Re: [Audyssey] shades of doom and gtc and windows7
Yeah I set the games to stereo always have done however the objects all over the place stay stationary it just makes it harder to play. At 05:23 PM 5/6/2013, you wrote: Hi Shaun, The problem is that Directsound 8 is not properly emulated on newer versions of Windows. The virtual 3d audio support is broken on Windows Vista, Windows 7, and Windows 8, and especially when it comes to hardware mixing. The simple solution to this problem is when and where possible set the games up for simple 2d stereo panning. I know in Shades of Doom, for example, you can go into settings and use stereo output which works on Windows 7, but the virtual 3d does not work correctly if at all with some games. So hope that answers your questions. Cheers! On 5/6/13, shaun everiss sm.ever...@gmail.com wrote: Hi all. Today I was fiddling round with my box while setting it up. or rather continuing to do so. I decided to play sod I assume this is going to be the same issue on gtc to not sure about lonewolf. I can navigate and shoot ok. if I find say a door, or an object to pick up it stays in the same position no matter where I am. I even have the sound at full 3d mode and no real change. otherwise the game works quite well. If this thing can only work on xp properly then that potentually could become an issue as xp is retired. is there any way to get round the issue and have the game play as it should or do I just muddle through. Otherwise the gameplay on my new hd card really sounds realistic with a wide stereo image and I sertainly know where I am and where enemies are coming from though there is no variation if its coming from the left then its really at the left. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] shades of doom and gtc and windows7
Hi Shaun, Now, you know why I am encouraging audio game developers to switch to XAudio2 or something else. Directsound is broken on Windows 7 and Windows 8, and the only real world solution for that problem is to scrap Directsound and switch to something else such as XAudio2 which is Microsoft's new sound library on Vista, Windows 7, and Windows 8. Either that or switch to OpenAL. :D Cheers! On 5/6/13, shaun everiss sm.ever...@gmail.com wrote: Yeah I set the games to stereo always have done however the objects all over the place stay stationary it just makes it harder to play. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
[Audyssey] R: freedom Millionaire
Hi, Where can i find the game please? Thanks in advance. Angela from Italy. -Messaggio originale- Da: Gamers [mailto:gamers-boun...@audyssey.org] Per conto di Nicole white Inviato: domenica 5 maggio 2013 22:01 A: Games list\ Oggetto: [Audyssey] freedom Millionaire Does anyone know how to create their own custom sets and add their own music to create your own sets? A review says that it is possible to do that. i haven't been able to figure that out. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. -- Caselle da 1GB, trasmetti allegati fino a 3GB e in piu' IMAP, POP3 e SMTP autenticato? GRATIS solo con Email.it http://www.email.it/f Sponsor: Clicca qui: http://adv.email.it/cgi-bin/foclick.cgi?mid=12824d=6-5 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] shades of doom and gtc and windows7
Hi Thomas, David is working on a fix for the way sounds pan in Shades of Doom, Tank Commander and yes, my Sarah game for Vista and newer versions of Windows. Even in the stereo setting the distance from far left to far right is half what it should be. He is in the process of testing the new engine, so state tuned. I haven't gotten an update message from him in a while. Phil - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Monday, May 06, 2013 1:23 AM Subject: Re: [Audyssey] shades of doom and gtc and windows7 Hi Shaun, The problem is that Directsound 8 is not properly emulated on newer versions of Windows. The virtual 3d audio support is broken on Windows Vista, Windows 7, and Windows 8, and especially when it comes to hardware mixing. The simple solution to this problem is when and where possible set the games up for simple 2d stereo panning. I know in Shades of Doom, for example, you can go into settings and use stereo output which works on Windows 7, but the virtual 3d does not work correctly if at all with some games. So hope that answers your questions. Cheers! On 5/6/13, shaun everiss sm.ever...@gmail.com wrote: Hi all. Today I was fiddling round with my box while setting it up. or rather continuing to do so. I decided to play sod I assume this is going to be the same issue on gtc to not sure about lonewolf. I can navigate and shoot ok. if I find say a door, or an object to pick up it stays in the same position no matter where I am. I even have the sound at full 3d mode and no real change. otherwise the game works quite well. If this thing can only work on xp properly then that potentually could become an issue as xp is retired. is there any way to get round the issue and have the game play as it should or do I just muddle through. Otherwise the gameplay on my new hd card really sounds realistic with a wide stereo image and I sertainly know where I am and where enemies are coming from though there is no variation if its coming from the left then its really at the left. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. - No virus found in this message. Checked by AVG - www.avg.com Version: 10.0.1432 / Virus Database: 3162/5800 - Release Date: 05/05/13 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
[Audyssey] sapi5 voice
Hi Thomas, I'm not sure about the sapi5 SDK that you are using, but the one that I am using has such commands as Voice.Speak g$ Voice.Speak g$, SVSFlagsAsync Voice.Volume = 100 Voice.Rate = 0 So with the rate command you can change the rate of the speech from within the game and don't need to do it in the control panel. Like when I am playing the game of Life since I have played it so many times over the years and really know each square on the board I really crank up the rate of speech, but for other games, reading Email etc I have it more around 3. I still really like programming using the sapi5 speech. The only thing that might make it even funner would be if it had some of the weird things that the software DecTalk can do. You know I'm sure that you have heard it sing etc. BFN Jim You're just jealous because the voices only talk to me. j...@kitchensinc.net http://www.kitchensinc.net (440) 286-6920 Chardon Ohio USA --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
[Audyssey] programming games
Hi James, Sounds cool that you plan to learn how to and then program games. I was going to ask, are you thinking of using the BGT tool kit, or learn a full programming language? Good luck. BFN Jim I like Visual Basic 6.0 because I can not C. j...@kitchensinc.net http://www.kitchensinc.net (440) 286-6920 Chardon Ohio USA --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] sapi5 voice
Hi Jim, I'm using the Windows 7 Platform SDK. The SAPI 5 SDK was discontinued and rolled into newer versions of the Windows Platform SDK which makes sense. Anyway, for some reason every time I try to do something like g_voice-Rate = 5; in C++ it gives me an error. However, it works fine in C# .NET and VB .NET. That said, there is an alternative way to change rate, pitch, and volume in newer versions of SAPI. Versions of SAPI 5.3, 5.4, and 5.5 now use SML tagging to control the rate, pitch, and volume on the fly like g_voice-Speak(ABSOLUTE_RATE=5Hello world!, SVSFlagsAsync, 0); which works fine if a person is running Windows Vista, Windows 7, or Windows 8, but isn't available on Windows XP and earlier. So that is why I chose to use the Control Panel. :D Cheers! On 5/6/13, Jim Kitchen j...@kitchensinc.net wrote: Hi Thomas, I'm not sure about the sapi5 SDK that you are using, but the one that I am using has such commands as Voice.Speak g$ Voice.Speak g$, SVSFlagsAsync Voice.Volume = 100 Voice.Rate = 0 So with the rate command you can change the rate of the speech from within the game and don't need to do it in the control panel. Like when I am playing the game of Life since I have played it so many times over the years and really know each square on the board I really crank up the rate of speech, but for other games, reading Email etc I have it more around 3. I still really like programming using the sapi5 speech. The only thing that might make it even funner would be if it had some of the weird things that the software DecTalk can do. You know I'm sure that you have heard it sing etc. BFN Jim You're just jealous because the voices only talk to me. j...@kitchensinc.net http://www.kitchensinc.net (440) 286-6920 Chardon Ohio USA --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
[Audyssey] learning ally: was Re: Programming Resources was Suggestion to the Developer ofSoundscape Explorer
I never even thought about it, but i bet Learning Ally has some good stuff too? Check out my games at www.ThePionEar.net and my music, and that of my band, at www.ThePionEar.net/BlindLabyrinth.html . If you want to reach me, you can call 419-744-0517, friend me on Facebook, (KenWDowney,) or write me at kenwdow...@me.com . Crazy Ken - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Sunday, May 05, 2013 10:47 AM Subject: [Audyssey] Programming Resources was Suggestion to the Developer ofSoundscape Explorer Hi Lenron, If you are interested in learning to program I can think of a couple of places to get started. If you are a citizen of the United States and have a Bookshare account they have a number of books from O'reilly on their web site on a number of programming languages such as Visual Basic .NET. If you want a larger selection and are willing to spend $50 a month you can get a Safari account on http://safari.oreilly.com and read hundreds of programming books on various languages, math and physics used in games, and tech articles, etc. Its a pretty awesome deal for a person wanting college level and corporate level documentation. Cheers! On 5/2/13, lenron brown lenro...@gmail.com wrote: I would love some books so i can learn to write code --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] shades of doom and gtc and windows7
