and excellent.


Kind regards,

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

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 08, 2011 3:14 PM
Subject: Re: [Audyssey] Perilous hearts audio demo!


Hi Philip.

Really nice demo, the ai of the creatures came across very well, though I do
have to wonder what you have against monkies, sinse you seemed to go on a
real killing spree there,  I wonder if the alpha monkey and his crew
from tarzan junior gave you a disturbed childhood? :D.

I wonder if melany was working on Monkey conservation? :D.

Seriously I do like the sound of the game, the sounds are exelent and the
gameplay looks fantastic, however I stil have a couple of questions and
suggestions.

Firstly, as regards the store. While I'm not asking for spoilers, I do hope
it's possible to pick up extra items such as amo for your guns later in the
game, sinse otherwise that could make things possibly more tricky than they
need to be. It'd be a real shame to get to the final boss or game challenge
and fail because you run out of bullits and can't get anymore.

Secondly, I was wondering about the 2D aspects of the game. As far as I
could gather, you couldn't jump onto ledges above you but needed a vine to
climb, which was identified by a vine swinging sound. At that point you were
up in the trees and could shoot down or presumably climbe higher if you
found another vine. How much however has been made of the ledge jumping?
could you for instance jump from tree to tree without the use of vines or
jump onto a treebranche directly from the ground, sinse I couldn't
particularly tell if there were any sounds to indicate branches above or to
either side of you.

If the game is extensively 2D as I hope you might want to think about the
indicator sounds for ledge endings or ledges above.

Lastly, speaking of indicators a regen sound for when a medikit is in effect
might be a good idea, sinse I couldn't tell when you were or were not
regenerating health, and if calculating how many kits to use at what time
this could be important to know. perhaps a slow calm breathing sound for
when the kit is in effect? That way if it gets to the end of regeneration
and health is not at exelent we can always use another kit, but with the way
things currently work it'd be a case of having to check health status many
times as in fact you did in the demo.

I'm really looking forward to the game. The sounds and music were great, and
even though i confess I'm not a huge fan of kidnapped girl plotlines I am
interested to see where the story goes.

All the best,


Dark.


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Re: [Audyssey] Swamp reflections.

2011-11-08 Thread Christopher Bartlett
I'm talking about a game with complexity, depth and a reason for different
types of strategic choices.  Jeremy has presented us with a great, fun game.
it could be the basis for the first truly multi-layered FPS game we've ever
had, with a replay value that dwarfs Shades of Doom.  Does this mean the
game becomes more complex?  yes it does, and if Jeremy is willing to go
there, I am encouraging him to do so.  Look at Castaways.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Darren Duff
Sent: Tuesday, November 08, 2011 8:33 AM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Swamp reflections.

Are we still talking about a game here or a simulation. Because to me at
least that's what this is starting to sound like. 



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Re: [Audyssey] Perilous hearts audio demo!

2011-11-08 Thread Bryan Peterson

Ok, now I really can't wait to get my grubby little paws on this one LOL.
They're coming to take me away, ha-haaa!
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 08, 2011 7:28 AM
Subject: Re: [Audyssey] Perilous hearts audio demo!



Hi guys,

Thanks for all the nice comments! I spend a lot of time on my sound work 
so I'm really very glad that you're all liking that.


To answer Dark's question about the 2d aspect of the game, you can 
certainly jump up on branches without climbing on vines. It just depends 
on the height of the branch in question, and when it comes to the tree 
near the quicksand it is too high for you to jump directly. There are 
plenty of other trees with several low hanging branches though. There is 
also an upcoming level where you are making your way up a mountain, and 
there you have to jump from ledge to ledge quite a lot and without any 
vines.


Regarding items, yes you will definitely be getting things that help you 
along the way... Including friends who travel with you and who pack quite 
a powerful punch in their own right. You can choose when you do and when 
you do not want them to fight for you, so you might spare them until you 
get to the harder battles. I say no more. Smile.


And lastly, regarding the medkits I have to think about that one. The 
player makes quite a few sounds all the time so having those interrupted 
by constant breathing as you regenerate might get a bit tiresome. Usually 
one medkit boosts you one level, so if you are criticly injured and take 
one medkit you will go to severely injured, and after another one you will 
just be injured, then slightly injured, fair, great, and excellent.


Kind regards,

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

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 08, 2011 3:14 PM
Subject: Re: [Audyssey] Perilous hearts audio demo!


Hi Philip.

Really nice demo, the ai of the creatures came across very well, though I 
do

have to wonder what you have against monkies, sinse you seemed to go on a
real killing spree there,  I wonder if the alpha monkey and his crew
from tarzan junior gave you a disturbed childhood? :D.

I wonder if melany was working on Monkey conservation? :D.

Seriously I do like the sound of the game, the sounds are exelent and the
gameplay looks fantastic, however I stil have a couple of questions and
suggestions.

Firstly, as regards the store. While I'm not asking for spoilers, I do 
hope
it's possible to pick up extra items such as amo for your guns later in 
the
game, sinse otherwise that could make things possibly more tricky than 
they
need to be. It'd be a real shame to get to the final boss or game 
challenge

and fail because you run out of bullits and can't get anymore.

Secondly, I was wondering about the 2D aspects of the game. As far as I
could gather, you couldn't jump onto ledges above you but needed a vine to
climb, which was identified by a vine swinging sound. At that point you 
were

up in the trees and could shoot down or presumably climbe higher if you
found another vine. How much however has been made of the ledge jumping?
could you for instance jump from tree to tree without the use of vines or
jump onto a treebranche directly from the ground, sinse I couldn't
particularly tell if there were any sounds to indicate branches above or 
to

either side of you.

If the game is extensively 2D as I hope you might want to think about the
indicator sounds for ledge endings or ledges above.

Lastly, speaking of indicators a regen sound for when a medikit is in 
effect

might be a good idea, sinse I couldn't tell when you were or were not
regenerating health, and if calculating how many kits to use at what time
this could be important to know. perhaps a slow calm breathing sound for
when the kit is in effect? That way if it gets to the end of regeneration
and health is not at exelent we can always use another kit, but with the 
way

things currently work it'd be a case of having to check health status many
times as in fact you did in the demo.

I'm really looking forward to the game. The sounds and music were great, 
and

even though i confess I'm not a huge fan of kidnapped girl plotlines I am
interested to see where the story goes.

All the best,


Dark.


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Re: [Audyssey] Swamp reflections.

2011-11-08 Thread Christopher Bartlett
My comments interleaved with yours.


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Dakotah Rickard
Sent: Tuesday, November 08, 2011 8:07 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp reflections.

There, at least according to Jeremy, is a consequence of death, at
least once the safe zone becomes a storehouse. Unless I misread
something, you drop whatever you were carrying when you die, once
that's in effect. Imagine you're walking around with a rather
difficult to find, rather expensive weapon. You die, and it's gone.
That'd suck enough to discourage death, even if you do just go back to
the last save state. Add to that that if the save hasn't happened
anytime soon, as has happened to me on a crash situation, you may lose
a lot of collected ammo and earned kills. Death sucks, even without it
being permanent.

I don't find that an emotionally satisfying argument, which is subjective
and I'm not saying you're wrong.  But this is a horror genre game.  A game
tells a story.  Horror is by definition about, well, horror, which means
it's about facing tremendous odds and either dying horribly or triumphing
against those odds.  Death is a sine qua non of the genre.

Now it may be that I'm bringing literary tropes over into the game world,
and that may be inappropriate.  I have less than zero interest in a game
that doesn't engage my emotions.  This is why I have tended to not care
about FPS style games, since they seem to be about technique.  Here I have a
chance to have input on the ground level of such a game.  I don't personally
find the loss of an assault rifle to be a sufficient consequence of dying.
That may be because I'm not steeped in the tropes of mainstream gaming.  If
that's true, sobeit, I'll accept that critique.

Now, I do say this. I personally love the idea of permanent death,
just not in this setting. I don't have anything explicitly against it,
just that I think it doesn't add to the story line or really too much
to the setting, although it does make you more  careful. Instead, it
can frustrate longtime players, if their awesome character dies.
That's why so few games include a really permanent death.

The frustration of losing a carefully built-up character is part of the
emotional consequences I'm talking about.  Why is this different from
getting through five and a half sectors of GTC, or to level 9 in SOD, or
hell, even getting eleven catapults built in Castaways, then having it all
go wrong?  Is this a genre thing?

See previous comments for the role of death in the horror genre.

As for the fatigue aspect, I'd like it for people to be tired after
running a lot. I know I'd be. Granted, I'm not in the best shape, but
I imagine anyone would be tired after running/jogging around for
hours. The game Alone in the Dark features a fairly in shape detective
who eventually starts staggering if you make him run too much, because
he gets fatigued. I don't know that fighting should add to this, as
most fighting is done with guns. True, firing a gun isn't necessarily
easy, but it isn't truly strenuous on its own. It makes, I think, more
sense to just include fatigue for running. It's a bit more work on the
server, what with it needing, probably, two timers for each character:
a how long you've been running and a how long you've been not
running. Still, walking rocks and it makes sense.

Your technical comments are apt, and I can't speak to them.  But fighting
with guns is, according to anyone I've ever spoken to or read who has
actually done it, quite fatiguing, not so much because of the physical
strain, but because of the constant dumping of adrenaline into the system
and its subsequent usage.  The body can only do so much of that before it
begins to tell.  

Still, I think your idea is probably a good compromise.

I like the idea for the medkits to be less effective, but I don't
think it should involve the safe zone. If the zone becomes so
important, people won't leave it. it's already the store, warehouse,
save point, and possibly doctor's office. If it becomes the reset
point for your medkits' effectiveness, people may not leave. However,
I can suggest an alternative that may be acceptable, though it would
involve another timer. Medkits should maybe have a cool down period.
Not that you can't use another one, just that it loses, say, 20
percent of its effectiveness if delivered within a certain time, or
that percentage of loss could depend on how soon.

*lengthy example deleted for space*.  But if you never leave the safe zone,
what's the point in playing the game?  The reset idea makes it likely that
you have to come back to the safe zone every so often, but it doesn't keep
you there.  your idea is also a good one though, and let's see what other
people think.

