Re: [Audyssey] The red herring of visual game recreation, was: MindCraft for the blind.

2014-01-01 Thread Thomas Ward
Hi Charles:

I think you just brought up a very important point when it comes to
creating audio games and converting certain games into audio games. A
lot of people like yourself have never had a chance to play certain
games, and would like to know what they missed out on. Montezuma's
Revenge is as good as any to use as an example here.

The original game came out in 1984, and I am told was inspired by
Indiana Jones and the Temple of Doom. It was a fairly popular game for
its day, and was one of the first really good side-scrollers for the
Atari 2600 platform. Even today the game has remarkably good game
play, and was more about avoiding monsters rather than killing them.
I'm not at all surprised someone like yourself would be slightly
curious what the game was like.

That is in fact why I decided to take over the project myself when
James North got rid of it. I had grown up with that game, played it
many times as a kid, and loved it. The idea of an accessible version
appealed to me as much as someone like yourself. It was a decent game
that could easily be converted to an audio only format, and would give
me a chance to play an old classic I grew up with.

I get where Christopher is heading with his reasoning, and it is fine
as far as it goes. Unfortunately, one of the motivating factors why I
spent time developing a game engine, why I started USA Games, etc is I
grew up playing many games in the 80's and 90's and can no longer play
them any more due to going blind. I still want to play them and if I
want to I have to rewrite them, and make them accessible. If I could
only create new games, create something original, that would be okay
but would not have the same personal motivating factors as writing
something I really enjoyed from my childhood and early teens.

Cheers!


On 12/31/13, Charles Rivard wee1s...@fidnet.com wrote:
 One thing that attracted me to Montezuma's Revenge, originally begun by
 James North, was the hope of playing what sighted gamers had played, in an
 audio version.  It didn't work out as originally planned, but I'm still glad

 that Thomas Ward took over the project.  Some people wouldn't want
 audioized, is that a word?, renditions of games for the sighted, but I would

 like them.  The main roadblock, or at least one of them, is copyright.

 ---
 Be positive!  When it comes to being defeated, if you think you're finished,

 you! really! are! finished!

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Re: [Audyssey] MindCraft for the blind.

2014-01-01 Thread dark

Hi Tom.

While I agree mainstream console or pc games are much more expensive, at the 
same time audio games are actually about average for indi developed stuff at 
least on pc.


Look at the smugglers games for 25 usd as an example, and for simpler arcade 
titles the price is far less, especialy for games without complex graphics 
or sound.


I don't myself find audio game prices unreasonable, but equally as with lots 
of things I don't think mainstream comparisons to games that are sold in 
shops with tax and markup are reasonable either.


Beware the grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 01, 2014 1:20 AM
Subject: Re: [Audyssey] MindCraft for the blind.



Hi Shaun:

Well, you might be willing to pay $200 for a good game, but I am
certainly not willing to spend that on a game. Any audio game
regardless of the replay value. I suspect many other audio gamers
would not either.

However, as to the issue of cost you are right that many audio games
are $30or less. However, that is actually much cheaper than a lot of
mainstream games sell for. Just recently I was looking for some new
games for my son's Wii U, and a lot of them were up around $40 or
more. So we should consider ourselves lucky that Shades of Doom, Tank
Commander, and Time of Conflict which are almost mainstream quality
aren't as expensive as your average PC or console game.

Cheers!

On 12/31/13, Shaun Everiss sm.ever...@gmail.com wrote:

Well there are exchane rates and the like to.
I'd pay 200 for a game if I knew it would be good quality.
Most games are 30 or so bucks unless its a pack.
There have been a few acceptions ofcause.
entombed and tdv being really large games actually are worth a lot
more but even so.
In the shops prices do drop as games get older, etc.
I am not going to suggest we should drop our prices, but to be honest
blind games really have not bar a few had really good replay value.
Even shades of doom for me after I played it several times I only do
every so often.
And for a lot of games you get used to how things will be.
Even in the games I am helping with even with the real sound engine
that is used you do know where things are.
Stuff like entombed  or tdv well there is a lot of random things to.


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Re: [Audyssey] The red herring of visual game recreation, was: MindCraft for the blind.

2014-01-01 Thread dark

Hi chris.

Well I'm less certan on the representative qualities of sound since as you 
know audio and visual processing are handled diferently anyway and past 
experiments have usually resulted in something with stoo much information 
that is hard to interpret, rather than something which is of practical 
bennifit, indeed the best informational aides I've sseen have been those 
that extend existing sensory input, such as ultra sonic canes.


Getting aay from cognitive science however and back to games, while I fully 
agree that wanting to represent something like Mortal combat or call of duty 
for those who've muddled through and got a partial experience with sound is 
not a good idea, at the same time there is validity in examining why 
specific genres of games and redesigning accordingly.


As one example, I have for years played exploration platformers like 
Turrican, Metroid and mega man, yet it somewhat irritates me that the 
closest we have come to such things in audio are 1D only, and that many 
peopel expressly do not like side scrollers when in effect they have not 
seen a truly 2D side scrolling game.


While something like metroid might be pushing it, i don't believe the 
barrier of showing vertical movement is quite as absolute as people seem to 
think, and working on ways of that sort of representation can only be 
helpful, just as David greenwood worked on ways to easily represent large 
scale 2D map information in Time of Conflict.


Btw, If you haven't tried Zero site yet i'd recommend trying that. It is 
different to 3D velocity, though is also an audio flight sim, however 
features some interesting changes like randomly occurring enemies.


Beware the grue!

dark. 



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Re: [Audyssey] The red herring of visual game recreation, was: MindCraft for the blind.

2014-01-01 Thread dark
Well Charlse, copywrite is only an issue if you want a game with the same 
characters, as indeed occurred with the huge montizumas return mess.


For example, lets say a developer wanted to make an audio beatemup like 
mortal combat. Well, it'd be possible to create a story and characters and 
have a martial arts tournament, even have demons, trans dimentional empires 
and the like, but just call it something different, indeed for me I'd 
personally prefer! a game which featured a new and different story to a game 
which just played like a copy of what I'd seen before.


