Re: [Audyssey] BGT Version 1.1 Released!

2011-11-17 Thread Oriol Gómez
I just downloaded the new version. Impressive. Thanks Philip.

On 11/17/11, Tim Kilgore tim8...@cox.net wrote:
 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 phi...@blastbay.com
 To: Gamers Discussion list gamers@audyssey.org
 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 greensleev...@gmail.com
 To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
 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 phi...@blastbay.com
 To: Gamers Discussion list gamers@audyssey.org
 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!

2011-11-17 Thread dark

Hi aprone.

I actually think you have indeed made an impact just in the games that
you've created, sinse they've each offered something rather different to
what was expected in audio before, whether that's the first online fps
(something people have wanted ever sinse shades of doom was released ten
years ago), not to mention mouse aiming, detailed Ai in controllable
characters, An eco simulation (completely new for audio games), and mouse 
action in an arcade game.  heck even towers of war is pretty unique.


My only real issue in terms of the games you create, is that while the 
concept and ideas are great and distinctly unique, you seem to spend more 
time adding new concepts than content.


For instance, castaways could've easily run to many more missions and job 
types even just with the gameplay structure that is already in place, indeed 
I'm extremely sorry that the game never got to the point where you could run 
an entire town, build a castle and have everyone from sculpters to 
embroiderers to pig farmers. The framework and rules of the game are there 
and it plays exceptionally well, but where as a game that could potentially 
run to hundreds of hours of content only runs for a few. the quality is 
great, but the quantity could certainly be improved upon.


towers of war and daytona fall very much into the same catagory, and 
Temporal stil I believe is in beta phase as far as I could determine. I 
can't speak for Swamp sinse I've not tried that really yet, but thus far the 
only game which seems to be utterly complete according to it's concept, ie, 
which has enough content to fill out the great ideas, is Lunimals.


Is this a cryticism? no, as I said the games are awsome, but perhaps it's a 
design point you could considder in the future. While I understand the point 
of having many projects on the go at once,  indeed your output in number 
of games is pretty staggering! the disadvantage here is that some of your 
games end up feeling shorter than they ought to, which given the quality of 
the games themselves is quite a shame really.


Beware the grue!

dark. 



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[Audyssey] castaways multi characters? and saving

2011-11-17 Thread Jess Varnell
hi list. in castaways, can you save your game on different missions? And can 
you have multi characters? Thanks for your help. Another question totally off 
topic here, are there any basketball games out there for the blind? 

jess
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Re: [Audyssey] BGT Version 1.1 Released!

2011-11-17 Thread Jeremy Kaldobsky
Dark I completely agree.  I was referring to the concepts over content, but I 
do agree with the impact thing too.  It's just that the impact I've made is 
still worlds away from the community impact of BGT.  I'll get there with time, 
but I'm fully aware of my current standings.  :)

If being totally honest, concepts have been my goal more than content, thus 
far.  If the community is swarming with racing games, someone needs to jump in 
with a fighting game.  In the same spirit, when I arrived I adopted a 
programming goal that's a bit different than most.  That has led to some 
interesting debates and perhaps even arguments at times, but the variety is 
important.  If everyone did things how I do them, it would be just as bad as if 
no one did.  It's all about finding the path least traveled and exploiting it 
for all of its unique benefits.

In this community I've chosen the path of the rapid development guy who is 
pushing new concepts.  While many rightfully choose to hold out for quality, I 
race to supply the community with quantity, in the number of games and 
applications I mean.  Instead of 1 title per year, it is quite a few.  When it 
comes to game concepts vs content, I am choosing to sacrifice longer games in 
favor of getting more ideas out.  I could be mistaken, but I'm hoping that each 
new concept I demonstrate adds to the overall bank of ideas that other 
developers are pulling from.  Perhaps Lunimals has already started some other 
developer working on his own game in the sim genre, or maybe Swamp is going to 
launch a wave of mouse driven games.  I'm doing my best to push us as far away 
as possible from the audiogames = space invaders mentality that was clearly 
pretty prevalent at some point before my time here.  :)

If I reach a point where I feel new concepts are no longer beneficial, I'll 
probably switch gears.  Isf game development continues to grow as rapidly as it 
has been, I'll probably switch out of the rapid game development approach.  If 
I'd arrived to find a community full of rapid prototypers you would have been 
dealing with Aprone, the guy who pushes for higher quality standards.  Wow I 
just realized how long this message probably is!  I'm going to just keep 
filling in where I think the community needs attention, and I do plan to tackle 
hardware as soon as I can.  The prices of devices, and the lack of new ones 
being developed, is ridiculous!  If I'm at all able, I plan to have super cheap 
Aprone-built equipment to replace things like Braille displays, embossers, and 
tactile displays.  And then, of course, I hope others will follow along behind 
me advancing it even more.

Dude I wrote like 4 long paragraphs!  Whoops, I didn't meant to hijack 
Phillip's BGT thread.  In conclusion, Yay BGT 1.1, woo hoo!  :D


 Hi aprone.
 
 I actually think you have indeed made an impact just in the
 games that
 you've created, sinse they've each offered something rather
 different to
 what was expected in audio before, whether that's the first
 online fps
 (something people have wanted ever sinse shades of doom was
 released ten
 years ago), not to mention mouse aiming, detailed Ai in
 controllable
 characters, An eco simulation (completely new for audio
 games), and mouse action in an arcade game.  heck even
 towers of war is pretty unique.
 
 My only real issue in terms of the games you create, is
 that while the concept and ideas are great and distinctly
 unique, you seem to spend more time adding new concepts than
 content.
 
 For instance, castaways could've easily run to many more
 missions and job types even just with the gameplay structure
 that is already in place, indeed I'm extremely sorry that
 the game never got to the point where you could run an
 entire town, build a castle and have everyone from sculpters
 to embroiderers to pig farmers. The framework and rules of
 the game are there and it plays exceptionally well, but
 where as a game that could potentially run to hundreds of
 hours of content only runs for a few. the quality is great,
 but the quantity could certainly be improved upon.
 
 towers of war and daytona fall very much into the same
 catagory, and Temporal stil I believe is in beta phase as
 far as I could determine. I can't speak for Swamp sinse I've
 not tried that really yet, but thus far the only game which
 seems to be utterly complete according to it's concept, ie,
 which has enough content to fill out the great ideas, is
 Lunimals.
 
 Is this a cryticism? no, as I said the games are awsome,
 but perhaps it's a design point you could considder in the
 future. While I understand the point of having many projects
 on the go at once,  indeed your output in number of
 games is pretty staggering! the disadvantage here is that
 some of your games end up feeling shorter than they ought
 to, which given the quality of the games themselves is quite
 a shame really.
 
 Beware the grue!
 
 dark. 


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Re: [Audyssey] castaways multi characters? and saving

2011-11-17 Thread dark

Hi Jess.

I'm afraid I'm not sure exactly what you mean with these questions.

You can only save one game at a time, sinse the old save is overwritten, 
however if for some reason you want to try several missions simultaniously, 
you can just download an extra copy of the game.


As to multiple characters what exactly do you mean? Obviously you order 
around all! your people, which means many characters in the game to begin 
with.


If you mean the named character in the game who sort of represents you and 
gets passed across to other multiplayer games,  well there's only one of 
those per game, though you can call them whtaever you want at the start of 
each game, even play a differently named character each time if you like.


Beware the grue!

Dark.
- Original Message - 
From: Jess Varnell rory0...@yahoo.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 17, 2011 9:07 AM
Subject: [Audyssey] castaways multi characters? and saving


hi list. in castaways, can you save your game on different missions? And 
can you have multi characters? Thanks for your help. Another question 
totally off topic here, are there any basketball games out there for the 
blind?


jess
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[Audyssey] to salem

2011-11-17 Thread Jess Varnell
Hi. I heard you review of castaways. and you gave your Skype but not msn. Can 
you please give me your msn info? I enjoyed your reviews.

Jess
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[Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-17 Thread dark

Hi Aprone.

I fully agree on the matter of braille displays etc, pricing is insane, just 
add the word accessibility and you can pretty much stick on another zero, 
heck I've seen a hand held device which does just what your colour 
recognition program does which would set you back 150 pounds (about 270 
dollars I think). So I fully agree with the developement your doing there.


With games though, I'm afraid I'm not sure whether your methodology here 
sutes the circumstances.


For a start, there are actually very few professional standard programmers 
making audio games, in fact you could probably count them without taking off 
your socks. Subtract those like Justin from bsc and Liam urven who's life 
circumstances aren't conducive to making games, and your left with a very 
small group of people indeed.


This bunch are rather independent all have their own ideas and styles, all 
have knolidge of what they want to make, and won't do something simply 
because there is a community idea out there.


to illustrate, look at stratogy games.

Vip gameszone came up with galaxy ranger, which is sort of an action 
stratogy hybrid in I believe 2003, yet we didn't see another even vaguely 
stratogy audio game (not counting battleships), until 2007 with sound rts. 
Sound rts was amazingly well recieved and enjoyed by many people and you 
would've expected a huge wave of that style of game, yet (not counting 
castaways), the only thing to follow was time of conflict from Gma, which 
I'm pretty sure was in developement when sound rts was released anyway.