Hi Phil, Yeah, I heard he was working on a possible fix, and I'm glad to hear it. I'll definitely stay tuned. :D Cheers! On 5/6/13, Phil Vlasak p...@pcsgames.net wrote: Hi Thomas, David is working on a fix for the way sounds pan in Shades of Doom, Tank Commander and yes, my Sarah game for Vista and newer versions of Windows. Even in the stereo setting the distance from far left to far right is half what it should be. He is in the process of testing the new engine, so state tuned. I haven't gotten an update message from him in a while. Phil --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] learning alley: was Re: Programming Resources was Suggestion to the Developer ofSoundscape Explorer
Hi Ken, Well, Learning Alley does have programming materials, but I'm not sure what they have these days. Back when I used their programming materials for college, which was like 10 years ago, all they had were tapes which made learning difficult because I couldn't go back and review it line by line at my own pace. However, if they have something in daisy format or text that might be a big help to new game programmers. Cheers! On 5/6/13, Ken The PionEar kenwdow...@me.com wrote: I never even thought about it, but i bet Learning Ally has some good stuff too? Check out my games at www.ThePionEar.net and my music, and that of my band, at www.ThePionEar.net/BlindLabyrinth.html . If you want to reach me, you can call 419-744-0517, friend me on Facebook, (KenWDowney,) or write me at kenwdow...@me.com . Crazy Ken --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries oftheAncientsConsiderations
Three mods? I only know about your mod and Derek London's mod. What's the third one? I did a little modding myself a while back by the way. I created a low-level, slow-moving rocket that would find the nearest enemy. It didn't do much damage, because that wasn't the intent. The intent was to use it to lead you to the next room where monsters were hiding. I also used x to give the coordinates, and used different keys to increase and decrease scan speed and distance. Unfortunately, when you mess with scanning distance in game, some of the sounds, like buttons, disappear. I also wrote a few maps. I think the biggest reason I don't play quake much anymore is all the beeping. It gets on my nerves. It's easily fixed though, and I just need to do it. I think that Swamp and other similar games have shown us how. Check out my games at www.ThePionEar.net and my music, and that of my band, at www.ThePionEar.net/BlindLabyrinth.html . If you want to reach me, you can call 419-744-0517, friend me on Facebook, (KenWDowney,) or write me at kenwdow...@me.com . Crazy Ken - Original Message - From: Cara Quinn caraqu...@caraquinn.com To: Gamers Discussion list gamers@audyssey.org Sent: Saturday, May 04, 2013 9:48 PM Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries oftheAncientsConsiderations Paul, you're right. when a player was above you you would hear a rising tone and a falling tone would sound when a player was below you. What you and others may not know is that you could enable the mouse so you could fluidly look up, down, or left / right to move or target as well. So head shots were actually possible though there was no accessibility features implemented to make this easier for VI players. Since Audio quake is itself a mod of Quake, in order to create mods of Audio Quake you must actually know how to code the game. You need to use Quake C to do this so it's actually quite a nice easy way of coding yet not coding the game! lol! What I mean is that while you could create new game elements from the ground up you didn't need to if you didn't want to. You could also simply just rely on game elements which were already created. this made game modding quite fun and rewarding. Anyway, I guess my point is that more things are possible with quake and its three current accessible mods. Really the sky is the limit and I hope people still consider working with it. Smiles, Cara :) --- View my Online Portfolio at: http://www.onemodelplace.com/CaraQuinn Follow me on Twitter! https://twitter.com/ModelCara On May 4, 2013, at 2:58 PM, Paul Lemm paul.l...@sky.com wrote: Not sure how Jeremy planned to use the vertical axis, but I think (although it wasn't exactly for head shots) in audio quake since there could be enemies on different heights you had the standard left and right stereo panning for aiming left and right and then 2 bleeps that sounded at different speeds until you lined them up for the vertical axis. Have played many main stream zombie games such as resident evil and have always loved the ability to head shot and take out a zombie with just one shot, there's just something very satisfying about it lol. I know Jeremy's not planning on any more updates to swamp but maybe if he did as a compromise to not make it seem to complex that people don't want to try it maybe there could be that head shot choice just when using the sniper. Even without the head shots though swamp is still an amazing game and to me feels like playing a main stream game already and I look forward to seeing what Jeremy produces next. -Original Message- From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Clement Chou Sent: 04 May 2013 22:16 To: Gamers Discussion list Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of theAncientsConsiderations I think I remember you telling me that at some point. And honestly, the problem with audiogamers... is that a lot of people, not all but a fair few, want things to be easy. What audio gamers consider a difficult game would be standard affair for mainstream gamers, and I think that headshot aspect should've remained in, especially since it wasn't technically necessary. I'm curious though... how would you have people centre the sound in both horrizontal and vertical planes? Most headphones can't handle up and down all that well when panning sounds, at least, not that I know... I was thinking to have some sort of elongated sound for when you were lined up for a headshot. That's how I would've done it. I've just always found that to be an aspect of fps games that've been missing in audio shooters and would add so much more skill and challenge. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at
Re: [Audyssey] sapi5 voice
Hi Thomas, Without knowing the issue first hand, I just wanted to mention that if Sapi 5.3 and above is COM and is structured in a similar fashion to 5.1, you can't just say rate=5. Managed code probably gives you a wrapper that causes a function invokation to occur internally. In C++ you have to invoke the setter function for the property accessor. If you have the professional version of Visual Studio you can use ATL for that, otherwise you have to fiddle with variant structures directly. Setting a property is actually quite similar to making a method call. Kind rewgards, Philip Bennefall - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Monday, May 06, 2013 11:30 AM Subject: Re: [Audyssey] sapi5 voice Hi Jim, I'm using the Windows 7 Platform SDK. The SAPI 5 SDK was discontinued and rolled into newer versions of the Windows Platform SDK which makes sense. Anyway, for some reason every time I try to do something like g_voice-Rate = 5; in C++ it gives me an error. However, it works fine in C# .NET and VB .NET. That said, there is an alternative way to change rate, pitch, and volume in newer versions of SAPI. Versions of SAPI 5.3, 5.4, and 5.5 now use SML tagging to control the rate, pitch, and volume on the fly like g_voice-Speak(ABSOLUTE_RATE=5Hello world!, SVSFlagsAsync, 0); which works fine if a person is running Windows Vista, Windows 7, or Windows 8, but isn't available on Windows XP and earlier. So that is why I chose to use the Control Panel. :D Cheers! On 5/6/13, Jim Kitchen j...@kitchensinc.net wrote: Hi Thomas, I'm not sure about the sapi5 SDK that you are using, but the one that I am using has such commands as Voice.Speak g$ Voice.Speak g$, SVSFlagsAsync Voice.Volume = 100 Voice.Rate = 0 So with the rate command you can change the rate of the speech from within the game and don't need to do it in the control panel. Like when I am playing the game of Life since I have played it so many times over the years and really know each square on the board I really crank up the rate of speech, but for other games, reading Email etc I have it more around 3. I still really like programming using the sapi5 speech. The only thing that might make it even funner would be if it had some of the weird things that the software DecTalk can do. You know I'm sure that you have heard it sing etc. BFN Jim You're just jealous because the voices only talk to me. j...@kitchensinc.net http://www.kitchensinc.net (440) 286-6920 Chardon Ohio USA --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] sapi5 voice
Hi Philip, Thanks. Now, that makes sense, and unfortunately I am not running Visual Studio Pro. All I have here is the express versions so I don't have ATL. Gr. Anyway, your assessment was right on the money. SAPI 5.3 and above are Com based, and that is why I can't just pass a value like 5 to rate and 75 to volume. So for me, at least, I think the only workaround will be to use SML tags since it doesn't require either A, paying mega bucks for Visual Studio Pro, or B, fiddling with varient structures directly. Cheers! On 5/6/13, Philip Bennefall phi...@blastbay.com wrote: Hi Thomas, Without knowing the issue first hand, I just wanted to mention that if Sapi 5.3 and above is COM and is structured in a similar fashion to 5.1, you can't just say rate=5. Managed code probably gives you a wrapper that causes a function invokation to occur internally. In C++ you have to invoke the setter function for the property accessor. If you have the professional version of Visual Studio you can use ATL for that, otherwise you have to fiddle with variant structures directly. Setting a property is actually quite similar to making a method call. Kind rewgards, Philip Bennefall --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] sapi5 voice
