Re: [Audyssey] NVDA query

2011-12-01 Thread shaun everiss

there is no  legal version of eloquence with nvda.
I have not found out really whats going on with that.
At 06:16 p.m. 30/11/2011 -0600, you wrote:
hello all gamers who use NVDA how does one get the versin of NVDA 
with elequence?\

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[Audyssey] Audyssey babble report for November 2011

2011-12-01 Thread Jim Kitchen


106 people posted 1825 messages.

197 From, Thomas Ward. 
141 From, Jeremy Kaldobsky. 
128 From, dark. 
102 From, Darren Duff. 
88 From, shaun everiss. 
85 From, john. 
75 From, Christopher Bartlett. 
59 From, michael barnes. 
52 From, Dakotah Rickard. 
47 From, Charles Rivard. 
43 From, Valiant8086. 
41 From, Johnny Tai. 
35 From, Bryan Peterson. 
35 From, Ian McNamara. 
34 From, Philip Bennefall. 
28 From, Clement Chou. 
28 From, lenron brown. 
26 From, Kai. 
24 From, Dallas O'Brien. 
24 From, Yohandy. 
22 From, Che. 
21 From, Darren Harris. 
21 From, David Mehler. 
21 From, joseph weakland. 
19 From, william lomas. 
18 From, Jacob Kruger. 
18 From, QuentinC. 
16 From, Christina. 
14 From, Phil Vlasak. 
14 From, Willem Venter. 
13 From, Jim Kitchen. 
13 From, Michael Gauler. 
13 From, Ron Kolesar. 
12 From, dan cook. 
12 From, Steady Goh. 
12 From, Tom Randall. 
11 From, Alfredo_The_Music_maker. 
11 From, Hayden Presley. 
11 From, Lori Duncan. 
11 From, Mich. 
10 From, Kelvin Tan. 
10 From, Laurel. 
9 From, Paula Hobley. 
9 From, Trouble. 
8 From, Ben. 
8 From, pitermach. 
8 From, Ryan Strunk. 
7 From, Jess Varnell. 
7 From, Richard Sherman. 
7 From, Shane Davidson. 
7 From, Tim Kilgore. 
6 From, alex wallis. 
5 From, Christian. 
5 From, Connor Moser. 
5 From, fred olver. 
5 From, Ron Schamerhorn. 
5 From, Ryan Conroy. 
4 From, austin pinto. 
4 From, Brandon Misch. 
4 From, Curt Taubert. 
4 From, Eleanor Robinson. 
4 From, michael maslo. 
4 From, Nick Helms. 
4 From, Oriol Gómez. 
4 From, Sylvester Thomas. 
4 From, THANHVINH. 
3 From, burakyuksek. 
3 From, Cary. 
3 From, Jorge Gonçalves. 
3 From, Matheus Rheine. 
3 From, mattias. 
3 From, Munawar Bijani. 
3 From, Nikola Stojsic \(NS studios\). 
3 From, Orin. 
3 From, Raul A. Gallegos. 
3 From, Stephen. 
2 From, Allen. 
2 From, beverly. 
2 From, darren harris. 
2 From, Davy Kager. 
2 From, Dennis Towne. 
2 From, Karl Belanger. 
2 From, Kim Friedman. 
2 From, Lisa Hayes. 
2 From, Lori Duncan. 
2 From, Richard Claridge. 
2 From, Ron hopkins. 
2 From, Shane Lowe. 
2 From, Steve Crawford. 
1 From, Bryan Mckinnish. 
1 From, bryant walker. 
1 From, Gamers List Guidelines Robot. 
1 From, Greg Steel. 
1 From, jason. 
1 From, Joe Shabido. 
1 From, Kelly Sapergia. 
1 From, Lindsay Cowell. 
1 From, lirin. 
1 From, Marvin Hunkin. 
1 From, Milos Przic. 
1 From, MissWings. 
1 From, Reinhard Stebner. 
1 From, ryan chou. 
1 From, Sarah Haake. 
1 From, Tommy. 
1 From, Tony Sohl. 

Archive file size 5483813 bytes 


Jim

Kitchen's Inc, for games that are up to 110 percent funner to play.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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[Audyssey] Audyssey thread report for November 2011

2011-12-01 Thread Jim Kitchen


There were 317 thread titles. Here are the top 50. 

Game concepts BGT Version 1.1 Released! 70. 
Swamp reflections. 55. 
More BGT news 43. 
question about input methods for swamp 42. 
BGT Version 1.1 Released! 41. 
Possible MOTA Features 38. 
USA Games News 38. 
Perilous Hearts preorders? 35. 
swamp 35. 
swamp suggestions and questions 35. 
I'm appauled! 34. 
I'm appalled! 33. 
Perilous hearts audio demo! 33. 
audyssey plus or extra 31. 
kitchensinc games - installation question 30. 
more about swamp 23. 
Perilous Hearts hero playthrough. 21. 
sample recordings 21. 
Swamp, version 1.0b is here 21. 
my thoughts on the new version of swamp. 19. 
legalized speech - Re: Possible MOTA Features 18. 
Checking direct x 17. 
My decision on Perilous Hearts preorders,and a surprise! 17. 
Swamp version 1.2b 17. 
A review of the swamp game by Darren Duff 16. 
Swamp questions 15. 
swamp saving game question 15. 
Swamp version 1.3b patch 15. 
swamp---extreme shortage on ammo 15. 
thoughts on swamp 15. 
zombie info? 15. 
Problems with quicksand in Perlous Hearts 14. 
require cheat codes and key bordcommandsforGMAtankcommander 14. 
Transylvania for iphone 14. 
The app is finally here! 13. 
Mud games 12. 
my thoughts on swamp multy player. 12. 
Swamp, version 1.1b 12. 
Update on game app for IOS devices I'm working on. 12. 
king of fighters xiii gameplay! 11. 
New Interactive accessible comic 11. 
new kof xiii vid! 11. 
Rogue games. 11. 
Swamp Characters/character profiles. 11. 
Swamp major errors! 11. 
swamp playthrough 11. 
swamp problem 11. 
bari bari footsul game. 10. 
Game Difficulty was RE: swamp 10. 
Audiogame developement mailing-list ? 9. 


Jim

Kitchen's Inc, for games that are up to 110 percent funner to play.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Audyssey thread report for November 2011

2011-12-01 Thread Charles Rivard

Looks like we got swamped last month.  (grin)

---
Security is not the absence of danger.  It is the presence of the Lord.

- Original Message - 
From: Jim Kitchen j...@kitchensinc.net

To: Audyssey Gamers@audyssey.org
Sent: Thursday, December 01, 2011 4:19 AM
Subject: [Audyssey] Audyssey thread report for November 2011




There were 317 thread titles. Here are the top 50.
Game concepts BGT Version 1.1 Released! 70. Swamp reflections. 55. More 
BGT news 43. question about input methods for swamp 42. BGT Version 1.1 
Released! 41. Possible MOTA Features 38. USA Games News 38. Perilous 
Hearts preorders? 35. swamp 35. swamp suggestions and questions 35. I'm 
appauled! 34. I'm appalled! 33. Perilous hearts audio demo! 33. audyssey 
plus or extra 31. kitchensinc games - installation question 30. more about 
swamp 23. Perilous Hearts hero playthrough. 21. sample recordings 21. 
Swamp, version 1.0b is here 21. my thoughts on the new version of swamp. 
19. legalized speech - Re: Possible MOTA Features 18. Checking direct x 
17. My decision on Perilous Hearts preorders,and a surprise! 17. Swamp 
version 1.2b 17. A review of the swamp game by Darren Duff 16. Swamp 
questions 15. swamp saving game question 15. Swamp version 1.3b patch 15. 
swamp---extreme shortage on ammo 15. thoughts on swamp 15. zombie info? 
15. Problems with quicksand in Perlous Hearts 14. require cheat codes and 
key bordcommandsforGMAtankcommander 14. Transylvania for iphone 14. The 
app is finally here! 13. Mud games 12. my thoughts on swamp multy player. 
12. Swamp, version 1.1b 12. Update on game app for IOS devices I'm working 
on. 12. king of fighters xiii gameplay! 11. New Interactive accessible 
comic 11. new kof xiii vid! 11. Rogue games. 11. Swamp 
Characters/character profiles. 11. Swamp major errors! 11. swamp 
playthrough 11. swamp problem 11. bari bari footsul game. 10. Game 
Difficulty was RE: swamp 10. Audiogame developement mailing-list ? 9.

Jim

Kitchen's Inc, for games that are up to 110 percent funner to play.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Swamp: a couple of insects crawling around the game

2011-12-01 Thread dan cook
well, i've mainly noticed it when donating weapons, more than one of
the same item, and that one time i donated an empty field kit as i
knew that i wouldn't be able to find a med kit with 2 percent health
left.

On 12/1/11, Steady Goh stea...@gmail.com wrote:
 Yes, I came across this weird behaviour. Donating ammo works perfectly fine.
 just donating 1 item also is ok. Is when i donate 2 weapons one after
 another, the rep point will reset to the point before i donated the first
 item. I haven't tried first donating an ammo then a weapon yet though.
 锦发/Steady Goh
 - Original Message -
 From: Christopher Bartlett themusicalbre...@gmail.com
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Thursday, December 01, 2011 9:21 AM
 Subject: Re: [Audyssey] Swamp: a couple of insects crawling around the game


 Kelvin, do you mean that it only happens if you donate something that
 you're
 currently using/wearing?  So, I have a shotgun and a rifle, and if I'm
 using
 the rifle and donate it, the rep bug will eat me?  Of course, barring
 having
 multiple armors of the same type you're going to be wearing any armor you
 have automatically.

 Chris Bartlett


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Kelvin Tan
 Sent: Wednesday, November 30, 2011 7:31 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Swamp: a couple of insects crawling around the
 game

 i think it only happens to personal equipment like weapon/armor.
 - Original Message -
 From: Christopher Bartlett themusicalbre...@gmail.com
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Thursday, December 01, 2011 7:00 AM
 Subject: [Audyssey] Swamp: a couple of insects crawling around the game


 When a zombie dies near you but you aren't the killer, the zombie splat
 sound doesn't happen, the zombie just disappears.  It's a bit
 disconcerting.



 Also, people are reporting that donating guns doesn't return the expected
 reputation.  I've not personally experienced it, and ammo has worked
 correctly every time.



Chris Bartlett



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Re: [Audyssey] Audyssey babble report for November 2011

2011-12-01 Thread Darren Duff
Wow! I'm in the top 5! What did I win mommy! What did I win! Oh... A free
copy of swamp Umm Wait a minute

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jim Kitchen
Sent: Thursday, December 01, 2011 5:19 AM
To: Audyssey
Subject: [Audyssey] Audyssey babble report for November 2011

 
 106 people posted 1825 messages.
 
 197 From, Thomas Ward. 
 141 From, Jeremy Kaldobsky. 
 128 From, dark. 
 102 From, Darren Duff. 
 88 From, shaun everiss. 
 85 From, john. 
 75 From, Christopher Bartlett. 
 59 From, michael barnes. 
 52 From, Dakotah Rickard. 
 47 From, Charles Rivard. 
 43 From, Valiant8086. 
 41 From, Johnny Tai. 
 35 From, Bryan Peterson. 
 35 From, Ian McNamara. 
 34 From, Philip Bennefall. 
 28 From, Clement Chou. 
 28 From, lenron brown. 
 26 From, Kai. 
 24 From, Dallas O'Brien. 
 24 From, Yohandy. 
 22 From, Che. 
 21 From, Darren Harris. 
 21 From, David Mehler. 
 21 From, joseph weakland. 
 19 From, william lomas. 
 18 From, Jacob Kruger. 
 18 From, QuentinC. 
 16 From, Christina. 
 14 From, Phil Vlasak. 
 14 From, Willem Venter. 
 13 From, Jim Kitchen. 
 13 From, Michael Gauler. 
 13 From, Ron Kolesar. 
 12 From, dan cook. 
 12 From, Steady Goh. 
 12 From, Tom Randall. 
 11 From, Alfredo_The_Music_maker. 
 11 From, Hayden Presley. 
 11 From, Lori Duncan. 
 11 From, Mich. 
 10 From, Kelvin Tan. 
 10 From, Laurel. 
 9 From, Paula Hobley. 
 9 From, Trouble. 
 8 From, Ben. 
 8 From, pitermach. 
 8 From, Ryan Strunk. 
 7 From, Jess Varnell. 
 7 From, Richard Sherman. 
 7 From, Shane Davidson. 
 7 From, Tim Kilgore. 
 6 From, alex wallis. 
 5 From, Christian. 
 5 From, Connor Moser. 
 5 From, fred olver. 
 5 From, Ron Schamerhorn. 
 5 From, Ryan Conroy. 
 4 From, austin pinto. 
 4 From, Brandon Misch. 
 4 From, Curt Taubert. 
 4 From, Eleanor Robinson. 
 4 From, michael maslo. 
 4 From, Nick Helms. 
 4 From, Oriol Gómez. 
 4 From, Sylvester Thomas. 
 4 From, THANHVINH. 
 3 From, burakyuksek. 
 3 From, Cary. 
 3 From, Jorge Gonçalves. 
 3 From, Matheus Rheine. 
 3 From, mattias. 
 3 From, Munawar Bijani. 
 3 From, Nikola Stojsic \(NS studios\). 
 3 From, Orin. 
 3 From, Raul A. Gallegos. 
 3 From, Stephen. 
 2 From, Allen. 
 2 From, beverly. 
 2 From, darren harris. 
 2 From, Davy Kager. 
 2 From, Dennis Towne. 
 2 From, Karl Belanger. 
 2 From, Kim Friedman. 
 2 From, Lisa Hayes. 
 2 From, Lori Duncan. 
 2 From, Richard Claridge. 
 2 From, Ron hopkins. 
 2 From, Shane Lowe. 
 2 From, Steve Crawford. 
 1 From, Bryan Mckinnish. 
 1 From, bryant walker. 
 1 From, Gamers List Guidelines Robot. 
 1 From, Greg Steel. 
 1 From, jason. 
 1 From, Joe Shabido. 
 1 From, Kelly Sapergia. 
 1 From, Lindsay Cowell. 
 1 From, lirin. 
 1 From, Marvin Hunkin. 
 1 From, Milos Przic. 
 1 From, MissWings. 
 1 From, Reinhard Stebner. 
 1 From, ryan chou. 
 1 From, Sarah Haake. 
 1 From, Tommy. 
 1 From, Tony Sohl. 
 
Archive file size 5483813 bytes 
 
 Jim

Kitchen's Inc, for games that are up to 110 percent funner to play.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Swamp axe bug

2011-12-01 Thread Darren Duff
Never seen that one happen. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Johnny Tai
Sent: Thursday, December 01, 2011 12:31 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp axe bug

The axe bug happened to me twice, just all of a sudden gone

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Re: [Audyssey] Swamp: a couple of insects crawling around the game

2011-12-01 Thread Darren Duff
Yup. I hear flies all the time now. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Richard Sherman
Sent: Wednesday, November 30, 2011 9:28 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp: a couple of insects crawling around the game

Hi,

Currently my only pet peeve is when sounds bleed thru and don't stop.