This isn't to say there aren't trends in audio games, only that they have 
far less impact, sinse the more complex the game type and genre, the more 
difficult producing games with that concept and idea is, and the fewer 
people will attempt it,  if indeed anyone will at all!


Look at entombed. possibly the most successful audio game of all time, and 
produced in less than two years. Yet have we seen any similar rpgs?   
heck no!


While I agree we have had many arcade games, I don't think this is entirely 
the fault of fashion.


As Philip's example games show, left right sterrio targiting is sort of the 
default baseline in audio games, one reason why there are so many example 
and practice games like that now, especially from those who are working with 
bgt for the first time, which is indeed why it's only been now that we've 
had to introduce the database submission guidelines for audiogames.net to 
say what counts as a game and what counts as a programming practice.


I think therefore that the reason there are so many arcade games is as much 
a consequence of programming skill, than deliberate choice, indeed there has 
been a major desire for more complex audio games right from when i first 
started playing them myself in 2006.


Thus, I'm afraid your approach of introducing concept demos and then hoping 
people will pick up the idea and run with it just doesn't seem as logical to 
me given the circumstances, and given that so many people (including me), 
really! want more complex and interesting audio games to play, in one sense 
it actually feels a litle dissatisfying.


Personally, I'd say there are two ways you could change the situation. One 
of them, is as Jason Alan did with entombed, write a complex game yourself 
and thus contribute something to posterity with audio games, which might not 
change the face of what people develope, but is certainly one! example out 
there of a complex game.
The second, is to acknolidge that your writing a concept demo in an example 
game, and thus create some sort of open source affair (possibly in bgt), to 
hopefully give some of the programmers who are making arcade games a bit of 
a leg up into something more complex, and thus show how it could be done.


Suppose for instance you created a cut down version of castaways with three 
people, a random map  and five jobs, hunter, gatherer, tool maker 
lumberjack, cook.


the hunter needs tools, the gatherer does not but only gathers a small 
amount of food, and the tool maker needs wood to make the tools.


You could use this setup to show most of the castaways mechanics of ai that 
seaks resources and brings them back, changing conditions over time, 
tracking activities etc, and thus put someone in a far better position to 
create a stratogy game once they've seen the code.


No, it might not be fun to play, but such is not the point of an example 
game.


In fact, sinse all the bgt example games thus far are either basic puzles or 
space invaders types, this might actually be a good thing all round.


Beware the grue!

Dark. 



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Re: [Audyssey] BGT Version 1.1 Released!

2011-11-17 Thread Christopher Bartlett
Is there a list for BGT development, or rather people developing games with
BGT.  I have some questions, but I'm not sure that Audyssey is the
appropriate place for programming issues/questions as they would not be of
general interest.

And Jeremy, holy crap dude!  Your ambitions are amazing and let me know when
you set up your kick starter campaign, because I'll be a contributor.  

Sorry, that just wouldn't stay in.

Chris Bartlett



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Re: [Audyssey] BGT Version 1.1 Released!

2011-11-17 Thread Philip Bennefall

Hey Chris,

We don't have a mailing list, but there is a pretty active forum that you 
are more than welcome to join. When you've signed up, please drop me a line 
with your username so I can approve the registration directly. I have 
limited it due to the huge number of spam bots that came over for a pint.


Kind regards,

Philip Bennefall
- Original Message - 
From: Christopher Bartlett themusicalbre...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, November 17, 2011 1:29 PM
Subject: Re: [Audyssey] BGT Version 1.1 Released!


Is there a list for BGT development, or rather people developing games with
BGT.  I have some questions, but I'm not sure that Audyssey is the
appropriate place for programming issues/questions as they would not be of
general interest.

And Jeremy, holy crap dude!  Your ambitions are amazing and let me know when
you set up your kick starter campaign, because I'll be a contributor.

Sorry, that just wouldn't stay in.

Chris Bartlett



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Re: [Audyssey] castaways multi characters? and saving

2011-11-17 Thread Ian McNamara
hi jess there is www.baskitsim.com

where do i get this cast aways game from.

Ian McNamara

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Re: [Audyssey] BGT Version 1.1 Released!

2011-11-17 Thread Thomas Ward
Hi Philip,

That was my impression when I spoke to Dolphin. They wouldn't tell me
squot about their API without me signing an NDA agreement which I'm
still waiting to recieve in the mail. At this point if Dolphin doesn't
begin cooperating I'm just going to tell them where to stick their
screen reader and API. If SuperNova customers want their screen reader
supported they are going to have to begin banging down Dolphin's door
for some kind of access to their API.


On 11/16/11, Philip Bennefall phi...@blastbay.com 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 sh...@shaned.net
 To: phi...@blastbay.com; 'Gamers Discussion list' gamers@audyssey.org
 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 bmisch2...@gmail.com
 To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
 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
 jer...@kaldobsky.com
 To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
 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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 http://www.mail-archive.com/gamers@audyssey.org.
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 If 

Re: [Audyssey] BGT Version 1.1 Released!

2011-11-17 Thread dark

Yes, this is getting ridiculous.

I'll have a yell at them myself.

beware the grue!

dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Philip Bennefall phi...@blastbay.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Thursday, November 17, 2011 4:03 PM
Subject: Re: [Audyssey] BGT Version 1.1 Released!



Hi Philip,

That was my impression when I spoke to Dolphin. They wouldn't tell me
squot about their API without me signing an NDA agreement which I'm
still waiting to recieve in the mail. At this point if Dolphin doesn't
begin cooperating I'm just going to tell them where to stick their
screen reader and API. If SuperNova customers want their screen reader
supported they are going to have to begin banging down Dolphin's door
for some kind of access to their API.


On 11/16/11, Philip Bennefall phi...@blastbay.com 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 sh...@shaned.net
To: phi...@blastbay.com; 'Gamers Discussion list' 
gamers@audyssey.org

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 bmisch2...@gmail.com
To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
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
jer...@kaldobsky.com
To: phi...@blastbay.com; Gamers Discussion list 
gamers@audyssey.org

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!

2011-11-17 Thread Thomas Ward
Hi Shane,

Mind telling me where you got that dll and API documentation? I've
done everything but put a gun to Dolphin's head and they refuse to
give me any information until I sign an NDA agreement, and still
haven't gotten anything in the mail to sign. I use to think Freedom
Scientific were jerks but Dolphin is definitely worse. Freedom
Scientific sent me their API docs within a couple of days without an
NDA agreement. SO I would like to know how you came buy that info.

 -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 bmisch2...@gmail.com
 To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
 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
 jer...@kaldobsky.com
 To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
 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
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 gamers-unsubscr...@audyssey.org.
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 All messages are archived and can be searched and read at
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Re: [Audyssey] New app is coming for the blind gamers.

2011-11-17 Thread pitermach

This one part of your message... see below


On 11/14/2011 11:30 PM, michael barnes wrote:


But however if apple does not release the app it will still b availble 
to any one that wants it.
And the great thing about this you will not have to jailbreak your IOS 
devices.


I don't see how you're going to pool that off. The only way I can think 
of is if your app is a web app where you can go to a site with safari 
and then add to home screen. Otherwise you'd have to generate custom app 
files for anyone that's interested, which first of all I don't think is 
legal, and secondly would require some doing from you, and the guy 
that's actually doing the developing and would be more trouble than its 
worth.
But as long as you're not using some kind of really custom API's, you 
shouldn't have problems getting the app into the App Store.


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Re: [Audyssey] BGT Version 1.1 Released!

2011-11-17 Thread Shane Davidson
I'm not the one that maintained the accessible_output module for python
implementation, as it includes JAWS, Wineyes, system access, sapi and
dolphin support.
This is beyond the scope of this lists topic of discussion, so I'd recommend
we move it off list.
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Thursday, November 17, 2011 11:08 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] BGT Version 1.1 Released!

Hi Shane,

Mind telling me where you got that dll and API documentation? I've done
everything but put a gun to Dolphin's head and they refuse to give me any
information until I sign an NDA agreement, and still haven't gotten anything
in the mail to sign. I use to think Freedom Scientific were jerks but
Dolphin is definitely worse. Freedom Scientific sent me their API docs
within a couple of days without an NDA agreement. SO I would like to know
how you came buy that info.

 -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 bmisch2...@gmail.com
 To: phi...@blastbay.com; Gamers Discussion list 
 gamers@audyssey.org
 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
 jer...@kaldobsky.com
 To: phi...@blastbay.com; Gamers Discussion list 
 gamers@audyssey.org
 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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 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
 

Re: [Audyssey] BGT Version 1.1 Released!

2011-11-17 Thread QuentinC

I'm also interested in that API to add it in my playroom.
If you open an off-list conversation please add me.

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Re: [Audyssey] castaways multi characters? and saving

2011-11-17 Thread Jeremy Kaldobsky
Castaways can be downloaded from www.kaldobsky.com/audiogames/


 hi jess there is www.baskitsim.com
 
 where do i get this cast aways game from.
 