Hi Thomas, Just a couple of tips that apply whether you choose the speech markup or not: 1. Avoid the direct interface from C++ to Sapi. Use IDispatch. This is a little harder, but when you call Sapi directly from the provided C++ API a lot of commercial voices don't work for whatever reason. Early versions of the tts_voice implementation in BGT did this, and I had to rewrite the code from scratch to use IDispatch. Now it works everywhere. 2. I do recommend you take the time to fiddle with variants, at least if you want to have a completely reliable method of setting the rate and volume etc. With the tags you have to supply them each time you invoke speak, which adds unnecessary overhead. In short, the settings are apparently not persistent across speak method calls. I had to do this for pitch as it is the only way, but I am very thankful that I didn't have to do it for rate and volume as well. BGT now uses IDispatch calls for all Sapi communication, and it works really well and was definitely worth the time fiddling with the variants. Good luck. Kind regards, Philip Bennefall - Original Message - From: Thomas Ward thomasward1...@gmail.com To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org Sent: Monday, May 06, 2013 12:07 PM Subject: Re: [Audyssey] sapi5 voice Hi Philip, Thanks. Now, that makes sense, and unfortunately I am not running Visual Studio Pro. All I have here is the express versions so I don't have ATL. Gr. Anyway, your assessment was right on the money. SAPI 5.3 and above are Com based, and that is why I can't just pass a value like 5 to rate and 75 to volume. So for me, at least, I think the only workaround will be to use SML tags since it doesn't require either A, paying mega bucks for Visual Studio Pro, or B, fiddling with varient structures directly. Cheers! On 5/6/13, Philip Bennefall phi...@blastbay.com wrote: Hi Thomas, Without knowing the issue first hand, I just wanted to mention that if Sapi 5.3 and above is COM and is structured in a similar fashion to 5.1, you can't just say rate=5. Managed code probably gives you a wrapper that causes a function invokation to occur internally. In C++ you have to invoke the setter function for the property accessor. If you have the professional version of Visual Studio you can use ATL for that, otherwise you have to fiddle with variant structures directly. Setting a property is actually quite similar to making a method call. Kind rewgards, Philip Bennefall --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] R: freedom Millionaire
hi, click on link below http://www.themillionweb.net/games/index.html thanks On 5/6/13, Angela Delicata angeladelic...@email.it wrote: Hi, Where can i find the game please? Thanks in advance. Angela from Italy. -Messaggio originale- Da: Gamers [mailto:gamers-boun...@audyssey.org] Per conto di Nicole white Inviato: domenica 5 maggio 2013 22:01 A: Games list\ Oggetto: [Audyssey] freedom Millionaire Does anyone know how to create their own custom sets and add their own music to create your own sets? A review says that it is possible to do that. i haven't been able to figure that out. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. -- Caselle da 1GB, trasmetti allegati fino a 3GB e in piu' IMAP, POP3 e SMTP autenticato? GRATIS solo con Email.it http://www.email.it/f Sponsor: Clicca qui: http://adv.email.it/cgi-bin/foclick.cgi?mid=12824d=6-5 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] shades of doom and gtc and windows7
I have no problem with the new libs, the only thing I liked about direct sound was that panning especially the panning for side scrolers worked quite well though I only had mota as a base mode when you were fiddling with sfml and other things. At 07:50 PM 5/6/2013, you wrote: Hi Shaun, Now, you know why I am encouraging audio game developers to switch to XAudio2 or something else. Directsound is broken on Windows 7 and Windows 8, and the only real world solution for that problem is to scrap Directsound and switch to something else such as XAudio2 which is Microsoft's new sound library on Vista, Windows 7, and Windows 8. Either that or switch to OpenAL. :D Cheers! On 5/6/13, shaun everiss sm.ever...@gmail.com wrote: Yeah I set the games to stereo always have done however the objects all over the place stay stationary it just makes it harder to play. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] shades of doom and gtc and windows7
Well I do hope it comes soon phill. Yes I fully admit that while I was secure with my xp box I was content to think that everything newer was a bunch of crap because I had not the need to play games on anything bar my personal pc. Now that I have another pc and all that I realise that direct sound is now out dated and everything that uses it is now actually crap and totally does matter which shows you that if you stay with something for to long you start thinking everything else doesn't matter at all and thats a big mistake to fall into and not realise you were doing it. At 08:45 PM 5/6/2013, you wrote: Hi Thomas, David is working on a fix for the way sounds pan in Shades of Doom, Tank Commander and yes, my Sarah game for Vista and newer versions of Windows. Even in the stereo setting the distance from far left to far right is half what it should be. He is in the process of testing the new engine, so state tuned. I haven't gotten an update message from him in a while. Phil - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Monday, May 06, 2013 1:23 AM Subject: Re: [Audyssey] shades of doom and gtc and windows7 Hi Shaun, The problem is that Directsound 8 is not properly emulated on newer versions of Windows. The virtual 3d audio support is broken on Windows Vista, Windows 7, and Windows 8, and especially when it comes to hardware mixing. The simple solution to this problem is when and where possible set the games up for simple 2d stereo panning. I know in Shades of Doom, for example, you can go into settings and use stereo output which works on Windows 7, but the virtual 3d does not work correctly if at all with some games. So hope that answers your questions. Cheers! On 5/6/13, shaun everiss sm.ever...@gmail.com wrote: Hi all. Today I was fiddling round with my box while setting it up. or rather continuing to do so. I decided to play sod I assume this is going to be the same issue on gtc to not sure about lonewolf. I can navigate and shoot ok. if I find say a door, or an object to pick up it stays in the same position no matter where I am. I even have the sound at full 3d mode and no real change. otherwise the game works quite well. If this thing can only work on xp properly then that potentually could become an issue as xp is retired. is there any way to get round the issue and have the game play as it should or do I just muddle through. Otherwise the gameplay on my new hd card really sounds realistic with a wide stereo image and I sertainly know where I am and where enemies are coming from though there is no variation if its coming from the left then its really at the left. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. - No virus found in this message. Checked by AVG - www.avg.com Version: 10.0.1432 / Virus Database: 3162/5800 - Release Date: 05/05/13 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Looking for Wheel of fortune games
This is actually another top class game! Am definitely considering purchasing it. Cheers! P.S. Reminds me of my childhood when Wheel of Fortune was on Uk Terestrial Television. Christopher Hallsworth E-mail and Facebook: challswor...@sky.com Skype: chrishallsworth7266 Twitter: http://www.twitter.com/@christopherh40 Find my blog at challsworth2.wordpress.com On 05/05/2013 23:18, Damien C. S. Pendleton wrote: Hi Randy, The Wheel of Fortune show is simulated as much as possible, sounds as well, in the game X-Wheel. You can find this at http://www.x-sight-interactive.net. Hope this helps. Regards, Damien. -Original Message- From: randy tijerina Sent: Sunday, May 05, 2013 6:21 PM To: gamers@audyssey.org Subject: [Audyssey] Looking for Wheel of fortune games hello everyone, Randy here. I'm trying to remember I believe it was jim kitchen's website, I believe? You could download a wheel of fortune game with the actual sounds from the show? or if it's not there, where can I download it? sincerely , randy tijerina. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
[Audyssey] Thank you
I just would like to thank everyone for this great list. Without you I wouldn't have heard of games from http://www.x-sight-interactive.net/ and so on. Although I have heard of and played games from the infamous Draconis Entertainment, Gma Games, etc, before I was even on this list, I wasn't actually aware of other games that are out there. So thank you once again, keep up the good work! Chris. -- Christopher Hallsworth E-mail and Facebook: challswor...@sky.com Skype: chrishallsworth7266 Twitter: http://www.twitter.com/@christopherh40 Find my blog at challsworth2.wordpress.com --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] shades of doom and gtc and windows7
Hi Shaun, That's a bit strong don't you think? I wouldn't go as far to say games using Directsound are crap just outdated as are a lot of the APIs and technologies on Windows XP. That said, I haven't upgraded to XAudio2 myself for the primary reason although XAudio2 is newer and resolves some issues with Directsound it has some bugs and stability issues of its own to deal with. So either way a developer is between the proverbial rock and a hard place. I have considered myself going with a third-party solution such as OpenAL which doesn't have the 3d problems in DirectSound, is cross-platform, and as far as I know doesn't have the same issues as XAudio2. Panning might be a bit tricky, but hey it is another choice. Cheers! On 5/6/13, shaun everiss sm.ever...@gmail.com wrote: Well I do hope it comes soon phill. Yes I fully admit that while I was secure with my xp box I was content to think that everything newer was a bunch of crap because I had not the need to play games on anything bar my personal pc. Now that I have another pc and all that I realise that direct sound is now out dated and everything that uses it is now actually crap and totally does matter which shows you that if you stay with something for to long you start thinking everything else doesn't matter at all and thats a big mistake to fall into and not realise you were doing it. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] 3D Velocity and workouts in games -was- Re: Some updates on what I'm up to, since I forget to keep audyssey in the loop.