Chris Bartlett



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Re: [Audyssey] Swamp reflections.

2011-11-08 Thread Christopher Bartlett
My commentary interleaved with yours.


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of john
Sent: Tuesday, November 08, 2011 8:06 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp reflections.

Ok, I really should have responded to this thread a little while 
ago, but here goes. As far as zombie packs go, I do agree that 
there should be more of them, but not all zombies should be in 
packs. If you have nothing but packs of five or six (or even two 
or three) zombies running around, having no ammo is a certain 
death statement. Also, as far as switching weapons timing goes, 
I've been in more than one situation even today (it's 7:45 am 
now) where if I didn't switch weapons right away, it would be the 
end of me. As far as encumbrance goes, I believe that it could be 
an interesting factor, but too much of it would overbalance the 
game. It's hard enough to survive as is.

Your comments about zombie packs are true enough.  It's hard to do a hit and
run on a zombie with an axe, let alone if it has help from its friends.  But
when zombies spawn, they wouldn't necessarily have to be near one another,
so there would still likely be solitaries roaming around.  Also, if the safe
zone is going to become a place where one can acquire weapons and ammo, this
consideration is less relevant.  And really, it's not that hard to evade
zombies if your intention is strictly evasion, rather than combat.  Just
stay quiet and patient until you've acquired some ammunition.  Walk, rather
than run, and avoid any zombie sounds.

As for the switching delay problem, yes, this would be a situation where
you'd have a problem.  It puts a premium on planning.  And you can almost
always run rather than fighting.  Run to give yourself time to
weapons-switch.

In regards to what Chris said, I highly disagree with the 
idea of moving/fighting decreasing health and med-packs being 
less and less useful. If the safe zone is going to be under siege 
(which sounds awesome for multiple reasons) it would spell out 
death for a player who spent too long away from there. Also, this 
could trap players in the safe zone, and would eventually force 
the few remaining players to be extremely careful as to what they 
did, as there can't be reinforcement.
I  feel like I'm missing a few statements, so there may be 
another email from me on the subject, but this is all for now.

The safe zone is going to bring lots of benefits.  It should be hard to get
to without help.  Dakotah has proposed a good alternative to my original
idea about med kits, which might balance better, but I'm pushing for the
safe zone to be both important and difficult to reach.  Remember, we've
already got two NPCs who are working to keep the immediate vicinity clear
for you.  They seem to be really good shots.

Chris Bartlett


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Re: [Audyssey] Perilous hearts audio demo!

2011-11-08 Thread Lori Duncan
Hi Philip, I just listened to the demmo, unfortunatley for me I decided to 
have my dinner at the same time and was treated to the lovely sound of 
corpses being eaten :)  Where did you get that sound from?  Also out of 
interest is it possible to shoot and eat a vulture?  I like how you can save 
multible adventures, if one doesn't work out you can try a different way of 
doing things in a different slot.  I hate to ask, but will the game be out 
in time for Christmas, I've been a good girl all year I promis :)  Also how 
do you shoot in different directions like up down and side to side?  It was 
a very good listen and I will be buying the full version for sure.  Thanks, 
hope your cold is better, from Lori.  P.S, does your cousin know you 
compaired them to a monkey?  :)


--
From: Philip Bennefall phi...@blastbay.com
Sent: Tuesday, November 08, 2011 11:37 AM
To: Gamers Discussion list gamers@audyssey.org
Subject: [Audyssey] Perilous hearts audio demo!


Hi folks!

After some requests, I have decided to release a much longer audio demo of 
my upcoming game Perilous Hearts. In this demo I explore the store at the 
start of the adventure where you can build up your inventory so to speak, 
and then I go on to complete levels 1 and 2. Note that if you do not want 
any plot or strategy spoilers, do not listen!


Also note that if you are offended or otherwise affected by the killing of 
little virtual monkeys, this may not be suitable for you either as I do 
end up killing quite a few of the little cuddly things. And oh how I enjoy 
it! Smirk.


I would very much appreciate everyones feedback on this. There's obviously 
lots more further ahead in the adventure, but this gives a much better 
introduction to the game than what I provided in my last speech.


The link is:
http://www.blastbay.com/audio/perilous_hearts_pre_demo.mp3

Enjoy!

Kind regards,

Philip Bennefall
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Re: [Audyssey] Perilous hearts audio demo!

2011-11-08 Thread shaun everiss

well this demo was really cool.
When  is the game due to come out, I am itching to get it maybe for 
christmas though it sounds like its a big project.

At 12:37 p.m. 8/11/2011 +0100, you wrote:

Hi folks!

After some requests, I have decided to release a much longer audio 
demo of my upcoming game Perilous Hearts. In this demo I explore the 
store at the start of the adventure where you can build up your 
inventory so to speak, and then I go on to complete levels 1 and 2. 
Note that if you do not want any plot or strategy spoilers, do not listen!


Also note that if you are offended or otherwise affected by the 
killing of little virtual monkeys, this may not be suitable for you 
either as I do end up killing quite a few of the little cuddly 
things. And oh how I enjoy it! Smirk.


I would very much appreciate everyones feedback on this. There's 
obviously lots more further ahead in the adventure, but this gives a 
much better introduction to the game than what I provided in my last speech.


The link is:
http://www.blastbay.com/audio/perilous_hearts_pre_demo.mp3

Enjoy!

Kind regards,

Philip Bennefall
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Re: [Audyssey] Perilous hearts audio demo!

2011-11-08 Thread Curt Taubert
I love the sound of this game.  I also like how you have options.  Such as 
all the weapons you can use.
- Original Message - 
From: shaun everiss sm.ever...@gmail.com
To: Philip Bennefall phi...@blastbay.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Tuesday, November 08, 2011 11:10 AM
Subject: Re: [Audyssey] Perilous hearts audio demo!



well this demo was really cool.
When  is the game due to come out, I am itching to get it maybe for 
christmas though it sounds like its a big project.

At 12:37 p.m. 8/11/2011 +0100, you wrote:

Hi folks!

After some requests, I have decided to release a much longer audio demo of 
my upcoming game Perilous Hearts. In this demo I explore the store at the 
start of the adventure where you can build up your inventory so to speak, 
and then I go on to complete levels 1 and 2. Note that if you do not want 
any plot or strategy spoilers, do not listen!


Also note that if you are offended or otherwise affected by the killing of 
little virtual monkeys, this may not be suitable for you either as I do 
end up killing quite a few of the little cuddly things. And oh how I enjoy 
it! Smirk.


I would very much appreciate everyones feedback on this. There's obviously 
lots more further ahead in the adventure, but this gives a much better 
introduction to the game than what I provided in my last speech.


The link is:
http://www.blastbay.com/audio/perilous_hearts_pre_demo.mp3

Enjoy!

Kind regards,

Philip Bennefall
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Re: [Audyssey] Perilous hearts audio demo!

2011-11-08 Thread Mich
Hi Philip. this game was really cool smile I for sure will be buying it when 
it comes out. I really liked the demo!!! from Mich.
- Original Message - 
From: shaun everiss sm.ever...@gmail.com
To: Philip Bennefall phi...@blastbay.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Tuesday, November 08, 2011 12:10 PM
Subject: Re: [Audyssey] Perilous hearts audio demo!



well this demo was really cool.
When  is the game due to come out, I am itching to get it maybe for 
christmas though it sounds like its a big project.

At 12:37 p.m. 8/11/2011 +0100, you wrote:

Hi folks!

After some requests, I have decided to release a much longer audio demo of 
my upcoming game Perilous Hearts. In this demo I explore the store at the 
start of the adventure where you can build up your inventory so to speak, 
and then I go on to complete levels 1 and 2. Note that if you do not want 
any plot or strategy spoilers, do not listen!


Also note that if you are offended or otherwise affected by the killing of 
little virtual monkeys, this may not be suitable for you either as I do 
end up killing quite a few of the little cuddly things. And oh how I enjoy 
it! Smirk.


I would very much appreciate everyones feedback on this. There's obviously 
lots more further ahead in the adventure, but this gives a much better 
introduction to the game than what I provided in my last speech.


The link is:
http://www.blastbay.com/audio/perilous_hearts_pre_demo.mp3

Enjoy!

Kind regards,

Philip Bennefall
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Re: [Audyssey] Swamp reflections.

2011-11-08 Thread Dakotah Rickard
I do take the point about simulation versus game. I remember how much
fun it was, in Fallout II, to carry around ungodly amounts of weaponry
and explosives. However, I love the concept of a realistic  FPS. As I
said, not realistic like unplayable, just realistic like not quake, or
more truthfully, not doom. I like the 2d awesomeness that we have, and
I can only praise Jeremy for what he's done. I would, frankly, love to
see where he alone would want Swamp to go, whether it's incumbrance,
fatigue, more weapons, flying monkeys, sheep zombies, or what have
you. I'm so impressed with what I've seen so far that I can't imagine
us coming up with anything to dwarf it.

However, I will briefly say that the medkit thing is a potential idea
that would probably be annoying to implement. That's the same with
running. I think part of the problem is that we default to that, and
most people either don't want to change it, don't know how, or don't
care.

As for the safe zone being under siege, it kind of makes sense that
it'd be hard to clear, given the amount of zombie stuff out there
suggesting sieges by the hoards, but it eventually becomes a question,
as it was put, of simulation or game. If the safe zone is under siege,
it would take a concerted effort of many players to clear the area. In
fact, it'd probably take a bunch shooting their way out, running off,
and making hellacious noise to attract zombies. To that end, I really
would love to see the player communications, the Over here and such
attract zombies. Even if it isn't all the messages, I think there
maybe should be a way to attract them easily, if that's your choice,
without wasting tons of ammo.

Thanks again for the wake up call of game versus simulation. I hope I
never forget that again.

Signed:
Dakotah Rickard

On 11/8/11, Christopher Bartlett themusicalbre...@gmail.com wrote:
 My commentary interleaved with yours.


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of john
 Sent: Tuesday, November 08, 2011 8:06 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Swamp reflections.

