Re: [Audyssey] swamp saving game question

2011-11-16 Thread shaun everiss

I like the mp5 for that reason.
It runs just like it and I can just burst fire like you would with 
the actual weapon.
I stand there waiting to get a few zombies very close but not that 
close or sometimes a bit almost to close to striking distance then I 
moe them down.

really satisfying.
At 11:10 p.m. 16/11/2011 -0500, you wrote:

Hi.
I have 1000 shotgun shells, 7000 assault rifle and 3000 45 rounds. I 
like the mp5 a lot because it doesn't hit very hard, meaning you 
have to fire more on a zombie to finish it off. This translates to 
improving my accuracy. The assault rifle might miss 3 times then 
only take two shots to kill it.

Sent with Thunderbird 3.1.14 portable.

On 11/16/2011 2:34 PM, john wrote:
I'm usually around 150-300 pistol, and the same amount of rifle 
ammo, so it's all a matter of how much you have. I've had many 
situations where I can't even reload my mp5/hunting rifle due to low ammo.


- Original Message -
From: Dakotah Rickard  wrote:
Problem here is that you loose a bunch of ammo.

 - Original Message -
From: Dakotah Rickard If you want to leave the list, send E-mail to 
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Re: [Audyssey] swamp saving game question

2011-11-16 Thread Valiant8086

Hi.
I have 1000 shotgun shells, 7000 assault rifle and 3000 45 rounds. I 
like the mp5 a lot because it doesn't hit very hard, meaning you have to 
fire more on a zombie to finish it off. This translates to improving my 
accuracy. The assault rifle might miss 3 times then only take two shots 
to kill it.

Sent with Thunderbird 3.1.14 portable.

On 11/16/2011 2:34 PM, john wrote:
I'm usually around 150-300 pistol, and the same amount of rifle ammo, 
so it's all a matter of how much you have. I've had many situations 
where I can't even reload my mp5/hunting rifle due to low ammo.


- Original Message -
From: Dakotah Rickard  wrote:
Problem here is that you loose a bunch of ammo.

 - Original Message -
From: Dakotah Rickard If you want to leave the list, send E-mail to 
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Re: [Audyssey] playing swamp with a touch pad

2011-11-16 Thread Tim Kilgore
You just move left turn turn left on the pad and move right on the pad to 
turn your character right.


Tim
- Original Message - 
From: "Mich" 

To: "gamers @audyssey.org" 
Sent: Wednesday, November 16, 2011 12:20 PM
Subject: [Audyssey] playing swamp with a touch pad


Hi all. I have a hp laptop and it does have a touch pad. I am just 
wondering how would I go about playing swamp with the touch pad? I do have 
the external mouse as well but I am not quite that good with it yet so I 
would like to know how to play with the touch pad? many thanks. from Mich.

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Re: [Audyssey] BGT Version 1.1 Released!

2011-11-16 Thread Tim Kilgore
Hey Phollip,when I open BGT it automatically asks me to open a script file 
but I haven't created one yet.  Do I just try to create a script file in 
notepad or something?


Thanks

Tim
- Original Message - 
From: "Philip Bennefall" 

To: "Gamers Discussion list" 
Sent: Wednesday, November 16, 2011 11:13 AM
Subject: Re: [Audyssey] BGT Version 1.1 Released!



Hi Christina,

BGT is a development tool for those wanting to make an audio game. I use 
it to create Perilous Hearts, for instance.


Kind regards,

Philip Bennefall
- Original Message - 
From: "Christina" 

To: ; "Gamers Discussion list" 
Sent: Wednesday, November 16, 2011 6:11 PM
Subject: Re: [Audyssey] BGT Version 1.1 Released!


Hi.
Is this a game or developer's tools?
Christina

- Original Message - 
From: "Philip Bennefall" 

To: "Gamers Discussion list" 
Sent: Wednesday, November 16, 2011 11:51 AM
Subject: [Audyssey] BGT Version 1.1 Released!


Hi all!

After nearly a year in development, version 1.1 of the BGT engine is now 
available for download! It features the largest set
of changes yet in its release history, most of which are features 
requested by end users. It includes mouse support, screen
reader support, a pathfinder to make it easier when adding artificial 
intelligence to your game, improved Sapi support where
you are now able to enumerate and change voices, and tons more. The change 
log is a bit too long to paste in an email to the
list, so I invite those who are curious to go grab the new installer and 
have a look!


Thanks to all of those who provided suggestions and ideas, bug reports and 
other general feedback over these two years.
Without all of this, the BGT engine would not be what it is today. Thank 
you!


Kind regards,

Philip Bennefall
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Re: [Audyssey] BGT Version 1.1 Released!

2011-11-16 Thread Philip Bennefall
BGT can be found at www.blastbay.com/bgt.php where you will also find order 
information and pricing. There are a few licenses to choose from, depending 
on what you want to do with the engine.


Kind regards,

Philip Bennefall
- Original Message - 
From: "lenron brown" 

To: "Gamers Discussion list" 
Sent: Thursday, November 17, 2011 2:16 AM
Subject: Re: [Audyssey] BGT Version 1.1 Released!


how much is bgt and where can i download it

On 11/16/11, dark  wrote:

Hi Philip.

When bgt was first released I began examining the program and language, 
but

quickly realized that the only way to get good at it would be to treat it
like learning an instrument or a new sport, spend some time every day
practicing.

currently, I'm already! doing that with my phd thesis, and indeed with my
singing, and the last thing I would want is a situation where I make a 
half

hearted attempt on bgt and give up when really it'd just take a litle more
time and patience to learn, hence my decision.

Even if (as seems likely), I'll be heading off to music school when I've
done my phd I should stil have more time, and certainly the demands of
singing and performing aren't the same as those of working in a very
academic subject like philosophy.

so the real point of this is to say, I look forward to having a play with
the thing, and I'm glad there are tutorials available.

Ai was one thing I haven't yet got a conception of in computer terms, but
sinse I'd like to eventually develope a game with a complex combat system,
it's something I'm going to have to master.

Beware the grue!

Dark.
- Original Message -
From: "Philip Bennefall" 
To: "Gamers Discussion list" 
Sent: Wednesday, November 16, 2011 7:13 PM
Subject: Re: [Audyssey] BGT Version 1.1 Released!



Hi Dark,

I'm pleased to hear of your prioritizing dilemma! Smirk. Nah but
seriously, I'm really glad you like the new stuff. There is indeed a new
tutorial about pathfinding in particular, written by a good friend of
mine. He did an excellent job with it, in my opinion. It's found in the
tutorials section along with the others. While it's not quite for
beginners, meaning you do need to know the language a bit before
attempting to work with it, it still explains things from the ground up.

Kind regards,

Philip Bennefall
- Original Message -
From: "dark" 
To: ; "Gamers Discussion list" 
Sent: Wednesday, November 16, 2011 8:08 PM
Subject: Re: [Audyssey] BGT Version 1.1 Released!


Hi Philip this is great!

When my phd is done, i'll start on bgt, so it's awsome to here about the
changelog. I'm especially pleased with the sapi changes, sinse eventually
I'd love to write an rpg probably using sapi, though of course being as I
won't even start coding for another 10 months or so, there will probably
be
major changes too :D.

Just one question, have you updated any of the tutorials yet? I've been
reading through the textual ones just to wrap my brain around some of the
concepts (and have to actually resist the urge to start playing sinse I
know
if I start I won't stop), but with these pathfinder ai to output
considdering that several of these sound pretty major changes and ones
I'll
want to use myself in games, it'd be nice to have them explained at a
newby
level with as much care as the rest of the tutorial.

All the best,

Dark.
- Original Message -
From: "Philip Bennefall" 
To: "Gamers Discussion list" 
Sent: Wednesday, November 16, 2011 4:51 PM
Subject: [Audyssey] BGT Version 1.1 Released!



Hi all!

After nearly a year in development, version 1.1 of the BGT engine is now
available for download! It features the largest set of changes yet in 
its

release history, most of which are features requested by end users. It
includes mouse support, screen reader support, a pathfinder to make it
easier when adding artificial intelligence to your game, improved Sapi
support where you are now able to enumerate and change voices, and tons
more. The change log is a bit too long to paste in an email to the list,
so I invite those who are curious to go grab the new installer and have 
a

look!

Thanks to all of those who provided suggestions and ideas, bug reports
and
other general feedback over these two years. Without all of this, the 
BGT

engine would not be what it is today. Thank you!

Kind regards,

Philip Bennefall
---
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Re: [Audyssey] BGT Version 1.1 Released!

2011-11-16 Thread lenron brown
how much is bgt and where can i download it

On 11/16/11, dark  wrote:
> Hi Philip.
>
> When bgt was first released I began examining the program and language, but
> quickly realized that the only way to get good at it would be to treat it
> like learning an instrument or a new sport, spend some time every day
> practicing.
>
> currently, I'm already! doing that with my phd thesis, and indeed with my
> singing, and the last thing I would want is a situation where I make a half
> hearted attempt on bgt and give up when really it'd just take a litle more
> time and patience to learn, hence my decision.
>
> Even if (as seems likely), I'll be heading off to music school when I've
> done my phd I should stil have more time, and certainly the demands of
> singing and performing aren't the same as those of working in a very
> academic subject like philosophy.
>
> so the real point of this is to say, I look forward to having a play with
> the thing, and I'm glad there are tutorials available.
>
> Ai was one thing I haven't yet got a conception of in computer terms, but
> sinse I'd like to eventually develope a game with a complex combat system,
> it's something I'm going to have to master.
>
> Beware the grue!
>
> Dark.
> - Original Message -
> From: "Philip Bennefall" 
> To: "Gamers Discussion list" 
> Sent: Wednesday, November 16, 2011 7:13 PM
> Subject: Re: [Audyssey] BGT Version 1.1 Released!
>
>
>> Hi Dark,
>>
>> I'm pleased to hear of your prioritizing dilemma! Smirk. Nah but
>> seriously, I'm really glad you like the new stuff. There is indeed a new
>> tutorial about pathfinding in particular, written by a good friend of
>> mine. He did an excellent job with it, in my opinion. It's found in the
>> tutorials section along with the others. While it's not quite for
>> beginners, meaning you do need to know the language a bit before
>> attempting to work with it, it still explains things from the ground up.
>>
>> Kind regards,
>>
>> Philip Bennefall
>> - Original Message -
>> From: "dark" 
>> To: ; "Gamers Discussion list" 
>> Sent: Wednesday, November 16, 2011 8:08 PM
>> Subject: Re: [Audyssey] BGT Version 1.1 Released!
>>
>>
>> Hi Philip this is great!
>>
>> When my phd is done, i'll start on bgt, so it's awsome to here about the
>> changelog. I'm especially pleased with the sapi changes, sinse eventually
>> I'd love to write an rpg probably using sapi, though of course being as I
>> won't even start coding for another 10 months or so, there will probably
>> be
>> major changes too :D.
>>
>> Just one question, have you updated any of the tutorials yet? I've been
>> reading through the textual ones just to wrap my brain around some of the
>> concepts (and have to actually resist the urge to start playing sinse I
>> know
>> if I start I won't stop), but with these pathfinder ai to output
>> considdering that several of these sound pretty major changes and ones
>> I'll
>> want to use myself in games, it'd be nice to have them explained at a
>> newby
>> level with as much care as the rest of the tutorial.
>>
>> All the best,
>>
>> Dark.
>> - Original Message -
>> From: "Philip Bennefall" 
>> To: "Gamers Discussion list" 
>> Sent: Wednesday, November 16, 2011 4:51 PM
>> Subject: [Audyssey] BGT Version 1.1 Released!
>>
>>
>>> Hi all!
>>>
>>> After nearly a year in development, version 1.1 of the BGT engine is now
>>> available for download! It features the largest set of changes yet in its
>>> release history, most of which are features requested by end users. It
>>> includes mouse support, screen reader support, a pathfinder to make it
>>> easier when adding artificial intelligence to your game, improved Sapi
>>> support where you are now able to enumerate and change voices, and tons
>>> more. The change log is a bit too long to paste in an email to the list,
>>> so I invite those who are curious to go grab the new installer and have a
>>> look!
>>>
>>> Thanks to all of those who provided suggestions and ideas, bug reports
>>> and
>>> other general feedback over these two years. Without all of this, the BGT
>>> engine would not be what it is today. Thank you!
>>>
>>> Kind regards,
>>>
>>> Philip Bennefall
>>> ---
>>> Gamers mailing list __ Gamers@audyssey.org
>>> If you want to leave the list, send E-mail to
>>> gamers-unsubscr...@audyssey.org.
>>> You can make changes or update your subscription via the web, at
>>> http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
>>> All messages are archived and can be searched and read at
>>> http://www.mail-archive.com/gamers@audyssey.org.
>>> If you have any questions or concerns regarding the management of the
>>> list,
>>> please send E-mail to gamers-ow...@audyssey.org.
>>
>>
>> ---
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>> If you want to leave the list, send E-mail to
>> gamers-unsubscr...@audyssey.org.
>> You can make changes or update your subscription via the web, at
>> http://mail.audyssey.org/mailman/listinfo/gamers_audyss

Re: [Audyssey] correspondence

2011-11-16 Thread Valiant8086
Hi. This isn't completely true. I've had it happen both ways to me in 
the past so I know what I'm talking about in this case. The way you're 
talking about is one of the things that can happen. The other is that 
video intercept is installed, but not currently working properly. The 
result of it just not working properly is that it doesn't read certain 
things, notably the names of tabs in some multi page dialogue boxes, 
like Windows  Task Manager and also that the JAWS cursor just reads 
blank blank all the time. This problem can be brought about in a variety 
of different intricate ways, but most common is that something changed 
in video settings. Resolution changes for instance. A few laptops start 
the problem if they are put  into and later brought out of stand by or 
sleep depending which OS, or hibernation. Some will do it if they 
support docking stations and happen to get hooked into one or removed 
from it. There are some Linovo computers that are really bad for this 
for some reason. I've even seen it happen if a certain program throws up 
a window that is transparent but which takes foreground or if a program 
throws up a notification window that isn't part of the task bar or alt 
tab loop. If you try to use the jaws cursor it may just read that 
window, not read anything, read mixes of tidbits from the window you 
want and that window and possibly a window you don't even want to hear 
anything about, or just read properly like you wanted. Mcafee Anti Virus 
for instance does this a lot.


Win7 and Vista are supposed to be better about it because of mirror 
driver instead of video chaining, but It still happens there too every 
now and then.


Restarting JAWS or the whole computer might fix it.

Although VIP Mud doesn't require the JAWS cursor anyway, you use the 
read only edit window to read, which you can reach by pressing tab from 
the input window. It's still possible for video intercept problems to 
mess up that sort of situation, though I don't know if JAWS relies on 
video intercept to read that particular window in VIP Mud. I kind of 
doubt it but I have seen it make other read only fields show up as blank 
when they weren't before. Usually I just restart JAWS when it happens to 
me and that fixes it.

Sent with Thunderbird 3.1.14 portable.

On 11/16/2011 12:24 PM, Trouble wrote:
If it was a jaws video intercept problem. Then jaws wouldn't work at 
all and state a video intercept not installed.


At 11:15 AM 11/16/2011, you wrote:

Hi.
I think you have a JAWS video intercept problem. Are you on Alter 
Aeon or skype?


Sent with Thunderbird 3.1.14 portable.

On 11/16/2011 7:07 AM, Kim Friedman wrote:

Hi, I'd like to get messages from those who do role playing and/or
mudding because this is something I'd like to learn how to do and I am
having a quite difficult time even making the attempt to do so. For one
thing, my screen reader (Jaws 13) hasn't been working with the one MUD
client I have (VIP MUD) because if I use the arrow keys from within a
game, it's as if the screen is blank and there's nothing there even
though text may be on the screen. The MUD client also seems to
disconnect at the drop of a hat, so I feel as if I'm in Dickens'
circumlocution office (Reference, Little Dorrit by Charles Dickens, in
which the hapless person is going round in circles and backwards at the
same time, in short, going nowhere at all). It doesn't do any good to
tell me to try different Mud clients out as I have no idea how to
determine if I like them or not. (You're talking to the one who doesn't
know what to do with the Mud client she already has, let alone any
others which might be used by the blind.) As far as I know, there is
absolutely no literature on the subject for rank beginners like myself.
I can't seem to get beyond first base in playing an RPG because of this
MUD client problem. The text (if it does come) arrives in great clumps
and as I said, I can't even review what's there to make any decisions.
Please help me out as I am seriously frustrated about this whole
situation. Regards, Kim Friedman. P.S.: I'd like also to know if the
Iron Realms games are regarded as accessible (games are Achaea, 
Aetolia,

Lusternia, Emperion, and Midkemia [the last based on Raymond E. Feist's
novels).) K.