Hey Tom, this would be awsome if we could pring the wii to the blind. My brother Matt and I won a wii system about three years ago now. But as we know, the wii system isn't for the blind. I know that the people at the Navata univerity with the vi fit program are working on a project to have physical interaction with their computers. But if we could get some cool games like what we already have for our computers. This would be awsome. Let me know how we can help out. Ron and current Leader Dog boz who states that a service dog beats a cane paws down any day of the week. -Original Message- From: Thomas Ward Sent: Sunday, May 05, 2013 11:51 PM To: Gamers Discussion list Subject: Re: [Audyssey] 3D Velocity and workouts in games -was- Re: Some updates on what I'm up to, since I forget to keep audyssey in the loop. Hi Cara, Well, speaking of working out in games one thing I want to research for my own games is Wii-Mote support. I heard some other developers like Che from Blind Adrenaline and a couple of others were looking into it, but I haven't heard any more about it since then. If audio gamers could support the Wii-Motes in their games that would bring in a hole slue of wireless devices that could be used to get a gamer physically into the game which could itself revolutionize the types of games available for blind gamers. For example, one of the devices my wife and I have is a snowboard which is wireless. We mainly use it with Wii Olympics when snowboarding down hills and around trees and things. The board senses movement of the board so all you need to do is tilt one way or the other to turn or avoid trees and things of that nature. Just imagine if that technology could be added to an audio game. Someone could wear a wireless set of headphones, stand on a snowboard, and go snowboarding down hills in an accessible version of Wii Olympics, or at least something like it. Either that or someone could develop an accessible surfing game where you try to catch the largest waves without falling off. Lots of interesting ideas with that one device. With the standard Wii-Mote you could simulate sword fights, light saber duels, and other forms of physical combat just by having the gamer stand there with a Wii-Mote in his/her hands and them go through the motions of a furious fight with an enemy which gets passed wirelessly to the computer game. Cool stuff. Cheers! On 5/5/13, Cara Quinn caraqu...@caraquinn.com wrote: Hi there, firstly, I'm wondering if there is an audio demo online of 3D Velocity? I've Googled and found a bunch of broken / outdated links. What am I missing? ;) ON the subject of workouts in games, as I'd mentioned to Jeremy, I'm currently incorporating the idea of using the compass and accelerometers in a first person 3D environment with the iPhone so you can actually turn your body to turn your avatar as well as tilt / move the phone to perform actions. Obviously there is also use of the touch screen but one idea that other games sometimes use is to employ the accelerometers to monitor steps. (think Zombies run) While this doesn't really apply to the current project I'm working on, it is something I'm thinking of adding as I really like the idea of getting your body involved in a game. I also like fast action 3D so we'll see what is in the cards. :) thanks for this topic All! Smiles, Cara :) --- --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Magicassette, new text adventure game, out now
Hi, exactly, I also already reported the exact same thing. Just try it yourself if you don't believe it, but ignorance won't solve the problem. We don't send those message for fun or something, and saying I don't believe it is not a good way to deal with problems for a game developer. If every developer would deal with bugs in games in such a way we would never get a working product. Best regards Sarah - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Tyler programmer...@comcast.net; Gamers Discussion list gamers@audyssey.org Sent: Monday, May 06, 2013 5:55 AM Subject: Re: [Audyssey] Magicassette, new text adventure game, out now Hi Tyler, The next time I get a chance to play the game I'll do that, but you better believe it. After playing a few minutes it always gives me an error that the page limit has been reached and please fill in the CAPCHA to continue with the game. Believe me it is quite annoying, and I'm not the only one who has seen this problem. Don't you think two different people validating the same thing is evidence that something is going on? On 5/5/13, Tyler programmer...@comcast.net wrote: What? I think you better send me a link. Whatever's in your address bar when the captcha comes up, so I can see it. I, the developer, don't believe it. Tyler Z --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Magicassette, new text adventure game, out now
Just as in beta testing of a game, when two or more people, independently, report the same bug, there is no doubt that it exists. --- Shepherds are the best beasts, but Labs are a close second. - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Tyler programmer...@comcast.net; Gamers Discussion list gamers@audyssey.org Sent: Sunday, May 05, 2013 10:55 PM Subject: Re: [Audyssey] Magicassette, new text adventure game, out now Hi Tyler, The next time I get a chance to play the game I'll do that, but you better believe it. After playing a few minutes it always gives me an error that the page limit has been reached and please fill in the CAPCHA to continue with the game. Believe me it is quite annoying, and I'm not the only one who has seen this problem. Don't you think two different people validating the same thing is evidence that something is going on? On 5/5/13, Tyler programmer...@comcast.net wrote: What? I think you better send me a link. Whatever's in your address bar when the captcha comes up, so I can see it. I, the developer, don't believe it. Tyler Z --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] to the alter aeon players, intro
My characters names are phalange, silenced and japhrimel. Feel free to send me a tell if you need help. I'm a member of clan Dominion. Mike. On May 5, 2013, at 11:29 AM, Keith ks.steinbac...@gmail.com wrote: Hi, my character's name is Jedeye, (at least my current chracter). I restarted the character, didn't like the way he was handling higher levels. I'm a necro right now, perhaps a mage as 2nd, but I'm not sure yet. Order of Chaos clan member Hope to see you all in the land Keith --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries oftheAncientsConsiderations
I have to say, having played and gotten pretty good at both Swamp and AudioQuake, I have to say that I like the immersion of Swamp. There aren't as many beeps in Swamp. None of the targets beep, and that's amazing. There are ways of producing or providing sounds that aren't beeping. For example, if you were going to do a headshot, maybe you could hear the zombie actually breathing, rather than just growling or stepping, if you were lined up, and the volume would throttle up and down, depending on how close you were to the head. As for AudioQuake, I didn't end up using the mouse, but I did put in aliases to look up and down with keys, so I used to hang from the ceiling on maps and shoot down at players. I used to play with the sniper all the time, and people were fun to play with. But the immersion I was talking about above wouldn't really work for AudioQuake. I mean, Quake has many kinds of maps with many kinds of objects and pickups. It wouldn't work to provide natural sounding notifications for pickups and the like, because the maps were so widely varied Still, I think that immersion and environmental sounds is the way to go, especially as it makes the game feel a lot more mainstream not to hear all the beeping. Still, I'd be playing AudioQuake today if I could make it work on Win7 64-bit, but when I tried, I failed. I want to thank the developers of Swamp and AudioQuake, as well as the modders, because they opened up a whole new experience, online competition and cooperation. It's been great. Signed: Dakotah Rickard On 5/6/13, Ken The PionEar kenwdow...@me.com wrote: Three mods? I only know about your mod and Derek London's mod. What's the third one? I did a little modding myself a while back by the way. I created a low-level, slow-moving rocket that would find the nearest enemy. It didn't do much damage, because that wasn't the intent. The intent was to use it to lead you to the next room where monsters were hiding. I also used x to give the coordinates, and used different keys to increase and decrease scan speed and distance. Unfortunately, when you mess with scanning distance in game, some of the sounds, like buttons, disappear. I also wrote a few maps. I think the biggest reason I don't play quake much anymore is all the beeping. It gets on my nerves. It's easily fixed though, and I just need to do it. I think that Swamp and other similar games have shown us how. Check out my games at www.ThePionEar.net and my music, and that of my band, at www.ThePionEar.net/BlindLabyrinth.html . If you want to reach me, you can call 419-744-0517, friend me on Facebook, (KenWDowney,) or write me at kenwdow...@me.com . Crazy Ken - Original Message - From: Cara Quinn caraqu...@caraquinn.com To: Gamers Discussion list gamers@audyssey.org Sent: Saturday, May 04, 2013 9:48 PM Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries oftheAncientsConsiderations Paul, you're right. when a player was above you you would hear a rising tone and a falling tone would sound when a player was below you. What you and others may not know is that you could enable the mouse so you could fluidly look up, down, or left / right to move or target as well. So head shots were actually possible though there was no accessibility features implemented to make this easier for VI players. Since Audio quake is itself a mod of Quake, in order to create mods of Audio Quake you must actually know how to code the game. You need to use Quake C to do this so it's actually quite a nice easy way of coding yet not coding the game! lol! What I mean is that while you could create new game elements from the ground up you didn't need to if you didn't want to. You could also simply just rely on game elements which were already created. this made game modding quite fun and rewarding. Anyway, I guess my point is that more things are possible with quake and its three current accessible mods. Really the sky is the limit and I hope people still consider working with it. Smiles, Cara :) --- View my Online Portfolio at: http://www.onemodelplace.com/CaraQuinn Follow me on Twitter! https://twitter.com/ModelCara On May 4, 2013, at 2:58 PM, Paul Lemm paul.l...@sky.com wrote: Not sure how Jeremy planned to use the vertical axis, but I think (although it wasn't exactly for head shots) in audio quake since there could be enemies on different heights you had the standard left and right stereo panning for aiming left and right and then 2 bleeps that sounded at different speeds until you lined them up for the vertical axis. Have played many main stream zombie games such as resident evil and have always loved the ability to head shot and take out a zombie with just one shot, there's just something very satisfying about it lol. I know Jeremy's not planning on any more updates to swamp but maybe if he did as a compromise to not make it seem to complex that
Re: [Audyssey] Wondering about the size of the audio gaming community
