Re: [Audyssey] Playing the Spaceship Game

2012-04-06 Thread Michael Taboada

Hi,
You said you hope he releases a patch -- I understand this, so you can use 
the page up and page down, but remember that philip doesn't want that 
considered in the ratings if he does release a patch, as that would be like 
giving him more time than 2 months to work on the game -- this is why he is 
hosting them himself, so they can't be changed after they've been released 
for the competition.

Just figured I'd throw that out there.
-Michael.


-Original Message- 
From: Thomas Ward

Sent: Friday, April 06, 2012 12:39 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Playing the Spaceship Game


Hi Michael,

I've been trying to give Spaceship a chance, but I am continually
frustrated by the game. I just can't seem to figure it out.

However, you did answer one of the problems I was having. I was running
it on a laptop, which unfortunately didn't have a numpad, so page up and
page down weren't working. I wish Claudio would have thought of problems
like this before releasing Spaceship as that is a pretty common issue. A
lot of blind gamers have laptops, netbooks, etc and assuming the target
system has a full sized keyboard is a big mistake.


Anyway, I haven't voted yet because I am trying to keep an open mind
about the game, see if I can get into it, and hope Claudio releases a
patch to fix some of these issues like the page up or page down keys. In
the mean time I plan to play with it over the Easter holidays. I'll
probably turn in my ratings early next week once I have had time to get
use to the game.

On 4/5/2012 10:54 PM, Michael Feir wrote:

I play the game while using Jaws and found that only the pageup and
pagedown keys on the numberpad worked. There's also a sort of double
swish alert sound when an enemy is close or in the same passage or
something like that. I'm pretty impressed with this game overall
considering its short development time. Give it a chance. It grows on
you.



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Re: [Audyssey] Playing the Spaceship Game

2012-04-06 Thread Kevin Andrews

Hello,

I agree with Michael. This isn't to say that he couldn't release a patch 
after the competition has finished and we find out the winner.


On 4/6/2012 2:04 AM, Michael Taboada wrote:

Hi,
You said you hope he releases a patch -- I understand this, so you can 
use the page up and page down, but remember that philip doesn't want 
that considered in the ratings if he does release a patch, as that 
would be like giving him more time than 2 months to work on the game 
-- this is why he is hosting them himself, so they can't be changed 
after they've been released for the competition.

Just figured I'd throw that out there.
-Michael.


-Original Message- From: Thomas Ward
Sent: Friday, April 06, 2012 12:39 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Playing the Spaceship Game


Hi Michael,

I've been trying to give Spaceship a chance, but I am continually
frustrated by the game. I just can't seem to figure it out.

However, you did answer one of the problems I was having. I was running
it on a laptop, which unfortunately didn't have a numpad, so page up and
page down weren't working. I wish Claudio would have thought of problems
like this before releasing Spaceship as that is a pretty common issue. A
lot of blind gamers have laptops, netbooks, etc and assuming the target
system has a full sized keyboard is a big mistake.


Anyway, I haven't voted yet because I am trying to keep an open mind
about the game, see if I can get into it, and hope Claudio releases a
patch to fix some of these issues like the page up or page down keys. In
the mean time I plan to play with it over the Easter holidays. I'll
probably turn in my ratings early next week once I have had time to get
use to the game.

On 4/5/2012 10:54 PM, Michael Feir wrote:

I play the game while using Jaws and found that only the pageup and
pagedown keys on the numberpad worked. There's also a sort of double
swish alert sound when an enemy is close or in the same passage or
something like that. I'm pretty impressed with this game overall
considering its short development time. Give it a chance. It grows on
you.



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--
Kevin J. Andrews
Email: kevin.andrew...@gmail.com


A man who never made a mistake never tried anything new.-Albert Einstein


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Re: [Audyssey] playmania, bgt competition collection

2012-04-06 Thread Cara Quinn
Nikola, I'm on Mac at the moment so haven't touched BGT, nor any of the games 
in the contest, but please please please keep up the great work! Seriously!

Che and others are right when they say most people have no idea how difficult 
it can be to get a finished product to release. So kudos to you!

You've done something that many haven't so keep it up! K? You rock!!!

Smiles,

Cara :)
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On Apr 5, 2012, at 12:18 PM, Nikola Stojsic (NS studios) wrote:

Thanks, I don't think I'm a beginner, since I know a lot of things, but I
haven't got the full time to create something powerful enough, because of my
school.
This is just my first attempt to be in a contest and see what would happen,
and I got really good feedbacks from one part of the world, from another one
just got a bit worse suggestions, but everything multiplied, divided,
subtracted and added is that 60, 70% of people who were and are giving
suggestions or feedbacks, are congratulating and etc. It doesn't mean I'm
just angry on the people saying not so light and white comments, and
suggestions, it just means that, as I alrighty said, my things aren't so
powerful and only one thing I can say why I haven't made something more
powerful, something really bombastic is that I had to worry about school,
tests, exams and so on.
At the end, thank you for all these comments, I'll probably fix bugs you
mentioned and one those I found my self if this collection will win,
otherwise i'll just understand my work as a garbage and the rite place for
the garbage is the Recycle Bin, and that's all.

Regards,
Nikola Stojsic (NS studios)
e-mail: ns.studi...@gmail.com
skype: nikola.stojsic
company's twitter: https://twitter.com/nsstudios_co 
company's facebook:
http://www.facebook.com/profile.php?id=13655297521ref=tn_tnmn 
private twitter: https://twitter.com/nikola_stojsic
web site: http://www.nsstudiosweb.com



-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Milos Przic
Sent: Thursday, 05 April, 2012 08:15 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] playmania, bgt competition collection

Hey all,
But let's support Nikola. As I know, this is his first experience in
creating games. The things of the kind are normal when one is beginner in
certain aspects. If I did it a few years ago, when I had his age, I would
have done the same mistake. If we demotivate him, he will stop working on
possible new games. if we encourage him now, we will probably get a new
developer that, believe me, has the potential to bring us some inovations. 
Nikola, keep up your work!
Best!
 Milos Przic
msn: milos.pr...@gmail.com
skype: Milosh-hs
- Original Message -
From: Kevin Andrews kevin.andrew...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, April 05, 2012 3:14 PM
Subject: Re: [Audyssey] playmania, bgt competition collection


 Hi Christopher and others,
 
 I have to agree with the said comments here. I also had difficulty 
 pouring into the glass. I think that sound was in stereo so it was 
 extremely difficult to determine where exactly it was in relation to where
you are.
 Also I have to agree with the dice game. It quickly became a very 
 monotonous task of just rolling the dice and being moved a random 
 position and random events possibly happening. It has potential for 
 younger audiences though so perhaps try to target these specific groups of
people.
 
 On 4/5/2012 8:33 AM, Christopher Bartlett wrote:
 I've commented on the bgt topic on audiogames.net.  Here is a longer 
 set of comments as I was commenting on all three submissions at the 
 time.
 
 I like that you packaged everything in a nice installer.  I think I 
 would remove the help text from the installer though, as at least for 
 me running NVDA, the text was a jumble due to formatting and I ended 
 up having to read it all over anyway to understand it properly.
 
 In the pouring game, I found it difficult to center the glass sound 
 for some reason.  My accuracy in Swamp hovers around 75% so I don't 
 think it's me.
 
 The snowball fight portion of the game is the most interesting, but 
 we need some more behaviors from the bully, as, once you get the 
 rhythm, it is possible to hit him with two snowballs every time he 
 approaches without him being able to touch you.
 
 The animals game needs something more than simply rolling dice and 
 moving through randomly determined obstacles.  There are no decisions 
 to be made in this game, which for me makes its replay value nil.
 
 Is this game pack intended for young children?  It has that feel and 
 frankly they would be the only ones interested in any of these games 
 for any length of time.  That's ok, if that's your goal.
 
 Christopher Bartlett
 
 
 
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Re: [Audyssey] Playing the Spaceship Game

2012-04-06 Thread dark

I'm glad it's not just me.

I'm afraid I had no luck with it, all I could do was basically move around 
in 2D (the page up and down or home and end keys didn't work at all from 
what I could gather). the sounds are confusing and I found the voices at the 
start of the game near inaudiable.


I'm afraid I have already rated the game myself, and while I tried to 
recognize the good points about the game,  the sounds and music are 
obviously of high quality, after a solid hour of trying and not being able 
to get anywhere or make any headway I pretty much gave up with the thing.


I wonder if the developer actually had any playtesters for the game at all, 
or just put it together on his own and expected others to understand things 
as well as him, who designed the game.


Beware the Grue!

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

To: Audyssey Mailing List gamers@audyssey.org
Sent: Friday, April 06, 2012 1:57 AM
Subject: [Audyssey] Playing the Spaceship Game




Hi all,

I was wondering if anyone here has managed to make any headway with the 
spaceship game. I've been trying to figure this out on and off all day and 
I'm afraid I just don't get it. I can't seem to attack and shoot any alien 
creatures. Plus the total lack of a Learn Sounds menu has left me 
guessing what sound is suppose to be what. However, I like the concept of 
the game and don't want to rate it poorly until I've got the hang of it. 
Any ideas of how to figure this thing out?


Cheers!

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Re: [Audyssey] Playing the Spaceship Game

2012-04-06 Thread dark

Karl, what voices?

when I start the game I hear loads of voices chattering, but none are 
audible at all it seems.


Beware the grue!

Dark.
- Original Message - 
From: Karl Belanger karl.belan...@comcast.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, April 06, 2012 3:10 AM
Subject: Re: [Audyssey] Playing the Spaceship Game



Hi,
First, Don't start in the fighting practice area. Start with the regular 
game. The fighting practice should probably have been named survival mode, 
or something similar. The regular game itself actually does a good job of 
explaining what is going on and the descriptions of enemies are given as 
they're introduced. Secondly, turn off the music. There is a static sound 
near the center of each level which seems to be just an ambiance noise. 
Everything else in the enemies. Basically, use the arrow keys to move 
around in the area, the page up and page down keys do not work for me, and 
either get a line of sight to the enemy, which can be determined both by 
the stereo position and by the look feature, and use the control plus 
directional to fire at the enemy, or get as close as you can, drop a mine, 
and run.

HTH,
Karl
On Apr 5, 2012, at 8:57 PM, Thomas Ward wrote:



Hi all,

I was wondering if anyone here has managed to make any headway with the 
spaceship game. I've been trying to figure this out on and off all day 
and I'm afraid I just don't get it. I can't seem to attack and shoot any 
alien creatures. Plus the total lack of a Learn Sounds menu has left me 
guessing what sound is suppose to be what. However, I like the concept of 
the game and don't want to rate it poorly until I've got the hang of it. 
Any ideas of how to figure this thing out?


Cheers!

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Re: [Audyssey] Playing the Spaceship Game

2012-04-06 Thread Thomas Ward


Michael,


Yeah, I am aware that he can't patch the game while it is being rated 
for the contest. What I meant is I hope after the results are in he 
continues working on the game and adds a few things here and there. I 
genuinely like the game concept, think the sounds and music are decent, 
but I'm not making any headway with the game play. I think he could 
spend a few days just working on a few things here and there to improve 
the existing game idea.


On 4/6/2012 2:04 AM, Michael Taboada wrote:

Hi,
You said you hope he releases a patch -- I understand this, so you can 
use the page up and page down, but remember that philip doesn't want 
that considered in the ratings if he does release a patch, as that 
would be like giving him more time than 2 months to work on the game 
-- this is why he is hosting them himself, so they can't be changed 
after they've been released for the competition.

Just figured I'd throw that out there.
-Michael.