Beware the grue!

Dark. 



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Re: [Audyssey] Happy new year

2014-01-01 Thread Amanda Burt

Happy new year to everyone

Amanda

--
From: Thomas Ward thomasward1...@gmail.com
Sent: Wednesday, January 01, 2014 1:49 AM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Happy new year


Hi Dark:

Same to you. Have a happy new year. We in the USA are still stuck in
2013 right now. Only a few more hours and 2013 will be a memory for us
as well.


On 12/31/13, dark d...@xgam.org wrote:
well it's just turned midnight, so from me a happy new year to everyone 
on

list and I hope people have a great 2014.

Beware the grue!

Dark.
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Re: [Audyssey] Smugglers game question

2014-01-01 Thread Bogdan Muresan
Hi Dark and thanks. I am beginner in playing this game so I have an other 
question. How to solve the carying supplyes missions?


-Original Message- 
From: dark

Sent: Wednesday, January 01, 2014 2:12 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Smugglers game question

Hi.

Firstly you will need a ship with jump engines, and the fighter you start
with doesn't have them so you'll need to save up enough for a corvet.

Once you have a corvet you can use the wormholes to travel between systems,
just click twice on them to travel to the wormhole, then click again to go
to the next system.

Beware the grue!

Dark.
- Original Message - 
From: Bogdan Muresan bogdanmures...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 31, 2013 6:57 PM
Subject: [Audyssey] Smugglers game question


Hi all. I play smugglers5 and I have a problem that I had in all version 
of this game. How we can travel for example between planets sistems. For 
example I have some missions to travel in to the new Germany or New 
Manchester but I can not understand how to travel to these destinations. 
Thanks. Any help would be apreciated.

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[Audyssey] Audyssey thread report for December 2013

2014-01-01 Thread Jim Kitchen


There were 443 thread titles. Here are the top 50. 

mac versus windows sales plus iOS question 207. 
Some practical questions reguarding the Monopoly game 90. 
Games We Like to Play [HAIRY B*** INCLUDED] 53. 
BGT, Mac and More 47. 
Moderator Notice: Recent Mesages 45. 
The Psychology of First Person Shooters 45. 
Civilization games on PC or iPhone 33. 
the cost of documentation - Re:Somepracticalquestionsreguarding the Monopoly game 30. 
Internet Archive puts classic games online 29. 
ATTENTION: Moderator Notice! 25. 
a message from this lists hosting provider. 24. 
MindCraft for the blind. 24. 
X-Sight Interactive Update 23. 
business games 19. 
professional wrestling - Re: The Psychology of FirstPerson Shooters 19. 
the cost of documentation - Re: Somepracticalquestionsreguarding the Monopoly game 19. 
google chrome, chromevox, and games 16. 
The future of mobile accessible gaming,was: : mac versus windows 14. 
Christmas games to play. 13. 
Harry Potter muds 13. 
L-Works Partnership with USA Games 13. 
New Game Controller for Pc 12. 
Monopoly-type games - Re: Some practical questionsreguarding the Monopoly game 11. 
the cost of documentation -Re:Somepracticalquestionsreguarding the Monopoly game 10. 
accessibility for the deaf/blind 9. 
Space Attack 9. 
Swamp was Re: new version of swamp 9. 
Holiday Bash 8. 
Is This Holiday bash Real? 8. 
new version of swamp 8. 
New Yorker Magazine Blog 8. 
Old accessible computer games. 7. 
Star Tradors 7. 
The Inquisitor Adventure - Audiogame. 7. 
AG Update 6. 
Alter aeon 6. 
Time of conflict,was: RE:  Civilization games on PC or iPhone 6. 
To Developers: Switching from DirectSound to OpenALSoft 6. 
voiceover interface on mac,was:RE:  mac versus windows sales plus iOS question 6. 
Audyssey babble report for November 2013 5. 
Rail Racer 2 and mac numpad 5. 
Soul Trapper Chapter 18 Revisited 5. 
the cost of documentation-Re:Somepracticalquestionsreguarding the Monopoly game 5. 
the joining of teams 5. 
usa games website 5. 
game availability and popularity - Re: New GameController for Pc 4. 
Harry Potter games 4. 
Howdy Folks! 4. 
Level 7 was Re: Need Help with Level 6 of AwesomeHomer 4. 
new games? 4. 


Jim

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

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] The red herring of visual game recreation, was: MindCraft for the blind.

2014-01-01 Thread Ian Reed

Hi Dark,

I too dislike 1D side scrollers and after trying a few I was put off of 
trying more.
Because of that I may not have a good concept of which games actually 
stretch that boundary and become more 2D.


Fortunately I finally tried bokurano daiboukenn 3 yesterday and was 
quite impressed.

It is a fully 2D platformer.
Your character is one space tall and can jump 3 spaces higher than himself.
The jumps seem somewhat analog since if you want to jump onto a high 
ledge that has a gap underneath it you must make sure to move to the 
right at the middle of your jump rather than right after you jump.


While I think it is still far more difficult than playing a mainstream 
platformer with vision it does work reasonably well.
I think there are a few more improvements that could be made, but the 
author has done a good job and any developer wanting to experiment in 
this area should try BK3 first to see how the author has solved some of 
the problems so they don't go re-inventing the wheel.


I know you're not excited about going through the setup required to play 
Japanese games.
I was not either, which is why it took me 4 and a half months since 
Bladestorm360's Guide to playing Japanese games and Clement Chou's 
earlier guide before I finally got setup.


I ran into 2 hitches during setup which were quite frustrating.
The first was getting the Japanese keyboard installed because NVDA 
reported a treeview item as a list view item and so I did not realize I 
had to expand it to get down to the actual check box items.
You might not hit the same issue since we are running different versions 
of Windows and different screen readers.
The second was because BK3 did not output to the clipboard by default 
and I had to use control C to grab the Japanese text of the screen 
before using instant translate to convert it to English.
Once I got BK3 copying it's output to the clipboard the process became 
much more smooth.


I recommend finding some time to devote to getting through the Japanese 
game setup process.


