Re: [Audyssey] Mysteries of the Ancients News

2012-01-05 Thread dark

Hi Clemment.

While I agree, fighting games aren't the only games with that complex or 
deep a physics and engine behind them.


As I've said Mario, despite being a simple game, has a very precisely 
calculated physics engine so that in order to perform well in various 
situations, much less attempt speedruns, you need to truly practice and 
master the in game movements of the character.


Check the super metroid guides if you don't believe me, i have seen people 
analyse the game according to what size of collision box the character 
creates in different frames of animation and movement and thus what is the 
way to avoid incoming fire.


this is really what I'm talking about, games that are not necessarily 
complex, but have a solid engine built on more than instantanious reactions 
that a player has to get familiar with.


This is something often talked about in connection with vehicle driving 
games or sports games, but actually can be a factor in other types of game 
too.


Beware the grue!

Dark.
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 6:44 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Simple and predictable is not the same thing. Sure a yo-yo is simple to 
use, but if it can get a bit unpredictable if you move it in a way it 
shouldn't be moved. In audio games, everything is the same. In Judgement 
day if a helicopter is flying towards you, it'll always be the same. 
There's no variations on amount of hits needed to stop it, or even in its 
trajectory. The planes are the same. They move from left to right, and 
when you shoot them they make little adjustments which while bothersome, 
doesn't really make for any challenge. Not to say JD isn't a bad game... 
it's fun. And simple yet hard to master games should be more abundant as 
well. Street fighter 4, for example, is easy to pick up and play, and to 
grasp basic things like combos and commands. But to really get good at it, 
you need to look deeper into the engine. Where each combo can be used, 
just how risky is throwing out that move, etc. Which is why I like 
fighting games so much... they're the only kinds of games we can play 
fully, yet they're so unpredictable especially against human opponents. If 
I jump, is he going to uppercut me out of the air? If I throw a super, is 
there a way for me to stop him blocking it so I guarantee a hit without 
wasting my meter? A lot of the time I play online is spent thinking, oh 
crap, he's rashing towards me. Is he going to throw out a low attack which 
requires a different block command than a regular attack? Is he going to 
go for an unblockable throw?
It's that kind of complexity that audio games lack and need to develop. 
It's always been amazing to me how two bunches of picksals and polygons 
beating each other up on a screen can be so complex. Sure you may say it's 
like a real fight, but it's a video game... the real thing takes all that 
into account and more. I just find fighting games so much simpler than 
most of people give them credit for.
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 04, 2012 10:34 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



I don't think it's predictability exactly clemment.

Super mario is a very simple game. You have very few in game elements, 
indeed probably fewer than in many audio games.


It's the fact that you do not control mario exactly, that his jumps all 
have a degree of stopping distance which you need to learn and master, 
and the movements of in game objects are calculated so as to challenge 
your spacial logic intensively that makes the game difficult.


For example I recently got given a yo yo. I'll admit I'm not the most 
coordinated person in the world, but learning to master my own spacial 
logic and hand coordination in order to get it to do what I want has been 
quite a challenge, even though the yo yo itself is a very simple actifact 
who's movements are easy to predict.


This is what I mean in terms of games.

Beware the grue!

Dark.



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Re: [Audyssey] Any chance of making huge cave work with windows?

2012-01-05 Thread Jim Kitchen

Hi Dark,

That's cool.  The only version of Oregon Trail that I have played was a GW 
Basic version.  Seems though that it is a very stripped down version.  I was 
told that it is nothing like the original Apple 2e version.

Yes, the original GW Basic version of the golf game had only 3 courses to play. 
 I added 3 and saw that the courses themselves only took a few numbers and 
descriptions to define them, so I then made the golf course maker program so 
that others could also make courses for the game.  The original golf game was 
pure text with no sounds.  And you typed in the amount of power to hit for your 
shot.  So I added all of the sounds including the power indicator sound thing.  
However the original did have some ASCII graphics that were pretty cool.  I 
stripped those out though as they would some times try to be spoken by a screen 
reader.  The trucker game was also pure text with no sounds at all.

I would love to make a Roller Coaster Tycoon type sim, but I am not sure that 
it wouldn't be over my head to try something like that.  I really have never 
programmed a sim.  Maybe I should start out trying a simple one and see how 
that goes.

BFN

Jim

The last sound that it made was Zap .

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Any chance of making huge cave work with windows?

2012-01-05 Thread Jim Kitchen

Hi Thomas,

Yeah, maybe not as involved as your adult test speech program, but I sure had allot 
of fun programming all of the random descriptions for my Triple J Shooter game. 
grin

BFN

Jim

Sex is free, it feels good and is good for you!

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Any chance of making huge cave work with windows?

2012-01-05 Thread Lisa Hayes

Now that dcoaster thing would be coo jim.
Lisa Hayes




www.nutrimetics.com.au/lisahayes

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

To: dark Gamers@audyssey.org
Sent: Thursday, January 05, 2012 9:42 PM
Subject: Re: [Audyssey] Any chance of making huge cave work with windows?



Hi Dark,

That's cool.  The only version of Oregon Trail that I have played was a GW 
Basic version.  Seems though that it is a very stripped down version.  I 
was told that it is nothing like the original Apple 2e version.


Yes, the original GW Basic version of the golf game had only 3 courses to 
play.  I added 3 and saw that the courses themselves only took a few 
numbers and descriptions to define them, so I then made the golf course 
maker program so that others could also make courses for the game.  The 
original golf game was pure text with no sounds.  And you typed in the 
amount of power to hit for your shot.  So I added all of the sounds 
including the power indicator sound thing.  However the original did have 
some ASCII graphics that were pretty cool.  I stripped those out though as 
they would some times try to be spoken by a screen reader.  The trucker 
game was also pure text with no sounds at all.


I would love to make a Roller Coaster Tycoon type sim, but I am not sure 
that it wouldn't be over my head to try something like that.  I really 
have never programmed a sim.  Maybe I should start out trying a simple one 
and see how that goes.


BFN

Jim

The last sound that it made was Zap .

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Possible scoring bug in Roadsplat

2012-01-05 Thread Oriol Gómez
it is possible if you idle in one spot too long. Your score is going
to decrease very quickly if you don't cross.

On 1/5/12, Sarah Haake ti...@gmx.net wrote:
 Hi,

 I think it's possible that the scoring doesn't work right in Roadsplat.
 I just had a final score of 4800 and was on level 8. I don't think this
 should be possible if I got the explanation in the readme right.

 Best regards
 Sarah


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Re: [Audyssey] java script security things

2012-01-05 Thread Trouble

This email only proves you don't read them, because i told you where to look.
So you don't wine,
IE, tools menu, Internet options, security tab menu, custom... and 
look for java script. There are a few in there.


At 01:00 AM 1/5/2012, you wrote:

Hi.
WHat ie settings do I need to modify to play javascript games?
I don't touch most of these in fact have never needed to for ages.
I have ie8 on my xp systems and ie9 on win7 here on another unit to.


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Re: [Audyssey] Possible scoring bug in Roadsplat

2012-01-05 Thread Sarah Haake

Hi,

ok. But shouldn't the level go down again as well? It would be logical
and I thought I saw a sound for that in the menu of the game. But maybe
I am wrong there. But I think the level should also drop if the score
drops. Any thoughts?

Best regards
Sarah 



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Re: [Audyssey] java script security things

2012-01-05 Thread Trouble
i wonder if you also go by Marvin? Because I know one on another list 
that does the same with emails.


At 01:00 AM 1/5/2012, you wrote:

Hi.
WHat ie settings do I need to modify to play javascript games?
I don't touch most of these in fact have never needed to for ages.
I have ie8 on my xp systems and ie9 on win7 here on another unit to.


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Re: [Audyssey] Any chance of making huge cave work with windows?

2012-01-05 Thread dark

Hi jim.

I can't imagine writing in the power needed for golf, wouldn't that make the 
hole game far too easy? for instance on a 279 yard hole pulling out your 
three wood and typing 279 and just getting a hole in one, rather than having 
to judge the sound file?
As to sims, well in a way I think you've already coded a good few of the 
basic elements. Starmule for instance involves making decisions with a 
prophit vs loss catagory over time, and trucker involves a number of factors 
that change over time with you deciding what needs doing.


A basic sim just needs a number of resources to manage, projects that 
require those resources which must be completed either as goals in 
themselves or to generate more resources, and random effects that may occur 
to alter either the resources or the completion of projects.


For instance, one dos game I read a review of recently had you piloting a 
spaceship to neptune. Every tick your ship used fuel and battery power. You 
could generate more battery power by burning fuel, and could refuel at a 
number of stop off points along the way.


Each turn you decided on your speed and your course, sinse different courses 
required different amounts of fuel and batteries and could propell you 
different distances.


However you also had various desasters and failures that would affect your 
ship, taking either fuel, distance or time to fix, or negating some of the 
course correction options, though these could be fixed by picking up spare 
parts at the few way stations.


Yes, this is! a litle like trucker, but with more factors to manage and far 
fewer stops.


A spacial map is also sometimes used to add puzle type space elements into 
the mix, for instance where to build roads in a sim city type game but this 
isn't completely necessary, especially when there are a lot of factors in 
the game.


A game with that sort of play style, managing a number of factors over time 
in the face of randomness and limited risk, something like trucker but with 
more complexity would be a good one I think.


Beware the grue!

Dark. 



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Re: [Audyssey] Any chance of making huge cave work with windows?

2012-01-05 Thread joseph weakland
if there was a roller coaster tycoon accessible sim for the blind i'd give 
it a spin


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

To: dark Gamers@audyssey.org
Sent: Thursday, January 05, 2012 4:42 AM
Subject: Re: [Audyssey] Any chance of making huge cave work with windows?



Hi Dark,

That's cool.  The only version of Oregon Trail that I have played was a GW 
Basic version.  Seems though that it is a very stripped down version.  I 
was told that it is nothing like the original Apple 2e version.


Yes, the original GW Basic version of the golf game had only 3 courses to 
play.  I added 3 and saw that the courses themselves only took a few 
numbers and descriptions to define them, so I then made the golf course 
maker program so that others could also make courses for the game.  The 
original golf game was pure text with no sounds.  And you typed in the 
amount of power to hit for your shot.  So I added all of the sounds 
including the power indicator sound thing.  However the original did have 
some ASCII graphics that were pretty cool.  I stripped those out though as 
they would some times try to be spoken by a screen reader.  The trucker 
game was also pure text with no sounds at all.


I would love to make a Roller Coaster Tycoon type sim, but I am not sure 
that it wouldn't be over my head to try something like that.  I really 
have never programmed a sim.  Maybe I should start out trying a simple one 
and see how that goes.


BFN

Jim

The last sound that it made was Zap .

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Possible scoring bug in Roadsplat

2012-01-05 Thread joseph weakland
i hear that but if 2 or 3 cars come at once and you can't shoot them you 
have to wait or die trying to cross:)


- Original Message - 
From: Oriol Gómez ogomez@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 5:13 AM
Subject: Re: [Audyssey] Possible scoring bug in Roadsplat



it is possible if you idle in one spot too long. Your score is going
to decrease very quickly if you don't cross.

On 1/5/12, Sarah Haake ti...@gmx.net wrote:

Hi,

I think it's possible that the scoring doesn't work right in Roadsplat.
I just had a final score of 4800 and was on level 8. I don't think this
should be possible if I got the explanation in the readme right.

Best regards
Sarah


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Re: [Audyssey] Mysteries of the Ancients News

2012-01-05 Thread Clement Chou
I know it isn't just fighting games, I'm just saying those are the only 
games blind people can play, as of now, that have that level of depth. You 
can't expect someone totally blind to beat a metroid game, or even the 
original Mario. I just used fighting games because, as much as I would've 
liked to, I didn't have enough knowledge with platformers to talk about 
them. But it's that simple, yet deep engine, that I think developers should 
look into rather than timing reflexes.
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 2:32 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News



Hi Clemment.

While I agree, fighting games aren't the only games with that complex or 
deep a physics and engine behind them.


As I've said Mario, despite being a simple game, has a very precisely 
calculated physics engine so that in order to perform well in various 
situations, much less attempt speedruns, you need to truly practice and 
master the in game movements of the character.


Check the super metroid guides if you don't believe me, i have seen people 
analyse the game according to what size of collision box the character 
creates in different frames of animation and movement and thus what is the 
way to avoid incoming fire.


this is really what I'm talking about, games that are not necessarily 
complex, but have a solid engine built on more than instantanious 
reactions that a player has to get familiar with.


This is something often talked about in connection with vehicle driving 
games or sports games, but actually can be a factor in other types of game 
too.


Beware the grue!

Dark.
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 6:44 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Simple and predictable is not the same thing. Sure a yo-yo is simple to 
use, but if it can get a bit unpredictable if you move it in a way it 
shouldn't be moved. In audio games, everything is the same. In Judgement 
day if a helicopter is flying towards you, it'll always be the same. 
There's no variations on amount of hits needed to stop it, or even in its 
trajectory. The planes are the same. They move from left to right, and 
when you shoot them they make little adjustments which while bothersome, 
doesn't really make for any challenge. Not to say JD isn't a bad game... 
it's fun. And simple yet hard to master games should be more abundant as 
well. Street fighter 4, for example, is easy to pick up and play, and to 
grasp basic things like combos and commands. But to really get good at 
it, you need to look deeper into the engine. Where each combo can be 
used, just how risky is throwing out that move, etc. Which is why I like 
fighting games so much... they're the only kinds of games we can play 
fully, yet they're so unpredictable especially against human opponents. 
If I jump, is he going to uppercut me out of the air? If I throw a super, 
is there a way for me to stop him blocking it so I guarantee a hit 
without wasting my meter? A lot of the time I play online is spent 
thinking, oh crap, he's rashing towards me. Is he going to throw out a 
low attack which requires a different block command than a regular 
attack? Is he going to go for an unblockable throw?
It's that kind of complexity that audio games lack and need to develop. 
It's always been amazing to me how two bunches of picksals and polygons 
beating each other up on a screen can be so complex. Sure you may say 
it's like a real fight, but it's a video game... the real thing takes all 
that into account and more. I just find fighting games so much simpler 
than most of people give them credit for.
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 04, 2012 10:34 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



I don't think it's predictability exactly clemment.

Super mario is a very simple game. You have very few in game elements, 
indeed probably fewer than in many audio games.


It's the fact that you do not control mario exactly, that his jumps all 
have a degree of stopping distance which you need to learn and master, 
and the movements of in game objects are calculated so as to challenge 
your spacial logic intensively that makes the game difficult.


For example I recently got given a yo yo. I'll admit I'm not the most 
coordinated person in the world, but learning to master my own spacial 
logic and hand coordination in order to get it to do what I want has 
been quite a challenge, even though the yo yo itself is a very simple 
actifact who's movements are easy to predict.


This is what I mean in terms of games.

Beware the grue!

Dark.



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[Audyssey] Thursday's Out of Sight events

2012-01-05 Thread Charles Rivard
Here are the events scheduled for Thursday, January 5th: 






Chain Reaction, Afternoon Style
2:00 PM eastern
Hosted by Julie and Hawkeye
Location: Game Zone
Join us every Thursday, at 2:00 PM eastern, in the Game Zone. Bring lots of 
snacks and refreshments, sit back and be prepared to have some fun!





Logos

8:00 PM eastern

Hosted by Julie and Sherry

Location:  Game Zone:

Join Julie and Sherry at 8:00 PM eastern, in the Game Zone for a new game 
called Logo's. Test your knowledge against t.v commercials and brand names. 
This game takes t.v trivia to a whole new level. Hope to see you all there so 
we can put you on a team. 

 




Musical Bingo
9:15 PM eastern
Hosted by Julie, Rick, and John 

Location: Game Zone
Join Julie P, Rick, and John in the game zone at 9:15 PM eastern for an 
entertaining hour of Musical Bingo.

Do you remember your hits of the 80's? Still bopping along to the sounds of the 
swinging 60's? Do you remember old and new movie theme's? Can you identify 
cartoon characters or t.v theme's? Then this is the place for you.

Yes it's here the all new Musical Bingo. The first team to call a bingo wins.




Have a fantastic day!


---
Shepherds are the best beasts, but Labs are a close second.
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Re: [Audyssey] Possible New MOTA Story

2012-01-05 Thread Charles Rivard
Can we do something about her bad breath?  Don't give a spoiler, just a yes 
or no.  Maybe water or a fire extinguisher if there is one, which I doubt, 
because that would be too easy, unless there are other difficulties.  (grin)


---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 04, 2012 10:10 PM
Subject: Re: [Audyssey] Possible New MOTA Story



Hi Hayden,

Ah, yes. You've got a good start on discovering her identity. At least
her animal form if not her name. Well,since you've gotten that far
I'll be a good sport and let you know it is Sekhmet the goddess of war
and medicine. She is often shown as a lioness with fire coming out of
her mouth. She brings healing to her allies and death and destruction
to her enemies.

One of the reasons I selected her is because she is a shapeshifter.
She can take on the body of a lioness, or take human form and carve
you into pieces with a sword. That means during the course of a battle
she might change forms on you and you'll be fighting a fire breathing
lioness, or she might shift into human form and swing a heavy bronze
sword at your head. I expect the fight will be extremely difficult but
fun. Definitely way cooler than fighting Athena eh?

Cheers!



On 1/4/12, Hayden Presley hdpres...@hotmail.com wrote:

HI,
The only major female I can think of as of now is the lioness goddess, 
and

that would be something of a fight: although, I'll keep thinking of other
possibilities.

Best Regards,
Hayden


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Re: [Audyssey] Possible New MOTA Story

2012-01-05 Thread Thomas Ward
Lol! That would be warped. However, truthfully we don't have any
accessible games like that. None full of jokes, gags, and one-liners.
Your idea sounds like something straight out of Mad Magazine along
with Star Blek, Stuperman, and their other parity comics.



On 1/5/12, Clement Chou chou.clem...@gmail.com wrote:
 When you've developed MOTA fully, you will need to take a break and then
 make a parody game... instead of mercenaries Angela will be spraying kids
 with a water pistol... and the head man will be the principle of the school
 she's ransacking for the mystical fountain pen or something. Yikes...
 terrible dialog is always bad, but sometimes... you can't help but laugh.
 Resident Evil had some pretty cheesy lines too. By the way... that hot air
 line? Classic.

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Re: [Audyssey] Possible New MOTA Story

2012-01-05 Thread Thomas Ward
Hi Charles,

Not a chance. Your best defense is to get the heck out of Sekhmet's
way when she launches a fireball at you. Duck, hop left/right, or jump
over it, but don't stand there and get roasted. I suppose if Angela
really wanted to put that fireball out she might have to ask Harpy,
the Nile Goddess, to hit Sekhmet with a deluge of water, but I doubt
she'll help you out. :D

Cheers!


On 1/5/12, Charles Rivard wee1s...@fidnet.com wrote:
 Can we do something about her bad breath?  Don't give a spoiler, just a yes
 or no.  Maybe water or a fire extinguisher if there is one, which I doubt,
 because that would be too easy, unless there are other difficulties.  (grin)

 ---
 Shepherds are the best beasts, but Labs are a close second.

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Re: [Audyssey] Possible New MOTA Story

2012-01-05 Thread Bryan Peterson
Actually the first game I'm thinking of developing with BGT is going to be 
something along those lines, someting like Maniac Mansion.

Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 11:43 AM
Subject: Re: [Audyssey] Possible New MOTA Story



Lol! That would be warped. However, truthfully we don't have any
accessible games like that. None full of jokes, gags, and one-liners.
Your idea sounds like something straight out of Mad Magazine along
with Star Blek, Stuperman, and their other parity comics.



On 1/5/12, Clement Chou chou.clem...@gmail.com wrote:

When you've developed MOTA fully, you will need to take a break and then
make a parody game... instead of mercenaries Angela will be spraying kids
with a water pistol... and the head man will be the principle of the 
school

she's ransacking for the mystical fountain pen or something. Yikes...
terrible dialog is always bad, but sometimes... you can't help but laugh.
Resident Evil had some pretty cheesy lines too. By the way... that hot 
air

line? Classic.


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list,
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Re: [Audyssey] Possible New MOTA Story

2012-01-05 Thread Clement Chou
Oi. I took theatre while I was in high school... and that wasn't too long 
ago. In theatre, you're taught to be weird... I would totally kill for a 
game like that.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 10:43 AM
Subject: Re: [Audyssey] Possible New MOTA Story



Lol! That would be warped. However, truthfully we don't have any
accessible games like that. None full of jokes, gags, and one-liners.
Your idea sounds like something straight out of Mad Magazine along
with Star Blek, Stuperman, and their other parity comics.






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Re: [Audyssey] RC aircraft - Re: a thought on the Shard Workshop project

2012-01-05 Thread Tom Randall
Hey thanks for the tips Trouble, great to meet another blind guy into this 
hobby you're the first I've come across in quite a while.  Yes I do try to take 
the heli off with the tail toward me for a good point of reference but you of 
course sometimes get rotation one way or the other which will throw you off.  
These little helis that I have don't have individual trim controls they just 
have a trim dial below the sticks.  I assume if I get something a bit more 
sophisticated like the Eflight ones I mention they will have more trim controls.