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Re: [Audyssey] Playing the Spaceship Game

2012-04-06 Thread Thomas Ward


Hi Dark,

Hmmm...Did the speech come up in English or Spanish. The game is 
multilingual and if it is in Spanish that might be [part of the problem 
here. :D


That said, the default speech does sound a bit strange. He tried adding 
some special effects to the Sapi voice he used, I want to say Ivona 
Jenifer, and its a bit hard to hear the speech with all the funky echo 
and choris effects he used.


On 4/6/2012 3:11 AM, dark wrote:

I'm glad it's not just me.

I'm afraid I had no luck with it, all I could do was basically move 
around in 2D (the page up and down or home and end keys didn't work at 
all from what I could gather). the sounds are confusing and I found 
the voices at the start of the game near inaudiable.


I'm afraid I have already rated the game myself, and while I tried to 
recognize the good points about the game,  the sounds and music 
are obviously of high quality, after a solid hour of trying and not 
being able to get anywhere or make any headway I pretty much gave up 
with the thing.


I wonder if the developer actually had any playtesters for the game at 
all, or just put it together on his own and expected others to 
understand things as well as him, who designed the game.


Beware the Grue!

Dark.



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Re: [Audyssey] playmania, bgt competition collection

2012-04-06 Thread shaun everiss

Hi ns studios.
To be honest the games were to simple.
Maybe part of it was my expectations being to high but the challenge 
was not there.
Compaired to the  rest of the games I found them a bit to crappy and 
simplistic.
The snowball game I never got used to and the others well you could 
always garenty a win or almost allways.

is it me or is it just to easy.
The most challenging was aprones game to be honest, the space ship 
game was ok but I never got that far with it.

a bit confusing.

At 10:45 a.m. 5/04/2012 +0200, you wrote:

Hello everyone,

I just want to know whether anyone have took a look at my bgt competition
playmania collection, and if yes what you all think about it.
Listening to the public! *smiles*


Regards,
Nikola Stojsic (NS studios)
e-mail: ns.studi...@gmail.com
skype: nikola.stojsic
company's twitter: https://twitter.com/nsstudios_co
company's facebook:
http://www.facebook.com/profile.php?id=13655297521ref=tn_tnmn
private twitter: https://twitter.com/nikola_stojsic
web site: http://www.nsstudiosweb.com





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Re: [Audyssey] Playing the Spaceship Game

2012-04-06 Thread dark

I agree completely tom.

All the comp entries will receive audiogames.net pages, but it'll be a 
alittle hard to do that for the spaceship game as is since I've been having 
just the same problems myself.


some design updates to the game, to just make things a little more 
comprehensible would be very much appreciated.


Beware the Grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, April 06, 2012 8:27 AM
Subject: Re: [Audyssey] Playing the Spaceship Game




Michael,


Yeah, I am aware that he can't patch the game while it is being rated for 
the contest. What I meant is I hope after the results are in he continues 
working on the game and adds a few things here and there. I genuinely like 
the game concept, think the sounds and music are decent, but I'm not 
making any headway with the game play. I think he could spend a few days 
just working on a few things here and there to improve the existing game 
idea.


On 4/6/2012 2:04 AM, Michael Taboada wrote:

Hi,
You said you hope he releases a patch -- I understand this, so you can 
use the page up and page down, but remember that philip doesn't want that 
considered in the ratings if he does release a patch, as that would be 
like giving him more time than 2 months to work on the game -- this is 
why he is hosting them himself, so they can't be changed after they've 
been released for the competition.

Just figured I'd throw that out there.
-Michael.




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Re: [Audyssey] Playing the Spaceship Game

2012-04-06 Thread dark
nope, the speech was in English, since I did it at school I'd recognize 
spanish,  though probably can't remember enough to play a game in it :D.


The voices in the game, menues etc were fine, I just meant what sound like 
voices chattering when you start the game itself, rather than the fighting 
practice mode.


Beware the Grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, April 06, 2012 8:32 AM
Subject: Re: [Audyssey] Playing the Spaceship Game




Hi Dark,

Hmmm...Did the speech come up in English or Spanish. The game is 
multilingual and if it is in Spanish that might be [part of the problem 
here. :D


That said, the default speech does sound a bit strange. He tried adding 
some special effects to the Sapi voice he used, I want to say Ivona 
Jenifer, and its a bit hard to hear the speech with all the funky echo and 
choris effects he used.


On 4/6/2012 3:11 AM, dark wrote:

I'm glad it's not just me.

I'm afraid I had no luck with it, all I could do was basically move 
around in 2D (the page up and down or home and end keys didn't work at 
all from what I could gather). the sounds are confusing and I found the 
voices at the start of the game near inaudiable.


I'm afraid I have already rated the game myself, and while I tried to 
recognize the good points about the game,  the sounds and music are 
obviously of high quality, after a solid hour of trying and not being 
able to get anywhere or make any headway I pretty much gave up with the 
thing.


I wonder if the developer actually had any playtesters for the game at 
all, or just put it together on his own and expected others to understand 
things as well as him, who designed the game.


Beware the Grue!

Dark.



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Re: [Audyssey] playmania, bgt competition collection

2012-04-06 Thread shaun everiss

hmmm maybe I shouldn't have sent the last message I sent then.
At 08:14 p.m. 5/04/2012 +0200, you wrote:

Hey all,
But let's support Nikola. As I know, this is his first experience in 
creating games. The things of the kind are normal when one is 
beginner in certain aspects. If I did it a few years ago, when I had 
his age, I would have done the same mistake. If we demotivate him, 
he will stop working on possible new games. if we encourage him now, 
we will probably get a new developer that, believe me, has the 
potential to bring us some inovations. Nikola, keep up your work!

Best!
 Milos Przic
msn: milos.pr...@gmail.com
skype: Milosh-hs
- Original Message - From: Kevin Andrews kevin.andrew...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, April 05, 2012 3:14 PM
Subject: Re: [Audyssey] playmania, bgt competition collection



Hi Christopher and others,

I have to agree with the said comments here. I also had difficulty 
pouring into the glass. I think that sound was in stereo so it was 
extremely difficult to determine where exactly it was in relation 
to where you are. Also I have to agree with the dice game. It 
quickly became a very monotonous task of just rolling the dice and 
being moved a random position and random events possibly happening. 
It has potential for younger audiences though so perhaps try to 
target these specific groups of people.


On 4/5/2012 8:33 AM, Christopher Bartlett wrote:

I've commented on the bgt topic on audiogames.net.  Here is a longer set of
comments as I was commenting on all three submissions at the time.

I like that you packaged everything in a nice installer.  I think I would
remove the help text from the installer though, as at least for me running
NVDA, the text was a jumble due to formatting and I ended up having to read
it all over anyway to understand it properly.

In the pouring game, I found it difficult to center the glass sound for some
reason.  My accuracy in Swamp hovers around 75% so I don't think it's me.

The snowball fight portion of the game is the most interesting, but we need
some more behaviors from the bully, as, once you get the rhythm, it is
possible to hit him with two snowballs every time he approaches without him
being able to touch you.

The animals game needs something more than simply rolling dice and moving
through randomly determined obstacles.  There are no decisions to be made in
this game, which for me makes its replay value nil.

Is this game pack intended for young children?  It has that feel and frankly
they would be the only ones interested in any of these games for any length
of time.  That's ok, if that's your goal.

Christopher Bartlett



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--
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A man who never made a mistake never tried anything new.-Albert Einstein


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Re: [Audyssey] Swamp is growing kinda fast.

2012-04-06 Thread shaun everiss

well I'd expect you to know yourself unless you are a zombie in disguise rofl
At 11:41 a.m. 5/04/2012 -0700, you wrote:

I know Aprone really well.  :)  hehe

 From: enes enes.sari...@gmail.com
 hi,
 how do you know about the new weapons and missions? and
 voices?
 and what kind of changes will there be for the voices


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[Audyssey] swamp missions and death

2012-04-06 Thread john
I've been playing swamp a lot recently, and it seems that dying 
in missions is rather harsh. I've had multiple times where I've 
spent 5000 reputation or more to prepare for a mission, and 
because certain people were doing nothing but blasting zombies 
ended up getting mobbed with crates. While I do see the point in 
loosing something if you die, I don't feel that *everything* you 
own and fought for needs to get trashed. Any thoughts?


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Re: [Audyssey] swamp missions and death

2012-04-06 Thread Mike Maslo
Agreed and why I stoppdf playing 

Sent from my iPhone

On Apr 6, 2012, at 12:07 PM, john jpcarnemo...@comcast.net wrote:

 I've been playing swamp a lot recently, and it seems that dying in missions 
 is rather harsh. I've had multiple times where I've spent 5000 reputation or 
 more to prepare for a mission, and because certain people were doing nothing 
 but blasting zombies ended up getting mobbed with crates. While I do see the 
 point in loosing something if you die, I don't feel that *everything* you own 
 and fought for needs to get trashed. Any thoughts?
 
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Re: [Audyssey] swamp missions and death

2012-04-06 Thread simon dowling
well i found a couple of nice guns went back to the safe zone got some
armour and saved the game by pressing escape again went back to the
game got killed and you guest it, lost everything what i thought i had
saved.

On 06/04/2012, Mike Maslo mmaslo1...@swbell.net wrote:
 Agreed and why I stoppdf playing

 Sent from my iPhone

 On Apr 6, 2012, at 12:07 PM, john jpcarnemo...@comcast.net wrote:

 I've been playing swamp a lot recently, and it seems that dying in
 missions is rather harsh. I've had multiple times where I've spent 5000
 reputation or more to prepare for a mission, and because certain people
 were doing nothing but blasting zombies ended up getting mobbed with
 crates. While I do see the point in loosing something if you die, I don't
 feel that *everything* you own and fought for needs to get trashed. Any
 thoughts?

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Re: [Audyssey] swamp missions and death

2012-04-06 Thread Ken
That's why we need a locker system, at least for diessel and perhaps other 
things u might choose to save.
- Original Message - 
From: john jpcarnemo...@comcast.net

To: gamers gamers@audyssey.org
Sent: Friday, April 06, 2012 1:07 PM
Subject: [Audyssey] swamp missions and death


I've been playing swamp a lot recently, and it seems that dying in 
missions is rather harsh. I've had multiple times where I've spent 5000 
reputation or more to prepare for a mission, and because certain people 
were doing nothing but blasting zombies ended up getting mobbed with 
crates. While I do see the point in loosing something if you die, I don't 
feel that *everything* you own and fought for needs to get trashed. Any 
thoughts?


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[Audyssey] Help with running Swamp using Vmware Fusion

2012-04-06 Thread Orin
Hi all,
Okay, so I have one of the weirdest problems with Swamp. Basically I can set my 
name and stuff, with a bit of haggling because the name edit box seems to lose 
focus especially when using System Access. Using jaws seems to be fine but 
using sapi it also loses focus.
Anyway, the sad thing about this is that when I connect, Sapi or whatever 
screen reader I have it set to does not say what it's suposed to say, the 
donation sponsor for today. The way to make it speak is by alt-tabing away from 
the window and it will speak. Also when I am in the swamp window I hear the 
chat message sound of them coming in, but I can't hear Sapi speak them. Again, 
moving away from the Swamp window will speak them as they come in. Sounds won't 
play though. The only time when the ambience seem to play is when, for example, 
I fittle with the game to get into the main menu and go to try and change 
something like my name. That's when things like the safe zone guard messages 
will play and I hear things like radar. Even when exiting the game, when 
clicking exit game it doesn't even exit, again I move away and the window 
disappears.
Another thing that is happening is in the main menu, most menu items speak but 
the one that isn't is the voice. I hear the voice file, but Sapi doesn't say 
something like Voice set to Matt or whatever. I know people on a Mac using 
Vmware Fusion just fine and they don't have these issues. 1.8B worked just fine 
here. Not sure if I happened to do something; anyone have any suggestions?