For instance. I went east to the river. When I left, I could still hear the
river sound. Then as I went behind the k mart, I picked up a fly sound that
too did not go away. On to the gas station where I picked up the dingging
sound that is there, and that too didn't go away. None of the sounds stopped
until I left the game and restarted. I can manage with the river and
dingging, but the fly sound that didn't go away kept me from noticing other
flies.

As for the purchasing and donating bug, I haven't run across it yet. Someone
said it mainly affects armor and not ammo.

Rich 


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Re: [Audyssey] Audyssey babble report for November 2011

2011-12-01 Thread dark
Youch, beaten by Thom and aprone this month, I'll have to try harder next 
time :D.


Beware the grue!

Dark.
- Original Message - 
From: Jim Kitchen j...@kitchensinc.net

To: Audyssey Gamers@audyssey.org
Sent: Thursday, December 01, 2011 10:19 AM
Subject: [Audyssey] Audyssey babble report for November 2011



106 people posted 1825 messages.

197 From, Thomas Ward.
141 From, Jeremy Kaldobsky.
128 From, dark.
102 From, Darren Duff.
88 From, shaun everiss.
85 From, john.
75 From, Christopher Bartlett.
59 From, michael barnes.
52 From, Dakotah Rickard.
47 From, Charles Rivard.
43 From, Valiant8086.
41 From, Johnny Tai.
35 From, Bryan Peterson.
35 From, Ian McNamara.
34 From, Philip Bennefall.
28 From, Clement Chou.
28 From, lenron brown.
26 From, Kai.
24 From, Dallas O'Brien.
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18 From, QuentinC.
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14 From, Phil Vlasak.
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13 From, Jim Kitchen.
13 From, Michael Gauler.
13 From, Ron Kolesar.
12 From, dan cook.
12 From, Steady Goh.
12 From, Tom Randall.
11 From, Alfredo_The_Music_maker.
11 From, Hayden Presley.
11 From, Lori Duncan.
11 From, Mich.
10 From, Kelvin Tan.
10 From, Laurel.
9 From, Paula Hobley.
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Archive file size 5483813 bytes

Jim

Kitchen's Inc, for games that are up to 110 percent funner to play.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Swamp: a couple of insects crawling around the game

2011-12-01 Thread Kelvin Tan
i donated both armors and a m60, with the same result no rep points awarded. 
but the emmo seems to be still working fine though.
- Original Message - 
From: Christopher Bartlett themusicalbre...@gmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, December 01, 2011 9:21 AM
Subject: Re: [Audyssey] Swamp: a couple of insects crawling around the game


Kelvin, do you mean that it only happens if you donate something that you're
currently using/wearing?  So, I have a shotgun and a rifle, and if I'm using
the rifle and donate it, the rep bug will eat me?  Of course, barring having
multiple armors of the same type you're going to be wearing any armor you
have automatically.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Kelvin Tan
Sent: Wednesday, November 30, 2011 7:31 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp: a couple of insects crawling around the game

i think it only happens to personal equipment like weapon/armor.
- Original Message - 
From: Christopher Bartlett themusicalbre...@gmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, December 01, 2011 7:00 AM
Subject: [Audyssey] Swamp: a couple of insects crawling around the game


When a zombie dies near you but you aren't the killer, the zombie splat
sound doesn't happen, the zombie just disappears.  It's a bit disconcerting.



Also, people are reporting that donating guns doesn't return the expected
reputation.  I've not personally experienced it, and ammo has worked
correctly every time.



Chris Bartlett



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Internal Virus Database is out of date.
Checked by AVG - www.avg.com
Version: 8.5.449 / Virus Database: 271.1.1/3868 - Release Date: 08/30/11
18:48:00


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Internal Virus Database is out of date.
Checked by AVG - www.avg.com
Version: 8.5.449 / Virus Database: 271.1.1/3868 - Release Date: 08/30/11 
18:48:00


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[Audyssey] Need help to create next app.

2011-12-01 Thread michael barnes
Hey, I was wondering what text sport games was on dos that blind people 
could play?

I know about piledriver and wrestling league simulator.
So besides these two games what other dos text sport games are out there?
I do also know about any time football and world series baseball from 
pcs games.
I got a idea that I might put together for the iPhone if anyone would 
help me with this project.

Thanks.

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



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[Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread QuentinC

Hello listers,

I'm getting more and more demand to have an iPhone or a mac version of 
the playroom. I'm going to you to have your opinion about that.
IF you are interested, please let me know ! Depending on your answers, 
there will be followings or not. In other words if nobody give a 
response, then I will conclude that nobody is interested and therefore 
will definitely give up the idea.



1.  Are you interested on a iPhone or mac version of the playroom ? why 
or why not ? If you would have to choose between the two but not both in 
the same time, whould you choose a mac or an iPhone version ? why ?


2. Considering that I don't have any apple machine myself, I will 
probably need to let such an application developped by a third partie. 
It will therefore certainly not be free. How much would you be ready to 
pay for that application ?
The money whould be ideally shared between the developper of the 
application and a participation on server maintenance, in the best case 
50-50, and in all case I wont ahve a direct control on the produced 
application.


N.B. To not leave any doubts on that
subject, the windows version will remain free as long as donations are 
sufficient to keep the server up.


Please be constructive and complete in your responses. If you just say 
It'd be cool without any argumentation, please avoid posting.


Thank you in advance for your answers.

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Re: [Audyssey] Audyssey babble report for November 2011

2011-12-01 Thread Alfredo_The_Music_maker

Hello,
Has the Tamer's list robot been posting messages again? In the previous 
one they were not recorded.


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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread Alfredo_The_Music_maker
1. First, I would like to make it clear, that we end to be general. An 
iPhone is too specific, so I would rather say, an iOS device. If I were 
to choose which one, I would take the latter, for I currently do not 
have a Macintosh right now, and it is only fair that I get a mobile version.
2. I am ready to pay five dollars for this application. However, if it 
is more than this, I am willing to pay whatever price there is.

Alfredo

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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread william lomas
i own an iPhone and a mac but i think on the iPhone would be good as then one 
can play multiple games anywhere, at any time.
obviously over wifi would be best as 3g data for some is not unlimited. i would 
eventually like to see a version for the mac, to but that would be in the future

On Dec 1, 2011, at 1:38 PM, QuentinC wrote:

 Hello listers,
 
 I'm getting more and more demand to have an iPhone or a mac version of the 
 playroom. I'm going to you to have your opinion about that.
 IF you are interested, please let me know ! Depending on your answers, there 
 will be followings or not. In other words if nobody give a response, then I 
 will conclude that nobody is interested and therefore will definitely give up 
 the idea.
 
 
 1.  Are you interested on a iPhone or mac version of the playroom ? why or 
 why not ? If you would have to choose between the two but not both in the 
 same time, whould you choose a mac or an iPhone version ? why ?
 
 2. Considering that I don't have any apple machine myself, I will probably 
 need to let such an application developped by a third partie. It will 
 therefore certainly not be free. How much would you be ready to pay for that 
 application ?
 The money whould be ideally shared between the developper of the application 
 and a participation on server maintenance, in the best case 50-50, and in all 
 case I wont ahve a direct control on the produced application.
 
 N.B. To not leave any doubts on that
 subject, the windows version will remain free as long as donations are 
 sufficient to keep the server up.
 
 Please be constructive and complete in your responses. If you just say It'd 
 be cool without any argumentation, please avoid posting.
 
 Thank you in advance for your answers.
 
 ---
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[Audyssey] Circumlocution

2011-12-01 Thread Kim Friedman
Hi, I am attempting to role play and I invariably find my characters
going round in circles and not making much headway toward obtaining
goals, etc. getting experience, finding a teacher, joining a guild, etc.
The help I get is minimal and practically useless leaving me to wander
helplessly and this makes what might be pleasurable downright
frustrating. For heaven's sake, is there something substantive to lessen
the learning curve and the frustration factor so that no matter what rpg
I may choose to play, I'll have real knowledge to tackle what I need to
do. I'm sorry but I can't learn this stuff by osmosis. I also would like
to know how to use a mud client. Mine (VIP MUD) can be downright
frustrating. I need instruction and I'm not getting any help whatsoever.
Regards, a really bugged would-be role player, Kim Friedman.


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Re: [Audyssey] problem with swamp in single player mode

2011-12-01 Thread Jeremy Kaldobsky
The single player mode of Swamp is not currently being developed.  There is 
technically a single player level, but it's super old, out dated, and will 
crash because the rest of the game's code has changed while the single player 
never did.  I do not recommend that people play the single player side of 
things, until I get around to developing it.

 Hi there.
 I am playing swamp as a single player game.  After I
 kill 12 zombies, I go to the southern shack and pick up the
 wooden chair and take it back to my injured friend, and then
 the game exits. Is this a bug?


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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread Ian McNamara
well i would not mind weather a mac or iphone vergen was done first although 
because i do all my computer stuff on my mac i'd probley rather play a mac 
vergen first. 

as for payment as the windows one is free i'm not sure how much i'd be willing 
to pay just so i could play a vergen for my device in my apinyon if the 
playroom is free to windows users it should be free to everybody how ever 
because i like it i would pay but i feel that you should not charge any more 
than 15 to 20 pounds for this asspeashally as windows users can play it for 
free.

thanks very much 

Ian McNamara
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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread fred olver
I expect that there are more Iphone users than Mac users so if I could 
choose It would be the phone.

Fred Olver

- Original Message - 
From: QuentinC quent...@cfardel.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, December 01, 2011 7:38 AM
Subject: [Audyssey] Poll: playroom on iPhone or on mac


 Hello listers,

 I'm getting more and more demand to have an iPhone or a mac version of the 
 playroom. I'm going to you to have your opinion about that.
 IF you are interested, please let me know ! Depending on your answers, 
 there will be followings or not. In other words if nobody give a response, 
 then I will conclude that nobody is interested and therefore will 
 definitely give up the idea.


 1.  Are you interested on a iPhone or mac version of the playroom ? why or 
 why not ? If you would have to choose between the two but not both in the 
 same time, whould you choose a mac or an iPhone version ? why ?

 2. Considering that I don't have any apple machine myself, I will probably 
 need to let such an application developped by a third partie. It will 
 therefore certainly not be free. How much would you be ready to pay for 
 that application ?
 The money whould be ideally shared between the developper of the 
 application and a participation on server maintenance, in the best case 
 50-50, and in all case I wont ahve a direct control on the produced 
 application.

 N.B. To not leave any doubts on that
 subject, the windows version will remain free as long as donations are 
 sufficient to keep the server up.

 Please be constructive and complete in your responses. If you just say 
 It'd be cool without any argumentation, please avoid posting.

 Thank you in advance for your answers.

 ---
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 list,
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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread william lomas
or you should charge windows users too as this is unfair 

On Dec 1, 2011, at 3:17 PM, Ian McNamara wrote:

 well i would not mind weather a mac or iphone vergen was done first although 
 because i do all my computer stuff on my mac i'd probley rather play a mac 
 vergen first. 
 
 as for payment as the windows one is free i'm not sure how much i'd be 
 willing to pay just so i could play a vergen for my device in my apinyon if 
 the playroom is free to windows users it should be free to everybody how ever 
 because i like it i would pay but i feel that you should not charge any more 
 than 15 to 20 pounds for this asspeashally as windows users can play it for 
 free.
 
 thanks very much 
 
 Ian McNamara
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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread pitermach
Although I am planning to get a MAC, for now, iPhone would probably work 
better for me and many people. If you are planning to actually charge, I 
suggest you only charge for the mobile iOS version, since MACS are also 
fully functional computers and it'd get a little unfair if someone 
doesn't have access to windows.


On 12/1/2011 2:38 PM, QuentinC wrote:

Hello listers,

I'm getting more and more demand to have an iPhone or a mac version of 
the playroom. I'm going to you to have your opinion about that.
IF you are interested, please let me know ! Depending on your answers, 
there will be followings or not. In other words if nobody give a 
response, then I will conclude that nobody is interested and therefore 
will definitely give up the idea.



1.  Are you interested on a iPhone or mac version of the playroom ? 
why or why not ? If you would have to choose between the two but not 
both in the same time, whould you choose a mac or an iPhone version ? 
why ?


2. Considering that I don't have any apple machine myself, I will 
probably need to let such an application developped by a third partie. 
It will therefore certainly not be free. How much would you be ready 
to pay for that application ?
The money whould be ideally shared between the developper of the 
application and a participation on server maintenance, in the best 
case 50-50, and in all case I wont ahve a direct control on the 
produced application.


N.B. To not leave any doubts on that
subject, the windows version will remain free as long as donations are 
sufficient to keep the server up.


Please be constructive and complete in your responses. If you just say 
It'd be cool without any argumentation, please avoid posting.


Thank you in advance for your answers.

---
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list,

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Re: [Audyssey] NVDA query

2011-12-01 Thread Brandon Misch
last time i checked on nv access's twitter page, they had some issues with 
nuance to get worked out before they could sell it. that was in October though. 

On Dec 1, 2011, at 3:30 AM, shaun everiss wrote:

 there is no  legal version of eloquence with nvda.
 I have not found out really whats going on with that.
 At 06:16 p.m. 30/11/2011 -0600, you wrote:
 hello all gamers who use NVDA how does one get the versin of NVDA with 
 elequence?\
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Re: [Audyssey] Audyssey babble report for November 2011

2011-12-01 Thread Christina
Thanks as always for this.
Christina

- Original Message - 
From: Jim Kitchen j...@kitchensinc.net
To: Audyssey Gamers@audyssey.org
Sent: Thursday, December 01, 2011 5:19 AM
Subject: [Audyssey] Audyssey babble report for November 2011



 106 people posted 1825 messages.