Thanks again.

Tom
On Jan 3, 2012, at 4:35 PM, Trouble wrote:

 To help fix that drift. Get the helicopter to hover with tail to you. Then if 
 it drifts left, give rudder trim on radio a little until it stops. With no 
 wind conditions you should be able to get a steady hover. If not know where 
 the trims are on radio. They are right next to the gimbals.
 
 At 02:31 PM 1/3/2012, you wrote:
 Hey Charles and all.
 
 The helis designed for indoor flying are mostly pretty small.  I have a 
 couple of them here that I've bought over the last few years, my Bladerunner 
 has a rotor diameter of about 11 inches if memory serves and weighs in at 
 about 55 grams would have to look at the manual to get exact specs.  Last 
 year I picked up one of the little Sima s107 microcopters they're basically 
 a cheapy version of the Eflight micros.  These have a rotor diameter of 
 about 7 inches and they weigh in at about 35 grams or so so they are very 
 very small.
 
 Yes you do need some space to fly these little things around, we have too 
 much crap in our house and besides flying things tend to scare Xena our 
 female green iguana so I tend to take my indoor craft either down to our rec 
 room or over to a friend's place who has more room.  The motors on these 
 little things are easily audible so it is pretty easy to use the same type 
 of hand-ear coordination that we develop in audio gaming to fly them, the 
 difference is you definitely need to have good spatial concepts and be able 
 to really understand what three dimensions means and be able to think 
 quickly that way.  Basically the first thing I try to work on if I haven't 
 been flying for a while is to achieve a stable hover, you want to get the 
 heli off the ground a bit so that your rotor wash does not cause too much 
 turbulence and then try to hear if it is drifting, they do drift very easily 
 despite the fact that most of them have an internal gyroscope and any air 
 currents at all will cause this, then you have to apply a very slight amount 
 with your directional stick to counter this movement.  If you are a total 
 which I am this is going to be challenging because you will not know which 
 way to move your directional stick, e.g. you will not know if your heli is 
 drifting forward, backward, or sideways.  The best approach that I've found 
 is to simply apply a bit of direction and see where it goes and be ready to 
 correct quickly if you have guessed wrong.
 
 These little things are loads of fun if you have somewhere to fly them, so 
 far as I'm concerned it's like gaming but even better in a way because 
 you're actually controlling a real object instead of a virtual one.  I've 
 had a fascination with RC stuff most of my adult life but it's only since we 
 are seeing the advent of digital radio control and these reasonably 
 affordable products that I've been able to actually get into it.  Having 
 said that if you do decide to give this a go, I would recommend that you 
 pick up one of the inexpensive ones to start with, something like the Sima 
 helis are ok, they only run around 30 bucks or so on Amazon last time I 
 checked.  That way if you crack one up it isn't the end of the world.  You 
 can get better micros from companies like Eflight for instance, I am just 
 about ready to upgrade to one of these, if you want strictly indoor flying 
 then I am considering something like the MCX2.  If you want something that 
 you can fly outside too then maybe the CX2 would be worth looking at.  There 
 are of course way more expensive ones, you can spend hundreds and thousands 
 of dollars on this hobby but since I don't have that kind of money to spend 
 the ones I am talking about and the ones I buy are probably considered the 
 less expensive ones, the bigger one, the CX is around 150 or so last time I 
 checked.  One nice thing about the better ones from Eflight, while the 
 cheapy ones I have are really pretty much toys and if you break them that's 
 it, the Eflight ones are really closer to an true RC model and you can get 
 pretty much any spare parts you need if you do crash one.
 
 In short, RC stuff is loads of fun and there are definitely things that we 
 can do in that hobby without sight.  Besides my two helis I also have a 
 bigger quadrocopter called an x-ufo and a couple of 1/24 scale rc tanks.  RC 
 hovercraft are something I'm really interested in but have not done much 
 research 

Re: [Audyssey] RC aircraft - Re: a thought on the Shard Workshop project

2012-01-05 Thread Tom Randall
Hey Trouble and all.

Thanks for the link I will definitely check this out.

Tom

On Jan 3, 2012, at 4:38 PM, Trouble wrote:

For a look at hovers,
 http://www.bananahobby.com/
 
 At 02:31 PM 1/3/2012, you wrote:
 Hey Charles and all.
 
 The helis designed for indoor flying are mostly pretty small.  I have a 
 couple of them here that I've bought over the last few years, my Bladerunner 
 has a rotor diameter of about 11 inches if memory serves and weighs in at 
 about 55 grams would have to look at the manual to get exact specs.  Last 
 year I picked up one of the little Sima s107 microcopters they're basically 
 a cheapy version of the Eflight micros.  These have a rotor diameter of 
 about 7 inches and they weigh in at about 35 grams or so so they are very 
 very small.
 
 Yes you do need some space to fly these little things around, we have too 
 much crap in our house and besides flying things tend to scare Xena our 
 female green iguana so I tend to take my indoor craft either down to our rec 
 room or over to a friend's place who has more room.  The motors on these 
 little things are easily audible so it is pretty easy to use the same type 
 of hand-ear coordination that we develop in audio gaming to fly them, the 
 difference is you definitely need to have good spatial concepts and be able 
 to really understand what three dimensions means and be able to think 
 quickly that way.  Basically the first thing I try to work on if I haven't 
 been flying for a while is to achieve a stable hover, you want to get the 
 heli off the ground a bit so that your rotor wash does not cause too much 
 turbulence and then try to hear if it is drifting, they do drift very easily 
 despite the fact that most of them have an internal gyroscope and any air 
 currents at all will cause this, then you have to apply a very slight amount 
 with your directional stick to counter this movement.  If you are a total 
 which I am this is going to be challenging because you will not know which 
 way to move your directional stick, e.g. you will not know if your heli is 
 drifting forward, backward, or sideways.  The best approach that I've found 
 is to simply apply a bit of direction and see where it goes and be ready to 
 correct quickly if you have guessed wrong.
 
 These little things are loads of fun if you have somewhere to fly them, so 
 far as I'm concerned it's like gaming but even better in a way because 
 you're actually controlling a real object instead of a virtual one.  I've 
 had a fascination with RC stuff most of my adult life but it's only since we 
 are seeing the advent of digital radio control and these reasonably 
 affordable products that I've been able to actually get into it.  Having 
 said that if you do decide to give this a go, I would recommend that you 
 pick up one of the inexpensive ones to start with, something like the Sima 
 helis are ok, they only run around 30 bucks or so on Amazon last time I 
 checked.  That way if you crack one up it isn't the end of the world.  You 
 can get better micros from companies like Eflight for instance, I am just 
 about ready to upgrade to one of these, if you want strictly indoor flying 
 then I am considering something like the MCX2.  If you want something that 
 you can fly outside too then maybe the CX2 would be worth looking at.  There 
 are of course way more expensive ones, you can spend hundreds and thousands 
 of dollars on this hobby but since I don't have that kind of money to spend 
 the ones I am talking about and the ones I buy are probably considered the 
 less expensive ones, the bigger one, the CX is around 150 or so last time I 
 checked.  One nice thing about the better ones from Eflight, while the 
 cheapy ones I have are really pretty much toys and if you break them that's 
 it, the Eflight ones are really closer to an true RC model and you can get 
 pretty much any spare parts you need if you do crash one.
 
 In short, RC stuff is loads of fun and there are definitely things that we 
 can do in that hobby without sight.  Besides my two helis I also have a 
 bigger quadrocopter called an x-ufo and a couple of 1/24 scale rc tanks.  RC 
 hovercraft are something I'm really interested in but have not done much 
 research on which ones are good to get so would be glad for any info on 
 that.  If anyone is interested in getting into this hobby I'd certainly be 
 happy to talk about it further but we probably oughta do it off list since 
 this isn't really gaming.
 
 Game on.
 
 Tom
 On Dec 22, 2011, at 9:07 AM, Charles Rivard wrote:
 
  Just curious:  Indoor helicopters?  I would think that any flying craft 
  needs a lot of space.  How big are these helicopters?, and how do you 
  navigate without smacking it into walls or ceiling without looking?  It 
  sounds like interesting fun!
 
  ---
  Shepherds are the best beasts, but Labs are a close second.
  - Original Message - From: Trouble troub...@columbus.rr.com
  To: Gamers 

[Audyssey] best SC vid yet!

2012-01-05 Thread Clement Chou
Oh, my, gosh! This video is short, but juicy. The audio is shown in brilliance 
here. The music is nice and high up, and the sound effects are awesome. I don't 
think the people playing are all that skilled though... that seemed really slow 
to me. Enjoy!
http://www.gamespot.com/soulcalibur-v/videos/soulcalibur-v-quick-battle-mode-6348213
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Re: [Audyssey] RC aircraft - Re: a thought on the Shard Workshop project

2012-01-05 Thread Trouble

you should check out youtube.com
They have a lot of reviews and open box showing a lot of this stuff.

At 02:34 PM 1/5/2012, you wrote:
Hey thanks for the tips Trouble, great to meet another blind guy 
into this hobby you're the first I've come across in quite a 
while.  Yes I do try to take the heli off with the tail toward me 
for a good point of reference but you of course sometimes get 
rotation one way or the other which will throw you off.  These 
little helis that I have don't have individual trim controls they 
just have a trim dial below the sticks.  I assume if I get something 
a bit more sophisticated like the Eflight ones I mention they will 
have more trim controls.


Thanks again.

Tom
On Jan 3, 2012, at 4:35 PM, Trouble wrote:

 To help fix that drift. Get the helicopter to hover with tail to 
you. Then if it drifts left, give rudder trim on radio a little 
until it stops. With no wind conditions you should be able to get a 
steady hover. If not know where the trims are on radio. They are 
right next to the gimbals.


 At 02:31 PM 1/3/2012, you wrote:
 Hey Charles and all.

 The helis designed for indoor flying are mostly pretty small.  I 
have a couple of them here that I've bought over the last few 
years, my Bladerunner has a rotor diameter of about 11 inches if 
memory serves and weighs in at about 55 grams would have to look at 
the manual to get exact specs.  Last year I picked up one of the 
little Sima s107 microcopters they're basically a cheapy version of 
the Eflight micros.  These have a rotor diameter of about 7 inches 
and they weigh in at about 35 grams or so so they are very very small.


 Yes you do need some space to fly these little things around, we 
have too much crap in our house and besides flying things tend to 
scare Xena our female green iguana so I tend to take my indoor 
craft either down to our rec room or over to a friend's place who 
has more room.  The motors on these little things are easily 
audible so it is pretty easy to use the same type of hand-ear 
coordination that we develop in audio gaming to fly them, the 
difference is you definitely need to have good spatial concepts and 
be able to really understand what three dimensions means and be 
able to think quickly that way.  Basically the first thing I try to 
work on if I haven't been flying for a while is to achieve a stable 
hover, you want to get the heli off the ground a bit so that your 
rotor wash does not cause too much turbulence and then try to hear 
if it is drifting, they do drift very easily despite the fact that 
most of them have an internal gyroscope and any air currents at all 
will cause this, then you have to apply a very slight amount with 
your directional stick to counter this movement.  If you are a 
total which I am this is going to be challenging because you will 
not know which way to move your directional stick, e.g. you will 
not know if your heli is drifting forward, backward, or 
sideways.  The best approach that I've found is to simply apply a 
bit of direction and see where it goes and be ready to correct 
quickly if you have guessed wrong.


 These little things are loads of fun if you have somewhere to 
fly them, so far as I'm concerned it's like gaming but even better 
in a way because you're actually controlling a real object instead 
of a virtual one.  I've had a fascination with RC stuff most of my 
adult life but it's only since we are seeing the advent of digital 
radio control and these reasonably affordable products that I've 
been able to actually get into it.  Having said that if you do 
decide to give this a go, I would recommend that you pick up one of 
the inexpensive ones to start with, something like the Sima helis 
are ok, they only run around 30 bucks or so on Amazon last time I 
checked.  That way if you crack one up it isn't the end of the 
world.  You can get better micros from companies like Eflight for 
instance, I am just about ready to upgrade to one of these, if you 
want strictly indoor flying then I am considering something like 
the MCX2.  If you want something that you can fly outside too then 
maybe the CX2 would be worth looking at.  There are of course way 
more expensive ones, you can spend hundreds and thousands of 
dollars on this hobby but since I don't have that kind of money to 
spend the ones I am talking about and the ones I buy are probably 
considered the less expensive ones, the bigger one, the CX is 
around 150 or so last time I checked.  One nice thing about the 
better ones from Eflight, while the cheapy ones I have are really 
pretty much toys and if you break them that's it, the Eflight ones 
are really closer to an true RC model and you can get pretty much 
any spare parts you need if you do crash one.


 In short, RC stuff is loads of fun and there are definitely 
things that we can do in that hobby without sight.  Besides my two 
helis I also have a bigger quadrocopter called an x-ufo and a 
couple of 1/24 scale rc 

Re: [Audyssey] best SC vid yet!

2012-01-05 Thread dan cook
This games sounds brilliant.  Or at least, a lot better than the ones before it.
The music i'm thinking could get rather catchy after a while, in a good way.

On 1/5/12, Clement Chou chou.clem...@gmail.com wrote:
 Oh, my, gosh! This video is short, but juicy. The audio is shown in
 brilliance here. The music is nice and high up, and the sound effects are
 awesome. I don't think the people playing are all that skilled though...
 that seemed really slow to me. Enjoy!
 http://www.gamespot.com/soulcalibur-v/videos/soulcalibur-v-quick-battle-mode-6348213
 ---
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[Audyssey] Eamon delux good and bad news

2012-01-05 Thread dark
Hi. 

Well I've had good news from the developer of eamon delux. 

he's now working on a vi compatibility mode which will nicely fix all the 
annoyences of the first version such as the display problems and menues that 
could only be read through highlighting, it's also a generally major bug fix 
which is handy. 

Dosbox is apparently going to be optional at install, so that you will stil be 
able to run the game in a dos console window. Of course the bad bit about this 
is that it probably won't run that way on windows vista or 7, but there's not a 
lot that can be done about that unfortunately, other than running it in a 
virtual machine of course.

I'm also suggesting to the developer that he add in the ability to buy upgrades 
to your core character stats, so that you can actually progress your character 
over time in a true rpg style and also don't have to rely on the character 
editer. 

This option is available in the expanded graphical version of the main hall, 
but not in the text one unfortunately, so I hope he'll add it sinse it means 
you can start off with your randomly rolled stats, then improve as you play in 
a true rpg style. 

I'm not sure what he is planning to do about the dungeon design part of the 
program, though if this could be made accessible that might be great for people 
wanting to write textual rpgs. 

So, hopefuly this is mostly good news for everyone. 

Btw, if you don't know what eamon delux is, see the page on audiogames.net. 

Beware the grue! 

Dark.
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Re: [Audyssey] java script security things

2012-01-05 Thread shaun everiss

aah thanks
At 09:07 a.m. 5/01/2012 -0500, you wrote:

This email only proves you don't read them, because i told you where to look.
So you don't wine,
IE, tools menu, Internet options, security tab menu, custom... and 
look for java script. There are a few in there.


At 01:00 AM 1/5/2012, you wrote:

Hi.
WHat ie settings do I need to modify to play javascript games?
I don't touch most of these in fact have never needed to for ages.
I have ie8 on my xp systems and ie9 on win7 here on another unit to.


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Re: [Audyssey] Eamon delux good and bad news

2012-01-05 Thread michael barnes

Hello, Dark.
I have Windows 7 32 bit, and I am able to run most of DOS games in the 
command prompt.

So people could try to do that with the different DOS games.
Sadly enough Windows 7 64 bit will not run any DOS games in the command prompt.
From what I am understanding the developer that helped me to put De 
Steno Games on the iOS platform, is working on an emulator for the iOS 
that will be accessible with voice over.


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Re: [Audyssey] best SC vid yet!

2012-01-05 Thread Tom Randall
Agreed this is another good one thanks for it.  Yes I think I see what you mean 
about these players being slower than some of the other ones we've heard for 
this game.  Definitely looking forward to this one.

Game on.

Tom



On Jan 5, 2012, at 11:51 AM, Clement Chou wrote:

 Oh, my, gosh! This video is short, but juicy. The audio is shown in 
 brilliance here. The music is nice and high up, and the sound effects are 
 awesome. I don't think the people playing are all that skilled though... that 
 seemed really slow to me. Enjoy!
 http://www.gamespot.com/soulcalibur-v/videos/soulcalibur-v-quick-battle-mode-6348213
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Re: [Audyssey] Possible New MOTA Story

2012-01-05 Thread Thomas Ward
Hi Dark,

I know what you are saying. Although, I am, and always have been a fan
of the Tomb Raider games, the Jacolin Natla storyline is beginning to
get old.

Clear back in the original 1997 game, Tomb Raider, Lara Croft is hired
by Natla to retrieve the pieces of the Scion which turns out to be a
magic artifact from Atlantis. Natla herself turns out to be an imortal
Queen of Atlantis who wants the Scion to bring back Atlantis. After
Lara beats Natla there is a cutscene that shows Natla falling into a
chasm to her death, or so Lara thinks.

The next time we see Natla is in Tomb Raider Legend. She also plays a
major roll at the end of Tomb Raider Underworld as well. Its like how
many times can Lara kill the woman off, send her to the underworld,
and she keeps coming back to get her butt kicked. Lol!

Of course, the entire series has been mishandled in my opinion, and
there are some pretty huge plot holes. Its one thing to keep bringing
a main villain back from the dead, but its even worse when a game
company brings a main character back from the dead. Perhaps the most
infamous of these is the jump between Last Revelation and Angel of
Darkness where Edos Interactive killed Lara off in Last Revelation,
and brought her back to life in Angel of Darkness with a revised story
that she was only missing not physically dead as the cutscene had
implied.

For those who don't know what I'm talking about in Tomb Raider Last
Revelation Dr. Von Croy and Lara Croft are in Egypt searching for the
tomb of Set. Of course, Lara finds it and unintentionally sets Set
free when she removes the Amulet of Horus from his tomb, thus
unbinding him from his prison, to go on a rampage. Set makes Dr. Von
Croy his avatar, and the next 32 levels or so are spent gathering
together the weapons needed to beat Set and rebind him in his tomb.
What actually ends up happening when Lara fights set is she puts the
Amulet of Horus in the niche of the wall, and it causes Set's temple
to collapse imprisoning him in stone. The final cutscene shows Lara
running for her life as the temple falls down all around her, and she
makes it to the main entrance when the floor breaks below her feet.
She slips and grabs a broken ledge where Von Croy tries to grab her
hand and help her up. As he reaches for her the ledge breaks and Lara
Croft falls screaming to her death. Its a clear cut case where the
authors intended to kill her off, and there is no way you can write
that cutscene off as anything else but a final death scene.

Never-the-less Edos must have realized they killed the golden goose as
they tried to go back and rewrite history and just blow the ending of
Last Revelation off. In Angel of Darkness there is a scene where Lara
shows up at Von Croys apartment and he gasps, aLara, your alive!
Then, she makes some comment about not being really dead, but only
missing and having lost her memory for a while. Just then some thugs
break in, he hands Lara his diary, as they blow him away and frame the
murder on Lara Croft. The whole setup for bringing her back doesn't
even begin to explain why the fall didn't kill her, and how she
escaped when the temple came down on top of her. It was just a quick
and easy fix so Edos could begin selling more Tomb Raider games. This
is something I won't do in my games, because its simply unbelievable
from a plot standpoint. Game or not those kinds of things are a turn
off for me.

Cheers!



On 1/5/12, dark d...@xgam.org wrote:
 Agreed Tom, that raising villain plot really can only go so far.

 That's actually one of the reasons I'm sorry i can't play the current mega
 man and mega man x games, sinse in the X series, Sigma has actually been
 perminantly killed off in mega man x 8, while the classic series games have
 just introduced the virus into the games and seem to be leading up to the
 final death of wily and the introduction of the Mavaric virus.

 One of the things I always appreciate in a story, weather with a game or
 series or anything else is being able to move it on and having plots end
 rather than just doing the same thing over and over again.

 Look at star trek ds9 where they decided to actually introduce on going
 story with the dominion war which of course eventually comes to a final end,
 or babylon 5 which does this even more so.

 this has actually been one of my complaints with the recent Dr. who, they no
 longer seem to considder what the various races such as the daleks are doing
 progressively through time and just pull them in to be villain of the week.

 Beware the grue!

 Dark.

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Re: [Audyssey] Eamon delux good and bad news

2012-01-05 Thread Thomas Ward
Hi Dark,

This is indeed good news. Depending on how Aeman is compiled it might
run on Vista or windows 7. If it is a 16-bit application then it would
run ok on 32-bit compatible versions of Vista/Windows 7 in 16-bit
compatibility mode. If it is 16-bit and you have 64-bit Windows
Vista/Windows 7 then it won't run. If it is 32-bit then it will run on
all of the above. Make sense?