If you're not ready to do that yet then you should try a game called 2D 
Platformer located here:

http://forum.audiogames.net/viewtopic.php?id=12126

2DP uses the English language and copies many of the game mechanics of BK3.
It is more of a game prototype at this stage though, demonstrating the 
movement mechanics, where BK3 is a completed game with hazards, enemies, 
items, gold coins, experience, character levels, and stat growth.
But for me it was a teaser to get me to finally setup to play Japanese 
games.


Anyway, I still think platformers have lots of room for improvement, but 
it is nice to see games stretching the bounds.


Ian Reed
Try my free games at http://BlindAudioGames.com


On 1/1/2014 5:52 AM, dark wrote:

Hi chris.

Well I'm less certan on the representative qualities of sound since as 
you know audio and visual processing are handled diferently anyway and 
past experiments have usually resulted in something with stoo much 
information that is hard to interpret, rather than something which is 
of practical bennifit, indeed the best informational aides I've sseen 
have been those that extend existing sensory input, such as ultra 
sonic canes.


Getting aay from cognitive science however and back to games, while I 
fully agree that wanting to represent something like Mortal combat or 
call of duty for those who've muddled through and got a partial 
experience with sound is not a good idea, at the same time there is 
validity in examining why specific genres of games and redesigning 
accordingly.


As one example, I have for years played exploration platformers like 
Turrican, Metroid and mega man, yet it somewhat irritates me that the 
closest we have come to such things in audio are 1D only, and that 
many peopel expressly do not like side scrollers when in effect they 
have not seen a truly 2D side scrolling game.


While something like metroid might be pushing it, i don't believe the 
barrier of showing vertical movement is quite as absolute as people 
seem to think, and working on ways of that sort of representation can 
only be helpful, just as David greenwood worked on ways to easily 
represent large scale 2D map information in Time of Conflict.


Btw, If you haven't tried Zero site yet i'd recommend trying that. It 
is different to 3D velocity, though is also an audio flight sim, 
however features some interesting changes like randomly occurring 
enemies.


Beware the grue!

dark.

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[Audyssey] I fancy playing something new. Was Re: The red herring of visual game recreation, was: MindCraft for the blind.

2014-01-01 Thread Lindsay Cowell
Hi All,

I fancy trying a new game. Something with a lot of action. I sadly can't afford 
to buy any games, so are there any free ones with a lot of action in them? I 
love taking things apart.

Lindsay Cowell

-original message-
Subject: Re: [Audyssey] The red herring of visual game recreation, was: 
MindCraft for the blind.
From: Ian Reed supp...@blindaudiogames.com
Date: 01/01/2014 4:30 pm

Hi Dark,

I too dislike 1D side scrollers and after trying a few I was put off of 
trying more.
Because of that I may not have a good concept of which games actually 
stretch that boundary and become more 2D.

Fortunately I finally tried bokurano daiboukenn 3 yesterday and was 
quite impressed.
It is a fully 2D platformer.
Your character is one space tall and can jump 3 spaces higher than himself.
The jumps seem somewhat analog since if you want to jump onto a high 
ledge that has a gap underneath it you must make sure to move to the 
right at the middle of your jump rather than right after you jump.

While I think it is still far more difficult than playing a mainstream 
platformer with vision it does work reasonably well.
I think there are a few more improvements that could be made, but the 
author has done a good job and any developer wanting to experiment in 
this area should try BK3 first to see how the author has solved some of 
the problems so they don't go re-inventing the wheel.

I know you're not excited about going through the setup required to play 
Japanese games.
I was not either, which is why it took me 4 and a half months since 
Bladestorm360's Guide to playing Japanese games and Clement Chou's 
earlier guide before I finally got setup.

I ran into 2 hitches during setup which were quite frustrating.
The first was getting the Japanese keyboard installed because NVDA 
reported a treeview item as a list view item and so I did not realize I 
had to expand it to get down to the actual check box items.
You might not hit the same issue since we are running different versions 
of Windows and different screen readers.
The second was because BK3 did not output to the clipboard by default 
and I had to use control C to grab the Japanese text of the screen 
before using instant translate to convert it to English.
Once I got BK3 copying it's output to the clipboard the process became 
much more smooth.

I recommend finding some time to devote to getting through the Japanese 
game setup process.

If you're not ready to do that yet then you should try a game called 2D 
Platformer located here:
http://forum.audiogames.net/viewtopic.php?id=12126

2DP uses the English language and copies many of the game mechanics of BK3.
It is more of a game prototype at this stage though, demonstrating the 
movement mechanics, where BK3 is a completed game with hazards, enemies, 
items, gold coins, experience, character levels, and stat growth.
But for me it was a teaser to get me to finally setup to play Japanese 
games.

Anyway, I still think platformers have lots of room for improvement, but 
it is nice to see games stretching the bounds.

Ian Reed
Try my free games at http://BlindAudioGames.com


On 1/1/2014 5:52 AM, dark wrote:
 Hi chris.

 Well I'm less certan on the representative qualities of sound since as 
 you know audio and visual processing are handled diferently anyway and 
 past experiments have usually resulted in something with stoo much 
 information that is hard to interpret, rather than something which is 
 of practical bennifit, indeed the best informational aides I've sseen 
 have been those that extend existing sensory input, such as ultra 
 sonic canes.

 Getting aay from cognitive science however and back to games, while I 
 fully agree that wanting to represent something like Mortal combat or 
 call of duty for those who've muddled through and got a partial 
 experience with sound is not a good idea, at the same time there is 
 validity in examining why specific genres of games and redesigning 
 accordingly.

 As one example, I have for years played exploration platformers like 
 Turrican, Metroid and mega man, yet it somewhat irritates me that the 
 closest we have come to such things in audio are 1D only, and that 
 many peopel expressly do not like side scrollers when in effect they 
 have not seen a truly 2D side scrolling game.

 While something like metroid might be pushing it, i don't believe the 
 barrier of showing vertical movement is quite as absolute as people 
 seem to think, and working on ways of that sort of representation can 
 only be helpful, just as David greenwood worked on ways to easily 
 represent large scale 2D map information in Time of Conflict.