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Re: [Audyssey] BGT Version 1.1 Released!

2011-11-16 Thread dark

Hi Philip.

When bgt was first released I began examining the program and language, but 
quickly realized that the only way to get good at it would be to treat it 
like learning an instrument or a new sport, spend some time every day 
practicing.


currently, I'm already! doing that with my phd thesis, and indeed with my 
singing, and the last thing I would want is a situation where I make a half 
hearted attempt on bgt and give up when really it'd just take a litle more 
time and patience to learn, hence my decision.


Even if (as seems likely), I'll be heading off to music school when I've 
done my phd I should stil have more time, and certainly the demands of 
singing and performing aren't the same as those of working in a very 
academic subject like philosophy.


so the real point of this is to say, I look forward to having a play with 
the thing, and I'm glad there are tutorials available.


Ai was one thing I haven't yet got a conception of in computer terms, but 
sinse I'd like to eventually develope a game with a complex combat system, 
it's something I'm going to have to master.


Beware the grue!

Dark.
- Original Message - 
From: "Philip Bennefall" 

To: "Gamers Discussion list" 
Sent: Wednesday, November 16, 2011 7:13 PM
Subject: Re: [Audyssey] BGT Version 1.1 Released!



Hi Dark,

I'm pleased to hear of your prioritizing dilemma! Smirk. Nah but 
seriously, I'm really glad you like the new stuff. There is indeed a new 
tutorial about pathfinding in particular, written by a good friend of 
mine. He did an excellent job with it, in my opinion. It's found in the 
tutorials section along with the others. While it's not quite for 
beginners, meaning you do need to know the language a bit before 
attempting to work with it, it still explains things from the ground up.


Kind regards,

Philip Bennefall
- Original Message - 
From: "dark" 

To: ; "Gamers Discussion list" 
Sent: Wednesday, November 16, 2011 8:08 PM
Subject: Re: [Audyssey] BGT Version 1.1 Released!


Hi Philip this is great!

When my phd is done, i'll start on bgt, so it's awsome to here about the
changelog. I'm especially pleased with the sapi changes, sinse eventually
I'd love to write an rpg probably using sapi, though of course being as I
won't even start coding for another 10 months or so, there will probably 
be

major changes too :D.

Just one question, have you updated any of the tutorials yet? I've been
reading through the textual ones just to wrap my brain around some of the
concepts (and have to actually resist the urge to start playing sinse I 
know

if I start I won't stop), but with these pathfinder ai to output
considdering that several of these sound pretty major changes and ones 
I'll
want to use myself in games, it'd be nice to have them explained at a 
newby

level with as much care as the rest of the tutorial.

All the best,

Dark.
- Original Message - 
From: "Philip Bennefall" 

To: "Gamers Discussion list" 
Sent: Wednesday, November 16, 2011 4:51 PM
Subject: [Audyssey] BGT Version 1.1 Released!



Hi all!

After nearly a year in development, version 1.1 of the BGT engine is now
available for download! It features the largest set of changes yet in its
release history, most of which are features requested by end users. It
includes mouse support, screen reader support, a pathfinder to make it
easier when adding artificial intelligence to your game, improved Sapi
support where you are now able to enumerate and change voices, and tons
more. The change log is a bit too long to paste in an email to the list,
so I invite those who are curious to go grab the new installer and have a
look!

Thanks to all of those who provided suggestions and ideas, bug reports 
and

other general feedback over these two years. Without all of this, the BGT
engine would not be what it is today. Thank you!

Kind regards,

Philip Bennefall
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Re: [Audyssey] BGT Version 1.1 Released!

2011-11-16 Thread QuentinC
I'm also interested in dolphin's API to be able to add it in the 
playroom client.

I think that Thomas would be also interested in it for MOTA.
Could you contact me in private ?


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Re: [Audyssey] BGT Version 1.1 Released!

2011-11-16 Thread Philip Bennefall

Hi Bryan,

Look up the functions called screen_reader_speak, screen_reader_is_running 
etc, under references/foundation layer/function reference/user_interaction.


Kind regards,

Philip Bennefall
- Original Message - 
From: "Bryan Mckinnish" 

To: "Gamers Discussion list" 
Sent: Wednesday, November 16, 2011 10:51 PM
Subject: Re: [Audyssey] BGT Version 1.1 Released!


Hi.
I downloaded bgt 1.1. I have a question though.
I can't find how to use the screen reader support in the help file.
Can someone point me in the right direction?
Thanks.
Bryan Mckinnish
On 11/16/2011 4:38 PM, Shane Davidson wrote:

it was in the accessible_output module that we used, witch is open source,
so you'd think you wouldn't have to.
Get ahold of me off list and I can see what we can find.
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Wednesday, November 16, 2011 3:45 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] BGT Version 1.1 Released!

Hi Shane,

Thanks for the offer! Though doesn't Dolphin want you to sign a
non-disclosure agreement to use the dll? Or am I getting mixed up with 
some

other screen reader? I would also need to find some sort of API
documentation, and a license for redistribution if available?

Kind regards,

Philip Bennefall
- Original Message -
From: "Shane Davidson"
To:; "'Gamers Discussion list'"
Sent: Wednesday, November 16, 2011 9:29 PM
Subject: RE: [Audyssey] BGT Version 1.1 Released!


Philip;
I can provide the dolapi.dll file we use in twitmonger if that will help 
in

supporting dolphin/supernova.
Take care.
Shane
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Wednesday, November 16, 2011 12:46 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] BGT Version 1.1 Released!

I am assuming that the question is which screen readers are supported by
BGT? Currently it supports Jaws, Window Eyes, System Access, and NVDA.

Kind regards,

Philip Bennefall
- Original Message -
From: "Brandon Misch"
To:; "Gamers Discussion list"
Sent: Wednesday, November 16, 2011 6:44 PM
Subject: Re: [Audyssey] BGT Version 1.1 Released!


Hey with screen readers does but support? just curious.

On Nov 16, 2011, at 12:28 PM, Philip Bennefall wrote:


Wow. That's an email to make my day if ever I saw one. Thanks man, for
your support! While I haven't had any time to actually play any games at
all lately, yours are at the top of my list of things to try. I have
followed the discussions about your various titles with interest, you'll
definitely hear from me once I sit down and play. Now which one to start
with, I wonder? I am leaning towards killing zombies. Grin.

Kind regards,

Philip Bennefall
- Original Message - From: "Jeremy Kaldobsky"

To:; "Gamers Discussion list"
Sent: Wednesday, November 16, 2011 6:15 PM
Subject: Re: [Audyssey] BGT Version 1.1 Released!


Even though I am not a BGT user myself, I already know this update is
going to have a huge impact on the community!  I wasn't around before the
days of BGT, but I see how it is twisted and woven in to almost every
thread and game discussion.  All by its self, I believe BGT has won you a
permanent legacy in the audio game community Philip, and I have yet to 
see

anything that compares to it in terms of overall community long-term
impact.  As cheesy as it may sound, creating something with the same 
level
of importance is what I'm striving for myself.  I am absolutely positive 
I

have not come close yet, but I will stick around until I do.

Mr. Bennefall, keep up the great work and prepare yourself for probably a
hundred ecstatic responses to the news of your new release.  :D  And keep
the bar really high so I have to climb a while before getting up there
with you sir.



Hi all!

After nearly a year in development, version 1.1 of the BGT
engine is now available for download! It features the
largest set of changes yet in its release history, most of
which are features requested by end users. It includes mouse
support, screen reader support, a pathfinder to make it
easier when adding artificial intelligence to your game,
improved Sapi support where you are now able to enumerate
and change voices, and tons more. The change log is a bit
too long to paste in an email to the list, so I invite those
who are curious to go grab the new installer and have a
look!

Thanks to all of those who provided suggestions and ideas,
bug reports and other general feedback over these two years.
Without all of this, the BGT engine would not be what it is
today. Thank you!

Kind regards,

Philip Bennefall


---
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gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
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All messages are archived a

Re: [Audyssey] BGT Version 1.1 Released!

2011-11-16 Thread shaun everiss
you do need to do something extra to use their stuff but its not that 
much aparently.

At 09:44 p.m. 16/11/2011 +0100, you wrote:

Hi Shane,

Thanks for the offer! Though doesn't Dolphin want you to sign a 
non-disclosure agreement to use the dll? Or am I getting mixed up 
with some other screen reader? I would also need to find some sort 
of API documentation, and a license for redistribution if available?


Kind regards,

Philip Bennefall
- Original Message - From: "Shane Davidson" 
To: ; "'Gamers Discussion list'" 
Sent: Wednesday, November 16, 2011 9:29 PM
Subject: RE: [Audyssey] BGT Version 1.1 Released!


Philip;
I can provide the dolapi.dll file we use in twitmonger if that will help in
supporting dolphin/supernova.
Take care.
Shane
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Wednesday, November 16, 2011 12:46 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] BGT Version 1.1 Released!

I am assuming that the question is which screen readers are supported by
BGT? Currently it supports Jaws, Window Eyes, System Access, and NVDA.

Kind regards,

Philip Bennefall
- Original Message -
From: "Brandon Misch" 
To: ; "Gamers Discussion list" 
Sent: Wednesday, November 16, 2011 6:44 PM
Subject: Re: [Audyssey] BGT Version 1.1 Released!


Hey with screen readers does but support? just curious.

On Nov 16, 2011, at 12:28 PM, Philip Bennefall wrote:


Wow. That's an email to make my day if ever I saw one. Thanks man, for
your support! While I haven't had any time to actually play any games at
all lately, yours are at the top of my list of things to try. I have
followed the discussions about your various titles with interest, you'll
definitely hear from me once I sit down and play. Now which one to start
with, I wonder? I am leaning towards killing zombies. Grin.

Kind regards,

Philip Bennefall
- Original Message - From: "Jeremy Kaldobsky"

To: ; "Gamers Discussion list" 
Sent: Wednesday, November 16, 2011 6:15 PM
Subject: Re: [Audyssey] BGT Version 1.1 Released!


Even though I am not a BGT user myself, I already know this update is
going to have a huge impact on the community!  I wasn't around before the
days of BGT, but I see how it is twisted and woven in to almost every
thread and game discussion.  All by its self, I believe BGT has won you a
permanent legacy in the audio game community Philip, and I have yet to see



anything that compares to it in terms of overall community long-term
impact.  As cheesy as it may sound, creating something with the same level



of importance is what I'm striving for myself.  I am absolutely positive I



have not come close yet, but I will stick around until I do.

Mr. Bennefall, keep up the great work and prepare yourself for probably a
hundred ecstatic responses to the news of your new release.  :D  And keep
the bar really high so I have to climb a while before getting up there
with you sir.



Hi all!

After nearly a year in development, version 1.1 of the BGT
engine is now available for download! It features the
largest set of changes yet in its release history, most of
which are features requested by end users. It includes mouse
support, screen reader support, a pathfinder to make it
easier when adding artificial intelligence to your game,
improved Sapi support where you are now able to enumerate
and change voices, and tons more. The change log is a bit
too long to paste in an email to the list, so I invite those
who are curious to go grab the new installer and have a
look!

Thanks to all of those who provided suggestions and ideas,
bug reports and other general feedback over these two years.
Without all of this, the BGT engine would not be what it is
today. Thank you!

Kind regards,

Philip Bennefall



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



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h

Re: [Audyssey] A sound tap test of sorts: SSF4AE as Ryu

2011-11-16 Thread shaun everiss

hmmm ie8 on xp does not work with this either piter.
If you go to pjmsworld.tdrealms.com you will find the link to download the fie.
This will fail happily because tdrealms is speld dtrealms.
At 09:42 p.m. 16/11/2011 +0100, you wrote:
So, this is what morning does to you. You wake up with no school, 
and then get bored with life so decide to own a bunch of dudes in 
Street Fighter.
I figured I got this sound tap program, let's give it a real life 
test. I did have a small issue with one of its features I couldn't 
turn off, so it kind of crackled in places and may have thrown a 
fight out of the timeline due to me having to join the file 
afterwards. Thankfully the actual gameplay is intact though.
I'm not a hardcore player so probably didn't do as much things as I 
could have (generally avoiding attacks would come to mind), but it 
did have some interesting stuff happen, including an accidental 
press of player 2's start button resulting in a 1-sided fight, to me 
trying to end it all epically and nearly dying in the process.

To listen, go to my blog at
http://pmsworld.tdrealms.com/
and look in the first post. Note that I used html5's built-in audio 
player, so I'm not sure if, say, IE7 would work with this. If 
there's a need I can always send the link to the file directly.


Enjoy!

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Re: [Audyssey] BGT Version 1.1 Released!

2011-11-16 Thread Bryan Mckinnish

Hi.
I downloaded bgt 1.1. I have a question though.
I can't find how to use the screen reader support in the help file.
Can someone point me in the right direction?
Thanks.
Bryan Mckinnish
On 11/16/2011 4:38 PM, Shane Davidson wrote:

it was in the accessible_output module that we used, witch is open source,
so you'd think you wouldn't have to.
Get ahold of me off list and I can see what we can find.
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Wednesday, November 16, 2011 3:45 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] BGT Version 1.1 Released!

Hi Shane,

Thanks for the offer! Though doesn't Dolphin want you to sign a
non-disclosure agreement to use the dll? Or am I getting mixed up with some
other screen reader? I would also need to find some sort of API
documentation, and a license for redistribution if available?

Kind regards,

Philip Bennefall
- Original Message -
From: "Shane Davidson"
To:; "'Gamers Discussion list'"
Sent: Wednesday, November 16, 2011 9:29 PM
Subject: RE: [Audyssey] BGT Version 1.1 Released!


Philip;
I can provide the dolapi.dll file we use in twitmonger if that will help in
supporting dolphin/supernova.
Take care.
Shane
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Wednesday, November 16, 2011 12:46 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] BGT Version 1.1 Released!

I am assuming that the question is which screen readers are supported by
BGT? Currently it supports Jaws, Window Eyes, System Access, and NVDA.

Kind regards,

Philip Bennefall
- Original Message -
From: "Brandon Misch"
To:; "Gamers Discussion list"
Sent: Wednesday, November 16, 2011 6:44 PM
Subject: Re: [Audyssey] BGT Version 1.1 Released!


Hey with screen readers does but support? just curious.

On Nov 16, 2011, at 12:28 PM, Philip Bennefall wrote:


Wow. That's an email to make my day if ever I saw one. Thanks man, for
your support! While I haven't had any time to actually play any games at
all lately, yours are at the top of my list of things to try. I have
followed the discussions about your various titles with interest, you'll
definitely hear from me once I sit down and play. Now which one to start
with, I wonder? I am leaning towards killing zombies. Grin.

Kind regards,

Philip Bennefall
- Original Message - From: "Jeremy Kaldobsky"

To:; "Gamers Discussion list"
Sent: Wednesday, November 16, 2011 6:15 PM
Subject: Re: [Audyssey] BGT Version 1.1 Released!


Even though I am not a BGT user myself, I already know this update is
going to have a huge impact on the community!  I wasn't around before the
days of BGT, but I see how it is twisted and woven in to almost every
thread and game discussion.  All by its self, I believe BGT has won you a
permanent legacy in the audio game community Philip, and I have yet to see
anything that compares to it in terms of overall community long-term
impact.  As cheesy as it may sound, creating something with the same level
of importance is what I'm striving for myself.  I am absolutely positive I
have not come close yet, but I will stick around until I do.

Mr. Bennefall, keep up the great work and prepare yourself for probably a
hundred ecstatic responses to the news of your new release.  :D  And keep
the bar really high so I have to climb a while before getting up there
with you sir.



Hi all!

After nearly a year in development, version 1.1 of the BGT
engine is now available for download! It features the
largest set of changes yet in its release history, most of
which are features requested by end users. It includes mouse
support, screen reader support, a pathfinder to make it
easier when adding artificial intelligence to your game,
improved Sapi support where you are now able to enumerate
and change voices, and tons more. The change log is a bit
too long to paste in an email to the list, so I invite those
who are curious to go grab the new installer and have a
look!