 Ian McNamara


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Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-17 Thread Jeremy Kaldobsky
While I wish it wasn't true, I haven't been around long enough to see the same 
patterns as you have.  It does make sense though, that if most of the 
developers are new to making games they would settle with the simpler space 
invader approach, regardless of what other ideas were floating around.  This is 
very unfortunate.

I may adjust my strategy a bit.


 Hi Aprone.
 
 I fully agree on the matter of braille displays etc,
 pricing is insane, just add the word accessibility and you
 can pretty much stick on another zero, heck I've seen a hand
 held device which does just what your colour recognition
 program does which would set you back 150 pounds (about 270
 dollars I think). So I fully agree with the developement
 your doing there.
 
 With games though, I'm afraid I'm not sure whether your
 methodology here sutes the circumstances.
 
 For a start, there are actually very few professional
 standard programmers making audio games, in fact you could
 probably count them without taking off your socks. Subtract
 those like Justin from bsc and Liam urven who's life
 circumstances aren't conducive to making games, and your
 left with a very small group of people indeed.
 
 This bunch are rather independent all have their own ideas
 and styles, all have knolidge of what they want to make, and
 won't do something simply because there is a community idea
 out there.
 
 to illustrate, look at stratogy games.
 
 Vip gameszone came up with galaxy ranger, which is sort of
 an action stratogy hybrid in I believe 2003, yet we didn't
 see another even vaguely stratogy audio game (not counting
 battleships), until 2007 with sound rts. Sound rts was
 amazingly well recieved and enjoyed by many people and you
 would've expected a huge wave of that style of game, yet
 (not counting castaways), the only thing to follow was time
 of conflict from Gma, which I'm pretty sure was in
 developement when sound rts was released anyway.
 
 This isn't to say there aren't trends in audio games, only
 that they have far less impact, sinse the more complex the
 game type and genre, the more difficult producing games with
 that concept and idea is, and the fewer people will attempt
 it,  if indeed anyone will at all!
 
 Look at entombed. possibly the most successful audio game
 of all time, and produced in less than two years. Yet have
 we seen any similar rpgs?   heck no!
 
 While I agree we have had many arcade games, I don't think
 this is entirely the fault of fashion.
 
 As Philip's example games show, left right sterrio
 targiting is sort of the default baseline in audio games,
 one reason why there are so many example and practice games
 like that now, especially from those who are working with
 bgt for the first time, which is indeed why it's only been
 now that we've had to introduce the database submission
 guidelines for audiogames.net to say what counts as a game
 and what counts as a programming practice.
 
 I think therefore that the reason there are so many arcade
 games is as much a consequence of programming skill, than
 deliberate choice, indeed there has been a major desire for
 more complex audio games right from when i first started
 playing them myself in 2006.
 
 Thus, I'm afraid your approach of introducing concept demos
 and then hoping people will pick up the idea and run with it
 just doesn't seem as logical to me given the circumstances,
 and given that so many people (including me), really! want
 more complex and interesting audio games to play, in one
 sense it actually feels a litle dissatisfying.
 
 Personally, I'd say there are two ways you could change the
 situation. One of them, is as Jason Alan did with entombed,
 write a complex game yourself and thus contribute something
 to posterity with audio games, which might not change the
 face of what people develope, but is certainly one! example
 out there of a complex game.
 The second, is to acknolidge that your writing a concept
 demo in an example game, and thus create some sort of open
 source affair (possibly in bgt), to hopefully give some of
 the programmers who are making arcade games a bit of a leg
 up into something more complex, and thus show how it could
 be done.
 
 Suppose for instance you created a cut down version of
 castaways with three people, a random map  and five
 jobs, hunter, gatherer, tool maker lumberjack, cook.
 
 the hunter needs tools, the gatherer does not but only
 gathers a small amount of food, and the tool maker needs
 wood to make the tools.
 
 You could use this setup to show most of the castaways
 mechanics of ai that seaks resources and brings them back,
 changing conditions over time, tracking activities etc, and
 thus put someone in a far better position to create a
 stratogy game once they've seen the code.
 
 No, it might not be fun to play, but such is not the point
 of an example game.
 
 In fact, sinse all the bgt example games thus far are
 either basic puzles or space invaders types, this might
 

Re: [Audyssey] BGT Version 1.1 Released!

2011-11-17 Thread shaun everiss
well tom, if you can or someone can make a map/script for the apps in 
question for dolphin then you can put those out with the game.
It will mean you will need dolphin software or someone would have to 
make it for you but maybe thats the way.



Hi Philip,

That was my impression when I spoke to Dolphin. They wouldn't tell me
squot about their API without me signing an NDA agreement which I'm
still waiting to recieve in the mail. At this point if Dolphin doesn't
begin cooperating I'm just going to tell them where to stick their
screen reader and API. If SuperNova customers want their screen reader
supported they are going to have to begin banging down Dolphin's door
for some kind of access to their API.


On 11/16/11, Philip Bennefall phi...@blastbay.com 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 sh...@shaned.net
 To: phi...@blastbay.com; 'Gamers Discussion list' gamers@audyssey.org
 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 bmisch2...@gmail.com
 To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
 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
 jer...@kaldobsky.com
 To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
 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 

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-17 Thread dark

Hi jeremy.

I think possibly you were comparing audio games slightly too much to indi 
graphical games, where there are always many developers of various skill 
levels who influence each other. With audio games that is simply not the 
case.


While I do believe that back around the year 2000 after the release of 
troopanum there was something of a trend with arcade games, this had pretty 
much died out by the time I started playing audio games myself, indeed when 
liam announced judgement day in 2006, most people's reaction was another 
space invaders game? oh noo!


As it turned out he was able to do something pretty amazing with unlockables 
and extras, but stil even at that stage people wanted something with a litle 
more complexity, however the more complex the game the fewer people have the 
skills to do it, so we've seen few examples.


For instance, swamp is actually the first first person shooter game in 5 
years sinse technoshock was developed, and there are only two other audio 
games that could legitimately be called fp shooters, have weapons, detailed 
combat etc,  shades of doom and technoshock (possibly gma tank commander 
if you just go on perspective and weapon mechanics and ignore the fact your 
driving a tank).


Even if we drop the shooter aspect and just talk about fully first person 
games, we stil have only two more examples, Sarah and terraformers.


So, as I said I'd love to see a fully realized project, either that or 
someone showing how to do things like first person in bgt, so that everyone 
learning with bgt can try something different.


Ultimately this all comes back to the old one I've mentioned before, 
judgement over reactivity.


I'd say it's not any one style or genre audio games need to move away from 
specifically, it's the mindset of here it, react.


Even Moriginal super Mario brothers is a complex game, sinse the speed at 
which mario moves, the hight at which he jumps relative to holding the 
button, his stopping distance and his speed relative to enemies are all 
calculated to require the player to learn, practice and employ spacial 
awareness in calculating the game objects.


Thus the player not only gets used to what threats are coming up, but also 
how to best control marrio in the game, what sort of distance to leave etc.


This aspect, this judgement and immertion in game mechanics rather than 
working basically on fast instant reactions which can be quickly learnt is 
imho the thing game develoeprs need to think about most in audio.


I know for a fact if I play superliam, despite not playing for a long time, 
I can do just as well as before. here enemy, shoot enemy! here pit, hit up 
arrow and hammer right to jump. If however I stick on marrio, odds are it'd 
take me a good few lives, just reminding myself of the mechanics!


This isn't a bad thing in some games, indeed rythm action games make a hole 
genre out of it, however in audio games we've seen it waay! too much.


This is also obviously something which all your games thus far had very much 
Aprone, and all the more reason I'd like to see you work on a really major 
project, sinse I think like Entombed it could be a real landmark and occupy 
people for years to come!


Beware the grue!

Dark. 



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Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-17 Thread Mich
Hi just throwing in my 2 sence worth on this. as a blind gamer who first 
started out with shades of doom and then moved on to alien out back, monkey 
business,  and judgment day etc. I to have seen the trend of audio gamers 
and games to keep playing games like space invaders types of games. there 
seems to me for sure a few different types of games for the audio game 
community fps, card games or puzzle games or space invaders games. I to 
would like to see a very complex game as well. When I was a kid and had some 
sight I used to play super Mario 1 and  3  with my sister. I also used to 
play tmnt as well on the original Nintendo system. I also was quite good at 
duck hunt and clay shooting and this was the case even after I lost my sight 
at 6. I also can remember playing the game Eamin for the old apple 2e pc. 
now that is a game I would like to see be able to be played as a audio game. 
or even the super mario games. well these are my thoughts on this topic. 
from Mich.
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 17, 2011 1:35 PM
Subject: Re: [Audyssey] Game concepts BGT Version 1.1 Released!



Hi jeremy.

I think possibly you were comparing audio games slightly too much to indi 
graphical games, where there are always many developers of various skill 
levels who influence each other. With audio games that is simply not the 
case.


While I do believe that back around the year 2000 after the release of 
troopanum there was something of a trend with arcade games, this had 
pretty much died out by the time I started playing audio games myself, 
indeed when liam announced judgement day in 2006, most people's reaction 
was another space invaders game? oh noo!