 Ok, I really should have responded to this thread a little while
 ago, but here goes. As far as zombie packs go, I do agree that
 there should be more of them, but not all zombies should be in
 packs. If you have nothing but packs of five or six (or even two
 or three) zombies running around, having no ammo is a certain
 death statement. Also, as far as switching weapons timing goes,
 I've been in more than one situation even today (it's 7:45 am
 now) where if I didn't switch weapons right away, it would be the
 end of me. As far as encumbrance goes, I believe that it could be
 an interesting factor, but too much of it would overbalance the
 game. It's hard enough to survive as is.

 Your comments about zombie packs are true enough.  It's hard to do a hit and
 run on a zombie with an axe, let alone if it has help from its friends.  But
 when zombies spawn, they wouldn't necessarily have to be near one another,
 so there would still likely be solitaries roaming around.  Also, if the safe
 zone is going to become a place where one can acquire weapons and ammo, this
 consideration is less relevant.  And really, it's not that hard to evade
 zombies if your intention is strictly evasion, rather than combat.  Just
 stay quiet and patient until you've acquired some ammunition.  Walk, rather
 than run, and avoid any zombie sounds.

 As for the switching delay problem, yes, this would be a situation where
 you'd have a problem.  It puts a premium on planning.  And you can almost
 always run rather than fighting.  Run to give yourself time to
 weapons-switch.
   
 In regards to what Chris said, I highly disagree with the
 idea of moving/fighting decreasing health and med-packs being
 less and less useful. If the safe zone is going to be under siege
 (which sounds awesome for multiple reasons) it would spell out
 death for a player who spent too long away from there. Also, this
 could trap players in the safe zone, and would eventually force
 the few remaining players to be extremely careful as to what they
 did, as there can't be reinforcement.
   I  feel like I'm missing a few statements, so there may be
 another email from me on the subject, but this is all for now.

 The safe zone is going to bring lots of benefits.  It should be hard to get
 to without help.  Dakotah has proposed a good alternative to my original
 idea about med kits, which might balance better, but I'm pushing for the
 safe zone to be both important and difficult to reach.  Remember, we've
 already got two NPCs who are working to keep the immediate vicinity clear
 for you.  They seem to be really good shots.

   Chris Bartlett


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Re: [Audyssey] Swamp reflections.

2011-11-08 Thread Darren Duff
I've never played it. This is the first game of his that I have picked up. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Christopher Bartlett
Sent: Tuesday, November 08, 2011 10:49 AM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Swamp reflections.

I'm talking about a game with complexity, depth and a reason for different
types of strategic choices.  Jeremy has presented us with a great, fun game.
it could be the basis for the first truly multi-layered FPS game we've ever
had, with a replay value that dwarfs Shades of Doom.  Does this mean the
game becomes more complex?  yes it does, and if Jeremy is willing to go
there, I am encouraging him to do so.  Look at Castaways.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Darren Duff
Sent: Tuesday, November 08, 2011 8:33 AM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Swamp reflections.

Are we still talking about a game here or a simulation. Because to me at
least that's what this is starting to sound like. 



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Re: [Audyssey] Perilous hearts audio demo!

2011-11-08 Thread Bryan Peterson

I'm curious whether you'll actually eat food you cook LOL.
They're coming to take me away, ha-haaa!
- Original Message - 
From: Lori Duncan lori_dunca...@hotmail.com
To: Philip Bennefall phi...@blastbay.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Tuesday, November 08, 2011 9:31 AM
Subject: Re: [Audyssey] Perilous hearts audio demo!


Hi Philip, I just listened to the demmo, unfortunatley for me I decided to 
have my dinner at the same time and was treated to the lovely sound of 
corpses being eaten :)  Where did you get that sound from?  Also out of 
interest is it possible to shoot and eat a vulture?  I like how you can 
save multible adventures, if one doesn't work out you can try a different 
way of doing things in a different slot.  I hate to ask, but will the game 
be out in time for Christmas, I've been a good girl all year I promis :) 
Also how do you shoot in different directions like up down and side to 
side?  It was a very good listen and I will be buying the full version for 
sure.  Thanks, hope your cold is better, from Lori.  P.S, does your cousin 
know you compaired them to a monkey?  :)


--
From: Philip Bennefall phi...@blastbay.com
Sent: Tuesday, November 08, 2011 11:37 AM
To: Gamers Discussion list gamers@audyssey.org
Subject: [Audyssey] Perilous hearts audio demo!


Hi folks!

After some requests, I have decided to release a much longer audio demo 
of my upcoming game Perilous Hearts. In this demo I explore the store at 
the start of the adventure where you can build up your inventory so to 
speak, and then I go on to complete levels 1 and 2. Note that if you do 
not want any plot or strategy spoilers, do not listen!


Also note that if you are offended or otherwise affected by the killing 
of little virtual monkeys, this may not be suitable for you either as I 
do end up killing quite a few of the little cuddly things. And oh how I 
enjoy it! Smirk.


I would very much appreciate everyones feedback on this. There's 
obviously lots more further ahead in the adventure, but this gives a much 
better introduction to the game than what I provided in my last speech.


The link is:
http://www.blastbay.com/audio/perilous_hearts_pre_demo.mp3

Enjoy!

Kind regards,

Philip Bennefall
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Re: [Audyssey] Perilous hearts audio demo!

2011-11-08 Thread Yohandy
same here. hopefully those levels will make it to a demo, since they've 
already been spoiled anyway. I'd prefer to play them than to listen to 
someone play them. plus I like to experiment with things and see what 
happens. Philip, release a demo immediately! lol


- Original Message - 
From: Ryan Conroy staindadd...@juno.com

To: phi...@blastbay.com; gamers@audyssey.org
Sent: Tuesday, November 08, 2011 7:51 AM
Subject: Re: [Audyssey] Perilous hearts audio demo!



Oh wow, can't wait for this!! Can't wait to play it. lol

Thanks Philip.



-- Original Message --
From: Philip Bennefall phi...@blastbay.com
To: Gamers Discussion list gamers@audyssey.org
Subject: [Audyssey] Perilous hearts audio demo!
Date: Tue, 8 Nov 2011 12:37:47 +0100

Hi folks!

After some requests, I have decided to release a much longer audio demo of 
my upcoming game Perilous Hearts. In this demo I explore the store at the 
start of the adventure where you can build up your inventory so to speak, 
and then I go on to complete levels 1 and 2. Note that if you do not want 
any plot or strategy spoilers, do not listen!


Also note that if you are offended or otherwise affected by the killing of 
little virtual monkeys, this may not be suitable for you either as I do 
end up killing quite a few of the little cuddly things. And oh how I enjoy 
it! Smirk.


I would very much appreciate everyones feedback on this. There's obviously 
lots more further ahead in the adventure, but this gives a much better 
introduction to the game than what I provided in my last speech.


The link is:
http://www.blastbay.com/audio/perilous_hearts_pre_demo.mp3

Enjoy!

Kind regards,

Philip Bennefall
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Re: [Audyssey] require cheat codes and key bord commands for GMA tank commander

2011-11-08 Thread Thomas Ward
Hi,

No offense, but if this is your first time playing you will sorely be
disappointed in the game if you enable the cheat codes. Reason being
is certain cheats such as the invisibility cheat make it impossible
for the enemy tanks, bases, etc to fire on you. I recommend playing
the game a while normally before playing with the all ammo or
invisibility cheat codes.

Cheers!


On 11/8/11, austin pinto austinpinto.xavi...@gmail.com wrote:
 hi all i am going to start gma tank commander today and i require all
 the cheat codes and key bord commands to play the game

 --
 austin pinto
 email austinpinto.xavi...@gmail.com
 alternat email austin.pi...@hotmail.com
 facebook www.facebook.com/austinpinto.xaviers
 orkut www.orkut.com/austinpinto.xaviers
 twitter www.twitter.com/austinmpinto

 join me on google +
 surch for +austin

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Re: [Audyssey] require cheat codes and key bord commands for GMA tankcommander

2011-11-08 Thread Thomas Ward
Hi Dark,

Well said. I admit I was rather short with him a minute ago exactly
because I felt his message was rude and came off like we owe him an
answer or something. Saying I require was pretty darn rude in my
opinion. Plus the fact he mentioned he wanted the keyboard
commands--which is in the manual--just irritated me since that is what
its for. Anyone who can't or won't look up an answer in the manual is
just lazy and doesn't deserve a reply on list as far as I am
concerned.

As for the cheat codes go they are not tied to a specific product key
like Shades of Doom, but I sorely wish they were. That way it would
force lazy cheaters to actually play the game first, winning the cheat
codes, instead of having the codes  handed to them without trying the
game to begin with. After all, if they don't want to play the game
without cheating what's the point in buying and playing it in the
first place?
'
Cheers!


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

 Firstly, all the keyboard keys are listed in the games manual, I suggest you
 look there, sinse that's what it's for. It also has handy tips on stratogy
 and even an overview of all the games' missions.

 Second, sinse the cheatcodes are copy specific to the game and need
 unlocking individually, we can't tell you what they are, and to be honest
 the fact that you've not even tried the game and yet are asking for cheats
 is I think not really a good thing, especially for a game which has
 difficulty modes that run from extremely! easy to very difficult, pluss a
 training mode for you to get used to the game.

 Lastly, Might I suggest that what you require most is some manners,
 particularly as regards using the word please.

 Asking for help with a game is fine, we've all done it and it's one of the
 purposes of this list, but simply saying I require as if your ordering
 items from a catalogue is really not a pleasant way of doing it and probably
 won't encline others to take the time to write you an answer,  even more
 especially when you are asking something which could really be answered in
 the games documentation anyway.

 I'm sorry if this comes across as harsh, it's certainly not intended as a
 slight or a putdown, it's just a reminder sinse I'm afraid messages like
 your previous one are rather likely to irritate people or at the least not
 be answered.

 All the best,

 Dark.

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Re: [Audyssey] Perilous hearts audio demo!