 Btw, If you haven't tried Zero site yet i'd recommend trying that. It 
 is different to 3D velocity, though is also an audio flight sim, 
 however features some interesting changes like randomly occurring 
 enemies.

 Beware the grue!

 dark.

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Re: [Audyssey] Smugglers game question

2014-01-01 Thread dark

Hi

Glad I helped. The supply missions are really for traders. what you need to 
do is physically buy the goods and take them to the location where the 
mission wants them. that is why the mission payouts are so big, though 
obviously since the quantities are so large you need a ship with a good 
cargo bay size to complete the missions quickly, and also being able to see 
all trade prices helps.


All in all if your a combat pilot it's best to ignore supply missions and 
concentrate on the bounties and patrols, and even if your a pirate I'd not 
attempt them until I'd got a much bigger ship.


Beware the grue!

Dark. 



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[Audyssey] Audyssey babble report for all of 2013 part 1

2014-01-01 Thread Jim Kitchen


287 people posted 10742 messages.

1707 From, Thomas Ward. 
823 From, dark. 
790 From, shaun everiss. 
697 From, Charles Rivard. 
344 From, Bryan Peterson. 
310 From, James Bartlett. 
247 From, Jim Kitchen. 
247 From, Philip Bennefall. 
232 From, Cara Quinn. 
209 From, michael barnes. 
200 From, john. 
148 From, Lisa Hayes. 
125 From, Ken The PionEar. 
123 From, Dakotah Rickard. 
122 From, Chris H. 
116 From, Draconis. 
114 From, Sarah Haake. 
103 From, Darren Duff. 
102 From, Keith. 
102 From, Ken Downey. 
100 From, Dallas O'Brien. 
97 From, Phil Vlasak. 
94 From, Josh Kennedy. 
93 From, Christina. 
91 From, Allan Thompson. 
91 From, Dennis Towne. 
82 From, Josh. 
81 From, Teresa Cochran. 
79 From, Clement Chou. 
76 From, Shadow Dragon. 
71 From, Ibrahim Gucukoglu. 
71 From, Jacob Kruger. 
70 From, Darren Harris. 
66 From, Trouble. 
59 From, Ron Kolesar. 
58 From, lenron brown. 
57 From, Ian McNamara. 
57 From, Kimberly Qualls. 
54 From, lindsay_cowell. 
53 From, Desiree Oudinot. 
51 From, loriduncan. 
50 From, Scott Chesworth. 
49 From, Ken Downey. 
48 From, Jeremy Kaldobsky. 
48 From, Paul Lemm. 
47 From, Ian Reed. 
47 From, Nicole white. 
44 From, Angela Delicata. 
42 From, ryan chou. 
41 From, Stephen. 
39 From, Will. 
37 From, Raul A. Gallegos. 
37 From, Richard Sherman. 
35 From, joseph weakland. 
34 From, Curt Taubert. 
34 From, Mich. 
34 From, Ryan Conroy. 
33 From, Hunter Jozwiak. 
30 From, anouk radix. 
30 From, Gabriel Battaglia \(Kriyaban\). 
30 From, Michael Taboada. 
29 From, Johnny Tai. 
29 From, Kelly Sapergia. 
28 From, dan cook. 
28 From, Draconis Entertainment. 
28 From, Ryan Strunk. 
27 From, hayden presley. 
27 From, Zachary Kline. 
26 From, Che Martin. 
26 From, Phil Vlasak. 
25 From, Devin Prater. 
25 From, wayne17a. 
24 From, Tyler. 
23 From, Davy Kager. 
23 From, Sabahattin Gucukoglu. 
23 From, Ulysses Garcia. 
22 From, Allison P. 
22 From, Fred Olver. 
20 From, Greg Steel. 
20 From, Mohsin Ali. 
20 From, Ron Schamerhorn. 
19 From, David Mehler. 
19 From, Milos Przic. 
18 From, Ben. 
18 From, Jesse Gaona. 
18 From, Sky Mundell. 
16 From, enes. 
16 From, K. 
16 From, Michael Gauler. 
16 From, Pitermach. 
15 From, Damien C. S. Pendleton. 
15 From, Kenneth Downey. 
14 From, austin pinto. 
14 From, dbzfan. 
14 From, Eleni. 
14 From, Lori Duncan. 
14 From, MamaPeach. 
14 From, Maria and Joe Chapman. 
14 From, William Lomas. 
13 From, BlindLee55. 
13 From, Bogdan Muresan. 
13 From, dbartling714. 
13 From, Eleanor Robinson. 
13 From, Nicol. 
13 From, Valiant8086. 
12 From, Amanda Burt. 
12 From, Gamers List Guidelines Robot. 
12 From, Liam Erven. 
12 From, Oriol Gómez. 
12 From, Tony James. 
11 From, darren_g_harris. 
11 From, Lindsay Cowell. 
11 From, Michael Feir. 
11 From, Shannon Dyer. 
10 From, goshawk on horseback. 
10 From, Lindsay Cowell. 
10 From, Mike Maslo. 
10 From, Orin. 
10 From, Shaun Everiss. 
10 From, sylvester thomas III. 
10 From, Wil James. 
10 From, Willem Venter. 
9 From, Allen Maynard. 
9 From, Harmony Neil. 
9 From, James Howard. 
9 From, Ken's Mail. 
9 From, Matheus Rheine. 
9 From, Rick. 
9 From, Ron hopkins. 
9 From, Support. 
8 From, amanda burt. 
8 From, Anouk Radix. 
8 From, eargel. 
8 From, Felipevr. 
8 From, Karl Belanger. 
8 From, Kim Friedman. 
8 From, Lori Duncan. 
8 From, Michael Barnes. 
7 From, David Bartling. 
7 From, Jess Varnell. 
7 From, Steve Cullen. 
7 From, Tyler Wood. 
6 From, Chris. 
Jim


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

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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[Audyssey] Audyssey thread report for all of 2013 part 1

2014-01-01 Thread Jim Kitchen


There were 1988 thread titles. Here are the top 248. 