As it turned out he was able to do something pretty amazing with 
unlockables and extras, but stil even at that stage people wanted 
something with a litle more complexity, however the more complex the game 
the fewer people have the skills to do it, so we've seen few examples.


For instance, swamp is actually the first first person shooter game in 5 
years sinse technoshock was developed, and there are only two other audio 
games that could legitimately be called fp shooters, have weapons, 
detailed combat etc,  shades of doom and technoshock (possibly gma 
tank commander if you just go on perspective and weapon mechanics and 
ignore the fact your driving a tank).


Even if we drop the shooter aspect and just talk about fully first person 
games, we stil have only two more examples, Sarah and terraformers.


So, as I said I'd love to see a fully realized project, either that or 
someone showing how to do things like first person in bgt, so that 
everyone learning with bgt can try something different.


Ultimately this all comes back to the old one I've mentioned before, 
judgement over reactivity.


I'd say it's not any one style or genre audio games need to move away from 
specifically, it's the mindset of here it, react.


Even Moriginal super Mario brothers is a complex game, sinse the speed at 
which mario moves, the hight at which he jumps relative to holding the 
button, his stopping distance and his speed relative to enemies are all 
calculated to require the player to learn, practice and employ spacial 
awareness in calculating the game objects.


Thus the player not only gets used to what threats are coming up, but also 
how to best control marrio in the game, what sort of distance to leave 
etc.


This aspect, this judgement and immertion in game mechanics rather than 
working basically on fast instant reactions which can be quickly learnt is 
imho the thing game develoeprs need to think about most in audio.


I know for a fact if I play superliam, despite not playing for a long 
time, I can do just as well as before. here enemy, shoot enemy! here pit, 
hit up arrow and hammer right to jump. If however I stick on marrio, odds 
are it'd take me a good few lives, just reminding myself of the mechanics!


This isn't a bad thing in some games, indeed rythm action games make a 
hole genre out of it, however in audio games we've seen it waay! too 
much.


This is also obviously something which all your games thus far had very 
much Aprone, and all the more reason I'd like to see you work on a really 
major project, sinse I think like Entombed it could be a real landmark and 
occupy people for years to come!


Beware the grue!

Dark.

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

2011-11-17 Thread Raul A. Gallegos
Thanks for answering about no beta testers. You didn't answer the other 
question though. It was, ond on what platform is your developer writing 
this app on? You didn't answer that from my last email.


Thanks.


Raul A. Gallegos
It was recently discovered that research causes cancer in rats.
Twitter: http://twitter.com/rau47
Facebook: http://facebook.com/rgallegos74
Blog: http://www.RaulGallegos.com

On 11/16/2011 7:59 AM, michael barnes wrote:

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] Game concepts BGT Version 1.1 Released!

2011-11-17 Thread Christopher Bartlett
Jeremy, as both a devoted supporter of yours and one who has deep respect
for Dark's well-thought-out positions, I'm finding this discussion very
interesting.  First of all, kudos to you for being willing to listen and
take feedback.  So here's some more from, as I said, a devoted fan.

David Greenwood has a deserved following in the blind/vi gamers' market
because, while he produces titles at the speed of glaciers conquering
continents, when he does produce, he brings forth titles with a lot of
complexity, comparatively, and with well thought-out UI's (given the state
of the art at the time.)  Lone Wolf, despite not having been updated
since--- 2003???, still stands up well and with its mission editor has
nearly infinite replayability.  I don't know how many people played it at
the height of its popularity, or still do, but it still gets traffic here
and over on the GMA list.  There are still people playing Shades of Doom,
many of the same folk I'd guess who are now enjoying your Swamp title.  GMA
Tank Commander is also still doing well in terms of people playing it,
though I think it never hit as well as LW and SOD.

I think the success of these titles is in part due to the thought that went
into the interface.  It's possible to master the interface in a few hours of
game play, and once mastered, there are a lot of possible strategies for
winning the games, as well as playing styles that can work.  In LW,  you can
concentrate on stealth, and only take your shots when you're sure of them,
(the strategy I used to play with,) or you can be the ballsy skipper who
takes down the throat shots at incoming destroyers, rather than evading
them, with consequent adrenaline highs and high risk.  And you can do so in
part, because he has designed his speech interface to allow you to gather
data in time without significantly jiggering with the flow of the game.

Another part of the success is the fact that when they came out, each of his
titles did something no one had done in audio gaming, and that harked back
to a classical game style from video or computer gaming.  LW harked back to,
what was it called, something like Submarine, which was a detailed
simulation that ran on Macs, and perhaps Windows machines as well from the
late eighties.  Shades was I think the first FPS.  GMA Tank Commander also
broke ground, though less new ground rather than an elaboration of LW with
better soundscapes and more complex controls.  (And now you've ruined me for
SOD and GTC with your mouse controls which I now miss in both games.

Now, to bounce to a different subtopic, I know that you like working on
multiple projects, with quick feedback and changing challenges.  You excel
in this arena, with your good communication with your players, and your
willingness to put out a concept and see if it flies, sometimes in the face
of tradition for lack of a better word.

Now, how would you take this strength and bring it to the development of
longer projects?

Well, in Castaways and Swamp, you have the beginnings respectively of a
great military/economic simulation a la Civilization, and of a complex,
real-time multi-player FPS shooter/military simulation.  Castaways could be
expanded to include real-time, multi-player cooperative and competitive play
in a server-based world where player actions affect one another more
directly, where players build empires.  I think I mean Age of Empires for a
good comparison with mainstream titles.  You could implement roads, a more
complex trading economy, PVP military combat and shared threats (say a
zombie apocalypse, rather than the mission-driven play which is good for
teaching the system.  Again, this reminds me of AoE, with its tutorial
missions.

In Swamp, we have something rather different and more tactical.  Expand the
map, include consequences for the entire world of player actions or
failures, work out ways for players to cooperate more effectively and
communicate better, and you have a multi-user, real-time tactical game that
would have (theoretically) infinite replay value, as the world would always
be changing, depending on what the players do.

And I know you're working on a third project, which you gave me permission
to talk about, so I will, a fantasy RPG-style game.  Depending on what you
have in mind, this could also become a large, real-time, multi-player game
with complex combat, magic and such, either in the vein of Masters of Magic,
or another take on the Angband/Nethack style of game.  (By the way, I'm
really excited about this one as I have been a frustrated fan of both games
for years.)  Since Zombie does the FPS style, I'm hoping for a party-style
game like Ultima or MoM.  Again, if you set this game up with an
over-arching story, it could be amazing.

Now, these are all daunting-sounding projects.  If you tried to do them all
at once, and waited to release until you have finished projects, I'd expect
to be retired before seeing all of them.  But here's the thing.  You've

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-17 Thread Dakotah Rickard
I can say this. The trouble with targeting style games is that that's
our interface. What I mean is this. Sighted folk use their eyes to get
a feel for what's happening around them. Blind people with decent
hearing use their ears. That is intuitive, and I only point it out
because it's important.

Yes, our games feature stereo targeting as a way to get to enemies,
jump on ledges, etc. However, that's because the ears are our
targeters.


If I can be frank, one of the reasons that space invaders clones don't
excite me is that they're clones. What I mean by that is the content
of a game. Story line, plot, even different objectives are what set
games apart. How many different games are there out there in the
mainstream community where one person shoots at another. The
difference, usually, in all of these, is plot, sounds, graphics, etc.
Well, aren't we lucky, because we don't have to worry about graphics.

What's the difference between Mortal Kombat, Tekken, and Street
Fighter? Ok, yes, there're some few control changes, a few different
combos, but largely they're all three fighting games, usually even
with fairly congruent characters: the fast one, the strong one, the
mystical one, the cute girl, the ... uh ... well, the girl who is a
defined attempt at fan service.

My point with that example is that these three franchises are
rediculously successful. It's not because of different control
methods. It's not even because of fan or brand loyalty. It's because
of a little bit of difference in sound, graphics, and story line.

The simple truth is that, back when gaming on electronic devices was
new, you didn't need plot or story of really any kind. But now, having
seen some of the classes that simulation and gaming majors have to
take, gaming is just as much about story telling as physics and
programming. That's something that I'm glad to see more developers
starting to play with.

Now, I'm not targeting swamp, or really any of the Aprone games on any
lack of story. Far from it. Even if the story doesn't last for chapter
upon chapter, the games still rock based on points of interest, the
content element. In Castaways, you unlock jobs and goals. In Swamp,
you get weapons. All I'm saying is that the reason, I think, that
space invaders clones are unsuccessful is that the story's been told.
There's either no story at all, or the story sucks. Turn space
invaders into an anti-aircraft game during World War II or Vietnam War
and you have a game that people would at least gasp about for a few
hours, rather than groan about and forget after a few seconds.

My trouble is that I know how hard it is to develop a game. I do a bit
of that, unfortunately not on the computer, as my abortive attempts at
programming are thwarted by my abortive attempts at learning how to
program. But I know it's a hard balance to maintain. Tremendous
congratulations for all developers out there, but keep in mind your
story, and you'll get a far bigger heap of congratulations from a far
greater audience.