Thanks to all of those who provided suggestions and ideas,
bug reports and other general feedback over these two years.
Without all of this, the BGT engine would not be what it is
today. Thank you!

Kind regards,

Philip Bennefall


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


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Re: [Audyssey] BGT Version 1.1 Released!

2011-11-16 Thread Shane Davidson
it was in the accessible_output module that we used, witch is open source,
so you'd think you wouldn't have to.
Get ahold of me off list and I can see what we can find.
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Wednesday, November 16, 2011 3:45 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] BGT Version 1.1 Released!

Hi Shane,

Thanks for the offer! Though doesn't Dolphin want you to sign a
non-disclosure agreement to use the dll? Or am I getting mixed up with some
other screen reader? I would also need to find some sort of API
documentation, and a license for redistribution if available?

Kind regards,

Philip Bennefall
- Original Message -
From: "Shane Davidson" 
To: ; "'Gamers Discussion list'" 
Sent: Wednesday, November 16, 2011 9:29 PM
Subject: RE: [Audyssey] BGT Version 1.1 Released!


Philip;
I can provide the dolapi.dll file we use in twitmonger if that will help in
supporting dolphin/supernova.
Take care.
Shane
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Wednesday, November 16, 2011 12:46 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] BGT Version 1.1 Released!

I am assuming that the question is which screen readers are supported by
BGT? Currently it supports Jaws, Window Eyes, System Access, and NVDA.

Kind regards,

Philip Bennefall
- Original Message -
From: "Brandon Misch" 
To: ; "Gamers Discussion list" 
Sent: Wednesday, November 16, 2011 6:44 PM
Subject: Re: [Audyssey] BGT Version 1.1 Released!


Hey with screen readers does but support? just curious.

On Nov 16, 2011, at 12:28 PM, Philip Bennefall wrote:

> Wow. That's an email to make my day if ever I saw one. Thanks man, for
> your support! While I haven't had any time to actually play any games at
> all lately, yours are at the top of my list of things to try. I have
> followed the discussions about your various titles with interest, you'll
> definitely hear from me once I sit down and play. Now which one to start
> with, I wonder? I am leaning towards killing zombies. Grin.
>
> Kind regards,
>
> Philip Bennefall
> - Original Message - From: "Jeremy Kaldobsky"
> 
> To: ; "Gamers Discussion list" 
> Sent: Wednesday, November 16, 2011 6:15 PM
> Subject: Re: [Audyssey] BGT Version 1.1 Released!
>
>
> Even though I am not a BGT user myself, I already know this update is
> going to have a huge impact on the community!  I wasn't around before the
> days of BGT, but I see how it is twisted and woven in to almost every
> thread and game discussion.  All by its self, I believe BGT has won you a
> permanent legacy in the audio game community Philip, and I have yet to see

> anything that compares to it in terms of overall community long-term
> impact.  As cheesy as it may sound, creating something with the same level

> of importance is what I'm striving for myself.  I am absolutely positive I

> have not come close yet, but I will stick around until I do.
>
> Mr. Bennefall, keep up the great work and prepare yourself for probably a
> hundred ecstatic responses to the news of your new release.  :D  And keep
> the bar really high so I have to climb a while before getting up there
> with you sir.
>
>
>> Hi all!
>>
>> After nearly a year in development, version 1.1 of the BGT
>> engine is now available for download! It features the
>> largest set of changes yet in its release history, most of
>> which are features requested by end users. It includes mouse
>> support, screen reader support, a pathfinder to make it
>> easier when adding artificial intelligence to your game,
>> improved Sapi support where you are now able to enumerate
>> and change voices, and tons more. The change log is a bit
>> too long to paste in an email to the list, so I invite those
>> who are curious to go grab the new installer and have a
>> look!
>>
>> Thanks to all of those who provided suggestions and ideas,
>> bug reports and other general feedback over these two years.
>> Without all of this, the BGT engine would not be what it is
>> today. Thank you!
>>
>> Kind regards,
>>
>> Philip Bennefall
>
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to
> gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at
> http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
> All messages are archived and can be searched and read at
> http://www.mail-archive.com/gamers@audyssey.org.
> If you have any questions or concerns regarding the management of the
> list,
> please send E-mail to gamers-ow...@audyssey.org.


---
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All messa

Re: [Audyssey] BGT Version 1.1 Released!

2011-11-16 Thread Philip Bennefall

Hi Shane,

Thanks for the offer! Though doesn't Dolphin want you to sign a 
non-disclosure agreement to use the dll? Or am I getting mixed up with some 
other screen reader? I would also need to find some sort of API 
documentation, and a license for redistribution if available?


Kind regards,

Philip Bennefall
- Original Message - 
From: "Shane Davidson" 

To: ; "'Gamers Discussion list'" 
Sent: Wednesday, November 16, 2011 9:29 PM
Subject: RE: [Audyssey] BGT Version 1.1 Released!


Philip;
I can provide the dolapi.dll file we use in twitmonger if that will help in
supporting dolphin/supernova.
Take care.
Shane
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Wednesday, November 16, 2011 12:46 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] BGT Version 1.1 Released!

I am assuming that the question is which screen readers are supported by
BGT? Currently it supports Jaws, Window Eyes, System Access, and NVDA.

Kind regards,

Philip Bennefall
- Original Message -
From: "Brandon Misch" 
To: ; "Gamers Discussion list" 
Sent: Wednesday, November 16, 2011 6:44 PM
Subject: Re: [Audyssey] BGT Version 1.1 Released!


Hey with screen readers does but support? just curious.

On Nov 16, 2011, at 12:28 PM, Philip Bennefall wrote:


Wow. That's an email to make my day if ever I saw one. Thanks man, for
your support! While I haven't had any time to actually play any games at
all lately, yours are at the top of my list of things to try. I have
followed the discussions about your various titles with interest, you'll
definitely hear from me once I sit down and play. Now which one to start
with, I wonder? I am leaning towards killing zombies. Grin.

Kind regards,

Philip Bennefall
- Original Message - From: "Jeremy Kaldobsky"

To: ; "Gamers Discussion list" 
Sent: Wednesday, November 16, 2011 6:15 PM
Subject: Re: [Audyssey] BGT Version 1.1 Released!


Even though I am not a BGT user myself, I already know this update is
going to have a huge impact on the community!  I wasn't around before the
days of BGT, but I see how it is twisted and woven in to almost every
thread and game discussion.  All by its self, I believe BGT has won you a
permanent legacy in the audio game community Philip, and I have yet to see



anything that compares to it in terms of overall community long-term
impact.  As cheesy as it may sound, creating something with the same level



of importance is what I'm striving for myself.  I am absolutely positive I



have not come close yet, but I will stick around until I do.

Mr. Bennefall, keep up the great work and prepare yourself for probably a
hundred ecstatic responses to the news of your new release.  :D  And keep
the bar really high so I have to climb a while before getting up there
with you sir.



Hi all!

After nearly a year in development, version 1.1 of the BGT
engine is now available for download! It features the
largest set of changes yet in its release history, most of
which are features requested by end users. It includes mouse
support, screen reader support, a pathfinder to make it
easier when adding artificial intelligence to your game,
improved Sapi support where you are now able to enumerate
and change voices, and tons more. The change log is a bit
too long to paste in an email to the list, so I invite those
who are curious to go grab the new installer and have a
look!

Thanks to all of those who provided suggestions and ideas,
bug reports and other general feedback over these two years.
Without all of this, the BGT engine would not be what it is
today. Thank you!

Kind regards,

Philip Bennefall



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[Audyssey] A sound tap test of sorts: SSF4AE as Ryu

2011-11-16 Thread pitermach
So, this is what morning does to you. You wake up with no school, and 
then get bored with life so decide to own a bunch of dudes in Street 
Fighter.
I figured I got this sound tap program, let's give it a real life test. 
I did have a small issue with one of its features I couldn't turn off, 
so it kind of crackled in places and may have thrown a fight out of the 
timeline due to me having to join the file afterwards. Thankfully the 
actual gameplay is intact though.
I'm not a hardcore player so probably didn't do as much things as I 
could have (generally avoiding attacks would come to mind), but it did 
have some interesting stuff happen, including an accidental press of 
player 2's start button resulting in a 1-sided fight, to me trying to 
end it all epically and nearly dying in the process.

To listen, go to my blog at
http://pmsworld.tdrealms.com/
and look in the first post. Note that I used html5's built-in audio 
player, so I'm not sure if, say, IE7 would work with this. If there's a 
need I can always send the link to the file directly.


Enjoy!

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Re: [Audyssey] BGT Version 1.1 Released!

2011-11-16 Thread Christina
Hi.
Thanks for answering me.
Christina

- Original Message - 
From: "Philip Bennefall" 
To: "Gamers Discussion list" 
Sent: Wednesday, November 16, 2011 12:13 PM
Subject: Re: [Audyssey] BGT Version 1.1 Released!


Hi Christina,

BGT is a development tool for those wanting to make an audio game. I use it 
to create Perilous Hearts, for instance.

Kind regards,

Philip Bennefall
- Original Message - 
From: "Christina" 
To: ; "Gamers Discussion list" 
Sent: Wednesday, November 16, 2011 6:11 PM
Subject: Re: [Audyssey] BGT Version 1.1 Released!


Hi.
Is this a game or developer's tools?
Christina

- Original Message - 
From: "Philip Bennefall" 
To: "Gamers Discussion list" 
Sent: Wednesday, November 16, 2011 11:51 AM
Subject: [Audyssey] BGT Version 1.1 Released!


Hi all!

After nearly a year in development, version 1.1 of the BGT engine is now 
available for download! It features the largest set
of changes yet in its release history, most of which are features requested 
by end users. It includes mouse support, screen
reader support, a pathfinder to make it easier when adding artificial 
intelligence to your game, improved Sapi support where
you are now able to enumerate and change voices, and tons more. The change 
log is a bit too long to paste in an email to the
list, so I invite those who are curious to go grab the new installer and 
have a look!

Thanks to all of those who provided suggestions and ideas, bug reports and 
other general feedback over these two years.
Without all of this, the BGT engine would not be what it is today. Thank 
you!

Kind regards,

Philip Bennefall
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Re: [Audyssey] BGT Version 1.1 Released!

2011-11-16 Thread Shane Davidson
Philip;
I can provide the dolapi.dll file we use in twitmonger if that will help in
supporting dolphin/supernova.
Take care.
Shane
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Wednesday, November 16, 2011 12:46 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] BGT Version 1.1 Released!

I am assuming that the question is which screen readers are supported by
BGT? Currently it supports Jaws, Window Eyes, System Access, and NVDA.

Kind regards,

Philip Bennefall
- Original Message -
From: "Brandon Misch" 
To: ; "Gamers Discussion list" 
Sent: Wednesday, November 16, 2011 6:44 PM
Subject: Re: [Audyssey] BGT Version 1.1 Released!


Hey with screen readers does but support? just curious.

On Nov 16, 2011, at 12:28 PM, Philip Bennefall wrote:

> Wow. That's an email to make my day if ever I saw one. Thanks man, for 
> your support! While I haven't had any time to actually play any games at 
> all lately, yours are at the top of my list of things to try. I have 
> followed the discussions about your various titles with interest, you'll 
> definitely hear from me once I sit down and play. Now which one to start 
> with, I wonder? I am leaning towards killing zombies. Grin.
>
> Kind regards,
>
> Philip Bennefall
> - Original Message - From: "Jeremy Kaldobsky" 
> 
> To: ; "Gamers Discussion list" 
> Sent: Wednesday, November 16, 2011 6:15 PM
> Subject: Re: [Audyssey] BGT Version 1.1 Released!
>
>
> Even though I am not a BGT user myself, I already know this update is 
> going to have a huge impact on the community!  I wasn't around before the 
> days of BGT, but I see how it is twisted and woven in to almost every 
> thread and game discussion.  All by its self, I believe BGT has won you a 
> permanent legacy in the audio game community Philip, and I have yet to see

> anything that compares to it in terms of overall community long-term 
> impact.  As cheesy as it may sound, creating something with the same level

> of importance is what I'm striving for myself.  I am absolutely positive I

> have not come close yet, but I will stick around until I do.
>
> Mr. Bennefall, keep up the great work and prepare yourself for probably a 
> hundred ecstatic responses to the news of your new release.  :D  And keep 
> the bar really high so I have to climb a while before getting up there 
> with you sir.
>
>
>> Hi all!
>>
>> After nearly a year in development, version 1.1 of the BGT
>> engine is now available for download! It features the
>> largest set of changes yet in its release history, most of
>> which are features requested by end users. It includes mouse
>> support, screen reader support, a pathfinder to make it
>> easier when adding artificial intelligence to your game,
>> improved Sapi support where you are now able to enumerate
>> and change voices, and tons more. The change log is a bit
>> too long to paste in an email to the list, so I invite those
>> who are curious to go grab the new installer and have a
>> look!
>>
>> Thanks to all of those who provided suggestions and ideas,
>> bug reports and other general feedback over these two years.
>> Without all of this, the BGT engine would not be what it is
>> today. Thank you!
>>
>> Kind regards,
>>
>> Philip Bennefall
>
>
> ---
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> If you want to leave the list, send E-mail to 
> gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at
> http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
> All messages are archived and can be searched and read at
> http://www.mail-archive.com/gamers@audyssey.org.
> If you have any questions or concerns regarding the management of the 
> list,
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Re: [Audyssey] BGT Version 1.1 Released!

2011-11-16 Thread Philip Bennefall

Hello Kai,

I have plans to implement joystick support, for sure. It just didn't make it 
into this release, because I felt that it needed to be released as quickly 
as possible due to the many bugfixes, and of course also the new features 
that people were waiting for. It'll happen though, don't worry. Now that I 
have a check for updates option in the program group, I will be able to 
release smaller updates more frequently rather than one huge release once or 
twice a year.


Kind regards,

Philip Bennefall
- Original Message - 
From: "Kai" 

To: ; "Gamers Discussion list" 
Sent: Wednesday, November 16, 2011 9:08 PM
Subject: Re: [Audyssey] BGT Version 1.1 Released!


Greetings Philip.

I note that you decided not to implement game controller support in this
release a feature I'd been waiting for since I purchased BGT at 1.0. Were
the plans shelved, or will it make an appearance in a future release?

Kai
- Original Message - 
From: "Philip Bennefall" 

To: "Gamers Discussion list" 
Sent: Wednesday, November 16, 2011 9:46 AM
Subject: Re: [Audyssey] BGT Version 1.1 Released!



I am assuming that the question is which screen readers are supported by
BGT? Currently it supports Jaws, Window Eyes, System Access, and NVDA.

Kind regards,

Philip Bennefall
- Original Message - 
From: "Brandon Misch" 

To: ; "Gamers Discussion list" 
Sent: Wednesday, November 16, 2011 6:44 PM
Subject: Re: [Audyssey] BGT Version 1.1 Released!


Hey with screen readers does but support? just curious.

On Nov 16, 2011, at 12:28 PM, Philip Bennefall wrote:


Wow. That's an email to make my day if ever I saw one. Thanks man, for
your support! While I haven't had any time to actually play any games at
all lately, yours are at the top of my list of things to try. I have
followed the discussions about your various titles with interest, you'll
definitely hear from me once I sit down and play. Now which one to start
with, I wonder? I am leaning towards killing zombies. Grin.

Kind regards,

Philip Bennefall
- Original Message - From: "Jeremy Kaldobsky"

To: ; "Gamers Discussion list" 
Sent: Wednesday, November 16, 2011 6:15 PM
Subject: Re: [Audyssey] BGT Version 1.1 Released!


Even though I am not a BGT user myself, I already know this update is
going to have a huge impact on the community!  I wasn't around before the
days of BGT, but I see how it is twisted and woven in to almost every
thread and game discussion.  All by its self, I believe BGT has won you a
permanent legacy in the audio game community Philip, and I have yet to
see anything that compares to it in terms of overall community long-term
impact.  As cheesy as it may sound, creating something with the same
level of importance is what I'm striving for myself.  I am absolutely
positive I have not come close yet, but I will stick around until I do.

Mr. Bennefall, keep up the great work and prepare yourself for probably a
hundred ecstatic responses to the news of your new release.  :D  And keep
the bar really high so I have to climb a while before getting up there
with you sir.