 197 From, Thomas Ward.
 141 From, Jeremy Kaldobsky.
 128 From, dark.
 102 From, Darren Duff.
 88 From, shaun everiss.
 85 From, john.
 75 From, Christopher Bartlett.
 59 From, michael barnes.
 52 From, Dakotah Rickard.
 47 From, Charles Rivard.
 43 From, Valiant8086.
 41 From, Johnny Tai.
 35 From, Bryan Peterson.
 35 From, Ian McNamara.
 34 From, Philip Bennefall.
 28 From, Clement Chou.
 28 From, lenron brown.
 26 From, Kai.
 24 From, Dallas O'Brien.
 24 From, Yohandy.
 22 From, Che.
 21 From, Darren Harris.
 21 From, David Mehler.
 21 From, joseph weakland.
 19 From, william lomas.
 18 From, Jacob Kruger.
 18 From, QuentinC.
 16 From, Christina.
 14 From, Phil Vlasak.
 14 From, Willem Venter.
 13 From, Jim Kitchen.
 13 From, Michael Gauler.
 13 From, Ron Kolesar.
 12 From, dan cook.
 12 From, Steady Goh.
 12 From, Tom Randall.
 11 From, Alfredo_The_Music_maker.
 11 From, Hayden Presley.
 11 From, Lori Duncan.
 11 From, Mich.
 10 From, Kelvin Tan.
 10 From, Laurel.
 9 From, Paula Hobley.
 9 From, Trouble.
 8 From, Ben.
 8 From, pitermach.
 8 From, Ryan Strunk.
 7 From, Jess Varnell.
 7 From, Richard Sherman.
 7 From, Shane Davidson.
 7 From, Tim Kilgore.
 6 From, alex wallis.
 5 From, Christian.
 5 From, Connor Moser.
 5 From, fred olver.
 5 From, Ron Schamerhorn.
 5 From, Ryan Conroy.
 4 From, austin pinto.
 4 From, Brandon Misch.
 4 From, Curt Taubert.
 4 From, Eleanor Robinson.
 4 From, michael maslo.
 4 From, Nick Helms.
 4 From, Oriol Gómez.
 4 From, Sylvester Thomas.
 4 From, THANHVINH.
 3 From, burakyuksek.
 3 From, Cary.
 3 From, Jorge Gonçalves.
 3 From, Matheus Rheine.
 3 From, mattias.
 3 From, Munawar Bijani.
 3 From, Nikola Stojsic \(NS studios\).
 3 From, Orin.
 3 From, Raul A. Gallegos.
 3 From, Stephen.
 2 From, Allen.
 2 From, beverly.
 2 From, darren harris.
 2 From, Davy Kager.
 2 From, Dennis Towne.
 2 From, Karl Belanger.
 2 From, Kim Friedman.
 2 From, Lisa Hayes.
 2 From, Lori Duncan.
 2 From, Richard Claridge.
 2 From, Ron hopkins.
 2 From, Shane Lowe.
 2 From, Steve Crawford.
 1 From, Bryan Mckinnish.
 1 From, bryant walker.
 1 From, Gamers List Guidelines Robot.
 1 From, Greg Steel.
 1 From, jason.
 1 From, Joe Shabido.
 1 From, Kelly Sapergia.
 1 From, Lindsay Cowell.
 1 From, lirin.
 1 From, Marvin Hunkin.
 1 From, Milos Przic.
 1 From, MissWings.
 1 From, Reinhard Stebner.
 1 From, ryan chou.
 1 From, Sarah Haake.
 1 From, Tommy.
 1 From, Tony Sohl.

Archive file size 5483813 bytes

 Jim

Kitchen's Inc, for games that are up to 110 percent funner to play.

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

2011-12-01 Thread Christina
Hi, Kim.
My best suggestion is to find someone you know or who would be willing to 
mentor you IC or OOC.
When I used to play muds, my husband would give me info on the particular 
game-commands, interesting places to go, skills to 
learn, and so on.  Neither of us Mud anymore though.
Christina

- Original Message - 
From: Kim Friedman kimfr...@verizon.net
To: gamers@audyssey.org
Sent: Thursday, December 01, 2011 9:58 AM
Subject: [Audyssey] Circumlocution


Hi, I am attempting to role play and I invariably find my characters
going round in circles and not making much headway toward obtaining
goals, etc. getting experience, finding a teacher, joining a guild, etc.
The help I get is minimal and practically useless leaving me to wander
helplessly and this makes what might be pleasurable downright
frustrating. For heaven's sake, is there something substantive to lessen
the learning curve and the frustration factor so that no matter what rpg
I may choose to play, I'll have real knowledge to tackle what I need to
do. I'm sorry but I can't learn this stuff by osmosis. I also would like
to know how to use a mud client. Mine (VIP MUD) can be downright
frustrating. I need instruction and I'm not getting any help whatsoever.
Regards, a really bugged would-be role player, Kim Friedman.


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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread Ian McNamara
Hi yep i agree charging for the mac vergen would not be fair as it's a fully 
functionel computer so all you'd have to do is put a download link for the mac 
vergin on the websight how ever the iphone vergin would have to be approoved to 
be releeced in the apple app store so i can understand why there might be a 
charge for this although onistly if the windows vergen is free then it should 
be free for all users weather a third party developer has to create the cliant 
or not.

Ian McNamara
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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread william lomas
however remember though someone has to pay for the development of a mac and or 
iPhone version as the developer doesn't have a mac computer to work with or an 
iPhone I guess, come to that

On Dec 1, 2011, at 4:10 PM, Ian McNamara wrote:

 Hi yep i agree charging for the mac vergen would not be fair as it's a fully 
 functionel computer so all you'd have to do is put a download link for the 
 mac vergin on the websight how ever the iphone vergin would have to be 
 approoved to be releeced in the apple app store so i can understand why there 
 might be a charge for this although onistly if the windows vergen is free 
 then it should be free for all users weather a third party developer has to 
 create the cliant or not.
 
 Ian McNamara
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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread QuentinC
As first glance it may be unfair for mac users, but remember one thing: 
I haven't the required competances and material to produce something 
myself. I therefore need to ask a third partie, and that third partie 
must be paid in some way. It doesn't make any difference between mac and 
iOS on that subject.
Since I have total control of the windows version, I can decide what I 
want for it, and I decided that nobody had to charge at the moment as 
long as donations are sufficient. Note that it would be also unfair to 
suddenly change a free service to a paid one...


Of course if you are mac and/or iOS developper and if you want to do 
something gratis, contact me as soon as possible ! but we should stop 
dreaming, that guy will likely never come up and work for nothing.


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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread william lomas
well which version would you prefer to have developed a mac or iPhone?
both eventually would be ideal but we have to as you say start somewhere

On Dec 1, 2011, at 4:40 PM, QuentinC wrote:

 As first glance it may be unfair for mac users, but remember one thing: I 
 haven't the required competances and material to produce something myself. I 
 therefore need to ask a third partie, and that third partie must be paid in 
 some way. It doesn't make any difference between mac and iOS on that subject.
 Since I have total control of the windows version, I can decide what I want 
 for it, and I decided that nobody had to charge at the moment as long as 
 donations are sufficient. Note that it would be also unfair to suddenly 
 change a free service to a paid one...
 
 Of course if you are mac and/or iOS developper and if you want to do 
 something gratis, contact me as soon as possible ! but we should stop 
 dreaming, that guy will likely never come up and work for nothing.
 
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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread Ian McNamara
Hi yep that's true i understand the point there. i was not saying i would not 
pay infact i would asspeshaly as some one made the point earlyer if i had the 
option to play the games while on the move such as on an iphone that would be 
grate.

Ian McNamara
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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread QuentinC

 well which version would you prefer to have developed a mac or iPhone?
both eventually would be ideal but we have to as you say start somewhere

Strictly for me it doesn't matter, I don't have neither of the two.  But 
I have the impression that an iPhone version will interest more people 
than a mac version.


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Re: [Audyssey] Audyssey babble report for November 2011

2011-12-01 Thread john
Yes! I'm in the top ten, and four times better! I believe that's 
also like six times more than last time.


- Original Message -
From: Jim Kitchen j...@kitchensinc.net
To: Audyssey Gamers@audyssey.org
Date sent: Thu, 01 Dec 2011 05:19:23 -0500
Subject: [Audyssey] Audyssey babble report for November 2011


106 people posted 1825 messages.

197 From, Thomas Ward.
141 From, Jeremy Kaldobsky.
128 From, dark.
102 From, Darren Duff.
88 From, shaun everiss.
85 From, john.
75 From, Christopher Bartlett.
59 From, michael barnes.
52 From, Dakotah Rickard.
47 From, Charles Rivard.
43 From, Valiant8086.
41 From, Johnny Tai.
35 From, Bryan Peterson.
35 From, Ian McNamara.
34 From, Philip Bennefall.
28 From, Clement Chou.
28 From, lenron brown.
26 From, Kai.
24 From, Dallas O'Brien.
24 From, Yohandy.
22 From, Che.
21 From, Darren Harris.
21 From, David Mehler.
21 From, joseph weakland.
19 From, william lomas.
18 From, Jacob Kruger.
18 From, QuentinC.
16 From, Christina.
14 From, Phil Vlasak.
14 From, Willem Venter.
13 From, Jim Kitchen.
13 From, Michael Gauler.
13 From, Ron Kolesar.
12 From, dan cook.
12 From, Steady Goh.
12 From, Tom Randall.
11 From, Alfredo_The_Music_maker.
11 From, Hayden Presley.
11 From, Lori Duncan.
11 From, Mich.
10 From, Kelvin Tan.
10 From, Laurel.
9 From, Paula Hobley.
9 From, Trouble.
8 From, Ben.
8 From, pitermach.
8 From, Ryan Strunk.
7 From, Jess Varnell.
7 From, Richard Sherman.
7 From, Shane Davidson.
7 From, Tim Kilgore.
6 From, alex wallis.
5 From, Christian.
5 From, Connor Moser.
5 From, fred olver.
5 From, Ron Schamerhorn.
5 From, Ryan Conroy.
4 From, austin pinto.
4 From, Brandon Misch.
4 From, Curt Taubert.
4 From, Eleanor Robinson.
4 From, michael maslo.
4 From, Nick Helms.
4 From, Oriol Gómez.
4 From, Sylvester Thomas.
4 From, THANHVINH.
3 From, burakyuksek.
3 From, Cary.
3 From, Jorge Gonçalves.
3 From, Matheus Rheine.
3 From, mattias.
3 From, Munawar Bijani.
3 From, Nikola Stojsic \(NS studios\).
3 From, Orin.
3 From, Raul A. Gallegos.
3 From, Stephen.
2 From, Allen.
2 From, beverly.
2 From, darren harris.
2 From, Davy Kager.
2 From, Dennis Towne.
2 From, Karl Belanger.
2 From, Kim Friedman.
2 From, Lisa Hayes.
2 From, Lori Duncan.
2 From, Richard Claridge.
2 From, Ron hopkins.
2 From, Shane Lowe.
2 From, Steve Crawford.
1 From, Bryan Mckinnish.
1 From, bryant walker.
1 From, Gamers List Guidelines Robot.
1 From, Greg Steel.
1 From, jason.
1 From, Joe Shabido.
1 From, Kelly Sapergia.
1 From, Lindsay Cowell.
1 From, lirin.
1 From, Marvin Hunkin.
1 From, Milos Przic.
1 From, MissWings.
1 From, Reinhard Stebner.
1 From, ryan chou.
1 From, Sarah Haake.
1 From, Tommy.
1 From, Tony Sohl.

Archive file size 5483813 bytes

Jim

Kitchen's Inc, for games that are up to 110 percent funner to 
play.


j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Audyssey babble report for November 2011

2011-12-01 Thread john
It could have been sent a few minutes earlier (I downloaded the 
guidelines and the report all at once), so the report probably 
caught the guidelines by a few minutes.


- Original Message -
From: Alfredo_The_Music_maker birdlover2...@hotmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Thu, 1 Dec 2011 05:40:03 -0800
Subject: Re: [Audyssey] Audyssey babble report for November 2011

Hello,
Has the Tamer's list robot been posting messages again? In the 
previous

one they were not recorded.

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Re: [Audyssey] problem with swamp in single player mode

2011-12-01 Thread john
Single player is what I do when I don't have internet. On that 
line, would it be possible for you to somehow turn the single 
player game into a single player version of the multi player map?


Hope that made some sense,
John.

- Original Message -
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Thu, 1 Dec 2011 07:10:36 -0800 (PST)
Subject: Re: [Audyssey] problem with swamp in single player mode

The single player mode of Swamp is not currently being developed.  
There is technically a single player level, but it's super old, 
out dated, and will crash because the rest of the game's code has 
changed while the single player never did.  I do not recommend 
that people play the single player side of things, until I get 
around to developing it.


Hi there.
I am playing swamp as a single player game.  After I
kill 12 zombies, I go to the southern shack and pick up the
wooden chair and take it back to my injured friend, and then
the game exits. Is this a bug?


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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread dark
While I don't own either system myself and thus don't have any steak in the 
outcome of this, I do think there is one relevant observation here.


Quentin, your an incredibly good developer and your projects have been great 
thus far, however cross platform developement from what I've gathered isn't 
easy even for those who do! have the host system.


I'm thinking here of Tom ward, who spent over a year trying to make a cross 
platform engine using many components from all over the place, but in the 
end had to create a windows version.


While I'm not in any way impuning your own skills Quentin, I do rather 
wonder how complicated and difficult a task porting the playroom would be, 
and whether there are enough users of either system to justify you spending 
the considderable time and effort to make such a port,  particularly if 
you need to start on working with third party developers and using apple's 
tools which may or may not be accessible.


I might of course be entirely wrong, and it may be that this is much easier 
to do than it sounds, but I would suggest that you get some idea of how much 
time, trouble and energy each option will take, as well as how much overall 
desire for each is before getting commited to what could be a hugely complex 
task.


As I said, this isn't a dig at either Mac or Iphone users, just a note that 
I'd not like to see quentin have the same shenanigans in developement that 
Tom did.


Beware the grue!

Dark.








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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread QuentinC

Hi dark,

There's a big difference between my playroom and Thomas' game.

In Thomas' case, in order to make something multiplateform, he has to 
think completely his project to be multiplatform from start. Being 
multiplatform in C++ is not an easy task at all: you must pick the right 
audio engine, the right windowing and input handling system, organize 
your files in a certain way, don't use proprietary formats or drivers 
specific to a certain OS, put all these things together correctly, etc.


In my case, my game essentially works on a server, and the server is the 
same for all clients on all systems. In fact the client is rather 
stupid: it only shows what the server tells it to show and ask the 
server for what to do when certain keys are pressed.
Compare that to your web browser: it only shows the page the webserver 
delivered to it, and ask for another page to show whenever you click on 
a link. The logic behind, i.e. how the websites you are visiting really 
work, is a matter of the server only. The browser only know that you 
clicked on a link, it doesn't know that you are ordering something in a 
online shop.
Note: this is a very simplistic view of the real job done by a browser, 
but you should catch the basic idea.


Consequence of that: the developper has just to make a GUI and follow my 
protocol to communicate with the server properly. He can use the 
specific tools and drivers of choice for his system to make the GUI, the 
audio, the input handling, talk to the network, etc.. The problem is 
therefore in theory far much easier than thinking from the beginning how 
you could do so that that particular thing work the same way everywhere 
without changes. Of course the task remain difficult, but has nothing to 
do compared to what Thomas had to do.


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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread Brandon Misch
i would pay anything but would rather have a mac version first. and if rs games 
can create a mac version then you can. 

On Dec 1, 2011, at 3:08 PM, QuentinC wrote:

 Hi dark,
 
 There's a big difference between my playroom and Thomas' game.
 
 In Thomas' case, in order to make something multiplateform, he has to think 
 completely his project to be multiplatform from start. Being multiplatform in 
 C++ is not an easy task at all: you must pick the right audio engine, the 
 right windowing and input handling system, organize your files in a certain 
 way, don't use proprietary formats or drivers specific to a certain OS, put 
 all these things together correctly, etc.
 