2011-11-08 Thread Thomas Ward
Hi Philip,

Lol! I can't remember when I laughed so hard. Your commentary was
absolutely helarious. Let's just say the game sounds good, and your
presentation of it was even better.

Cheers!!


On 11/8/11, Philip Bennefall phi...@blastbay.com wrote:
 Hi folks!

 After some requests, I have decided to release a much longer audio demo of
 my upcoming game Perilous Hearts. In this demo I explore the store at the
 start of the adventure where you can build up your inventory so to speak,
 and then I go on to complete levels 1 and 2. Note that if you do not want
 any plot or strategy spoilers, do not listen!

 Also note that if you are offended or otherwise affected by the killing of
 little virtual monkeys, this may not be suitable for you either as I do end
 up killing quite a few of the little cuddly things. And oh how I enjoy it!
 Smirk.

 I would very much appreciate everyones feedback on this. There's obviously
 lots more further ahead in the adventure, but this gives a much better
 introduction to the game than what I provided in my last speech.

 The link is:
 http://www.blastbay.com/audio/perilous_hearts_pre_demo.mp3

 Enjoy!

 Kind regards,

 Philip Bennefall
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Re: [Audyssey] require cheat codes and key bord commands for GMAtankcommander

2011-11-08 Thread dark

Hi tom.

I used to play many games with cheats on the amigar, but have rather got out 
of that habbit precisely because! I preferd to complete them without.


These days, the only time I use cheat codes are either A, for access 
reasons, for instance turning off the time limit in order to give me more 
time to look at a graphical screen or B, in some older console games that do 
not have a save or password feature to substitute for these so that I do not 
constantly have to play earlier levels over and over again to get to the 
later ones which I might actually be on, thus I can skip to the start of 
whatever level I was on last which saves considderable amounts of time.


For modern games on the pc or accessible ones though neither of these 
obviously applies, and generally the only time I'll use cheats is for a 
couple of seconds of amusement value, like at one point I had great fun 
mowing down all the enemmies in superliam with a machine gun.


I will confess I've not earned the gma tank cheats, mostly because I'm 
afraid I simply completed the game once and then didn't play for quite some 
time after that (actually it's a long while sinse i tried the game myself), 
but this is my own fault and certainly I'd rather not just be told the 
cheats.


Beware the grue!

DArk.



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Re: [Audyssey] Games for Mac

2011-11-08 Thread Thomas Ward
Hi,

Well, in that case I can't help you there. The fact of the matter is
that mainstream developers usually don't create native Mac ports of
their games. What ends up happening is they will work with a
commercial emulator like Transgaming's Cider so that the PC version
will run on Mac via the emulator. That's what E.A. Games and a lot of
mainstream game developers do instead of creating Mac specific ports.

HTH


On 11/7/11, Karl Belanger karl.belan...@comcast.net wrote:
 I already have windows 7 on another partition, which has most of the windows
 games on it. I'm looking for native mac games, either mainstream or
 otherwise, that are playable. One of my favorite games is Street Fighter,
 which I have on the windows partition, but haven't found anything similar
 for Mac.
 Karl

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Re: [Audyssey] Perilous hearts audio demo!

2011-11-08 Thread william lomas
yeah i agree have these 2 levels as our playable ones for a demo perhaps

On Nov 8, 2011, at 6:56 PM, Yohandy wrote:

 same here. hopefully those levels will make it to a demo, since they've 
 already been spoiled anyway. I'd prefer to play them than to listen to 
 someone play them. plus I like to experiment with things and see what 
 happens. Philip, release a demo immediately! lol
 
 - Original Message - From: Ryan Conroy staindadd...@juno.com
 To: phi...@blastbay.com; gamers@audyssey.org
 Sent: Tuesday, November 08, 2011 7:51 AM
 Subject: Re: [Audyssey] Perilous hearts audio demo!
 
 
 Oh wow, can't wait for this!! Can't wait to play it. lol
 
 Thanks Philip.
 
 
 
 -- Original Message --
 From: Philip Bennefall phi...@blastbay.com
 To: Gamers Discussion list gamers@audyssey.org
 Subject: [Audyssey] Perilous hearts audio demo!
 Date: Tue, 8 Nov 2011 12:37:47 +0100
 
 Hi folks!
 
 After some requests, I have decided to release a much longer audio demo of 
 my upcoming game Perilous Hearts. In this demo I explore the store at the 
 start of the adventure where you can build up your inventory so to speak, 
 and then I go on to complete levels 1 and 2. Note that if you do not want 
 any plot or strategy spoilers, do not listen!
 
 Also note that if you are offended or otherwise affected by the killing of 
 little virtual monkeys, this may not be suitable for you either as I do end 
 up killing quite a few of the little cuddly things. And oh how I enjoy it! 
 Smirk.
 
 I would very much appreciate everyones feedback on this. There's obviously 
 lots more further ahead in the adventure, but this gives a much better 
 introduction to the game than what I provided in my last speech.
 
 The link is:
 http://www.blastbay.com/audio/perilous_hearts_pre_demo.mp3
 
 Enjoy!
 
 Kind regards,
 
 Philip Bennefall
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Re: [Audyssey] Perilous hearts audio demo!

2011-11-08 Thread Bryan Peterson
I get the feeling that's what Philip intends to do judging from his 
commentary, since he did say after level two was where the demo would most 
likely end.

They're coming to take me away, ha-haaa!
- Original Message - 
From: william lomas will.d.lo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 08, 2011 1:54 PM
Subject: Re: [Audyssey] Perilous hearts audio demo!



yeah i agree have these 2 levels as our playable ones for a demo perhaps

On Nov 8, 2011, at 6:56 PM, Yohandy wrote:

same here. hopefully those levels will make it to a demo, since they've 
already been spoiled anyway. I'd prefer to play them than to listen to 
someone play them. plus I like to experiment with things and see what 
happens. Philip, release a demo immediately! lol


- Original Message - From: Ryan Conroy staindadd...@juno.com
To: phi...@blastbay.com; gamers@audyssey.org
Sent: Tuesday, November 08, 2011 7:51 AM
Subject: Re: [Audyssey] Perilous hearts audio demo!



Oh wow, can't wait for this!! Can't wait to play it. lol

Thanks Philip.



-- Original Message --
From: Philip Bennefall phi...@blastbay.com
To: Gamers Discussion list gamers@audyssey.org
Subject: [Audyssey] Perilous hearts audio demo!
Date: Tue, 8 Nov 2011 12:37:47 +0100

Hi folks!

After some requests, I have decided to release a much longer audio demo 
of my upcoming game Perilous Hearts. In this demo I explore the store at 
the start of the adventure where you can build up your inventory so to 
speak, and then I go on to complete levels 1 and 2. Note that if you do 
not want any plot or strategy spoilers, do not listen!


Also note that if you are offended or otherwise affected by the killing 
of little virtual monkeys, this may not be suitable for you either as I 
do end up killing quite a few of the little cuddly things. And oh how I 
enjoy it! Smirk.


I would very much appreciate everyones feedback on this. There's 
obviously lots more further ahead in the adventure, but this gives a 
much better introduction to the game than what I provided in my last 
speech.


The link is:
http://www.blastbay.com/audio/perilous_hearts_pre_demo.mp3

Enjoy!

Kind regards,

Philip Bennefall
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[Audyssey] New Interactive accessible comic

2011-11-08 Thread Eleanor Robinson
Andrew Plotkin, a member of the Boston Indies Group announced the 
release of Meanwhile for the iOS. It is an interactive comic by Jason 
Shiga. The plot is:
On the way home from the ice cream store, little Jimmy discovers a mad 
scientist’s wonderland: an experimental mind-reading helmet, a time 
machine, and a doomsday device that can annihilate the human race. Which 
one would you like to test out first?


MEANWHILE is not an ordinary comic. YOU make the choices that determine 
how the story unfolds. MEANWHILE splits off into thousands of different 
adventures. Most will end in DOOM and DISASTER. Only one path will lead 
you to happiness and success.


- A thrilling adventure of quantum physics, self-discovery, and kids 
getting into trouble. (We mentioned the doomsday device, right?)

- Completely redesigned by the author for an infinite scrollable canvas.
- Full audio accessibility with VoiceOver; every panel and choice can be 
spoken.


This can be played on the iPad, iPhone, and iPod touch.
To access it, go to http://zarfhome.com/meanwhile/

The reason that this interactive comic was made accessible is because 
Kwasi Mensah, creator of StemStumper, did a talk on iOS game design and 
accessibility at a conference last spring. So the developer decided to 
try to make it accessible and this is the result.


Eleanor Robinson
7-128 Software

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Re: [Audyssey] Swamp reflections.

2011-11-08 Thread Jeremy Kaldobsky
I'm sorry not not seeming as active lately.  I've been busy with a few things, 
working on Swamp, and reading many many emails posts and messages.  Because I 
was finding myself responding to about 40 messages a day, some being quite 
long, I have started to conserve energy by not responding to everyone for the 
time.  I am still receiving and reading them all, so please don't misinterpret 
my quietness as a lack of interest in the community's thoughts.

The game of course has bugs in its current form, but for the most part it is 
pretty stable.  When I'm not accidentally pulling the Ethernet cord out of the 
server it is stable, I mean.  Haha, sorry again to all of those who were 
affected by that yesterday.  Because the game is fairly stable, I am taking 
this time to implement several changes before I upload the next game update.  
At various stages in development, a programmer will hit places where much time 
is needed to proceed but an outside viewer wouldn't notice any changes.  
Foundations need to be built, code needs to be optimized, and few of those 
things bring about fun new content in and of themselves.  I am at one of those 
points in the code, so it is going to take a bit longer before the next update.

I also plan to hot glue the cord into the back of my server, ROFL!  I'm also 
considering building something to alert me in the event that my lousy ISP 
resets my connection and changes my router redirect settings like it has done 
twice already.