The thing to remember is that we can afford any of the audiogames. In my humble opinion, and I refuse point blank to point fingers or accept the blame for others' finger pointing, some people have charged more than I feel is reasonable for their games, especially when you consider how much entertainment you get for the cost. Still, in my opinion, if a person wants to play a paid game, they need to own it, or they could obtain the information, transfer the licenses, etc. from a person who swears they're done. Honestly, I know that that seems like piracy, and maybe it is, especially since most people don't like transference of a license, and I'd much prefer people buy their own license, but it's kind of the lesser of two evils. I'll put it this way. Developers want to make money, if they are charging for their games. Whether they want a Christmas bonus or a steady income, they want a profit, especially if they are spending time to code and selling their product. If those developers don't make a profit, then they have little reason to continue making games. If even fewer games are made, and if those games ask for profit in order to be played, then we introduce the potential for monopolies to occur, wherein a couple of developers make all the games and charge what they want, and we won't be in a position to complain, because we made it happen by denying them what they ask, profit. On the other hand, it's up to the developer to charge appropriately. If your game offers a playthrough time of, say, two hours, and you ask fifty dollars for it, is that fair? Yeah, maybe the playthrough is amazing, but unless the next play is wildly different, each playthrough is less and less fun, and the overall entertainment is probably not going to be worth fifty dollars to anyone but a die-hard fan of either the developer, the series, or of having every game ever. That's why I recommended that we put up that survey site, somewhere, to collect info about how much players are willing to pay for x number of features and what types of features they want. I'll put in the same example I used before. I love online play. It makes a game great for me, but many games don't really work well with multiplayer in concept, and a game has to be designed from the ground up with multiplayer, or a developer has to redesign a lot. It is a lot harder than many people are willing to accept or admit to put in a feature like that. If we had a site where developers were given the statistical information on how much people are willing to pay, then they would have, in very rough terms, an idea of how much they could make from a game. Obviously, a game with a great story or a great mechanic would sell better than a game that had neither, even if both had similar features. I don't know how to make this work, though I wish I did. Signed: Dakotah Rickard On 5/2/13, shaun everiss sm.ever...@gmail.com wrote: hmmm interesting way of looking at that decota. It doesn't help that we can't afford it or that orgs put it as standard weather we care for it or not. Its a vicious cycle no one wants to break. On the subject of audiogames maybe on smartphones but not on pc. And if the industry for audiogames is so vast we hear almost nothing on it or at least not many seem to make it to audiogames. ofcause we are looking for blind only games though. At 03:39 AM 5/3/2013, you wrote: Also, the audiogame genre is growing outside the VI community. Many app developers are starting to consider the value of making audiogames or in making games that have extensive audio interfaces, a sort of audiogame videogame hybrid, where both are equally important, hence my push to try to make ourselves more available to the mainstream world. As for piracy, I can't really expect that it is truly as high as people say it is. mean, unless you got a survey out there that paid good money for honest answers and got every audiogamer to take that survey, saying that the piracy rate is that high, or anything like it, sounds to me like an epic exaggeration. However, I will provide this info to keep piracy a little less likely. All of you guys are indie developers. Very very soon, though this isn't an official announcement, I will be also. Some of the developers offer their games for free. Pirating a free game is basically impossible. Others offer their games for typical indie developer prices, ten to thirty dollars. Then, others offer their games for studio prices, anything above that. I am not an economist, but I've studied enough economics to predict the developer answer, we want to get paid for our work, and we want to make enough to justify that work. The problem is this. People in our community, for one reason or another, are used to getting for free stuff. I mean, look at accessibility tech, how expensive it is, then look at the number of scholarships, organizations, circumstances, etc. whereby people get that awesome tech for free or for a lot less. It's an entitlement
[Audyssey] New Version of... whatever this is going to be
Fixed more bugs. The program shouldn't sound so crackly now. You're notified when you kill all enemies You can press c to get your current kill count You can destroy the band for a new weapon since fists get old after a while https://dl.dropboxusercontent.com/u/96692612/SoundscapeExplorer.zip What's coming next: First, find out why some cars are off-roading. Not cool. Next, build a map maker into the game that appends to the file.Check out my games at www.ThePionEar.net and my music, and that of my band, at www.ThePionEar.net/BlindLabyrinth.html . If you want to reach me, you can call 419-744-0517, friend me on Facebook, (KenWDowney,) or write me at kenwdow...@me.com . Crazy Ken --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Wondering about the size of the audio gaming community
Hi Dakotah, As to your point about a survey that is something I've been planning to do for Audyssey. The only issue is I'm currently tied up working on my own game projects right now and let the survey slide. However, I'll try to find a bit of time to write a survey form and post it for people to answer. As to the point about pricing I personally think most games are fairly priced. The GMA Games, for example, run between $30 and $35 USD and I think that is a fair price for a game of their quality. Classic Troopanum from BSC ran about $25 and I don't think it was out of line either. Although, I don't see myself paying more than $25 for a Space Invader type game. The only games I think were over priced were the Bavisoft games. I couldn't see myself paying $45 for what essentially amounts to an audio text adventure. All and all most audio games are cheaper than mainstream games. A lot of mainstream games range from $30 to $50 USD and most audio games aren't that high. I know when my wife and I got Mario for the Wii I think it was $39 USD and I honestly can say I haven't seen many audio games priced quite that high. So I don't think many blind gamers have much to complain about when it comes to pricing. Speaking of great mechanics that is the discussion we are having over on the USA Games testers list this week. We are throwing around ideas on ways to improve the mechanics of Mysteries of the Ancients such as giving each weapon its own attack speed or rate so that something like a knife does less damage but is faster than say an ancient sword. Good stuff there. Cheers! On 5/6/13, Dakotah Rickard dakotah.rick...@gmail.com wrote: The thing to remember is that we can afford any of the audiogames. In my humble opinion, and I refuse point blank to point fingers or accept the blame for others' finger pointing, some people have charged more than I feel is reasonable for their games, especially when you consider how much entertainment you get for the cost. Still, in my opinion, if a person wants to play a paid game, they need to own it, or they could obtain the information, transfer the licenses, etc. from a person who swears they're done. Honestly, I know that that seems like piracy, and maybe it is, especially since most people don't like transference of a license, and I'd much prefer people buy their own license, but it's kind of the lesser of two evils. I'll put it this way. Developers want to make money, if they are charging for their games. Whether they want a Christmas bonus or a steady income, they want a profit, especially if they are spending time to code and selling their product. If those developers don't make a profit, then they have little reason to continue making games. If even fewer games are made, and if those games ask for profit in order to be played, then we introduce the potential for monopolies to occur, wherein a couple of developers make all the games and charge what they want, and we won't be in a position to complain, because we made it happen by denying them what they ask, profit. On the other hand, it's up to the developer to charge appropriately. If your game offers a playthrough time of, say, two hours, and you ask fifty dollars for it, is that fair? Yeah, maybe the playthrough is amazing, but unless the next play is wildly different, each playthrough is less and less fun, and the overall entertainment is probably not going to be worth fifty dollars to anyone but a die-hard fan of either the developer, the series, or of having every game ever. That's why I recommended that we put up that survey site, somewhere, to collect info about how much players are willing to pay for x number of features and what types of features they want. I'll put in the same example I used before. I love online play. It makes a game great for me, but many games don't really work well with multiplayer in concept, and a game has to be designed from the ground up with multiplayer, or a developer has to redesign a lot. It is a lot harder than many people are willing to accept or admit to put in a feature like that. If we had a site where developers were given the statistical information on how much people are willing to pay, then they would have, in very rough terms, an idea of how much they could make from a game. Obviously, a game with a great story or a great mechanic would sell better than a game that had neither, even if both had similar features. I don't know how to make this work, though I wish I did. Signed: Dakotah Rickard --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list,
[Audyssey] iDevice chess
While looking for a good chess game for my iPhone, I found the following when I typed Shredder Chess Pro, without the quotation marks, into my search query: There is a version that will work with an iPhone. It is Voice-Over friendly, and I highly recommend it. Here are the results of the search: iTunes store App Store Games Eiko Bleicher, Skizzix.com Description: Shredder Chess for iPad $7.99 Buy Gift This App ? 4.5 stars, 24 ratings (24) Rated 4+ DEVELOPER WEBSITE ? © 2010 - 2012 shredderchess.com Shredder Chess for iPad Eiko Bleicher, Skizzix.com ? iPad Screenshots Description Shredder, the most successful chess program ever, is now also available for the iPad. You can play against Shredder, analyze with him and solve chess puzzles. It offers the usual Shredder standard on your iPad.In addition to the outstanding playing strength of the 12 times computer chess world champion, Shredder is also able to mimic the play of a human chess player with any playing strength. He even deliberately makes typical human mistakes in those levels.Solve 1000 built in chess puzzles. Shredder keeps track of your performance and offers advice if needed.You can adjust Shredder's playing strength from beginner to master level. If you like, Shredder automatically adjusts his strength to yours. He even calculates an Elo rating for you. This is how the playing strength of chess players is typically measured.During the game a coach is watching your moves and warns you if you are about to make a mistake.See how you are getting better and better the more games you play and the more chess puzzles you solve.* Adjustable playing strength* Intuitive and very easy to operate* 1000 built in chess puzzles* Watch your rating improve in a diagram* Outstanding playing strength on the iPad* Analyse your games with Shredder, find your mistakes and improve your play* Coach shows your mistakes* Different playing styles from passive to aggressive* Great variety: browsable opening book with more than one million moves* Access 1200 GB of endgame databases online* Enter and analyze any position you like* Load and save games (incl. names, date, etc.)* Send games via email* Different chess boards and pieces* VoiceOver / Accessibility support* Improve your play whenever and wherever you likeSave 10 USD/EUR when buying Shredder 12 or Deep Shredder 12 (Mac, Windows or Linux). You will find your coupon code in the program info section. ? What's New in Version 1.3.0 Posted Nov 29, 2012 This update brings you chess clocks and awesome retina ready graphics.We also added a guest mode to allow unrated games and puzzles if you let a friend play on your device.You need iOS 5.0 or better to run Shredder now - so please update your device if you haven't done so already. If you don't want to update your device for any reason, your current installed version will continue working just fine, of course.Please help us improving Shredder by rating it on every update. Thank you! :-) ? Information Seller Eiko Bleicher Category Games Updated Nov 29, 2012 Version 1.3.0 Size 24.2 MB Rating Rated 4+ Requires Compatible with iPad. Requires iOS 5.0 or later. Languages English, German Customers Also Bought Description: True Backgammon HD True Backgammon HD Games $2.99 Gift This App ? Description: Sparkle HD Sparkle HD Games $4.99 Gift This App ? Description: Sword of Fargoal Legends Sword of Fargoal Legends Games $2.99 Gift This App ? Description: Azkend HD Azkend HD Games $4.99 Gift This App ? Description: SmartGo Kifu SmartGo Kifu Games $19.99 Gift This App ? Description: Sudoku HD for iPad Sudoku HD for iPad Games $0.99 Gift This App ? Description: Geometry WarsT: Touch Geometry WarsT: Touch Games $0.99 Gift This App ? iTunes Store App Store Games Eiko Bleicher, Skizzix.com Shredder Chess for iPad Explore Music Movies TV Shows App Store Books Podcasts Audiobooks iTunes U Features Browse All HD Movies HD TV Pre-Orders Purchased iTunes Match Help Support iTunes Tutorials Renting Buying Movies In-App Purchases Manage Account Redeem My Wish List Change Country Copyright © 2013 Apple Inc. All rights reserved. Privacy Policy | Terms and Conditions Description: My Store: United States, Choose Store --- Shepherds are the best beasts, but Labs are a close second. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Some updates on what I'm up to, since I forget to keep audyssey in the loop.