 In my case, my game essentially works on a server, and the server is the same 
 for all clients on all systems. In fact the client is rather stupid: it only 
 shows what the server tells it to show and ask the server for what to do when 
 certain keys are pressed.
 Compare that to your web browser: it only shows the page the webserver 
 delivered to it, and ask for another page to show whenever you click on a 
 link. The logic behind, i.e. how the websites you are visiting really work, 
 is a matter of the server only. The browser only know that you clicked on a 
 link, it doesn't know that you are ordering something in a online shop.
 Note: this is a very simplistic view of the real job done by a browser, but 
 you should catch the basic idea.
 
 Consequence of that: the developper has just to make a GUI and follow my 
 protocol to communicate with the server properly. He can use the specific 
 tools and drivers of choice for his system to make the GUI, the audio, the 
 input handling, talk to the network, etc.. The problem is therefore in theory 
 far much easier than thinking from the beginning how you could do so that 
 that particular thing work the same way everywhere without changes. Of course 
 the task remain difficult, but has nothing to do compared to what Thomas had 
 to do.
 
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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread william lomas
iphone

On Dec 1, 2011, at 6:22 PM, QuentinC wrote:

  well which version would you prefer to have developed a mac or iPhone?
 both eventually would be ideal but we have to as you say start somewhere
 
 Strictly for me it doesn't matter, I don't have neither of the two.  But I 
 have the impression that an iPhone version will interest more people than a 
 mac version.
 
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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread Brandon Misch
mac for me 

On Dec 1, 2011, at 3:39 PM, william lomas wrote:

 iphone
 
 On Dec 1, 2011, at 6:22 PM, QuentinC wrote:
 
 well which version would you prefer to have developed a mac or iPhone?
 both eventually would be ideal but we have to as you say start somewhere
 
 Strictly for me it doesn't matter, I don't have neither of the two.  But I 
 have the impression that an iPhone version will interest more people than a 
 mac version.
 
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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread Matheus Rheine
hi quentinc,
i would definitely prefer an iphone version, firstly because the
playroom would be accessible on the go -- no matter where you are.. on
the bus,school,street,etc. on the other hand if you developed the mac
version first it would be just like the windows version but for mac
users that are using mac can't play it with vmware fusion?
besides, what games do we have for the iphone? we have simple word
games, some other games that have a potential like papasangre,
nightjar,etc. these games are good,however they are too short. others
like aurifi are too buggy,almost unplayable, then stem stumper,naval
combat and mine sweeper that i consider enjoyable and playable,
and now the de steno games, but we don't have the original
monopoly,uno,1000 miles and other games that are extremely cool. it
would use even more the potential that the iphone has in terms of
gaming for us.
i don't know how much i could pay,the brazilian store is hopefuly going
to completely open the itunes store with songs,and i hope that games as
well,  in december,if yes,i'll be able to use a credit card to buy
stuff, in this case i'd be able to pay some money,how much you think you
would charge for it? 10,15? or more?
thanks,and hope to see this project ported to ios in the future.
-Mensagem original-
De: QuentinC quent...@cfardel.net
Para: Gamers Discussion list gamers@audyssey.org
Data: Quinta, 01 de Dezembro de 2011 14:38
Assunto: [Audyssey] Poll: playroom on iPhone or on mac

Hello listers,

I'm getting more and more demand to have an iPhone or a mac version of
the playroom. I'm going to you to have your opinion about that.
IF you are interested, please let me know ! Depending on your answers,
there will be followings or not. In other words if nobody give a
response, then I will conclude that nobody is interested and therefore
will definitely give up the idea.


1.  Are you interested on a iPhone or mac version of the playroom ? why
or why not ? If you would have to choose between the two but not both in
the same time, whould you choose a mac or an iPhone version ? why ?

2. Considering that I don't have any apple machine myself, I will
probably need to let such an application developped by a third partie.
It will therefore certainly not be free. How much would you be ready to
pay for that application ?
The money whould be ideally shared between the developper of the
application and a participation on server maintenance, in the best case
50-50, and in all case I wont ahve a direct control on the produced
application.

N.B. To not leave any doubts on that
subject, the windows version will remain free as long as donations are
sufficient to keep the server up.

Please be constructive and complete in your responses. If you just say
It'd be cool without any argumentation, please avoid posting.

Thank you in advance for your answers.

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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread shaun everiss
hmmm I know that a few people here have an Iphone or mac, but am not 
sure of how many.
Probably a few here have iphone but on the audio games forum maybe 
more do I think they do.
You should probably try for android to since that may be the next 
system up there.

Symbian may be on the way out, I have never bothered with that.
There is also linux but I have no values or anything.
You will have to change the interfaces for things as only windows has sapi.
Ofcause your games could all have voice files for everything but that 
would be a bit bigger or harder to add new things.

At 02:38 p.m. 1/12/2011 +0100, you wrote:

Hello listers,

I'm getting more and more demand to have an iPhone or a mac version 
of the playroom. I'm going to you to have your opinion about that.
IF you are interested, please let me know ! Depending on your 
answers, there will be followings or not. In other words if nobody 
give a response, then I will conclude that nobody is interested and 
therefore will definitely give up the idea.



1.  Are you interested on a iPhone or mac version of the playroom ? 
why or why not ? If you would have to choose between the two but not 
both in the same time, whould you choose a mac or an iPhone version ? why ?


2. Considering that I don't have any apple machine myself, I will 
probably need to let such an application developped by a third 
partie. It will therefore certainly not be free. How much would you 
be ready to pay for that application ?
The money whould be ideally shared between the developper of the 
application and a participation on server maintenance, in the best 
case 50-50, and in all case I wont ahve a direct control on the 
produced application.


N.B. To not leave any doubts on that
subject, the windows version will remain free as long as donations 
are sufficient to keep the server up.


Please be constructive and complete in your responses. If you just 
say It'd be cool without any argumentation, please avoid posting.


Thank you in advance for your answers.

---
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[Audyssey] A possible working theory why the Logitech f510 isn't working on my machine.

2011-12-01 Thread Ron Kolesar

For those using the Logitecyh f510 gamepad.
My pc is running a 64 bit processor.
I took a look down in the properties like I was advised to do.
All that I saw was 32 bit files.
I didn't see any 64 bit files.
So I'm wondering if the lack of no k64 bit files and only 32 bit files is 
the reason why it isn't working in the 64 bit processor world from the pc.

I thank all the Logitech f510 users in advanced.
Ron

Ron and current Leader Dog boz who states that a service dog beats a cane 
hands down any day of the week. 



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Re: [Audyssey] Circumlocution

2011-12-01 Thread James Howard
ok, first off, what mud are you trying to play, I might be able to
give you tips if I know, and might even make a character if I don't
have one, and will try to teach you.

On 12/1/11, Christina greensleev...@gmail.com wrote:
 Hi, Kim.
 My best suggestion is to find someone you know or who would be willing to
 mentor you IC or OOC.
 When I used to play muds, my husband would give me info on the particular
 game-commands, interesting places to go, skills to
 learn, and so on.  Neither of us Mud anymore though.
 Christina

 - Original Message -
 From: Kim Friedman kimfr...@verizon.net
 To: gamers@audyssey.org
 Sent: Thursday, December 01, 2011 9:58 AM
 Subject: [Audyssey] Circumlocution


 Hi, I am attempting to role play and I invariably find my characters
 going round in circles and not making much headway toward obtaining
 goals, etc. getting experience, finding a teacher, joining a guild, etc.
 The help I get is minimal and practically useless leaving me to wander
 helplessly and this makes what might be pleasurable downright
 frustrating. For heaven's sake, is there something substantive to lessen
 the learning curve and the frustration factor so that no matter what rpg
 I may choose to play, I'll have real knowledge to tackle what I need to
 do. I'm sorry but I can't learn this stuff by osmosis. I also would like
 to know how to use a mud client. Mine (VIP MUD) can be downright
 frustrating. I need instruction and I'm not getting any help whatsoever.
 Regards, a really bugged would-be role player, Kim Friedman.


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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread David Chittenden
Hello,

I know longer have a windows computer. I have an iPhone and a Mac.


David Chittenden, MSc, DRCAA
Email: dchitten...@gmail.com
Mobile: +64 21 2288 288
Sent from my iPhone

On 2/12/2011, at 2:38, QuentinC quent...@cfardel.net wrote:

 Hello listers,
 
 I'm getting more and more demand to have an iPhone or a mac version of the 
 playroom. I'm going to you to have your opinion about that.
 IF you are interested, please let me know ! Depending on your answers, there 
 will be followings or not. In other words if nobody give a response, then I 
 will conclude that nobody is interested and therefore will definitely give up 
 the idea.
 
 
 1.  Are you interested on a iPhone or mac version of the playroom ? why or 
 why not ? If you would have to choose between the two but not both in the 
 same time, whould you choose a mac or an iPhone version ? why ?
 
 2. Considering that I don't have any apple machine myself, I will probably 
 need to let such an application developped by a third partie. It will 
 therefore certainly not be free. How much would you be ready to pay for that 
 application ?
 The money whould be ideally shared between the developper of the application 
 and a participation on server maintenance, in the best case 50-50, and in all 
 case I wont ahve a direct control on the produced application.
 
 N.B. To not leave any doubts on that
 subject, the windows version will remain free as long as donations are 
 sufficient to keep the server up.
 
 Please be constructive and complete in your responses. If you just say It'd 
 be cool without any argumentation, please avoid posting.
 
 Thank you in advance for your answers.
 
 ---
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Re: [Audyssey] A possible working theory why the Logitech f510 isn't working on my machine.

2011-12-01 Thread Thomas Ward
Hi Ron,

I don't think that is the problem. My new laptop also has a 64-bit
processor and a 64-bit version of Windows 7 Home Premium. It seems to
be working fine here with the 32-bit Logitech software. So I have my
doubts that is the issue, but it was worth looking into seeing as
there are sometimes compatibility issues between 64-bit operating
systems and some hardware. Have you by any chance tried the generic
Logitech driver from Microsoft?

That is completely remove all the Logitech software drivers, profiles,
etc reboot and plug the unit in and have Windows 7 locate a 64-bit
driver for it. Naturally, it won't support all the features of the
gamepad such as force feedback, but if you use the stock Windows 7
driver with the device it might help determine if it is the 32-bit
drivers or not.

Cheers!


On 12/1/11, Ron Kolesar kolesar16...@roadrunner.com wrote:
 For those using the Logitecyh f510 gamepad.
 My pc is running a 64 bit processor.
 I took a look down in the properties like I was advised to do.
 All that I saw was 32 bit files.
 I didn't see any 64 bit files.
 So I'm wondering if the lack of no k64 bit files and only 32 bit files is
 the reason why it isn't working in the 64 bit processor world from the pc.
 I thank all the Logitech f510 users in advanced.
 Ron

 Ron and current Leader Dog boz who states that a service dog beats a cane
 hands down any day of the week.


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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread Thomas Ward
Hi Quentin,

1.  Are you interested on a iPhone or mac version of the playroom ?
why or why not ? If you would have to choose between the two but not
both in the same time, whould you choose a mac or an iPhone version ?
why ?

Well, I'm certainly interested in a Mac version of the playroom as
I've been looking into the possibility of buying a MacBook for quite
some time.One of the  reasons I haven't purchased a Mac is the lack of
accessible games for the platform, and I'd rather not have to use
Windows via Bootcamp, Fusion, or Workstation just to play accessible
games. The way I figure it if I have to use a virtual machine to play
all of my favorite games etc it doesn't make the investment of a Mac
worth it to me.

2. Considering that I don't have any apple machine myself, I will
probably need to let such an application developped by a third partie.
It will therefore certainly not be free. How much would you be ready
to pay for that application ?

HWell, I understand the situation and the fact there would be
some financial investment into the project for you. However,
considering the fact the Windows version is free and the Mac version
wouldn't I'd recommend keeping the Mac version relatively inexpensive
like $15.  That might give you enough financial income to pay for the
port to Mac but not be overly expensive. I wouldn't pay more than $25
for the playroom, and consider $15 to be fair.

HTH

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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread Thomas Ward
Hi Shaun,

While its true only Windows has SAPI support its not a big deal. Mac
OS, iOS, and Linux, etc all have their own text to speech APIs.Its
simply a matter of converting the code from SAPI to  the native text
to speech API for the target platform. It doesn't require recorded
speech clips etc.


Cheers!


On 12/1/11, shaun everiss sm.ever...@gmail.com wrote:
 hmmm I know that a few people here have an Iphone or mac, but am not
 sure of how many.
 Probably a few here have iphone but on the audio games forum maybe
 more do I think they do.
 You should probably try for android to since that may be the next
 system up there.
 Symbian may be on the way out, I have never bothered with that.
 There is also linux but I have no values or anything.
 You will have to change the interfaces for things as only windows has sapi.
 Ofcause your games could all have voice files for everything but that
 would be a bit bigger or harder to add new things.

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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread Thomas Ward
Hi Brandon and all,

Just a note about that. RS Games and Quentin are using different
programming languages. The RS Games client is written in Python, at
least the Mac/Linux version is, and I believe Quentin's Playroom is
written in C. porting a game written in C to Mac is more involved than
porting one in Python to Mac. If Quentin wants to develop a game for
Mac without the expense of a third-party doing the port he'd have to
completely rewrite it in Java, Python, or some other language better
suited to cross-platform development. Basically,what I am getting at
here is don't give blank statements like, if so and so can do it so
can you, because there is usually a lot more involved than you
realize. When it comes to developing multiple ports of a game it can
get extremely complex.

Cheers!




On 12/1/11, Brandon Misch bmisch2...@gmail.com wrote:
 i would pay anything but would rather have a mac version first. and if rs
 games can create a mac version then you can.