Orin
orin8...@gmail.com
Twitter: http://www.twitter.com/orinks
Skype: orin1112




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Re: [Audyssey] Playing the Spaceship Game

2012-04-06 Thread Nikola Stojsic (NS studios)
Actually, I just now gave my vote for the spaceship game, since I think it's
the best one in another 2 games.

Regards,
Nikola Stojsic (NS studios)
e-mail: ns.studi...@gmail.com
skype: nikola.stojsic
company's twitter: https://twitter.com/nsstudios_co 
company's facebook:
http://www.facebook.com/profile.php?id=13655297521ref=tn_tnmn 
private twitter: https://twitter.com/nikola_stojsic
web site: http://www.nsstudiosweb.com



-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Friday, 06 April, 2012 11:38 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Playing the Spaceship Game

nope, the speech was in English, since I did it at school I'd recognize
spanish,  though probably can't remember enough to play a game in it :D.

The voices in the game, menues etc were fine, I just meant what sound like
voices chattering when you start the game itself, rather than the fighting
practice mode.

Beware the Grue!

Dark.
- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, April 06, 2012 8:32 AM
Subject: Re: [Audyssey] Playing the Spaceship Game



 Hi Dark,

 Hmmm...Did the speech come up in English or Spanish. The game is 
 multilingual and if it is in Spanish that might be [part of the problem 
 here. :D

 That said, the default speech does sound a bit strange. He tried adding 
 some special effects to the Sapi voice he used, I want to say Ivona 
 Jenifer, and its a bit hard to hear the speech with all the funky echo and

 choris effects he used.

 On 4/6/2012 3:11 AM, dark wrote:
 I'm glad it's not just me.

 I'm afraid I had no luck with it, all I could do was basically move 
 around in 2D (the page up and down or home and end keys didn't work at 
 all from what I could gather). the sounds are confusing and I found the 
 voices at the start of the game near inaudiable.

 I'm afraid I have already rated the game myself, and while I tried to 
 recognize the good points about the game,  the sounds and music are 
 obviously of high quality, after a solid hour of trying and not being 
 able to get anywhere or make any headway I pretty much gave up with the 
 thing.

 I wonder if the developer actually had any playtesters for the game at 
 all, or just put it together on his own and expected others to understand

 things as well as him, who designed the game.

 Beware the Grue!

 Dark.


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[Audyssey] Perilous hearts?

2012-04-06 Thread Jess Varnell
Hey Phillip. Do you still plan to finish Perilous Hearts? Just curious because 
I beat the demo and I would definitely buy the game. Thanks.

jess
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Re: [Audyssey] Perilous hearts?

2012-04-06 Thread bpeterson2000

Trust me, I think if Philip had decided to scrap PH we'd hear about it.



Are you threatening me? I am the great Cornholio! I come from Lake Titicaca!
-Original Message- 
From: Jess Varnell

Sent: Friday, April 06, 2012 12:39 PM
To: Gamers Discussion list
Subject: [Audyssey] Perilous hearts?

Hey Phillip. Do you still plan to finish Perilous Hearts? Just curious 
because I beat the demo and I would definitely buy the game. Thanks.


jess
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Re: [Audyssey] swamp missions and death

2012-04-06 Thread Clement Chou
This is actually pretty typical of the fps genre. Especially multiplayer 
ones... if you die or get killed by another player, you always lose your 
weapon... and the point is to stay alive as long as you can hold out and 
kill as many things as you can. But personally, I think that because Swamp 
uses a system more like rpgs where you buy your weapons you should be able 
to have at least your personalized item box or something at the safe zone so 
you don't lose absolutely everything. Even resident Evil games have this, 
where in every place where you can save a game you can drop things in your 
item box or get other equipment you put away earlier, and I think this would 
be a good idea . I just spent so much time getting rep, buy something good 
and then die and lose it ad have to regain all that lost rep, and it is 
absolutely infuriating. haha
- Original Message - 
From: Ken kenwdow...@neo.rr.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, April 06, 2012 11:02 AM
Subject: Re: [Audyssey] swamp missions and death


That's why we need a locker system, at least for diessel and perhaps other 
things u might choose to save.
- Original Message - 
From: john jpcarnemo...@comcast.net

To: gamers gamers@audyssey.org
Sent: Friday, April 06, 2012 1:07 PM
Subject: [Audyssey] swamp missions and death


I've been playing swamp a lot recently, and it seems that dying in 
missions is rather harsh. I've had multiple times where I've spent 5000 
reputation or more to prepare for a mission, and because certain people 
were doing nothing but blasting zombies ended up getting mobbed with 
crates. While I do see the point in loosing something if you die, I don't 
feel that *everything* you own and fought for needs to get trashed. Any 
thoughts?


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Re: [Audyssey] Perilous hearts?

2012-04-06 Thread Philip Bennefall

Hi Jess,

Oh most definitely. I want to finish it not only because I need to make the 
money, but also because it is a project that I'm having heaps of fun with so 
I wouldn't pass it up. Right now I'm doing some freelance work to get some 
quick money though which is why Perilous Hearts is not receiving as much 
attention. That'll change over the summer though if I haven't misjudged 
things entirely. Smile.


Kind regards,

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, April 06, 2012 8:39 PM
Subject: [Audyssey] Perilous hearts?


Hey Phillip. Do you still plan to finish Perilous Hearts? Just curious 
because I beat the demo and I would definitely buy the game. Thanks.


jess
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Re: [Audyssey] Help with running Swamp using Vmware Fusion

2012-04-06 Thread Zachary Kline
Hi,
I have no idea, I'm afraid. VmWare works just fine for me, with 1.9B.
Yours,
Zack.
On Apr 6, 2012, at 11:37 AM, Orin orin8...@gmail.com wrote:

 Hi all,
 Okay, so I have one of the weirdest problems with Swamp. Basically I can set 
 my name and stuff, with a bit of haggling because the name edit box seems to 
 lose focus especially when using System Access. Using jaws seems to be fine 
 but using sapi it also loses focus.
 Anyway, the sad thing about this is that when I connect, Sapi or whatever 
 screen reader I have it set to does not say what it's suposed to say, the 
 donation sponsor for today. The way to make it speak is by alt-tabing away 
 from the window and it will speak. Also when I am in the swamp window I hear 
 the chat message sound of them coming in, but I can't hear Sapi speak them. 
 Again, moving away from the Swamp window will speak them as they come in. 
 Sounds won't play though. The only time when the ambience seem to play is 
 when, for example, I fittle with the game to get into the main menu and go to 
 try and change something like my name. That's when things like the safe zone 
 guard messages will play and I hear things like radar. Even when exiting the 
 game, when clicking exit game it doesn't even exit, again I move away and the 
 window disappears.
 Another thing that is happening is in the main menu, most menu items speak 
 but the one that isn't is the voice. I hear the voice file, but Sapi doesn't 
 say something like Voice set to Matt or whatever. I know people on a Mac 
 using Vmware Fusion just fine and they don't have these issues. 1.8B worked 
 just fine here. Not sure if I happened to do something; anyone have any 
 suggestions?
 
 Orin
 orin8...@gmail.com
 Twitter: http://www.twitter.com/orinks
 Skype: orin1112
 
 
 
 
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Re: [Audyssey] swamp missions and death

2012-04-06 Thread Ken

Well yeah, if you die you lose it all.
- Original Message - 
From: simon dowling simod...@googlemail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, April 06, 2012 1:40 PM
Subject: Re: [Audyssey] swamp missions and death



well i found a couple of nice guns went back to the safe zone got some
armour and saved the game by pressing escape again went back to the
game got killed and you guest it, lost everything what i thought i had
saved.

On 06/04/2012, Mike Maslo mmaslo1...@swbell.net wrote:

Agreed and why I stoppdf playing

Sent from my iPhone

On Apr 6, 2012, at 12:07 PM, john jpcarnemo...@comcast.net wrote:


I've been playing swamp a lot recently, and it seems that dying in
missions is rather harsh. I've had multiple times where I've spent 5000
reputation or more to prepare for a mission, and because certain people
were doing nothing but blasting zombies ended up getting mobbed with
crates. While I do see the point in loosing something if you die, I 
don't

feel that *everything* you own and fought for needs to get trashed. Any
thoughts?

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Re: [Audyssey] Help with running Swamp using Vmware Fusion

2012-04-06 Thread Shane Davidson
Might I suggest clearing out where the swamp folder is and reextracting it? 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Zachary Kline
Sent: Friday, April 06, 2012 3:21 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Help with running Swamp using Vmware Fusion

Hi,
I have no idea, I'm afraid. VmWare works just fine for me, with 1.9B.
Yours,
Zack.
On Apr 6, 2012, at 11:37 AM, Orin orin8...@gmail.com wrote:

 Hi all,
 Okay, so I have one of the weirdest problems with Swamp. Basically I can
set my name and stuff, with a bit of haggling because the name edit box
seems to lose focus especially when using System Access. Using jaws seems to
be fine but using sapi it also loses focus.
 Anyway, the sad thing about this is that when I connect, Sapi or whatever
screen reader I have it set to does not say what it's suposed to say, the
donation sponsor for today. The way to make it speak is by alt-tabing away
from the window and it will speak. Also when I am in the swamp window I hear
the chat message sound of them coming in, but I can't hear Sapi speak them.
Again, moving away from the Swamp window will speak them as they come in.
Sounds won't play though. The only time when the ambience seem to play is
when, for example, I fittle with the game to get into the main menu and go
to try and change something like my name. That's when things like the safe
zone guard messages will play and I hear things like radar. Even when
exiting the game, when clicking exit game it doesn't even exit, again I move
away and the window disappears.
 Another thing that is happening is in the main menu, most menu items speak
but the one that isn't is the voice. I hear the voice file, but Sapi doesn't
say something like Voice set to Matt or whatever. I know people on a Mac
using Vmware Fusion just fine and they don't have these issues. 1.8B worked
just fine here. Not sure if I happened to do something; anyone have any
suggestions?
 
 Orin
 orin8...@gmail.com
 Twitter: http://www.twitter.com/orinks
 Skype: orin1112
 
 
 
 
 ---
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Re: [Audyssey] swamp missions and death

2012-04-06 Thread Johnny Tai
Heh, well, if you feel that way I guess you do what I do, don't go on 
missions- just lonewolving the game.
I too have found that dying on missions seem more likely than not, and given 
that death is quite harsh on swamp, and I'm not really that good of a team 
player anyway, I just stay out of them.



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Re: [Audyssey] swamp missions and death

2012-04-06 Thread william lomas
are the quests something you can do on own? or are those the missions?

On 6 Apr 2012, at 20:52, Johnny Tai wrote:

 Heh, well, if you feel that way I guess you do what I do, don't go on 
 missions- just lonewolving the game.
 I too have found that dying on missions seem more likely than not, and given 
 that death is quite harsh on swamp, and I'm not really that good of a team 
 player anyway, I just stay out of them.
 
 
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Re: [Audyssey] swamp missions and death

2012-04-06 Thread Jeremy Kaldobsky
The quests are totally on your own and they take place on the normal map.  It 
just puts a special item somewhere for you to find, and it only shows up for 
you so no one else can take it.  Once you've found the item you can sell it for 
250 reputation at the safe zone.

Pressing Q will give you a clue about where you should be searching for the 
hidden item.


 are the quests something you can do
 on own? or are those the missions?


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Re: [Audyssey] swamp missions and death

2012-04-06 Thread william lomas
how many maps r there in the game?

On 6 Apr 2012, at 21:05, Jeremy Kaldobsky wrote:

 The quests are totally on your own and they take place on the normal map.  It 
 just puts a special item somewhere for you to find, and it only shows up for 
 you so no one else can take it.  Once you've found the item you can sell it 
 for 250 reputation at the safe zone.
 