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Re: [Audyssey] New Interactive accessible comic

2011-11-08 Thread Christina
Hello, Eleanor Robinson.
May I forward this to people who may be interested in this but who aren't on 
this mailing list?
Christina

- Original Message - 
From: Eleanor Robinson elea...@7128.com
To: gamers@audyssey.org
Sent: Tuesday, November 08, 2011 4:30 PM
Subject: [Audyssey] New Interactive accessible comic


Andrew Plotkin, a member of the Boston Indies Group announced the
release of Meanwhile for the iOS. It is an interactive comic by Jason
Shiga. The plot is:
On the way home from the ice cream store, little Jimmy discovers a mad
scientist’s wonderland: an experimental mind-reading helmet, a time
machine, and a doomsday device that can annihilate the human race. Which
one would you like to test out first?

MEANWHILE is not an ordinary comic. YOU make the choices that determine
how the story unfolds. MEANWHILE splits off into thousands of different
adventures. Most will end in DOOM and DISASTER. Only one path will lead
you to happiness and success.

- A thrilling adventure of quantum physics, self-discovery, and kids
getting into trouble. (We mentioned the doomsday device, right?)
- Completely redesigned by the author for an infinite scrollable canvas.
- Full audio accessibility with VoiceOver; every panel and choice can be
spoken.

This can be played on the iPad, iPhone, and iPod touch.
To access it, go to http://zarfhome.com/meanwhile/

The reason that this interactive comic was made accessible is because
Kwasi Mensah, creator of StemStumper, did a talk on iOS game design and
accessibility at a conference last spring. So the developer decided to
try to make it accessible and this is the result.

Eleanor Robinson
7-128 Software

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Re: [Audyssey] Swamp reflections.

2011-11-08 Thread Christopher Bartlett
Jeremy, I think it's safe to say you have built up trust in your fan
community, so that if you seem to disappear, we'll have faith that great
things will come out of it.  I know you listen to us, the proof is in the
pudding of things that come up in your updates.  So fear not, and yes a hot
glue gun might not go amiss.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Tuesday, November 08, 2011 4:37 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp reflections.

I'm sorry not not seeming as active lately.  I've been busy with a few
things, working on Swamp, and reading many many emails posts and messages.
Because I was finding myself responding to about 40 messages a day, some
being quite long, I have started to conserve energy by not responding to
everyone for the time.  I am still receiving and reading them all, so please
don't misinterpret my quietness as a lack of interest in the community's
thoughts.

The game of course has bugs in its current form, but for the most part it is
pretty stable.  When I'm not accidentally pulling the Ethernet cord out of
the server it is stable, I mean.  Haha, sorry again to all of those who were
affected by that yesterday.  Because the game is fairly stable, I am taking
this time to implement several changes before I upload the next game update.
At various stages in development, a programmer will hit places where much
time is needed to proceed but an outside viewer wouldn't notice any changes.
Foundations need to be built, code needs to be optimized, and few of those
things bring about fun new content in and of themselves.  I am at one of
those points in the code, so it is going to take a bit longer before the
next update.

I also plan to hot glue the cord into the back of my server, ROFL!  I'm also
considering building something to alert me in the event that my lousy ISP
resets my connection and changes my router redirect settings like it has
done twice already.

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Re: [Audyssey] Swamp reflections.

2011-11-08 Thread Dakotah Rickard
Duct tape's a litle cleaner, and I have nearly as much faith in that
stuff as I do in you, Jeremy. You are a mighty force, and I am
sincerely impressed.

Signed:
Dakotah Rickard

On 11/8/11, Christopher Bartlett themusicalbre...@gmail.com wrote:
 Jeremy, I think it's safe to say you have built up trust in your fan
 community, so that if you seem to disappear, we'll have faith that great
 things will come out of it.  I know you listen to us, the proof is in the
 pudding of things that come up in your updates.  So fear not, and yes a hot
 glue gun might not go amiss.

   Chris Bartlett


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Jeremy Kaldobsky
 Sent: Tuesday, November 08, 2011 4:37 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Swamp reflections.

 I'm sorry not not seeming as active lately.  I've been busy with a few
 things, working on Swamp, and reading many many emails posts and messages.
 Because I was finding myself responding to about 40 messages a day, some
 being quite long, I have started to conserve energy by not responding to
 everyone for the time.  I am still receiving and reading them all, so please
 don't misinterpret my quietness as a lack of interest in the community's
 thoughts.

 The game of course has bugs in its current form, but for the most part it is
 pretty stable.  When I'm not accidentally pulling the Ethernet cord out of
 the server it is stable, I mean.  Haha, sorry again to all of those who were
 affected by that yesterday.  Because the game is fairly stable, I am taking
 this time to implement several changes before I upload the next game update.
 At various stages in development, a programmer will hit places where much
 time is needed to proceed but an outside viewer wouldn't notice any changes.
 Foundations need to be built, code needs to be optimized, and few of those
 things bring about fun new content in and of themselves.  I am at one of
 those points in the code, so it is going to take a bit longer before the
 next update.

 I also plan to hot glue the cord into the back of my server, ROFL!  I'm also
 considering building something to alert me in the event that my lousy ISP
 resets my connection and changes my router redirect settings like it has
 done twice already.

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Re: [Audyssey] Perilous hearts audio demo!

2011-11-08 Thread David Mehler
Hello Philip,

Major Lol! I can only echo what has been said thus far in that your
demo was the most funny item I've heard in a good while. I am
definitely planning on getting the game when it comes out!

Dave.


On 11/8/11, Bryan Peterson bpeterson2...@cableone.net wrote:
 I get the feeling that's what Philip intends to do judging from his
 commentary, since he did say after level two was where the demo would most
 likely end.
 They're coming to take me away, ha-haaa!
 - Original Message -
 From: william lomas will.d.lo...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, November 08, 2011 1:54 PM
 Subject: Re: [Audyssey] Perilous hearts audio demo!


 yeah i agree have these 2 levels as our playable ones for a demo perhaps

 On Nov 8, 2011, at 6:56 PM, Yohandy wrote:

 same here. hopefully those levels will make it to a demo, since they've
 already been spoiled anyway. I'd prefer to play them than to listen to
 someone play them. plus I like to experiment with things and see what
 happens. Philip, release a demo immediately! lol

 - Original Message - From: Ryan Conroy staindadd...@juno.com
 To: phi...@blastbay.com; gamers@audyssey.org
 Sent: Tuesday, November 08, 2011 7:51 AM
 Subject: Re: [Audyssey] Perilous hearts audio demo!


 Oh wow, can't wait for this!! Can't wait to play it. lol

 Thanks Philip.



 -- Original Message --
 From: Philip Bennefall phi...@blastbay.com
 To: Gamers Discussion list gamers@audyssey.org
 Subject: [Audyssey] Perilous hearts audio demo!
 Date: Tue, 8 Nov 2011 12:37:47 +0100

 Hi folks!

 After some requests, I have decided to release a much longer audio demo
 of my upcoming game Perilous Hearts. In this demo I explore the store at

 the start of the adventure where you can build up your inventory so to
 speak, and then I go on to complete levels 1 and 2. Note that if you do
 not want any plot or strategy spoilers, do not listen!

 Also note that if you are offended or otherwise affected by the killing
 of little virtual monkeys, this may not be suitable for you either as I
 do end up killing quite a few of the little cuddly things. And oh how I
 enjoy it! Smirk.

 I would very much appreciate everyones feedback on this. There's
 obviously lots more further ahead in the adventure, but this gives a
 much better introduction to the game than what I provided in my last
 speech.

 The link is:
 http://www.blastbay.com/audio/perilous_hearts_pre_demo.mp3

 Enjoy!

 Kind regards,

 Philip Bennefall
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Re: [Audyssey] Perilous hearts audio demo!

2011-11-08 Thread Ron Schamerhorn
Hi Philip

  That sounds like a great job on both the game and the commentary.
  Looking forward to it.

Ron

- Original Message - 
From: Philip Bennefall phi...@blastbay.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 08, 2011 6:37 AM
Subject: [Audyssey] Perilous hearts audio demo!


Hi folks!

After some requests, I have decided to release a much longer audio demo of 
my upcoming game Perilous Hearts. In this demo I explore the store at the 
start of the adventure where you can build up your inventory so to speak, 
and then I go on to complete levels 1 and 2. Note that if you do not want 
any plot or strategy spoilers, do not listen!

Also note that if you are offended or otherwise affected by the killing of 
little virtual monkeys, this may not be suitable for you either as I do end 
up killing quite a few of the little cuddly things. And oh how I enjoy it! 
Smirk.

I would very much appreciate everyones feedback on this. There's obviously 
lots more further ahead in the adventure, but this gives a much better 
introduction to the game than what I provided in my last speech.

The link is:
http://www.blastbay.com/audio/perilous_hearts_pre_demo.mp3

Enjoy!

Kind regards,

Philip Bennefall
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Re: [Audyssey] Perilous hearts audio demo!

2011-11-08 Thread Lori Duncan
Agree totally Thomas, I was laughing my head off and trying to eat my pasta 
chicken at the same time, well until we reached the corpses that is, poor 
Philip those animals didn't give him a break to show off his game, so no 
wonder he wanted to kill them all off.


--
From: Thomas Ward thomasward1...@gmail.com
Sent: Tuesday, November 08, 2011 8:40 PM
To: Philip Bennefall phi...@blastbay.com; Gamers Discussion list 
gamers@audyssey.org

Subject: Re: [Audyssey] Perilous hearts audio demo!


Hi Philip,

Lol! I can't remember when I laughed so hard. Your commentary was
absolutely helarious. Let's just say the game sounds good, and your
presentation of it was even better.

Cheers!!


On 11/8/11, Philip Bennefall phi...@blastbay.com wrote:

Hi folks!

After some requests, I have decided to release a much longer audio demo 
of

my upcoming game Perilous Hearts. In this demo I explore the store at the
start of the adventure where you can build up your inventory so to speak,
and then I go on to complete levels 1 and 2. Note that if you do not want
any plot or strategy spoilers, do not listen!

Also note that if you are offended or otherwise affected by the killing 
of
little virtual monkeys, this may not be suitable for you either as I do 
end
up killing quite a few of the little cuddly things. And oh how I enjoy 
it!

Smirk.

I would very much appreciate everyones feedback on this. There's 
obviously

lots more further ahead in the adventure, but this gives a much better
introduction to the game than what I provided in my last speech.