A Note to XP users 243. 
mac versus windows sales plus iOS question 207. 
challenge for developers, post xp windows 175. 
Audyssey Magazine 141. 
BlindSoftware.com Is Closing 129. 
The Dragon Answers Questions 127. 
Some practical questions reguarding the Monopoly game 90. 
An Announcement Regarding BSC Games 73. 
Children's Games was Audyssey Format 72. 
Mysteries of the Ancients Considerations 69. 
A Possible Offer To Consider 65. 
Looking For Something New to Play 65. 
Moderator Important Message 64. 
programming games 64. 
Any Accessible Android Games 62. 
BSC Games shutting down, and reactions. 62. 
Strip War 62. 
what will it take for this community to learn? 61. 
Help Naming a Wrestling Game 56. 
LOTR Games was Children's Games 55. 
Games We Like to Play [HAIRY B*** INCLUDED] 53. 
Gaming Dice 48. 
BGT, Mac and More 47. 
Press Your Luck 46. 
Important Notice For All List Members 45. 
Moderator Notice: Recent Mesages 45. 
old dos games here they are! 45. 
Solving Captchas was Anymore RPG Games? 45. 
The Psychology of First Person Shooters 45. 
audio games for IOS 40. 
Quality verses quantity of games. 40. 
Some updates on what I'm up to,since I forget to keep audyssey in the loop. 39. 
Storm8 games information 38. 
Running silent steel under win7. 37. 
Sarah beta from 2005 37. 
Audyssey 36. 
replayability and Usa games was Re: Looking ForSomething New to Play 35. 
BGT: any suggestion for a text editor. 34. 
unable to run Rail Racer Demo on windows8 34. 
A Question About the Best user Interface 33. 
Civilization games on PC or iPhone 33. 
Fast paced games now text adventures 33. 
MY complaints about L-works games 33. 
Giving Away Free Games was Announcement AboutBSCGames 32. 
Another question on Self-destruct. 31. 
Can a sighted person play swamp? 31. 
DosBox questions 31. 
Help in Alter Aeon? 30. 
looking for game programing help/advice 30. 
Newly released, reacting change! 30. 
the cost of documentation - Re:Somepracticalquestionsreguarding the Monopoly game 30. 
Aprones games was Re: Looking For Something NewtoPlay 29. 
Internet Archive puts classic games online 29. 
Thoughts About Game Installations 29. 
windows laptops 29. 
zork series. 29. 
dosbox and linux 28. 
More on hardware keys was: Re: An AnnouncementRegarding BSC Games 28. 
News from Blastbay Studios, and a call for opinions 28. 
game file path 27. 
audio limitations was: Re: More Halloween type games. 26. 
I'm sad: Chillingham. 26. 
Moderator Important Message for the List 26. 
Stuck in The Inquisitor. 26. 
A See Munkey in my house! 25. 
ATTENTION: Moderator Notice! 25. 
Good iPhone games for Voiceover user 25. 
iOS audio horror games. 25. 
LIfe not working here. 25. 
a message from this lists hosting provider. 24. 
Hack and Other Simple Games 24. 
looking for free weaponry sounds 24. 
MindCraft for the blind. 24. 
Piracy rate? 24. 
Brave of Cloudia questions 23. 
Does anyone have Rauls game recordings? 23. 
Gma Tank Commander help 23. 
New iOS game. 23. 
Puppet nightmares question 23. 
Who's afraid of Objective C? 23. 
X-Sight Interactive Update 23. 
building in the storm 8 games. 22. 
game code/tying to a system/activation rant! 22. 
Gaming dice 22. 
genesis 3d? 22. 
Programming in Batch. 22. 
Revisiting dragon pass 22. 
another community project 21. 
Brief Description of Shadow Gate 21. 
Draconis Entertainment Releases SilverDollar 1.0.0 21. 
looking for older games 21. 
More Halloween type games. 21. 
Solara 21. 
Game: Over. 20. 
Inquiry From Popular Mechanics 20. 
Weapons in Sixthsense. 20. 
Wondering about the size of the audio gamingcommunity 20. 
business games 19. 
looking for programming advice:cyntaxdifferencebetween bgt and java 19. 
professional wrestling - Re: The Psychology of FirstPerson Shooters 19. 
star trek final conflict: has anybody ever won this? 19. 
the cost of documentation - Re: Somepracticalquestionsreguarding the Monopoly game 19. 
Corporate VS IndependentDeveloperswasModeratorMessage 18. 
Halloween games. 18. 
Help with Sixthsense. 18. 
Help with the Haunted Hills? 18. 
Kintchens Inc Game Request 18. 
Newly Released Reacting Change 18. 
Question about purchasing Gma games 18. 
The game of Life 18. 
Why SAPI Output is Superior 18. 
adventure at c: 17. 
Darren's podcasts. 17. 
Easing Tentions on List 17. 
Fast paced games 17. 
Organizing the Audyssey Database 17. 
Upcoming technology for game music rendering 17. 
winkit.zip not a valid file? 17. 
2013 Top 25 Websites for Gamers who are Blind 16. 
?windows-1252?q?BSC_Games_shutting_down=2C_and_reacti?==?windows-1252?q?ons=85?= 16. 
Alter Aeon August 2013 Updates 16. 
Audacity 16. 
Jim


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

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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[Audyssey] Audyssey thread report for all of 2013 part 2