So this is what happens when I step away from the list for a few days; Aprone reinvents the definition of awesome, provided of course that your awesomeness threshold can be reached without the thing you're rating as reinventing awesome being edible. It was a stretch, but apparently mine can. I know he doesn't check in here much, but I've already got fingers and toes crossed that Che gets his hands on one of these and incorporates it in to the next version of Rail Racer. The thought of leaning into turns with a 5.1 system cranked up is a good thought indeed. Waiting eagerly, with £37.31 ready to send stateside at a moments notice. Scott On 5/5/13, Cara Quinn caraqu...@caraquinn.com wrote: Hey Dallas, I haven't checked into the specs of the lightning / 30 pin connector but if the headset is USB as Jeremy says, then I'd just need to get a connector to go from female USB to female USB to make the connection. As I said, I haven't yet checked into the software logistics of the connection and if you have, then please do share, but this seems like it might be possible. No wireless necessary… :) thanks, Cara :) --- View my Online Portfolio at: http://www.onemodelplace.com/CaraQuinn Follow me on Twitter! https://twitter.com/ModelCara On May 5, 2013, at 3:04 AM, Dallas O'Brien dallas.r.obr...@gmail.com wrote: Hi Cara, the problem with linking this device with the iPhone, iPad, or iPod touch, is that it would either have to be wireless, with a Bluetooth connection, or a lightning connector, or the older 30 pin connector. And as he has already stated, aprone has already constructed the device, and a wireless connection would be too expensive to incorporate. And to incorporate anything like the dock connector, or lightning connector, would be very difficult. And it would mean that you would have to have a separate device, for iPhone, iPad, and iPod touches. Separate completely, from the original device type, which is USB. Although I agree, it would be handy, I think the current abilities of the iPhones, iPods, Andy limited degree of iPad support, is more than enough for most games. Best regards: Dallas On 05/05/2013, at 11:33, Cara Quinn caraqu...@caraquinn.com wrote: Jeremy, Awesome! I'd love to see about incorporating using this with the iPhone. I'm currently working on a little something which uses the compass / accelerometers etc for motion like you describe in a first-person situation. -And yes, I do my own calculations, but I'd sure also dig a device doing it for me as well! :) Kudos to you for your efforts in creating a device like this! Woohoo! Totally love your idea! Thanks for sharing it! Smiles, Cara :) --- View my Online Portfolio at: http://www.onemodelplace.com/CaraQuinn Follow me on Twitter! https://twitter.com/ModelCara On May 4, 2013, at 4:33 PM, Jeremy Kaldobsky jer...@kaldobsky.com wrote: Hey guys, I spend most of my time on the audiogames.net forum, and every now and then I'm reminded that I've shared news with them but forgot to post it here as well. My apologies, people of the audyssey list! :D LOL. After my 2.9 patch for Swamp I began working on a new project. To make a long story short, I learned I was going to need to get a second job in 2 months so I wanted to make the most of them. I officially ended development on Swamp and have dedicated myself to getting some stuff accomplished in the 2 months I have left. After I get the additional job I will have a lot less time available to work on projects, so I don't know how that will impact my efforts as a game developer. The new project can actually be thought of as 2 separate, but linked, projects. My new game is going to be an RPG based in the Daytona/Castaways storyline. It will take place many years after the Daytona game, and you will learn what happened to the leader from the end of the Castaways game. The mouse hardware requirement for Swamp was a terribly unpopular move for a very very long time. Using the word unpopular may even be an understatement, ROFL! Well that battle was fought and won, and I feel the audio games community is a better place now that the mouse is an accepted tool for gaming. This opens up more options for game developers, and that is always a good thing! Well this RPG is going to follow in those foot steps and require a new piece of hardware. In a move that will go down in audio games' history as an epic mistake, or as a revolution, my RPG will require players to have a 3D head tracking headset I have named the See Munkey. (I still crack a smile when I say See Munkey out loud.) While wearing the headset in the RPG you can simply move your head around to move the head of your in-game character. This will give a more natural playing experience plus allow you to easily look up or down to get a 3D feeling of your surroundings. To determine the locations of sounds in the real world, we
[Audyssey] From a newby to the list!
I'm new. My name is Shirley and I live in Ireland. I am just getting into computer games. I use my iphone for playing games a lot and have a few for the iphone. Clever clues is one of my favourites, now if only I was good at solving the clues! I also like hanging with friends! I am 32 years old. I look forward to meeting you all! Shirley --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Wondering about the size of the audio gaming community
hi. i know exactly what you mean. I, for example, would love a flight sim of some type, and online playable at that. for example. when you log in, you could be asigned randomly to a team, and you have to fly together with a wing man, to fight against other teams. and each team would be flying out of and in to, the same airfield. or, similarly, make it that all players are together, in one or more airfields, and they again, have to work together, to defend their airspace from random aircraft, ships, and vehicles, and so on. the possibilities are endless, and this would be so cool as an online game. sure, we have a couple flight sims of a sort now, but nothing like this. or even some kind of travel one, similar to flight sim, but one where a person can choose if they are going to fly at the moment, or work as a tower operator, or even ground staff. and traveling would mean traveling from point to point, at the given directions from airsapce controlers, and having a planned rout, and all that. again. possibilities are endless as to what you could do. i realize such games would be very complex to make, but i for one, would be more then ready to pay for a well created game such as these. and yes, online is the way to go. simply because it offeres something that playing against the computer simply can't give you. humans do not think in logical ways all the time, and they can do things out of the blue, that a computer player simple wouldn't. a human thinks. the computer player doesn't. it simply follows its coding. best regards: Dallas On 07/05/2013, Dakotah Rickard dakotah.rick...@gmail.com wrote: The thing to remember is that we can afford any of the audiogames. In my humble opinion, and I refuse point blank to point fingers or accept the blame for others' finger pointing, some people have charged more than I feel is reasonable for their games, especially when you consider how much entertainment you get for the cost. Still, in my opinion, if a person wants to play a paid game, they need to own it, or they could obtain the information, transfer the licenses, etc. from a person who swears they're done. Honestly, I know that that seems like piracy, and maybe it is, especially since most people don't like transference of a license, and I'd much prefer people buy their own license, but it's kind of the lesser of two evils. I'll put it this way. Developers want to make money, if they are charging for their games. Whether they want a Christmas bonus or a steady income, they want a profit, especially if they are spending time to code and selling their product. If those developers don't make a profit, then they have little reason to continue making games. If even fewer games are made, and if those games ask for profit in order to be played, then we introduce the potential for monopolies to occur, wherein a couple of developers make all the games and charge what they want, and we won't be in a position to complain, because we made it happen by denying them what they ask, profit. On the other hand, it's up to the developer to charge appropriately. If your game offers a playthrough time of, say, two hours, and you ask fifty dollars for it, is that fair? Yeah, maybe the playthrough is amazing, but unless the next play is wildly different, each playthrough is less and less fun, and the overall entertainment is probably not going to be worth fifty dollars to anyone but a die-hard fan of either the developer, the series, or of having every game ever. That's why I recommended that we put up that survey site, somewhere, to collect info about how much players are willing to pay for x number of features and what types of features they want. I'll put in the same example I used before. I love online play. It makes a game great for me, but many games don't really work well with multiplayer in concept, and a game has to be designed from the ground up with multiplayer, or a developer has to redesign a lot. It is a lot harder than many people are willing to accept or admit to put in a feature like that. If we had a site where developers were given the statistical information on how much people are willing to pay, then they would have, in very rough terms, an idea of how much they could make from a game. Obviously, a game with a great story or a great mechanic would sell better than a game that had neither, even if both had similar features. I don't know how to make this work, though I wish I did. Signed: Dakotah Rickard On 5/2/13, shaun everiss sm.ever...@gmail.com wrote: hmmm interesting way of looking at that decota. It doesn't help that we can't afford it or that orgs put it as standard weather we care for it or not. Its a vicious cycle no one wants to break. On the subject of audiogames maybe on smartphones but not on pc. And if the industry for audiogames is so vast we hear almost nothing on it or at least not many seem to make it to audiogames. ofcause we are looking
Re: [Audyssey] Some updates on what I'm up to, since I forget to keep audyssey in the loop.