Cheers!



On 1/5/12, dark d...@xgam.org wrote:
 Hi.

 Well I've had good news from the developer of eamon delux.

 he's now working on a vi compatibility mode which will nicely fix all the
 annoyences of the first version such as the display problems and menues that
 could only be read through highlighting, it's also a generally major bug fix
 which is handy.

 Dosbox is apparently going to be optional at install, so that you will stil
 be able to run the game in a dos console window. Of course the bad bit about
 this is that it probably won't run that way on windows vista or 7, but
 there's not a lot that can be done about that unfortunately, other than
 running it in a virtual machine of course.

 I'm also suggesting to the developer that he add in the ability to buy
 upgrades to your core character stats, so that you can actually progress
 your character over time in a true rpg style and also don't have to rely on
 the character editer.

 This option is available in the expanded graphical version of the main hall,
 but not in the text one unfortunately, so I hope he'll add it sinse it means
 you can start off with your randomly rolled stats, then improve as you play
 in a true rpg style.

 I'm not sure what he is planning to do about the dungeon design part of the
 program, though if this could be made accessible that might be great for
 people wanting to write textual rpgs.

 So, hopefuly this is mostly good news for everyone.

 Btw, if you don't know what eamon delux is, see the page on audiogames.net.

 Beware the grue!

 Dark.

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Re: [Audyssey] RC aircraft - Re: a thought on the Shard Workshop project

2012-01-05 Thread Tom Randall
Hi again.

Have checked out some of the hovercraft on the banana hobby page you provided, 
these look real interesting and reasonably priced to boot.  One thing I notice 
I do not see any brand names on the product descriptions so it will be kind of 
difficult to find youtube vides on specific ones.  Do you have any of the 
listed models on there and if so what do you like and not like about them?

Thanks again.

Game on.

Tom

On Jan 3, 2012, at 4:38 PM, Trouble wrote:

For a look at hovers,
 http://www.bananahobby.com/
 
 At 02:31 PM 1/3/2012, you wrote:
 Hey Charles and all.
 
 The helis designed for indoor flying are mostly pretty small.  I have a 
 couple of them here that I've bought over the last few years, my Bladerunner 
 has a rotor diameter of about 11 inches if memory serves and weighs in at 
 about 55 grams would have to look at the manual to get exact specs.  Last 
 year I picked up one of the little Sima s107 microcopters they're basically 
 a cheapy version of the Eflight micros.  These have a rotor diameter of 
 about 7 inches and they weigh in at about 35 grams or so so they are very 
 very small.
 
 Yes you do need some space to fly these little things around, we have too 
 much crap in our house and besides flying things tend to scare Xena our 
 female green iguana so I tend to take my indoor craft either down to our rec 
 room or over to a friend's place who has more room.  The motors on these 
 little things are easily audible so it is pretty easy to use the same type 
 of hand-ear coordination that we develop in audio gaming to fly them, the 
 difference is you definitely need to have good spatial concepts and be able 
 to really understand what three dimensions means and be able to think 
 quickly that way.  Basically the first thing I try to work on if I haven't 
 been flying for a while is to achieve a stable hover, you want to get the 
 heli off the ground a bit so that your rotor wash does not cause too much 
 turbulence and then try to hear if it is drifting, they do drift very easily 
 despite the fact that most of them have an internal gyroscope and any air 
 currents at all will cause this, then you have to apply a very slight amount 
 with your directional stick to counter this movement.  If you are a total 
 which I am this is going to be challenging because you will not know which 
 way to move your directional stick, e.g. you will not know if your heli is 
 drifting forward, backward, or sideways.  The best approach that I've found 
 is to simply apply a bit of direction and see where it goes and be ready to 
 correct quickly if you have guessed wrong.
 
 These little things are loads of fun if you have somewhere to fly them, so 
 far as I'm concerned it's like gaming but even better in a way because 
 you're actually controlling a real object instead of a virtual one.  I've 
 had a fascination with RC stuff most of my adult life but it's only since we 
 are seeing the advent of digital radio control and these reasonably 
 affordable products that I've been able to actually get into it.  Having 
 said that if you do decide to give this a go, I would recommend that you 
 pick up one of the inexpensive ones to start with, something like the Sima 
 helis are ok, they only run around 30 bucks or so on Amazon last time I 
 checked.  That way if you crack one up it isn't the end of the world.  You 
 can get better micros from companies like Eflight for instance, I am just 
 about ready to upgrade to one of these, if you want strictly indoor flying 
 then I am considering something like the MCX2.  If you want something that 
 you can fly outside too then maybe the CX2 would be worth looking at.  There 
 are of course way more expensive ones, you can spend hundreds and thousands 
 of dollars on this hobby but since I don't have that kind of money to spend 
 the ones I am talking about and the ones I buy are probably considered the 
 less expensive ones, the bigger one, the CX is around 150 or so last time I 
 checked.  One nice thing about the better ones from Eflight, while the 
 cheapy ones I have are really pretty much toys and if you break them that's 
 it, the Eflight ones are really closer to an true RC model and you can get 
 pretty much any spare parts you need if you do crash one.
 
 In short, RC stuff is loads of fun and there are definitely things that we 
 can do in that hobby without sight.  Besides my two helis I also have a 
 bigger quadrocopter called an x-ufo and a couple of 1/24 scale rc tanks.  RC 
 hovercraft are something I'm really interested in but have not done much 
 research on which ones are good to get so would be glad for any info on 
 that.  If anyone is interested in getting into this hobby I'd certainly be 
 happy to talk about it further but we probably oughta do it off list since 
 this isn't really gaming.
 
 Game on.
 
 Tom
 On Dec 22, 2011, at 9:07 AM, Charles Rivard wrote:
 
  Just curious:  Indoor helicopters?  I would think that 

Re: [Audyssey] best SC vid yet!

2012-01-05 Thread Clement Chou
To Dan... this music is definitely catchy. Gets me pumped for fighting... 
though honestly, if there's any game with a good soundtrack in this series, 
it would have to be soul calibur 3. That game, in my opinion, had the best 
score out of all six games. To Tom... this video was off gamespot, and 
that's primarily the reason why. If you watch a clip from a fighting games 
event, and then come back and watch this, you notice the difference 
easily... mostly because the players at said events are people who play 
almost exclusively fighting games, whereas the gamespot staff don't 
specialize in one category or another, so they learn the basics and more or 
less just mash away. It was easily to tell that when they reviewed King of 
fighters 13, if you watch the video review... the reviewer doesn't even land 
a basic combo.
- Original Message - 
From: Tom Randall kf6...@comcast.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 12:19 PM
Subject: Re: [Audyssey] best SC vid yet!


Agreed this is another good one thanks for it.  Yes I think I see what you 
mean about these players being slower than some of the other ones we've 
heard for this game.  Definitely looking forward to this one.


Game on.

Tom



On Jan 5, 2012, at 11:51 AM, Clement Chou wrote:

Oh, my, gosh! This video is short, but juicy. The audio is shown in 
brilliance here. The music is nice and high up, and the sound effects are 
awesome. I don't think the people playing are all that skilled though... 
that seemed really slow to me. Enjoy!

http://www.gamespot.com/soulcalibur-v/videos/soulcalibur-v-quick-battle-mode-6348213
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[Audyssey] soul calibur 3 quick battle and cinema

2012-01-05 Thread Clement Chou
Just one fight from soul calibur 3 It was against Abyss... and one of the best 
fights I've ever had in this series. The gameplay isn't the best in this game, 
but the music is awesome as you'll see in both the fight and the ending.
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[Audyssey] soul calibur 3 quick battle and cinema

2012-01-05 Thread Clement Chou
Just one fight from soul calibur 3 It was against Abyss... and one of the best 
fights I've ever had in this series. The gameplay isn't the best in this game, 
but the music is awesome as you'll see in both the fight and the ending.
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[Audyssey] soul calibur 3 quick battle and cinema

2012-01-05 Thread Clement Chou
Just one fight from soul calibur 3 It was against Abyss... and one of the best 
fights I've ever had in this series. The gameplay isn't the best in this game, 
but the music is awesome as you'll see in both the fight and the ending.
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[Audyssey] soul calibur 3 quick battle and cinema

2012-01-05 Thread Clement Chou
Just one fight from soul calibur 3 It was against Abyss... and one of the best 
fights I've ever had in this series. The gameplay isn't the best in this game, 
but the music is awesome as you'll see in both the fight and the ending.
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Re: [Audyssey] Eamon delux good and bad news

2012-01-05 Thread dark
That is true michael, I should've specified 64 bit windows 7 rather than 32 
bit when referring to the game not working.


Beware the Gure!

Dark.
- Original Message - 
From: michael barnes c...@samobile.net

To: gamers@audyssey.org
Sent: Thursday, January 05, 2012 8:14 PM
Subject: Re: [Audyssey] Eamon delux good and bad news



Hello, Dark.
I have Windows 7 32 bit, and I am able to run most of DOS games in the 
command prompt.

So people could try to do that with the different DOS games.
Sadly enough Windows 7 64 bit will not run any DOS games in the command 
prompt.

From what I am understanding the developer that helped me to put De
Steno Games on the iOS platform, is working on an emulator for the iOS 
that will be accessible with voice over.


--
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www.serotek.com to learn more about accessibility anywhere.



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Re: [Audyssey] Possible New MOTA Story

2012-01-05 Thread Michael Gauler

Hi Thomas,
Isn't it getting worse?
There is The Guardian of Light which isn't a part of the main Tomb Raider 
series.
And isn't there another game coming out, another Tomb Raider with a 
relaunch of the series with a totally different Lara or rather her story?

What is that supposed to do if it is true?
Does anyone know more about this thing? 



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Re: [Audyssey] Possible New MOTA Story

2012-01-05 Thread Bryan Peterson
I suppose you could say the same about Mega Man or Zelda. Most of them 
revive Ganon constantly or, in the case of Mega Man Dr. Wiley or Sigma.

Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
- Original Message - 
From: Michael Gauler michael.gau...@gmx.de

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 2:59 PM
Subject: Re: [Audyssey] Possible New MOTA Story



Hi Thomas,
Isn't it getting worse?
There is The Guardian of Light which isn't a part of the main Tomb Raider 
series.
And isn't there another game coming out, another Tomb Raider with a 
relaunch of the series with a totally different Lara or rather her 
story?

What is that supposed to do if it is true?
Does anyone know more about this thing?

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Re: [Audyssey] Possible New MOTA Story

2012-01-05 Thread dark

Hi tom.

I know just what you mean sinse the same thing has been done with Zero in 
Capcom's mega man series, though if anything the excuses there are even more 
pathetic.


In Mega man x 1, zero dies to destroy vile, one of the most unpleasant 
enemies in the game.


X2 concerns a plot by several maveric's to rebuild zero and turn him against 
x,  well fair enough, he is a robot afterall, and the fight against zero 
is pretty cool.


So then Zero is back and is indeed playable in mega man x 3 and 4, where 
it's revealed he is actually the source of the maveric virus that sends 
robots insane.


the series however was supposed to end with mega man x5, when all robots on 
earth have been turned maveric thanks to a crashing space colony spreading 
the virus all over the world.


In a very cool plot twist zero gets reverted to his original virus state, 
but then gives up his life to finally destroy sigma and rid the world of the 
virus once and for all.


Actually it's a pretty awsome scene all around. Creator of the series 
Inafune said things were supposed to end there, with zero eventually being 
rebuild 102 years in the future to find tat the utopian society his 
sacrifice created has become a corrupt dictatorship.


However guess what, capcom wanted more x series games, so along comes mega 
man x 6 in which zero, - repared himself! yes repared! himself!


The fact that he's the carrier of the virus is never mentioned again, and 
he's just in the game as a playable character.


At the end of x6, Zero seals himself away for 102 years to go through a 
diagnostic to ridd himself of the virus, however guess what, in Mega man x 
7,  there he is!


Capcom have said that the ending of mega man x 6 doesn't actually take place 
at the end of the game but apparently at some point in the future, though 
being as there is a lot of back story to the zero series that has to happen 
in betwene, and the rather pathetic new character axl and his plot about 
robots containing copy dna seems to have replaced the imho far cooler and 
original virus plot line, when exactly these events or even zero's 102 year 
sleep happen is anyone's guess.


At least with x8 the main villain of the series, Sigma, who came back every 
game for some rather odd reason has finally bit the biscuit, though it 
wouldn't surprise me if capcom bring him back once again in some sort of 
similarly lame trick.


By a rather ironic twist though, sinse after mega man x6 the series went 
into 3D and thus became unplayable for me, the 102 year ending happening at 
the end of x6 for me does! fit in quite nicely with the mega man zero series 
:D.


Beware the grue!

Dark. 



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Re: [Audyssey] Eamon delux good and bad news

2012-01-05 Thread dark

Hi tom.

that makes sense.

sinse the program is written in basic and was originally written for 
versions of windows in dos, I'm pretty sure it's a 16 bit application, which 
is precisely why the developer has had to add in dosbox as an option to run 
the thing, it's just bad luck dosbox won't work with screen readers.


Stil, I'm glad that the dosbox component will be optional, sinse that leaves 
the possibility of running the game for those who have a working os or could 
run one virtually, where as if dosbox was compulsory it'd be just as 
inaccessible as running eamon on an apple emulator.


Beware the Grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 8:41 PM
Subject: Re: [Audyssey] Eamon delux good and bad news



Hi Dark,

This is indeed good news. Depending on how Aeman is compiled it might
run on Vista or windows 7. If it is a 16-bit application then it would
run ok on 32-bit compatible versions of Vista/Windows 7 in 16-bit
compatibility mode. If it is 16-bit and you have 64-bit Windows
Vista/Windows 7 then it won't run. If it is 32-bit then it will run on
all of the above. Make sense?

Cheers!



On 1/5/12, dark d...@xgam.org wrote:

Hi.

Well I've had good news from the developer of eamon delux.

he's now working on a vi compatibility mode which will nicely fix all the
annoyences of the first version such as the display problems and menues 
that
could only be read through highlighting, it's also a generally major bug 
fix

which is handy.

Dosbox is apparently going to be optional at install, so that you will 
stil
be able to run the game in a dos console window. Of course the bad bit 
about

this is that it probably won't run that way on windows vista or 7, but
there's not a lot that can be done about that unfortunately, other than
running it in a virtual machine of course.

I'm also suggesting to the developer that he add in the ability to buy
upgrades to your core character stats, so that you can actually progress
your character over time in a true rpg style and also don't have to rely 
on

the character editer.

This option is available in the expanded graphical version of the main 
hall,
but not in the text one unfortunately, so I hope he'll add it sinse it 
means
you can start off with your randomly rolled stats, then improve as you 
play

in a true rpg style.

I'm not sure what he is planning to do about the dungeon design part of 
the

program, though if this could be made accessible that might be great for
people wanting to write textual rpgs.

So, hopefuly this is mostly good news for everyone.

Btw, if you don't know what eamon delux is, see the page on 
audiogames.net.


Beware the grue!

Dark.


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Re: [Audyssey] Possible New MOTA Story

2012-01-05 Thread dark
Well Bryan, Sigma has supposedly finally kicked the bucket in mega man x8, 
though of course sinse Zero was supposed to do that several times over it's 
not saying much.


Also the copy chip plotline means that all new generation reploids contain 
sigma's dna so who knows?


I will admit I never found the copy chip plot or the character of Axel too 
convincing, especially after how cool the virus plot was in previous x 
games.


then again, lousy last minute reprieve or crazy resurrection plots aren't 
just in Mega man, I've been hugely disappointed with the past two series of 
dr. who.


At the start of the last series you supposedly saw the doctor die (quite 
possible in a series with time travel). Then it eventually turns out you 
didn't see the doctor, it was a look alike robot! - honestly! a robotic 
clone!


Never mind the fact you saw it start to regenerate or the fact that everyone 
thought it was the doctor, it was apparently a robot!


NoI ws expecting some sort of cunning time travel paradox or similar, but 
no, it was a robot clone!


Needless to say I had some choice remarks about Series writer Steven Mophat 
over that one.


Beware the grue!


Dark. 



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Re: [Audyssey] RC aircraft - Re: a thought on the Shard Workshop project

2012-01-05 Thread Trouble

Don't have any of the models, but I do like the rubber skirt.
The one I have is like the first one on list in size.
One thing you have to keep in mind is they are the original drifters 
when it comes to turning.



At 03:52 PM 1/5/2012, you wrote:

Hi again.

Have checked out some of the hovercraft on the banana hobby page you 
provided, these look real interesting and reasonably priced to 
boot.  One thing I notice I do not see any brand names on the 
product descriptions so it will be kind of difficult to find youtube 
vides on specific ones.  Do you have any of the listed models on 
there and if so what do you like and not like about them?


Thanks again.

Game on.

Tom

On Jan 3, 2012, at 4:38 PM, Trouble wrote:

For a look at hovers,
 http://www.bananahobby.com/

 At 02:31 PM 1/3/2012, you wrote:
 Hey Charles and all.

 The helis designed for indoor flying are mostly pretty small.  I 
have a couple of them here that I've bought over the last few 
years, my Bladerunner has a rotor diameter of about 11 inches if 
memory serves and weighs in at about 55 grams would have to look at 
the manual to get exact specs.  Last year I picked up one of the 
little Sima s107 microcopters they're basically a cheapy version of 
the Eflight micros.  These have a rotor diameter of about 7 inches 
and they weigh in at about 35 grams or so so they are very very small.


 Yes you do need some space to fly these little things around, we 
have too much crap in our house and besides flying things tend to 
scare Xena our female green iguana so I tend to take my indoor 
craft either down to our rec room or over to a friend's place who 
has more room.  The motors on these little things are easily 
audible so it is pretty easy to use the same type of hand-ear 
coordination that we develop in audio gaming to fly them, the 
difference is you definitely need to have good spatial concepts and 
be able to really understand what three dimensions means and be 
able to think quickly that way.  Basically the first thing I try to 
work on if I haven't been flying for a while is to achieve a stable 
hover, you want to get the heli off the ground a bit so that your 
rotor wash does not cause too much turbulence and then try to hear 
if it is drifting, they do drift very easily despite the fact that 
most of them have an internal gyroscope and any air currents at all 
will cause this, then you have to apply a very slight amount with 
your directional stick to counter this movement.  If you are a 
total which I am this is going to be challenging because you will 
not know which way to move your directional stick, e.g. you will 
not know if your heli is drifting forward, backward, or 
sideways.  The best approach that I've found is to simply apply a 
bit of direction and see where it goes and be ready to correct 
quickly if you have guessed wrong.


 These little things are loads of fun if you have somewhere to 
fly them, so far as I'm concerned it's like gaming but even better 
in a way because you're actually controlling a real object instead 
of a virtual one.  I've had a fascination with RC stuff most of my 
adult life but it's only since we are seeing the advent of digital 
radio control and these reasonably affordable products that I've 
been able to actually get into it.  Having said that if you do 
decide to give this a go, I would recommend that you pick up one of 
the inexpensive ones to start with, something like the Sima helis 
are ok, they only run around 30 bucks or so on Amazon last time I 
checked.  That way if you crack one up it isn't the end of the 
world.  You can get better micros from companies like Eflight for 
instance, I am just about ready to upgrade to one of these, if you 
want strictly indoor flying then I am considering something like 
the MCX2.  If you want something that you can fly outside too then 
maybe the CX2 would be worth looking at.  There are of course way 
more expensive ones, you can spend hundreds and thousands of 
dollars on this hobby but since I don't have that kind of money to 
spend the ones I am talking about and the ones I buy are probably 
considered the less expensive ones, the bigger one, the CX is 
around 150 or so last time I checked.  One nice thing about the 
better ones from Eflight, while the cheapy ones I have are really 
pretty much toys and if you break them that's it, the Eflight ones 
are really closer to an true RC model and you can get pretty much 
any spare parts you need if you do crash one.


 In short, RC stuff is loads of fun and there are definitely 
things that we can do in that hobby without sight.  Besides my two 
helis I also have a bigger quadrocopter called an x-ufo and a 
couple of 1/24 scale rc tanks.  RC hovercraft are something I'm 
really interested in but have not done much research on which ones 
are good to get so would be glad for any info on that.  If anyone 
is interested in getting into this hobby I'd certainly be happy to 
talk about it further 

Re: [Audyssey] RC aircraft - Re: a thought on the Shard Workshop project

2012-01-05 Thread Thomas Ward
Hi Charles,

The indoor helicopters are too small to be flown outside, the wind
will often cause them to crash, and the reason is because they are
pretty small. The indoor models are not much bigger than a man's hand,
roughly speaking, and are maybe 6 inches long and the propeller on top
is about six to eight inches in diameter. Like I said they are pretty
small and aren't big enough to handle a lot of air current or wind so
they have to be flown indoors.

As for flying them you can here them flying around so if you have a
good idea where walls, doors, lamps, and things are you can usually
avoid them. Although, I've misjudged that stuff a time or to and
crashed my son's indoor helicopter into lamps, walls, doors, windows,
and things like that plenty of times without any serious damage to
either the helicopter or whatever it ran into.