The link is:
http://www.blastbay.com/audio/perilous_hearts_pre_demo.mp3

Enjoy!

Kind regards,

Philip Bennefall
---
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Re: [Audyssey] audyssey plus or extra

2011-11-08 Thread Ron Schamerhorn
Hi

  It's quite a decent idea.  I think having audio game  reviews, Player 
commentary, and such would be a decent between issue idea.

  I'm thinking the first part of issue 55 should be out by tomorrow, then 
working on the more pamphlet styled update to cover the stuff that that 
issue doesn't.  Though it will mainly be updating on game releases.
  Yes I'm sorry I've dropped the ball on producing the mag but life has 
given me alot to deal with the last while and I'm hoping now the worse is 
over and plan to keep it to the previous schedule of issuing.
  I have a few thoughts as for content and also a thought on the name of the 
pod.
  This will suffice for now.


Ron
Audyssey Editor

- Original Message - 
From: shaun everiss sm.ever...@gmail.com
To: gamers@audyssey.org
Sent: Tuesday, November 08, 2011 3:31 AM
Subject: [Audyssey] audyssey plus or extra


Hi.
I have been thinking on this for a week or so.
I have been thinking on a something between issues of the mag, some
sort of podcasts which has game playthroughs, reviews, etc.
Mainly to run through the majority of audiogames on the forums and
other places.
The magazine is hardly regular and while   I don't want to replace
the magazine, something really needs to be done between issues.

I myself have an external mic, I have skype, msn and a few things
now, a crappy card in my box can probably record the games.
I also have my soni handhold recorder.

My major issue would be storage.
Dropbox is the most likely for short term.
Another is something like 000webhost but since the download is really
hopeless resetting all the time for large files, I have second thoughts.
I know where I can get a site for 60 us bucks a year,  and a domain
that costs 30 dollars a year.
I have access to a few other places to, but some of those won't be regular.
I guess I could use something like podbean or something but we will
have to see.
Firstly I need to know who is interested.

This by no means  will be all of my work.
This is a chance for developers, and community members alike both on
the list and the forums a like to talkk about things.
Everything will probably be its own part and be split apart into
seperate files.
though this just an idea.


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Re: [Audyssey] audyssey plus or extra

2011-11-08 Thread David Mehler
Hello,

I am looking forward to issue 55.

I'm also agreeing with the ideas presented, I know there's a lot of
games that have docs that are nonexistent or hard to follow or games
themselves that are very complex and reading docs on them you kind of
walk away going, huh I don't get it. I hope that makes sense.

I'd like to offer services and resources I have access to for the
podcast. I do have a server and can utilize it for podcasting, but
storage I really don't have that much, it's about 20 gb, that'll get
eaten pretty fast even with 64k mp3/ogg files, anything higher than
that and the problem will exaserbate. I've also got site design
experience, if I can help in producing content, or updating anything,
let me know.

As far as actually making a podcast I have Goldwave as my audio
editor, and an olympus digital recorder, though it's dying and could
use a recommendation for a new one. I've got an external microphone,
but no mixer.

Dave.

On 11/8/11, Ron Schamerhorn blindwon...@cogeco.ca wrote:
 Hi

   It's quite a decent idea.  I think having audio game  reviews, Player
 commentary, and such would be a decent between issue idea.

   I'm thinking the first part of issue 55 should be out by tomorrow, then
 working on the more pamphlet styled update to cover the stuff that that
 issue doesn't.  Though it will mainly be updating on game releases.
   Yes I'm sorry I've dropped the ball on producing the mag but life has
 given me alot to deal with the last while and I'm hoping now the worse is
 over and plan to keep it to the previous schedule of issuing.
   I have a few thoughts as for content and also a thought on the name of the
 pod.
   This will suffice for now.


 Ron
 Audyssey Editor

 - Original Message -
 From: shaun everiss sm.ever...@gmail.com
 To: gamers@audyssey.org
 Sent: Tuesday, November 08, 2011 3:31 AM
 Subject: [Audyssey] audyssey plus or extra


 Hi.
 I have been thinking on this for a week or so.
 I have been thinking on a something between issues of the mag, some
 sort of podcasts which has game playthroughs, reviews, etc.
 Mainly to run through the majority of audiogames on the forums and
 other places.
 The magazine is hardly regular and while   I don't want to replace
 the magazine, something really needs to be done between issues.

 I myself have an external mic, I have skype, msn and a few things
 now, a crappy card in my box can probably record the games.
 I also have my soni handhold recorder.

 My major issue would be storage.
 Dropbox is the most likely for short term.
 Another is something like 000webhost but since the download is really
 hopeless resetting all the time for large files, I have second thoughts.
 I know where I can get a site for 60 us bucks a year,  and a domain
 that costs 30 dollars a year.
 I have access to a few other places to, but some of those won't be regular.
 I guess I could use something like podbean or something but we will
 have to see.
 Firstly I need to know who is interested.

 This by no means  will be all of my work.
 This is a chance for developers, and community members alike both on
 the list and the forums a like to talkk about things.
 Everything will probably be its own part and be split apart into
 seperate files.
 though this just an idea.


 ---
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Re: [Audyssey] Swamp reflections.

2011-11-08 Thread shaun everiss
hmmm that would be something I'd be interested in when ips or 
something like that changes I smell another public free utility somewhere.
On that note have you thought about having wireless on the server 
though it may not work so well depending where things exist.

At 01:37 p.m. 8/11/2011 -0800, you wrote:
I'm sorry not not seeming as active lately.  I've been busy with a 
few things, working on Swamp, and reading many many emails posts and 
messages.  Because I was finding myself responding to about 40 
messages a day, some being quite long, I have started to conserve 
energy by not responding to everyone for the time.  I am still 
receiving and reading them all, so please don't misinterpret my 
quietness as a lack of interest in the community's thoughts.


The game of course has bugs in its current form, but for the most 
part it is pretty stable.  When I'm not accidentally pulling the 
Ethernet cord out of the server it is stable, I mean.  Haha, sorry 
again to all of those who were affected by that yesterday.  Because 
the game is fairly stable, I am taking this time to implement 
several changes before I upload the next game update.  At various 
stages in development, a programmer will hit places where much time 
is needed to proceed but an outside viewer wouldn't notice any 
changes.  Foundations need to be built, code needs to be optimized, 
and few of those things bring about fun new content in and of 
themselves.  I am at one of those points in the code, so it is going 
to take a bit longer before the next update.


I also plan to hot glue the cord into the back of my server, 
ROFL!  I'm also considering building something to alert me in the 
event that my lousy ISP resets my connection and changes my router 
redirect settings like it has done twice already.


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Re: [Audyssey] require cheat codes and key bord commands for GMA tankcommander

2011-11-08 Thread Charles Rivard
If I'm understanding your message correctly, what a down right shame!  I 
gather from what you said that you have never played the game before.  You 
want someone to give you the keyboard commands to play the game when you 
already have them right at your fingertips through the documentation that 
came with the game.  If you bought the game, you might as well start using 
the tools that come with it.  I strongly urge you to do some of the work 
yourself by reading the user's guide and learning to play the game as you go 
along.  Remember the keystrokes listed as you play through the first 
mission, which is the easiest.  They get progressively harder in some ways, 
but you can succeed by using what you previously learn in the next mission.


Secondly, you want the cheat codes before you even try?  That's awful! 
You're taking the replay value right out of the game before you even try. 
What you want is to but a jigsaw puzzle, have someone put it together for 
you, or follow the instructions to construct it that someone gives you 
before opening the box, and claim success.  I suggest having fun learning 
the game.  Try to work through difficulties toward success you get a 
rewarding feeling of accomplishment from by beating the game using your own 
skill.  Isn't that what gaming's all about?


---
Be positive!  When it comes to being defeated, if you think you're finished, 
you! are! finished!
- Original Message - 
From: austin pinto austinpinto.xavi...@gmail.com

To: gamers@audyssey.org
Sent: Tuesday, November 08, 2011 2:37 AM
Subject: [Audyssey] require cheat codes and key bord commands for GMA 
tankcommander




hi all i am going to start gma tank commander today and i require all
the cheat codes and key bord commands to play the game

--
austin pinto
email austinpinto.xavi...@gmail.com
alternat email austin.pi...@hotmail.com
facebook www.facebook.com/austinpinto.xaviers
orkut www.orkut.com/austinpinto.xaviers
twitter www.twitter.com/austinmpinto

join me on google +
surch for +austin

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Re: [Audyssey] Swamp reflections.

2011-11-08 Thread Dakotah Rickard
Just because of all the devices that run in that frequency range, I'd
suggest against running it wirelessly, although it could be a workable
option if you're running an 802.11 N network.

Signed:
Dakotah Rickard

On 11/8/11, shaun everiss sm.ever...@gmail.com wrote:
 hmmm that would be something I'd be interested in when ips or
 something like that changes I smell another public free utility somewhere.
 On that note have you thought about having wireless on the server
 though it may not work so well depending where things exist.
 At 01:37 p.m. 8/11/2011 -0800, you wrote:
I'm sorry not not seeming as active lately.  I've been busy with a
few things, working on Swamp, and reading many many emails posts and
messages.  Because I was finding myself responding to about 40
messages a day, some being quite long, I have started to conserve
energy by not responding to everyone for the time.  I am still
receiving and reading them all, so please don't misinterpret my
quietness as a lack of interest in the community's thoughts.

The game of course has bugs in its current form, but for the most
part it is pretty stable.  When I'm not accidentally pulling the
Ethernet cord out of the server it is stable, I mean.  Haha, sorry
again to all of those who were affected by that yesterday.  Because
the game is fairly stable, I am taking this time to implement
several changes before I upload the next game update.  At various
stages in development, a programmer will hit places where much time
is needed to proceed but an outside viewer wouldn't notice any
changes.  Foundations need to be built, code needs to be optimized,
and few of those things bring about fun new content in and of
themselves.  I am at one of those points in the code, so it is going
to take a bit longer before the next update.