Signed:
Dakotah Rickard

On 11/17/11, Mich mi...@eastlink.ca wrote:
 Hi just throwing in my 2 sence worth on this. as a blind gamer who first
 started out with shades of doom and then moved on to alien out back, monkey
 business,  and judgment day etc. I to have seen the trend of audio gamers
 and games to keep playing games like space invaders types of games. there
 seems to me for sure a few different types of games for the audio game
 community fps, card games or puzzle games or space invaders games. I to
 would like to see a very complex game as well. When I was a kid and had some
 sight I used to play super Mario 1 and  3  with my sister. I also used to
 play tmnt as well on the original Nintendo system. I also was quite good at
 duck hunt and clay shooting and this was the case even after I lost my sight
 at 6. I also can remember playing the game Eamin for the old apple 2e pc.
 now that is a game I would like to see be able to be played as a audio game.
 or even the super mario games. well these are my thoughts on this topic.
 from Mich.
 - Original Message -
 From: dark d...@xgam.org
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, November 17, 2011 1:35 PM
 Subject: Re: [Audyssey] Game concepts BGT Version 1.1 Released!


 Hi jeremy.

 I think possibly you were comparing audio games slightly too much to indi
 graphical games, where there are always many developers of various skill
 levels who influence each other. With audio games that is simply not the
 case.

 While I do believe that back around the year 2000 after the release of
 troopanum there was something of a trend with arcade games, this had
 pretty much died out by the time I started playing audio games myself,
 indeed when liam announced judgement day in 2006, most people's reaction
 was another space invaders game? oh noo!

 As it turned out he was able to do something pretty amazing with
 unlockables and extras, but stil even at that stage people 

Re: [Audyssey] swamp saving game question

2011-11-17 Thread Dakotah Rickard
If you really want an accuracy boost, silenced pistol's your way to go.

It's taken me 13 shots to kill a tyrant.

Signed:
Dakotah Rickard

On 11/17/11, shaun everiss sm.ever...@gmail.com wrote:
 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 dakotah.rick...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Wed, 16 Nov 2011 14:22:36 -0500
Subject: Re: [Audyssey] swamp saving game question

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 jpcarnemo...@comcast.net wrote:
Problem here is that you loose a bunch of ammo.

  - Original Message -
From: Dakotah Rickard dakotah.rick...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
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
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Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-17 Thread dark

Hi Mich.

Agreed. I'm actually sad nobody has done a propper pc vonertion of eamon, 
sinse I'm certain it'd be possible with a language like adrift, but sadly 
people just seem to play on the emulators which are inaccessible.


Eamon delux is pretty good though, see the page on audiogame.snet for 
details. It is a pain to setup and I don't think it works on windows 7, but 
if you've got windows xp it will let you play lots of the eamon games.


I'm just sorry that work seems to have stopped, sinse some of the eamons 
can't be played with it, the setup could be fixed, and above all it'd be 
great to have a copy that would run on future windows, but as usual sinse 
all the sighted players can just run the apple emulators, nobody bothers to 
fix it.


Beware the grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 17, 2011 7:24 PM
Subject: Re: [Audyssey] Game concepts BGT Version 1.1 Released!


Hi just throwing in my 2 sence worth on this. as a blind gamer who first 
started out with shades of doom and then moved on to alien out back, 
monkey business,  and judgment day etc. I to have seen the trend of audio 
gamers and games to keep playing games like space invaders types of games. 
there seems to me for sure a few different types of games for the audio 
game community fps, card games or puzzle games or space invaders games. I 
to would like to see a very complex game as well. When I was a kid and had 
some sight I used to play super Mario 1 and  3  with my sister. I also 
used to play tmnt as well on the original Nintendo system. I also was 
quite good at duck hunt and clay shooting and this was the case even after 
I lost my sight at 6. I also can remember playing the game Eamin for the 
old apple 2e pc. now that is a game I would like to see be able to be 
played as a audio game. or even the super mario games. well these are my 
thoughts on this topic. from Mich.
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 17, 2011 1:35 PM
Subject: Re: [Audyssey] Game concepts BGT Version 1.1 Released!



Hi jeremy.

I think possibly you were comparing audio games slightly too much to indi 
graphical games, where there are always many developers of various skill 
levels who influence each other. With audio games that is simply not the 
case.


While I do believe that back around the year 2000 after the release of 
troopanum there was something of a trend with arcade games, this had 
pretty much died out by the time I started playing audio games myself, 
indeed when liam announced judgement day in 2006, most people's reaction 
was another space invaders game? oh noo!


As it turned out he was able to do something pretty amazing with 
unlockables and extras, but stil even at that stage people wanted 
something with a litle more complexity, however the more complex the game 
the fewer people have the skills to do it, so we've seen few examples.


For instance, swamp is actually the first first person shooter game in 5 
years sinse technoshock was developed, and there are only two other audio 
games that could legitimately be called fp shooters, have weapons, 
detailed combat etc,  shades of doom and technoshock (possibly gma 
tank commander if you just go on perspective and weapon mechanics and 
ignore the fact your driving a tank).


Even if we drop the shooter aspect and just talk about fully first person 
games, we stil have only two more examples, Sarah and terraformers.


So, as I said I'd love to see a fully realized project, either that or 
someone showing how to do things like first person in bgt, so that 
everyone learning with bgt can try something different.


Ultimately this all comes back to the old one I've mentioned before, 
judgement over reactivity.


I'd say it's not any one style or genre audio games need to move away 
from specifically, it's the mindset of here it, react.


Even Moriginal super Mario brothers is a complex game, sinse the speed at 
which mario moves, the hight at which he jumps relative to holding the 
button, his stopping distance and his speed relative to enemies are all 
calculated to require the player to learn, practice and employ spacial 
awareness in calculating the game objects.


Thus the player not only gets used to what threats are coming up, but 
also how to best control marrio in the game, what sort of distance to 
leave etc.


This aspect, this judgement and immertion in game mechanics rather than 
working basically on fast instant reactions which can be quickly learnt 
is imho the thing game develoeprs need to think about most in audio.


I know for a fact if I play superliam, despite not playing for a long 
time, I can do just as well as before. here enemy, shoot enemy! here pit, 
hit up arrow and hammer right to jump. If however I stick on marrio, odds 
are it'd take me a good few lives, just 

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-17 Thread dark

Hi chris.

I've agree, and I've heard of aprone's rpg and am looking forward to it.

I personally would prefer castaways to turn into something more like dwarf 
fortrass or civ, where you can start from just a few people stuck on a beach 
and end up building cities, making luxury goods for trade, building castles 
and fortifications and maybe even ships to go to other lands and extend your 
holdings,  but hay, either or both is a good direction.


The purpose of my message as I believe you gathered was neither to complain 
nor to make light of what Aprone has done in the past. It was just that as 
the bgt discussion lead aprone to talking about his impact on audio games, 
it seemed a good point to bring this up.


All Of aprone's games have broken new ground,s but perhaps none has broken 
it as deeply. I'm fairly sure aprone could design a game as complex and 
revolutionary with as much replay as lone wolf, entombed, or any of the 
other greats, however it sometimes feels as if his projects are somewhat 
shorter than they could be.


hopefully he'll considder something more expansive in future, sinse if all 
that creativity of his was focused on one thing it could be amazing!


Beware the Grue!

dark. 



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Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-17 Thread dark

Hi decota.

I'm afraid I don't agree.

yes, sterrio is the main input of an audio game, and yes, sterrio is limited 
in the amount of information it can convey, however there is no reason we 
cannot focus this information.


Take packman talks as an example, showing a full four direction maze in 
audio sounds ludicrous until you just make the thing first person, turn it 
into an exploration game and hand the player some nav tools.


I've been certain for a long while audio could do more than it has in many 
games. To an extend this is the fault as i said of developer skill, but if 
people think a litle more expansively and creatively more could be done.


Look at judgement day. Space invaders, but the first audio game to feature a 
ful trophy system. Such is my point.


As to graphical games, I'm afraid you are simply incorrect there. Yes, 
streetfighter tekken and mortal combat are all 2D fighters, but to claime 
they play in any sense similarly would be like saying hearts, spades, bridge 
and euchre are all the same because they are card games that involve taking 
tricks,  indeed sf and mk are even more different than that.


Leaving aside all graphical and plot considderations, The speed of character 
movement, the balance betwene the characters, what special moves are 
available all play a massive part. Even if we forget the fact (which I'm 
afraid you might have missed), that streetfighter is a 2D fighitng game 
where as Mk is 3D meaning your dodging and movement around the arena are 
entirely different, the shear balance of the game changes extremely.


in mortal combat games these days, each character has several fighting 
styles to switch betwene, some involving weapons. Each style has a unique 
set of moves where the buttons on the controller do different attacks, for 
instance reptile may slash with his tale when button one is pressed in one 
style, but kick or punch when it's pressed in another. Combos are pre 
programmed sequences of moves which often flow from style to style. All 
normal moves are relatively similar in speed, and though some have greater 
range (especially those with weapons), none have an over baring range. 
Special moves remain the same however, and each character has comparatively 
few, most of which deal with attacking at a certain distance or range or 
propelling the character forward, such as a fireball or charge attack. These 
however are pretty independent from the fighting styles.