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Re: [Audyssey] Swamp, version 1.6b update

2011-12-01 Thread Kelvin Tan
hi all. did the alt / key to turn of chat work for everyone? because when i 
press it, nothing happens.
- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: audyssey gamers@audyssey.org
Sent: Wednesday, November 30, 2011 9:23 AM
Subject: [Audyssey] Swamp, version 1.6b update


I've posted version 1.6b.  I'm super short on time so I won't spend a lot of 
time explaining it here.
The full download link is ready, but if you already have version 1.5b then 
there's no need to waste time downloading the larger file anyway.  Just 
download this small patch file and you will be updated to version 1.6b.
www.kaldobsky.com/audiogames/SwampPatch.zip

Changes from version 1.5b to 1.6b
-

- Put the code back in that prevents guns from being fired in the safe zone.
- Finally went through and recoded the graphics.  They no longer bog down 
the slower computer systems.
- I've done some optimization to various parts of the code to speed up 
zombie calculations.  This should also help with game performance.
- Killing stronger zombies now gives more experience.
- Killing zombies with weaker weapons raises your reputation slightly faster 
than if you use stronger weapons.
- Phantom zombie and loot sounds should be fixed now.  The buffer wasn't 
always being properly cleared if another player grabbed the loot or killed 
the zombie.
- The server has been adjusted to better handle player positioning.  This 
should improve hearing eachother's weapons, voices, and foot steps.
- Corrected a code mix up that was causing the garbage network traffic which 
was discovered in the past version.
- The bug is fixed that let people donate a gun to the Safe zone but then 
still use it.
- I've added a few new features to the server that help me monitor the 
players.  This is mostly for my own entertainment though.
- Fixed a bug that prevented page up and page down from being used as an 
alternative to cycling through online messages.
- Added a keyconfig.ini file which allows players to customize their 
controls.  If you ever mess up the file, just delete it and the game will 
create a new one next time you play.  Because this config file would allow 
some to play using only the keyboard, please respect that the game is meant 
to be played with the mouse.  What I mean by this is that if you are playing 
the game with only a keyboard, don't post suggestions or comments about the 
game being too difficult.  I have absolutely no intention of lowering the 
difficulty of the game to accomodate the restricted movement and aiming of 
the keyboard.  My apologies if this sounds harsh.
- The grown rate for zombies has been increased by 20%.
- Increased the server's drop rate for med kits.
- Fixed a few small bugs related to the guard and how his voice was 
transmitted.
- I think I've fixed a bug that would cause people to have enough xp but not 
level up.
- Pressing Alt + / now toggles your radio settings.  You can use these 3 
modes to change how incoming multiplayer chat is presented.
- Fixed the bug that caused online chat messages to be played twice.
- Replaced the leveling up sound with the one Kai had given me a while ago 
but I forgot to put it in.  Lol, oops.
- Shortened the message that's read when you go to type a multiplayer chat 
message.  It was quite long.

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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread Willem Venter
Hi all.
I must honestly say that I sometimes get very frustrated with members
in this community. Most developers don't make much money at all and
still people demand what they want when they want it and it should
also be free, as if they can even do half the things many developers
has done for this community. On top of that they are also rude.

I'm not saying we should not request features, but a little respect is
in order I think. Also ask instead of demand, they don't have to do or
add anything and they are not your dog.

On 12/2/11, Thomas Ward thomasward1...@gmail.com wrote:
 Hi Brandon and all,

 Just a note about that. RS Games and Quentin are using different
 programming languages. The RS Games client is written in Python, at
 least the Mac/Linux version is, and I believe Quentin's Playroom is
 written in C. porting a game written in C to Mac is more involved than
 porting one in Python to Mac. If Quentin wants to develop a game for
 Mac without the expense of a third-party doing the port he'd have to
 completely rewrite it in Java, Python, or some other language better
 suited to cross-platform development. Basically,what I am getting at
 here is don't give blank statements like, if so and so can do it so
 can you, because there is usually a lot more involved than you
 realize. When it comes to developing multiple ports of a game it can
 get extremely complex.

 Cheers!




 On 12/1/11, Brandon Misch bmisch2...@gmail.com wrote:
 i would pay anything but would rather have a mac version first. and if rs
 games can create a mac version then you can.

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Re: [Audyssey] A possible working theory why the Logitech f510 isn't working on my machine.

2011-12-01 Thread Ron Kolesar

Where in windows would I find those drivers Tom?
Should I uninstall the driver that I installed from the mini disk that came 
with the unit?

Thanks.


-Original Message- 
From: Thomas Ward

Sent: Thursday, December 01, 2011 7:50 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] A possible working theory why the Logitech f510 
isn't working on my machine.


Hi Ron,

I don't think that is the problem. My new laptop also has a 64-bit
processor and a 64-bit version of Windows 7 Home Premium. It seems to
be working fine here with the 32-bit Logitech software. So I have my
doubts that is the issue, but it was worth looking into seeing as
there are sometimes compatibility issues between 64-bit operating
systems and some hardware. Have you by any chance tried the generic
Logitech driver from Microsoft?

That is completely remove all the Logitech software drivers, profiles,
etc reboot and plug the unit in and have Windows 7 locate a 64-bit
driver for it. Naturally, it won't support all the features of the
gamepad such as force feedback, but if you use the stock Windows 7
driver with the device it might help determine if it is the 32-bit
drivers or not.

Cheers!


On 12/1/11, Ron Kolesar kolesar16...@roadrunner.com wrote:

For those using the Logitecyh f510 gamepad.
My pc is running a 64 bit processor.
I took a look down in the properties like I was advised to do.
All that I saw was 32 bit files.
I didn't see any 64 bit files.
So I'm wondering if the lack of no k64 bit files and only 32 bit files is
the reason why it isn't working in the 64 bit processor world from the pc.
I thank all the Logitech f510 users in advanced.
Ron

Ron and current Leader Dog boz who states that a service dog beats a cane
hands down any day of the week.


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Ron and current Leader Dog boz who states that a service dog beats a cane 
hands down any day of the week. 



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Re: [Audyssey] Swamp, version 1.6b update

2011-12-01 Thread Che

  hey kel,
worked here. maybe you have to do the left alt key, instead of the 
right? not sure.

  glad the option is in there though.
  you can modify that key in the keyboard.ini file if you want and see 
if that works

 later
che


On 12/1/2011 7:51 PM, Kelvin Tan wrote:

hi all. did the alt / key to turn of chat work for everyone? because when i
press it, nothing happens.
- Original Message -
From: Jeremy Kaldobskyjer...@kaldobsky.com
To: audysseygamers@audyssey.org
Sent: Wednesday, November 30, 2011 9:23 AM
Subject: [Audyssey] Swamp, version 1.6b update


I've posted version 1.6b.  I'm super short on time so I won't spend a lot of
time explaining it here.
The full download link is ready, but if you already have version 1.5b then
there's no need to waste time downloading the larger file anyway.  Just
download this small patch file and you will be updated to version 1.6b.
www.kaldobsky.com/audiogames/SwampPatch.zip

Changes from version 1.5b to 1.6b
-

- Put the code back in that prevents guns from being fired in the safe zone.
- Finally went through and recoded the graphics.  They no longer bog down
the slower computer systems.
- I've done some optimization to various parts of the code to speed up
zombie calculations.  This should also help with game performance.
- Killing stronger zombies now gives more experience.
- Killing zombies with weaker weapons raises your reputation slightly faster
than if you use stronger weapons.
- Phantom zombie and loot sounds should be fixed now.  The buffer wasn't
always being properly cleared if another player grabbed the loot or killed
the zombie.
- The server has been adjusted to better handle player positioning.  This
should improve hearing eachother's weapons, voices, and foot steps.
- Corrected a code mix up that was causing the garbage network traffic which
was discovered in the past version.
- The bug is fixed that let people donate a gun to the Safe zone but then
still use it.
- I've added a few new features to the server that help me monitor the
players.  This is mostly for my own entertainment though.
- Fixed a bug that prevented page up and page down from being used as an
alternative to cycling through online messages.
- Added a keyconfig.ini file which allows players to customize their
controls.  If you ever mess up the file, just delete it and the game will
create a new one next time you play.  Because this config file would allow
some to play using only the keyboard, please respect that the game is meant
to be played with the mouse.  What I mean by this is that if you are playing
the game with only a keyboard, don't post suggestions or comments about the
game being too difficult.  I have absolutely no intention of lowering the
difficulty of the game to accomodate the restricted movement and aiming of
the keyboard.  My apologies if this sounds harsh.
- The grown rate for zombies has been increased by 20%.
- Increased the server's drop rate for med kits.
- Fixed a few small bugs related to the guard and how his voice was
transmitted.
- I think I've fixed a bug that would cause people to have enough xp but not
level up.
- Pressing Alt + / now toggles your radio settings.  You can use these 3
modes to change how incoming multiplayer chat is presented.
- Fixed the bug that caused online chat messages to be played twice.
- Replaced the leveling up sound with the one Kai had given me a while ago
but I forgot to put it in.  Lol, oops.
- Shortened the message that's read when you go to type a multiplayer chat
message.  It was quite long.

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Checked by AVG - www.avg.com
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Re: [Audyssey] Swamp, version 1.6b update

2011-12-01 Thread Steady Goh
not really. it only worked once and i was lucky to be able to switch chat to 
radio mode that time. With too many players chatting away and reporting 
every single detail, i shall forget about team play for now. Anyhow, looks 
like the game has been adjusted in a way that more people are able to 
manage. this is what made those people who are not so much into playing 
coming in. I guess too many complains and jeremy have to give in a bit.

锦发/Steady Goh
- Original Message - 
From: Kelvin Tan k...@weiliankelvin.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, December 02, 2011 9:51 AM
Subject: Re: [Audyssey] Swamp, version 1.6b update


hi all. did the alt / key to turn of chat work for everyone? because when 
i

press it, nothing happens.
- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: audyssey gamers@audyssey.org
Sent: Wednesday, November 30, 2011 9:23 AM
Subject: [Audyssey] Swamp, version 1.6b update


I've posted version 1.6b.  I'm super short on time so I won't spend a lot 
of

time explaining it here.
The full download link is ready, but if you already have version 1.5b then
there's no need to waste time downloading the larger file anyway.  Just
download this small patch file and you will be updated to version 1.6b.
www.kaldobsky.com/audiogames/SwampPatch.zip

Changes from version 1.5b to 1.6b
-

- Put the code back in that prevents guns from being fired in the safe 
zone.

- Finally went through and recoded the graphics.  They no longer bog down
the slower computer systems.
- I've done some optimization to various parts of the code to speed up
zombie calculations.  This should also help with game performance.
- Killing stronger zombies now gives more experience.
- Killing zombies with weaker weapons raises your reputation slightly 
faster

than if you use stronger weapons.
- Phantom zombie and loot sounds should be fixed now.  The buffer wasn't
always being properly cleared if another player grabbed the loot or killed
the zombie.
- The server has been adjusted to better handle player positioning.  This
should improve hearing eachother's weapons, voices, and foot steps.
- Corrected a code mix up that was causing the garbage network traffic 
which

was discovered in the past version.
- The bug is fixed that let people donate a gun to the Safe zone but then
still use it.
- I've added a few new features to the server that help me monitor the
players.  This is mostly for my own entertainment though.
- Fixed a bug that prevented page up and page down from being used as an
alternative to cycling through online messages.
- Added a keyconfig.ini file which allows players to customize their
controls.  If you ever mess up the file, just delete it and the game will
create a new one next time you play.  Because this config file would allow
some to play using only the keyboard, please respect that the game is 
meant
to be played with the mouse.  What I mean by this is that if you are 
playing
the game with only a keyboard, don't post suggestions or comments about 
the

game being too difficult.  I have absolutely no intention of lowering the
difficulty of the game to accomodate the restricted movement and aiming of
the keyboard.  My apologies if this sounds harsh.
- The grown rate for zombies has been increased by 20%.
- Increased the server's drop rate for med kits.
- Fixed a few small bugs related to the guard and how his voice was
transmitted.
- I think I've fixed a bug that would cause people to have enough xp but 
not

level up.
- Pressing Alt + / now toggles your radio settings.  You can use these 3
modes to change how incoming multiplayer chat is presented.
- Fixed the bug that caused online chat messages to be played twice.
- Replaced the leveling up sound with the one Kai had given me a while ago
but I forgot to put it in.  Lol, oops.
- Shortened the message that's read when you go to type a multiplayer chat
message.  It was quite long.

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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread Thomas Ward
Hi Dark,

Well, I would like to start out by saying that this is comparing
apples to oranges as Quentin's situation and my own are very different
from a development standpoint. Quentin's playroom is hosted on a
server which means the majority of the game actually runs physically
on the server. All Quentin has to do is write a client which can
communicate with the server and that's fairly easy to do. Even if he
had to rewrite the client  totally from scratch that is not quite the
same thing as my own situation.

Let's use the RS Game Client as an example here since it is
cross-platform and does pretty much the same thing as the Quentin
Playroom. The cross-platform RS Game Client is written in Python and
uses a number of cross-platform components like PyGame for input/audio
support, PyTTS for text to speech output, etc. That is all well and
good because really all the client does is create a cross-platform
user interface that connects to the RS Games server. The RS Games
themselves are all hosted on the network and all the client has to do
is connect and provide basic input, audio, and text to speech
services. Plus we are talking about simple board games like monopoly
and card games like Uno. They don't require the kinds of features
MOTA, Raceway, or anything similarly advanced really requires.

So that's in large part why I couldn't use Python myself. For one
thing PyGame is based on the Simple Direct Media Layer, (SDL,)and I
can say from personal experience it doesn't offer all the same
features as DirectX for Windows does.  While it has joystick support
its fairly generic, doesn't work with every joystick, and doesn't have
force feedback support. Its 2d stereo panning is so-so, not as good as
DirectSound, and its 3d audio support isn't as good as FMOD, OpenAL,
or XAudio2.  While these issues aren't a big deal for something like
Quentin's Playroom or RS Games game client they are a big deal for the
USA Games G3D engine because PyGame and LibSDL doesn't really offer
the features I need to produce a game like Mysteries of the Ancients
or USA Raceway. Which brings me to my point.

The problem I faced as a developer is I needed a cross-platform window
manager, input manager, audio manager, text to speech system, and a
way to serialize my data objects consistantly on a number of different
platforms without changes. I could do that using SDL for input, audio,
and a generic window manager, but as I've already said SDL isn't
nearly as good as DirectX. If I want to support a high-end racing
wheel with force feedback for USA raceway I couldn't do it using SDL
since SDL's joystick support is generic at best and practically
useless for certain input devices at worst. SDL's audio API, SDL
Mixer, would allow me to pan sounds left/right and adjust the volume,
but the problem was  it doesn't sound the same way as DirectSound's
pan control is. That is to say you couldn't really tell if an enemy is
nearby or far awayjust by listening to it.  In SDL the sound is either
left or right, and you couldn't really do much about making it sound
near or far which made it less than perfect for MOTA.

Basically, what it boils down to is SDL, PyGame,  and other open
source APIs don't offer the features I need to produce a high quality
side-scroller or 3d first-person shooter, because the audio mixer and
input support is too generic for my needs. A sighted gamer wouldn't
care if the audio isn't precise because they have the graphics for
that, and aren't 100% dependant on the audio output like we are. The
keyboard and mouse input in SDL is fine, but joystick support leaves a
lot to be desired. So if I wanted to write board and card games such
as Monopoly, Uno, Yatzi, whatever SDL is perfectly fine, but for
something as complex as Shades of Doom, Tank Commander, Mysteries of
the Ancients, for get it. That's why I had to end up sticking to
Windows for MOTA, Raceway, etc. There isn't a good cross-platform
solution for more complex games like I have in mind.

As for quentin he shouldn't have nearly the problems I had because all
he needs to do is write a cross-platform client in C using SDL for
keyboard input, basic audio output, and networking.His requirements
for the client aren't nearly as  extensive as the Genesis Engine are,
and since most of his games work on a server anyway all he really has
to worry about is the user interface/client for the target machine. In
my case I had to rewrite huge parts of the game engine, and then
modify MOTA by hand to make sure it was compatible with the
cross-platform engine.  That's what took so aweful long, and after all
that work I found out the new engine wasn't nearly as good as the
Windows version so I scrapped the cross-platform engin in favor of the
stable Windows engine.