 Pressing Q will give you a clue about where you should be searching for the 
 hidden item.
 
 
 are the quests something you can do
 on own? or are those the missions?
 
 
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Re: [Audyssey] swamp missions and death

2012-04-06 Thread Christopher Bartlett
My thoughts, death on missions is no more harsh than anywhere else,
especially considering what you stand to gain if you survive, as compared
with the comparable time looting.  I completely disagree with any change
that waters down the already weakened consequences of dying, especially when
you stand to gain for five minutes of survival rep and experience that would
take hours of looting to gain.  Big risk, big reward.  Too risky, don't go
on missions.

And by the way, I say this who am trying to learn some new styles of play
and thus am dying quite frequently, and have certainly lost 20,000 rep worth
of equipment at various times.  I'd favor a lives system, where once your
lives are gone you start over from zero.  Perhaps gaining a level gives you
a new life.  I know this won't be adopted as too many people would shriek
about it being unfair, never mind that it's a gaming standard in the
mainstream world.

Christopher the bastard Bartlett who wants all of you to suffer
hideously.  *smile*



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Re: [Audyssey] swamp missions and death

2012-04-06 Thread Shane Davidson
People want to learn? 
Lives wouldn't be unfair, it's a mainstreaming gaming stratigy, and you
don't here the millions of mainstreaming gamers complaining, do you?
Thought not.
If Jeremy implimented lives, it would add, in my opinion, another level of
stratigy, to how you can keep those lives, or recover them quickly if you
die.
Yes, if you lose all your lives, you start over with the basics, and rep you
had when you lost your last set of lives, no I don't like just cloaning
standards, call it poetic license, lol, , but you are reverted to the ax and
pistol just like you are now.
Just my thoughts.
Shane who really thinks the blind community needs to be exposed to more
mainstreaming gaming. Just sayin'.
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Christopher Bartlett
Sent: Friday, April 06, 2012 5:14 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] swamp missions and death

My thoughts, death on missions is no more harsh than anywhere else,
especially considering what you stand to gain if you survive, as compared
with the comparable time looting.  I completely disagree with any change
that waters down the already weakened consequences of dying, especially when
you stand to gain for five minutes of survival rep and experience that would
take hours of looting to gain.  Big risk, big reward.  Too risky, don't go
on missions.

And by the way, I say this who am trying to learn some new styles of play
and thus am dying quite frequently, and have certainly lost 20,000 rep worth
of equipment at various times.  I'd favor a lives system, where once your
lives are gone you start over from zero.  Perhaps gaining a level gives you
a new life.  I know this won't be adopted as too many people would shriek
about it being unfair, never mind that it's a gaming standard in the
mainstream world.

Christopher the bastard Bartlett who wants all of you to suffer
hideously.  *smile*



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Re: [Audyssey] Playing the Spaceship Game

2012-04-06 Thread Thomas Ward


Hi Dark,

Oh, you mean the little cutscene that starts level 1. Yeah, that was 
difficult to hear. I had to turn off the music and even then the speech 
wasn't clear. I had to actually locate the ogg file and listen to it 
without the background music and ambiance to figure out what it was saying.


On 4/6/2012 5:38 AM, dark wrote:
nope, the speech was in English, since I did it at school I'd 
recognize spanish,  though probably can't remember enough to play 
a game in it :D.


The voices in the game, menues etc were fine, I just meant what sound 
like voices chattering when you start the game itself, rather than the 
fighting practice mode.


Beware the Grue!

Dark.



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Re: [Audyssey] swamp missions and death

2012-04-06 Thread Michael Taboada

Hi,
Just because some mainstream games have this method doesn't mean all games 
for the mainstream community or otherwise have to have it... I mean after 
all there are a fare few games for the mainstream gaming community that 
allow you to put things in banks or whatever they might call them, runescape 
being a very notable example. I think any strategy you can imagine from 
letting you keep everything when you die to having lives to having banks to 
having check points to almost anything else can be found in the mainstream 
gaming community, so let's remain open here, I say.

Just my thoughts.
-Michael.


-Original Message- 
From: Shane Davidson

Sent: Friday, April 06, 2012 4:17 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] swamp missions and death

People want to learn?
Lives wouldn't be unfair, it's a mainstreaming gaming stratigy, and you
don't here the millions of mainstreaming gamers complaining, do you?
Thought not.
If Jeremy implimented lives, it would add, in my opinion, another level of
stratigy, to how you can keep those lives, or recover them quickly if you
die.
Yes, if you lose all your lives, you start over with the basics, and rep you
had when you lost your last set of lives, no I don't like just cloaning
standards, call it poetic license, lol, , but you are reverted to the ax and
pistol just like you are now.
Just my thoughts.
Shane who really thinks the blind community needs to be exposed to more
mainstreaming gaming. Just sayin'.
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Christopher Bartlett
Sent: Friday, April 06, 2012 5:14 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] swamp missions and death

My thoughts, death on missions is no more harsh than anywhere else,
especially considering what you stand to gain if you survive, as compared
with the comparable time looting.  I completely disagree with any change
that waters down the already weakened consequences of dying, especially when
you stand to gain for five minutes of survival rep and experience that would
take hours of looting to gain.  Big risk, big reward.  Too risky, don't go
on missions.

And by the way, I say this who am trying to learn some new styles of play
and thus am dying quite frequently, and have certainly lost 20,000 rep worth
of equipment at various times.  I'd favor a lives system, where once your
lives are gone you start over from zero.  Perhaps gaining a level gives you
a new life.  I know this won't be adopted as too many people would shriek
about it being unfair, never mind that it's a gaming standard in the
mainstream world.

Christopher the bastard Bartlett who wants all of you to suffer
hideously.  *smile*



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Re: [Audyssey] Swamp 1.9B Released

2012-04-06 Thread Dallas O'Brien
 i believe offline play has been removed for now. this is a multiplayer 
only game at the moment, much like a lot of main stream games out there 
today.

dallas


On 3/31/2012 14:26, Stephen wrote:
Hi.  Can this version be played offline? I don't have an always-on 
internet connection.

Cheers.
At 03:18 PM 3/31/2012, you wrote:

Greetings folks.

Aprone's just released Swamp version 1.9B. Sadly, there are some 
complications with the version he posted that are of my own making. I 
recently posted a fix for these issues, and also enhanced some sounds 
to compensate. Below is my original post to the Audiogames forum, 
including the relevant links for download:


The Swamp release that was just put out had some issues of my own 
making; I neglected to convert some files from 24-bit to 16-bit. 
Swamp is unable to handle 24-bit files, so you'll receive a lot of 
debug errors and also not be able to hear those sounds. To amend 
this, I've repackaged and re-released Swamp 1.9B, and while doing so 
also included updated sounds for several weapons and menu/detection 
sounds.
The file is a self-extracting archive, and will attempt to launch 
Swamp upon successful extraction.


I've made the file available on both Dropbox and Sendspace, in case 
one or the other messes up. I've also uploaded the file to Jeremy's 
server, so maybe he'll be able to reflect the change later on.

http://dl.dropbox.com/u/6855861/Swamp-1.9B.exe

http://www.sendspace.com/file/uc8nhl

Enjoy, and apologies for the discrepancy.

Kai
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Re: [Audyssey] Swamp Weapons Thoughts

2012-04-06 Thread Dallas O'Brien
no, the mini gun should still use 7.62, but it should make it harder
to carry anything else, as its a vehicle weapon, not a personel
weapon.
let alone, its bad enough that we can fire the thing braced  like
hell. ahahaha. blow your shoulder off.
dallas


On 03/04/2012, enes enes.sari...@gmail.com wrote:
 hi,
 some of my ideas
 in the third map what about adding new effects like poison and you'd hunt
 for antidotes to cure the poisoning
 and more cool items

 --
 From: Johnny Tai johnnyti...@shaw.ca
 Sent: Monday, April 02, 2012 9:07 PM
 To: Gamers Discussion list gamers@audyssey.org
 Subject: Re: [Audyssey] Swamp Weapons Thoughts

 I would love to have different pistol options...cause I still want me a
 magnum desert eagle!

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 If you think you are beaten, you are;
  If you think you dare not, you don't;
  If you'd like to win, but you think you can't,
 It's almost a cinch you won't;
 If you think you'll lose, you've lost,
  For out in the world you'll find
 Success begins with a fellow's will
 It's all in the state of mind.
  Full many a race is lost
  Ere even a race is run,
  And many a coward fails
  Ere even his work's begun.
  Think big, and your deeds will grow,
  Think small and you fall behind,
  Think that you can, and you will;
  It's all in the state of mind.
  If you think you are outclassed, you are;
 You've got to think high to rise;
 You've got to be sure of yourself
 before You can ever win a prize.
  Life's battle doesn't always go
  To the stronger or faster man;
  But sooner or later, the man who wins
  Is the fellow who thinks he can.




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Re: [Audyssey] USA Games News

2012-04-06 Thread Sid
well, it looks like from some elements that there is a compitition going on 
against bgt...
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Audyssey Mailing List gamers@audyssey.org
Sent: Friday, March 30, 2012 8:57 AM
Subject: [Audyssey] USA Games News




USA Games News

Mar. 29, 2012

Introduction

Hello, gamers. Welcome to another edition of the USA Games News. As it has 
been quite a while since we've written one of these news letters and there 
have been several questions as to the fate of Mysteries of the Ancients 
over the last few months we only thought it was fair to bring you up to 
speed as to what we are doing and what you can expect from us in the 
future.


However, it must be said up front that Mysteries of the Ancients is only 
one of several products currently in development. While we are continuing 
work on Mysteries of the Ancients, which has recently been renamed for 
reasons explained later in this news letter, we are also moving forward 
with a few other projects  we've wanted to develop for a long time, but 
have been delayed time after time by Mysteries of the Ancients. So without 
further introduction here is the news.


Ark of Hope

Over the last month we have been developing a new game called Tomb 
Hunter: The Ark of Hope. This game is very similar to Mysteries of the 
Ancients, but has an all new storyline, new levels, and of course several 
updates that did not make it into the final beta of Mysteries of the 
Ancients.


In this revised version of the game world re noun archeologist, Dr. Angela 
Carter, travels to Greece in search of Pandora's Box. Legend has it that 
when Pandora opened the box she let out all the evil and suffering in the 
world and closed the box trapping hope inside. Now, Dr Angela Carter is in 
search of Pandora's Box and intends to open it. However, her quest will 
not be an easy one.


She must explore 12 Erie underground tombs filled with deadly traps 
including: fire pits, sharp metal spikes, falling rocks, deep chasms, 
rolling boulders, pits filled with boiling lava, and more. She must fight 
or flee several unworldly creatures such as: sword wielding skeletons, 
undead zombie warriors, flying harpies, and mighty centaurs. Along the way 
she will pick up and collect gold coins, ancient reed torches, precious 
jewels, and pieces of a long lost scroll that will lead her to Pandora's 
Box.


As I said earlier many of the game play elements will be similar to 
Mysteries of the Ancients, but there will be differences as well. We've 
been updating some sounds, music, as well as redesigning all 12 levels 
from scratch. In addition to those changes we've been adding more traps, 
expanding the levels, and have been adding some extra features as well. So 
stay tuned for news as this project develops.


Open G3D

For the last couple of months we've been working on a project we feel will 
greatly aid audio game developers called Open G3D. We've actually been 
working on the project for a couple of years, but were unable to move 
forward with the project do to technical details. What we wanted was a 
game engine that met a number of criteria that were difficult to meet, and 
it took quite a lot of time and research to come up with a workable 
solution.