In streetfighter however each charater fights with only one style, and has a 
set of six buttons, light, medium and heavy kicks and punches. The 
strength of the move determines both it's speed and damge, thus a light 
punch is fast and weak where as a heavy punch is slow but powerful.


These properties also apply both to normal moves used in different positions 
of the character, eg, jumping kicks and punches or sweeps, and to special 
moves, sinse each special has a light, medium and heavy form which is faster 
or slower or goes further across the screen.


Characters are far more areal, meaning that jumping attacks are far more 
part of the game than in mk, and with the different timings of moves combos 
involve more than long sequences of presses sinse the opponent also needs to 
be in the right position.


Thus, the two games are entirely different, and this has just scratched the 
surface.


The differences however are all brought about by the judgement of the 
player, his/her sense of timing, familiarity with the attacks and the 
situations of the game, not merely reactivity, which is why I am so much in 
favour of having audio games that actually have mechanics to learn, not just 
boppit type here it and react gameplay.


That way, tow games even of the same genre could be different,  eg, 
imagine another tank game where the tank took far longer to get to it's top 
speed, and where you controlled the turrit independently of the tank's 
movement, that would be entirely different from Gma tank commander even 
while being the same type of game.


Beware the grue!

Dark. 



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[Audyssey] perrlous hearts level 3

2011-11-17 Thread Lori Duncan
Hi, this just shows you how this game has been on my mind, because last 
night I was dreaming that level 3 of the game consisted of you standing 
ontop of a very high building which was constantly moving around, and 
trying to shoot downwards with 2 guns, aiming at cars with creatures 
hiding in them.  There was also something about a bomb, but I never got 
far enough to work out why I was carying one in the first place.  It 
went from sitting at my laptop to play that level, to actually being 
ontop of the building and Philip showing me how to work the guns.  I'm 
not sure but i think the objective was to blow up all the cars and kill 
all the creatures inside.  Anyhow whatever happens I'm going to 
pre-order the game, and have fun.


Take care everyone, just thought I'd share that totally stupid dream.  
from Lori.


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Re: [Audyssey] perrlous hearts level 3

2011-11-17 Thread Ian McNamara
Hi yep i think all of us are looking forward to this game i'll deffinatly be 
pre ordering it.

Ian McNamara
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[Audyssey] opening the box, was:Re: Game concepts

2011-11-17 Thread Che
  I agree with Dark here, given the short development time relatively 
speaking for castaways, given something more like a commercial release 
schedule, the possibilities are pretty amazing.
  one thought here is to open the game up for player content by 
releasing a mission creator, and allowing for the manipulation and 
creation of new types of characters.
  with either an open  XML file, or better yet, a character and unit 
editor, you could create new commodities, that could be required to 
produce a more complex item or building. likewise, you could tie in new 
characters into the commodities in various ways, the only limit would be 
the players imagination.
  for instance, if you wanted to turn castaways into a star wars 
colonization simulation, you could have a mission where you play the 
dark side, the ultimate goal being the creation of a death star, but 
along the way, you'd have to hold off those pesky jedi and their do 
gooder ways while you mined raw materials to produce the weapons and 
components necessary to defend and build your ultimate weapon. just one 
quick possibility there.
  I think there are a lot of folks out there that would take a design 
tool like this and really run with it.
  when i allowed folks to make their own tracks for RR, some of the 
tracks they came up with blew my mind, stuff i had never thought of 
using the track creator to do. for me, that was the most satisfying part 
of RR in the end, seeing folks take the tools i had given them and 
creating something totally new and fun with them.
  david greenwood is doing something quite cool with time of conflict 
by allowing end users to make and change units in a very open ended way, 
making the game as much a combat simulation creation tool as a game. 
with just a few man hours of time and some tweaking, making  a star wars 
or magic the gathering war simulation including sound effects is 
completely possible, and its a brilliant stroke on david's part.
  this kind of out of the box thinking is what we need in audio games, 
and once again goes to show the most important ingredient in game making 
is the designer and their creativity, not the tools the designer is using.

  may the force live long and prosper and all that,
che

On 11/17/2011 4:25 PM, dark wrote:

Hi chris.

I've agree, and I've heard of aprone's rpg and am looking forward to it.

I personally would prefer castaways to turn into something more like
dwarf fortrass or civ, where you can start from just a few people stuck
on a beach and end up building cities, making luxury goods for trade,
building castles and fortifications and maybe even ships to go to other
lands and extend your holdings,  but hay, either or both is a good
direction.

The purpose of my message as I believe you gathered was neither to
complain nor to make light of what Aprone has done in the past. It was
just that as the bgt discussion lead aprone to talking about his impact
on audio games, it seemed a good point to bring this up.

All Of aprone's games have broken new ground,s but perhaps none has
broken it as deeply. I'm fairly sure aprone could design a game as
complex and revolutionary with as much replay as lone wolf, entombed, or
any of the other greats, however it sometimes feels as if his projects
are somewhat shorter than they could be.

hopefully he'll considder something more expansive in future, sinse if
all that creativity of his was focused on one thing it could be amazing!

Beware the Grue!


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Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-17 Thread Thomas Ward
Hi Dark,

I think you are right on the money there. One of the problems is
programming skill. Most people here don't have any formal programming
training and thus sort of program as they figure things out or get a
leg up from a slightly more experienced programmer. As a direct result
of that many first attempts will be something rather simple like
BopIt, Space Invaders,or something similarly easy to program without a
lot of skill.

The second issue is higher level math skills. Depending on the type of
game being considered it may require a reasonable amount of higher
math.  Doing complex 3d calculations, for example, will require some
reasonable skills with geometry, trig, and better yet calculus. If the
developer doesn't have that kind of background certaintypes of games
will be out of the person's technical skill level.

Finally, the issue of time. You and I have have spoken many times of
how complex mainstream games like Megaman and Castlevania are, but you
have any concept how long it would take a single developer to add all
those features? It could take considerable time figuring out how to
create those types of puzzle elements and also make sure it is fully
accessible. Its complex enough to slow down development and some
people might not want to spend the time it takes to do all that.


Bottom line, what I am saying is while Jeremy's ideas are good you've
got a point. Jeremy or anyone else can demonstrate cool game concepts
all day long but if other developers don't have the required skills or
time in the first place its a pretty mute point. There isn't much
anyone can do to make them try something else.

Cheers!

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Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-17 Thread Bryan Peterson
The really sad part about that is that I believe Adora Entertainmet was 
going to attempt to do a proper windows version of Eamon. If I remember 
rightly it was going to be called the Eamon Guild of Free Adventurers. I 
remember it was fascinating to me because a te time we had no true RPG's for 
the blind since this was a good four years before Jason came on the scene 
with Entombed and then of course Castle Quest ended up being scrapped 
because of disagreements between BSC and the other guy.

They're coming to take me away, ha-haaa!
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 17, 2011 3:15 PM
Subject: Re: [Audyssey] Game concepts BGT Version 1.1 Released!



Hi Mich.

Agreed. I'm actually sad nobody has done a propper pc vonertion of eamon, 
sinse I'm certain it'd be possible with a language like adrift, but sadly 
people just seem to play on the emulators which are inaccessible.


Eamon delux is pretty good though, see the page on audiogame.snet for 
details. It is a pain to setup and I don't think it works on windows 7, 
but if you've got windows xp it will let you play lots of the eamon games.


I'm just sorry that work seems to have stopped, sinse some of the eamons 
can't be played with it, the setup could be fixed, and above all it'd be 
great to have a copy that would run on future windows, but as usual sinse 
all the sighted players can just run the apple emulators, nobody bothers 
to fix it.


Beware the grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 17, 2011 7:24 PM
Subject: Re: [Audyssey] Game concepts BGT Version 1.1 Released!


Hi just throwing in my 2 sence worth on this. as a blind gamer who first 
started out with shades of doom and then moved on to alien out back, 
monkey business,  and judgment day etc. I to have seen the trend of audio 
gamers and games to keep playing games like space invaders types of 
games. there seems to me for sure a few different types of games for the 
audio game community fps, card games or puzzle games or space invaders 
games. I to would like to see a very complex game as well. When I was a 
kid and had some sight I used to play super Mario 1 and  3  with my 
sister. I also used to play tmnt as well on the original Nintendo system. 
I also was quite good at duck hunt and clay shooting and this was the 
case even after I lost my sight at 6. I also can remember playing the 
game Eamin for the old apple 2e pc. now that is a game I would like to 
see be able to be played as a audio game. or even the super mario games. 
well these are my thoughts on this topic. from Mich.
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 17, 2011 1:35 PM
Subject: Re: [Audyssey] Game concepts BGT Version 1.1 Released!



Hi jeremy.

I think possibly you were comparing audio games slightly too much to 
indi graphical games, where there are always many developers of various 
skill levels who influence each other. With audio games that is simply 
not the case.