As for myself and developing cross-platform games I still intend to do
it when I have time, but I'm now more realistic of what is possible
using open source APIs like SDL. I could certainly port STFC to Mac
and Linux because it 

Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread Orin
I'd say start on the Mac first. That's I think where most would want it. Then 
later would come the iPhone, with things like GameCenter where you can add 
achievements. That could be awesome.
Orin
orin8...@gmail.com
Twitter: http://www.twitter.com/orinks
Skype: orin1112



On Dec 1, 2011, at 1:22 PM, QuentinC wrote:

  well which version would you prefer to have developed a mac or iPhone?
 both eventually would be ideal but we have to as you say start somewhere
 
 Strictly for me it doesn't matter, I don't have neither of the two.  But I 
 have the impression that an iPhone version will interest more people than a 
 mac version.
 
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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread Thomas Ward
Hi Quentin,

Just a thought here. How about writing a version of your client in Java 6?

the reason I ask is a lot of cross-platform developers use Java
because they can create, build, and test their application on Windows
and release it for Mac OS with little to no changes. Plus the Mac OS
Java runtime has Java accessibility support built in so there
shouldn't be any accessibility issues with VoiceOver users. I just
think this might be the cost effective way of porting your client to
Mac and even Linux for that matter. Any thoughts about this approach?

Cheers!


On 12/1/11, QuentinC quent...@cfardel.net wrote:
 As first glance it may be unfair for mac users, but remember one thing:
 I haven't the required competances and material to produce something
 myself. I therefore need to ask a third partie, and that third partie
 must be paid in some way. It doesn't make any difference between mac and
 iOS on that subject.
 Since I have total control of the windows version, I can decide what I
 want for it, and I decided that nobody had to charge at the moment as
 long as donations are sufficient. Note that it would be also unfair to
 suddenly change a free service to a paid one...

 Of course if you are mac and/or iOS developper and if you want to do
 something gratis, contact me as soon as possible ! but we should stop
 dreaming, that guy will likely never come up and work for nothing.

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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread Thomas Ward
Hi Ian,

Yes, but the third-party developer isn't going to do that work for
free. He is going to want to be paid and where is Quentin suppose to
be able to get that money from? Do you expect him to pay out of pocket
for it and not expect the Mac users to pay for the port themselves?

As Quentin himself said earlier in this thread porting an  app written
in C or C++ to a different platform isn't easy. If he wants to convert
his app to Object-C for Mac OS he absolutely has to buy a Mac computer
himself or higher a third-party developer who does have one. Either
way is going to cost him money, and we haven't even discussed personal
skill and experience developing for the platform.

True, there are other ways of going about this such as rewriting the
client in Python, Java, or some other runtime language which might
save him the cost of a third-party developer, but again this assumes
he knows that particular programming language and knows enough about
Mac OS to correctly write the application for the target environment.
Basically, I think Quentin has the right idea by outsourcing the work
as it will save him time, labor, and it is unlikely to get someone
else to do the work without paying him/her to do it. If the Mac users
aren't willing to pay a small some like $15 toards the project then I
see no reason for Quentin to fork over the cash to higher a developer
to do the port. I know it sounds unfair, but let's deal with reality
rather than the imaginary world of should've, could've, would've.

Cheers!


On 12/1/11, Ian McNamara ianandri...@googlemail.com wrote:
 Hi yep i agree charging for the mac vergen would not be fair as it's a fully
 functionel computer so all you'd have to do is put a download link for the
 mac vergin on the websight how ever the iphone vergin would have to be
 approoved to be releeced in the apple app store so i can understand why
 there might be a charge for this although onistly if the windows vergen is
 free then it should be free for all users weather a third party developer
 has to create the cliant or not.

 Ian McNamara
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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread Ian McNamara
yep exactly i would pay for a mac vergin if i had to as i like the game if this 
happens i for one will be very grateful as i use a mac for pritty much 
everything i do so it's anoying having to switch windows on just to play games.

Ian McNamara
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Re: [Audyssey] A possible working theory why the Logitech f510 isn't working on my machine.

2011-12-01 Thread Thomas Ward
Hi Ron,

The generic Microsoft drivers I'm talking about come with Windows 7,
or can be downloaded through Windows update. Basically, all you have
to do is plug the unit in the computer and let Windows 7 plug and play
the right driver for the device. Of course, its helpful to do this
before installing the logitech software as you might have problems
getting this to work now that Windows has the Logitech software
installed.

As for the drivers that came with the unit those would have to be
completely removed else Windows will just plug and play those drivers
and not look for the generic Windows Logitech controller drivers. Keep
in mind though this is a long shot, and may or may not correct your
problem. Just an idea I had of testing if the drivers are what is
screwing up your device.

Cheers!


On 12/1/11, Ron Kolesar kolesar16...@roadrunner.com wrote:
 Where in windows would I find those drivers Tom?
 Should I uninstall the driver that I installed from the mini disk that came
 with the unit?
 Thanks.


 -Original Message-
 From: Thomas Ward
 Sent: Thursday, December 01, 2011 7:50 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] A possible working theory why the Logitech f510
 isn't working on my machine.

 Hi Ron,

 I don't think that is the problem. My new laptop also has a 64-bit
 processor and a 64-bit version of Windows 7 Home Premium. It seems to
 be working fine here with the 32-bit Logitech software. So I have my
 doubts that is the issue, but it was worth looking into seeing as
 there are sometimes compatibility issues between 64-bit operating
 systems and some hardware. Have you by any chance tried the generic
 Logitech driver from Microsoft?

 That is completely remove all the Logitech software drivers, profiles,
 etc reboot and plug the unit in and have Windows 7 locate a 64-bit
 driver for it. Naturally, it won't support all the features of the
 gamepad such as force feedback, but if you use the stock Windows 7
 driver with the device it might help determine if it is the 32-bit
 drivers or not.

 Cheers!


 On 12/1/11, Ron Kolesar kolesar16...@roadrunner.com wrote:
 For those using the Logitecyh f510 gamepad.
 My pc is running a 64 bit processor.
 I took a look down in the properties like I was advised to do.
 All that I saw was 32 bit files.
 I didn't see any 64 bit files.
 So I'm wondering if the lack of no k64 bit files and only 32 bit files is
 the reason why it isn't working in the 64 bit processor world from the pc.
 I thank all the Logitech f510 users in advanced.
 Ron

 Ron and current Leader Dog boz who states that a service dog beats a cane
 hands down any day of the week.


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 hands down any day of the week.


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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread dark
Ah Quentin, fair enough, having played brouser based games and muds for 
years which work much as you describe, and having met people playing on 
Iphone, mac or other systems, that makes lots of sense.


I can certainly see how it's far easier to just make an interface as opposed 
to a completely separate game.


therefore certainly if it would be possible I can see how it would be a good 
idea to have other ports of the playroom.


Beware the grue!

Dark.
- Original Message - 
From: QuentinC quent...@cfardel.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, December 01, 2011 8:08 PM
Subject: Re: [Audyssey] Poll: playroom on iPhone or on mac



Hi dark,

There's a big difference between my playroom and Thomas' game.

In Thomas' case, in order to make something multiplateform, he has to 
think completely his project to be multiplatform from start. Being 
multiplatform in C++ is not an easy task at all: you must pick the right 
audio engine, the right windowing and input handling system, organize your 
files in a certain way, don't use proprietary formats or drivers specific 
to a certain OS, put all these things together correctly, etc.


In my case, my game essentially works on a server, and the server is the 
same for all clients on all systems. In fact the client is rather stupid: 
it only shows what the server tells it to show and ask the server for what 
to do when certain keys are pressed.
Compare that to your web browser: it only shows the page the webserver 
delivered to it, and ask for another page to show whenever you click on a 
link. The logic behind, i.e. how the websites you are visiting really 
work, is a matter of the server only. The browser only know that you 
clicked on a link, it doesn't know that you are ordering something in a 
online shop.
Note: this is a very simplistic view of the real job done by a browser, 
but you should catch the basic idea.


Consequence of that: the developper has just to make a GUI and follow my 
protocol to communicate with the server properly. He can use the specific 
tools and drivers of choice for his system to make the GUI, the audio, the 
input handling, talk to the network, etc.. The problem is therefore in 
theory far much easier than thinking from the beginning how you could do 
so that that particular thing work the same way everywhere without 
changes. Of course the task remain difficult, but has nothing to do 
compared to what Thomas had to do.


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Re: [Audyssey] Swamp, version 1.6b update

2011-12-01 Thread Valiant8086
Lol I just played single player for a while. I got 275 kills with 53 
percent accuracy. Not too bad I guess. Had fun with the sniper. That 
ping is annoying though, what's the purpose of it?

Sent with Thunderbird 3.1.14 portable.

On 11/29/2011 8:23 PM, Jeremy Kaldobsky wrote:

I've posted version 1.6b.  I'm super short on time so I won't spend a lot of 
time explaining it here.
The full download link is ready, but if you already have version 1.5b then 
there's no need to waste time downloading the larger file anyway.  Just 
download this small patch file and you will be updated to version 1.6b.
www.kaldobsky.com/audiogames/SwampPatch.zip

Changes from version 1.5b to 1.6b
-

- Put the code back in that prevents guns from being fired in the safe zone.
- Finally went through and recoded the graphics.  They no longer bog down the 
slower computer systems.
- I've done some optimization to various parts of the code to speed up zombie 
calculations.  This should also help with game performance.
- Killing stronger zombies now gives more experience.
- Killing zombies with weaker weapons raises your reputation slightly faster 
than if you use stronger weapons.
- Phantom zombie and loot sounds should be fixed now.  The buffer wasn't always 
being properly cleared if another player grabbed the loot or killed the zombie.
- The server has been adjusted to better handle player positioning.  This 
should improve hearing eachother's weapons, voices, and foot steps.
- Corrected a code mix up that was causing the garbage network traffic which 
was discovered in the past version.
- The bug is fixed that let people donate a gun to the Safe zone but then still 
use it.
- I've added a few new features to the server that help me monitor the players. 
 This is mostly for my own entertainment though.
- Fixed a bug that prevented page up and page down from being used as an 
alternative to cycling through online messages.
- Added a keyconfig.ini file which allows players to customize their controls.  
If you ever mess up the file, just delete it and the game will create a new one 
next time you play.  Because this config file would allow some to play using 
only the keyboard, please respect that the game is meant to be played with the 
mouse.  What I mean by this is that if you are playing the game with only a 
keyboard, don't post suggestions or comments about the game being too 
difficult.  I have absolutely no intention of lowering the difficulty of the 
game to accomodate the restricted movement and aiming of the keyboard.  My 
apologies if this sounds harsh.
- The grown rate for zombies has been increased by 20%.
- Increased the server's drop rate for med kits.
- Fixed a few small bugs related to the guard and how his voice was transmitted.
- I think I've fixed a bug that would cause people to have enough xp but not 
level up.
- Pressing Alt + / now toggles your radio settings.  You can use these 3 modes 
to change how incoming multiplayer chat is presented.
- Fixed the bug that caused online chat messages to be played twice.
- Replaced the leveling up sound with the one Kai had given me a while ago but 
I forgot to put it in.  Lol, oops.
- Shortened the message that's read when you go to type a multiplayer chat 
message.  It was quite long.

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[Audyssey] Wrestling game for the IOS devices.

2011-12-01 Thread michael barnes
Hey, I notice that myself and some of you on the list and other ones I 
know would like to see a accessible wrestling game on the different IOS 
devices.

Well before that can happen I will need some information from someone.
I have gave it some thought about putting piledriver on the IOS but 
before I can do anything I will need to know the developer of this game 
so I can get his permission to do it.
So if any one knows who the developer is then please share the name 
with me so I can look him up to contact him about this.

Thanks.

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



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Re: [Audyssey] Swamp, version 1.6b update

2011-12-01 Thread Kelvin Tan
hi che. i have tried both alt keys and nothing happens. lately, i really 
hate to play during certain people are around. i get people posting on what 
they are doing, where they are, as though they are giving a comentry of 
their game play, and it's really quite annoying. the spamming of chats are 
really getting from bad to worst. imagine everyone doing the same thing...
i'm in the safe zone now.
i'm surrounded!
let's go!
yay! kill it!
i'm at the bridge
these are just some examples of what i mean by  spamming chats. and it's 
like an ongoing thing. i really wonder how these fellows can play well 
having to type so much.
lol!
- Original Message - 
From: Che blindadrenal...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, December 02, 2011 10:48 AM
Subject: Re: [Audyssey] Swamp, version 1.6b update


   hey kel,
worked here. maybe you have to do the left alt key, instead of the
right? not sure.
   glad the option is in there though.
   you can modify that key in the keyboard.ini file if you want and see
if that works
  later
che


On 12/1/2011 7:51 PM, Kelvin Tan wrote:
 hi all. did the alt / key to turn of chat work for everyone? because when 
 i
 press it, nothing happens.
 - Original Message -
 From: Jeremy Kaldobskyjer...@kaldobsky.com
 To: audysseygamers@audyssey.org
 Sent: Wednesday, November 30, 2011 9:23 AM
 Subject: [Audyssey] Swamp, version 1.6b update


 I've posted version 1.6b.  I'm super short on time so I won't spend a lot 
 of
 time explaining it here.
 The full download link is ready, but if you already have version 1.5b then
 there's no need to waste time downloading the larger file anyway.  Just
 download this small patch file and you will be updated to version 1.6b.
 www.kaldobsky.com/audiogames/SwampPatch.zip

 Changes from version 1.5b to 1.6b
 -

 - Put the code back in that prevents guns from being fired in the safe 
 zone.
 - Finally went through and recoded the graphics.  They no longer bog down
 the slower computer systems.
 - I've done some optimization to various parts of the code to speed up
 zombie calculations.  This should also help with game performance.
 - Killing stronger zombies now gives more experience.
 - Killing zombies with weaker weapons raises your reputation slightly 
 faster
 than if you use stronger weapons.
 - Phantom zombie and loot sounds should be fixed now.  The buffer wasn't
 always being properly cleared if another player grabbed the loot or killed
 the zombie.
 - The server has been adjusted to better handle player positioning.  This
 should improve hearing eachother's weapons, voices, and foot steps.
 - Corrected a code mix up that was causing the garbage network traffic 
 which
 was discovered in the past version.
 - The bug is fixed that let people donate a gun to the Safe zone but then
 still use it.
 - I've added a few new features to the server that help me monitor the
 players.  This is mostly for my own entertainment though.
 - Fixed a bug that prevented page up and page down from being used as an
 alternative to cycling through online messages.
 - Added a keyconfig.ini file which allows players to customize their
 controls.  If you ever mess up the file, just delete it and the game will
 create a new one next time you play.  Because this config file would allow
 some to play using only the keyboard, please respect that the game is 
 meant
 to be played with the mouse.  What I mean by this is that if you are 
 playing
 the game with only a keyboard, don't post suggestions or comments about 
 the
 game being too difficult.  I have absolutely no intention of lowering the
 difficulty of the game to accomodate the restricted movement and aiming of
 the keyboard.  My apologies if this sounds harsh.
 - The grown rate for zombies has been increased by 20%.
 - Increased the server's drop rate for med kits.
 - Fixed a few small bugs related to the guard and how his voice was
 transmitted.
 - I think I've fixed a bug that would cause people to have enough xp but 
 not
 level up.
 - Pressing Alt + / now toggles your radio settings.  You can use these 3
 modes to change how incoming multiplayer chat is presented.
 - Fixed the bug that caused online chat messages to be played twice.
 - Replaced the leveling up sound with the one Kai had given me a while ago
 but I forgot to put it in.  Lol, oops.
 - Shortened the message that's read when you go to type a multiplayer chat
 message.  It was quite long.