In short, we wanted an engine that was easy to develop, an engine that was 
easy to use, and would work on Mac, Linux, Windows, and perhaps other 
platforms as well. Needless to say meeting this criteria was difficult to 
do because there is a lot of technical considerations involved in 
cross-platform game development in addition to the fact we wanted to 
create a user friendly experience for everyone.


For example, the Genesis Engine that we use to develop Mysteries of the 
Ancients, Raceway, etc is written in C++. While C++ is arguably one of the 
best languages for professional game development, is considered to be the 
industry standard, it was never intended to be a language for beginners 
and therefore isn't very easy to work with. We wanted to eliminate this 
issue by using an off the shelf language that has a history of being 
simple and straight forward while not sacrificing the power of a full 
blown programming language like C++.


At the same time we wanted to be able to design a build once run anywhere 
type engine so we could produce games for non-Windows platforms. As 
someone who does not regularly use Windows, preferring to use Linux 
instead, we are well aware of the fact that the desire for more games for 
Mac OS and Linux is growing. Unfortunately, since most of the accessible 
games and game development tools are designed for Windows those of us who 
choose to use Linux, Mac OS, or some other alternative operating system 
often get ignored. By producing a cross-platform solution we hope that we 
can make it both easier and  less difficult for developers to 

Re: [Audyssey] Swamp is growing kinda fast.

2012-04-06 Thread Dallas O'Brien
your trackpad on your netbook will do fine. i use only touch pads.
dallas


On 05/04/2012, william lomas will.d.lo...@gmail.com wrote:
 hi


 do i need a mouse to play this game?
 i only have a netbook and a magic trackpad on my imac for windows use ont
 here

 On 4 Apr 2012, at 18:29, Jeremy Kaldobsky wrote:

 Swamp has reached another major milestone.  So far this morning the server
 has spent a lot of time maxed out at 50 online players!  As it stands
 currently, the Swamp server is only designed to support 50 active players
 at a time so sadly some people have probably found that they couldn't
 connect today.  Even with the 4 people who have managed to get themselves
 banned, the number of daily Swamp players has continued to steadily grow
 since 1.9 was posted 5 days ago.  When it was posted we averaged around
 30-35 players online at a time and now we are at 45-50.  Clearly I need to
 take some time and work on expanding things to support more people!
 Yikes!

 I wanted to post this so that people will understand why they might be
 unable to connect to the game at various times.

 ---
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Re: [Audyssey] USA Games News

2012-04-06 Thread william lomas
this is all well and good tom but when will the new MOTA be out?
we heard it be out for years now 
if it iwll support mac go for it, :)

On 30 Mar 2012, at 04:27, Thomas Ward wrote:

 
USA Games News
 
Mar. 29, 2012
 
Introduction
 
 Hello, gamers. Welcome to another edition of the USA Games News. As it has 
 been quite a while since we've written one of these news letters and there 
 have been several questions as to the fate of Mysteries of the Ancients over 
 the last few months we only thought it was fair to bring you up to speed as 
 to what we are doing and what you can expect from us in the future.
 
 However, it must be said up front that Mysteries of the Ancients is only one 
 of several products currently in development. While we are continuing work on 
 Mysteries of the Ancients, which has recently been renamed for reasons 
 explained later in this news letter, we are also moving forward with a few 
 other projects  we've wanted to develop for a long time, but have been 
 delayed time after time by Mysteries of the Ancients. So without further 
 introduction here is the news.
 
Ark of Hope
 
 Over the last month we have been developing a new game called Tomb Hunter: 
 The Ark of Hope. This game is very similar to Mysteries of the Ancients, but 
 has an all new storyline, new levels, and of course several updates that did 
 not make it into the final beta of Mysteries of the Ancients.
 
 In this revised version of the game world re noun archeologist, Dr. Angela 
 Carter, travels to Greece in search of Pandora's Box. Legend has it that when 
 Pandora opened the box she let out all the evil and suffering in the world 
 and closed the box trapping hope inside. Now, Dr Angela Carter is in search 
 of Pandora's Box and intends to open it. However, her quest will not be an 
 easy one.
 
 She must explore 12 Erie underground tombs filled with deadly traps 
 including: fire pits, sharp metal spikes, falling rocks, deep chasms, rolling 
 boulders, pits filled with boiling lava, and more. She must fight or flee 
 several unworldly creatures such as: sword wielding skeletons, undead zombie 
 warriors, flying harpies, and mighty centaurs. Along the way she will pick up 
 and collect gold coins, ancient reed torches, precious jewels, and pieces of 
 a long lost scroll that will lead her to Pandora's Box.
 
 As I said earlier many of the game play elements will be similar to Mysteries 
 of the Ancients, but there will be differences as well. We've been updating 
 some sounds, music, as well as redesigning all 12 levels from scratch. In 
 addition to those changes we've been adding more traps, expanding the levels, 
 and have been adding some extra features as well. So stay tuned for news as 
 this project develops.
 
Open G3D
 
 For the last couple of months we've been working on a project we feel will 
 greatly aid audio game developers called Open G3D. We've actually been 
 working on the project for a couple of years, but were unable to move forward 
 with the project do to technical details. What we wanted was a game engine 
 that met a number of criteria that were difficult to meet, and it took quite 
 a lot of time and research to come up with a workable solution.
 
 In short, we wanted an engine that was easy to develop, an engine that was 
 easy to use, and would work on Mac, Linux, Windows, and perhaps other 
 platforms as well. Needless to say meeting this criteria was difficult to do 
 because there is a lot of technical considerations involved in cross-platform 
 game development in addition to the fact we wanted to create a user friendly 
 experience for everyone.
 
 For example, the Genesis Engine that we use to develop Mysteries of the 
 Ancients, Raceway, etc is written in C++. While C++ is arguably one of the 
 best languages for professional game development, is considered to be the 
 industry standard, it was never intended to be a language for beginners and 
 therefore isn't very easy to work with. We wanted to eliminate this issue by 
 using an off the shelf language that has a history of being simple and 
 straight forward while not sacrificing the power of a full blown programming 
 language like C++.
 
 At the same time we wanted to be able to design a build once run anywhere 
 type engine so we could produce games for non-Windows platforms. As someone 
 who does not regularly use Windows, preferring to use Linux instead, we are 
 well aware of the fact that the desire for more games for Mac OS and Linux is 
 growing. Unfortunately, since most of the accessible games and game 
 development tools are designed for Windows those of us who choose to use 
 Linux, Mac OS, or some other alternative operating system often get ignored. 
 By producing a cross-platform solution we hope that we can make it both 
 easier and  less difficult for developers to produce more cross-platform 
 games.
 
 In 

Re: [Audyssey] swamp missions and death

2012-04-06 Thread Ken
I had 26K rep.  I spent 13K in gear, ten accidentally joined a level 6 
mission when I meant to join the level 30.  Needless to say I lost it all.
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, April 06, 2012 2:48 PM
Subject: Re: [Audyssey] swamp missions and death


This is actually pretty typical of the fps genre. Especially multiplayer 
ones... if you die or get killed by another player, you always lose your 
weapon... and the point is to stay alive as long as you can hold out and 
kill as many things as you can. But personally, I think that because Swamp 
uses a system more like rpgs where you buy your weapons you should be able 
to have at least your personalized item box or something at the safe zone 
so you don't lose absolutely everything. Even resident Evil games have 
this, where in every place where you can save a game you can drop things 
in your item box or get other equipment you put away earlier, and I think 
this would be a good idea . I just spent so much time getting rep, buy 
something good and then die and lose it ad have to regain all that lost 
rep, and it is absolutely infuriating. haha
- Original Message - 
From: Ken kenwdow...@neo.rr.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, April 06, 2012 11:02 AM
Subject: Re: [Audyssey] swamp missions and death


That's why we need a locker system, at least for diessel and perhaps 
other things u might choose to save.
- Original Message - 
From: john jpcarnemo...@comcast.net

To: gamers gamers@audyssey.org
Sent: Friday, April 06, 2012 1:07 PM
Subject: [Audyssey] swamp missions and death


I've been playing swamp a lot recently, and it seems that dying in 
missions is rather harsh. I've had multiple times where I've spent 5000 
reputation or more to prepare for a mission, and because certain people 
were doing nothing but blasting zombies ended up getting mobbed with 
crates. While I do see the point in loosing something if you die, I 
don't feel that *everything* you own and fought for needs to get 
trashed. Any thoughts?


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Re: [Audyssey] swamp missions and death

2012-04-06 Thread Ken
The second warehouse is much easier to survive in, believe me.  I just got 
done doing a level 20 with a guy I know, and didn't fire a shot.  The truth 
is, all I had was an axe.  No pistol, no med kits.  We got it done tho
- Original Message - 
From: Johnny Tai johnnyti...@shaw.ca

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, April 06, 2012 3:52 PM
Subject: Re: [Audyssey] swamp missions and death


Heh, well, if you feel that way I guess you do what I do, don't go on 
missions- just lonewolving the game.
I too have found that dying on missions seem more likely than not, and 
given that death is quite harsh on swamp, and I'm not really that good of 
a team player anyway, I just stay out of them.



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Re: [Audyssey] swamp missions and death

2012-04-06 Thread Ken
The warehouses just need to be switched around--warehouse two for easy 
missions, warehouse one for hard missions.  I bet I could even solo a level 
30 if I wanted to :)
- Original Message - 
From: Christopher Bartlett themusicalbre...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Friday, April 06, 2012 5:13 PM
Subject: Re: [Audyssey] swamp missions and death



My thoughts, death on missions is no more harsh than anywhere else,
especially considering what you stand to gain if you survive, as compared
with the comparable time looting.  I completely disagree with any change
that waters down the already weakened consequences of dying, especially 
when
you stand to gain for five minutes of survival rep and experience that 
would

take hours of looting to gain.  Big risk, big reward.  Too risky, don't go
on missions.

And by the way, I say this who am trying to learn some new styles of play
and thus am dying quite frequently, and have certainly lost 20,000 rep 
worth

of equipment at various times.  I'd favor a lives system, where once your
lives are gone you start over from zero.  Perhaps gaining a level gives 
you

a new life.  I know this won't be adopted as too many people would shriek
about it being unfair, never mind that it's a gaming standard in the
mainstream world.

Christopher the bastard Bartlett who wants all of you to suffer
hideously.  *smile*



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Re: [Audyssey] Swamp is growing kinda fast.

2012-04-06 Thread Ken
Swamp rocks with track pads!  After a while it becomes quite emersive, since 
you're not holding a mouse you feel like you're really threre after a while, 
especially since I don't have to hold down the right mouse button to walk 
lol
- Original Message - 
From: Dallas O'Brien dallas.r.obr...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, April 04, 2012 1:58 PM
Subject: Re: [Audyssey] Swamp is growing kinda fast.



your trackpad on your netbook will do fine. i use only touch pads.
dallas


On 05/04/2012, william lomas will.d.lo...@gmail.com wrote:

hi


do i need a mouse to play this game?
i only have a netbook and a magic trackpad on my imac for windows use ont
here

On 4 Apr 2012, at 18:29, Jeremy Kaldobsky wrote:

Swamp has reached another major milestone.  So far this morning the 
server

has spent a lot of time maxed out at 50 online players!  As it stands
currently, the Swamp server is only designed to support 50 active 
players

at a time so sadly some people have probably found that they couldn't
connect today.  Even with the 4 people who have managed to get 
themselves

banned, the number of daily Swamp players has continued to steadily grow
since 1.9 was posted 5 days ago.  When it was posted we averaged around
30-35 players online at a time and now we are at 45-50.  Clearly I need 
to

take some time and work on expanding things to support more people!
Yikes!

I wanted to post this so that people will understand why they might be
unable to connect to the game at various times.