I'm going to skip all the responses that have come down the pipe, which may mean I'm asking a question that has already been asked, but I wonder how different the data is from the Sea Monkey to something with similar functions, say a Wiimote. I mean, are the protocols you've designed capable of being translated into Wiimote input? I ask this, because we discussed privately, at one point, using a wiimote and nunchuk to control Swamp, and if the protocols are similar, it gives people a way to play your game in a crude way before investing in the headset. Essentially, I imagine it'd be like trying to play Swamp with the keyboard, but it would also open up even more development potential of the software was similar or could be made to work either in tandem or instead of. I know it's sort of a crap question, but I do want to check on it, even though the devices are dissimilar. Also, thanks for sharing all this information and good news with us. I'm glad you're opening up whole new worlds again. Signed: Dakotah Rickard On 5/5/13, Cara Quinn caraqu...@caraquinn.com wrote: Hey Dallas, I haven't checked into the specs of the lightning / 30 pin connector but if the headset is USB as Jeremy says, then I'd just need to get a connector to go from female USB to female USB to make the connection. As I said, I haven't yet checked into the software logistics of the connection and if you have, then please do share, but this seems like it might be possible. No wireless necessary… :) thanks, Cara :) --- View my Online Portfolio at: http://www.onemodelplace.com/CaraQuinn Follow me on Twitter! https://twitter.com/ModelCara On May 5, 2013, at 3:04 AM, Dallas O'Brien dallas.r.obr...@gmail.com wrote: Hi Cara, the problem with linking this device with the iPhone, iPad, or iPod touch, is that it would either have to be wireless, with a Bluetooth connection, or a lightning connector, or the older 30 pin connector. And as he has already stated, aprone has already constructed the device, and a wireless connection would be too expensive to incorporate. And to incorporate anything like the dock connector, or lightning connector, would be very difficult. And it would mean that you would have to have a separate device, for iPhone, iPad, and iPod touches. Separate completely, from the original device type, which is USB. Although I agree, it would be handy, I think the current abilities of the iPhones, iPods, Andy limited degree of iPad support, is more than enough for most games. Best regards: Dallas On 05/05/2013, at 11:33, Cara Quinn caraqu...@caraquinn.com wrote: Jeremy, Awesome! I'd love to see about incorporating using this with the iPhone. I'm currently working on a little something which uses the compass / accelerometers etc for motion like you describe in a first-person situation. -And yes, I do my own calculations, but I'd sure also dig a device doing it for me as well! :) Kudos to you for your efforts in creating a device like this! Woohoo! Totally love your idea! Thanks for sharing it! Smiles, Cara :) --- View my Online Portfolio at: http://www.onemodelplace.com/CaraQuinn Follow me on Twitter! https://twitter.com/ModelCara On May 4, 2013, at 4:33 PM, Jeremy Kaldobsky jer...@kaldobsky.com wrote: Hey guys, I spend most of my time on the audiogames.net forum, and every now and then I'm reminded that I've shared news with them but forgot to post it here as well. My apologies, people of the audyssey list! :D LOL. After my 2.9 patch for Swamp I began working on a new project. To make a long story short, I learned I was going to need to get a second job in 2 months so I wanted to make the most of them. I officially ended development on Swamp and have dedicated myself to getting some stuff accomplished in the 2 months I have left. After I get the additional job I will have a lot less time available to work on projects, so I don't know how that will impact my efforts as a game developer. The new project can actually be thought of as 2 separate, but linked, projects. My new game is going to be an RPG based in the Daytona/Castaways storyline. It will take place many years after the Daytona game, and you will learn what happened to the leader from the end of the Castaways game. The mouse hardware requirement for Swamp was a terribly unpopular move for a very very long time. Using the word unpopular may even be an understatement, ROFL! Well that battle was fought and won, and I feel the audio games community is a better place now that the mouse is an accepted tool for gaming. This opens up more options for game developers, and that is always a good thing! Well this RPG is going to follow in those foot steps and require a new piece of hardware. In a move that will go down in audio games' history as an epic mistake, or as a revolution, my RPG will require players to have a 3D head tracking headset I have named the See
[Audyssey] freedom millionaire
Click on what? Wht is Aqy? Where is that and what is that? --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Some updates on what I'm up to, since I forget to keep audyssey in the loop.
There you go Jeremy, let's see pirates try to crack this! I guess there's an upside to making your own hardware lol. This is something I'll be saving up for. I was trying to find a way to use the iPhone in just such a manner, but there's really nothing out there except custom controllers for specific games, which is a real pity. I can just imagine mapping the three axes on my iPhone to specific keys, and, let's say, driving around in Top Speed using it as a steering wheel, or strapping it to my head and playing Swamp like it's meant to be played. Now we'll have a way to do some of those things. Check out my games at www.ThePionEar.net and my music, and that of my band, at www.ThePionEar.net/BlindLabyrinth.html . If you want to reach me, you can call 419-744-0517, friend me on Facebook, (KenWDowney,) or write me at kenwdow...@me.com . Crazy Ken - Original Message - From: Jeremy Kaldobsky jer...@kaldobsky.com To: Gamers Discussion list gamers@audyssey.org Sent: Saturday, May 04, 2013 7:33 PM Subject: [Audyssey] Some updates on what I'm up to,since I forget to keep audyssey in the loop. Hey guys, I spend most of my time on the audiogames.net forum, and every now and then I'm reminded that I've shared news with them but forgot to post it here as well. My apologies, people of the audyssey list! :D LOL. After my 2.9 patch for Swamp I began working on a new project. To make a long story short, I learned I was going to need to get a second job in 2 months so I wanted to make the most of them. I officially ended development on Swamp and have dedicated myself to getting some stuff accomplished in the 2 months I have left. After I get the additional job I will have a lot less time available to work on projects, so I don't know how that will impact my efforts as a game developer. The new project can actually be thought of as 2 separate, but linked, projects. My new game is going to be an RPG based in the Daytona/Castaways storyline. It will take place many years after the Daytona game, and you will learn what happened to the leader from the end of the Castaways game. The mouse hardware requirement for Swamp was a terribly unpopular move for a very very long time. Using the word unpopular may even be an understatement, ROFL! Well that battle was fought and won, and I feel the audio games community is a better place now that the mouse is an accepted tool for gaming. This opens up more options for game developers, and that is always a good thing! Well this RPG is going to follow in those foot steps and require a new piece of hardware. In a move that will go down in audio games' history as an epic mistake, or as a revolution, my RPG will require players to have a 3D head tracking headset I have named the See Munkey. (I still crack a smile when I say See Munkey out loud.) While wearing the headset in the RPG you can simply move your head around to move the head of your in-game character. This will give a more natural playing experience plus allow you to easily look up or down to get a 3D feeling of your surroundings. To determine the locations of sounds in the real world, we naturally move our heads to see how the sounds will change. This gives us far more data than we can get from being perfectly still, which is how we normally are in games. I'm trying to give players that same advantage inside of the game world. Development of this device has burned through 3 weeks, which is more than I planned for. The good news is that I not only have a working prototype but I've already ordered a shipment of parts to produce 13 more. More detailed information about the Munkey will show up once I'm ready to sell them but here are the basics: The device clips on to your existing headphones, or clips on to a plastic headband that comes with it in case you use ear buds instead of headphones. It does not produce sound to replace your headphones, which is a common misconception, but rather tracks the orientation of your head in all 3 axis. This data can be read by games and programs to customize the experience. This is similar to how a game can be designed to receive input from a mouse or a joystick. The device can be used by other developers! If these do find their way into the hands of many players, it will be a brand new tool for developers. It is my understanding that BGT is already set up to handle serial communications, which means programmers who use BGT will be able to incorporate the headset immediately into their own projects. Other developers can easily look up how to read and write to the device using serial communication, which will give them the same ability. Games that aren't designed for the headset won't suddenly become 3D when you use it. This is the same as playing a game that isn't designed to work with a joystick or mouse. Separate software can be used to map the See Munkey to the
Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries oftheAncientsConsiderations