2014-01-01 Thread Jim Kitchen


code name Cygnus 16. 
Errors in new MushZ version 16. 
Found a new iPhone game 16. 
Golf 16. 
google chrome, chromevox, and games 16. 
Important! Temporary list shutdown tonight. 16. 
lord of the rings game thought - Re: Children'sGames was Audyssey Format 16. 
My First Impressions of Change Reaction 2 for Windows 16. 
Papa Sangre II Controls Hanging 16. 
what is mudding?? 16. 
A question related to RTS games 15. 
Catagugl: An amusing little iPhone Game 15. 
Chain Reaction 15. 
Crazy drivers 15. 
Draconis Releases DoItWrite 1.0 15. 
Inquisitor on the computer. 15. 
lone wolf 15. 
looking for some programming help 15. 
Message for Draconis. 15. 
Mush z client question 15. 
New to the List 15. 
Python Games On the Mac? 15. 
The inquisitor help please 15. 
You Don't Know Jack for iOS 15. 
64 bit windows and tts 14. 
accessability costs,as usual - Re: Good iPhone games for Voiceover user 14. 
Alter Aeon Anniversary Schedule 14. 
chesss for the blind 14. 
Economics was This message is for Dark 14. 
GigaPack for Top Speed 3? 14. 
Horse Racing Game and Windows 8 14. 
Much easier Japanese Game Translation 14. 
need help with chess 14. 
New Version of Soundscape Explorer 14. 
papa sangre has returned 14. 
Tactical Battles 1.12 release update 14. 
The future of mobile accessible gaming,was: : mac versus windows 14. 
TTS issues 14. 
Warning! virus on audiogames.net website 14. 
What ever happened to extant 14. 
Wow press your luck. 14. 
a little article 13. 
Accessible DD material. 13. 
Audyssey babble report for June 2013 13. 
Audyssey format discussion -Re: AudysseyMagazineNowOnline 13. 
Brave of Cloudia SecondBoss Fight 13. 
captcha 13. 
Christmas games to play. 13. 
cyberassault announcement 13. 
Doctor Who 50th anniversary 13. 
Escape the house 13. 
Filfre has been fixed! 13. 
franklin Language Master. 13. 
Guns 13. 
Harry Potter muds 13. 
JIm's battleship. 13. 
Keeping product keys for games safe. 13. 
L-Works Partnership with USA Games 13. 
looking for programmingadvice:cyntaxdifferencebetween bgt and java 13. 
looking forprogrammingadvice:cyntaxdifferencebetween bgt and java 13. 
Moderator message - Inquiry From Popular Mechanics 13. 
R:  solara help? 13. 
Robo-E by MPaja software 13. 
Shadow Line let's play / walkthrough 13. 
Sidescrolling games. 13. 
vip mud 13. 
Will the real Audyssey Mod please stand up. I repeat,will the real Audyssey Mod please stand up. 13. 
A Moderator Request 12. 
Audyssey Magazine Now Online 12. 
BSC Games shutting down, and reacti ons 12. 
help with 3d sound movement please? 12. 
Introduction 12. 
Look Tell game for iOS. 12. 
Monthly List Guidelines 12. 
New Game Controller for Pc 12. 
Problem registering Ten Pin Alley,can anyone duplicate? 12. 
Problem With NVDA amd Text Based Games 12. 
Rail Racer 2 info 12. 
Ten Pin Alley 2004 demonstration 12. 
The first Bokurano Daiboukenn game. 12. 
Anymore RPG games? 11. 
Back to core exiles and why did I stop? 11. 
can't access Jim Kitchen's website 11. 
command prompt and wrestling 11. 
enabling output window in mush z 11. 
Error when trying to launch entombed. 11. 
From a newby to the list! 11. 
Fwd: Release of six new blind gamers games 11. 
Have IPhone and IPad games replaced PC games? 11. 
help with mud client for mac. 11. 
If games was: Fast paced games 11. 
lords and knights anyone? 11. 
Monopoly-type games - Re: Some practical questionsreguarding the Monopoly game 11. 
Muds was Re:  mud question about display 11. 
New Playable Game for iPhone 11. 
restoring a storm8 ID on the iOS devices? 11. 
several game design questions 11. 
Space odicy no pvp option 11. 
Star Mule 11. 
Swamp 2.9 is out just FYI 11. 
vast universe. 11. 
What happens with Jeremy? 11. 
Where's game developer? 11. 
7828 Software games 10. 
a mind for ever voyaging. 10. 
Alter Aeon question 10. 
Brave of Cloudia skills questions 10. 
Candy crush saga and song pop 10. 
Change reaction podcast? 10. 
ChangeReaction 2 -- High Scores 10. 
Extant help. 10. 
game acquisition 10. 
happy birthday Swamp 10. 
new game talk 10. 
Organizing teh Audyssey Database 10. 
paying for upgrades - Re: A Note to XP users 10. 
raul's recordings  down again 10. 
sapi5 voice 10. 
sudoku 10. 
the cost of documentation -Re:Somepracticalquestionsreguarding the Monopoly game 10. 
The Nightjar: Release Date Announced 10. 
Thoughts and questions about IF gaming:What'syourfavorite Inform game? 10. 
Thoughts on Vista and 7: was Re: challenge fordevelopers, post xp windows 10. 
Update to Change Reaction 2 for Windows 10. 
Upgrading smugglers 5. 10. 
why worry? - Re: Please No More Contact Requests 10. 


Jim

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

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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[Audyssey] side scrollers was: Re: The red herring of visual game recreation, was: MindCraft for the blind.

2014-01-01 Thread dark

Hi Ian.

It's something I need to look into, but whenever I look at the setup and 
translate it just seems a lot of hassle, particularly for someone like 
myself who isn't familiar with nvda to begin with.


I also dislike the way that people have used the japanese games as basically 
an excuse to trash everything that isn't japanese, without realizing that 
japanese developers have far more by way of game creation scripting 
available to them than English speaking developers, much of which is 
accessible since it works on scripting languages created! to make rpg like 
mechanics.


All that being said I probably ought to just dive in and try the dam thing.

As regards English games however Ian, I think perhaps (particularly if 
you've been on audiogames.net),  it is possible you haven't seen what has 
been done.


BGT side scrollers are some of the easiest games to make, and I have noticed 
a fair few starting out developers creating 1D side scrollers of the hit as 
much as you can variety. This is okay as far as it goes in terms of people 
making practice games, but do not confuse these with the real thing.


perilous hearts has probably the most complex 2D layout yet in an English 
audio game with swinging vines, full 2D scanning, weapons with different 
ranges and rates of fire and a very unique Ai system for enemies, it's just 
a shame that after releasing the demo Philip I believe has changed his mind 
about the game.