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Re: [Audyssey] USA Games News

2012-04-06 Thread Thomas Ward


Hi,

Hmmm...Well, I guess you could say that. However, the purpose of the 
engine I am working on is to enable developers to design free and open 
source games for other platforms like Linux and Mac OS that 
unfortunately do not get much attention from game developers.


I suppose the engine could be used for commercial games as well, but I 
don't claim that the open source engine I'm working on will be as good 
as BGT. There are limitations in cross-platform development that make it 
difficult to get a feature by feature comparison on all platforms 
involved. Especially, when we are dealing with a generic game 
programming API like Pygame.


For example, the mixer that comes with Pygame, SDL Mixer, is capable of 
basic 2d stereo panning and controling the volume of sounds, but there 
isn't any kind of true 3d virtualization and you can't set the pitch. 
Both of these are serious limitations in my book and require a more 
professional sound mixer like FMOD or perhaps OpenAL. Which are 
preferable for a game engine like this. So although I'm excited to see 
what can be done with the new engine its sadly not quite on par with BGT 
given the fact I'm using several open source APIs that are stable but 
not as feature filled as those available in commercial APIs.


Cheers!

On 4/3/2012 8:17 AM, Sid wrote:
well, it looks like from some elements that there is a compitition 
going on against bgt...



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Re: [Audyssey] Question on game product ID when reinstalling the game.

2012-04-06 Thread Thomas Ward


Hi Michael,

You have to change the default user account to whatever it was when you 
registered the game. You would go to start menu, settings, control 
panel, and look for the users icon. In there you would add a new account 
with administrator privileges, logout, and then login to the new 
account. From there you can go back into users and remove the old user 
account and register your games.


HTH


On 4/3/2012 1:20 AM, michael barnes wrote:

Hello, Thomas.
Yes that is actually what I was talking about.  By the way how would I 
change the account name?
Is this a computer account or something else?  If computer then how 
would I change my name in Windows xp?

Thanks for your help!




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Re: [Audyssey] tips on programming

2012-04-06 Thread Thomas Ward


Hi Cara,

Coolness. I'll have to look into this further. :D

On 4/3/2012 1:40 AM, Cara Quinn wrote:

Hi Thomas, you would need to create a basic app in XCode on a Mac, but that is 
as simple as opening XCode and creating a new project. Once you do that, you 
can use any number of interpreters.

Here's a link to a Python interpreter on the Apple App Store.

http://itunes.apple.com/us/app/python-for-ios/id485729872?ls=1mt=8

So you can write in Python if you choose. I haven't looked these up, but there 
are also apparently even several BaSIC interpreters for iOS as well.

So the quick answer is yes, you can code for iOS with other languages.

Smiles,

Cara :)
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On Apr 2, 2012, at 1:30 PM, Thomas Ward wrote:


Hi Cara,

Yeah, but I can't just write a program in Java or Python on my Linux box and 
slap it on my iPhone right? I still have to end up creating some app using 
Object C and the iOS SDK or it won't work. At least that's my understanding of 
iOS development as it currently stands.

On 4/2/2012 3:35 PM, Cara Quinn wrote:

Orin, Is that a question or a statement? ;)

No, you can use other languages. However depending on what they are, they may 
need to be interpreted into Obj C.

For example, I can place lines of C++ code right in the middle of my Obj C code 
and it works just fine. Not all languages will behave like this though…

Smiles,

Cara :)
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On Apr 2, 2012, at 4:30 AM, Orin wrote:

You know, does Apple only let you code games in Objective C? That's kind of a 
slap in the face to people who prefer other languages such as Python. I'm in 
the Mac dev program so I'd love to create a game, but I can't get my head 
around BGT, which means I won't be able to get my head around Objective C. I 
was looking at Patyon and the syntax and everything is just easier, plus I like 
how you can test if something works or if you are doing it right in the Python 
shell.
Orin
orin8...@gmail.com
Twitter: http://www.twitter.com/orinks
Skype: orin1112



On Apr 2, 2012, at 1:08 AM, Cara Quinn wrote:


Hi Thomas, yes, as of right now, not including some members I've not approved 
yet, we have 1238 people on VIPhone which is the iOS users' list.

So yes, there is most definitely a thriving community here and mine is just one 
list! :)

So I'd honestly encourage anyone who has thought of developing for iOS to get a 
Mac of some kind, an iOS device and start coding with Objective C! :) There's 
totally a market for it!

People really want more games that are not only accessible, but that are 
creative in their accessibility. I.E. There are already many games which are 
accessible on iOS, but really taking the idea of audio games and running with 
it to bring a richer audio experience as many audio game developers for Windows 
are used to doing would be fabulous for the iDevices. Furthermore, there is 
actually also even a sighted market for audio games on the iDevices which you 
really don't see on the PC / Mac.

Anyway, very interesting topic indeed. I do hope people here will start 
realizing this market is not only improving but is actually exploding over 
night. -Seriously…

anyway, have a terrific night!…

Smiles,

Cara :)
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On Apr 1, 2012, at 8:29 PM, Thomas Ward wrote:


Hi Cara,

Wow! Thanks for sharing. I wasn't aware the Mac and iOS community was that 
large either. However, I do know where you are coming from though.

The Linux community is often under rated here as well because I've gotten to 
know people over on the Orca List, the Speakup List, Emacspeak List, Ubuntu 
Accessibility List, etc and while there is a certain amount of overlap between 
lists the community does seem to be fairly large now. Especially, among foreign 
blind users that can't afford the price of Windows or Mac. Perhaps this opinion 
that there aren't enough Linux or Mac users around to make it worth a 
developer's time is simply because the people who say those things haven't 
spent time on lists where Mac and Linux users hang out.

On 4/1/2012 9:35 PM, Cara Quinn wrote:

Hi trouble, I know your sentiments seem correct in your assertion about the 
amount of Windows gamers vs potential Mac / iOS etc gamers, but let me share 
something.

Perhaps you already know I moderate two lists for visually impaired Mac / iOS 
users. On only one of those lists alone there are at least three times as many 
members as on this one. -And, we're getting about 10 to 20 new members each 
week on each list…

So to say that there is only a hand full of potential Mac / iOS gamers is not 
quite right. :) -Know what I mean?…

Thanks, and have an awesome evening!…

Smiles,

Cara :)

---

Re: [Audyssey] Symbian and games

2012-04-06 Thread Thomas Ward


Hi Milos,

I don't know about any mainstream games for Symbian that are accessible, 
but some of the new games I'm developing in Python can be run on a 
Symbian phone if you have the Symbian Python runtime installed.


On 4/4/2012 9:24 AM, Milos Przic wrote:

Hi all,
As it happens sometimes, some games are playable by blind although they are not 
made with accessibility features. MK, SF, etc, as we all know, are popular 
among the blind gamers that are more into games than the others.
Now, my question is, is there a symbian game that is accessible by chance? That 
is, playable enough?
Best!
   Milos Przic
msn: milos.pr...@gmail.com
skype: Milosh-hs


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Re: [Audyssey] USA Games News

2012-04-06 Thread Charles Rivard
I'm happy to get what was replied to here, as it updated me as to what's 
been going on for the last month or so since I've been totally offline due 
to circumstances beyond my control.


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, April 03, 2012 7:17 AM
Subject: Re: [Audyssey] USA Games News


well, it looks like from some elements that there is a compitition going 
on against bgt...
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Audyssey Mailing List gamers@audyssey.org
Sent: Friday, March 30, 2012 8:57 AM
Subject: [Audyssey] USA Games News




USA Games News

Mar. 29, 2012

Introduction

Hello, gamers. Welcome to another edition of the USA Games News. As it 
has been quite a while since we've written one of these news letters and 
there have been several questions as to the fate of Mysteries of the 
Ancients over the last few months we only thought it was fair to bring 
you up to speed as to what we are doing and what you can expect from us 
in the future.


However, it must be said up front that Mysteries of the Ancients is only 
one of several products currently in development. While we are continuing 
work on Mysteries of the Ancients, which has recently been renamed for 
reasons explained later in this news letter, we are also moving forward 
with a few other projects  we've wanted to develop for a long time, but 
have been delayed time after time by Mysteries of the Ancients. So 
without further introduction here is the news.


Ark of Hope

Over the last month we have been developing a new game called Tomb 
Hunter: The Ark of Hope. This game is very similar to Mysteries of the 
Ancients, but has an all new storyline, new levels, and of course several 
updates that did not make it into the final beta of Mysteries of the 
Ancients.


In this revised version of the game world re noun archeologist, Dr. 
Angela Carter, travels to Greece in search of Pandora's Box. Legend has 
it that when Pandora opened the box she let out all the evil and 
suffering in the world and closed the box trapping hope inside. Now, Dr 
Angela Carter is in search of Pandora's Box and intends to open it. 
However, her quest will not be an easy one.


She must explore 12 Erie underground tombs filled with deadly traps 
including: fire pits, sharp metal spikes, falling rocks, deep chasms, 
rolling boulders, pits filled with boiling lava, and more. She must fight 
or flee several unworldly creatures such as: sword wielding skeletons, 
undead zombie warriors, flying harpies, and mighty centaurs. Along the 
way she will pick up and collect gold coins, ancient reed torches, 
precious jewels, and pieces of a long lost scroll that will lead her to 
Pandora's Box.


As I said earlier many of the game play elements will be similar to 
Mysteries of the Ancients, but there will be differences as well. We've 
been updating some sounds, music, as well as redesigning all 12 levels 
from scratch. In addition to those changes we've been adding more traps, 
expanding the levels, and have been adding some extra features as well. 
So stay tuned for news as this project develops.


Open G3D

For the last couple of months we've been working on a project we feel 
will greatly aid audio game developers called Open G3D. We've actually 
been working on the project for a couple of years, but were unable to 
move forward with the project do to technical details. What we wanted was 
a game engine that met a number of criteria that were difficult to meet, 
and it took quite a lot of time and research to come up with a workable 
solution.


In short, we wanted an engine that was easy to develop, an engine that 
was easy to use, and would work on Mac, Linux, Windows, and perhaps other 
platforms as well. Needless to say meeting this criteria was difficult to 
do because there is a lot of technical considerations involved in 
cross-platform game development in addition to the fact we wanted to 
create a user friendly experience for everyone.


For example, the Genesis Engine that we use to develop Mysteries of the 
Ancients, Raceway, etc is written in C++. While C++ is arguably one of 
the best languages for professional game development, is considered to be 
the industry standard, it was never intended to be a language for 
beginners and therefore isn't very easy to work with. We wanted to 
eliminate this issue by using an off the shelf language that has a 
history of being simple and straight forward while not sacrificing the 
power of a full blown programming language like C++.


At the same time we wanted to be able to design a build once run anywhere 
type engine so we could produce games for non-Windows platforms. As 
someone who does not regularly use Windows, preferring to use Linux 

Re: [Audyssey] USA Games News

2012-04-06 Thread Charles Rivard
I think this was touched on in the news update from Thomas?  What he has 
been doing and why it is not out was the first topic of discussion.


---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: william lomas will.d.lo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 30, 2012 4:45 AM
Subject: Re: [Audyssey] USA Games News



this is all well and good tom but when will the new MOTA be out?
we heard it be out for years now
if it iwll support mac go for it, :)

On 30 Mar 2012, at 04:27, Thomas Ward wrote:



   USA Games News

   Mar. 29, 2012

   Introduction

Hello, gamers. Welcome to another edition of the USA Games News. As it 
has been quite a while since we've written one of these news letters and 
there have been several questions as to the fate of Mysteries of the 
Ancients over the last few months we only thought it was fair to bring 
you up to speed as to what we are doing and what you can expect from us 
in the future.