I also plan to hot glue the cord into the back of my server,
ROFL!  I'm also considering building something to alert me in the
event that my lousy ISP resets my connection and changes my router
redirect settings like it has done twice already.

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[Audyssey] New Interactive accessible comic

2011-11-08 Thread Eleanor Robinson
Christina asked if she could forward the information about Meanwhile to 
people who might be interested but who aren't on the mailing list - The 
answer is decidedly yes. Thanks for asking.  I haven't tried Meanwhile 
because I don't have an iPhone/PodTouch or mac but am a member of the 
Indie Gamer group here in Boston and like to pass on interesting stuff 
to people who might like to know about it.


Eleanor

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Re: [Audyssey] New Interactive accessible comic

2011-11-08 Thread Christina
Thanks.
Christina

- Original Message - 
From: Eleanor Robinson elea...@7128.com
To: gamers@audyssey.org
Sent: Tuesday, November 08, 2011 8:53 PM
Subject: [Audyssey] New Interactive accessible comic


Christina asked if she could forward the information about Meanwhile to 
people who might be interested but who aren't on the mailing list - The 
answer is decidedly yes. Thanks for asking.  I haven't tried Meanwhile 
because I don't have an iPhone/PodTouch or mac but am a member of the 
Indie Gamer group here in Boston and like to pass on interesting stuff 
to people who might like to know about it.

Eleanor

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Re: [Audyssey] New Interactive accessible comic

2011-11-08 Thread fred olver
Eleanor, I passed it on to the Visually Impaired Phones group for the 
Iphone.

Fred Olver

- Original Message - 
From: Eleanor Robinson elea...@7128.com
To: gamers@audyssey.org
Sent: Tuesday, November 08, 2011 7:53 PM
Subject: [Audyssey] New Interactive accessible comic


 Christina asked if she could forward the information about Meanwhile to 
 people who might be interested but who aren't on the mailing list - The 
 answer is decidedly yes. Thanks for asking.  I haven't tried Meanwhile 
 because I don't have an iPhone/PodTouch or mac but am a member of the 
 Indie Gamer group here in Boston and like to pass on interesting stuff to 
 people who might like to know about it.

 Eleanor

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 list,
 please send E-mail to gamers-ow...@audyssey.org. 



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Re: [Audyssey] New Interactive accessible comic

2011-11-08 Thread fred olver
If you are interested in the game listed below this message, you may also 
want to go to

http://eblong.com/zarf/if.html

and see many other games by Andrew Plotkin

Fred Olver
- Original Message - 
From: Eleanor Robinson elea...@7128.com
To: gamers@audyssey.org
Sent: Tuesday, November 08, 2011 3:30 PM
Subject: [Audyssey] New Interactive accessible comic


Andrew Plotkin, a member of the Boston Indies Group announced the
release of Meanwhile for the iOS. It is an interactive comic by Jason
Shiga. The plot is:
On the way home from the ice cream store, little Jimmy discovers a mad
scientist’s wonderland: an experimental mind-reading helmet, a time
machine, and a doomsday device that can annihilate the human race. Which
one would you like to test out first?

MEANWHILE is not an ordinary comic. YOU make the choices that determine
how the story unfolds. MEANWHILE splits off into thousands of different
adventures. Most will end in DOOM and DISASTER. Only one path will lead
you to happiness and success.

- A thrilling adventure of quantum physics, self-discovery, and kids
getting into trouble. (We mentioned the doomsday device, right?)
- Completely redesigned by the author for an infinite scrollable canvas.
- Full audio accessibility with VoiceOver; every panel and choice can be
spoken.

This can be played on the iPad, iPhone, and iPod touch.
To access it, go to http://zarfhome.com/meanwhile/

The reason that this interactive comic was made accessible is because
Kwasi Mensah, creator of StemStumper, did a talk on iOS game design and
accessibility at a conference last spring. So the developer decided to
try to make it accessible and this is the result.

Eleanor Robinson
7-128 Software

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Re: [Audyssey] Perilous hearts audio demo!

2011-11-08 Thread Charles Rivard
I tried the link to get this file, and also tried copying and pasting it 
into Internet Explorer 8.  It doesn't connect at all.  Does anyone have 
suggestions?  Thanks.


---
Be positive!  When it comes to being defeated, if you think you're finished, 
you! are! finished!
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 08, 2011 3:37 AM
Subject: [Audyssey] Perilous hearts audio demo!



Hi folks!

After some requests, I have decided to release a much longer audio demo of 
my upcoming game Perilous Hearts. In this demo I explore the store at the 
start of the adventure where you can build up your inventory so to speak, 
and then I go on to complete levels 1 and 2. Note that if you do not want 
any plot or strategy spoilers, do not listen!


Also note that if you are offended or otherwise affected by the killing of 
little virtual monkeys, this may not be suitable for you either as I do 
end up killing quite a few of the little cuddly things. And oh how I enjoy 
it! Smirk.


I would very much appreciate everyones feedback on this. There's obviously 
lots more further ahead in the adventure, but this gives a much better 
introduction to the game than what I provided in my last speech.


The link is:
http://www.blastbay.com/audio/perilous_hearts_pre_demo.mp3

Enjoy!

Kind regards,

Philip Bennefall
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Re: [Audyssey] New Interactive accessible comic

2011-11-08 Thread Christina
How accessible are those other games?
Christina

- Original Message - 
From: fred olver goodfo...@charter.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 08, 2011 10:02 PM
Subject: Re: [Audyssey] New Interactive accessible comic


If you are interested in the game listed below this message, you may also 
want to go to

http://eblong.com/zarf/if.html

and see many other games by Andrew Plotkin

Fred Olver
- Original Message - 
From: Eleanor Robinson elea...@7128.com
To: gamers@audyssey.org
Sent: Tuesday, November 08, 2011 3:30 PM
Subject: [Audyssey] New Interactive accessible comic


Andrew Plotkin, a member of the Boston Indies Group announced the
release of Meanwhile for the iOS. It is an interactive comic by Jason
Shiga. The plot is:
On the way home from the ice cream store, little Jimmy discovers a mad
scientist's wonderland: an experimental mind-reading helmet, a time
machine, and a doomsday device that can annihilate the human race. Which
one would you like to test out first?

MEANWHILE is not an ordinary comic. YOU make the choices that determine
how the story unfolds. MEANWHILE splits off into thousands of different
adventures. Most will end in DOOM and DISASTER. Only one path will lead
you to happiness and success.

- A thrilling adventure of quantum physics, self-discovery, and kids
getting into trouble. (We mentioned the doomsday device, right?)
- Completely redesigned by the author for an infinite scrollable canvas.
- Full audio accessibility with VoiceOver; every panel and choice can be
spoken.

This can be played on the iPad, iPhone, and iPod touch.
To access it, go to http://zarfhome.com/meanwhile/

The reason that this interactive comic was made accessible is because
Kwasi Mensah, creator of StemStumper, did a talk on iOS game design and
accessibility at a conference last spring. So the developer decided to
try to make it accessible and this is the result.

Eleanor Robinson
7-128 Software

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Re: [Audyssey] audyssey plus or extra

2011-11-08 Thread shaun everiss

Well ron what name did you have in mind.
I'd really like it to be a community project.
For the purposes of actual work dropbox will be used.
I'll see if there is just more than one person though.
For now the cast will have to be somewhere like podbean or something, 
or podomatic or something, though if there are any other good podcast 
upload sites that are accessable then thats good if I know where I can put it.

I really idealy would want to keep this free.
Ofcause if it became any more than that, like a large user base, and 
the fact  that it  would have to be  well rather full has me thinking.

Another thing I could use is 000webhost to run the blog part of the site.
though there are some annoyances I have issues with that place.
Now, I could  always make another wordpress blog linked to here and 
the forum and just update this, however I would have to  somehow set 
email access to things.

Another way is to pull storage for things.
 if dave meller or someone could give me a subdomain with wordpress 
on it and 2gb storage as initial then I could do it that way.

Or I could  do it on dropbox.
The issue is it all gets pulled to the computer, so unless I had a 
couple accounts hmmm it would be a bit complex to maintain.

Over that there is the fact I'd have to pay for storage.
and web space.
And this could be as much as 100-200 a year.
At which point we run into a large ammount of problems.
The first  is cash and payments.
I'd have to run on donations or have subscribers.
This would mean I'd have to keep to a schedual, and  then I'd need a 
large user base.

Obviously I really don't want to do that.

There is one posability, but its a bit cheaky.
We could use audyssey.org for the cast.
However I would feel guilty about not paying for the use, etc, etc.
Then as we all know all the devs that burnout  and such, well the 
same will happen here.

So I really need more than one person to be interested.
I would probably need at least 1000 or so to really make it worth 
going major postal with this.
Otherwise it is likely to just be a public dropbox thingy or at least 
for the moment a  share folder only cast.
I have no dedicated system to set up for a server nore the space for 
one currently.
I may eventually get an old clunker with win xp on it but then I'd 
have to seriously spend cash for something, and have a noisy thing in 
my room and still have no real space.
Ron I am happy you aggree with me, but unless I get some more 
feadback this won't happen,

At 06:57 p.m. 8/11/2011 -0500, you wrote:

Hi

  It's quite a decent idea.  I think having audio game  reviews, Player
commentary, and such would be a decent between issue idea.

  I'm thinking the first part of issue 55 should be out by tomorrow, then
working on the more pamphlet styled update to cover the stuff that that
issue doesn't.  Though it will mainly be updating on game releases.
  Yes I'm sorry I've dropped the ball on producing the mag but life has
given me alot to deal with the last while and I'm hoping now the worse is
over and plan to keep it to the previous schedule of issuing.
  I have a few thoughts as for content and also a thought on the name of the
pod.
  This will suffice for now.


Ron
Audyssey Editor

- Original Message -
From: shaun everiss sm.ever...@gmail.com
To: gamers@audyssey.org
Sent: Tuesday, November 08, 2011 3:31 AM
Subject: [Audyssey] audyssey plus or extra


Hi.
I have been thinking on this for a week or so.
I have been thinking on a something between issues of the mag, some
sort of podcasts which has game playthroughs, reviews, etc.
Mainly to run through the majority of audiogames on the forums and
other places.
The magazine is hardly regular and while   I don't want to replace
the magazine, something really needs to be done between issues.