Mysteries of the Ancients (or whatever Tom has the name at now), is another 
example, which uses analogue jumps that respond to button holding, a scan 
method, and features mazes and switch puzzles.


Adventure at C might be another example, since though the games ethos seems 
a bit crazy, with you fighting viruses and having all the heavy synth 
voices, and though the game is mostly 1d, it does feature a  detailed 
experience and shop sstem and even level unlocking and trophies.


I'm fairly certain that our next side scroller will push the boundaries even 
futrther provided that it is not just simply a practice game mae with the 
usual BGT code and that the developer thinks carefully about the in built 
game mechanics and the need for propper, judgement based gameplay rather 
than basic boppit style reacting.


Beware the grue!

Dark. 



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Re: [Audyssey] Audyssey babble report for all of 2013 part 1

2014-01-01 Thread Christina
Neat!
Thomas is our winner by a long shot.  But then, he is the moderator.  ;)
Thanks, Jim.
Hope your new year is starting off well.
Christina


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Jim Kitchen
Sent: Wednesday, January 01, 2014 12:03 PM
To: Audyssey
Subject: [Audyssey] Audyssey babble report for all of 2013 part 1

 
 287 people posted 10742 messages.
 
 1707 From, Thomas Ward. 
 823 From, dark. 
 790 From, shaun everiss. 
 697 From, Charles Rivard. 
 344 From, Bryan Peterson. 
 310 From, James Bartlett. 
 247 From, Jim Kitchen. 
 247 From, Philip Bennefall. 
 232 From, Cara Quinn. 
 209 From, michael barnes. 
 200 From, john. 
 148 From, Lisa Hayes. 
 125 From, Ken The PionEar. 
 123 From, Dakotah Rickard. 
 122 From, Chris H. 
 116 From, Draconis. 
 114 From, Sarah Haake. 
 103 From, Darren Duff. 
 102 From, Keith. 
 102 From, Ken Downey. 
 100 From, Dallas O'Brien. 
 97 From, Phil Vlasak. 
 94 From, Josh Kennedy. 
 93 From, Christina. 
 91 From, Allan Thompson. 
 91 From, Dennis Towne. 
 82 From, Josh. 
 81 From, Teresa Cochran. 
 79 From, Clement Chou. 
 76 From, Shadow Dragon. 
 71 From, Ibrahim Gucukoglu. 
 71 From, Jacob Kruger. 
 70 From, Darren Harris. 
 66 From, Trouble. 
 59 From, Ron Kolesar. 
 58 From, lenron brown. 
 57 From, Ian McNamara. 
 57 From, Kimberly Qualls. 
 54 From, lindsay_cowell. 
 53 From, Desiree Oudinot. 
 51 From, loriduncan. 
 50 From, Scott Chesworth. 
 49 From, Ken Downey. 
 48 From, Jeremy Kaldobsky. 
 48 From, Paul Lemm. 
 47 From, Ian Reed. 
 47 From, Nicole white. 
 44 From, Angela Delicata. 
 42 From, ryan chou. 
 41 From, Stephen. 
 39 From, Will. 
 37 From, Raul A. Gallegos. 
 37 From, Richard Sherman. 
 35 From, joseph weakland. 
 34 From, Curt Taubert. 
 34 From, Mich. 
 34 From, Ryan Conroy. 
 33 From, Hunter Jozwiak. 
 30 From, anouk radix. 
 30 From, Gabriel Battaglia \(Kriyaban\). 
 30 From, Michael Taboada. 
 29 From, Johnny Tai. 
 29 From, Kelly Sapergia. 
 28 From, dan cook. 
 28 From, Draconis Entertainment. 
 28 From, Ryan Strunk. 
 27 From, hayden presley. 
 27 From, Zachary Kline. 
 26 From, Che Martin. 
 26 From, Phil Vlasak. 
 25 From, Devin Prater. 
 25 From, wayne17a. 
 24 From, Tyler. 
 23 From, Davy Kager. 
 23 From, Sabahattin Gucukoglu. 
 23 From, Ulysses Garcia. 
 22 From, Allison P. 
 22 From, Fred Olver. 
 20 From, Greg Steel. 
 20 From, Mohsin Ali. 
 20 From, Ron Schamerhorn. 
 19 From, David Mehler. 
 19 From, Milos Przic. 
 18 From, Ben. 
 18 From, Jesse Gaona. 
 18 From, Sky Mundell. 
 16 From, enes. 
 16 From, K. 
 16 From, Michael Gauler. 
 16 From, Pitermach. 
 15 From, Damien C. S. Pendleton. 
 15 From, Kenneth Downey. 
 14 From, austin pinto. 
 14 From, dbzfan. 
 14 From, Eleni. 
 14 From, Lori Duncan. 
 14 From, MamaPeach. 
 14 From, Maria and Joe Chapman. 
 14 From, William Lomas. 
 13 From, BlindLee55. 
 13 From, Bogdan Muresan. 
 13 From, dbartling714. 
 13 From, Eleanor Robinson. 
 13 From, Nicol. 
 13 From, Valiant8086. 
 12 From, Amanda Burt. 
 12 From, Gamers List Guidelines Robot. 
 12 From, Liam Erven. 
 12 From, Oriol Gómez. 
 12 From, Tony James. 
 11 From, darren_g_harris. 
 11 From, Lindsay Cowell. 
 11 From, Michael Feir. 
 11 From, Shannon Dyer. 
 10 From, goshawk on horseback. 
 10 From, Lindsay Cowell. 
 10 From, Mike Maslo. 
 10 From, Orin. 
 10 From, Shaun Everiss. 
 10 From, sylvester thomas III. 
 10 From, Wil James. 
 10 From, Willem Venter. 
 9 From, Allen Maynard. 
 9 From, Harmony Neil. 
 9 From, James Howard. 
 9 From, Ken's Mail. 
 9 From, Matheus Rheine. 
 9 From, Rick. 
 9 From, Ron hopkins. 
 9 From, Support. 
 8 From, amanda burt. 
 8 From, Anouk Radix. 
 8 From, eargel. 
 8 From, Felipevr. 
 8 From, Karl Belanger. 
 8 From, Kim Friedman. 
 8 From, Lori Duncan. 
 8 From, Michael Barnes. 
 7 From, David Bartling. 
 7 From, Jess Varnell. 
 7 From, Steve Cullen. 
 7 From, Tyler Wood. 
 6 From, Chris. 
 Jim

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

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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You can make changes or update your subscription via the web, at
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Re: [Audyssey] Audyssey babble report for December 2013

2014-01-01 Thread Christina
A quiet month for me.
Thanks, Jim.
Christina


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Jim Kitchen
Sent: Wednesday, January 01, 2014 11:23 AM
To: Audyssey
Subject: [Audyssey] Audyssey babble report for December 2013

 
 108 people posted 1490 messages.
 