Hi all!

After nearly a year in development, version 1.1 of the BGT
engine is now available for download! It features the
largest set of changes yet in its release history, most of
which are features requested by end users. It includes mouse
support, screen reader support, a pathfinder to make it
easier when adding artificial intelligence to your game,
improved Sapi support where you are now able to enumerate
and change voices, and tons more. The change log is a bit
too long to paste in an email to the list, so I invite those
who are curious to go grab the new installer and have a
look!

Thanks to all of those who provided suggestions and ideas,
bug reports and other general feedback over these two years.
Without all of this, the BGT engine would not be what it is
today. Thank you!

Kind regards,

Philip Bennefall



---
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Re: [Audyssey] BGT Version 1.1 Released!

2011-11-16 Thread Kai

Greetings Philip.

I note that you decided not to implement game controller support in this 
release a feature I'd been waiting for since I purchased BGT at 1.0. Were 
the plans shelved, or will it make an appearance in a future release?


Kai
- Original Message - 
From: "Philip Bennefall" 

To: "Gamers Discussion list" 
Sent: Wednesday, November 16, 2011 9:46 AM
Subject: Re: [Audyssey] BGT Version 1.1 Released!


I am assuming that the question is which screen readers are supported by 
BGT? Currently it supports Jaws, Window Eyes, System Access, and NVDA.


Kind regards,

Philip Bennefall
- Original Message - 
From: "Brandon Misch" 

To: ; "Gamers Discussion list" 
Sent: Wednesday, November 16, 2011 6:44 PM
Subject: Re: [Audyssey] BGT Version 1.1 Released!


Hey with screen readers does but support? just curious.

On Nov 16, 2011, at 12:28 PM, Philip Bennefall wrote:

Wow. That's an email to make my day if ever I saw one. Thanks man, for 
your support! While I haven't had any time to actually play any games at 
all lately, yours are at the top of my list of things to try. I have 
followed the discussions about your various titles with interest, you'll 
definitely hear from me once I sit down and play. Now which one to start 
with, I wonder? I am leaning towards killing zombies. Grin.


Kind regards,

Philip Bennefall
- Original Message - From: "Jeremy Kaldobsky" 


To: ; "Gamers Discussion list" 
Sent: Wednesday, November 16, 2011 6:15 PM
Subject: Re: [Audyssey] BGT Version 1.1 Released!


Even though I am not a BGT user myself, I already know this update is 
going to have a huge impact on the community!  I wasn't around before the 
days of BGT, but I see how it is twisted and woven in to almost every 
thread and game discussion.  All by its self, I believe BGT has won you a 
permanent legacy in the audio game community Philip, and I have yet to 
see anything that compares to it in terms of overall community long-term 
impact.  As cheesy as it may sound, creating something with the same 
level of importance is what I'm striving for myself.  I am absolutely 
positive I have not come close yet, but I will stick around until I do.


Mr. Bennefall, keep up the great work and prepare yourself for probably a 
hundred ecstatic responses to the news of your new release.  :D  And keep 
the bar really high so I have to climb a while before getting up there 
with you sir.




Hi all!

After nearly a year in development, version 1.1 of the BGT
engine is now available for download! It features the
largest set of changes yet in its release history, most of
which are features requested by end users. It includes mouse
support, screen reader support, a pathfinder to make it
easier when adding artificial intelligence to your game,
improved Sapi support where you are now able to enumerate
and change voices, and tons more. The change log is a bit
too long to paste in an email to the list, so I invite those
who are curious to go grab the new installer and have a
look!

Thanks to all of those who provided suggestions and ideas,
bug reports and other general feedback over these two years.
Without all of this, the BGT engine would not be what it is
today. Thank you!

Kind regards,

Philip Bennefall



---
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Re: [Audyssey] BGT Version 1.1 Released!

2011-11-16 Thread william lomas
well as you said if you need the game funded no choice really i guess unless 
ask beta testers help you out instead of everyone else lol

On Nov 16, 2011, at 7:41 PM, Philip Bennefall wrote:

> Yes, I am still debating with myself as to whether I will end up taking 
> preorders but if I do, it'll happen quite soon.
> 
> Kind regards,
> 
> Philip Bennefall
> - Original Message - From: "william lomas" 
> To: ; "Gamers Discussion list" 
> Sent: Wednesday, November 16, 2011 8:34 PM
> Subject: Re: [Audyssey] BGT Version 1.1 Released!
> 
> 
> ah no smile i meant pre-orders for that soon?
> wink
> fair point, fair point re releasing the source code
> 
> On Nov 16, 2011, at 7:32 PM, Philip Bennefall wrote:
> 
>> Perilous Hearts is indeed the next project I intend to complete. Though 
>> since I want to make it commercial, it would not be such a hot idea to 
>> release the source code. Grin.
>> 
>> Kind regards,
>> 
>> Philip Bennefall
>> - Original Message - From: "william lomas" 
>> To: ; "Gamers Discussion list" 
>> Sent: Wednesday, November 16, 2011 8:21 PM
>> Subject: Re: [Audyssey] BGT Version 1.1 Released!
>> 
>> 
>> periless hearts then soon?
>> can we look at that code by the way since i guess it uses the new path 
>> finding AI?
>> 
>> On Nov 16, 2011, at 7:13 PM, Philip Bennefall wrote:
>> 
>>> Hi Dark,
>>> 
>>> I'm pleased to hear of your prioritizing dilemma! Smirk. Nah but seriously, 
>>> I'm really glad you like the new stuff. There is indeed a new tutorial 
>>> about pathfinding in particular, written by a good friend of mine. He did 
>>> an excellent job with it, in my opinion. It's found in the tutorials 
>>> section along with the others. While it's not quite for beginners, meaning 
>>> you do need to know the language a bit before attempting to work with it, 
>>> it still explains things from the ground up.
>>> 
>>> Kind regards,
>>> 
>>> Philip Bennefall
>>> - Original Message - From: "dark" 
>>> To: ; "Gamers Discussion list" 
>>> Sent: Wednesday, November 16, 2011 8:08 PM
>>> Subject: Re: [Audyssey] BGT Version 1.1 Released!
>>> 
>>> 
>>> Hi Philip this is great!
>>> 
>>> When my phd is done, i'll start on bgt, so it's awsome to here about the
>>> changelog. I'm especially pleased with the sapi changes, sinse eventually
>>> I'd love to write an rpg probably using sapi, though of course being as I
>>> won't even start coding for another 10 months or so, there will probably be
>>> major changes too :D.
>>> 
>>> Just one question, have you updated any of the tutorials yet? I've been
>>> reading through the textual ones just to wrap my brain around some of the
>>> concepts (and have to actually resist the urge to start playing sinse I know
>>> if I start I won't stop), but with these pathfinder ai to output
>>> considdering that several of these sound pretty major changes and ones I'll
>>> want to use myself in games, it'd be nice to have them explained at a newby
>>> level with as much care as the rest of the tutorial.
>>> 
>>> All the best,
>>> 
>>> Dark.
>>> - Original Message - From: "Philip Bennefall" 
>>> To: "Gamers Discussion list" 
>>> Sent: Wednesday, November 16, 2011 4:51 PM
>>> Subject: [Audyssey] BGT Version 1.1 Released!
>>> 
>>> 
 Hi all!
 
 After nearly a year in development, version 1.1 of the BGT engine is now
 available for download! It features the largest set of changes yet in its
 release history, most of which are features requested by end users. It
 includes mouse support, screen reader support, a pathfinder to make it
 easier when adding artificial intelligence to your game, improved Sapi
 support where you are now able to enumerate and change voices, and tons
 more. The change log is a bit too long to paste in an email to the list,
 so I invite those who are curious to go grab the new installer and have a
 look!
 
 Thanks to all of those who provided suggestions and ideas, bug reports and
 other general feedback over these two years. Without all of this, the BGT
 engine would not be what it is today. Thank you!
 
 Kind regards,
 
 Philip Bennefall
 ---
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Re: [Audyssey] Update on game app for IOS devices I'm working on.

2011-11-16 Thread michael barnes
AHey, it will be six classic games in the game pack.



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Re: [Audyssey] swamp saving game question

2011-11-16 Thread Jeremy Kaldobsky
The next update should have that ammo problem fixed, although I agree that it 
really isn't too much of a problem for most people.

> You don't appear to lose a lot of
> ammo. I have two characters with
> over 1000 shotgun shells, over 2000 of everything else. I
> save and
> reload and exit and come back in all the time. SUrely I'm
> not losing
> that much ammo.
> 
> Signed:
> Dakotah Rickard


> > Problem here is that you loose a bunch of ammo.


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Re: [Audyssey] BGT Version 1.1 Released!

2011-11-16 Thread Philip Bennefall
Yes, I am still debating with myself as to whether I will end up taking 
preorders but if I do, it'll happen quite soon.


Kind regards,

Philip Bennefall
- Original Message - 
From: "william lomas" 

To: ; "Gamers Discussion list" 
Sent: Wednesday, November 16, 2011 8:34 PM
Subject: Re: [Audyssey] BGT Version 1.1 Released!


ah no smile i meant pre-orders for that soon?
wink
fair point, fair point re releasing the source code

On Nov 16, 2011, at 7:32 PM, Philip Bennefall wrote:

Perilous Hearts is indeed the next project I intend to complete. Though 
since I want to make it commercial, it would not be such a hot idea to 
release the source code. Grin.


Kind regards,

Philip Bennefall
- Original Message - From: "william lomas" 


To: ; "Gamers Discussion list" 
Sent: Wednesday, November 16, 2011 8:21 PM
Subject: Re: [Audyssey] BGT Version 1.1 Released!


periless hearts then soon?
can we look at that code by the way since i guess it uses the new path 
finding AI?


On Nov 16, 2011, at 7:13 PM, Philip Bennefall wrote:


Hi Dark,

I'm pleased to hear of your prioritizing dilemma! Smirk. Nah but 
seriously, I'm really glad you like the new stuff. There is indeed a new 
tutorial about pathfinding in particular, written by a good friend of 
mine. He did an excellent job with it, in my opinion. It's found in the 
tutorials section along with the others. While it's not quite for 
beginners, meaning you do need to know the language a bit before 
attempting to work with it, it still explains things from the ground up.


Kind regards,

Philip Bennefall
- Original Message - From: "dark" 
To: ; "Gamers Discussion list" 
Sent: Wednesday, November 16, 2011 8:08 PM
Subject: Re: [Audyssey] BGT Version 1.1 Released!


Hi Philip this is great!

When my phd is done, i'll start on bgt, so it's awsome to here about the
changelog. I'm especially pleased with the sapi changes, sinse eventually
I'd love to write an rpg probably using sapi, though of course being as I
won't even start coding for another 10 months or so, there will probably 
be

major changes too :D.

Just one question, have you updated any of the tutorials yet? I've been
reading through the textual ones just to wrap my brain around some of the
concepts (and have to actually resist the urge to start playing sinse I 
know

if I start I won't stop), but with these pathfinder ai to output
considdering that several of these sound pretty major changes and ones 
I'll
want to use myself in games, it'd be nice to have them explained at a 
newby

level with as much care as the rest of the tutorial.

All the best,

Dark.
- Original Message - From: "Philip Bennefall" 


To: "Gamers Discussion list" 
Sent: Wednesday, November 16, 2011 4:51 PM
Subject: [Audyssey] BGT Version 1.1 Released!



Hi all!

After nearly a year in development, version 1.1 of the BGT engine is now
available for download! It features the largest set of changes yet in 
its

release history, most of which are features requested by end users. It
includes mouse support, screen reader support, a pathfinder to make it
easier when adding artificial intelligence to your game, improved Sapi
support where you are now able to enumerate and change voices, and tons
more. The change log is a bit too long to paste in an email to the list,
so I invite those who are curious to go grab the new installer and have 
a

look!

Thanks to all of those who provided suggestions and ideas, bug reports 
and
other general feedback over these two years. Without all of this, the 
BGT

engine would not be what it is today. Thank you!

Kind regards,

Philip Bennefall
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Re: [Audyssey] swamp saving game question

2011-11-16 Thread john
I'm usually around 150-300 pistol, and the same amount of rifle 
ammo, so it's all a matter of how much you have. I've had many 
situations where I can't even reload my mp5/hunting rifle due to 
low ammo.


- Original Message -
From: Dakotah Rickard You don't appear to lose a lot of ammo. I have two characters 
with
over 1000 shotgun shells, over 2000 of everything else. I save 
and
reload and exit and come back in all the time. SUrely I'm not 
losing

that much ammo.

Signed:
Dakotah Rickard

On 11/16/11, john  wrote:
Problem here is that you loose a bunch of ammo.

 - Original Message -
From: Dakotah Rickard http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
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Re: [Audyssey] BGT Version 1.1 Released!

2011-11-16 Thread william lomas
ah no smile i meant pre-orders for that soon?
wink
fair point, fair point re releasing the source code

On Nov 16, 2011, at 7:32 PM, Philip Bennefall wrote:

> Perilous Hearts is indeed the next project I intend to complete. Though since 
> I want to make it commercial, it would not be such a hot idea to release the 
> source code. Grin.
> 
> Kind regards,
> 
> Philip Bennefall
> - Original Message - From: "william lomas" 
> To: ; "Gamers Discussion list" 
> Sent: Wednesday, November 16, 2011 8:21 PM
> Subject: Re: [Audyssey] BGT Version 1.1 Released!
> 
> 
> periless hearts then soon?
> can we look at that code by the way since i guess it uses the new path 
> finding AI?
> 
> On Nov 16, 2011, at 7:13 PM, Philip Bennefall wrote:
> 
>> Hi Dark,
>> 
>> I'm pleased to hear of your prioritizing dilemma! Smirk. Nah but seriously, 
>> I'm really glad you like the new stuff. There is indeed a new tutorial about 
>> pathfinding in particular, written by a good friend of mine. He did an 
>> excellent job with it, in my opinion. It's found in the tutorials section 
>> along with the others. While it's not quite for beginners, meaning you do 
>> need to know the language a bit before attempting to work with it, it still 
>> explains things from the ground up.
>> 
>> Kind regards,
>> 
>> Philip Bennefall
>> - Original Message - From: "dark" 
>> To: ; "Gamers Discussion list" 
>> Sent: Wednesday, November 16, 2011 8:08 PM
>> Subject: Re: [Audyssey] BGT Version 1.1 Released!
>> 
>> 
>> Hi Philip this is great!
>> 
>> When my phd is done, i'll start on bgt, so it's awsome to here about the
>> changelog. I'm especially pleased with the sapi changes, sinse eventually
>> I'd love to write an rpg probably using sapi, though of course being as I
>> won't even start coding for another 10 months or so, there will probably be
>> major changes too :D.
>> 
>> Just one question, have you updated any of the tutorials yet? I've been
>> reading through the textual ones just to wrap my brain around some of the
>> concepts (and have to actually resist the urge to start playing sinse I know
>> if I start I won't stop), but with these pathfinder ai to output
>> considdering that several of these sound pretty major changes and ones I'll
>> want to use myself in games, it'd be nice to have them explained at a newby
>> level with as much care as the rest of the tutorial.
>> 
>> All the best,
>> 
>> Dark.
>> - Original Message - From: "Philip Bennefall" 
>> To: "Gamers Discussion list" 
>> Sent: Wednesday, November 16, 2011 4:51 PM
>> Subject: [Audyssey] BGT Version 1.1 Released!
>> 
>> 
>>> Hi all!
>>> 
>>> After nearly a year in development, version 1.1 of the BGT engine is now
>>> available for download! It features the largest set of changes yet in its
>>> release history, most of which are features requested by end users. It
>>> includes mouse support, screen reader support, a pathfinder to make it
>>> easier when adding artificial intelligence to your game, improved Sapi
>>> support where you are now able to enumerate and change voices, and tons
>>> more. The change log is a bit too long to paste in an email to the list,
>>> so I invite those who are curious to go grab the new installer and have a
>>> look!
>>> 
>>> Thanks to all of those who provided suggestions and ideas, bug reports and
>>> other general feedback over these two years. Without all of this, the BGT
>>> engine would not be what it is today. Thank you!
>>> 
>>> Kind regards,
>>> 
>>> Philip Bennefall
>>> ---
>>> Gamers mailing list __ Gamers@audyssey.org
>>> If you want to leave the list, send E-mail to
>>> gamers-unsubscr...@audyssey.org.
>>> You can make changes or update your subscription via the web, at
>>> http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
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>>> http://www.mail-archive.com/gamers@audyssey.org.
>>> If you have any questions or concerns regarding the management of the
>>> list,
>>> please send E-mail to gamers-ow...@audyssey.org.
>> 
>> 
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> 
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Re: [Audyssey] BGT Version 1.1 Released!