While I do believe that back around the year 2000 after the release of 
troopanum there was something of a trend with arcade games, this had 
pretty much died out by the time I started playing audio games myself, 
indeed when liam announced judgement day in 2006, most people's reaction 
was another space invaders game? oh noo!


As it turned out he was able to do something pretty amazing with 
unlockables and extras, but stil even at that stage people wanted 
something with a litle more complexity, however the more complex the 
game the fewer people have the skills to do it, so we've seen few 
examples.


For instance, swamp is actually the first first person shooter game in 5 
years sinse technoshock was developed, and there are only two other 
audio games that could legitimately be called fp shooters, have weapons, 
detailed combat etc,  shades of doom and technoshock (possibly gma 
tank commander if you just go on perspective and weapon mechanics and 
ignore the fact your driving a tank).


Even if we drop the shooter aspect and just talk about fully first 
person games, we stil have only two more examples, Sarah and 
terraformers.


So, as I said I'd love to see a fully realized project, either that or 
someone showing how to do things like first person in bgt, so that 
everyone learning with bgt can try something different.


Ultimately this all comes back to the old one I've mentioned before, 
judgement over reactivity.


I'd say it's not any one style or genre audio games need to move away 
from specifically, it's the mindset of here it, react.


Even Moriginal super Mario brothers is a complex game, sinse the speed 
at which mario moves, the hight at which he jumps relative to holding 
the button, his stopping distance and his speed relative to enemies are 

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

2011-11-17 Thread michael barnes

Sorry, about that.
He is working on it on the iPhone and the mac.
I will tell you what when we do another app I will be happy to let you 
help if you would like.

I'll contact you through your website.
Thanks for the offer to help.

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



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[Audyssey] new kof xiii vid!

2011-11-17 Thread Clement Chou
Okay! So... here's the latest vid for this game, and the game is less than a 
week away! Damn it I want to play now!
http://youtu.be/X9Vw8LxJNFI
Tuesday can't come soon enough!
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Re: [Audyssey] new kof xiii vid!

2011-11-17 Thread Ian McNamara
hi have to say that does sound an ausum game.

Ian McNamara

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Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-17 Thread Christopher Bartlett
Good stuff to chew on here.  I do think that Jeremy's style actually lends
itself to getting around the development lag time issues though, as he
creates continual excitement about his games by frequent updates, which
aren't always huge in and of themselves, but taken cumulatively change the
games quite a bit through their development cycle.  My long post earlier was
simply to encourage him (or others for that matter) to take that idea and
run with it in a larger field.  Yes, it still might take three years to come
up with the fully finished game, but we'd be playing something within a
month, and then something a bit more complex in another month.  Along the
way, we'd have direct and demonstrably effective input on things that work
well and that don't.

It's not possibly a viable method for a commercial game, since it relies on
mass penetration before a commercial product is ready, but I could envision
a kick-starter campaign or something like it to maintain interest and bring
in some fundage for continued development, purchase of new hardware or
software.  I would certainly contribute to Jeremy's server fund as and when
he outgrows his current configuration.

There's a new model of development in this market here, and I'd like to see
others take it and run with it, as well as encouraging Jeremy in his
continued efforts.

And dude, low-cost braille!?  If he can make that work, he'll get some fine
Scotch whiskey from me at a bare minimum.

Chris Bartlett



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Re: [Audyssey] new kof xiii vid!

2011-11-17 Thread Jess Varnell

Let me guess, you have to have some kind of game system to play this?

Jess
- Original Message - 
From: Clement Chou chou.clem...@gmail.com
To: brandonsl...@freelists.org; Gamers Discussion list 
gamers@audyssey.org

Sent: Thursday, November 17, 2011 7:24 PM
Subject: [Audyssey] new kof xiii vid!


Okay! So... here's the latest vid for this game, and the game is less than 
a week away! Damn it I want to play now!

http://youtu.be/X9Vw8LxJNFI
Tuesday can't come soon enough!
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[Audyssey] FW: Can you help me out?

2011-11-17 Thread Kim Friedman
Hi, this is the reply I received when I wrote to Freedom Scientific with
regard to my problems between Jaws and VIP MUD. Below the reply is my
message to them. Now I'm not sure if the reply is correct or accurate
which is why I'm sending it to you. Let me make clear that I think he
was attempting to help me out, but I have a sneaky suspicion he doesn't
do any role playing nor does he use MUD clients. Regards, Kim Friedman.

-Original Message-
From: Freedom Scientific Support [mailto:supp...@freedomscientific.com] 
Sent: Thursday, November 17, 2011 4:03 AM
To: kimfr...@verizon.net
Subject: FW: Can you help me out?




Dear Kim
 
Thank you for contacting Freedom Scientific technical Support. I'm not
familiar with this game software. However, I recommend using the
convenience OCR feature to see if it helps you in this window. Try
performing the
insert+spacebar followed by the letter o and then s for scanning the 
insert+screen
or w for the window. At this point, you can use your arrow keys to
navigate the screen. As long as you don't press another key, you can
move to a desired section of the screen and press the NumPad / key to
click on a desired item. See if this help you with your game.



Be sure to include all previous correspondence pertaining to this matter
when replying to this message so that we might better assist you. 
 
 Regards,
Mr. Tracey Jackson,
Technical Support Specialist
Freedom Scientific

Phone support: 727 803 8600, option #2
E-mail Support: supp...@freedomscientific.com
mailto:supp...@freedomscientific.com
Visit our website at:
http://www.freedomscientific.com/


-Original Message-
From: Kim Friedman [mailto:kimfr...@verizon.net]
Sent: Tuesday, November 15, 2011 9:47 PM
To: Freedom Scientific Technical Support
Subject: Can you help me out?

Hi, first of all, thanks so much for resolving that ResearchIt issue. I
have been trying to use it while proofreading and when I typed in a word
found in the text and pressed enter, it was as if there was nothing
whatever in the window. Now knowing that there were no results helps a
lot. That being said, however, I have been having problems with Jaws
when using VIP MUD. When I go into a game, and I use the arrow keys, I
can't read any text. It's as if the screen is blank and I'm sure that
isn't the case. I think this problem has existed since Jaws 11 for me.
Is there any techie on the staff who likes to use MUDS and has Jaws 13
on his/her system and is acquainted with VIP MUD and other MUD clients?
I'm finding it quite frustrating when attempting role playing. I feel as
if I'm going nowhere. The whole weird thing is that my settings insofar
as I know is consistent with other users of VIP MUD yet the arrow keys
and the reading keys aren't functioning from within a game. Regards, Kim
Friedman.



-
No virus found in this message.
Checked by AVG - www.avg.com
Version: 10.0.1411 / Virus Database: 2092/4020 - Release Date: 11/16/11



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Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-17 Thread Dakotah Rickard
First, to address Dark:

I do take your point about Street Fighter, Tekken, and Mortal Combat,
but I take that point only to a point. I understand the different game
mechanics, the different button presses and how they affect the
fighters movements differently in each game, but I'm not talking about
microcosmic views on the games. What I mean is that you, the player,
press specific, predetermined sequences of controls, in realtime,
which trigger calculations based on the position of your character and
his opponent or opponents, possibly throw in some random chance, and
result in a punch to the face. the specifics are different, but even
these rise and fall throughout different games in the serieses.
Sometimes, these specific control schemes even differ in the same
game. Tekken 6, for example, has a 3d arena that's playyed in like a
2d, movement largely forward and back, with jumps and such, but it has
stages played in true 3d style, with commands to switch to a 2d
interface if that's what you need to have to fight.

It's more about that we can have games with similar control schemes
yet that are very, very different based on content. For example, if
you just picked up your controller, judged timing, threw a little
guesswork in there for luck, and won, it'd be less satisfying if you
didn't care anything about the fighter you're playing. You do, though,
because of character history, cut scenes, commentary, even little
snippets, brief voiced parts that give you some small idea of the
character in question. In this way, our games lack, because we get
really worried about size versus playability. It's frankly unfair to
us, because mainstream titles nowadays are on dvd media, which has
gigabytes of room: rom for code, sounds, voice clips, fully
orchestrated music, and what have you. We start worrying if our games
get bigger than, say, 50 megabytes. I understand the concern, I get
the reasons behind it, but it still results in games with less to
compel you, the player, to give a hoot, as my wife might say, about
the character at all.

Fortunately, Perilous Hearts, among other titles, seems to be taking
this problem firmly in hand, and that's already given me a great deal
of confidence that I'd enjoy the game, even if the gameplay was
horrible, the systems were flawed, and the price outrageous, which
won't be the case.

I'm going to say it just once more, because I've lost count of how
many times I've said it, and it provides the amusement of being
embarrassed for me to do it once more. Content makes a game nowadays.
Story makes a product. That's the difference between the dungeon
crawlers of the eighties and the Elder Scrolls or Fable or any of the
other RPG titles of today. Content, story, that's what creates
success. That's not to do with interface or how we use information.
I've known many people that will read a terribly written book if the
plot is great. I'm one of those people myself.