I myself have an external mic, I have skype, msn and a few things
now, a crappy card in my box can probably record the games.
I also have my soni handhold recorder.

My major issue would be storage.
Dropbox is the most likely for short term.
Another is something like 000webhost but since the download is really
hopeless resetting all the time for large files, I have second thoughts.
I know where I can get a site for 60 us bucks a year,  and a domain
that costs 30 dollars a year.
I have access to a few other places to, but some of those won't be regular.
I guess I could use something like podbean or something but we will
have to see.
Firstly I need to know who is interested.

This by no means  will be all of my work.
This is a chance for developers, and community members alike both on
the list and the forums a like to talkk about things.
Everything will probably be its own part and be split apart into
seperate files.
though this just an idea.


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Re: [Audyssey] audyssey plus or extra

2011-11-08 Thread shaun everiss

david, you may have solved my problem at least partually.

if I could get a subdomain, ie audysseycast.yourname.com or 
something, or somehow be able to have you maintain a no-ip or 
something, then that would rock.
On that note I wander if a sub domain could be created in 
audyssey.org and then we could link that to the cast.

My rough plan is to have a wordpress blog.
This makes it easy to maintain.
My plan is to have a shared folder, a backup cast on podomatic just 
in case the old one dies and a dropbox shared folder.
Then ofcause I'd need the ability to admin the wp side, ofcause if we 
had the site with wordpress we can use podpress.
I have a gmail so I should have access to feadburner since thats 
where links should go.
I think though that this cast will have to have some donation system 
or something at some point.

David is it possable you could get more storage for the cast?
Sorry if that sounds cheaky but its the simplest thing.
The other idea is to pay for something like public ftp or dropbox or something.
Dropbox public links though do eventually overload so that wouldn't 
solve it that much.

There are shares but I don't want to fill my hard drive with shares really.
There is sendspace but who in their right mind would use that as a 
perminant podcast thingy.

Another thing we should get is a mirroring system.
I have no idea how to get to or use the coral distrobution network or 
cdn but I know that its free I think and that places like the dectalk 
archive did use it.
Another thing I could do would be to use one of the systems here as a 
server, but I'd have to buy more bandwidth, and then I'd have to 
limit  upload speed to something stupid.

And even if I did that holidays excluded I could only run it during the day.
There are loads of options I just need to know where the list wants to go.
Oh if someone wants to post it to the forums on audiogames if I don't 
get through there then that would rock.

Thanks to my external plantronics headset things will work.
However I can only record one device at once, so either voice or actual sound.
I don't have the hardware myself to do all the things I could.
If push comes to shove I have a single core I could try recording on, 
it however is only a single core with a small drive.
its my grandpa's and he doesn't use the capacity, however its rather 
far from my location.
And then ofcause I'd need some user input, I mean I won't be 
making all this myself all the time.
Anyway I want this to be community driven so its up to you guys on 
what you want to do.

I will try to previde resources where I can ofcause.

At 07:09 p.m. 8/11/2011 -0500, you wrote:

Hello,

I am looking forward to issue 55.

I'm also agreeing with the ideas presented, I know there's a lot of
games that have docs that are nonexistent or hard to follow or games
themselves that are very complex and reading docs on them you kind of
walk away going, huh I don't get it. I hope that makes sense.

I'd like to offer services and resources I have access to for the
podcast. I do have a server and can utilize it for podcasting, but
storage I really don't have that much, it's about 20 gb, that'll get
eaten pretty fast even with 64k mp3/ogg files, anything higher than
that and the problem will exaserbate. I've also got site design
experience, if I can help in producing content, or updating anything,
let me know.

As far as actually making a podcast I have Goldwave as my audio
editor, and an olympus digital recorder, though it's dying and could
use a recommendation for a new one. I've got an external microphone,
but no mixer.

Dave.

On 11/8/11, Ron Schamerhorn blindwon...@cogeco.ca wrote:
 Hi

   It's quite a decent idea.  I think having audio game  reviews, Player
 commentary, and such would be a decent between issue idea.

   I'm thinking the first part of issue 55 should be out by tomorrow, then
 working on the more pamphlet styled update to cover the stuff that that
 issue doesn't.  Though it will mainly be updating on game releases.
   Yes I'm sorry I've dropped the ball on producing the mag but life has
 given me alot to deal with the last while and I'm hoping now the worse is
 over and plan to keep it to the previous schedule of issuing.
   I have a few thoughts as for content and also a thought on the 
name of the

 pod.
   This will suffice for now.


 Ron
 Audyssey Editor

 - Original Message -
 From: shaun everiss sm.ever...@gmail.com
 To: gamers@audyssey.org
 Sent: Tuesday, November 08, 2011 3:31 AM
 Subject: [Audyssey] audyssey plus or extra


 Hi.
 I have been thinking on this for a week or so.
 I have been thinking on a something between issues of the mag, some
 sort of podcasts which has game playthroughs, reviews, etc.
 Mainly to run through the majority of audiogames on the forums and
 other places.
 The magazine is hardly regular and while   I don't want to replace
 the magazine, something really needs to be done between issues.

 I myself have an external mic, I 

Re: [Audyssey] New Interactive accessible comic

2011-11-08 Thread shaun everiss

hmmm fred thanks for this.
it all looks web based and I  am so going to play this stuff.
At 09:02 p.m. 8/11/2011 -0600, you wrote:

If you are interested in the game listed below this message, you may also
want to go to

http://eblong.com/zarf/if.html

and see many other games by Andrew Plotkin

Fred Olver
- Original Message -
From: Eleanor Robinson elea...@7128.com
To: gamers@audyssey.org
Sent: Tuesday, November 08, 2011 3:30 PM
Subject: [Audyssey] New Interactive accessible comic


Andrew Plotkin, a member of the Boston Indies Group announced the
release of Meanwhile for the iOS. It is an interactive comic by Jason
Shiga. The plot is:
On the way home from the ice cream store, little Jimmy discovers a mad
scientist's wonderland: an experimental mind-reading helmet, a time
machine, and a doomsday device that can annihilate the human race. Which
one would you like to test out first?

MEANWHILE is not an ordinary comic. YOU make the choices that determine
how the story unfolds. MEANWHILE splits off into thousands of different
adventures. Most will end in DOOM and DISASTER. Only one path will lead
you to happiness and success.

- A thrilling adventure of quantum physics, self-discovery, and kids
getting into trouble. (We mentioned the doomsday device, right?)
- Completely redesigned by the author for an infinite scrollable canvas.
- Full audio accessibility with VoiceOver; every panel and choice can be
spoken.

This can be played on the iPad, iPhone, and iPod touch.
To access it, go to http://zarfhome.com/meanwhile/

The reason that this interactive comic was made accessible is because
Kwasi Mensah, creator of StemStumper, did a talk on iOS game design and
accessibility at a conference last spring. So the developer decided to
try to make it accessible and this is the result.

Eleanor Robinson
7-128 Software

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[Audyssey] more recordings to enjoy

2011-11-08 Thread Clement Chou
So... here are two more recordings done by me. The first one is of a game 
called Arcana heart 3. It's a very typical Japanese game, that is to say it's a 
fighter with a bunch of squeally girls who all have some sort of super power or 
other, cool music and a fun gameplay system. Trick is... this game is has a 
cast of all female fighters, and they are all one example or another of 
Japanese stereotypes... the schoolgirls, priests, cross-dressing tomboys, and 
anything else that comes up in anime or any other form of Japanese media. It's 
a fun game and worth checking out, but those who have vision may get a kick out 
of watching some actual vids on youtube to get exactly what I mean with these 
descriptions... though keep in mind these are all passed on to me by word of 
mouth and reviews, since I don't have any vision myself. Enjoy.
The gameplay, for those who are curious, is similar to that found in blazblue.. 
but there are a few unique things about it, the most important of which are the 
arcanas, which are... equips, if you will, kind of like an rpg that can enhance 
your cdharacter with some small atributes and provide you with their own 
special moves and supers in addition to the ones posessed by your character.
http://dl.dropbox.com/u/3394499/arcana%20heart%203%20as%20weis.mp3

Second is of space channel 5, which is perhaps the most accessible rhythm game 
as of yet... and you'll see why. Shame it was never continued.
http://dl.dropbox.com/u/3394499/space%20channel%205%20part%202%20hundred%20stage%20battle.mp3
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Re: [Audyssey] more recordings to enjoy

2011-11-08 Thread shaun everiss

once again clement
a couple really cool recordings.
thanks for those.
At 09:12 p.m. 8/11/2011 -0800, you wrote:
So... here are two more recordings done by me. The first one is of a 
game called Arcana heart 3. It's a very typical Japanese game, that 
is to say it's a fighter with a bunch of squeally girls who all have 
some sort of super power or other, cool music and a fun gameplay 
system. Trick is... this game is has a cast of all female fighters, 
and they are all one example or another of Japanese stereotypes... 
the schoolgirls, priests, cross-dressing tomboys, and anything else 
that comes up in anime or any other form of Japanese media. It's a 
fun game and worth checking out, but those who have vision may get a 
kick out of watching some actual vids on youtube to get exactly what 
I mean with these descriptions... though keep in mind these are all 
passed on to me by word of mouth and reviews, since I don't have any 
vision myself. Enjoy.
The gameplay, for those who are curious, is similar to that found in 
blazblue.. but there are a few unique things about it, the most 
important of which are the arcanas, which are... equips, if you 
will, kind of like an rpg that can enhance your cdharacter with some 
small atributes and provide you with their own special moves and 
supers in addition to the ones posessed by your character.

http://dl.dropbox.com/u/3394499/arcana%20heart%203%20as%20weis.mp3

Second is of space channel 5, which is perhaps the most accessible 
rhythm game as of yet... and you'll see why. Shame it was never continued.

http://dl.dropbox.com/u/3394499/space%20channel%205%20part%202%20hundred%20stage%20battle.mp3
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