Hi Ken, yes, there are actually three mods because Audio Quake itself is a mod. So the two other mods besides AQ itself are mine (Jedi Quake) and Overkill from Derek London, which is an excellent mod. So in this case, coding mods for Audio Quake is basically coding Audio quake itself. This leads in nicely to your comments on the beeping. Those beeping sounds were only ever meant to be placeholders and in Jedi Quake, I did actually substitute steady wind sounds of differing pitches to replace the pitched beeps for ledges and such. -Because the obnoxious beeping got on my nerves too! lol! :) I also did experiment with making the walls a steady pitch as well but I found that it seemed to interfere with the game play a bit because of the way the sounds needed to be looped in terms of their timing. In essence, it would equate to a video game with its graphics leaving trails. Perhaps I'll look at it again one of these days to rewrite some of the basic Audio Quake accessibility routines. As for your own modding, cool beans! I think I do remember you doing that. I personally hadn't seen what you'd done but I'm sure psyched that you got involved. the more the merrier! :) thanks and talk soon!… Smiles, Cara :) --- View my Online Portfolio at: http://www.onemodelplace.com/CaraQuinn Follow me on Twitter! https://twitter.com/ModelCara On May 6, 2013, at 2:54 AM, Ken The PionEar kenwdow...@me.com wrote: Three mods? I only know about your mod and Derek London's mod. What's the third one? I did a little modding myself a while back by the way. I created a low-level, slow-moving rocket that would find the nearest enemy. It didn't do much damage, because that wasn't the intent. The intent was to use it to lead you to the next room where monsters were hiding. I also used x to give the coordinates, and used different keys to increase and decrease scan speed and distance. Unfortunately, when you mess with scanning distance in game, some of the sounds, like buttons, disappear. I also wrote a few maps. I think the biggest reason I don't play quake much anymore is all the beeping. It gets on my nerves. It's easily fixed though, and I just need to do it. I think that Swamp and other similar games have shown us how. Check out my games at www.ThePionEar.net and my music, and that of my band, at www.ThePionEar.net/BlindLabyrinth.html . If you want to reach me, you can call 419-744-0517, friend me on Facebook, (KenWDowney,) or write me at kenwdow...@me.com . Crazy Ken - Original Message - From: Cara Quinn caraqu...@caraquinn.com To: Gamers Discussion list gamers@audyssey.org Sent: Saturday, May 04, 2013 9:48 PM Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries oftheAncientsConsiderations Paul, you're right. when a player was above you you would hear a rising tone and a falling tone would sound when a player was below you. What you and others may not know is that you could enable the mouse so you could fluidly look up, down, or left / right to move or target as well. So head shots were actually possible though there was no accessibility features implemented to make this easier for VI players. Since Audio quake is itself a mod of Quake, in order to create mods of Audio Quake you must actually know how to code the game. You need to use Quake C to do this so it's actually quite a nice easy way of coding yet not coding the game! lol! What I mean is that while you could create new game elements from the ground up you didn't need to if you didn't want to. You could also simply just rely on game elements which were already created. this made game modding quite fun and rewarding. Anyway, I guess my point is that more things are possible with quake and its three current accessible mods. Really the sky is the limit and I hope people still consider working with it. Smiles, Cara :) --- View my Online Portfolio at: http://www.onemodelplace.com/CaraQuinn Follow me on Twitter! https://twitter.com/ModelCara On May 4, 2013, at 2:58 PM, Paul Lemm paul.l...@sky.com wrote: Not sure how Jeremy planned to use the vertical axis, but I think (although it wasn't exactly for head shots) in audio quake since there could be enemies on different heights you had the standard left and right stereo panning for aiming left and right and then 2 bleeps that sounded at different speeds until you lined them up for the vertical axis. Have played many main stream zombie games such as resident evil and have always loved the ability to head shot and take out a zombie with just one shot, there's just something very satisfying about it lol. I know Jeremy's not planning on any more updates to swamp but maybe if he did as a compromise to not make it seem to complex that people don't want to try it maybe there could be that head shot choice just when using the sniper. Even without the head shots though swamp is still an amazing game
Re: [Audyssey] From a newby to the list!
shirley yOu're here. Lisa Hayes www.nutrimetics.com.au/lisahayes - Original Message - From: Shirley and guide dog nitro shirley1...@eircom.net To: gamers@audyssey.org Sent: Tuesday, May 07, 2013 5:32 AM Subject: [Audyssey] From a newby to the list! I'm new. My name is Shirley and I live in Ireland. I am just getting into computer games. I use my iphone for playing games a lot and have a few for the iphone. Clever clues is one of my favourites, now if only I was good at solving the clues! I also like hanging with friends! I am 32 years old. I look forward to meeting you all! Shirley --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries oftheAncientsConsiderations
Hi Dakotah, As I'd mentioned to Ken, the beeps were only ever meant to be placeholders and were supposed to be replaced with other ways of communicating the same data. Yes, the way Swamp communicates targets is something I've been sort of keeping an eye on as I was curious about it as I love 3D experiences. There are a couple of switches in Jedi Quake which eliminate some of the beeping and perhaps one of these days I'll revisit it. :) I also do need to eventually get into Swamp a bit but since I'm not running Windows (and really have no desire to) many current games are out of reach at the moment. :) When I have time, I'll probably set up a vM for the heck of it and set up a few games. For now though my work on Mac / iOS is really my focus… Dakotah, what issues are you having with Audio quake on Win 7? Perhaps we can get this up and running for you. Also, thank you very much for your thanks! :) I too love online multiplayer real-time interaction and I think we need more of that. Thanks so much for supporting this kind of development! It means a lot! Smiles, Cara :) --- View my Online Portfolio at: http://www.onemodelplace.com/CaraQuinn Follow me on Twitter! https://twitter.com/ModelCara On May 6, 2013, at 11:56 AM, Dakotah Rickard dakotah.rick...@gmail.com wrote: I have to say, having played and gotten pretty good at both Swamp and AudioQuake, I have to say that I like the immersion of Swamp. There aren't as many beeps in Swamp. None of the targets beep, and that's amazing. There are ways of producing or providing sounds that aren't beeping. For example, if you were going to do a headshot, maybe you could hear the zombie actually breathing, rather than just growling or stepping, if you were lined up, and the volume would throttle up and down, depending on how close you were to the head. As for AudioQuake, I didn't end up using the mouse, but I did put in aliases to look up and down with keys, so I used to hang from the ceiling on maps and shoot down at players. I used to play with the sniper all the time, and people were fun to play with. But the immersion I was talking about above wouldn't really work for AudioQuake. I mean, Quake has many kinds of maps with many kinds of objects and pickups. It wouldn't work to provide natural sounding notifications for pickups and the like, because the maps were so widely varied Still, I think that immersion and environmental sounds is the way to go, especially as it makes the game feel a lot more mainstream not to hear all the beeping. Still, I'd be playing AudioQuake today if I could make it work on Win7 64-bit, but when I tried, I failed. I want to thank the developers of Swamp and AudioQuake, as well as the modders, because they opened up a whole new experience, online competition and cooperation. It's been great. Signed: Dakotah Rickard On 5/6/13, Ken The PionEar kenwdow...@me.com wrote: Three mods? I only know about your mod and Derek London's mod. What's the third one? I did a little modding myself a while back by the way. I created a low-level, slow-moving rocket that would find the nearest enemy. It didn't do much damage, because that wasn't the intent. The intent was to use it to lead you to the next room where monsters were hiding. I also used x to give the coordinates, and used different keys to increase and decrease scan speed and distance. Unfortunately, when you mess with scanning distance in game, some of the sounds, like buttons, disappear. I also wrote a few maps. I think the biggest reason I don't play quake much anymore is all the beeping. It gets on my nerves. It's easily fixed though, and I just need to do it. I think that Swamp and other similar games have shown us how. Check out my games at www.ThePionEar.net and my music, and that of my band, at www.ThePionEar.net/BlindLabyrinth.html . If you want to reach me, you can call 419-744-0517, friend me on Facebook, (KenWDowney,) or write me at kenwdow...@me.com . Crazy Ken - Original Message - From: Cara Quinn caraqu...@caraquinn.com To: Gamers Discussion list gamers@audyssey.org Sent: Saturday, May 04, 2013 9:48 PM Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries oftheAncientsConsiderations Paul, you're right. when a player was above you you would hear a rising tone and a falling tone would sound when a player was below you. What you and others may not know is that you could enable the mouse so you could fluidly look up, down, or left / right to move or target as well. So head shots were actually possible though there was no accessibility features implemented to make this easier for VI players. Since Audio quake is itself a mod of Quake, in order to create mods of Audio Quake you must actually know how to code the game. You need to use Quake C to do this so it's actually quite a nice easy way of coding yet not coding the game! lol! What I mean is that while you could create new game
Re: [Audyssey] From a newby to the list!
Hi Shirley! nice to have you with us! Have a lovely day and happy gaming! Smiles, Cara :) --- View my Online Portfolio at: http://www.onemodelplace.com/CaraQuinn Follow me on Twitter! https://twitter.com/ModelCara On May 6, 2013, at 12:32 PM, Shirley and guide dog nitro shirley1...@eircom.net wrote: I'm new. My name is Shirley and I live in Ireland. I am just getting into computer games. I use my iphone for playing games a lot and have a few for the iphone. Clever clues is one of my favourites, now if only I was good at solving the clues! I also like hanging with friends! I am 32 years old. I look forward to meeting you all! Shirley --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] From a newby to the list!
Hi Shirley, Welcome to the list. Hope you have a good time here. Cheers! On 5/6/13, Shirley and guide dog nitro shirley1...@eircom.net wrote: I'm new. My name is Shirley and I live in Ireland. I am just getting into computer games. I use my iphone for playing games a lot and have a few for the iphone. Clever clues is one of my favourites, now if only I was good at solving the clues! I also like hanging with friends! I am 32 years old. I look forward to meeting you all! Shirley --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.