However, it must be said up front that Mysteries of the Ancients is only 
one of several products currently in development. While we are continuing 
work on Mysteries of the Ancients, which has recently been renamed for 
reasons explained later in this news letter, we are also moving forward 
with a few other projects  we've wanted to develop for a long time, but 
have been delayed time after time by Mysteries of the Ancients. So 
without further introduction here is the news.


   Ark of Hope

Over the last month we have been developing a new game called Tomb 
Hunter: The Ark of Hope. This game is very similar to Mysteries of the 
Ancients, but has an all new storyline, new levels, and of course several 
updates that did not make it into the final beta of Mysteries of the 
Ancients.


In this revised version of the game world re noun archeologist, Dr. 
Angela Carter, travels to Greece in search of Pandora's Box. Legend has 
it that when Pandora opened the box she let out all the evil and 
suffering in the world and closed the box trapping hope inside. Now, Dr 
Angela Carter is in search of Pandora's Box and intends to open it. 
However, her quest will not be an easy one.


She must explore 12 Erie underground tombs filled with deadly traps 
including: fire pits, sharp metal spikes, falling rocks, deep chasms, 
rolling boulders, pits filled with boiling lava, and more. She must fight 
or flee several unworldly creatures such as: sword wielding skeletons, 
undead zombie warriors, flying harpies, and mighty centaurs. Along the 
way she will pick up and collect gold coins, ancient reed torches, 
precious jewels, and pieces of a long lost scroll that will lead her to 
Pandora's Box.


As I said earlier many of the game play elements will be similar to 
Mysteries of the Ancients, but there will be differences as well. We've 
been updating some sounds, music, as well as redesigning all 12 levels 
from scratch. In addition to those changes we've been adding more traps, 
expanding the levels, and have been adding some extra features as well. 
So stay tuned for news as this project develops.


   Open G3D

For the last couple of months we've been working on a project we feel 
will greatly aid audio game developers called Open G3D. We've actually 
been working on the project for a couple of years, but were unable to 
move forward with the project do to technical details. What we wanted was 
a game engine that met a number of criteria that were difficult to meet, 
and it took quite a lot of time and research to come up with a workable 
solution.


In short, we wanted an engine that was easy to develop, an engine that 
was easy to use, and would work on Mac, Linux, Windows, and perhaps other 
platforms as well. Needless to say meeting this criteria was difficult to 
do because there is a lot of technical considerations involved in 
cross-platform game development in addition to the fact we wanted to 
create a user friendly experience for everyone.


For example, the Genesis Engine that we use to develop Mysteries of the 
Ancients, Raceway, etc is written in C++. While C++ is arguably one of 
the best languages for professional game development, is considered to be 
the industry standard, it was never intended to be a language for 
beginners and therefore isn't very easy to work with. We wanted to 
eliminate this issue by using an off the shelf language that has a 
history of being simple and straight forward while not sacrificing the 
power of a full blown programming language like C++.


At the same time we wanted to be able to design a build once run anywhere 
type engine so we could produce games for non-Windows platforms. As 
someone who does not regularly use Windows, preferring to use Linux 
instead, we are well aware of the fact that the desire for more games for 
Mac OS and Linux is growing. Unfortunately, since most of the 

Re: [Audyssey] USA Games News

2012-04-06 Thread bpeterson2000

It'll be out when it's ready.



Are you threatening me? I am the great Cornholio! I come from Lake Titicaca!
-Original Message- 
From: william lomas

Sent: Friday, March 30, 2012 3:45 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] USA Games News

this is all well and good tom but when will the new MOTA be out?
we heard it be out for years now
if it iwll support mac go for it, :)

On 30 Mar 2012, at 04:27, Thomas Ward wrote:



   USA Games News

   Mar. 29, 2012

   Introduction

Hello, gamers. Welcome to another edition of the USA Games News. As it has 
been quite a while since we've written one of these news letters and there 
have been several questions as to the fate of Mysteries of the Ancients 
over the last few months we only thought it was fair to bring you up to 
speed as to what we are doing and what you can expect from us in the 
future.


However, it must be said up front that Mysteries of the Ancients is only 
one of several products currently in development. While we are continuing 
work on Mysteries of the Ancients, which has recently been renamed for 
reasons explained later in this news letter, we are also moving forward 
with a few other projects  we've wanted to develop for a long time, but 
have been delayed time after time by Mysteries of the Ancients. So without 
further introduction here is the news.


   Ark of Hope

Over the last month we have been developing a new game called Tomb 
Hunter: The Ark of Hope. This game is very similar to Mysteries of the 
Ancients, but has an all new storyline, new levels, and of course several 
updates that did not make it into the final beta of Mysteries of the 
Ancients.


In this revised version of the game world re noun archeologist, Dr. Angela 
Carter, travels to Greece in search of Pandora's Box. Legend has it that 
when Pandora opened the box she let out all the evil and suffering in the 
world and closed the box trapping hope inside. Now, Dr Angela Carter is in 
search of Pandora's Box and intends to open it. However, her quest will 
not be an easy one.


She must explore 12 Erie underground tombs filled with deadly traps 
including: fire pits, sharp metal spikes, falling rocks, deep chasms, 
rolling boulders, pits filled with boiling lava, and more. She must fight 
or flee several unworldly creatures such as: sword wielding skeletons, 
undead zombie warriors, flying harpies, and mighty centaurs. Along the way 
she will pick up and collect gold coins, ancient reed torches, precious 
jewels, and pieces of a long lost scroll that will lead her to Pandora's 
Box.


As I said earlier many of the game play elements will be similar to 
Mysteries of the Ancients, but there will be differences as well. We've 
been updating some sounds, music, as well as redesigning all 12 levels 
from scratch. In addition to those changes we've been adding more traps, 
expanding the levels, and have been adding some extra features as well. So 
stay tuned for news as this project develops.


   Open G3D

For the last couple of months we've been working on a project we feel will 
greatly aid audio game developers called Open G3D. We've actually been 
working on the project for a couple of years, but were unable to move 
forward with the project do to technical details. What we wanted was a 
game engine that met a number of criteria that were difficult to meet, and 
it took quite a lot of time and research to come up with a workable 
solution.


In short, we wanted an engine that was easy to develop, an engine that was 
easy to use, and would work on Mac, Linux, Windows, and perhaps other 
platforms as well. Needless to say meeting this criteria was difficult to 
do because there is a lot of technical considerations involved in 
cross-platform game development in addition to the fact we wanted to 
create a user friendly experience for everyone.


For example, the Genesis Engine that we use to develop Mysteries of the 
Ancients, Raceway, etc is written in C++. While C++ is arguably one of the 
best languages for professional game development, is considered to be the 
industry standard, it was never intended to be a language for beginners 
and therefore isn't very easy to work with. We wanted to eliminate this 
issue by using an off the shelf language that has a history of being 
simple and straight forward while not sacrificing the power of a full 
blown programming language like C++.


At the same time we wanted to be able to design a build once run anywhere 
type engine so we could produce games for non-Windows platforms. As 
someone who does not regularly use Windows, preferring to use Linux 
instead, we are well aware of the fact that the desire for more games for 
Mac OS and Linux is growing. Unfortunately, since most of the accessible 
games and game development tools are designed for Windows those of us who 
choose to use Linux, Mac OS, or some other alternative 

Re: [Audyssey] USA Games News

2012-04-06 Thread Charles Rivard
My first thought about the new engine you are working on was the rapidly 
growing market of gaming for I devices.  Think that will be feasible?


---
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: Friday, April 06, 2012 7:36 PM
Subject: Re: [Audyssey] USA Games News




Hi,

Hmmm...Well, I guess you could say that. However, the purpose of the 
engine I am working on is to enable developers to design free and open 
source games for other platforms like Linux and Mac OS that unfortunately 
do not get much attention from game developers.


I suppose the engine could be used for commercial games as well, but I 
don't claim that the open source engine I'm working on will be as good as 
BGT. There are limitations in cross-platform development that make it 
difficult to get a feature by feature comparison on all platforms 
involved. Especially, when we are dealing with a generic game programming 
API like Pygame.


For example, the mixer that comes with Pygame, SDL Mixer, is capable of 
basic 2d stereo panning and controling the volume of sounds, but there 
isn't any kind of true 3d virtualization and you can't set the pitch. Both 
of these are serious limitations in my book and require a more 
professional sound mixer like FMOD or perhaps OpenAL. Which are preferable 
for a game engine like this. So although I'm excited to see what can be 
done with the new engine its sadly not quite on par with BGT given the 
fact I'm using several open source APIs that are stable but not as feature 
filled as those available in commercial APIs.


Cheers!

On 4/3/2012 8:17 AM, Sid wrote:
well, it looks like from some elements that there is a compitition going 
on against bgt...



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[Audyssey] a challenge to all topspeeders oout there

2012-04-06 Thread joseph weakland
hello all topspeeders hosting a server till 9:55 pm from now 
to get on use josephweakland.no-ip.org
have fun and goodl uck
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Re: [Audyssey] USA Games News

2012-04-06 Thread Thomas Ward


Hi will,

I think you have confused two different projects. The game that used to 
be MOTA, Ark of Hope, currently is not being written using the 
cross-platform engine. It is using the Windows game engine written in 
C++ with various Windows components like DirectX.


That said, I've already explained the reason for the delays. Between the 
time MOTA beta 22 came out and the time I began working on Ark of Hope I 
had added a number of changes to the Windows game engine which means the 
MOTA beta 22 source code is no longer compatible with said engine. I've 
been revising the game, fixing technical issues, as well as redesigning 
the levels, adding new sound effects, music, etc. I know you and others 
are tired of waiting, but rushing me seriously won't help the situation.


Cheers!

 - Original Message - From: william lomas 
will.d.lo...@gmail.com

 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, March 30, 2012 4:45 AM
 Subject: Re: [Audyssey] USA Games News


 this is all well and good tom but when will the new MOTA be out?
 we heard it be out for years now
 if it iwll support mac go for it.



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Re: [Audyssey] USA Games News

2012-04-06 Thread Thomas Ward


Hi Bryan,

Well said. The game is done when its done and not a minute before.

On 4/6/2012 8:20 PM, bpeterson2...@cableone.net wrote:

It'll be out when it's ready.



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Re: [Audyssey] USA Games News

2012-04-06 Thread Thomas Ward


Hi Charles,

Perhaps. I'm still not too sure of how Python apps will run on iOS 
devices like iPhones and iPads although Cara assures me its possible, 
and pointed me to a Python interpreter for iOS on the Apple store. I 
still have to see if there is a version of Pygame for iOS, but it seems 
as though it might be possible.


I've also seen versions of Python floating around for Windows Mobile 
devices which is another possibility for game development. Python 
appears to be fairly flexable when it comes to supporting a wide range 
of hardware and operating systems without too many changes in source. So 
perhaps just perhaps once this engine is ready for prime time I'll be 
able to put out some very basic games like Jim Kitchen develops for 
non-Windows operating systems and various handheld devices.


Cheers!

On 4/6/2012 8:46 PM, Charles Rivard wrote:
My first thought about the new engine you are working on was the 
rapidly growing market of gaming for iOS devices.  Think that will be 
feasible?


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Re: [Audyssey] USA Games News

2012-04-06 Thread Charles Rivard
It's having to answer messages like this one, after already having explained 
what's holding up the availability of an awaited game that make developers 
want to either pull their hair out, quit, or both.


---
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: Friday, April 06, 2012 8:10 PM
Subject: Re: [Audyssey] USA Games News




Hi will,

I think you have confused two different projects. The game that used to be 
MOTA, Ark of Hope, currently is not being written using the cross-platform 
engine. It is using the Windows game engine written in C++ with various 
Windows components like DirectX.