Cheers!


On 12/22/11, Charles Rivard wee1s...@fidnet.com wrote:
 Just curious:  Indoor helicopters?  I would think that any flying craft
 needs a lot of space.  How big are these helicopters?, and how do you
 navigate without smacking it into walls or ceiling without looking?  It
 sounds like interesting fun!

 ---
 Shepherds are the best beasts, but Labs are a close second.

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Re: [Audyssey] Possible New MOTA Story

2012-01-05 Thread Bryan Peterson
I'm just glad that to my knowledge they don't do that in the Final Fantasy 
series or at leas not often.

Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 4:14 PM
Subject: Re: [Audyssey] Possible New MOTA Story


Well Bryan, Sigma has supposedly finally kicked the bucket in mega man x8, 
though of course sinse Zero was supposed to do that several times over 
it's not saying much.


Also the copy chip plotline means that all new generation reploids contain 
sigma's dna so who knows?


I will admit I never found the copy chip plot or the character of Axel too 
convincing, especially after how cool the virus plot was in previous x 
games.


then again, lousy last minute reprieve or crazy resurrection plots aren't 
just in Mega man, I've been hugely disappointed with the past two series 
of dr. who.


At the start of the last series you supposedly saw the doctor die (quite 
possible in a series with time travel). Then it eventually turns out you 
didn't see the doctor, it was a look alike robot! - honestly! a 
robotic clone!


Never mind the fact you saw it start to regenerate or the fact that 
everyone thought it was the doctor, it was apparently a robot!


NoI ws expecting some sort of cunning time travel paradox or similar, but 
no, it was a robot clone!


Needless to say I had some choice remarks about Series writer Steven 
Mophat over that one.


Beware the grue!


Dark.

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Re: [Audyssey] RC aircraft - Re: a thought on the Shard Workshop project

2012-01-05 Thread Thomas Ward
Hi Tom,

Smile. Oh, the topic is fine. Leave it on list. They may be toys, but
there are certainly gaming aspects to RC toys that maybe you haven't
thought about.

For example, if you have a couple of RC race cars you can race them.
That's certainly a game even if it isn't computer gaming specifically.

Another application is RC planes. There are a number of RC planes and
jets that fire toy missiles etc and I've seen people do some pretty
decent mock air engagements with those things. Again, it isn't
computer gaming, but the way the RC toys are used in that case could
be gaming of sorts.

Cheers!


On 1/3/12, Tom Randall kf6...@comcast.net wrote:
 Hey Charles and all.

 The helis designed for indoor flying are mostly pretty small.  I have a
 couple of them here that I've bought over the last few years, my Bladerunner
 has a rotor diameter of about 11 inches if memory serves and weighs in at
 about 55 grams would have to look at the manual to get exact specs.  Last
 year I picked up one of the little Sima s107 microcopters they're basically
 a cheapy version of the Eflight micros.  These have a rotor diameter of
 about 7 inches and they weigh in at about 35 grams or so so they are very
 very small.

 Yes you do need some space to fly these little things around, we have too
 much crap in our house and besides flying things tend to scare Xena our
 female green iguana so I tend to take my indoor craft either down to our rec
 room or over to a friend's place who has more room.  The motors on these
 little things are easily audible so it is pretty easy to use the same type
 of hand-ear coordination that we develop in audio gaming to fly them, the
 difference is you definitely need to have good spatial concepts and be able
 to really understand what three dimensions means and be able to think
 quickly that way.  Basically the first thing I try to work on if I haven't
 been flying for a while is to achieve a stable hover, you want to get the
 heli off the ground a bit so that your rotor wash does not cause too much
 turbulence and then try to hear if it is drifting, they do drift very easily
 despite the fact that most of them have an internal gyroscope and any air
 currents at all will cause this, then you have to apply a very slight amount
 with your directional stick to counter this movement.  If you are a total
 which I am this is going to be challenging because you will not know which
 way to move your directional stick, e.g. you will not know if your heli is
 drifting forward, backward, or sideways.  The best approach that I've found
 is to simply apply a bit of direction and see where it goes and be ready to
 correct quickly if you have guessed wrong.

 These little things are loads of fun if you have somewhere to fly them, so
 far as I'm concerned it's like gaming but even better in a way because
 you're actually controlling a real object instead of a virtual one.  I've
 had a fascination with RC stuff most of my adult life but it's only since we
 are seeing the advent of digital radio control and these reasonably
 affordable products that I've been able to actually get into it.  Having
 said that if you do decide to give this a go, I would recommend that you
 pick up one of the inexpensive ones to start with, something like the Sima
 helis are ok, they only run around 30 bucks or so on Amazon last time I
 checked.  That way if you crack one up it isn't the end of the world.  You
 can get better micros from companies like Eflight for instance, I am just
 about ready to upgrade to one of these, if you want strictly indoor flying
 then I am considering something like the MCX2.  If you want something that
 you can fly outside too then maybe the CX2 would be worth looking at.  There
 are of course way more expensive ones, you can spend hundreds and thousands
 of dollars on this hobby but since I don't have that kind of money to spend
 the ones I am talking about and the ones I buy are probably considered the
 less expensive ones, the bigger one, the CX is around 150 or so last time I
 checked.  One nice thing about the better ones from Eflight, while the
 cheapy ones I have are really pretty much toys and if you break them that's
 it, the Eflight ones are really closer to an true RC model and you can get
 pretty much any spare parts you need if you do crash one.

 In short, RC stuff is loads of fun and there are definitely things that we
 can do in that hobby without sight.  Besides my two helis I also have a
 bigger quadrocopter called an x-ufo and a couple of 1/24 scale rc tanks.  RC
 hovercraft are something I'm really interested in but have not done much
 research on which ones are good to get so would be glad for any info on
 that.  If anyone is interested in getting into this hobby I'd certainly be
 happy to talk about it further but we probably oughta do it off list since
 this isn't really gaming.

 Game on.

 Tom

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Re: [Audyssey] Possible New MOTA Story

2012-01-05 Thread Thomas Ward
Hi Michael,

Yes. Guardian of Light isn't officially a part of the Tomb Raider
series, but its a decent stand alone game for what it is. I have owned
and played almost every TR game available, and Guardian of Light is
better than some.

As for the new Tomb Raider game Edos is once again relaunching the
series. The New game is simply called Tomb Raider 2012, apparently
built on a new engine, and they are trying to basically reboot the
series  and get their fan base back. Which I don't really see
happening.

For one thing back in 96/97 Tomb Raider was a massive success. Shortly
after the first two games came out they were selling games, the toy
stores began selling Lara Croft action figures, and of course they
even got a movie deal where Angelina Jolie played Lara Croft in the
live action films. However, by 2003 it went straight to the toilet.
Sales fell, the second movie didn't rake in as much money as the first
one, the Lara Croft toys weren't selling and people lost interest. I
think Edos has always wanted to get those gholden years back, but like
so many things in life once gone its gone for good.

I believe Edos is trying for a third time to relaunch the series, and
it probably won't be any more successful than Tomb Raider Anniversary
was. Although I admit Tomb Raider Anniversary was an awesome remake of
the original. Better graphics and animations, better sound effects,
they replaced the Uzi with the MP5 seen in the movies, better acting,
etc. It was a great remake, but failed to reach their customer base.

Cheers!


On 1/5/12, Michael Gauler michael.gau...@gmx.de wrote:
 Hi Thomas,
 Isn't it getting worse?
 There is The Guardian of Light which isn't a part of the main Tomb Raider
 series.
 And isn't there another game coming out, another Tomb Raider with a
 relaunch of the series with a totally different Lara or rather her story?
 What is that supposed to do if it is true?
 Does anyone know more about this thing?


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Re: [Audyssey] RC aircraft - Re: a thought on the Shard Workshop project

2012-01-05 Thread Trouble

Sense you like to shoot things,
http://www.thinkrc.com/u810-missile-launching-35ch-fly-wolf-helicopter-gyro-and-sound-graphite-p-1436.html

At 07:16 PM 1/5/2012, you wrote:

Hi Tom,

Smile. Oh, the topic is fine. Leave it on list. They may be toys, but
there are certainly gaming aspects to RC toys that maybe you haven't
thought about.

For example, if you have a couple of RC race cars you can race them.
That's certainly a game even if it isn't computer gaming specifically.

Another application is RC planes. There are a number of RC planes and
jets that fire toy missiles etc and I've seen people do some pretty
decent mock air engagements with those things. Again, it isn't
computer gaming, but the way the RC toys are used in that case could
be gaming of sorts.

Cheers!


On 1/3/12, Tom Randall kf6...@comcast.net wrote:
 Hey Charles and all.

 The helis designed for indoor flying are mostly pretty small.  I have a
 couple of them here that I've bought over the last few years, my 
Bladerunner

 has a rotor diameter of about 11 inches if memory serves and weighs in at
 about 55 grams would have to look at the manual to get exact specs.  Last
 year I picked up one of the little Sima s107 microcopters they're basically
 a cheapy version of the Eflight micros.  These have a rotor diameter of
 about 7 inches and they weigh in at about 35 grams or so so they are very
 very small.

 Yes you do need some space to fly these little things around, we have too
 much crap in our house and besides flying things tend to scare Xena our
 female green iguana so I tend to take my indoor craft either down 
to our rec

 room or over to a friend's place who has more room.  The motors on these
 little things are easily audible so it is pretty easy to use the same type
 of hand-ear coordination that we develop in audio gaming to fly them, the
 difference is you definitely need to have good spatial concepts and be able
 to really understand what three dimensions means and be able to think
 quickly that way.  Basically the first thing I try to work on if I haven't
 been flying for a while is to achieve a stable hover, you want to get the
 heli off the ground a bit so that your rotor wash does not cause too much
 turbulence and then try to hear if it is drifting, they do drift 
very easily

 despite the fact that most of them have an internal gyroscope and any air
 currents at all will cause this, then you have to apply a very 
slight amount

 with your directional stick to counter this movement.  If you are a total
 which I am this is going to be challenging because you will not know which
 way to move your directional stick, e.g. you will not know if your heli is
 drifting forward, backward, or sideways.  The best approach that I've found
 is to simply apply a bit of direction and see where it goes and be ready to
 correct quickly if you have guessed wrong.

 These little things are loads of fun if you have somewhere to fly them, so
 far as I'm concerned it's like gaming but even better in a way because
 you're actually controlling a real object instead of a virtual one.  I've
 had a fascination with RC stuff most of my adult life but it's 
only since we

 are seeing the advent of digital radio control and these reasonably
 affordable products that I've been able to actually get into it.  Having
 said that if you do decide to give this a go, I would recommend that you
 pick up one of the inexpensive ones to start with, something like the Sima
 helis are ok, they only run around 30 bucks or so on Amazon last time I
 checked.  That way if you crack one up it isn't the end of the world.  You
 can get better micros from companies like Eflight for instance, I am just
 about ready to upgrade to one of these, if you want strictly indoor flying
 then I am considering something like the MCX2.  If you want something that
 you can fly outside too then maybe the CX2 would be worth looking 
at.  There

 are of course way more expensive ones, you can spend hundreds and thousands
 of dollars on this hobby but since I don't have that kind of money to spend
 the ones I am talking about and the ones I buy are probably considered the
 less expensive ones, the bigger one, the CX is around 150 or so last time I
 checked.  One nice thing about the better ones from Eflight, while the
 cheapy ones I have are really pretty much toys and if you break them that's
 it, the Eflight ones are really closer to an true RC model and you can get
 pretty much any spare parts you need if you do crash one.

 In short, RC stuff is loads of fun and there are definitely things that we
 can do in that hobby without sight.  Besides my two helis I also have a
 bigger quadrocopter called an x-ufo and a couple of 1/24 scale rc 
tanks.  RC

 hovercraft are something I'm really interested in but have not done much
 research on which ones are good to get so would be glad for any info on
 that.  If anyone is interested in getting into this hobby I'd certainly be
 happy to talk 

Re: [Audyssey] RC aircraft - Re: a thought on the Shard Workshop project

2012-01-05 Thread Trouble
When you get to 4CH type. The smallest blade length is around 8 in 
and up to or better than 27 in.

The bigger you go the less you have to worry about wind.
You can have a lot of fun with the small one for cheep.

At 07:05 PM 1/5/2012, you wrote:

Hi Charles,

The indoor helicopters are too small to be flown outside, the wind
will often cause them to crash, and the reason is because they are
pretty small. The indoor models are not much bigger than a man's hand,
roughly speaking, and are maybe 6 inches long and the propeller on top
is about six to eight inches in diameter. Like I said they are pretty
small and aren't big enough to handle a lot of air current or wind so
they have to be flown indoors.

As for flying them you can here them flying around so if you have a
good idea where walls, doors, lamps, and things are you can usually
avoid them. Although, I've misjudged that stuff a time or to and
crashed my son's indoor helicopter into lamps, walls, doors, windows,
and things like that plenty of times without any serious damage to
either the helicopter or whatever it ran into.

Cheers!


On 12/22/11, Charles Rivard wee1s...@fidnet.com wrote:
 Just curious:  Indoor helicopters?  I would think that any flying craft
 needs a lot of space.  How big are these helicopters?, and how do you
 navigate without smacking it into walls or ceiling without looking?  It
 sounds like interesting fun!

 ---
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Re: [Audyssey] RC aircraft - Re: a thought on the Shard Workshop project

2012-01-05 Thread Thomas Ward
Hi Trouble,

Sweet! This helicopter looks awesome. Although, I'd rather fly one of
the U.S. militaries unmanned recon drones. Those things are frickin'
awesome!

On 1/5/12, Trouble troub...@columbus.rr.com wrote:
 Sense you like to shoot things,
 http://www.thinkrc.com/u810-missile-launching-35ch-fly-wolf-helicopter-gyro-and-sound-graphite-p-1436.html

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Re: [Audyssey] RC aircraft - Re: a thought on the Shard Workshop project

2012-01-05 Thread Thomas Ward
Hi Trouble,

Yeah, I figured that. That's just basic physics there. The bigger the
blades, and the heavier the helocopter,  etc the more stable it will
be in flight. The one I have was a Christmas present for my son, and
it was meant to be an  inexpensive gift. When he gets older we'll
probably upgrade to a bigger more expensive model.

Cheers!


On 1/5/12, Trouble troub...@columbus.rr.com wrote:
 When you get to 4CH type. The smallest blade length is around 8 in
 and up to or better than 27 in.
 The bigger you go the less you have to worry about wind.
 You can have a lot of fun with the small one for cheep.


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Re: [Audyssey] Any chance of making huge cave work with windows?

2012-01-05 Thread Thomas Ward
Hi Lisa,

HNot sure about that. I haven't used a notetaker in so long
I'm not sure what is and isn't compatible with something like a
Voicenote or Braillenote. I think those notetakers use a modified
version of Windows CE, and if so there is probably an accessible frotz
interpreter floating around somewhere.

Cheers!



On 1/4/12, Lisa Hayes lhay...@internode.on.net wrote:
 oH cool i wonder if the voicenote and braillenote will run them.  Thanks
 thomas.
 Lisa Hayes




 www.nutrimetics.com.au/lisahayes

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Re: [Audyssey] Any chance of making huge cave work with windows?

2012-01-05 Thread Hayden Presley
Hi Thomas,
Actually, because of the way Keysoft actually is the interface, there isn't
actually anaccessible Frotz. What Humanware did was modify the Jzip
interpreter for use with IF games.

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Thursday, January 05, 2012 7:09 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Any chance of making huge cave work with windows?

Hi Lisa,

HNot sure about that. I haven't used a notetaker in so long
I'm not sure what is and isn't compatible with something like a
Voicenote or Braillenote. I think those notetakers use a modified
version of Windows CE, and if so there is probably an accessible frotz
interpreter floating around somewhere.

Cheers!



On 1/4/12, Lisa Hayes lhay...@internode.on.net wrote:
 oH cool i wonder if the voicenote and braillenote will run them.  Thanks
 thomas.
 Lisa Hayes




 www.nutrimetics.com.au/lisahayes

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[Audyssey] Adult Games was Huge Cave

2012-01-05 Thread Thomas Ward
Hi Jim,

Oh, yeah. I always get a laugh or two out of playing Tripple J
Shooter. Actually, I wish there were more accessible adult games like
that around, because its an area largely untapped by developers.

For example, my dad has a game called Strip Poker. You select the girl
you want to play against, play poker, and if you win you get to see
her pose totally in the nude.

Now, obviously you and I couldn't see that, but descriptions of what
she looks like naked could be just as erotic. Its a game I've thought
about adapting for the blind as it would be kind of cool to have.

Cheers!


On 1/5/12, Jim Kitchen j...@kitchensinc.net wrote:
 Hi Thomas,

 Yeah, maybe not as involved as your adult test speech program, but I sure
 had allot of fun programming all of the random descriptions for my Triple J
 Shooter game. grin

 BFN


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Re: [Audyssey] Adult Games was Huge Cave

2012-01-05 Thread Mich
Hey tom and all. on the topic of strip poker I think it would be able to be 
adapted to the blind if you had either a real stripper there lol or a 
tactile version of one lol. that is also another reason why it boggles my 
mind that they have issues of Braille playboy lol since no one reads that 
for the articles lol that is like saying I watch porn for the acting lol. 
well this is just my 2 sense worth on this topic. as for the accessible 
adult games I to wish that there were allot more out there. from Mich.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 8:21 PM
Subject: [Audyssey] Adult Games was Huge Cave



Hi Jim,

Oh, yeah. I always get a laugh or two out of playing Tripple J
Shooter. Actually, I wish there were more accessible adult games like
that around, because its an area largely untapped by developers.

For example, my dad has a game called Strip Poker. You select the girl
you want to play against, play poker, and if you win you get to see
her pose totally in the nude.

Now, obviously you and I couldn't see that, but descriptions of what
she looks like naked could be just as erotic. Its a game I've thought
about adapting for the blind as it would be kind of cool to have.

Cheers!


On 1/5/12, Jim Kitchen j...@kitchensinc.net wrote:

Hi Thomas,

Yeah, maybe not as involved as your adult test speech program, but I sure
had allot of fun programming all of the random descriptions for my Triple 
J

Shooter game. grin

BFN



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Re: [Audyssey] Possible New MOTA Story

2012-01-05 Thread Hayden Presley
HI Thomas,
I would've said her name, although I would've been embarrassed at my attempt
of spelling it: it's been so long since I've seen the name in question. Glad
I got it. Dio I get a free copy? Lol!

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Thursday, January 05, 2012 10:19 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Possible New MOTA Story

Can we do something about her bad breath?  Don't give a spoiler, just a yes 
or no.  Maybe water or a fire extinguisher if there is one, which I doubt, 
because that would be too easy, unless there are other difficulties.  (grin)

---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 04, 2012 10:10 PM
Subject: Re: [Audyssey] Possible New MOTA Story


 Hi Hayden,

 Ah, yes. You've got a good start on discovering her identity. At least
 her animal form if not her name. Well,since you've gotten that far
 I'll be a good sport and let you know it is Sekhmet the goddess of war
 and medicine. She is often shown as a lioness with fire coming out of
 her mouth. She brings healing to her allies and death and destruction
 to her enemies.

 One of the reasons I selected her is because she is a shapeshifter.
 She can take on the body of a lioness, or take human form and carve
 you into pieces with a sword. That means during the course of a battle
 she might change forms on you and you'll be fighting a fire breathing
 lioness, or she might shift into human form and swing a heavy bronze
 sword at your head. I expect the fight will be extremely difficult but
 fun. Definitely way cooler than fighting Athena eh?

 Cheers!



 On 1/4/12, Hayden Presley hdpres...@hotmail.com wrote:
 HI,
 The only major female I can think of as of now is the lioness goddess, 
 and
 that would be something of a fight: although, I'll keep thinking of other
 possibilities.

 Best Regards,
 Hayden

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Re: [Audyssey] Possible New MOTA Story

2012-01-05 Thread Hayden Presley
HI,
What do you call that, School Hunter, Mysteries of the Fountain?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Clement Chou
Sent: Wednesday, January 04, 2012 11:43 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Possible New MOTA Story

When you've developed MOTA fully, you will need to take a break and then 
make a parody game... instead of mercenaries Angela will be spraying kids 
with a water pistol... and the head man will be the principle of the school 
she's ransacking for the mystical fountain pen or something. Yikes... 
terrible dialog is always bad, but sometimes... you can't help but laugh. 
Resident Evil had some pretty cheesy lines too. By the way... that hot air 
line? Classic.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 04, 2012 9:38 PM
Subject: Re: [Audyssey] Possible New MOTA Story


 Hi,

 Lol! Omg. That would be funny. I can see some pretty bad but humorous
 dialog coming out of that scene too.

 Angela, I tthought I got rid of you. Your nothing but a pest.
 Arthur, you know I'm like a bad penny. I always turn up. I'll kill
 you again, and again, and again if need be.
 Oh, I don't think that's so easy my dear. muahahaha. I'm a god!
 Believing oneself is  a god is a sign of mental instability. I
 suppose after being killed by me about ten times has turned your
 brains to mush. Oh, I forgot. You haven't got a brain. The last time I
 killed you I put a bullet through your forehead. The only thing behind
 your ears is a lot of hot air.