2011-11-16 Thread Philip Bennefall
Perilous Hearts is indeed the next project I intend to complete. Though 
since I want to make it commercial, it would not be such a hot idea to 
release the source code. Grin.


Kind regards,

Philip Bennefall
- Original Message - 
From: "william lomas" 

To: ; "Gamers Discussion list" 
Sent: Wednesday, November 16, 2011 8:21 PM
Subject: Re: [Audyssey] BGT Version 1.1 Released!


periless hearts then soon?
can we look at that code by the way since i guess it uses the new path 
finding AI?


On Nov 16, 2011, at 7:13 PM, Philip Bennefall wrote:


Hi Dark,

I'm pleased to hear of your prioritizing dilemma! Smirk. Nah but 
seriously, I'm really glad you like the new stuff. There is indeed a new 
tutorial about pathfinding in particular, written by a good friend of 
mine. He did an excellent job with it, in my opinion. It's found in the 
tutorials section along with the others. While it's not quite for 
beginners, meaning you do need to know the language a bit before 
attempting to work with it, it still explains things from the ground up.


Kind regards,

Philip Bennefall
- Original Message - From: "dark" 
To: ; "Gamers Discussion list" 
Sent: Wednesday, November 16, 2011 8:08 PM
Subject: Re: [Audyssey] BGT Version 1.1 Released!


Hi Philip this is great!

When my phd is done, i'll start on bgt, so it's awsome to here about the
changelog. I'm especially pleased with the sapi changes, sinse eventually
I'd love to write an rpg probably using sapi, though of course being as I
won't even start coding for another 10 months or so, there will probably 
be

major changes too :D.

Just one question, have you updated any of the tutorials yet? I've been
reading through the textual ones just to wrap my brain around some of the
concepts (and have to actually resist the urge to start playing sinse I 
know

if I start I won't stop), but with these pathfinder ai to output
considdering that several of these sound pretty major changes and ones 
I'll
want to use myself in games, it'd be nice to have them explained at a 
newby

level with as much care as the rest of the tutorial.

All the best,

Dark.
- Original Message - From: "Philip Bennefall" 


To: "Gamers Discussion list" 
Sent: Wednesday, November 16, 2011 4:51 PM
Subject: [Audyssey] BGT Version 1.1 Released!



Hi all!

After nearly a year in development, version 1.1 of the BGT engine is now
available for download! It features the largest set of changes yet in its
release history, most of which are features requested by end users. It
includes mouse support, screen reader support, a pathfinder to make it
easier when adding artificial intelligence to your game, improved Sapi
support where you are now able to enumerate and change voices, and tons
more. The change log is a bit too long to paste in an email to the list,
so I invite those who are curious to go grab the new installer and have a
look!

Thanks to all of those who provided suggestions and ideas, bug reports 
and

other general feedback over these two years. Without all of this, the BGT
engine would not be what it is today. Thank you!

Kind regards,

Philip Bennefall
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Re: [Audyssey] Update on game app for IOS devices I'm working on.

2011-11-16 Thread william lomas
how many we get

On Nov 16, 2011, at 10:03 AM, michael barnes wrote:

> Well I rather not say right now because I want it to be a surprise.
> I do believe that you all will enjoy the game pack.
> 
> -- 
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Re: [Audyssey] playing swamp with a touch pad

2011-11-16 Thread Dakotah Rickard
If you're having trouble turning on your touchpad, try forums for your
computer, or barring that, try going under mouse properties and seeing
how it checks out.

Signed:
Dakotah Rickard

On 11/16/11, Jeremy Kaldobsky  wrote:
> Many laptops have an on/off switch for the touch pad, or perhaps a key
> combination such as function + F7 to serve as the on/off switch.  I only
> mention this first because I've had bug reports that traced back to a person
> not knowing they had to turn their touch pad on before they could use it,
> lol.
>
> Once the game starts, putting your finger anywhere on the touch pad will
> work, and the sliding side to side will steer you.  If you find that your
> finger has reached the edge and you need to still turn more, just lift your
> finger, put it at the other end, and continue sliding.  The touch pads are
> like the mouse in that they work by relative movement and not absolute
> position.  That's just a fancy way of saying that if you lift your finger,
> or the mouse, and set it back down the computer doesn't care.  There are
> likely 2 buttons under the touch pad that serve as the left and right mouse
> buttons for shooting and walking.
>
>> Hi all. I have a hp laptop and it
>> does have a touch pad. I am just wondering how would I go
>> about playing swamp with the touch pad? I do have the
>> external mouse as well but I am not quite that good with it
>> yet so I would like to know how to play with the touch pad?
>> many thanks. from Mich.
>
>
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Re: [Audyssey] swamp saving game question

2011-11-16 Thread Dakotah Rickard
You don't appear to lose a lot of ammo. I have two characters with
over 1000 shotgun shells, over 2000 of everything else. I save and
reload and exit and come back in all the time. SUrely I'm not losing
that much ammo.

Signed:
Dakotah Rickard

On 11/16/11, john  wrote:
> Problem here is that you loose a bunch of ammo.
>
>  - Original Message -
> From: Dakotah Rickard  To: Gamers Discussion list  Date sent: Wed, 16 Nov 2011 00:40:07 -0500
> Subject: Re: [Audyssey] swamp saving game question
>
> Can't shoot the zombies in the safe zone. Just avoid that little
> crack
> in the map and you'll be ok. They can't get at you.
>
> As for the other guns being empty, just consider it as a weapons
> check, which is a part of all combat duty. Nothing's loaded but
> your
> sidearm.
>
> Signed:
> Dakotah Rickard
>
> On 11/15/11, Valiant8086  wrote:
>  Hi.
>  It's close, you only need hit escape twice if you want to keep
> playing.
>  Daren just means to say to do that instead of hitting escape
> once and
>  then hitting multiplayer in the menu again. For one thing it's a
> lost
>  faster and for another you'll keep your weapons all loaded and
> still be
>  in the safe zone. Of course, if you want to pop back randomly in
> some
>  place then do it the other way. If you want to quick you can
> just escape
>  once and hit exit in the menu.
>
>  Sent with Thunderbird 3.1.14 portable.
>
>  On 11/15/2011 10:27 PM, Che wrote:
>   hey ya steady,
>i learned through darren's podcast that we're supposed to go
> to the
>  safe zone, then hit escape twice to save our progress.  you can
> then
>  quit the game, or keep going if you like.
>i haven't had time to play today to check this out, and i may
> be mis
>  remembering what Darren said, but i think that is right.
>Later
>  che
>
>
>  On 11/15/2011 8:49 PM, Steady Goh wrote:
>  Hi Jeremy, when does the server save my game stats? Is it every
> time i
>  enter the save zone or only when i quit game?
>  Every time when i start game, only the pistol is loaded. I have
> to
>  reload other guns even if they were not empty when i exit from
> the save
>  zone. The pistol always starts full and not the number of
> bullets left
>  when i quit. Is it ment to be?
>  The server also doesn't save the player's health info.
>
>  锦发/Steady Goh
>  - Original Message - From: "Jeremy Kaldobsky"
>To: "Gamers Discussion list"   Sent: Wednesday, November 16, 2011 3:29 AM
>  Subject: Re: [Audyssey] swamp suggestions and questions
>
>
>  The Axe is very much a skill based weapon in that regard. The
> attack
>  range is slightly longer than the zombie's reach, so if you
> strike at
>  just the right moment and then move back, you will cleave the
> monster
>  but never give it a chance to slash back. I have witnessed a few
> people
>  pulling this off with great skill, while the myself and the rest
> are
>  still trying to get the hang of it. lol.
>
>  Ah man... Ya gotta take way all the
>  fun *grin* One thing I don't understand is how some people
>  are making 1 swing kills with the ax and not getting
>  attacked. Is there a method to the madness?
>
>
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Re: [Audyssey] BGT Version 1.1 Released!

2011-11-16 Thread william lomas
periless hearts then soon?
can we look at that code by the way since i guess it uses the new path finding 
AI?

On Nov 16, 2011, at 7:13 PM, Philip Bennefall wrote:

> Hi Dark,
> 
> I'm pleased to hear of your prioritizing dilemma! Smirk. Nah but seriously, 
> I'm really glad you like the new stuff. There is indeed a new tutorial about 
> pathfinding in particular, written by a good friend of mine. He did an 
> excellent job with it, in my opinion. It's found in the tutorials section 
> along with the others. While it's not quite for beginners, meaning you do 
> need to know the language a bit before attempting to work with it, it still 
> explains things from the ground up.
> 
> Kind regards,
> 
> Philip Bennefall
> - Original Message - From: "dark" 
> To: ; "Gamers Discussion list" 
> Sent: Wednesday, November 16, 2011 8:08 PM
> Subject: Re: [Audyssey] BGT Version 1.1 Released!
> 
> 
> Hi Philip this is great!
> 
> When my phd is done, i'll start on bgt, so it's awsome to here about the
> changelog. I'm especially pleased with the sapi changes, sinse eventually
> I'd love to write an rpg probably using sapi, though of course being as I
> won't even start coding for another 10 months or so, there will probably be
> major changes too :D.
> 
> Just one question, have you updated any of the tutorials yet? I've been
> reading through the textual ones just to wrap my brain around some of the
> concepts (and have to actually resist the urge to start playing sinse I know
> if I start I won't stop), but with these pathfinder ai to output
> considdering that several of these sound pretty major changes and ones I'll
> want to use myself in games, it'd be nice to have them explained at a newby
> level with as much care as the rest of the tutorial.
> 
> All the best,
> 
> Dark.
> - Original Message - From: "Philip Bennefall" 
> To: "Gamers Discussion list" 
> Sent: Wednesday, November 16, 2011 4:51 PM
> Subject: [Audyssey] BGT Version 1.1 Released!
> 
> 
>> Hi all!
>> 
>> After nearly a year in development, version 1.1 of the BGT engine is now
>> available for download! It features the largest set of changes yet in its
>> release history, most of which are features requested by end users. It
>> includes mouse support, screen reader support, a pathfinder to make it
>> easier when adding artificial intelligence to your game, improved Sapi
>> support where you are now able to enumerate and change voices, and tons
>> more. The change log is a bit too long to paste in an email to the list,
>> so I invite those who are curious to go grab the new installer and have a
>> look!
>> 
>> Thanks to all of those who provided suggestions and ideas, bug reports and
>> other general feedback over these two years. Without all of this, the BGT
>> engine would not be what it is today. Thank you!
>> 
>> Kind regards,
>> 
>> Philip Bennefall
>> ---
>> Gamers mailing list __ Gamers@audyssey.org
>> If you want to leave the list, send E-mail to
>> gamers-unsubscr...@audyssey.org.
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>> http://www.mail-archive.com/gamers@audyssey.org.
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> 
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Re: [Audyssey] BGT Version 1.1 Released!

2011-11-16 Thread Philip Bennefall

Hi Dark,

I'm pleased to hear of your prioritizing dilemma! Smirk. Nah but seriously, 
I'm really glad you like the new stuff. There is indeed a new tutorial about 
pathfinding in particular, written by a good friend of mine. He did an 
excellent job with it, in my opinion. It's found in the tutorials section 
along with the others. While it's not quite for beginners, meaning you do 
need to know the language a bit before attempting to work with it, it still 
explains things from the ground up.


Kind regards,

Philip Bennefall
- Original Message - 
From: "dark" 

To: ; "Gamers Discussion list" 
Sent: Wednesday, November 16, 2011 8:08 PM
Subject: Re: [Audyssey] BGT Version 1.1 Released!


Hi Philip this is great!

When my phd is done, i'll start on bgt, so it's awsome to here about the
changelog. I'm especially pleased with the sapi changes, sinse eventually
I'd love to write an rpg probably using sapi, though of course being as I
won't even start coding for another 10 months or so, there will probably be
major changes too :D.

Just one question, have you updated any of the tutorials yet? I've been
reading through the textual ones just to wrap my brain around some of the
concepts (and have to actually resist the urge to start playing sinse I know
if I start I won't stop), but with these pathfinder ai to output
considdering that several of these sound pretty major changes and ones I'll
want to use myself in games, it'd be nice to have them explained at a newby
level with as much care as the rest of the tutorial.

All the best,

Dark.
- Original Message - 
From: "Philip Bennefall" 

To: "Gamers Discussion list" 
Sent: Wednesday, November 16, 2011 4:51 PM
Subject: [Audyssey] BGT Version 1.1 Released!



Hi all!

After nearly a year in development, version 1.1 of the BGT engine is now
available for download! It features the largest set of changes yet in its
release history, most of which are features requested by end users. It
includes mouse support, screen reader support, a pathfinder to make it
easier when adding artificial intelligence to your game, improved Sapi
support where you are now able to enumerate and change voices, and tons
more. The change log is a bit too long to paste in an email to the list,
so I invite those who are curious to go grab the new installer and have a
look!

Thanks to all of those who provided suggestions and ideas, bug reports and
other general feedback over these two years. Without all of this, the BGT
engine would not be what it is today. Thank you!

Kind regards,

Philip Bennefall
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Re: [Audyssey] BGT Version 1.1 Released!

2011-11-16 Thread dark

Hi Philip this is great!

When my phd is done, i'll start on bgt, so it's awsome to here about the 
changelog. I'm especially pleased with the sapi changes, sinse eventually 
I'd love to write an rpg probably using sapi, though of course being as I 
won't even start coding for another 10 months or so, there will probably be 
major changes too :D.


Just one question, have you updated any of the tutorials yet? I've been 
reading through the textual ones just to wrap my brain around some of the 
concepts (and have to actually resist the urge to start playing sinse I know 
if I start I won't stop), but with these pathfinder ai to output 
considdering that several of these sound pretty major changes and ones I'll 
want to use myself in games, it'd be nice to have them explained at a newby 
level with as much care as the rest of the tutorial.


All the best,

Dark.
- Original Message - 
From: "Philip Bennefall" 

To: "Gamers Discussion list" 
Sent: Wednesday, November 16, 2011 4:51 PM
Subject: [Audyssey] BGT Version 1.1 Released!



Hi all!

After nearly a year in development, version 1.1 of the BGT engine is now 
available for download! It features the largest set of changes yet in its 
release history, most of which are features requested by end users. It 
includes mouse support, screen reader support, a pathfinder to make it 
easier when adding artificial intelligence to your game, improved Sapi 
support where you are now able to enumerate and change voices, and tons 
more. The change log is a bit too long to paste in an email to the list, 
so I invite those who are curious to go grab the new installer and have a 
look!


Thanks to all of those who provided suggestions and ideas, bug reports and 
other general feedback over these two years. Without all of this, the BGT 
engine would not be what it is today. Thank you!


Kind regards,

Philip Bennefall
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Re: [Audyssey] swamp saving game question

2011-11-16 Thread john

Problem here is that you loose a bunch of ammo.

- Original Message -
From: Dakotah Rickard Can't shoot the zombies in the safe zone. Just avoid that little 
crack

in the map and you'll be ok. They can't get at you.

As for the other guns being empty, just consider it as a weapons
check, which is a part of all combat duty. Nothing's loaded but 
your

sidearm.

Signed:
Dakotah Rickard

On 11/15/11, Valiant8086  wrote:
Hi.
It's close, you only need hit escape twice if you want to keep 
playing.
Daren just means to say to do that instead of hitting escape 
once and
then hitting multiplayer in the menu again. For one thing it's a 
lost
faster and for another you'll keep your weapons all loaded and 
still be
in the safe zone. Of course, if you want to pop back randomly in 
some
place then do it the other way. If you want to quick you can 
just escape

once and hit exit in the menu.

Sent with Thunderbird 3.1.14 portable.