That said, I've already explained the reason for the delays. Between the 
time MOTA beta 22 came out and the time I began working on Ark of Hope I 
had added a number of changes to the Windows game engine which means the 
MOTA beta 22 source code is no longer compatible with said engine. I've 
been revising the game, fixing technical issues, as well as redesigning 
the levels, adding new sound effects, music, etc. I know you and others 
are tired of waiting, but rushing me seriously won't help the situation.


Cheers!

 - Original Message - From: william lomas
will.d.lo...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, March 30, 2012 4:45 AM
 Subject: Re: [Audyssey] USA Games News


 this is all well and good tom but when will the new MOTA be out?
 we heard it be out for years now
 if it iwll support mac go for it.



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Re: [Audyssey] USA Games News

2012-04-06 Thread Charles Rivard
If you develop games for the iPhone, I'll gladly be a tester when the time 
comes.  I currently have a 64 Gig iPhone 4S.


---
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: Friday, April 06, 2012 8:19 PM
Subject: Re: [Audyssey] USA Games News




Hi Charles,

Perhaps. I'm still not too sure of how Python apps will run on iOS devices 
like iPhones and iPads although Cara assures me its possible, and pointed 
me to a Python interpreter for iOS on the Apple store. I still have to see 
if there is a version of Pygame for iOS, but it seems as though it might 
be possible.


I've also seen versions of Python floating around for Windows Mobile 
devices which is another possibility for game development. Python appears 
to be fairly flexable when it comes to supporting a wide range of hardware 
and operating systems without too many changes in source. So perhaps just 
perhaps once this engine is ready for prime time I'll be able to put out 
some very basic games like Jim Kitchen develops for non-Windows operating 
systems and various handheld devices.


Cheers!

On 4/6/2012 8:46 PM, Charles Rivard wrote:
My first thought about the new engine you are working on was the rapidly 
growing market of gaming for iOS devices.  Think that will be feasible?


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



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Re: [Audyssey] Question on game product ID when reinstalling the game.

2012-04-06 Thread michael barnes

Hey, Thomas.
Nothing happen when I had follow your instructions.

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[Audyssey] Inquirie on Lone Wolf.

2012-04-06 Thread michael barnes

Hey, I did recieved new keys for the gma games.
However when I put in the key for Lone Wolf it kept telling me that I 
have a bad product key.  So how can I fix this issue?

Thanks!

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Re: [Audyssey] Inquirie on Lone Wolf.

2012-04-06 Thread Phil Vlasak

Hi Michael,
Make sure you spell your name exactly the same as in the request for keys.
I usually cut and paste my name and key into the edit fields so I don't add 
extra spaces at the end or middle.

Phil

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

To: gamers@audyssey.org
Sent: Friday, April 06, 2012 10:10 PM
Subject: [Audyssey] Inquirie on Lone Wolf.



Hey, I did recieved new keys for the gma games.
However when I put in the key for Lone Wolf it kept telling me that I have 
a bad product key.  So how can I fix this issue?

Thanks!

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



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-
No virus found in this message.
Checked by AVG - www.avg.com
Version: 10.0.1424 / Virus Database: 2409/4918 - Release Date: 04/06/12




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Re: [Audyssey] Inquirie on Lone Wolf.

2012-04-06 Thread Charles Rivard

Contact David Greenwood?

---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: michael barnes c...@samobile.net

To: gamers@audyssey.org
Sent: Friday, April 06, 2012 9:10 PM
Subject: [Audyssey] Inquirie on Lone Wolf.



Hey, I did recieved new keys for the gma games.
However when I put in the key for Lone Wolf it kept telling me that I have 
a bad product key.  So how can I fix this issue?

Thanks!

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



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[Audyssey] My Swamp problem in the form of a recording

2012-04-06 Thread Orin
Hi all,

Here is a recording I did with Swamp demonstrating my current problem with it.

When the recording begins, after I get into the Swamp window I demonstrate how 
NVDA doesn't read messages like Axe equipped and when i equip the glock it 
doesn't tell me the info it should when hitting number two.
Here is the link.
http://dl.dropbox.com/u/1056725/System%20Audio%2020120406%202136.mp3
Orin
orin8...@gmail.com
Twitter: http://www.twitter.com/orinks
Skype: orin1112




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Re: [Audyssey] swamp missions and death

2012-04-06 Thread enes

hi,
i'll try and make a recording of me doing a mission with my team
maybe that will give you some tips

--
From: Mike Maslo mmaslo1...@swbell.net
Sent: Friday, April 06, 2012 8:25 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] swamp missions and death


Agreed and why I stoppdf playing

Sent from my iPhone

On Apr 6, 2012, at 12:07 PM, john jpcarnemo...@comcast.net wrote:

I've been playing swamp a lot recently, and it seems that dying in 
missions is rather harsh. I've had multiple times where I've spent 5000 
reputation or more to prepare for a mission, and because certain people 
were doing nothing but blasting zombies ended up getting mobbed with 
crates. While I do see the point in loosing something if you die, I don't 
feel that *everything* you own and fought for needs to get trashed. Any 
thoughts?


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If you think you are beaten, you are;
If you think you dare not, you don't;
If you'd like to win, but you think you can't,
It's almost a cinch you won't;
If you think you'll lose, you've lost,
For out in the world you'll find
Success begins with a fellow's will
It's all in the state of mind.
Full many a race is lost
Ere even a race is run,
And many a coward fails
Ere even his work's begun.
Think big, and your deeds will grow,
Think small and you fall behind,
Think that you can, and you will;
It's all in the state of mind.
If you think you are outclassed, you are;
You've got to think high to rise;
You've got to be sure of yourself
before You can ever win a prize.
Life's battle doesn't always go
To the stronger or faster man;
But sooner or later, the man who wins
Is the fellow who thinks he can.




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Re: [Audyssey] swamp missions and death

2012-04-06 Thread Steady Goh
Well, at least we don't lose our money when we get killed. Any rep, xp and 
skill points earned are automatically saved in the bank. If there is a 
locker, there will be absolutely nothing to lose at all. Almost as good as 
unlimited health. Maybe this is what people are indirectly requesting for. 
Personally I feel that the rep given on a successful mission is on the high 
side.


锦发/Steady Goh
- Original Message - 
From: Michael Taboada ai...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, April 07, 2012 6:44 AM
Subject: Re: [Audyssey] swamp missions and death



Hi,
Just because some mainstream games have this method doesn't mean all games 
for the mainstream community or otherwise have to have it... I mean after 
all there are a fare few games for the mainstream gaming community that 
allow you to put things in banks or whatever they might call them, 
runescape being a very notable example. I think any strategy you can 
imagine from letting you keep everything when you die to having lives to 
having banks to having check points to almost anything else can be found 
in the mainstream gaming community, so let's remain open here, I say.

Just my thoughts.
-Michael.


-Original Message- 
From: Shane Davidson

Sent: Friday, April 06, 2012 4:17 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] swamp missions and death

People want to learn?
Lives wouldn't be unfair, it's a mainstreaming gaming stratigy, and you
don't here the millions of mainstreaming gamers complaining, do you?
Thought not.
If Jeremy implimented lives, it would add, in my opinion, another level of
stratigy, to how you can keep those lives, or recover them quickly if you
die.
Yes, if you lose all your lives, you start over with the basics, and rep 
you

had when you lost your last set of lives, no I don't like just cloaning
standards, call it poetic license, lol, , but you are reverted to the ax 
and

pistol just like you are now.
Just my thoughts.
Shane who really thinks the blind community needs to be exposed to more
mainstreaming gaming. Just sayin'.
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Christopher Bartlett
Sent: Friday, April 06, 2012 5:14 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] swamp missions and death

My thoughts, death on missions is no more harsh than anywhere else,
especially considering what you stand to gain if you survive, as compared
with the comparable time looting.  I completely disagree with any change
that waters down the already weakened consequences of dying, especially 
when
you stand to gain for five minutes of survival rep and experience that 
would

take hours of looting to gain.  Big risk, big reward.  Too risky, don't go
on missions.

And by the way, I say this who am trying to learn some new styles of play
and thus am dying quite frequently, and have certainly lost 20,000 rep 
worth

of equipment at various times.  I'd favor a lives system, where once your
lives are gone you start over from zero.  Perhaps gaining a level gives 
you

a new life.  I know this won't be adopted as too many people would shriek
about it being unfair, never mind that it's a gaming standard in the
mainstream world.

Christopher the bastard Bartlett who wants all of you to suffer
hideously.  *smile*



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You can make changes or update 

Re: [Audyssey] swamp missions and death

2012-04-06 Thread Mike Maslo
No only weaponry

Sent from my iPhone

On Apr 6, 2012, at 9:59 PM, Steady Goh stea...@gmail.com wrote:

 Well, at least we don't lose our money when we get killed. Any rep, xp and 
 skill points earned are automatically saved in the bank. If there is a 
 locker, there will be absolutely nothing to lose at all. Almost as good as 
 unlimited health. Maybe this is what people are indirectly requesting for. 
 Personally I feel that the rep given on a successful mission is on the high 
 side.
 
 锦发/Steady Goh
 - Original Message - From: Michael Taboada ai...@hotmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, April 07, 2012 6:44 AM
 Subject: Re: [Audyssey] swamp missions and death
 
 
 Hi,
 Just because some mainstream games have this method doesn't mean all games 
 for the mainstream community or otherwise have to have it... I mean after 
 all there are a fare few games for the mainstream gaming community that 
 allow you to put things in banks or whatever they might call them, runescape 
 being a very notable example. I think any strategy you can imagine from 
 letting you keep everything when you die to having lives to having banks to 
 having check points to almost anything else can be found in the mainstream 
 gaming community, so let's remain open here, I say.
 Just my thoughts.
 -Michael.
 
 
 -Original Message- From: Shane Davidson
 Sent: Friday, April 06, 2012 4:17 PM
 To: 'Gamers Discussion list'
 Subject: Re: [Audyssey] swamp missions and death
 
 People want to learn?
 Lives wouldn't be unfair, it's a mainstreaming gaming stratigy, and you
 don't here the millions of mainstreaming gamers complaining, do you?
 Thought not.
 If Jeremy implimented lives, it would add, in my opinion, another level of
 stratigy, to how you can keep those lives, or recover them quickly if you
 die.
 Yes, if you lose all your lives, you start over with the basics, and rep you
 had when you lost your last set of lives, no I don't like just cloaning
 standards, call it poetic license, lol, , but you are reverted to the ax and
 pistol just like you are now.
 Just my thoughts.
 Shane who really thinks the blind community needs to be exposed to more
 mainstreaming gaming. Just sayin'.
 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Christopher Bartlett
 Sent: Friday, April 06, 2012 5:14 PM
 To: 'Gamers Discussion list'
 Subject: Re: [Audyssey] swamp missions and death
 
 My thoughts, death on missions is no more harsh than anywhere else,
 especially considering what you stand to gain if you survive, as compared
 with the comparable time looting.  I completely disagree with any change
 that waters down the already weakened consequences of dying, especially when
 you stand to gain for five minutes of survival rep and experience that would
 take hours of looting to gain.  Big risk, big reward.  Too risky, don't go
 on missions.
 
 And by the way, I say this who am trying to learn some new styles of play
 and thus am dying quite frequently, and have certainly lost 20,000 rep worth
 of equipment at various times.  I'd favor a lives system, where once your
 lives are gone you start over from zero.  Perhaps gaining a level gives you
 a new life.  I know this won't be adopted as too many people would shriek
 about it being unfair, never mind that it's a gaming standard in the
 mainstream world.
 
 Christopher the bastard Bartlett who wants all of you to suffer
 hideously.  *smile*
 
 
 
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 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to 
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 You can make changes or update your subscription via the web, at
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 All messages are archived and can be searched and read at
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 please send E-mail to