I know it sounds like I'm unsatisfied with our games right now, what
we have going on. Truthfully, I'm not. I play as many games as I can,
enjoying all of the ones i have on my computer. It's just that the
games in future can be even greater. And I have to appologize for the
harshness of how this is going to come across. People say that they
can't find voice talent, or that they can't find talent with similar
recording conditions. Frankly, at this point, that's just a little
lazy. There are literally thousands of aspiring voice actors out there
who'd literally leap at the chance to do just about anything for a
game, just for kudos and credits, something they can show people.
Surely, in all of those thousands, there are some who would meet the
developer's idea of good casting and good recording, or maybe the devs
could say I can't handle all of this work. If you do the casting, do
the sounds, or what have you, I'll pay you. How about a free copy of
the game.

Frankly, if I was approached with something like that I'd jump on it,
and it'd free the dev up to do developing work, for which I'm utterly
useless.

Just keep all of this in mind, awesome developers, as you keep up the
good work, and try not to be too mad at me if I've crossed a line or
stood on a toe.

Signed:
Dakotah Rickard

On 11/17/11, Christopher Bartlett themusicalbre...@gmail.com wrote:
 Good stuff to chew on here.  I do think that Jeremy's style actually lends
 itself to getting around the development lag time issues though, as he
 creates continual excitement about his games by frequent updates, which
 aren't always huge in and of themselves, but taken cumulatively change the
 games quite a bit through their development cycle.  My long post earlier was
 simply to encourage him (or others for that matter) to take that idea and
 run with it in a larger field.  Yes, it still might take three years to come
 up with the fully finished game, but we'd be playing something within a
 month, and then something a bit more complex in another month.  Along the
 way, we'd 

Re: [Audyssey] FW: Can you help me out?

2011-11-17 Thread Charles Rivard
He might be on the right track, providing you are using JAWS 13.  It sounds 
plausible, anyway.  The feature he is talking about is used to read a screen 
that is an image rather than text.  Give it a try and see what happens.  It 
couldn't hurt.  Keep in mind, though, that I don't play RPGs, either.  HTH.


---
Be positive!  When it comes to being defeated, if you think you're finished, 
you! are! finished!
- Original Message - 
From: Kim Friedman kimfr...@verizon.net

To: vip...@googlegroups.com; gamers@audyssey.org
Sent: Thursday, November 17, 2011 7:29 PM
Subject: [Audyssey] FW: Can you help me out?



Hi, this is the reply I received when I wrote to Freedom Scientific with
regard to my problems between Jaws and VIP MUD. Below the reply is my
message to them. Now I'm not sure if the reply is correct or accurate
which is why I'm sending it to you. Let me make clear that I think he
was attempting to help me out, but I have a sneaky suspicion he doesn't
do any role playing nor does he use MUD clients. Regards, Kim Friedman.

-Original Message-
From: Freedom Scientific Support [mailto:supp...@freedomscientific.com]
Sent: Thursday, November 17, 2011 4:03 AM
To: kimfr...@verizon.net
Subject: FW: Can you help me out?




Dear Kim

Thank you for contacting Freedom Scientific technical Support. I'm not
familiar with this game software. However, I recommend using the
convenience OCR feature to see if it helps you in this window. Try
performing the
insert+spacebar followed by the letter o and then s for scanning the
insert+screen
or w for the window. At this point, you can use your arrow keys to
navigate the screen. As long as you don't press another key, you can
move to a desired section of the screen and press the NumPad / key to
click on a desired item. See if this help you with your game.



Be sure to include all previous correspondence pertaining to this matter
when replying to this message so that we might better assist you.

Regards,
Mr. Tracey Jackson,
Technical Support Specialist
Freedom Scientific

Phone support: 727 803 8600, option #2
E-mail Support: supp...@freedomscientific.com
mailto:supp...@freedomscientific.com
Visit our website at:
http://www.freedomscientific.com/


-Original Message-
From: Kim Friedman [mailto:kimfr...@verizon.net]
Sent: Tuesday, November 15, 2011 9:47 PM
To: Freedom Scientific Technical Support
Subject: Can you help me out?

Hi, first of all, thanks so much for resolving that ResearchIt issue. I
have been trying to use it while proofreading and when I typed in a word
found in the text and pressed enter, it was as if there was nothing
whatever in the window. Now knowing that there were no results helps a
lot. That being said, however, I have been having problems with Jaws
when using VIP MUD. When I go into a game, and I use the arrow keys, I
can't read any text. It's as if the screen is blank and I'm sure that
isn't the case. I think this problem has existed since Jaws 11 for me.
Is there any techie on the staff who likes to use MUDS and has Jaws 13
on his/her system and is acquainted with VIP MUD and other MUD clients?
I'm finding it quite frustrating when attempting role playing. I feel as
if I'm going nowhere. The whole weird thing is that my settings insofar
as I know is consistent with other users of VIP MUD yet the arrow keys
and the reading keys aren't functioning from within a game. Regards, Kim
Friedman.



-
No virus found in this message.
Checked by AVG - www.avg.com
Version: 10.0.1411 / Virus Database: 2092/4020 - Release Date: 11/16/11



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Re: [Audyssey] new kof xiii vid!

2011-11-17 Thread Clement Chou
That is correct... although there are rumours of a pc version. We'll have to 
see what happens... but for now, yes, you definitely need a system.
- Original Message - 
From: Jess Varnell rory0...@yahoo.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 17, 2011 7:35 PM
Subject: Re: [Audyssey] new kof xiii vid!



Let me guess, you have to have some kind of game system to play this?

Jess
- Original Message - 
From: Clement Chou chou.clem...@gmail.com
To: brandonsl...@freelists.org; Gamers Discussion list 
gamers@audyssey.org

Sent: Thursday, November 17, 2011 7:24 PM
Subject: [Audyssey] new kof xiii vid!


Okay! So... here's the latest vid for this game, and the game is less 
than a week away! Damn it I want to play now!

http://youtu.be/X9Vw8LxJNFI
Tuesday can't come soon enough!
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Re: [Audyssey] opening the box, was:Re: Game concepts

2011-11-17 Thread dark

Hi che.

I agree, user created stuff is great, especially for people who don't 
necessarily want to program their own game, but would like to expand others. 
the lw mission creator as already mentioned is a good example.


for instance, i'd be willing to bet most of the track designers for rr 
wouldn't have the skills to go and create their own racing games from 
scratch.


Beware the Grue!

Dark.
- Original Message - 
From: Che blindadrenal...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 17, 2011 11:00 PM
Subject: [Audyssey] opening the box, was:Re: Game concepts


  I agree with Dark here, given the short development time relatively 
speaking for castaways, given something more like a commercial release 
schedule, the possibilities are pretty amazing.
  one thought here is to open the game up for player content by releasing 
a mission creator, and allowing for the manipulation and creation of new 
types of characters.
  with either an open  XML file, or better yet, a character and unit 
editor, you could create new commodities, that could be required to 
produce a more complex item or building. likewise, you could tie in new 
characters into the commodities in various ways, the only limit would be 
the players imagination.
  for instance, if you wanted to turn castaways into a star wars 
colonization simulation, you could have a mission where you play the dark 
side, the ultimate goal being the creation of a death star, but along the 
way, you'd have to hold off those pesky jedi and their do gooder ways 
while you mined raw materials to produce the weapons and components 
necessary to defend and build your ultimate weapon. just one quick 
possibility there.
  I think there are a lot of folks out there that would take a design tool 
like this and really run with it.
  when i allowed folks to make their own tracks for RR, some of the tracks 
they came up with blew my mind, stuff i had never thought of using the 
track creator to do. for me, that was the most satisfying part of RR in 
the end, seeing folks take the tools i had given them and creating 
something totally new and fun with them.
  david greenwood is doing something quite cool with time of conflict by 
allowing end users to make and change units in a very open ended way, 
making the game as much a combat simulation creation tool as a game. with 
just a few man hours of time and some tweaking, making  a star wars or 
magic the gathering war simulation including sound effects is completely 
possible, and its a brilliant stroke on david's part.
  this kind of out of the box thinking is what we need in audio games, and 
once again goes to show the most important ingredient in game making is 
the designer and their creativity, not the tools the designer is using.

  may the force live long and prosper and all that,
che

On 11/17/2011 4:25 PM, dark wrote:

Hi chris.

I've agree, and I've heard of aprone's rpg and am looking forward to it.

I personally would prefer castaways to turn into something more like
dwarf fortrass or civ, where you can start from just a few people stuck
on a beach and end up building cities, making luxury goods for trade,
building castles and fortifications and maybe even ships to go to other
lands and extend your holdings,  but hay, either or both is a good
direction.

The purpose of my message as I believe you gathered was neither to
complain nor to make light of what Aprone has done in the past. It was
just that as the bgt discussion lead aprone to talking about his impact
on audio games, it seemed a good point to bring this up.

All Of aprone's games have broken new ground,s but perhaps none has
broken it as deeply. I'm fairly sure aprone could design a game as
complex and revolutionary with as much replay as lone wolf, entombed, or
any of the other greats, however it sometimes feels as if his projects
are somewhat shorter than they could be.

hopefully he'll considder something more expansive in future, sinse if
all that creativity of his was focused on one thing it could be amazing!

Beware the Grue!


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