 Now, get a British actress to deliver those lines, someone who sounds
 like Lara Croft, and you have a really funny but bent cutscene. Lol!

 Cheers!



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[Audyssey] Randomisation in Games was Huge Cave

2012-01-05 Thread Thomas Ward
HI Dark,

Definitely. I have to admit Entombed has drastically redefined my
concept of a roguelike RPG game let alone improved my idea of what
elements to add to my future games.

For instance, I've been thinking for years of doing a Star Trek RPG
game, like the paper and pen games, only in software form with sound
effects. One way to make a game like that interesting is to write
multiple descriptions for combat scenes,and write character specific
random events. Let's say the Enterprise is heavily damaged in a battle
and the warp core is breached. If you are playing La Forge it will be
your deuty to take the turbolift down to main engineering, fix the
warp core leak, and save the ship.  In another version of that fight
maybe the photon torpedo bays are damaged, or the phasers go off line.
In either case you'll have to take immediate action to fix it, and the
solution for each might be different.

If you play a different character like Dr. Crusher yyou'll play a
variation on the same events. Instead of having to fix the warp core
one of the engineers like Ensign Sonia Gomez might be knocked
unconscious by the blast, and as CMO you'll have to go to engineering
and provide emergency medical treatment. In another case you might be
in sickbay when an anonymous crewman gets caried in by the med team
and you have to go to work reviving him/her. There is litterally
endless replay value in a game like that.

Even if I only made the game in text the replay value alone would make
it extremely entertaining. Entombed has shown me being able to play
the same mission or adventure from a different character's point of
view and with a lot of random elements its hard to wear the game out.

Cheers!


On 1/4/12, dark d...@xgam.org wrote:
 Hi Tom.

 while I'm not really a fan of adult games this is exactly what I meant.

 This is one of the things that entombed does well, all the weapons, the
 groups of monsters you fight and the quests you get are randomized.

 i'm only sorry the game doesn't have random environmental affects and
 descriptions to go with these, - though this has certainly been an idea
 floated around on the entombed list and hopefully something jasan would
 considder.

 Even a very basic hack and slash dungeon adventure can be made interesting
 if the descriptions, loot and monsters are tweaked just a litle bit.

 Beware the grue!

 Dark.


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Re: [Audyssey] Possible New MOTA Story

2012-01-05 Thread Thomas Ward
Hi Hayden,

Lol! Sorry, no prises for guessing correctly. Although, given
Sekhmet's character I'm not really surprised you guessed it.

For one thing Sekhmet has been getting more and more popular in the
mainstream.Just last year or so a new series of books called the
Sekhmet's Light trilogy came out. Only two of the three initial books
have been published so far, but its getting a lot of good book reviews
and public attention right now.

If you don't know about the Sekhmet's Light books the basic story is
about this woman Nicole who is selected by Sekhmet to be her avatar in
the modern world. Like Wonder Woman and other super heroes she has a
number of special powers and abilities that helps her fight villains
and kick butt and take names later.  Which is beginning to be a cool
series so far.

However, the point I want to make is that Sekhmet is beginning to make
appearances in video games, books, and movies. More and more people
are aware of her, and I'm not surprised she'd come to mind.

Cheers!



On 1/5/12, Hayden Presley hdpres...@hotmail.com wrote:
 HI Thomas,
 I would've said her name, although I would've been embarrassed at my attempt
 of spelling it: it's been so long since I've seen the name in question. Glad
 I got it. Dio I get a free copy? Lol!

 Best Regards,
 Hayden

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Re: [Audyssey] Adult Games was Huge Cave

2012-01-05 Thread Bryan Peterson
That reminded me of something my dad used to tell me when I was younger. It 
actually got on my nerves since I never really went through a phase where I 
was obsessed with that sort of thing. But he told me we were going to go to 
a nude bar when I turned eighteen and then sue them for not having a braille 
section. Got on my nerves after te first few times actually.

Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
- Original Message - 
From: Mich mi...@eastlink.ca

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 6:35 PM
Subject: Re: [Audyssey] Adult Games was Huge Cave


Hey tom and all. on the topic of strip poker I think it would be able to 
be adapted to the blind if you had either a real stripper there lol or a 
tactile version of one lol. that is also another reason why it boggles my 
mind that they have issues of Braille playboy lol since no one reads that 
for the articles lol that is like saying I watch porn for the acting lol. 
well this is just my 2 sense worth on this topic. as for the accessible 
adult games I to wish that there were allot more out there. from Mich.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 8:21 PM
Subject: [Audyssey] Adult Games was Huge Cave



Hi Jim,

Oh, yeah. I always get a laugh or two out of playing Tripple J
Shooter. Actually, I wish there were more accessible adult games like
that around, because its an area largely untapped by developers.

For example, my dad has a game called Strip Poker. You select the girl
you want to play against, play poker, and if you win you get to see
her pose totally in the nude.

Now, obviously you and I couldn't see that, but descriptions of what
she looks like naked could be just as erotic. Its a game I've thought
about adapting for the blind as it would be kind of cool to have.

Cheers!


On 1/5/12, Jim Kitchen j...@kitchensinc.net wrote:

Hi Thomas,

Yeah, maybe not as involved as your adult test speech program, but I 
sure
had allot of fun programming all of the random descriptions for my 
Triple J

Shooter game. grin

BFN



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Re: [Audyssey] Mysteries of the Ancients News

2012-01-05 Thread Thomas Ward
Hi Dark,

Those are some good points. However, as you pointed out some times it
is really really really hard to convey a concept or certain activity
in audio alone.

For example, one of the things I'm having difficulty with is
staircases in the new Tomb Hunter game. Normally the staircase would
be cut out of the same limestone as the floors and the blocks that the
walls are made out of. That's all well and fine for realism, but from
an audio game perspective how do I identify the sound of the staircase
from the normal floor without using a totally different surface type.
I can't simply use wood, because it was pretty rare in ancient Egypt.
Nor would metal, sand, dirt, etc work. I've got other stone step
sounds, but none quite as good as those I am using. So I'm sort of
stumped how to identify by sound alone that this is a stone staircase
and not a part of the floor. I'll probably have to solve that problem
by acquiring some alternative stone footstep sounds.

While solving something like the stone staircases verses the stone
floor has a fairly easy solution some things like replacing a bouncing
skull in Montezuma's Revenge isn't immediately apparent. Sometimes the
developer just isn't that creative, or an alternative solution didn't
occur to him/her. I know I didn't think about the crushers until you
mentioned it just now. I just removed the bouncing/jumping skulls, and
replaced them with normal ones. Problem solved, but didn't replace it
with something equally difficult though.

However, if there is a balance to the bouncing skulls in the
unreleased levels, levels 7-12, the skulls were invincible. You
couldn't destroy them with a sword, and it was pretty dang hard to get
through some of those levels. So that probably balanced out and made
up for the bouncing skulls.

Cheers!




On 1/5/12, dark d...@xgam.org wrote:
 Hi Tom.

 I've actually often thought part of the problem in the developement of some
 games is that when some mainstream concept is not possible for whatever
 reason, it seems to be just missed out rather than replaced by something to
 maintain the complexity.

 for instance in original duckhunt you tracked the ducks flying diagonally on
 a large playing field with a light gun, but in Liam's port you just track
 them in sterrio and not verticlly.

 Well obviously tracking with a light gun the same as the original game is
 not possible, but why not add in something else to compensate, - for
 instance have the ducks need to be targited vertically like the gorbian
 ships in troop 2, or add in a distance factor so that you need to hit the
 ducks directly in the center of the field and get points accordingly.

 similarly, in your original monti game, so we can't have bouncing skulls,
 well why not put in another hazard that falls from above which you need to
 simply avoid, such as some crushes that hammer down from the cieling
 intermitantly like the fwomps in mario, sinse avoiding these and! jumping a
 skull at the same time would offer a similar spacial exercize to the
 bouncing skull.

 Of course, i know part of this is because developing games is simply
 difficult, and that a sterrio field does not naturally hold as much
 information as a visual one meaning that extra complexity requires extra
 coding, but stil I think it'd be something worth thinking about when
 creating an action game, how to introduce multiple factors the player needs
 to judge into the mix so that the game does not devolve into boppit.

 Pipe 2 is a good example of an attempt at this, though even there I think
 more could've been added, for instance more directional hazards similar to
 lectricity on pipe levels which you needed to be aware of.

 Beware the grue!

 Dark.


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Re: [Audyssey] Mysteries of the Ancients News

2012-01-05 Thread Yohandy
Clement, you and I think quite similarly. you can fight a CPU all day, but 
nothing's as hard to conquer as another human being. I've been playing lots 
of MK online lately, especially against some friends, and man some of those 
fights came down to the wire. we literally had 1 hit left before we died, 
and there were these tense 10-15 seconds where it was all about blocking and 
dodging. we had our mics on and you hear people panting and things. whoever 
hears us would think we're running a marathon hahaha. when someone finally 
1, lots of screaming ensued. we really get into it and it's totally freakin 
awesome! call it just pixels on screen, cartoon characters, whatever you 
like. but man when I'm done with some of those gaming sessions I'm all 
sweating like a freaking animal hahaha. couple weeks back we had this mk 
session that lasted 6 hours!






- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 1:44 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Simple and predictable is not the same thing. Sure a yo-yo is simple to 
use, but if it can get a bit unpredictable if you move it in a way it 
shouldn't be moved. In audio games, everything is the same. In Judgement 
day if a helicopter is flying towards you, it'll always be the same. 
There's no variations on amount of hits needed to stop it, or even in its 
trajectory. The planes are the same. They move from left to right, and 
when you shoot them they make little adjustments which while bothersome, 
doesn't really make for any challenge. Not to say JD isn't a bad game... 
it's fun. And simple yet hard to master games should be more abundant as 
well. Street fighter 4, for example, is easy to pick up and play, and to 
grasp basic things like combos and commands. But to really get good at it, 
you need to look deeper into the engine. Where each combo can be used, 
just how risky is throwing out that move, etc. Which is why I like 
fighting games so much... they're the only kinds of games we can play 
fully, yet they're so unpredictable especially against human opponents. If 
I jump, is he going to uppercut me out of the air? If I throw a super, is 
there a way for me to stop him blocking it so I guarantee a hit without 
wasting my meter? A lot of the time I play online is spent thinking, oh 
crap, he's rashing towards me. Is he going to throw out a low attack which 
requires a different block command than a regular attack? Is he going to 
go for an unblockable throw?
It's that kind of complexity that audio games lack and need to develop. 
It's always been amazing to me how two bunches of picksals and polygons 
beating each other up on a screen can be so complex. Sure you may say it's 
like a real fight, but it's a video game... the real thing takes all that 
into account and more. I just find fighting games so much simpler than 
most of people give them credit for.



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Re: [Audyssey] Possible New MOTA Story

2012-01-05 Thread Hayden Presley
HI,
Darn...I was hopin.
Grin

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Thursday, January 05, 2012 8:01 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Possible New MOTA Story

Hi Hayden,

Lol! Sorry, no prises for guessing correctly. Although, given
Sekhmet's character I'm not really surprised you guessed it.

For one thing Sekhmet has been getting more and more popular in the
mainstream.Just last year or so a new series of books called the
Sekhmet's Light trilogy came out. Only two of the three initial books
have been published so far, but its getting a lot of good book reviews
and public attention right now.

If you don't know about the Sekhmet's Light books the basic story is
about this woman Nicole who is selected by Sekhmet to be her avatar in
the modern world. Like Wonder Woman and other super heroes she has a
number of special powers and abilities that helps her fight villains
and kick butt and take names later.  Which is beginning to be a cool
series so far.

However, the point I want to make is that Sekhmet is beginning to make
appearances in video games, books, and movies. More and more people
are aware of her, and I'm not surprised she'd come to mind.

Cheers!



On 1/5/12, Hayden Presley hdpres...@hotmail.com wrote:
 HI Thomas,
 I would've said her name, although I would've been embarrassed at my
attempt
 of spelling it: it's been so long since I've seen the name in question.
Glad
 I got it. Dio I get a free copy? Lol!

 Best Regards,
 Hayden

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No virus found in this message.
Checked by AVG - www.avg.com
Version: 10.0.1416 / Virus Database: 2109/4124 - Release Date: 01/05/12


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[Audyssey] staircase indication - Re: Mysteries of the Ancients News

2012-01-05 Thread Charles Rivard
For indicating stairs, I immediately thought of having the character breathe 
a bit, as if using energy to climb or descend them, although that might not 
work.  It wouldn't let you know they are there before you decide to use 
them.  How about having the character speak when she sees stairs?  Something 
like, Ah. stairs going up or Ah, stairs going down wouldn't take long or 
probably wouldn't detract from the game.  Just thinking out loud.


---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 8:21 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



Hi Dark,

Those are some good points. However, as you pointed out some times it
is really really really hard to convey a concept or certain activity
in audio alone.

For example, one of the things I'm having difficulty with is
staircases in the new Tomb Hunter game. Normally the staircase would
be cut out of the same limestone as the floors and the blocks that the
walls are made out of. That's all well and fine for realism, but from
an audio game perspective how do I identify the sound of the staircase
from the normal floor without using a totally different surface type.
I can't simply use wood, because it was pretty rare in ancient Egypt.
Nor would metal, sand, dirt, etc work. I've got other stone step
sounds, but none quite as good as those I am using. So I'm sort of
stumped how to identify by sound alone that this is a stone staircase
and not a part of the floor. I'll probably have to solve that problem
by acquiring some alternative stone footstep sounds.



---
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Re: [Audyssey] Adult Games was Huge Cave

2012-01-05 Thread Thomas Ward
Hi Bryan,

Lol! I can definitely see why that would get on your nerves. Its bad
enough that you can't see it, but even worse to have it constantly
rubbed in your face. Plus strip clubs have a hands off policy to
protect the girls from unwanted groping and drunken guys feeling them
up all night. Guys, even blind guys, need to respect those rules.

On 1/5/12, Bryan Peterson bpeterson2...@cableone.net wrote:
 That reminded me of something my dad used to tell me when I was younger. It
 actually got on my nerves since I never really went through a phase where I
 was obsessed with that sort of thing. But he told me we were going to go to
 a nude bar when I turned eighteen and then sue them for not having a braille
 section. Got on my nerves after te first few times actually.
 Ash nazg durbatulûk, ash nazg gimbatul,
 Ash nazg thrakatulûk agh burzum-ishi krimpatul.

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Re: [Audyssey] Mysteries of the Ancients News

2012-01-05 Thread joseph weakland

IS THERE ANY ACCESSIBLE mk ONLINE GAMES YOU CAN PLAY WITH PC?

- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 8:22 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Clement, you and I think quite similarly. you can fight a CPU all day, but 
nothing's as hard to conquer as another human being. I've been playing 
lots of MK online lately, especially against some friends, and man some of 
those fights came down to the wire. we literally had 1 hit left before we 
died, and there were these tense 10-15 seconds where it was all about 
blocking and dodging. we had our mics on and you hear people panting and 
things. whoever hears us would think we're running a marathon hahaha. when 
someone finally 1, lots of screaming ensued. we really get into it and 
it's totally freakin awesome! call it just pixels on screen, cartoon 
characters, whatever you like. but man when I'm done with some of those 
gaming sessions I'm all sweating like a freaking animal hahaha. couple 
weeks back we had this mk session that lasted 6 hours!






- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 1:44 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Simple and predictable is not the same thing. Sure a yo-yo is simple to 
use, but if it can get a bit unpredictable if you move it in a way it 
shouldn't be moved. In audio games, everything is the same. In Judgement 
day if a helicopter is flying towards you, it'll always be the same. 
There's no variations on amount of hits needed to stop it, or even in its 
trajectory. The planes are the same. They move from left to right, and 
when you shoot them they make little adjustments which while bothersome, 
doesn't really make for any challenge. Not to say JD isn't a bad game... 
it's fun. And simple yet hard to master games should be more abundant as 
well. Street fighter 4, for example, is easy to pick up and play, and to 
grasp basic things like combos and commands. But to really get good at 
it, you need to look deeper into the engine. Where each combo can be 
used, just how risky is throwing out that move, etc. Which is why I like 
fighting games so much... they're the only kinds of games we can play 
fully, yet they're so unpredictable especially against human opponents. 
If I jump, is he going to uppercut me out of the air? If I throw a super, 
is there a way for me to stop him blocking it so I guarantee a hit 
without wasting my meter? A lot of the time I play online is spent 
thinking, oh crap, he's rashing towards me. Is he going to throw out a 
low attack which requires a different block command than a regular 
attack? Is he going to go for an unblockable throw?
It's that kind of complexity that audio games lack and need to develop. 
It's always been amazing to me how two bunches of picksals and polygons 
beating each other up on a screen can be so complex. Sure you may say 
it's like a real fight, but it's a video game... the real thing takes all 
that into account and more. I just find fighting games so much simpler 
than most of people give them credit for.



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Re: [Audyssey] Mysteries of the Ancients News

2012-01-05 Thread Yohandy
nothing good. give up your pcs people! else you'll never play anything 
worthwhile. you guys have been waiting for an mk port for pc for years, and 
it hasn't happened. what makes anyone think it'll happen any time soon? 
questions along the lines of does this or that exist on PC? can get rather 
irritating. just get a console and you'll be able to play anything you want.



- Original Message - 
From: joseph weakland josephweakl...@att.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 9:47 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



IS THERE ANY ACCESSIBLE mk ONLINE GAMES YOU CAN PLAY WITH PC?

- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 8:22 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Clement, you and I think quite similarly. you can fight a CPU all day, 
but nothing's as hard to conquer as another human being. I've been 
playing lots of MK online lately, especially against some friends, and 
man some of those fights came down to the wire. we literally had 1 hit 
left before we died, and there were these tense 10-15 seconds where it 
was all about blocking and dodging. we had our mics on and you hear 
people panting and things. whoever hears us would think we're running a 
marathon hahaha. when someone finally 1, lots of screaming ensued. we 
really get into it and it's totally freakin awesome! call it just pixels 
on screen, cartoon characters, whatever you like. but man when I'm done 
with some of those gaming sessions I'm all sweating like a freaking 
animal hahaha. couple weeks back we had this mk session that lasted 6 
hours!






- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 1:44 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Simple and predictable is not the same thing. Sure a yo-yo is simple to 
use, but if it can get a bit unpredictable if you move it in a way it 
shouldn't be moved. In audio games, everything is the same. In Judgement 
day if a helicopter is flying towards you, it'll always be the same. 
There's no variations on amount of hits needed to stop it, or even in 
its trajectory. The planes are the same. They move from left to right, 
and when you shoot them they make little adjustments which while 
bothersome, doesn't really make for any challenge. Not to say JD isn't a 
bad game... it's fun. And simple yet hard to master games should be more 
abundant as well. Street fighter 4, for example, is easy to pick up and 
play, and to grasp basic things like combos and commands. But to really 
get good at it, you need to look deeper into the engine. Where each 
combo can be used, just how risky is throwing out that move, etc. Which 
is why I like fighting games so much... they're the only kinds of games 
we can play fully, yet they're so unpredictable especially against human 
opponents. If I jump, is he going to uppercut me out of the air? If I 
throw a super, is there a way for me to stop him blocking it so I 
guarantee a hit without wasting my meter? A lot of the time I play 
online is spent thinking, oh crap, he's rashing towards me. Is he going 
to throw out a low attack which requires a different block command than 
a regular attack? Is he going to go for an unblockable throw?
It's that kind of complexity that audio games lack and need to develop. 
It's always been amazing to me how two bunches of picksals and polygons 
beating each other up on a screen can be so complex. Sure you may say 
it's like a real fight, but it's a video game... the real thing takes 
all that into account and more. I just find fighting games so much 
simpler than most of people give them credit for.



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You can make changes or 

Re: [Audyssey] Mysteries of the Ancients News

2012-01-05 Thread Bryan Peterson

Except that not everybody can afford consoles.
Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 7:59 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


nothing good. give up your pcs people! else you'll never play anything 
worthwhile. you guys have been waiting for an mk port for pc for years, 
and it hasn't happened. what makes anyone think it'll happen any time 
soon? questions along the lines of does this or that exist on PC? can get 
rather irritating. just get a console and you'll be able to play anything 
you want.



- Original Message - 
From: joseph weakland josephweakl...@att.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 9:47 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



IS THERE ANY ACCESSIBLE mk ONLINE GAMES YOU CAN PLAY WITH PC?

- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 8:22 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Clement, you and I think quite similarly. you can fight a CPU all day, 
but nothing's as hard to conquer as another human being. I've been 
playing lots of MK online lately, especially against some friends, and 
man some of those fights came down to the wire. we literally had 1 hit 
left before we died, and there were these tense 10-15 seconds where it 
was all about blocking and dodging. we had our mics on and you hear 
people panting and things. whoever hears us would think we're running a 
marathon hahaha. when someone finally 1, lots of screaming ensued. we 
really get into it and it's totally freakin awesome! call it just pixels 
on screen, cartoon characters, whatever you like. but man when I'm done 
with some of those gaming sessions I'm all sweating like a freaking 
animal hahaha. couple weeks back we had this mk session that lasted 6 
hours!






- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 1:44 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Simple and predictable is not the same thing. Sure a yo-yo is simple to 
use, but if it can get a bit unpredictable if you move it in a way it 
shouldn't be moved. In audio games, everything is the same. In 
Judgement day if a helicopter is flying towards you, it'll always be 
the same. There's no variations on amount of hits needed to stop it, or 
even in its trajectory. The planes are the same. They move from left to 
right, and when you shoot them they make little adjustments which while 
bothersome, doesn't really make for any challenge. Not to say JD isn't 
a bad game... it's fun. And simple yet hard to master games should be 
more abundant as well. Street fighter 4, for example, is easy to pick 
up and play, and to grasp basic things like combos and commands. But to 
really get good at it, you need to look deeper into the engine. Where 
each combo can be used, just how risky is throwing out that move, etc. 
Which is why I like fighting games so much... they're the only kinds of 
games we can play fully, yet they're so unpredictable especially 
against human opponents. If I jump, is he going to uppercut me out of 
the air? If I throw a super, is there a way for me to stop him blocking 
it so I guarantee a hit without wasting my meter? A lot of the time I 
play online is spent thinking, oh crap, he's rashing towards me. Is he 
going to throw out a low attack which requires a different block 
command than a regular attack? Is he going to go for an unblockable 
throw?
It's that kind of complexity that audio games lack and need to develop. 
It's always been amazing to me how two bunches of picksals and polygons 
beating each other up on a screen can be so complex. Sure you may say 
it's like a real fight, but it's a video game... the real thing takes 
all that into account and more. I just find fighting games so much 
simpler than most of people give them credit for.



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Re: [Audyssey] Any chance of making huge cave work with windows?

2012-01-05 Thread Lisa Hayes

I have some games here bears night out, a form of adventure and others.
Lisa Hayes




www.nutrimetics.com.au/lisahayes

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 06, 2012 12:09 PM
Subject: Re: [Audyssey] Any chance of making huge cave work with windows?



Hi Lisa,

HNot sure about that. I haven't used a notetaker in so long
I'm not sure what is and isn't compatible with something like a
Voicenote or Braillenote. I think those notetakers use a modified
version of Windows CE, and if so there is probably an accessible frotz
interpreter floating around somewhere.

Cheers!



On 1/4/12, Lisa Hayes lhay...@internode.on.net wrote:

oH cool i wonder if the voicenote and braillenote will run them.  Thanks
thomas.
Lisa Hayes




www.nutrimetics.com.au/lisahayes


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Re: [Audyssey] Possible New MOTA Story

2012-01-05 Thread Clement Chou

School hunters 1: mystery of the pink pen.
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, January 05, 2012 5:45 PM
Subject: Re: [Audyssey] Possible New MOTA Story



HI,
What do you call that, School Hunter, Mysteries of the Fountain?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Clement Chou
Sent: Wednesday, January 04, 2012 11:43 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Possible New MOTA Story

When you've developed MOTA fully, you will need to take a break and then
make a parody game... instead of mercenaries Angela will be spraying kids
with a water pistol... and the head man will be the principle of the 
school

she's ransacking for the mystical fountain pen or something. Yikes...
terrible dialog is always bad, but sometimes... you can't help but laugh.
Resident Evil had some pretty cheesy lines too. By the way... that hot air
line? Classic.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 04, 2012 9:38 PM
Subject: Re: [Audyssey] Possible New MOTA Story



Hi,

Lol! Omg. That would be funny. I can see some pretty bad but humorous
dialog coming out of that scene too.

Angela, I tthought I got rid of you. Your nothing but a pest.
Arthur, you know I'm like a bad penny. I always turn up. I'll kill
you again, and again, and again if need be.
Oh, I don't think that's so easy my dear. muahahaha. I'm a god!
Believing oneself is  a god is a sign of mental instability. I
suppose after being killed by me about ten times has turned your
brains to mush. Oh, I forgot. You haven't got a brain. The last time I
killed you I put a bullet through your forehead. The only thing behind
your ears is a lot of hot air.

Now, get a British actress to deliver those lines, someone who sounds
like Lara Croft, and you have a really funny but bent cutscene. Lol!

Cheers!




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No virus found in this message.
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Re: [Audyssey] Mysteries of the Ancients News

2012-01-05 Thread Clement Chou
Could there be a bit more echo in the case of stairs? As I see it, having 
been underground in a mine... the main tunnels don't echo much. But get to a 
staircase, and there's just this tiny bit of echo that lets you know that 
the tunnel is opening on a stairwell on the left. Just a thought.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 6:21 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



Hi Dark,

Those are some good points. However, as you pointed out some times it
is really really really hard to convey a concept or certain activity
in audio alone.

For example, one of the things I'm having difficulty with is
staircases in the new Tomb Hunter game. Normally the staircase would
be cut out of the same limestone as the floors and the blocks that the
walls are made out of. That's all well and fine for realism, but from
an audio game perspective how do I identify the sound of the staircase
from the normal floor without using a totally different surface type.
I can't simply use wood, because it was pretty rare in ancient Egypt.
Nor would metal, sand, dirt, etc work. I've got other stone step
sounds, but none quite as good as those I am using. So I'm sort of
stumped how to identify by sound alone that this is a stone staircase
and not a part of the floor. I'll probably have to solve that problem
by acquiring some alternative stone footstep sounds.

While solving something like the stone staircases verses the stone
floor has a fairly easy solution some things like replacing a bouncing
skull in Montezuma's Revenge isn't immediately apparent. Sometimes the
developer just isn't that creative, or an alternative solution didn't
occur to him/her. I know I didn't think about the crushers until you
mentioned it just now. I just removed the bouncing/jumping skulls, and
replaced them with normal ones. Problem solved, but didn't replace it
with something equally difficult though.

However, if there is a balance to the bouncing skulls in the
unreleased levels, levels 7-12, the skulls were invincible. You
couldn't destroy them with a sword, and it was pretty dang hard to get
through some of those levels. So that probably balanced out and made
up for the bouncing skulls.

Cheers!




On 1/5/12, dark d...@xgam.org wrote:

Hi Tom.

I've actually often thought part of the problem in the developement of 
some

games is that when some mainstream concept is not possible for whatever
reason, it seems to be just missed out rather than replaced by something 
to

maintain the complexity.

for instance in original duckhunt you tracked the ducks flying diagonally 
on

a large playing field with a light gun, but in Liam's port you just track
them in sterrio and not verticlly.

Well obviously tracking with a light gun the same as the original game is
not possible, but why not add in something else to compensate, - for
instance have the ducks need to be targited vertically like the gorbian
ships in troop 2, or add in a distance factor so that you need to hit the
ducks directly in the center of the field and get points accordingly.

similarly, in your original monti game, so we can't have bouncing skulls,
well why not put in another hazard that falls from above which you need 
to

simply avoid, such as some crushes that hammer down from the cieling
intermitantly like the fwomps in mario, sinse avoiding these and! jumping 
a

skull at the same time would offer a similar spacial exercize to the
bouncing skull.

Of course, i know part of this is because developing games is simply
difficult, and that a sterrio field does not naturally hold as much
information as a visual one meaning that extra complexity requires extra
coding, but stil I think it'd be something worth thinking about when
creating an action game, how to introduce multiple factors the player 
needs

to judge into the mix so that the game does not devolve into boppit.

Pipe 2 is a good example of an attempt at this, though even there I think
more could've been added, for instance more directional hazards similar 
to

lectricity on pipe levels which you needed to be aware of.

Beware the grue!

Dark.



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Re: [Audyssey] fighting games (was): Mysteries of the Ancients News

2012-01-05 Thread Clement Chou


- Original Message - 
From: joseph weakland josephweakl...@att.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 6:47 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



IS THERE ANY ACCESSIBLE mk ONLINE GAMES YOU CAN PLAY WITH PC?

- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 8:22 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Clement, you and I think quite similarly. you can fight a CPU all day, 
but nothing's as hard to conquer as another human being. I've been 
playing lots of MK online lately, especially against some friends, and 
man some of those fights came down to the wire. we literally had 1 hit 
left before we died, and there were these tense 10-15 seconds where it 
was all about blocking and dodging. we had our mics on and you hear 
people panting and things. whoever hears us would think we're running a 
marathon hahaha. when someone finally 1, lots of screaming ensued. we 
really get into it and it's totally freakin awesome! call it just pixels 
on screen, cartoon characters, whatever you like. but man when I'm done 
with some of those gaming sessions I'm all sweating like a freaking 
animal hahaha. couple weeks back we had this mk session that lasted 6 
hours!






- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 1:44 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Simple and predictable is not the same thing. Sure a yo-yo is simple to 
use, but if it can get a bit unpredictable if you move it in a way it 
shouldn't be moved. In audio games, everything is the same. In Judgement 
day if a helicopter is flying towards you, it'll always be the same. 
There's no variations on amount of hits needed to stop it, or even in 
its trajectory. The planes are the same. They move from left to right, 
and when you shoot them they make little adjustments which while 
bothersome, doesn't really make for any challenge. Not to say JD isn't a 
bad game... it's fun. And simple yet hard to master games should be more 
abundant as well. Street fighter 4, for example, is easy to pick up and 
play, and to grasp basic things like combos and commands. But to really 
get good at it, you need to look deeper into the engine. Where each 
combo can be used, just how risky is throwing out that move, etc. Which 
is why I like fighting games so much... they're the only kinds of games 
we can play fully, yet they're so unpredictable especially against human 
opponents. If I jump, is he going to uppercut me out of the air? If I 
throw a super, is there a way for me to stop him blocking it so I 
guarantee a hit without wasting my meter? A lot of the time I play 
online is spent thinking, oh crap, he's rashing towards me. Is he going 
to throw out a low attack which requires a different block command than 
a regular attack? Is he going to go for an unblockable throw?
It's that kind of complexity that audio games lack and need to develop. 
It's always been amazing to me how two bunches of picksals and polygons 
beating each other up on a screen can be so complex. Sure you may say 
it's like a real fight, but it's a video game... the real thing takes 
all that into account and more. I just find fighting games so much 
simpler than most of people give them credit for.



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Re: [Audyssey] Mysteries of the Ancients News

2012-01-05 Thread Clement Chou
Yohandy, you need to consider that not everyone can fork out a couple 
hundred bucks for a console... plus however much games would cost.
- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 6:59 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


nothing good. give up your pcs people! else you'll never play anything 
worthwhile. you guys have been waiting for an mk port for pc for years, 
and it hasn't happened. what makes anyone think it'll happen any time 
soon? questions along the lines of does this or that exist on PC? can get 
rather irritating. just get a console and you'll be able to play anything 
you want.



- Original Message - 
From: joseph weakland josephweakl...@att.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 9:47 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



IS THERE ANY ACCESSIBLE mk ONLINE GAMES YOU CAN PLAY WITH PC?

- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 8:22 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Clement, you and I think quite similarly. you can fight a CPU all day, 
but nothing's as hard to conquer as another human being. I've been 
playing lots of MK online lately, especially against some friends, and 
man some of those fights came down to the wire. we literally had 1 hit 
left before we died, and there were these tense 10-15 seconds where it 
was all about blocking and dodging. we had our mics on and you hear 
people panting and things. whoever hears us would think we're running a 
marathon hahaha. when someone finally 1, lots of screaming ensued. we 
really get into it and it's totally freakin awesome! call it just pixels 
on screen, cartoon characters, whatever you like. but man when I'm done 
with some of those gaming sessions I'm all sweating like a freaking 
animal hahaha. couple weeks back we had this mk session that lasted 6 
hours!






- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 1:44 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Simple and predictable is not the same thing. Sure a yo-yo is simple to 
use, but if it can get a bit unpredictable if you move it in a way it 
shouldn't be moved. In audio games, everything is the same. In 
Judgement day if a helicopter is flying towards you, it'll always be 
the same. There's no variations on amount of hits needed to stop it, or 
even in its trajectory. The planes are the same. They move from left to 
right, and when you shoot them they make little adjustments which while 
bothersome, doesn't really make for any challenge. Not to say JD isn't 
a bad game... it's fun. And simple yet hard to master games should be 
more abundant as well. Street fighter 4, for example, is easy to pick 
up and play, and to grasp basic things like combos and commands. But to 
really get good at it, you need to look deeper into the engine. Where 
each combo can be used, just how risky is throwing out that move, etc. 
Which is why I like fighting games so much... they're the only kinds of 
games we can play fully, yet they're so unpredictable especially 
against human opponents. If I jump, is he going to uppercut me out of 
the air? If I throw a super, is there a way for me to stop him blocking 
it so I guarantee a hit without wasting my meter? A lot of the time I 
play online is spent thinking, oh crap, he's rashing towards me. Is he 
going to throw out a low attack which requires a different block 
command than a regular attack? Is he going to go for an unblockable 
throw?
It's that kind of complexity that audio games lack and need to develop. 
It's always been amazing to me how two bunches of picksals and polygons 
beating each other up on a screen can be so complex. Sure you may say 
it's like a real fight, but it's a video game... the real thing takes 
all that into account and more. I just find fighting games so much 
simpler than most of people give them credit for.



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Re: [Audyssey] Mysteries of the Ancients News

2012-01-05 Thread Bryan Peterson

That actually makes sense.
Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 8:37 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Could there be a bit more echo in the case of stairs? As I see it, having 
been underground in a mine... the main tunnels don't echo much. But get to 
a staircase, and there's just this tiny bit of echo that lets you know 
that the tunnel is opening on a stairwell on the left. Just a thought.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 6:21 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



Hi Dark,

Those are some good points. However, as you pointed out some times it
is really really really hard to convey a concept or certain activity
in audio alone.

For example, one of the things I'm having difficulty with is
staircases in the new Tomb Hunter game. Normally the staircase would
be cut out of the same limestone as the floors and the blocks that the
walls are made out of. That's all well and fine for realism, but from
an audio game perspective how do I identify the sound of the staircase
from the normal floor without using a totally different surface type.
I can't simply use wood, because it was pretty rare in ancient Egypt.
Nor would metal, sand, dirt, etc work. I've got other stone step
sounds, but none quite as good as those I am using. So I'm sort of
stumped how to identify by sound alone that this is a stone staircase
and not a part of the floor. I'll probably have to solve that problem
by acquiring some alternative stone footstep sounds.

While solving something like the stone staircases verses the stone
floor has a fairly easy solution some things like replacing a bouncing
skull in Montezuma's Revenge isn't immediately apparent. Sometimes the
developer just isn't that creative, or an alternative solution didn't
occur to him/her. I know I didn't think about the crushers until you
mentioned it just now. I just removed the bouncing/jumping skulls, and
replaced them with normal ones. Problem solved, but didn't replace it
with something equally difficult though.

However, if there is a balance to the bouncing skulls in the
unreleased levels, levels 7-12, the skulls were invincible. You
couldn't destroy them with a sword, and it was pretty dang hard to get
through some of those levels. So that probably balanced out and made
up for the bouncing skulls.

Cheers!




On 1/5/12, dark d...@xgam.org wrote:

Hi Tom.

I've actually often thought part of the problem in the developement of 
some

games is that when some mainstream concept is not possible for whatever
reason, it seems to be just missed out rather than replaced by something 
to

maintain the complexity.

for instance in original duckhunt you tracked the ducks flying 
diagonally on
a large playing field with a light gun, but in Liam's port you just 
track

them in sterrio and not verticlly.

Well obviously tracking with a light gun the same as the original game 
is

not possible, but why not add in something else to compensate, - for
instance have the ducks need to be targited vertically like the gorbian
ships in troop 2, or add in a distance factor so that you need to hit 
the

ducks directly in the center of the field and get points accordingly.

similarly, in your original monti game, so we can't have bouncing 
skulls,
well why not put in another hazard that falls from above which you need 
to

simply avoid, such as some crushes that hammer down from the cieling
intermitantly like the fwomps in mario, sinse avoiding these and! 
jumping a

skull at the same time would offer a similar spacial exercize to the
bouncing skull.

Of course, i know part of this is because developing games is simply
difficult, and that a sterrio field does not naturally hold as much
information as a visual one meaning that extra complexity requires extra
coding, but stil I think it'd be something worth thinking about when
creating an action game, how to introduce multiple factors the player 
needs

to judge into the mix so that the game does not devolve into boppit.

Pipe 2 is a good example of an attempt at this, though even there I 
think
more could've been added, for instance more directional hazards similar 
to

lectricity on pipe levels which you needed to be aware of.

Beware the grue!

Dark.



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Re: [Audyssey] Possible New MOTA Story

2012-01-05 Thread Hayden Presley
Hi,
Lol. You ought to learn a programming language and develop that for us.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Clement Chou
Sent: Thursday, January 05, 2012 9:35 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Possible New MOTA Story

School hunters 1: mystery of the pink pen.
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, January 05, 2012 5:45 PM
Subject: Re: [Audyssey] Possible New MOTA Story


 HI,
 What do you call that, School Hunter, Mysteries of the Fountain?

 Best Regards,
 Hayden


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Clement Chou
 Sent: Wednesday, January 04, 2012 11:43 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Possible New MOTA Story

 When you've developed MOTA fully, you will need to take a break and then
 make a parody game... instead of mercenaries Angela will be spraying kids
 with a water pistol... and the head man will be the principle of the 
 school
 she's ransacking for the mystical fountain pen or something. Yikes...
 terrible dialog is always bad, but sometimes... you can't help but laugh.
 Resident Evil had some pretty cheesy lines too. By the way... that hot air
 line? Classic.
 - Original Message - 
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, January 04, 2012 9:38 PM
 Subject: Re: [Audyssey] Possible New MOTA Story


 Hi,

 Lol! Omg. That would be funny. I can see some pretty bad but humorous
 dialog coming out of that scene too.

 Angela, I tthought I got rid of you. Your nothing but a pest.
 Arthur, you know I'm like a bad penny. I always turn up. I'll kill
 you again, and again, and again if need be.
 Oh, I don't think that's so easy my dear. muahahaha. I'm a god!
 Believing oneself is  a god is a sign of mental instability. I
 suppose after being killed by me about ten times has turned your
 brains to mush. Oh, I forgot. You haven't got a brain. The last time I
 killed you I put a bullet through your forehead. The only thing behind
 your ears is a lot of hot air.

 Now, get a British actress to deliver those lines, someone who sounds
 like Lara Croft, and you have a really funny but bent cutscene. Lol!

 Cheers!



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Re: [Audyssey] pbgames is dead at last

2012-01-05 Thread Hayden Presley
Hi,
Me too. I was aobut ready to start screaming.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Dallas O'Brien
Sent: Wednesday, January 04, 2012 10:06 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] pbgames is dead at last

wow, makes me wander if he is even reading the responses to the emails 
at all .. or if its just going in one ear, and straight out the other. i 
don't know how many of the emails in this thread have been aimed at 
correcting his mistake as to which code it is. lol. probably more then 
half of them.
dallas


On 1/5/2012 13:22, Thomas Ward wrote:
 Hi Shaun,

 No offense, but listen to us for a second. There is no such thing as
 MS Java. Microsoft does not have, never did have, and probably will
 never have a Java language. It was originally Sun not Microsoft who
 created the Java language. Plus you are obviously totally misinformed
 because Java is no longer owned by Sun either. Sun Java is now owned
 by Oricle as well as StarOffice, the Java runtime, and all of Sun's
 other products. Would you please, please, please stop spreading
 misinformation around on the list.

 HTH


 On 1/4/12, shaun everisssm.ever...@gmail.com  wrote:
 they were written in ms java, as for porting them over, they are
 incripted, so they would have to be rewriten from scratch.
 But that gives me an interesting slant, if we could port to sun java
maybe.
 I was thinking about bgt but if we wanted cross platform, sun java or
 maybe even python may be best.
 nvda is stable and is python based so I don't think we have any issue
 with python.
 I have not played many java games but those seem ok to.
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Re: [Audyssey] Mysteries of the Ancients News

2012-01-05 Thread Hayden Presley
Hi,
It would, except that if the staircase is in front of you, there wouldn't be
any echo. But I like the idea.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: Thursday, January 05, 2012 9:42 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients News

That actually makes sense.
Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
- Original Message - 
From: Clement Chou chou.clem...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 8:37 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


 Could there be a bit more echo in the case of stairs? As I see it, having 
 been underground in a mine... the main tunnels don't echo much. But get to

 a staircase, and there's just this tiny bit of echo that lets you know 
 that the tunnel is opening on a stairwell on the left. Just a thought.
 - Original Message - 
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, January 05, 2012 6:21 PM
 Subject: Re: [Audyssey] Mysteries of the Ancients News


 Hi Dark,

 Those are some good points. However, as you pointed out some times it
 is really really really hard to convey a concept or certain activity
 in audio alone.