 ---
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 If you want to leave the list, send E-mail to
 gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
 http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
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Re: [Audyssey] Swamp, version 1.6b update

2011-12-01 Thread Kelvin Tan
ya. when there are more med kits, there is more time to keep updating 
everyone on what he/she is doing at every moment! hahaha.

now i can just walk around with my axe and i won't die anymore because of 
the tuns of med kits that i can get. maybe i should chat more, to make me 
have to use more med kits, as i may be attacked while typing!!! hahahaha.
- Original Message - 
From: Steady Goh stea...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, December 02, 2011 10:53 AM
Subject: Re: [Audyssey] Swamp, version 1.6b update


not really. it only worked once and i was lucky to be able to switch chat to
radio mode that time. With too many players chatting away and reporting
every single detail, i shall forget about team play for now. Anyhow, looks
like the game has been adjusted in a way that more people are able to
manage. this is what made those people who are not so much into playing
coming in. I guess too many complains and jeremy have to give in a bit.
锦发/Steady Goh
- Original Message - 
From: Kelvin Tan k...@weiliankelvin.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, December 02, 2011 9:51 AM
Subject: Re: [Audyssey] Swamp, version 1.6b update


 hi all. did the alt / key to turn of chat work for everyone? because when
 i
 press it, nothing happens.
 - Original Message - 
 From: Jeremy Kaldobsky jer...@kaldobsky.com
 To: audyssey gamers@audyssey.org
 Sent: Wednesday, November 30, 2011 9:23 AM
 Subject: [Audyssey] Swamp, version 1.6b update


 I've posted version 1.6b.  I'm super short on time so I won't spend a lot
 of
 time explaining it here.
 The full download link is ready, but if you already have version 1.5b then
 there's no need to waste time downloading the larger file anyway.  Just
 download this small patch file and you will be updated to version 1.6b.
 www.kaldobsky.com/audiogames/SwampPatch.zip

 Changes from version 1.5b to 1.6b
 -

 - Put the code back in that prevents guns from being fired in the safe
 zone.
 - Finally went through and recoded the graphics.  They no longer bog down
 the slower computer systems.
 - I've done some optimization to various parts of the code to speed up
 zombie calculations.  This should also help with game performance.
 - Killing stronger zombies now gives more experience.
 - Killing zombies with weaker weapons raises your reputation slightly
 faster
 than if you use stronger weapons.
 - Phantom zombie and loot sounds should be fixed now.  The buffer wasn't
 always being properly cleared if another player grabbed the loot or killed
 the zombie.
 - The server has been adjusted to better handle player positioning.  This
 should improve hearing eachother's weapons, voices, and foot steps.
 - Corrected a code mix up that was causing the garbage network traffic
 which
 was discovered in the past version.
 - The bug is fixed that let people donate a gun to the Safe zone but then
 still use it.
 - I've added a few new features to the server that help me monitor the
 players.  This is mostly for my own entertainment though.
 - Fixed a bug that prevented page up and page down from being used as an
 alternative to cycling through online messages.
 - Added a keyconfig.ini file which allows players to customize their
 controls.  If you ever mess up the file, just delete it and the game will
 create a new one next time you play.  Because this config file would allow
 some to play using only the keyboard, please respect that the game is
 meant
 to be played with the mouse.  What I mean by this is that if you are
 playing
 the game with only a keyboard, don't post suggestions or comments about
 the
 game being too difficult.  I have absolutely no intention of lowering the
 difficulty of the game to accomodate the restricted movement and aiming of
 the keyboard.  My apologies if this sounds harsh.
 - The grown rate for zombies has been increased by 20%.
 - Increased the server's drop rate for med kits.
 - Fixed a few small bugs related to the guard and how his voice was
 transmitted.
 - I think I've fixed a bug that would cause people to have enough xp but
 not
 level up.
 - Pressing Alt + / now toggles your radio settings.  You can use these 3
 modes to change how incoming multiplayer chat is presented.
 - Fixed the bug that caused online chat messages to be played twice.
 - Replaced the leveling up sound with the one Kai had given me a while ago
 but I forgot to put it in.  Lol, oops.
 - Shortened the message that's read when you go to type a multiplayer chat
 message.  It was quite long.

 ---
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 If you have any questions 

Re: [Audyssey] The app is finally here!

2011-12-01 Thread Valiant8086

Hi.
I got it installed. I played blackjack a little. I notice major 
sluggishness on my iPod touch 4g. Other than that it seems like it works 
well. I'll be messing around with it more tomorrow. I'm about to fall 
asleep over here


Sent with Thunderbird 3.1.14 portable.

On 11/30/2011 12:16 AM, michael barnes wrote:

Hey, Everybody.
The app is in the app store and the great thing about the app IT IS FREE!
The name of the app is call De Steno Games and here is the description 
of the app.
This app has six classic text games with sounds and music, and it is 
fully accessible with Voice Over. The six games were originally 
developed by Richard L. De Steno, and were very popular with people 
who were blind or had low vision back in the 90's. A blind person 
would use a screen reader, which is a piece of software that allowed a 
person who was blind or had low vision to play these games just like a 
sighted person. Here is a description of the six games.


1. Atlantic City Blackjack: This game of blackjack is played by the 
rules set by the NJ Casino Commission.


2: Casino: This game has a selection of four games which are 
blackjack, slot machine, flash poker, and minibaccart.


3. Dodge City Desperados: You are the sheriff of the wild west town of 
Dodge City. Your mission, take out the Desperado Brothers before they 
take you out.


4. Destination Mars: In this game you will be taking a 35 million mile 
trip from the Earth to Mars, but it won't be easy. You will encounter 
different obstacles on this journey. Good luck space pilot


5. Run for President: Ever wanted to be president? Well, in this game 
you are a candidate running around the United States on a Monopoly 
style board in a bid to beat the computer and become president of the 
United States of America.


6. Sounds Like: In this word game, you must try to figure out the 
hidden word from the clues that are given.


Notes:

- Turn on Voice Over before playing the games. It will read the screen 
changes automatically.


- This app was put together by the following people: Michael Barnes, 
Chaoji Li, Richard L. De Steno, Jeffrey Dawson.

So go get it and have fun!




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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread Ben
I believe that you are all being too specific if I may be so bold.  We do
not want to tie it down to one IPhone but I recommend we take a new
approach: an IOS version rather than an IPhone version, since also I
don't have an IPhone myself.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Matheus Rheine
Sent: 01 December 2011 21:59
To: gamers@audyssey.org
Subject: Re: [Audyssey] Poll: playroom on iPhone or on mac

hi quentinc,
i would definitely prefer an iphone version, firstly because the playroom
would be accessible on the go -- no matter where you are.. on the
bus,school,street,etc. on the other hand if you developed the mac version
first it would be just like the windows version but for mac users that are
using mac can't play it with vmware fusion?
besides, what games do we have for the iphone? we have simple word games,
some other games that have a potential like papasangre, nightjar,etc. these
games are good,however they are too short. others like aurifi are too
buggy,almost unplayable, then stem stumper,naval combat and mine sweeper
that i consider enjoyable and playable, and now the de steno games, but we
don't have the original
monopoly,uno,1000 miles and other games that are extremely cool. it would
use even more the potential that the iphone has in terms of gaming for us.
i don't know how much i could pay,the brazilian store is hopefuly going to
completely open the itunes store with songs,and i hope that games as well,
in december,if yes,i'll be able to use a credit card to buy stuff, in this
case i'd be able to pay some money,how much you think you would charge for
it? 10,15? or more?
thanks,and hope to see this project ported to ios in the future.
-Mensagem original-
De: QuentinC quent...@cfardel.net
Para: Gamers Discussion list gamers@audyssey.org
Data: Quinta, 01 de Dezembro de 2011 14:38
Assunto: [Audyssey] Poll: playroom on iPhone or on mac

Hello listers,

I'm getting more and more demand to have an iPhone or a mac version of the
playroom. I'm going to you to have your opinion about that.
IF you are interested, please let me know ! Depending on your answers, there
will be followings or not. In other words if nobody give a response, then I
will conclude that nobody is interested and therefore will definitely give
up the idea.


1.  Are you interested on a iPhone or mac version of the playroom ? why or
why not ? If you would have to choose between the two but not both in the
same time, whould you choose a mac or an iPhone version ? why ?

2. Considering that I don't have any apple machine myself, I will probably
need to let such an application developped by a third partie.
It will therefore certainly not be free. How much would you be ready to pay
for that application ?
The money whould be ideally shared between the developper of the application
and a participation on server maintenance, in the best case 50-50, and in
all case I wont ahve a direct control on the produced application.

N.B. To not leave any doubts on that
subject, the windows version will remain free as long as donations are
sufficient to keep the server up.

Please be constructive and complete in your responses. If you just say It'd
be cool without any argumentation, please avoid posting.

Thank you in advance for your answers.

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If you have any questions or 

Re: [Audyssey] Wrestling game for the IOS devices.

2011-12-01 Thread Thomas Ward
Hi Michael,

I don't know the author of Piledriver or Wrestling League Manager but
I might be willing to work with your developer to port my own
wrestling game Superslam to the IPhone and other iOS devices. That way
you would A, have the developer's permission, and B, you would have an
up to date database of WWE superstars. Which I think is very important
to wrestling fans.

The problem with Piledriver is there isn't enough wrestling moves, and
all of the superstars are from the 80's and 90's. Superslam on the
other hand is going to have several wrestling moves not present in
Piledriver, and it also has a fairly current database of male and
female superstars. I think porting something like Superslam would be a
better option. What do you think about that idea?

I will say though, because I've been focusing on MOTA Superslam isn't
complete yet. It is fairly buggy, needs to beta tested to get the bugs
worked out, and it may be a few months before I'd be in a position to
hand over stable/working code for the project.

Cheers!


On 12/2/11, michael barnes c...@samobile.net wrote:
 Hey, I notice that myself and some of you on the list and other ones I
 know would like to see a accessible wrestling game on the different IOS
 devices.
 Well before that can happen I will need some information from someone.
 I have gave it some thought about putting piledriver on the IOS but
 before I can do anything I will need to know the developer of this game
 so I can get his permission to do it.
 So if any one knows who the developer is then please share the name
 with me so I can look him up to contact him about this.
 Thanks.

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


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Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread Dallas O'Brien
hi, i think the iIOS version would be better, as its a far more 
widespred platform now then the mac. more people are using IOS then mac, 
and this is only growing. and this lets you use it over either iphone, 
ipod, and ipad.
as for pricing, i am not sure how much you will need to pay out to have 
the job coded, and all that, so i its hard for me to really place a 
price on what i would pay. but in keeping with most things on there, i 
would say somewhere between $2.00 and $5.00

i myself, have two iphone 3gs's, and an ipod touch.

let me know if this progresses.
dallas


On 1/12/2011 23:38, QuentinC wrote:

Hello listers,

I'm getting more and more demand to have an iPhone or a mac version of 
the playroom. I'm going to you to have your opinion about that.
IF you are interested, please let me know ! Depending on your answers, 
there will be followings or not. In other words if nobody give a 
response, then I will conclude that nobody is interested and therefore 
will definitely give up the idea.



1.  Are you interested on a iPhone or mac version of the playroom ? 
why or why not ? If you would have to choose between the two but not 
both in the same time, whould you choose a mac or an iPhone version ? 
why ?


2. Considering that I don't have any apple machine myself, I will 
probably need to let such an application developped by a third partie. 
It will therefore certainly not be free. How much would you be ready 
to pay for that application ?
The money whould be ideally shared between the developper of the 
application and a participation on server maintenance, in the best 
case 50-50, and in all case I wont ahve a direct control on the 
produced application.


N.B. To not leave any doubts on that
subject, the windows version will remain free as long as donations are 
sufficient to keep the server up.


Please be constructive and complete in your responses. If you just say 
It'd be cool without any argumentation, please avoid posting.


Thank you in advance for your answers.

---
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list,

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Re: [Audyssey] Swamp, version 1.6b update

2011-12-01 Thread Dallas O'Brien
yes, but at the same time, its like a radio chatter between comrads in a 
war zone. they aren't going to shut up for you, thats why you can turn 
your radio off. lol.

dallas


On 2/12/2011 17:11, Kelvin Tan wrote:

hi che. i have tried both alt keys and nothing happens. lately, i really
hate to play during certain people are around. i get people posting on what
they are doing, where they are, as though they are giving a comentry of
their game play, and it's really quite annoying. the spamming of chats are
really getting from bad to worst. imagine everyone doing the same thing...
i'm in the safe zone now.
i'm surrounded!
let's go!
yay! kill it!
i'm at the bridge
these are just some examples of what i mean by  spamming chats. and it's
like an ongoing thing. i really wonder how these fellows can play well
having to type so much.
lol!
- Original Message -
From: Cheblindadrenal...@gmail.com
To: Gamers Discussion listgamers@audyssey.org
Sent: Friday, December 02, 2011 10:48 AM
Subject: Re: [Audyssey] Swamp, version 1.6b update


hey kel,
worked here. maybe you have to do the left alt key, instead of the
right? not sure.
glad the option is in there though.
you can modify that key in the keyboard.ini file if you want and see
if that works
   later
che


On 12/1/2011 7:51 PM, Kelvin Tan wrote:

hi all. did the alt / key to turn of chat work for everyone? because when
i
press it, nothing happens.
- Original Message -
From: Jeremy Kaldobskyjer...@kaldobsky.com
To: audysseygamers@audyssey.org
Sent: Wednesday, November 30, 2011 9:23 AM
Subject: [Audyssey] Swamp, version 1.6b update


I've posted version 1.6b.  I'm super short on time so I won't spend a lot
of
time explaining it here.
The full download link is ready, but if you already have version 1.5b then
there's no need to waste time downloading the larger file anyway.  Just
download this small patch file and you will be updated to version 1.6b.
www.kaldobsky.com/audiogames/SwampPatch.zip

Changes from version 1.5b to 1.6b
-

- Put the code back in that prevents guns from being fired in the safe
zone.
- Finally went through and recoded the graphics.  They no longer bog down
the slower computer systems.
- I've done some optimization to various parts of the code to speed up
zombie calculations.  This should also help with game performance.
- Killing stronger zombies now gives more experience.
- Killing zombies with weaker weapons raises your reputation slightly
faster
than if you use stronger weapons.
- Phantom zombie and loot sounds should be fixed now.  The buffer wasn't
always being properly cleared if another player grabbed the loot or killed
the zombie.
- The server has been adjusted to better handle player positioning.  This
should improve hearing eachother's weapons, voices, and foot steps.
- Corrected a code mix up that was causing the garbage network traffic
which
was discovered in the past version.
- The bug is fixed that let people donate a gun to the Safe zone but then
still use it.
- I've added a few new features to the server that help me monitor the
players.  This is mostly for my own entertainment though.
- Fixed a bug that prevented page up and page down from being used as an
alternative to cycling through online messages.
- Added a keyconfig.ini file which allows players to customize their
controls.  If you ever mess up the file, just delete it and the game will
create a new one next time you play.  Because this config file would allow
some to play using only the keyboard, please respect that the game is
meant
to be played with the mouse.  What I mean by this is that if you are
playing
the game with only a keyboard, don't post suggestions or comments about
the
game being too difficult.  I have absolutely no intention of lowering the
difficulty of the game to accomodate the restricted movement and aiming of
the keyboard.  My apologies if this sounds harsh.
- The grown rate for zombies has been increased by 20%.
- Increased the server's drop rate for med kits.
- Fixed a few small bugs related to the guard and how his voice was
transmitted.
- I think I've fixed a bug that would cause people to have enough xp but
not
level up.
- Pressing Alt + / now toggles your radio settings.  You can use these 3
modes to change how incoming multiplayer chat is presented.
- Fixed the bug that caused online chat messages to be played twice.
- Replaced the leveling up sound with the one Kai had given me a while ago
but I forgot to put it in.  Lol, oops.
- Shortened the message that's read when you go to type a multiplayer chat
message.  It was quite long.