On 11/15/2011 10:27 PM, Che wrote:
 hey ya steady,
  i learned through darren's podcast that we're supposed to go 
to the
safe zone, then hit escape twice to save our progress.  you can 
then

quit the game, or keep going if you like.
  i haven't had time to play today to check this out, and i may 
be mis

remembering what Darren said, but i think that is right.
  Later
che


On 11/15/2011 8:49 PM, Steady Goh wrote:
Hi Jeremy, when does the server save my game stats? Is it every 
time i

enter the save zone or only when i quit game?
Every time when i start game, only the pistol is loaded. I have 
to
reload other guns even if they were not empty when i exit from 
the save
zone. The pistol always starts full and not the number of 
bullets left

when i quit. Is it ment to be?
The server also doesn't save the player's health info.

�뵧�룕/Steady Goh
- Original Message - From: "Jeremy Kaldobsky"
The Axe is very much a skill based weapon in that regard. The 
attack
range is slightly longer than the zombie's reach, so if you 
strike at
just the right moment and then move back, you will cleave the 
monster
but never give it a chance to slash back. I have witnessed a few 
people
pulling this off with great skill, while the myself and the rest 
are

still trying to get the hang of it. lol.

Ah man... Ya gotta take way all the
fun *grin* One thing I don't understand is how some people
are making 1 swing kills with the ax and not getting
attacked. Is there a method to the madness?


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Re: [Audyssey] playing swamp with a touch pad

2011-11-16 Thread Jeremy Kaldobsky
Many laptops have an on/off switch for the touch pad, or perhaps a key 
combination such as function + F7 to serve as the on/off switch.  I only 
mention this first because I've had bug reports that traced back to a person 
not knowing they had to turn their touch pad on before they could use it, lol.

Once the game starts, putting your finger anywhere on the touch pad will work, 
and the sliding side to side will steer you.  If you find that your finger has 
reached the edge and you need to still turn more, just lift your finger, put it 
at the other end, and continue sliding.  The touch pads are like the mouse in 
that they work by relative movement and not absolute position.  That's just a 
fancy way of saying that if you lift your finger, or the mouse, and set it back 
down the computer doesn't care.  There are likely 2 buttons under the touch pad 
that serve as the left and right mouse buttons for shooting and walking.

> Hi all. I have a hp laptop and it
> does have a touch pad. I am just wondering how would I go
> about playing swamp with the touch pad? I do have the
> external mouse as well but I am not quite that good with it
> yet so I would like to know how to play with the touch pad?
> many thanks. from Mich.


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[Audyssey] playing swamp with a touch pad

2011-11-16 Thread Mich
Hi all. I have a hp laptop and it does have a touch pad. I am just wondering 
how would I go about playing swamp with the touch pad? I do have the external 
mouse as well but I am not quite that good with it yet so I would like to know 
how to play with the touch pad? many thanks. from Mich.
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Re: [Audyssey] BGT Version 1.1 Released!

2011-11-16 Thread Thomas Ward
Hi Christina,


BGT is a game development toolkit written specifically for creating
accessible games. :D

Cheers!

On 11/16/11, Christina  wrote:
> Hi.
> Is this a game or developer's tools?
> Christina
>
> - Original Message -
> From: "Philip Bennefall" 
> To: "Gamers Discussion list" 
> Sent: Wednesday, November 16, 2011 11:51 AM
> Subject: [Audyssey] BGT Version 1.1 Released!
>
>
> Hi all!
>
> After nearly a year in development, version 1.1 of the BGT engine is now
> available for download! It features the largest set
> of changes yet in its release history, most of which are features requested
> by end users. It includes mouse support, screen
> reader support, a pathfinder to make it easier when adding artificial
> intelligence to your game, improved Sapi support where
> you are now able to enumerate and change voices, and tons more. The change
> log is a bit too long to paste in an email to the
> list, so I invite those who are curious to go grab the new installer and
> have a look!
>
> Thanks to all of those who provided suggestions and ideas, bug reports and
> other general feedback over these two years.
> Without all of this, the BGT engine would not be what it is today. Thank
> you!
>
> Kind regards,
>
> Philip Bennefall
> ---
> Gamers mailing list __ Gamers@audyssey.org
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> gamers-unsubscr...@audyssey.org.
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Re: [Audyssey] BGT Version 1.1 Released!

2011-11-16 Thread Brandon Misch
that's good. that was the wright question. 
glad those readers are supported. 

On Nov 16, 2011, at 12:46 PM, Philip Bennefall wrote:

> I am assuming that the question is which screen readers are supported by BGT? 
> Currently it supports Jaws, Window Eyes, System Access, and NVDA.
> 
> Kind regards,
> 
> Philip Bennefall
> - Original Message - From: "Brandon Misch" 
> To: ; "Gamers Discussion list" 
> Sent: Wednesday, November 16, 2011 6:44 PM
> Subject: Re: [Audyssey] BGT Version 1.1 Released!
> 
> 
> Hey with screen readers does but support? just curious.
> 
> On Nov 16, 2011, at 12:28 PM, Philip Bennefall wrote:
> 
>> Wow. That's an email to make my day if ever I saw one. Thanks man, for your 
>> support! While I haven't had any time to actually play any games at all 
>> lately, yours are at the top of my list of things to try. I have followed 
>> the discussions about your various titles with interest, you'll definitely 
>> hear from me once I sit down and play. Now which one to start with, I 
>> wonder? I am leaning towards killing zombies. Grin.
>> 
>> Kind regards,
>> 
>> Philip Bennefall
>> - Original Message - From: "Jeremy Kaldobsky" 
>> To: ; "Gamers Discussion list" 
>> Sent: Wednesday, November 16, 2011 6:15 PM
>> Subject: Re: [Audyssey] BGT Version 1.1 Released!
>> 
>> 
>> Even though I am not a BGT user myself, I already know this update is going 
>> to have a huge impact on the community!  I wasn't around before the days of 
>> BGT, but I see how it is twisted and woven in to almost every thread and 
>> game discussion.  All by its self, I believe BGT has won you a permanent 
>> legacy in the audio game community Philip, and I have yet to see anything 
>> that compares to it in terms of overall community long-term impact.  As 
>> cheesy as it may sound, creating something with the same level of importance 
>> is what I'm striving for myself.  I am absolutely positive I have not come 
>> close yet, but I will stick around until I do.
>> 
>> Mr. Bennefall, keep up the great work and prepare yourself for probably a 
>> hundred ecstatic responses to the news of your new release.  :D  And keep 
>> the bar really high so I have to climb a while before getting up there with 
>> you sir.
>> 
>> 
>>> Hi all!
>>> 
>>> After nearly a year in development, version 1.1 of the BGT
>>> engine is now available for download! It features the
>>> largest set of changes yet in its release history, most of
>>> which are features requested by end users. It includes mouse
>>> support, screen reader support, a pathfinder to make it
>>> easier when adding artificial intelligence to your game,
>>> improved Sapi support where you are now able to enumerate
>>> and change voices, and tons more. The change log is a bit
>>> too long to paste in an email to the list, so I invite those
>>> who are curious to go grab the new installer and have a
>>> look!
>>> 
>>> Thanks to all of those who provided suggestions and ideas,
>>> bug reports and other general feedback over these two years.
>>> Without all of this, the BGT engine would not be what it is
>>> today. Thank you!
>>> 
>>> Kind regards,
>>> 
>>> Philip Bennefall
>> 
>> 
>> ---
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Re: [Audyssey] BGT Version 1.1 Released!

2011-11-16 Thread Philip Bennefall
I am assuming that the question is which screen readers are supported by 
BGT? Currently it supports Jaws, Window Eyes, System Access, and NVDA.


Kind regards,

Philip Bennefall
- Original Message - 
From: "Brandon Misch" 

To: ; "Gamers Discussion list" 
Sent: Wednesday, November 16, 2011 6:44 PM
Subject: Re: [Audyssey] BGT Version 1.1 Released!


Hey with screen readers does but support? just curious.

On Nov 16, 2011, at 12:28 PM, Philip Bennefall wrote:

Wow. That's an email to make my day if ever I saw one. Thanks man, for 
your support! While I haven't had any time to actually play any games at 
all lately, yours are at the top of my list of things to try. I have 
followed the discussions about your various titles with interest, you'll 
definitely hear from me once I sit down and play. Now which one to start 
with, I wonder? I am leaning towards killing zombies. Grin.


Kind regards,

Philip Bennefall
- Original Message - From: "Jeremy Kaldobsky" 


To: ; "Gamers Discussion list" 
Sent: Wednesday, November 16, 2011 6:15 PM
Subject: Re: [Audyssey] BGT Version 1.1 Released!


Even though I am not a BGT user myself, I already know this update is 
going to have a huge impact on the community!  I wasn't around before the 
days of BGT, but I see how it is twisted and woven in to almost every 
thread and game discussion.  All by its self, I believe BGT has won you a 
permanent legacy in the audio game community Philip, and I have yet to see 
anything that compares to it in terms of overall community long-term 
impact.  As cheesy as it may sound, creating something with the same level 
of importance is what I'm striving for myself.  I am absolutely positive I 
have not come close yet, but I will stick around until I do.


Mr. Bennefall, keep up the great work and prepare yourself for probably a 
hundred ecstatic responses to the news of your new release.  :D  And keep 
the bar really high so I have to climb a while before getting up there 
with you sir.




Hi all!

After nearly a year in development, version 1.1 of the BGT
engine is now available for download! It features the
largest set of changes yet in its release history, most of
which are features requested by end users. It includes mouse
support, screen reader support, a pathfinder to make it
easier when adding artificial intelligence to your game,
improved Sapi support where you are now able to enumerate
and change voices, and tons more. The change log is a bit
too long to paste in an email to the list, so I invite those
who are curious to go grab the new installer and have a
look!

Thanks to all of those who provided suggestions and ideas,
bug reports and other general feedback over these two years.
Without all of this, the BGT engine would not be what it is
today. Thank you!

Kind regards,

Philip Bennefall



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Re: [Audyssey] BGT Version 1.1 Released!

2011-11-16 Thread Brandon Misch
Hey with screen readers does but support? just curious. 

On Nov 16, 2011, at 12:28 PM, Philip Bennefall wrote:

> Wow. That's an email to make my day if ever I saw one. Thanks man, for your 
> support! While I haven't had any time to actually play any games at all 
> lately, yours are at the top of my list of things to try. I have followed the 
> discussions about your various titles with interest, you'll definitely hear 
> from me once I sit down and play. Now which one to start with, I wonder? I am 
> leaning towards killing zombies. Grin.
> 
> Kind regards,
> 
> Philip Bennefall
> - Original Message - From: "Jeremy Kaldobsky" 
> To: ; "Gamers Discussion list" 
> Sent: Wednesday, November 16, 2011 6:15 PM
> Subject: Re: [Audyssey] BGT Version 1.1 Released!
> 
> 
> Even though I am not a BGT user myself, I already know this update is going 
> to have a huge impact on the community!  I wasn't around before the days of 
> BGT, but I see how it is twisted and woven in to almost every thread and game 
> discussion.  All by its self, I believe BGT has won you a permanent legacy in 
> the audio game community Philip, and I have yet to see anything that compares 
> to it in terms of overall community long-term impact.  As cheesy as it may 
> sound, creating something with the same level of importance is what I'm 
> striving for myself.  I am absolutely positive I have not come close yet, but 
> I will stick around until I do.
> 
> Mr. Bennefall, keep up the great work and prepare yourself for probably a 
> hundred ecstatic responses to the news of your new release.  :D  And keep the 
> bar really high so I have to climb a while before getting up there with you 
> sir.
> 
> 
>> Hi all!
>> 
>> After nearly a year in development, version 1.1 of the BGT
>> engine is now available for download! It features the
>> largest set of changes yet in its release history, most of
>> which are features requested by end users. It includes mouse
>> support, screen reader support, a pathfinder to make it
>> easier when adding artificial intelligence to your game,
>> improved Sapi support where you are now able to enumerate
>> and change voices, and tons more. The change log is a bit
>> too long to paste in an email to the list, so I invite those
>> who are curious to go grab the new installer and have a
>> look!
>> 
>> Thanks to all of those who provided suggestions and ideas,
>> bug reports and other general feedback over these two years.
>> Without all of this, the BGT engine would not be what it is
>> today. Thank you!
>> 
>> Kind regards,
>> 
>> Philip Bennefall 
> 
> 
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Re: [Audyssey] BGT Version 1.1 Released!

2011-11-16 Thread Philip Bennefall
Wow. That's an email to make my day if ever I saw one. Thanks man, for your 
support! While I haven't had any time to actually play any games at all 
lately, yours are at the top of my list of things to try. I have followed 
the discussions about your various titles with interest, you'll definitely 
hear from me once I sit down and play. Now which one to start with, I 
wonder? I am leaning towards killing zombies. Grin.


Kind regards,

Philip Bennefall
- Original Message - 
From: "Jeremy Kaldobsky" 

To: ; "Gamers Discussion list" 
Sent: Wednesday, November 16, 2011 6:15 PM
Subject: Re: [Audyssey] BGT Version 1.1 Released!


Even though I am not a BGT user myself, I already know this update is going 
to have a huge impact on the community!  I wasn't around before the days of 
BGT, but I see how it is twisted and woven in to almost every thread and 
game discussion.  All by its self, I believe BGT has won you a permanent 
legacy in the audio game community Philip, and I have yet to see anything 
that compares to it in terms of overall community long-term impact.  As 
cheesy as it may sound, creating something with the same level of importance 
is what I'm striving for myself.  I am absolutely positive I have not come 
close yet, but I will stick around until I do.


Mr. Bennefall, keep up the great work and prepare yourself for probably a 
hundred ecstatic responses to the news of your new release.  :D  And keep 
the bar really high so I have to climb a while before getting up there with 
you sir.




Hi all!

After nearly a year in development, version 1.1 of the BGT
engine is now available for download! It features the
largest set of changes yet in its release history, most of
which are features requested by end users. It includes mouse
support, screen reader support, a pathfinder to make it
easier when adding artificial intelligence to your game,
improved Sapi support where you are now able to enumerate
and change voices, and tons more. The change log is a bit
too long to paste in an email to the list, so I invite those
who are curious to go grab the new installer and have a
look!

Thanks to all of those who provided suggestions and ideas,
bug reports and other general feedback over these two years.
Without all of this, the BGT engine would not be what it is
today. Thank you!

Kind regards,

Philip Bennefall 



---
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Re: [Audyssey] correspondence

2011-11-16 Thread Trouble
If it was a jaws video intercept problem. Then jaws wouldn't work at 
all and state a video intercept not installed.


At 11:15 AM 11/16/2011, you wrote:

Hi.
I think you have a JAWS video intercept problem. Are you on Alter 
Aeon or skype?


Sent with Thunderbird 3.1.14 portable.

On 11/16/2011 7:07 AM, Kim Friedman wrote:

Hi, I'd like to get messages from those who do role playing and/or
mudding because this is something I'd like to learn how to do and I am
having a quite difficult time even making the attempt to do so. For one
thing, my screen reader (Jaws 13) hasn't been working with the one MUD
client I have (VIP MUD) because if I use the arrow keys from within a
game, it's as if the screen is blank and there's nothing there even
though text may be on the screen. The MUD client also seems to
disconnect at the drop of a hat, so I feel as if I'm in Dickens'
circumlocution office (Reference, Little Dorrit by Charles Dickens, in
which the hapless person is going round in circles and backwards at the
same time, in short, going nowhere at all). It doesn't do any good to
tell me to try different Mud clients out as I have no idea how to
determine if I like them or not. (You're talking to the one who doesn't
know what to do with the Mud client she already has, let alone any
others which might be used by the blind.) As far as I know, there is
absolutely no literature on the subject for rank beginners like myself.
I can't seem to get beyond first base in playing an RPG because of this
MUD client problem. The text (if it does come) arrives in great clumps
and as I said, I can't even review what's there to make any decisions.
Please help me out as I am seriously frustrated about this whole
situation. Regards, Kim Friedman. P.S.: I'd like also to know if the
Iron Realms games are regarded as accessible (games are Achaea, Aetolia,
Lusternia, Emperion, and Midkemia [the last based on Raymond E. Feist's
novels).) K.


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Re: [Audyssey] BGT Version 1.1 Released!

2011-11-16 Thread Jeremy Kaldobsky
Even though I am not a BGT user myself, I already know this update is going to 
have a huge impact on the community!  I wasn't around before the days of BGT, 
but I see how it is twisted and woven in to almost every thread and game 
discussion.  All by its self, I believe BGT has won you a permanent legacy in 
the audio game community Philip, and I have yet to see anything that compares 
to it in terms of overall community long-term impact.  As cheesy as it may 
sound, creating something with the same level of importance is what I'm 
striving for myself.  I am absolutely positive I have not come close yet, but I 
will stick around until I do.