 For example, one of the things I'm having difficulty with is
 staircases in the new Tomb Hunter game. Normally the staircase would
 be cut out of the same limestone as the floors and the blocks that the
 walls are made out of. That's all well and fine for realism, but from
 an audio game perspective how do I identify the sound of the staircase
 from the normal floor without using a totally different surface type.
 I can't simply use wood, because it was pretty rare in ancient Egypt.
 Nor would metal, sand, dirt, etc work. I've got other stone step
 sounds, but none quite as good as those I am using. So I'm sort of
 stumped how to identify by sound alone that this is a stone staircase
 and not a part of the floor. I'll probably have to solve that problem
 by acquiring some alternative stone footstep sounds.

 While solving something like the stone staircases verses the stone
 floor has a fairly easy solution some things like replacing a bouncing
 skull in Montezuma's Revenge isn't immediately apparent. Sometimes the
 developer just isn't that creative, or an alternative solution didn't
 occur to him/her. I know I didn't think about the crushers until you
 mentioned it just now. I just removed the bouncing/jumping skulls, and
 replaced them with normal ones. Problem solved, but didn't replace it
 with something equally difficult though.

 However, if there is a balance to the bouncing skulls in the
 unreleased levels, levels 7-12, the skulls were invincible. You
 couldn't destroy them with a sword, and it was pretty dang hard to get
 through some of those levels. So that probably balanced out and made
 up for the bouncing skulls.

 Cheers!




 On 1/5/12, dark d...@xgam.org wrote:
 Hi Tom.

 I've actually often thought part of the problem in the developement of 
 some
 games is that when some mainstream concept is not possible for whatever
 reason, it seems to be just missed out rather than replaced by something

 to
 maintain the complexity.

 for instance in original duckhunt you tracked the ducks flying 
 diagonally on
 a large playing field with a light gun, but in Liam's port you just 
 track
 them in sterrio and not verticlly.

 Well obviously tracking with a light gun the same as the original game 
 is
 not possible, but why not add in something else to compensate, - for
 instance have the ducks need to be targited vertically like the gorbian
 ships in troop 2, or add in a distance factor so that you need to hit 
 the
 ducks directly in the center of the field and get points accordingly.

 similarly, in your original monti game, so we can't have bouncing 
 skulls,
 well why not put in another hazard that falls from above which you need 
 to
 simply avoid, such as some crushes that hammer down from the cieling
 intermitantly like the fwomps in mario, sinse avoiding these and! 
 jumping a
 skull at the same time would offer a similar spacial exercize to the
 bouncing skull.

 Of course, i know part of this is because developing games is simply
 difficult, and that a sterrio field does not naturally hold as much
 information as a visual one meaning that extra complexity requires extra
 coding, but stil I think it'd be something worth thinking about when
 creating an action game, how to introduce multiple factors the player 
 needs
 to judge into the mix so that the game does not devolve into boppit.

 Pipe 2 is a good example of an attempt at this, though even there I 
 think
 more could've been added, for instance more directional hazards similar 
 to
 lectricity on pipe levels which you needed to be aware of.

 

Re: [Audyssey] Adult Games was Huge Cave

2012-01-05 Thread Thomas Ward
Hi Mich,

Lol! I guess I'd have to send each customer an inflatable love doll to
feel along with the Strip Poker game eh? And no reading Playboy in
braille isn't my idea of fun when I use to steel my uncles copies and
look at the centerfolds when no one was keeping an eye on me.
Definitely got more out of the pictures than the stories.

Seriously, though, there are lots of adult games out there that can be
made accessible besides the adult interactive fiction games floating
around. The Strip Poker game was just one example that comes
immediately to mind as a person could give a textual description of
the picture, tell you what pose she is in, as well as describe her.
Plus all of the come on comments the girl's make are something of a
turn on in themselves. Provided you have a good voice actress there
are lots of ways to make the game erotic enough to get some value out
of it.

Cheers!


On 1/5/12, Mich mi...@eastlink.ca wrote:
 Hey tom and all. on the topic of strip poker I think it would be able to be
 adapted to the blind if you had either a real stripper there lol or a
 tactile version of one lol. that is also another reason why it boggles my
 mind that they have issues of Braille playboy lol since no one reads that
 for the articles lol that is like saying I watch porn for the acting lol.
 well this is just my 2 sense worth on this topic. as for the accessible
 adult games I to wish that there were allot more out there. from Mich.

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Re: [Audyssey] Mysteries of the Ancients News

2012-01-05 Thread Bryan Peterson
Nor is everybody interested in fighting games. I like a good fight now and 
then but my interests generally lie elsewhere.

Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 8:40 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Yohandy, you need to consider that not everyone can fork out a couple 
hundred bucks for a console... plus however much games would cost.
- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 6:59 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


nothing good. give up your pcs people! else you'll never play anything 
worthwhile. you guys have been waiting for an mk port for pc for years, 
and it hasn't happened. what makes anyone think it'll happen any time 
soon? questions along the lines of does this or that exist on PC? can get 
rather irritating. just get a console and you'll be able to play anything 
you want.



- Original Message - 
From: joseph weakland josephweakl...@att.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 9:47 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



IS THERE ANY ACCESSIBLE mk ONLINE GAMES YOU CAN PLAY WITH PC?

- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 8:22 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Clement, you and I think quite similarly. you can fight a CPU all day, 
but nothing's as hard to conquer as another human being. I've been 
playing lots of MK online lately, especially against some friends, and 
man some of those fights came down to the wire. we literally had 1 hit 
left before we died, and there were these tense 10-15 seconds where it 
was all about blocking and dodging. we had our mics on and you hear 
people panting and things. whoever hears us would think we're running a 
marathon hahaha. when someone finally 1, lots of screaming ensued. we 
really get into it and it's totally freakin awesome! call it just 
pixels on screen, cartoon characters, whatever you like. but man when 
I'm done with some of those gaming sessions I'm all sweating like a 
freaking animal hahaha. couple weeks back we had this mk session that 
lasted 6 hours!






- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 1:44 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Simple and predictable is not the same thing. Sure a yo-yo is simple 
to use, but if it can get a bit unpredictable if you move it in a way 
it shouldn't be moved. In audio games, everything is the same. In 
Judgement day if a helicopter is flying towards you, it'll always be 
the same. There's no variations on amount of hits needed to stop it, 
or even in its trajectory. The planes are the same. They move from 
left to right, and when you shoot them they make little adjustments 
which while bothersome, doesn't really make for any challenge. Not to 
say JD isn't a bad game... it's fun. And simple yet hard to master 
games should be more abundant as well. Street fighter 4, for example, 
is easy to pick up and play, and to grasp basic things like combos and 
commands. But to really get good at it, you need to look deeper into 
the engine. Where each combo can be used, just how risky is throwing 
out that move, etc. Which is why I like fighting games so much... 
they're the only kinds of games we can play fully, yet they're so 
unpredictable especially against human opponents. If I jump, is he 
going to uppercut me out of the air? If I throw a super, is there a 
way for me to stop him blocking it so I guarantee a hit without 
wasting my meter? A lot of the time I play online is spent thinking, 
oh crap, he's rashing towards me. Is he going to throw out a low 
attack which requires a different block command than a regular attack? 
Is he going to go for an unblockable throw?
It's that kind of complexity that audio games lack and need to 
develop. It's always been amazing to me how two bunches of picksals 
and polygons beating each other up on a screen can be so complex. Sure 
you may say it's like a real fight, but it's a video game... the real 
thing takes all that into account and more. I just find fighting games 
so much simpler than most of people give them credit for.



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Re: [Audyssey] Mysteries of the Ancients News

2012-01-05 Thread Bryan Peterson
There could still be since it could still echo up or down from the next 
level.

Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, January 05, 2012 8:46 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Hi,
It would, except that if the staircase is in front of you, there wouldn't be
any echo. But I like the idea.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: Thursday, January 05, 2012 9:42 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients News

That actually makes sense.
Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 8:37 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



Could there be a bit more echo in the case of stairs? As I see it, having
been underground in a mine... the main tunnels don't echo much. But get to



a staircase, and there's just this tiny bit of echo that lets you know
that the tunnel is opening on a stairwell on the left. Just a thought.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 6:21 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



Hi Dark,

Those are some good points. However, as you pointed out some times it
is really really really hard to convey a concept or certain activity
in audio alone.

For example, one of the things I'm having difficulty with is
staircases in the new Tomb Hunter game. Normally the staircase would
be cut out of the same limestone as the floors and the blocks that the
walls are made out of. That's all well and fine for realism, but from
an audio game perspective how do I identify the sound of the staircase
from the normal floor without using a totally different surface type.
I can't simply use wood, because it was pretty rare in ancient Egypt.
Nor would metal, sand, dirt, etc work. I've got other stone step
sounds, but none quite as good as those I am using. So I'm sort of
stumped how to identify by sound alone that this is a stone staircase
and not a part of the floor. I'll probably have to solve that problem
by acquiring some alternative stone footstep sounds.

While solving something like the stone staircases verses the stone
floor has a fairly easy solution some things like replacing a bouncing
skull in Montezuma's Revenge isn't immediately apparent. Sometimes the
developer just isn't that creative, or an alternative solution didn't
occur to him/her. I know I didn't think about the crushers until you
mentioned it just now. I just removed the bouncing/jumping skulls, and
replaced them with normal ones. Problem solved, but didn't replace it
with something equally difficult though.

However, if there is a balance to the bouncing skulls in the
unreleased levels, levels 7-12, the skulls were invincible. You
couldn't destroy them with a sword, and it was pretty dang hard to get
through some of those levels. So that probably balanced out and made
up for the bouncing skulls.

Cheers!




On 1/5/12, dark d...@xgam.org wrote:

Hi Tom.

I've actually often thought part of the problem in the developement of
some
games is that when some mainstream concept is not possible for whatever
reason, it seems to be just missed out rather than replaced by something



to
maintain the complexity.

for instance in original duckhunt you tracked the ducks flying
diagonally on
a large playing field with a light gun, but in Liam's port you just
track
them in sterrio and not verticlly.

Well obviously tracking with a light gun the same as the original game
is
not possible, but why not add in something else to compensate, - for
instance have the ducks need to be targited vertically like the gorbian
ships in troop 2, or add in a distance factor so that you need to hit
the
ducks directly in the center of the field and get points accordingly.

similarly, in your original monti game, so we can't have bouncing
skulls,
well why not put in another hazard that falls from above which you need
to
simply avoid, such as some crushes that hammer down from the cieling
intermitantly like the fwomps in mario, sinse avoiding these and!
jumping a
skull at the same time would offer a similar spacial exercize to the
bouncing skull.

Of course, i know part of this is because developing games is simply
difficult, and that a sterrio field does not naturally hold as much
information as a visual one meaning that extra complexity requires extra
coding, but stil I think it'd be something worth thinking about when
creating an action game, how to introduce multiple 

Re: [Audyssey] Adult Games was Huge Cave

2012-01-05 Thread Bryan Peterson
Wasn't that Leather Goddesses of Phobos game (SP?) from Infocom considered 
Adult?

Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 8:48 PM
Subject: Re: [Audyssey] Adult Games was Huge Cave



Hi Mich,

Lol! I guess I'd have to send each customer an inflatable love doll to
feel along with the Strip Poker game eh? And no reading Playboy in
braille isn't my idea of fun when I use to steel my uncles copies and
look at the centerfolds when no one was keeping an eye on me.
Definitely got more out of the pictures than the stories.

Seriously, though, there are lots of adult games out there that can be
made accessible besides the adult interactive fiction games floating
around. The Strip Poker game was just one example that comes
immediately to mind as a person could give a textual description of
the picture, tell you what pose she is in, as well as describe her.
Plus all of the come on comments the girl's make are something of a
turn on in themselves. Provided you have a good voice actress there
are lots of ways to make the game erotic enough to get some value out
of it.

Cheers!


On 1/5/12, Mich mi...@eastlink.ca wrote:
Hey tom and all. on the topic of strip poker I think it would be able to 
be

adapted to the blind if you had either a real stripper there lol or a
tactile version of one lol. that is also another reason why it boggles my
mind that they have issues of Braille playboy lol since no one reads that
for the articles lol that is like saying I watch porn for the acting lol.
well this is just my 2 sense worth on this topic. as for the accessible
adult games I to wish that there were allot more out there. from Mich.


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Re: [Audyssey] Mysteries of the Ancients News

2012-01-05 Thread Thomas Ward
Hi Clement,

HmmmMaybe I'll trie it and see. Its worth a try, because all I
really need here is a little sound indication that this is the top or
or bottom of a staircase and not the floor itself. Adding a little
echo might work here.

Cheers!



On 1/5/12, Clement Chou chou.clem...@gmail.com wrote:
 Could there be a bit more echo in the case of stairs? As I see it, having
 been underground in a mine... the main tunnels don't echo much. But get to a
 staircase, and there's just this tiny bit of echo that lets you know that
 the tunnel is opening on a stairwell on the left. Just a thought.

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Re: [Audyssey] Mysteries of the Ancients News

2012-01-05 Thread Clement Chou
I've been in a mine before. It does echo. Not very much, but just enough for 
you to realize what you're coming up to. Being underground is actually an 
amazing experience.
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, January 05, 2012 7:46 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Hi,
It would, except that if the staircase is in front of you, there wouldn't be
any echo. But I like the idea.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: Thursday, January 05, 2012 9:42 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients News

That actually makes sense.
Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 8:37 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



Could there be a bit more echo in the case of stairs? As I see it, having
been underground in a mine... the main tunnels don't echo much. But get to



a staircase, and there's just this tiny bit of echo that lets you know
that the tunnel is opening on a stairwell on the left. Just a thought.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 6:21 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



Hi Dark,

Those are some good points. However, as you pointed out some times it
is really really really hard to convey a concept or certain activity
in audio alone.

For example, one of the things I'm having difficulty with is
staircases in the new Tomb Hunter game. Normally the staircase would
be cut out of the same limestone as the floors and the blocks that the
walls are made out of. That's all well and fine for realism, but from
an audio game perspective how do I identify the sound of the staircase
from the normal floor without using a totally different surface type.
I can't simply use wood, because it was pretty rare in ancient Egypt.
Nor would metal, sand, dirt, etc work. I've got other stone step
sounds, but none quite as good as those I am using. So I'm sort of
stumped how to identify by sound alone that this is a stone staircase
and not a part of the floor. I'll probably have to solve that problem
by acquiring some alternative stone footstep sounds.

While solving something like the stone staircases verses the stone
floor has a fairly easy solution some things like replacing a bouncing
skull in Montezuma's Revenge isn't immediately apparent. Sometimes the
developer just isn't that creative, or an alternative solution didn't
occur to him/her. I know I didn't think about the crushers until you
mentioned it just now. I just removed the bouncing/jumping skulls, and
replaced them with normal ones. Problem solved, but didn't replace it
with something equally difficult though.

However, if there is a balance to the bouncing skulls in the
unreleased levels, levels 7-12, the skulls were invincible. You
couldn't destroy them with a sword, and it was pretty dang hard to get
through some of those levels. So that probably balanced out and made
up for the bouncing skulls.

Cheers!




On 1/5/12, dark d...@xgam.org wrote:

Hi Tom.

I've actually often thought part of the problem in the developement of
some
games is that when some mainstream concept is not possible for whatever
reason, it seems to be just missed out rather than replaced by something



to
maintain the complexity.

for instance in original duckhunt you tracked the ducks flying
diagonally on
a large playing field with a light gun, but in Liam's port you just
track
them in sterrio and not verticlly.

Well obviously tracking with a light gun the same as the original game
is
not possible, but why not add in something else to compensate, - for
instance have the ducks need to be targited vertically like the gorbian
ships in troop 2, or add in a distance factor so that you need to hit
the
ducks directly in the center of the field and get points accordingly.

similarly, in your original monti game, so we can't have bouncing
skulls,
well why not put in another hazard that falls from above which you need
to
simply avoid, such as some crushes that hammer down from the cieling
intermitantly like the fwomps in mario, sinse avoiding these and!
jumping a
skull at the same time would offer a similar spacial exercize to the
bouncing skull.

Of course, i know part of this is because developing games is simply
difficult, and that a sterrio field does not naturally hold as much
information as a visual one meaning that extra complexity requires extra
coding, but stil I think it'd be something worth thinking about when
creating an action game, how to introduce 

Re: [Audyssey] Mysteries of the Ancients News

2012-01-05 Thread Clement Chou
Well, that's true too... but I thought that was a given. But there are times 
when I don't think fighting games get as much of a chance from the gaming 
community as they should get. People write off games like Soul Calibur and 
MK as being too shallow... and that's without ever seriously sitting down 
with it and playing with it. Though to be fair, MK wasn't all too deep until 
MK 9. But I guess I'm a bit biased, considering I grew up with fighting 
games.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 7:58 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Nor is everybody interested in fighting games. I like a good fight now and
then but my interests generally lie elsewhere.
Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.


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Re: [Audyssey] fighting games (was): Mysteries of the Ancients News

2012-01-05 Thread Yohandy

empty message. might want to resend.

- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 10:39 PM
Subject: Re: [Audyssey] fighting games (was): Mysteries of the Ancients News




- Original Message - 
From: joseph weakland josephweakl...@att.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 6:47 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



IS THERE ANY ACCESSIBLE mk ONLINE GAMES YOU CAN PLAY WITH PC?

- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 8:22 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Clement, you and I think quite similarly. you can fight a CPU all day, 
but nothing's as hard to conquer as another human being. I've been 
playing lots of MK online lately, especially against some friends, and 
man some of those fights came down to the wire. we literally had 1 hit 
left before we died, and there were these tense 10-15 seconds where it 
was all about blocking and dodging. we had our mics on and you hear 
people panting and things. whoever hears us would think we're running a 
marathon hahaha. when someone finally 1, lots of screaming ensued. we 
really get into it and it's totally freakin awesome! call it just pixels 
on screen, cartoon characters, whatever you like. but man when I'm done 
with some of those gaming sessions I'm all sweating like a freaking 
animal hahaha. couple weeks back we had this mk session that lasted 6 
hours!






- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 1:44 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Simple and predictable is not the same thing. Sure a yo-yo is simple to 
use, but if it can get a bit unpredictable if you move it in a way it 
shouldn't be moved. In audio games, everything is the same. In 
Judgement day if a helicopter is flying towards you, it'll always be 
the same. There's no variations on amount of hits needed to stop it, or 
even in its trajectory. The planes are the same. They move from left to 
right, and when you shoot them they make little adjustments which while 
bothersome, doesn't really make for any challenge. Not to say JD isn't 
a bad game... it's fun. And simple yet hard to master games should be 
more abundant as well. Street fighter 4, for example, is easy to pick 
up and play, and to grasp basic things like combos and commands. But to 
really get good at it, you need to look deeper into the engine. Where 
each combo can be used, just how risky is throwing out that move, etc. 
Which is why I like fighting games so much... they're the only kinds of 
games we can play fully, yet they're so unpredictable especially 
against human opponents. If I jump, is he going to uppercut me out of 
the air? If I throw a super, is there a way for me to stop him blocking 
it so I guarantee a hit without wasting my meter? A lot of the time I 
play online is spent thinking, oh crap, he's rashing towards me. Is he 
going to throw out a low attack which requires a different block 
command than a regular attack? Is he going to go for an unblockable 
throw?
It's that kind of complexity that audio games lack and need to develop. 
It's always been amazing to me how two bunches of picksals and polygons 
beating each other up on a screen can be so complex. Sure you may say 
it's like a real fight, but it's a video game... the real thing takes 
all that into account and more. I just find fighting games so much 
simpler than most of people give them credit for.



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Re: [Audyssey] Mysteries of the Ancients News

2012-01-05 Thread Yohandy

doesn't change the fact that mk will probably never be developed on PC.

- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 10:08 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Except that not everybody can afford consoles.
Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 7:59 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


nothing good. give up your pcs people! else you'll never play anything 
worthwhile. you guys have been waiting for an mk port for pc for years, 
and it hasn't happened. what makes anyone think it'll happen any time 
soon? questions along the lines of does this or that exist on PC? can get 
rather irritating. just get a console and you'll be able to play anything 
you want.



- Original Message - 
From: joseph weakland josephweakl...@att.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 9:47 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



IS THERE ANY ACCESSIBLE mk ONLINE GAMES YOU CAN PLAY WITH PC?

- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 8:22 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Clement, you and I think quite similarly. you can fight a CPU all day, 
but nothing's as hard to conquer as another human being. I've been 
playing lots of MK online lately, especially against some friends, and 
man some of those fights came down to the wire. we literally had 1 hit 
left before we died, and there were these tense 10-15 seconds where it 
was all about blocking and dodging. we had our mics on and you hear 
people panting and things. whoever hears us would think we're running a 
marathon hahaha. when someone finally 1, lots of screaming ensued. we 
really get into it and it's totally freakin awesome! call it just pixels 
on screen, cartoon characters, whatever you like. but man when I'm done 
with some of those gaming sessions I'm all sweating like a freaking 
animal hahaha. couple weeks back we had this mk session that lasted 6 
hours!






- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 1:44 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Simple and predictable is not the same thing. Sure a yo-yo is simple to 
use, but if it can get a bit unpredictable if you move it in a way it 
shouldn't be moved. In audio games, everything is the same. In 
Judgement day if a helicopter is flying towards you, it'll always be 
the same. There's no variations on amount of hits needed to stop it, or 
even in its trajectory. The planes are the same. They move from left to 
right, and when you shoot them they make little adjustments which while 
bothersome, doesn't really make for any challenge. Not to say JD isn't 
a bad game... it's fun. And simple yet hard to master games should be 
more abundant as well. Street fighter 4, for example, is easy to pick 
up and play, and to grasp basic things like combos and commands. But to 
really get good at it, you need to look deeper into the engine. Where 
each combo can be used, just how risky is throwing out that move, etc. 
Which is why I like fighting games so much... they're the only kinds of 
games we can play fully, yet they're so unpredictable especially 
against human opponents. If I jump, is he going to uppercut me out of 
the air? If I throw a super, is there a way for me to stop him blocking 
it so I guarantee a hit without wasting my meter? A lot of the time I 
play online is spent thinking, oh crap, he's rashing towards me. Is he 
going to throw out a low attack which requires a different block 
command than a regular attack? Is he going to go for an unblockable 
throw?
It's that kind of complexity that audio games lack and need to develop. 
It's always been amazing to me how two bunches of picksals and polygons 
beating each other up on a screen can be so complex. Sure you may say 
it's like a real fight, but it's a video game... the real thing takes 
all that into account and more. I just find fighting games so much 
simpler than most of people give them credit for.



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Re: [Audyssey] Mysteries of the Ancients News

2012-01-05 Thread Bryan Peterson

Wasn't saying it would.
Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 10:19 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


doesn't change the fact that mk will probably never be developed on PC.

- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 10:08 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Except that not everybody can afford consoles.
Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 7:59 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


nothing good. give up your pcs people! else you'll never play anything 
worthwhile. you guys have been waiting for an mk port for pc for years, 
and it hasn't happened. what makes anyone think it'll happen any time 
soon? questions along the lines of does this or that exist on PC? can get 
rather irritating. just get a console and you'll be able to play anything 
you want.



- Original Message - 
From: joseph weakland josephweakl...@att.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 9:47 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



IS THERE ANY ACCESSIBLE mk ONLINE GAMES YOU CAN PLAY WITH PC?

- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 8:22 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Clement, you and I think quite similarly. you can fight a CPU all day, 
but nothing's as hard to conquer as another human being. I've been 
playing lots of MK online lately, especially against some friends, and 
man some of those fights came down to the wire. we literally had 1 hit 
left before we died, and there were these tense 10-15 seconds where it 
was all about blocking and dodging. we had our mics on and you hear 
people panting and things. whoever hears us would think we're running a 
marathon hahaha. when someone finally 1, lots of screaming ensued. we 
really get into it and it's totally freakin awesome! call it just pixels 
on screen, cartoon characters, whatever you like. but man when I'm done 
with some of those gaming sessions I'm all sweating like a freaking 
animal hahaha. couple weeks back we had this mk session that lasted 6 
hours!






- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 1:44 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Simple and predictable is not the same thing. Sure a yo-yo is simple to 
use, but if it can get a bit unpredictable if you move it in a way it 
shouldn't be moved. In audio games, everything is the same. In 
Judgement day if a helicopter is flying towards you, it'll always be 
the same. There's no variations on amount of hits needed to stop it, or 
even in its trajectory. The planes are the same. They move from left to 
right, and when you shoot them they make little adjustments which while 
bothersome, doesn't really make for any challenge. Not to say JD isn't 
a bad game... it's fun. And simple yet hard to master games should be 
more abundant as well. Street fighter 4, for example, is easy to pick 
up and play, and to grasp basic things like combos and commands. But to 
really get good at it, you need to look deeper into the engine. Where 
each combo can be used, just how risky is throwing out that move, etc. 
Which is why I like fighting games so much... they're the only kinds of 
games we can play fully, yet they're so unpredictable especially 
against human opponents. If I jump, is he going to uppercut me out of 
the air? If I throw a super, is there a way for me to stop him blocking 
it so I guarantee a hit without wasting my meter? A lot of the time I 
play online is spent thinking, oh crap, he's rashing towards me. Is he 
going to throw out a low attack which requires a different block 
command than a regular attack? Is he going to go for an unblockable 
throw?
It's that kind of complexity that audio games lack and need to develop. 
It's always been amazing to me how two bunches of picksals and polygons 
beating each other up on a screen can be so complex. Sure you may say 
it's like a real fight, but it's a video game... the real thing takes 
all that into account and more. I just find fighting games so much 
simpler than most of people give them credit for.



---
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If you want to leave the list, send E-mail to 
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You can make changes or update your 

Re: [Audyssey] fighting games (was): Mysteries of the Ancients News

2012-01-05 Thread Clement Chou
Yeah, I kinda realized it after I changed the subject and just automatically 
hit the send button. I was going to answer Joseph's question, but you 
already did... so that message was void anyway. lol
- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 9:16 PM
Subject: Re: [Audyssey] fighting games (was): Mysteries of the Ancients News



empty message. might want to resend.




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All messages are archived and can be searched and read at
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If you have any questions or concerns regarding the management of the list,
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Re: [Audyssey] Mysteries of the Ancients News

2012-01-05 Thread Yohandy
then they will never play such games. it's that simple. lots of blind people 
can afford things like ipods, ipads, and iphones, so I'm sure a gaming 
console isn't out of the question. and they bought the pc they're using to 
type the email, didn't they? I think insecurity on whether or not they can 
play it is the main factor here, not necessarily a money issue. however if 
you don't try it out, you'll never know. and if you wait for the particular 
game you want to be developed on pc, you'll be waiting a lng time.





- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 10:40 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Yohandy, you need to consider that not everyone can fork out a couple 
hundred bucks for a console... plus however much games would cost.
- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 6:59 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


nothing good. give up your pcs people! else you'll never play anything 
worthwhile. you guys have been waiting for an mk port for pc for years, 
and it hasn't happened. what makes anyone think it'll happen any time 
soon? questions along the lines of does this or that exist on PC? can get 
rather irritating. just get a console and you'll be able to play anything 
you want.



- Original Message - 
From: joseph weakland josephweakl...@att.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 9:47 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



IS THERE ANY ACCESSIBLE mk ONLINE GAMES YOU CAN PLAY WITH PC?

- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 8:22 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Clement, you and I think quite similarly. you can fight a CPU all day, 
but nothing's as hard to conquer as another human being. I've been 
playing lots of MK online lately, especially against some friends, and 
man some of those fights came down to the wire. we literally had 1 hit 
left before we died, and there were these tense 10-15 seconds where it 
was all about blocking and dodging. we had our mics on and you hear 
people panting and things. whoever hears us would think we're running a 
marathon hahaha. when someone finally 1, lots of screaming ensued. we 
really get into it and it's totally freakin awesome! call it just 
pixels on screen, cartoon characters, whatever you like. but man when 
I'm done with some of those gaming sessions I'm all sweating like a 
freaking animal hahaha. couple weeks back we had this mk session that 
lasted 6 hours!






- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 1:44 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Simple and predictable is not the same thing. Sure a yo-yo is simple 
to use, but if it can get a bit unpredictable if you move it in a way 
it shouldn't be moved. In audio games, everything is the same. In 
Judgement day if a helicopter is flying towards you, it'll always be 
the same. There's no variations on amount of hits needed to stop it, 
or even in its trajectory. The planes are the same. They move from 
left to right, and when you shoot them they make little adjustments 
which while bothersome, doesn't really make for any challenge. Not to 
say JD isn't a bad game... it's fun. And simple yet hard to master 
games should be more abundant as well. Street fighter 4, for example, 
is easy to pick up and play, and to grasp basic things like combos and 
commands. But to really get good at it, you need to look deeper into 
the engine. Where each combo can be used, just how risky is throwing 
out that move, etc. Which is why I like fighting games so much... 
they're the only kinds of games we can play fully, yet they're so 
unpredictable especially against human opponents. If I jump, is he 
going to uppercut me out of the air? If I throw a super, is there a 
way for me to stop him blocking it so I guarantee a hit without 
wasting my meter? A lot of the time I play online is spent thinking, 
oh crap, he's rashing towards me. Is he going to throw out a low 
attack which requires a different block command than a regular attack? 
Is he going to go for an unblockable throw?
It's that kind of complexity that audio games lack and need to 
develop. It's always been amazing to me how two bunches of picksals 
and polygons beating each other up on a screen can be so complex. Sure 
you may say it's like a real fight, but it's a video game... the real 
thing takes all that into account and more. I just find fighting games 
so much simpler than most of people give them credit for.



---
Gamers mailing list __ 

Re: [Audyssey] Mysteries of the Ancients News

2012-01-05 Thread Bryan Peterson
Well as for buying the computer not necessarily. Voc Rehab might have paid 
for that and the screen reader. As for buying IPads and IPhones but not 
consoles, that's a differet stor since there's a lot you ca do with one of 
those. But I've never been one to buy a console just for one or two games. 
That would be like buying an entire CD just for one song, although I suppose 
with ITunes that's less of a problem nowadays.

Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 10:23 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


then they will never play such games. it's that simple. lots of blind 
people can afford things like ipods, ipads, and iphones, so I'm sure a 
gaming console isn't out of the question. and they bought the pc they're 
using to type the email, didn't they? I think insecurity on whether or not 
they can play it is the main factor here, not necessarily a money issue. 
however if you don't try it out, you'll never know. and if you wait for 
the particular game you want to be developed on pc, you'll be waiting a 
lng time.





- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 10:40 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Yohandy, you need to consider that not everyone can fork out a couple 
hundred bucks for a console... plus however much games would cost.
- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 6:59 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


nothing good. give up your pcs people! else you'll never play anything 
worthwhile. you guys have been waiting for an mk port for pc for years, 
and it hasn't happened. what makes anyone think it'll happen any time 
soon? questions along the lines of does this or that exist on PC? can 
get rather irritating. just get a console and you'll be able to play 
anything you want.



- Original Message - 
From: joseph weakland josephweakl...@att.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 9:47 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



IS THERE ANY ACCESSIBLE mk ONLINE GAMES YOU CAN PLAY WITH PC?

- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 8:22 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Clement, you and I think quite similarly. you can fight a CPU all day, 
but nothing's as hard to conquer as another human being. I've been 
playing lots of MK online lately, especially against some friends, and 
man some of those fights came down to the wire. we literally had 1 hit 
left before we died, and there were these tense 10-15 seconds where it 
was all about blocking and dodging. we had our mics on and you hear 
people panting and things. whoever hears us would think we're running 
a marathon hahaha. when someone finally 1, lots of screaming ensued. 
we really get into it and it's totally freakin awesome! call it just 
pixels on screen, cartoon characters, whatever you like. but man when 
I'm done with some of those gaming sessions I'm all sweating like a 
freaking animal hahaha. couple weeks back we had this mk session that 
lasted 6 hours!






- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 1:44 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Simple and predictable is not the same thing. Sure a yo-yo is simple 
to use, but if it can get a bit unpredictable if you move it in a way 
it shouldn't be moved. In audio games, everything is the same. In 
Judgement day if a helicopter is flying towards you, it'll always be 
the same. There's no variations on amount of hits needed to stop it, 
or even in its trajectory. The planes are the same. They move from 
left to right, and when you shoot them they make little adjustments 
which while bothersome, doesn't really make for any challenge. Not to 
say JD isn't a bad game... it's fun. And simple yet hard to master 
games should be more abundant as well. Street fighter 4, for example, 
is easy to pick up and play, and to grasp basic things like combos 
and commands. But to really get good at it, you need to look deeper 
into the engine. Where each combo can be used, just how risky is 
throwing out that move, etc. Which is why I like fighting games so 
much... they're the only kinds of games we can play fully, yet 
they're so unpredictable especially against human opponents. If I 
jump, is he going to uppercut me out of the air? If I throw a super, 
is there a way for me to stop him blocking it 

Re: [Audyssey] Mysteries of the Ancients News

2012-01-05 Thread shaun everiss

not to mention space.
My room has a tv but the location is fully unsuited for a console.
Ofcause that depends on the console.
If we are talking on the latest generation playstation or xbox it is 
probably out my legue anyway.
I actually am trying to distance myself from as many things tech wise 
I can as I don't want to be tied to anything.
I have hardly space for the computer, mouse, and drives, so no 
console at least no big hunking consoles.
And there is almost no value in getting one, I have never played 
them, won't start now, I have always played pc.

At 07:40 p.m. 5/01/2012 -0800, you wrote:
Yohandy, you need to consider that not everyone can fork out a 
couple hundred bucks for a console... plus however much games would cost.

- Original Message - From: Yohandy yohand...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 6:59 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


nothing good. give up your pcs people! else you'll never play 
anything worthwhile. you guys have been waiting for an mk port for 
pc for years, and it hasn't happened. what makes anyone think it'll 
happen any time soon? questions along the lines of does this or 
that exist on PC? can get rather irritating. just get a console and 
you'll be able to play anything you want.



- Original Message - From: joseph weakland josephweakl...@att.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 9:47 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



IS THERE ANY ACCESSIBLE mk ONLINE GAMES YOU CAN PLAY WITH PC?

- Original Message - From: Yohandy yohand...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 8:22 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Clement, you and I think quite similarly. you can fight a CPU all 
day, but nothing's as hard to conquer as another human being. 
I've been playing lots of MK online lately, especially against 
some friends, and man some of those fights came down to the wire. 
we literally had 1 hit left before we died, and there were these 
tense 10-15 seconds where it was all about blocking and dodging. 
we had our mics on and you hear people panting and things. 
whoever hears us would think we're running a marathon hahaha. 
when someone finally 1, lots of screaming ensued. we really get 
into it and it's totally freakin awesome! call it just pixels on 
screen, cartoon characters, whatever you like. but man when I'm 
done with some of those gaming sessions I'm all sweating like a 
freaking animal hahaha. couple weeks back we had this mk session 
that lasted 6 hours!






- Original Message - From: Clement Chou chou.clem...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 1:44 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Simple and predictable is not the same thing. Sure a yo-yo is 
simple to use, but if it can get a bit unpredictable if you move 
it in a way it shouldn't be moved. In audio games, everything is 
the same. In Judgement day if a helicopter is flying towards 
you, it'll always be the same. There's no variations on amount 
of hits needed to stop it, or even in its trajectory. The planes 
are the same. They move from left to right, and when you shoot 
them they make little adjustments which while bothersome, 
doesn't really make for any challenge. Not to say JD isn't a bad 
game... it's fun. And simple yet hard to master games should be 
more abundant as well. Street fighter 4, for example, is easy to 
pick up and play, and to grasp basic things like combos and 
commands. But to really get good at it, you need to look deeper 
into the engine. Where each combo can be used, just how risky is 
throwing out that move, etc. Which is why I like fighting games 
so much... they're the only kinds of games we can play fully, 
yet they're so unpredictable especially against human opponents. 
If I jump, is he going to uppercut me out of the air? If I throw 
a super, is there a way for me to stop him blocking it so I 
guarantee a hit without wasting my meter? A lot of the time I 
play online is spent thinking, oh crap, he's rashing towards me. 
Is he going to throw out a low attack which requires a different 
block command than a regular attack? Is he going to go for an 
unblockable throw?
It's that kind of complexity that audio games lack and need to 
develop. It's always been amazing to me how two bunches of 
picksals and polygons beating each other up on a screen can be 
so complex. Sure you may say it's like a real fight, but it's a 
video game... the real thing takes all that into account and 
more. I just find fighting games so much simpler than most of 
people give them credit for.



---
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You can make changes or update your subscription via 

Re: [Audyssey] Mysteries of the Ancients News

2012-01-05 Thread shaun everiss
I like all fighting and stratogy some sport games but I don't really 
want to be tied to one game at a time.

At 08:58 p.m. 5/01/2012 -0700, you wrote:
Nor is everybody interested in fighting games. I like a good fight 
now and then but my interests generally lie elsewhere.

Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
- Original Message - From: Clement Chou chou.clem...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 8:40 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Yohandy, you need to consider that not everyone can fork out a 
couple hundred bucks for a console... plus however much games would cost.

- Original Message - From: Yohandy yohand...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 6:59 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


nothing good. give up your pcs people! else you'll never play 
anything worthwhile. you guys have been waiting for an mk port for 
pc for years, and it hasn't happened. what makes anyone think 
it'll happen any time soon? questions along the lines of does this 
or that exist on PC? can get rather irritating. just get a console 
and you'll be able to play anything you want.



- Original Message - From: joseph weakland 
josephweakl...@att.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 9:47 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News



IS THERE ANY ACCESSIBLE mk ONLINE GAMES YOU CAN PLAY WITH PC?

- Original Message - From: Yohandy yohand...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 8:22 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Clement, you and I think quite similarly. you can fight a CPU 
all day, but nothing's as hard to conquer as another human 
being. I've been playing lots of MK online lately, especially 
against some friends, and man some of those fights came down to 
the wire. we literally had 1 hit left before we died, and there 
were these tense 10-15 seconds where it was all about blocking 
and dodging. we had our mics on and you hear people panting and 
things. whoever hears us would think we're running a marathon 
hahaha. when someone finally 1, lots of screaming ensued. we 
really get into it and it's totally freakin awesome! call it 
just pixels on screen, cartoon characters, whatever you like. 
but man when I'm done with some of those gaming sessions I'm all 
sweating like a freaking animal hahaha. couple weeks back we had 
this mk session that lasted 6 hours!






- Original Message - From: Clement Chou chou.clem...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 05, 2012 1:44 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News


Simple and predictable is not the same thing. Sure a yo-yo is 
simple to use, but if it can get a bit unpredictable if you 
move it in a way it shouldn't be moved. In audio games, 
everything is the same. In Judgement day if a helicopter is 
flying towards you, it'll always be the same. There's no 
variations on amount of hits needed to stop it, or even in its 
trajectory. The planes are the same. They move from left to 
right, and when you shoot them they make little adjustments 
which while bothersome, doesn't really make for any challenge. 
Not to say JD isn't a bad game... it's fun. And simple yet hard 
to master games should be more abundant as well. Street fighter 
4, for example, is easy to pick up and play, and to grasp basic 
things like combos and commands. But to really get good at it, 
you need to look deeper into the engine. Where each combo can 
be used, just how risky is throwing out that move, etc. Which 
is why I like fighting games so much... they're the only kinds 
of games we can play fully, yet they're so unpredictable 
especially against human opponents. If I jump, is he going to 
uppercut me out of the air? If I throw a super, is there a way 
for me to stop him blocking it so I guarantee a hit without 
wasting my meter? A lot of the time I play online is spent 
thinking, oh crap, he's rashing towards me. Is he going to 
throw out a low attack which requires a different block command 
than a regular attack? Is he going to go for an unblockable throw?
It's that kind of complexity that audio games lack and need to 
develop. It's always been amazing to me how two bunches of 
picksals and polygons beating each other up on a screen can be 
so complex. Sure you may say it's like a real fight, but it's a 
video game... the real thing takes all that into account and 
more. I just find fighting games so much simpler than most of 
people give them credit for.



---
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gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at

Re: [Audyssey] Randomisation in Games was Huge Cave

2012-01-05 Thread dark

Hi Tom.

all that is very true, also in terms of text sinse the english language 
contains so many descriptive words, having the game randomly select a couple 
can give the appearence of new items or descriptions even though it is only 
selecting from a pool, which can completely change the feeling of the game.


For instance in the roguelike game angband, most magical items that aren't 
weapons such as potions, wands, rings and amulets and the like need to be 
identified with an identify spell before you know exactly what their affects 
are. they aren't however just called unidentified x they each have a 
material description, such as copper plated wand, or ivory studded staff


Once identified, either by using an identify spell or by using the item, the 
game will call them things like ivory studded staff of cone of cold.


The clever thing however, is that these descriptions are compltely 
randomized each game, so one game the ivory studded staff might be cone of 
cold, the next it might be a staff of summon monster.


this adds a lot of replay value, and also a very nice flavour for the magic 
items.


What is however even cleverer, is that the game creates these descriptions 
out of a number of components that are put together. So each potion for 
instance could be a red potion, a red congealed potion, a red bubling 
potion, a dark red potion etc and you have lots of variation.


the same goes for room descriptions.

one idea I had in entombed for instance was having a description that could 
substitute psudonims, or parts of the description to allow variation in the 
environment.


for instance, you are in a long/round/wide/narrow/cramped/broad 
cave/cavern/chamber/room/slot.


Add in a few more descriptors and some sentence variation, and there is the 
potential for a great many different ways of describing the same 
environment, - and that's before you start assigning random objects to 
the area.


this is why in some senses textual games have a greater facility for 
randomization and variation than audio or graphical ones, sinse it's far 
easier to create variations in text than it is in graphics or sounds.


Beware the grue!

dark. 



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