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[Audyssey] recruiting people for online tabletop rpg

2011-12-01 Thread Anouk Radix
Hello everyone,
I and a friend of mine are thinking of starting an internet based tabletop rpg 
through skype or alternative live means if possible. We have the setting picked 
(Glorantha the same setting as used in king of dragon pass)as well as the rule 
system (heroquest). The only thing that we are missing are creative  and 
enthusiastic players.
Prior knowledge of rpgs is not required, just an open mind and the willingness 
to learn.
If you are interested or want more information please contact 
radix.an...@gmail.com or through twitter aradix85.
greetings, Anouk
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Re: [Audyssey] SC2 and SC4 (was Re: king of fighters xiii gameplay!

2011-12-01 Thread dan cook
hi. Just out of curiosity, do you have the sc4 and mvc3 casts archived
somewhere? I would love to have a look, as those games are two i want
to buy. Thank you in advance sir.

On 11/29/11, Clement Chou chou.clem...@gmail.com wrote:
 It actually has a few more modes than 4, and it still has the Japanese
 track. The only game that didn't have one was the original Soul Calibur on
 the dreamcast which only had Japanese voices. Mode wise, soul calibur has
 your typical arcade and versus, as well as team battle, survival, time
 attack and a weapon master mode. The weapon master mode isn't negotiable
 without sighted assistance, sadly.
 - Original Message -
 From: Tom Randall kf6...@comcast.net
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, November 28, 2011 4:31 PM
 Subject: [Audyssey] SC2 and SC4 (was Re: king of fighters xiii gameplay!


 Hey again.

 Ok thanks lots that is what I was hoping to hear.  I should clarify, what
 I mean by limited is that so far as I know you don't have as many game
 options available, say the multilanguage voice tracks and so forth like
 you do in SC4.  That was the kind of thing I was referring to not so much
 the game play itself.

 Thanks for mentioning the no finishing moves and no breakable armor thing
 as well I can just tell him to ignore any references to that kind of thing

 in the podcast.  I actually really do like SC2 as well myself so what I
 will probably end up doing is just pick up another copy and either keep it

 or let my friend have that one and take my original back.  I actually
 found SC2 to be much easier to get a handle on for some reason than I have

 with SC4 but SC4 is finally starting to make at least some sense to me
 thank the gods.

 Game on.

 Tom
 On Nov 28, 2011, at 3:30 PM, Clement Chou wrote:

 SC 2 isn't actually more limiting. A lot of people, including myself,
 find SC 2 a lot better because it's faster and more balanced... but yes,
 the basic gameplay is the same. SC 2 doesn't have critical finishers or
 breakable armor, but the rest of it is more or less the same... though I
 don't remember as it's been ages since I played it.
 - Original Message - From: Tom Randall kf6...@comcast.net
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, November 28, 2011 3:23 PM
 Subject: Re: [Audyssey] king of fighters xiii gameplay!


 Hey.

 Yes I do recall you saying that you intended to do another one sometime
 so will definitely be looking forward to that.

 Yeah I was pretty happy about that myself, I let people listen to these
 things pretty often and most of them say oh that's cool but that's about

 as far as it goes so to have somebody show some pretty serious interest
 was great.  I'm not sure he's gonna run out and buy a PS3 or Xbox or
 anything but who knows.  So just wanted you to know that these things
 you're spending time doing really are making a difference and maybe
 helping get some more of us into mainstream gaming which we all know is
 a good thing.

 Oh by the way, is much of that SC4 podcast applicable to SC2?  I know
 SC2 is much more limited in the things you can do and the options you
 have and so on, I am talking about how the basic game play works.  The
 reason I ask is I gave a good friend of mine who is also blind my PS2
 and a copy of SC2 for Xmas and if this would help him get some of the
 basics down it'd be great and I obviously no longer have it here to
 experiment with and find out myself so would appreciate any input you or

 anyone else for that matter has on this.

 Game on.

 Tom
 On Nov 28, 2011, at 2:59 PM, Clement Chou wrote:

 Well, I did say in that recording I did intend to come back and do
 another one which is more in depth. I'll look into doing one for MK as
 well, when I dig the game back up out of my no-longer-played stack.
 haha. It's been a while since I played that game... I'm glad you found
 the podcasts useful... and to hear that you got someone else interested

 in SC because of my recording is good news!
 - Original Message - From: Tom Randall kf6...@comcast.net
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, November 28, 2011 2:48 PM
 Subject: Re: [Audyssey] king of fighters xiii gameplay!


 Hey man, another excellent recording as always.  You kind of got your
 butt handed to you at the end of that but a great job nonetheless.
 Sometime when you have time to do it I think it would be great if you
 can do a couple more podcasts like you did with SC4 and MVC3.  I don't

 know about anyone else but I found these extremely useful and I still
 do, have actually gotten a new person interested in the SC series
 because of your intro.  The King of Fighters series is one that I for
 one am not very familiar with so I think this would be really good
 once you have had the game for a while.  I am sure those intros are
 really time consuming to do so I can understand it might take you a
 while to do this but thought it is something worth 

Re: [Audyssey] SC2 and SC4 (was Re: king of fighters xiii gameplay!

2011-12-01 Thread Tom Randall
Oh wow, never found those menus in SC2 before, I will have to go over there and 
check them out more carefully.  Hopefully I can find my old cheat sheet on 
SC2's menus.

Thanks.

Game on.

Tom
On Nov 28, 2011, at 4:46 PM, Clement Chou wrote:

 It actually has a few more modes than 4, and it still has the Japanese track. 
 The only game that didn't have one was the original Soul Calibur on the 
 dreamcast which only had Japanese voices. Mode wise, soul calibur has your 
 typical arcade and versus, as well as team battle, survival, time attack and 
 a weapon master mode. The weapon master mode isn't negotiable without sighted 
 assistance, sadly.
 - Original Message - From: Tom Randall kf6...@comcast.net
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, November 28, 2011 4:31 PM
 Subject: [Audyssey] SC2 and SC4 (was Re: king of fighters xiii gameplay!
 
 
 Hey again.
 
 Ok thanks lots that is what I was hoping to hear.  I should clarify, what I 
 mean by limited is that so far as I know you don't have as many game options 
 available, say the multilanguage voice tracks and so forth like you do in 
 SC4.  That was the kind of thing I was referring to not so much the game 
 play itself.
 
 Thanks for mentioning the no finishing moves and no breakable armor thing as 
 well I can just tell him to ignore any references to that kind of thing in 
 the podcast.  I actually really do like SC2 as well myself so what I will 
 probably end up doing is just pick up another copy and either keep it or let 
 my friend have that one and take my original back.  I actually found SC2 to 
 be much easier to get a handle on for some reason than I have with SC4 but 
 SC4 is finally starting to make at least some sense to me thank the gods.
 
 Game on.
 
 Tom
 On Nov 28, 2011, at 3:30 PM, Clement Chou wrote:
 
 SC 2 isn't actually more limiting. A lot of people, including myself, find 
 SC 2 a lot better because it's faster and more balanced... but yes, the 
 basic gameplay is the same. SC 2 doesn't have critical finishers or 
 breakable armor, but the rest of it is more or less the same... though I 
 don't remember as it's been ages since I played it.
 - Original Message - From: Tom Randall kf6...@comcast.net
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, November 28, 2011 3:23 PM
 Subject: Re: [Audyssey] king of fighters xiii gameplay!
 
 
 Hey.
 
 Yes I do recall you saying that you intended to do another one sometime so 
 will definitely be looking forward to that.
 
 Yeah I was pretty happy about that myself, I let people listen to these 
 things pretty often and most of them say oh that's cool but that's about 
 as far as it goes so to have somebody show some pretty serious interest 
 was great.  I'm not sure he's gonna run out and buy a PS3 or Xbox or 
 anything but who knows.  So just wanted you to know that these things 
 you're spending time doing really are making a difference and maybe 
 helping get some more of us into mainstream gaming which we all know is a 
 good thing.
 
 Oh by the way, is much of that SC4 podcast applicable to SC2?  I know SC2 
 is much more limited in the things you can do and the options you have and 
 so on, I am talking about how the basic game play works.  The reason I ask 
 is I gave a good friend of mine who is also blind my PS2 and a copy of SC2 
 for Xmas and if this would help him get some of the basics down it'd be 
 great and I obviously no longer have it here to experiment with and find 
 out myself so would appreciate any input you or anyone else for that 
 matter has on this.
 
 Game on.
 
 Tom
 On Nov 28, 2011, at 2:59 PM, Clement Chou wrote:
 
 Well, I did say in that recording I did intend to come back and do 
 another one which is more in depth. I'll look into doing one for MK as 
 well, when I dig the game back up out of my no-longer-played stack. haha. 
 It's been a while since I played that game... I'm glad you found the 
 podcasts useful... and to hear that you got someone else interested in SC 
 because of my recording is good news!
 - Original Message - From: Tom Randall kf6...@comcast.net
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, November 28, 2011 2:48 PM
 Subject: Re: [Audyssey] king of fighters xiii gameplay!
 
 
 Hey man, another excellent recording as always.  You kind of got your 
 butt handed to you at the end of that but a great job nonetheless. 
 Sometime when you have time to do it I think it would be great if you 
 can do a couple more podcasts like you did with SC4 and MVC3.  I don't 
 know about anyone else but I found these extremely useful and I still 
 do, have actually gotten a new person interested in the SC series 
 because of your intro.  The King of Fighters series is one that I for 
 one am not very familiar with so I think this would be really good once 
 you have had the game for a while.  I am sure those intros are really 
 time consuming to do so I can understand it might 

Re: [Audyssey] Poll: playroom on iPhone or on mac

2011-12-01 Thread Willem Venter
Hi all.
As I understand it, buying the IOS sdk costs $90. Then you probably
have to learn objective c, as this is the only non runtime language I
know of that you can program in on IOS. You need this to start
developing, even if you wanted your app to be free. This is just
another reason why an IOS version will cost money and why payed
outsourcing is a good idea.

As for java, from what I know java's sound support is not that great.
It has the javax.sound and javax.sound.sample packages, but getting a
workable sound interface will take more time. There is no
functionality offfered by things like sdl, or sfml. The other option
is something like lwjgl, but this still means that the app will be
tied to only platforms supporting lwjgl. Although many mobile
platforms run java, each run their own version of java with different
packages. Android for example has a java implementation almost like
the normal java with extra android packages. This is why it is much
easier to write programs for the android platform.

On 12/2/11, Ben gamehead...@aol.co.uk wrote:
 I believe that you are all being too specific if I may be so bold.  We do
 not want to tie it down to one IPhone but I recommend we take a new
 approach: an IOS version rather than an IPhone version, since also I
 don't have an IPhone myself.

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Matheus Rheine
 Sent: 01 December 2011 21:59
 To: gamers@audyssey.org
 Subject: Re: [Audyssey] Poll: playroom on iPhone or on mac

 hi quentinc,
 i would definitely prefer an iphone version, firstly because the playroom
 would be accessible on the go -- no matter where you are.. on the
 bus,school,street,etc. on the other hand if you developed the mac version
 first it would be just like the windows version but for mac users that are
 using mac can't play it with vmware fusion?
 besides, what games do we have for the iphone? we have simple word games,
 some other games that have a potential like papasangre, nightjar,etc. these
 games are good,however they are too short. others like aurifi are too
 buggy,almost unplayable, then stem stumper,naval combat and mine sweeper
 that i consider enjoyable and playable, and now the de steno games, but we
 don't have the original
 monopoly,uno,1000 miles and other games that are extremely cool. it would
 use even more the potential that the iphone has in terms of gaming for us.
 i don't know how much i could pay,the brazilian store is hopefuly going to
 completely open the itunes store with songs,and i hope that games as well,
 in december,if yes,i'll be able to use a credit card to buy stuff, in this
 case i'd be able to pay some money,how much you think you would charge for
 it? 10,15? or more?
 thanks,and hope to see this project ported to ios in the future.
 -Mensagem original-
 De: QuentinC quent...@cfardel.net
 Para: Gamers Discussion list gamers@audyssey.org
 Data: Quinta, 01 de Dezembro de 2011 14:38
 Assunto: [Audyssey] Poll: playroom on iPhone or on mac

 Hello listers,

 I'm getting more and more demand to have an iPhone or a mac version of the
 playroom. I'm going to you to have your opinion about that.
 IF you are interested, please let me know ! Depending on your answers, there
 will be followings or not. In other words if nobody give a response, then I
 will conclude that nobody is interested and therefore will definitely give
 up the idea.


 1.  Are you interested on a iPhone or mac version of the playroom ? why or
 why not ? If you would have to choose between the two but not both in the
 same time, whould you choose a mac or an iPhone version ? why ?

 2. Considering that I don't have any apple machine myself, I will probably
 need to let such an application developped by a third partie.
 It will therefore certainly not be free. How much would you be ready to pay
 for that application ?
 The money whould be ideally shared between the developper of the application
 and a participation on server maintenance, in the best case 50-50, and in
 all case I wont ahve a direct control on the produced application.

 N.B. To not leave any doubts on that
 subject, the windows version will remain free as long as donations are
 sufficient to keep the server up.

 Please be constructive and complete in your responses. If you just say It'd
 be cool without any argumentation, please avoid posting.

 Thank you in advance for your answers.

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Re: [Audyssey] Wrestling game for the IOS devices.

2011-12-01 Thread michael barnes

Hey, Thomas.
That sounds good to me.
Email me off list so we can disguss the game further.

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