Mr. Bennefall, keep up the great work and prepare yourself for probably a 
hundred ecstatic responses to the news of your new release.  :D  And keep the 
bar really high so I have to climb a while before getting up there with you sir.


> Hi all!
> 
> After nearly a year in development, version 1.1 of the BGT
> engine is now available for download! It features the
> largest set of changes yet in its release history, most of
> which are features requested by end users. It includes mouse
> support, screen reader support, a pathfinder to make it
> easier when adding artificial intelligence to your game,
> improved Sapi support where you are now able to enumerate
> and change voices, and tons more. The change log is a bit
> too long to paste in an email to the list, so I invite those
> who are curious to go grab the new installer and have a
> look!
> 
> Thanks to all of those who provided suggestions and ideas,
> bug reports and other general feedback over these two years.
> Without all of this, the BGT engine would not be what it is
> today. Thank you!
> 
> Kind regards,
> 
> Philip Bennefall

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Re: [Audyssey] BGT Version 1.1 Released!

2011-11-16 Thread Philip Bennefall

Hi Christina,

BGT is a development tool for those wanting to make an audio game. I use it 
to create Perilous Hearts, for instance.


Kind regards,

Philip Bennefall
- Original Message - 
From: "Christina" 

To: ; "Gamers Discussion list" 
Sent: Wednesday, November 16, 2011 6:11 PM
Subject: Re: [Audyssey] BGT Version 1.1 Released!


Hi.
Is this a game or developer's tools?
Christina

- Original Message - 
From: "Philip Bennefall" 

To: "Gamers Discussion list" 
Sent: Wednesday, November 16, 2011 11:51 AM
Subject: [Audyssey] BGT Version 1.1 Released!


Hi all!

After nearly a year in development, version 1.1 of the BGT engine is now 
available for download! It features the largest set
of changes yet in its release history, most of which are features requested 
by end users. It includes mouse support, screen
reader support, a pathfinder to make it easier when adding artificial 
intelligence to your game, improved Sapi support where
you are now able to enumerate and change voices, and tons more. The change 
log is a bit too long to paste in an email to the
list, so I invite those who are curious to go grab the new installer and 
have a look!


Thanks to all of those who provided suggestions and ideas, bug reports and 
other general feedback over these two years.
Without all of this, the BGT engine would not be what it is today. Thank 
you!


Kind regards,

Philip Bennefall
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Re: [Audyssey] BGT Version 1.1 Released!

2011-11-16 Thread Christina
Hi.
Is this a game or developer's tools?
Christina

- Original Message - 
From: "Philip Bennefall" 
To: "Gamers Discussion list" 
Sent: Wednesday, November 16, 2011 11:51 AM
Subject: [Audyssey] BGT Version 1.1 Released!


Hi all!

After nearly a year in development, version 1.1 of the BGT engine is now 
available for download! It features the largest set 
of changes yet in its release history, most of which are features requested by 
end users. It includes mouse support, screen 
reader support, a pathfinder to make it easier when adding artificial 
intelligence to your game, improved Sapi support where 
you are now able to enumerate and change voices, and tons more. The change log 
is a bit too long to paste in an email to the 
list, so I invite those who are curious to go grab the new installer and have a 
look!

Thanks to all of those who provided suggestions and ideas, bug reports and 
other general feedback over these two years. 
Without all of this, the BGT engine would not be what it is today. Thank you!

Kind regards,

Philip Bennefall
---
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[Audyssey] BGT Version 1.1 Released!

2011-11-16 Thread Philip Bennefall
Hi all!

After nearly a year in development, version 1.1 of the BGT engine is now 
available for download! It features the largest set of changes yet in its 
release history, most of which are features requested by end users. It includes 
mouse support, screen reader support, a pathfinder to make it easier when 
adding artificial intelligence to your game, improved Sapi support where you 
are now able to enumerate and change voices, and tons more. The change log is a 
bit too long to paste in an email to the list, so I invite those who are 
curious to go grab the new installer and have a look!

Thanks to all of those who provided suggestions and ideas, bug reports and 
other general feedback over these two years. Without all of this, the BGT 
engine would not be what it is today. Thank you!

Kind regards,

Philip Bennefall
---
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Re: [Audyssey] correspondence

2011-11-16 Thread Valiant8086

Hi.
I think you have a JAWS video intercept problem. Are you on Alter Aeon 
or skype?


Sent with Thunderbird 3.1.14 portable.

On 11/16/2011 7:07 AM, Kim Friedman wrote:

Hi, I'd like to get messages from those who do role playing and/or
mudding because this is something I'd like to learn how to do and I am
having a quite difficult time even making the attempt to do so. For one
thing, my screen reader (Jaws 13) hasn't been working with the one MUD
client I have (VIP MUD) because if I use the arrow keys from within a
game, it's as if the screen is blank and there's nothing there even
though text may be on the screen. The MUD client also seems to
disconnect at the drop of a hat, so I feel as if I'm in Dickens'
circumlocution office (Reference, Little Dorrit by Charles Dickens, in
which the hapless person is going round in circles and backwards at the
same time, in short, going nowhere at all). It doesn't do any good to
tell me to try different Mud clients out as I have no idea how to
determine if I like them or not. (You're talking to the one who doesn't
know what to do with the Mud client she already has, let alone any
others which might be used by the blind.) As far as I know, there is
absolutely no literature on the subject for rank beginners like myself.
I can't seem to get beyond first base in playing an RPG because of this
MUD client problem. The text (if it does come) arrives in great clumps
and as I said, I can't even review what's there to make any decisions.
Please help me out as I am seriously frustrated about this whole
situation. Regards, Kim Friedman. P.S.: I'd like also to know if the
Iron Realms games are regarded as accessible (games are Achaea, Aetolia,
Lusternia, Emperion, and Midkemia [the last based on Raymond E. Feist's
novels).) K.


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Re: [Audyssey] question about input methods for swamp

2011-11-16 Thread dark

Hi tom.

I might invest in a gaming mouse at some point if more games use one, and 
certainly even though I'm not hugely experienced with the mouse I'd rather 
use one than a joypad, sinse unlike a joypad a mouse uses your hole hand and 
has logical things for your fingers to do.


That light saber game sounds cool! jeremy was speculating about the mouse on 
the audiogames.net forum a while ago and why people were so reluctant to 
play his daytona game, and one thought I had then is perhaps we need less 
complex, more practice type games to use the mouse. Swamp from what I've 
seen has fairly similar controls to say shades of doom (leaving aside the 
multiplayer), but uses the mouse to aime.


Games that use a familiar concept but do it with the mouse might be a nice 
way to move people forward. Afterall, mainstream gamers will be using the 
mouse all the time to move round the screen and click on things, where as vi 
gamers won't.


thus, a symple sterrio targiting game like whoopass, or a boppit game where 
the sounds corresponded to mouse directions might be a nice training 
exercize here.


I remember brian smart's mouse game attempts, and those were deffinately 
going the right way, something like that might be helpful here too,  say 
a light saber training sim with the floating droid in Starwars.


Beware the grue!

Dark. 



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Re: [Audyssey] question about input methods for swamp

2011-11-16 Thread Thomas Ward
Hi,

The light saber deuling game  was a test application only. I'm not
even sure I have a copy of it any more. Although, I could probably
recreate it if needed. Said functionality will likely find its way
into some game or other as I will likely want to add sword fighting
etc to future games.

Cheers!


On 11/16/11, Darren Duff  wrote:
> Dude! A lightsaber game? When! Where! How! Lol
> ! I wanna play mommy!

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Re: [Audyssey] question about input methods for swamp

2011-11-16 Thread Thomas Ward
Hi,

Yeah, that's pretty  weird. Not sure what to tell you, but I've been
looking into XBox 360 controller support and if I find out what causes
your issue I'll let you know.

On 11/16/11, Dakotah Rickard  wrote:
> It's just that it functions, is supposed to function, as a standard
> gamepad. It's supposed to be mappable, and if it were a problem with
> just a few buttons not working, that'd make sense. However, it's more
> that some games see some buttons and not others, and other games see
> buttons that the first games didn't, while not seeing some that they
> did. It's like the game doesn't ... like the controller. Which is
> weird.
>
> Signed:
> Dakotah Rickard

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Re: [Audyssey] question about input methods for swamp

2011-11-16 Thread Darren Duff
Dude! A lightsaber game? When! Where! How! Lol
! I wanna play mommy! 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Wednesday, November 16, 2011 9:58 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] question about input methods for swamp

Hi,

Yeah, I agree that the mouse might be the middle ground here between
keyboards and joysticks. Especially, the specific gaming models that have 5
to 8 buttons on them.

A couple of years ago I made a simple light saber dueling game where the
mouse controlled the light saber and the a, d, w, and x keys moved you
around in the game. I must say it made a huge difference in game play as you
could adopt true sword fighting styles or improvize as needed. What made it
superior to keyboard input alone is things like being able to perform
diagnal slashes, a quick horizontal slash, a virtical slash, stabs, spin the
saber around in a quick circle, etc.
Its not easy to get a keyboard to perform that smoothly.

Then, if we have a gaming mouse with say 8 buttons you can do pretty much
anything from a mouse. You can run, jump, spin in a circle, crawl, etc as
there are enough buttons to allow you free movement and to modify as needed.
That frees your other hand up to use the keyboard for review commands and so
on.



On 11/14/11, dark  wrote:
> Hi tom.
>
> I am okay if I don't need the sholder buttons, and can hold a gamepad 
> with my index and middle fingers on the pad, and my index, middle and 
> ring fingers on the buttons to the right. This is the way I used to 
> hold Atari 2600, and amigar joysticks (back in the days when they had 
> just the one fire button), arcade game controls and indeed pads with 
> no shoulder buttons such as those on the sega mastersystem.
>
> For me, I just got too used to having for instance jump shoot and run 
> activated by three different fingers, with my index or middle finger 
> ready to hit other buttons for stuff like extra weapons.
>
> Take a game like mega man 4 onwards or super metroid where you need to 
> jump around, slide, and dodge all while holding the fire button to 
> have a charged up shot ready. that would be damnably! difficult on a 
> joypad, indeed I've seen mega man guides which devote hole sections to 
> how to do this while holding buttons just with the thumb!
>
> the hole process of just! using the thumb and ignoring all other 
> fingers just seems utterly insane to me!
>
> As for specials, well firstly there joysticks rock! whether it's just 
> holding buttons and directions, or something more complex like the 
> motions in streetfighter type games where you'd need to for instance 
> do forward, down, diagonal down forward and punch to perform a dragon 
> punch,  all in a smooth flowing motion.
>
> As an interesting fact though, there is! actually  a beatemup made for 
> pc keyboards exclusively.
> this was the game One must fall 2097. It was a beatemup produced for 
> pc dos in 1997 where you controlled giant robots with their own stats 
> and could fight in tournaments. The battles though were one on just 
> like in mortal combat or streetfighter.
>
> A friend of mine sent me a preconfigured dosbox copy a couple of years 
> ago, and surprisingly it plays extremely well on pc keyboard, even 
> moves like activating fireballs with a half circle cross ie, right, 
> down left punch, or doing Jaguar's drop attack where you could hit 
> down and punch in mid air to grab your opponent off up the ground and flip
them over your head.
>
> I admit the game was programmed specifically! to play on keyboards, 
> sinse most pc owners at the time didn't have joypads, but I was amazed 
> how well it worked even so.
>
>
> so for me, it's either a decent arcade joystick, or keyboard 
> currently, though hopefully I'll be able to extend that to mouse as well.
>
> Beware the grue!
>
> Dark.
>
>
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> list, send E-mail to gamers-unsubscr...@audyssey.org.
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Re: [Audyssey] swamp saving game question

2011-11-16 Thread Dakotah Rickard
Well, I don't actually think the empty guns are a feature, as such. I
seem to remember him saying, on game chat, that it's a bug, so it'll
probably be different, if not soon, at some point.
Signed:
Dakotah RIckard

On 11/16/11, Darren Duff  wrote:
> That's right. Escape once if you want to save and leave, and escape twice if
> you just want to save and get back to gaming.
>
> Hth.
>
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of Che
> Sent: Tuesday, November 15, 2011 10:28 PM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] swamp saving game question
>
>   hey ya steady,
>i learned through darren's podcast that we're supposed to go to the safe
> zone, then hit escape twice to save our progress.  you can then quit the
> game, or keep going if you like.
>i haven't had time to play today to check this out, and i may be mis
> remembering what Darren said, but i think that is right.
>Later
> che
>
>
> On 11/15/2011 8:49 PM, Steady Goh wrote:
>> Hi Jeremy, when does the server save my game stats? Is it every time i
>> enter the save zone or only when i quit game?
>> Every time when i start game, only the pistol is loaded. I have to
>> reload other guns even if they were not empty when i exit from the
>> save zone. The pistol always starts full and not the number of bullets
>> left when i quit. Is it ment to be?
>> The server also doesn't save the player's health info.
>>
>> 锦发/Steady Goh
>> - Original Message - From: "Jeremy Kaldobsky"
>> 
>> To: "Gamers Discussion list" 
>> Sent: Wednesday, November 16, 2011 3:29 AM
>> Subject: Re: [Audyssey] swamp suggestions and questions
>>
>>
>> The Axe is very much a skill based weapon in that regard. The attack
>> range is slightly longer than the zombie's reach, so if you strike at
>> just the right moment and then move back, you will cleave the monster
>> but never give it a chance to slash back. I have witnessed a few
>> people pulling this off with great skill, while the myself and the
>> rest are still trying to get the hang of it. lol.
>>
>>> Ah man... Ya gotta take way all the
>>> fun *grin* One thing I don't understand is how some people are making
>>> 1 swing kills with the ax and not getting attacked. Is there a method
>>> to the madness?
>>
>>
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Re: [Audyssey] correspondence

2011-11-16 Thread Dakotah Rickard
I played lusternia for a long time. You have to disable certain visual
elements, which I can't remember how to do, but it works well enough.

For something simple to get the feel for a mud, try something
relatively open like Valhalla or CoffeeMUD.

As for VIPMud, hit tab to go into your "output window" where text goes
after it comes from the MUD. Sometimes, like for example in combat,
you may not have time to review every line of text before you need to
make a decision, but other situations, especially those involving
computer controlled characters, will usually afford you a chance to
review.

Still, and no offense intended, it may be worth your while to learn,
or practice, gaining necessary information from a stream of text. For
example: does it matter that you're in a mine shaft, if a group of
angry goblins are attacking you. It only matters if you didn't want to
be there, and if you are fighting, it's probably too late to worry
about whether you're where you want to be.

This is especially serious in most MUD style games, because most of
them have a prompt, something that lets you know you're free to type.
However, most prompts feature several vital stats: your hitpoints and
mana are usually displayed in fantasy games, but there usually are
very many stats you can choose to have displayed. Not having the
prompt is, frankly, a bad idea, but it's hard to get used to ignoring
or skipping it when it's not important.

I don't know what rate you have your screen reader set to, but I would
suggest a relatively fast one, at least while you're gaming.

Outside the question of MUD gaming, there are table top RPG games
which allow for a much more flexible approach. My friends and I play
something like this, albeit on a less mapped out style than is usually
common, and using a pen and paper interface is great for players of
all levels. Some games rely strictly on your imagination to create the
world around you, as relayed by the Game Master, who narrates your
story, engineers encounters, and helps decide outcomes of such
encounters. Other games offer maps or boards with pieces that players
control to go around the world. These games are usually a little
easier for beginning role players to get a handle on, but because of
the limited and unchanging nature of a mapped out world, they're more
limited and mapped out games.


I hope this exhaustive explanation and specification helps. Good luck
and happy gaming.

Signed:
Dakotah Rickard

On 11/16/11, dark  wrote:
> Hi Kim.
>
> I'm afraid I don't use Jaws, but I have recently got into playing muds
> myself using vipmud with sapi, which is stil the most newby friendly client.
>
> How muds work is like this.
>
> The text is sent across the net from a mud to your client completely in real
> time. What this means is if you have ten seconds to defuse a bomb, you'll
> have the text 10, 9, 8 etc appearing at second intervals on your screen.
> Assuming your client is working correctly, vipmud should read the text as it
> automatically appears,  incidently, this is why I use sapi not Hal,
> sinse I need the text read as it comes, not reviewed by me.
>
> vipmud is user friendly because it has two separate areas for displaying
> text, input and output.
>
> so all the commands you type into the mud are in the in put area, while what
> the mud sends to you is in the output one. Hitting tab should switch you
> betwene them, and once in either area, you should be able to use up and down
> arrows to review line by line just as in a text document.
>
> This means the things you type are separate from the mud, making it easier
> to tell what is going on.
>
> This is of course how things are supposed to work. There are three reasons I
> can see why you might be having problems.
>
> First, a problem with Jaws 13. As I said, I don't use Jaws, but you might
> want to try switching to sapi output just to see if that makes a difference,
> sinse if that fixes it you'll know where to look for the issue.
>
> 2: a problem with your own connection. what muds have you tried thus far? it
> might be that the muds you've tried have themselves been on dodgy
> connections. I'd suggest trying something known to be stable like alteraeon
> just to test this. how is your own internet connection normally? muds are
> pretty low on bandwidth but they do require a stable connection that doesn't
> fluctuate. If you have issues with signal strenth or the like this might be
> the problem.
>
> Laslty, it could be a problem with vipmud. This I think is less likely in
> general sinse the program has been extensively tested, but of course
> anything is possible. You might want to contact david greenwood and ask
> about this, sinse generally he's good with tech questions and of course he
> knows the program next.
>
> hope some of this is helpful, and if you have anymore questions about muds
> just ask.
>
> Btw, I'd recommend keeping this discussion on list rather than as
> "corrispondance" as you put it, sinse then yo

Re: [Audyssey] question about input methods for swamp

2011-11-16 Thread Thomas Ward
Hi,

Yeah, I agree that the mouse might be the middle ground here between
keyboards and joysticks. Especially, the specific gaming models that
have 5 to 8 buttons on them.

A couple of years ago I made a simple light saber dueling game where
the mouse controlled the light saber and the a, d, w, and x keys moved
you around in the game. I must say it made a huge difference in game
play as you could adopt true sword fighting styles or improvize as
needed. What made it superior to keyboard input alone is things like
being able to perform diagnal slashes, a quick horizontal slash, a
virtical slash, stabs, spin the saber around in a quick circle, etc.
Its not easy to get a keyboard to perform that smoothly.

Then, if we have a gaming mouse with say 8 buttons you can do pretty
much anything from a mouse. You can run, jump, spin in a circle,
crawl, etc as there are enough buttons to allow you free movement and
to modify as needed. That frees your other hand up to use the keyboard
for review commands and so on.



On 11/14/11, dark  wrote:
> Hi tom.
>
> I am okay if I don't need the sholder buttons, and can hold a gamepad with
> my index and middle fingers on the pad, and my index, middle and ring
> fingers on the buttons to the right. This is the way I used to hold Atari
> 2600, and amigar joysticks (back in the days when they had just the one fire
> button), arcade game controls and indeed pads with no shoulder buttons such
> as those on the sega mastersystem.
>
> For me, I just got too used to having for instance jump shoot and run
> activated by three different fingers, with my index or middle finger ready
> to hit other buttons for stuff like extra weapons.
>
> Take a game like mega man 4 onwards or super metroid where you need to jump
> around, slide, and dodge all while holding the fire button to have a charged
> up shot ready. that would be damnably! difficult on a joypad, indeed I've
> seen mega man guides which devote hole sections to how to do this while
> holding buttons just with the thumb!
>
> the hole process of just! using the thumb and ignoring all other fingers
> just seems utterly insane to me!
>
> As for specials, well firstly there joysticks rock! whether it's just
> holding buttons and directions, or something more complex like the motions
> in streetfighter type games where you'd need to for instance do forward,
> down, diagonal down forward and punch to perform a dragon punch,  all in
> a smooth flowing motion.
>
> As an interesting fact though, there is! actually  a beatemup made for pc
> keyboards exclusively.
> this was the game One must fall 2097. It was a beatemup produced for pc dos
> in 1997 where you controlled giant robots with their own stats and could
> fight in tournaments. The battles though were one on just like in mortal
> combat or streetfighter.
>
> A friend of mine sent me a preconfigured dosbox copy a couple of years ago,
> and surprisingly it plays extremely well on pc keyboard, even moves like
> activating fireballs with a half circle cross ie, right, down left punch, or
> doing Jaguar's drop attack where you could hit down and punch in mid air to
> grab your opponent off up the ground and flip them over your head.
>
> I admit the game was programmed specifically! to play on keyboards, sinse
> most pc owners at the time didn't have joypads, but I was amazed how well it
> worked even so.
>
>
> so for me, it's either a decent arcade joystick, or keyboard currently,
> though hopefully I'll be able to extend that to mouse as well.
>
> Beware the grue!
>
> Dark.
>
>
> ---
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> gamers-unsubscr...@audyssey.org.
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Re: [Audyssey] question about input methods for swamp

2011-11-16 Thread Dakotah Rickard
It's just that it functions, is supposed to function, as a standard
gamepad. It's supposed to be mappable, and if it were a problem with
just a few buttons not working, that'd make sense. However, it's more
that some games see some buttons and not others, and other games see
buttons that the first games didn't, while not seeing some that they
did. It's like the game doesn't ... like the controller. Which is
weird.

Signed:
Dakotah Rickard

On 11/16/11, Thomas Ward  wrote:
> Hi,
>
> Well, I think your issue is that for the XBox 360 controllers etc
> games are suppose to use Microsoft's new XInput library. However, many
> older games use DirectInput instead. There are no doubt some
> compatibility issues with XBox controllers and DirectInput exist
> because the API is now 10 years old and hasn't been updated in years.
>
> Cheers!
>
>
> On 11/15/11, Dakotah Rickard  wrote:
>> I use the basic, yet best selling, xbox 360 controller as a joypad.
>> Unfortunately, most of the games I have don't like it much, despite
>> the fact that it's supposed to be fine.
>>
>> Signed:
>> Dakotah Rickard
>
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Re: [Audyssey] question about input methods for swamp

2011-11-16 Thread Thomas Ward
Hi,

Well, I think your issue is that for the XBox 360 controllers etc
games are suppose to use Microsoft's new XInput library. However, many
older games use DirectInput instead. There are no doubt some
compatibility issues with XBox controllers and DirectInput exist
because the API is now 10 years old and hasn't been updated in years.

Cheers!


On 11/15/11, Dakotah Rickard  wrote:
> I use the basic, yet best selling, xbox 360 controller as a joypad.
> Unfortunately, most of the games I have don't like it much, despite
> the fact that it's supposed to be fine.
>
> Signed:
> Dakotah Rickard

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Re: [Audyssey] Update on game app for IOS devices I'm working on.

2011-11-16 Thread michael barnes

Hey, no I don't need any beta testers for this app.
This app is finish so now we are submitting it apple right now.
So if everything goes right then this app will be release in a couple of weeks.
Since different ones have ask me about beta testing the app I will let 
them help with the next app that me and the developer does.

This app is a IOS app which means it will play on iPhone, iPod, iPad.
I hope everyone on here gets the app.

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Re: [Audyssey] Update on game app for IOS devices I'm working on.

2011-11-16 Thread Raul A. Gallegos
Hey, this is excellent news. One thing I'm curious about is on what 
platform is the game dev writing this game on. Also, do you need any 
beta testers? *smile*.


Raul A. Gallegos
I don't have a big ego. I'm way too cool for that.
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On 11/16/2011 12:18 AM, michael barnes wrote:

Hey, All.
As you may know I am in the middle of working on a app for the IOS devices.
I want to give a quick update on the work that has been done.
When my developer sent me the first version of the beta version of the
app the voice over would not read the different app eliments automatically.
In the new beta version he got voice over to automatically read all the
app eliments.
In the first beta version of the app their wasn't a restart game button.
In the new beta version their is a restart button.
You may be asking what is the restart game button for and what is the
deal about having voice over read automatically.
Will here is the reasons for these two items in the app.
First since this app is a game pack you will be able to pick your game
and while you are playing your game if you beat it or lose or you just
want to start over you can press the restart game button at anytime
while in a game.
The reason for voice over to automatically read the different eliments
of the app is because the gameplay will be faster so you the player
don't have to keep sliding your fingure around the screen you can just
make a choice.

Here is one more information about the app it does support blue tooth
keyboards for those who want to use their keyboards instead of the on
screen keyboard.
And another cool thing about this app if you are playing one of the
games and you got to exit the app for whatever reason the app
automatically pauses where you are at in the app.
I will be testing another beta version of the app and I hope that it
will be able to be release in the app store for all of you.
Two things is one the app will be totally free and we are hoping that
the app will be out by the end of the month.
I will update on the app after I test it to let everyone know how the
progress is going.
I hope when I give the next update on here I will be able to say the app
is ready for the app store.



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Re: [Audyssey] correspondence

2011-11-16 Thread dark

Hi Kim.

I'm afraid I don't use Jaws, but I have recently got into playing muds 
myself using vipmud with sapi, which is stil the most newby friendly client.


How muds work is like this.

The text is sent across the net from a mud to your client completely in real 
time. What this means is if you have ten seconds to defuse a bomb, you'll 
have the text 10, 9, 8 etc appearing at second intervals on your screen. 
Assuming your client is working correctly, vipmud should read the text as it 
automatically appears,  incidently, this is why I use sapi not Hal, 
sinse I need the text read as it comes, not reviewed by me.


vipmud is user friendly because it has two separate areas for displaying 
text, input and output.


so all the commands you type into the mud are in the in put area, while what 
the mud sends to you is in the output one. Hitting tab should switch you 
betwene them, and once in either area, you should be able to use up and down 
arrows to review line by line just as in a text document.


This means the things you type are separate from the mud, making it easier 
to tell what is going on.


This is of course how things are supposed to work. There are three reasons I 
can see why you might be having problems.


First, a problem with Jaws 13. As I said, I don't use Jaws, but you might 
want to try switching to sapi output just to see if that makes a difference, 
sinse if that fixes it you'll know where to look for the issue.


2: a problem with your own connection. what muds have you tried thus far? it 
might be that the muds you've tried have themselves been on dodgy 
connections. I'd suggest trying something known to be stable like alteraeon 
just to test this. how is your own internet connection normally? muds are 
pretty low on bandwidth but they do require a stable connection that doesn't 
fluctuate. If you have issues with signal strenth or the like this might be 
the problem.


Laslty, it could be a problem with vipmud. This I think is less likely in 
general sinse the program has been extensively tested, but of course 
anything is possible. You might want to contact david greenwood and ask 
about this, sinse generally he's good with tech questions and of course he 
knows the program next.


hope some of this is helpful, and if you have anymore questions about muds 
just ask.


Btw, I'd recommend keeping this discussion on list rather than as 
"corrispondance" as you put it, sinse then you can have more people's 
opinions involved, people who for instance, might be using jaws. Afterall, 
game proglem solving is part of what this list is for.


All the best,

Dark.
- Original Message - 
From: "Kim Friedman" 

To: 
Sent: Wednesday, November 16, 2011 12:07 PM
Subject: [Audyssey] correspondence



Hi, I'd like to get messages from those who do role playing and/or
mudding because this is something I'd like to learn how to do and I am
having a quite difficult time even making the attempt to do so. For one
thing, my screen reader (Jaws 13) hasn't been working with the one MUD
client I have (VIP MUD) because if I use the arrow keys from within a
game, it's as if the screen is blank and there's nothing there even
though text may be on the screen. The MUD client also seems to
disconnect at the drop of a hat, so I feel as if I'm in Dickens'
circumlocution office (Reference, Little Dorrit by Charles Dickens, in
which the hapless person is going round in circles and backwards at the
same time, in short, going nowhere at all). It doesn't do any good to
tell me to try different Mud clients out as I have no idea how to
determine if I like them or not. (You're talking to the one who doesn't
know what to do with the Mud client she already has, let alone any
others which might be used by the blind.) As far as I know, there is
absolutely no literature on the subject for rank beginners like myself.
I can't seem to get beyond first base in playing an RPG because of this
MUD client problem. The text (if it does come) arrives in great clumps
and as I said, I can't even review what's there to make any decisions.
Please help me out as I am seriously frustrated about this whole
situation. Regards, Kim Friedman. P.S.: I'd like also to know if the
Iron Realms games are regarded as accessible (games are Achaea, Aetolia,
Lusternia, Emperion, and Midkemia [the last based on Raymond E. Feist's
novels).) K.


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[Audyssey] correspondence

2011-11-16 Thread Kim Friedman
Hi, I'd like to get messages from those who do role playing and/or
mudding because this is something I'd like to learn how to do and I am
having a quite difficult time even making the attempt to do so. For one
thing, my screen reader (Jaws 13) hasn't been working with the one MUD
client I have (VIP MUD) because if I use the arrow keys from within a
game, it's as if the screen is blank and there's nothing there even
though text may be on the screen. The MUD client also seems to
disconnect at the drop of a hat, so I feel as if I'm in Dickens'
circumlocution office (Reference, Little Dorrit by Charles Dickens, in
which the hapless person is going round in circles and backwards at the
same time, in short, going nowhere at all). It doesn't do any good to
tell me to try different Mud clients out as I have no idea how to
determine if I like them or not. (You're talking to the one who doesn't
know what to do with the Mud client she already has, let alone any
others which might be used by the blind.) As far as I know, there is
absolutely no literature on the subject for rank beginners like myself.
I can't seem to get beyond first base in playing an RPG because of this
MUD client problem. The text (if it does come) arrives in great clumps
and as I said, I can't even review what's there to make any decisions.
Please help me out as I am seriously frustrated about this whole
situation. Regards, Kim Friedman. P.S.: I'd like also to know if the
Iron Realms games are regarded as accessible (games are Achaea, Aetolia,
Lusternia, Emperion, and Midkemia [the last based on Raymond E. Feist's
novels).) K.


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Re: [Audyssey] swamp saving game question

2011-11-16 Thread Darren Duff
That's right. Escape once if you want to save and leave, and escape twice if 
you just want to save and get back to gaming. 

Hth.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On 
Behalf Of Che
Sent: Tuesday, November 15, 2011 10:28 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] swamp saving game question

  hey ya steady,
   i learned through darren's podcast that we're supposed to go to the safe 
zone, then hit escape twice to save our progress.  you can then quit the game, 
or keep going if you like.
   i haven't had time to play today to check this out, and i may be mis 
remembering what Darren said, but i think that is right.
   Later
che


On 11/15/2011 8:49 PM, Steady Goh wrote:
> Hi Jeremy, when does the server save my game stats? Is it every time i 
> enter the save zone or only when i quit game?
> Every time when i start game, only the pistol is loaded. I have to 
> reload other guns even if they were not empty when i exit from the 
> save zone. The pistol always starts full and not the number of bullets 
> left when i quit. Is it ment to be?
> The server also doesn't save the player's health info.
>
> 锦发/Steady Goh
> - Original Message - From: "Jeremy Kaldobsky"
> 
> To: "Gamers Discussion list" 
> Sent: Wednesday, November 16, 2011 3:29 AM
> Subject: Re: [Audyssey] swamp suggestions and questions
>
>
> The Axe is very much a skill based weapon in that regard. The attack 
> range is slightly longer than the zombie's reach, so if you strike at 
> just the right moment and then move back, you will cleave the monster 
> but never give it a chance to slash back. I have witnessed a few 
> people pulling this off with great skill, while the myself and the 
> rest are still trying to get the hang of it. lol.
>
>> Ah man... Ya gotta take way all the
>> fun *grin* One thing I don't understand is how some people are making 
>> 1 swing kills with the ax and not getting attacked. Is there a method 
>> to the madness?
>
>
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Re: [Audyssey] New Interactive accessible comic

2011-11-16 Thread Ian McNamara
will give this a try sounds fun.

Ian McNamra

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Re: [Audyssey] Update on game app for IOS devices I'm working on.

2011-11-16 Thread michael barnes

Well I rather not say right now because I want it to be a surprise.
I do believe that you all will enjoy the game pack.

--
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Re: [Audyssey] swamp problem

2011-11-16 Thread burakyuksek

Server may be crashed.
saygilar sevgiler.
- Original Message - 
From: "john" 

To: "gamers" 
Sent: Monday, November 07, 2011 10:01 PM
Subject: [Audyssey] swamp problem



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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