 213 From, Philip Bennefall. 
 203 From, Thomas Ward. 
 166 From, dark. 
 138 From, Charles Rivard. 
 102 From, Ken Downey. 
 81 From, shaun everiss. 
 36 From, Cara Quinn. 
 30 From, Teresa Cochran. 
 28 From, Dallas O'Brien. 
 27 From, Bryan Peterson. 
 25 From, Draconis. 
 23 From, Ulysses Garcia. 
 22 From, Josh. 
 19 From, Ken Downey. 
 16 From, Davy Kager. 
 16 From, Jim Kitchen. 
 15 From, Che Martin. 
 15 From, lenron brown. 
 15 From, Phil Vlasak. 
 14 From, Darren Harris. 
 14 From, loriduncan. 
 13 From, K. 
 13 From, Stephen. 
 12 From, Sabahattin Gucukoglu. 
 11 From, Lindsay Cowell. 
 11 From, Lisa Hayes. 
 9 From, Chris H. 
 7 From, Amanda Burt. 
 7 From, Darren Duff. 
 7 From, michael barnes. 
 7 From, Shaun Everiss. 
 7 From, Tyler. 
 6 From, Jacob Kruger. 
 6 From, Kenneth Downey. 
 6 From, Milos Przic. 
 6 From, Support. 
 5 From, Devin Prater. 
 5 From, hayden presley. 
 5 From, Jorge Gonçalves. 
 5 From, Maria and Joe Chapman. 
 5 From, Scott Chesworth. 
 4 From, Christina. 
 4 From, Dennis Towne. 
 4 From, Kelly Sapergia. 
 4 From, ryan chou. 
 3 From, Allison P. 
 3 From, Christopher Bartlett. 
 3 From, Dakotah Rickard. 
 3 From, Damien C. S. Pendleton. 
 3 From, Ian Reed. 
 3 From, Liam Erven. 
 3 From, Mohsin Ali. 
 3 From, Paul Lemm. 
 3 From, Ron hopkins. 
 3 From, Sarah Haake. 
 3 From, Shannon Dyer. 
 2 From, Alex Kenny. 
 2 From, amanda burt. 
 2 From, Angela Delicata. 
 2 From, darren_g_harris. 
 2 From, David Mehler. 
 2 From, Eleanor. 
 2 From, Esteban Argel. 
 2 From, goshawk on horseback. 
 2 From, Matheus Rheine. 
 2 From, Matteo Hapta. 
 2 From, Michael Gauler. 
 2 From, Richard Claridge. 
 2 From, simon dowling. 
 2 From, Sky Mundell. 
 2 From, sylvester thomas III. 
 2 From, tommy. 
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Archive file size 4613558 bytes 
 
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Kitchen's Inc, for games that are up to 110 percent funner to play.

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

2014-01-01 Thread Bogdan Muresan
Thanks again. THis game is so amazing. Excuse me for my bunch of questions. 
Dark, I discoverred that you can have wife and child
on your play game. What do you need to have an wife?-Original 
Message- 
From: dark

Sent: Wednesday, January 01, 2014 6:52 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Smugglers game question

Hi

Glad I helped. The supply missions are really for traders. what you need to
do is physically buy the goods and take them to the location where the
mission wants them. that is why the mission payouts are so big, though
obviously since the quantities are so large you need a ship with a good
cargo bay size to complete the missions quickly, and also being able to see
all trade prices helps.

All in all if your a combat pilot it's best to ignore supply missions and
concentrate on the bounties and patrols, and even if your a pirate I'd not
attempt them until I'd got a much bigger ship.

Beware the grue!

Dark.


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Re: [Audyssey] Smugglers game question

2014-01-01 Thread dark

Hi.

Well that is quite a ways into the game, lets just say  that perhaps if you 
can get on good terms with the  governer of a system he might just invite 
you home to see his family,  and should you meet his daughter, well who 
knows! :D.


Beware the grue!

Dark.
- Original Message - 
From: Bogdan Muresan bogdanmures...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 01, 2014 6:24 PM
Subject: Re: [Audyssey] Smugglers game question


Thanks again. THis game is so amazing. Excuse me for my bunch of 
questions. Dark, I discoverred that you can have wife and child
on your play game. What do you need to have an wife?-Original 
Message- 
From: dark

Sent: Wednesday, January 01, 2014 6:52 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Smugglers game question

Hi

Glad I helped. The supply missions are really for traders. what you need 
to

do is physically buy the goods and take them to the location where the
mission wants them. that is why the mission payouts are so big, though
obviously since the quantities are so large you need a ship with a good
cargo bay size to complete the missions quickly, and also being able to 
see

all trade prices helps.

All in all if your a combat pilot it's best to ignore supply missions and
concentrate on the bounties and patrols, and even if your a pirate I'd not
attempt them until I'd got a much bigger ship.

Beware the grue!

Dark.


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Re: [Audyssey] MindCraft for the blind.

2014-01-01 Thread Dallas O'Brien
ahh yes, but we are forgetting one thing here. I am sorry to the devs
out there, but most games we have, are no! where, near, main stream.
it's just a fact. so yes, we pay about what sighted people do. but the
replay ability of a game they buy, tends to be miles higher. how ever,
as has already been stated, the audio game creators, are making games
for a limited market. I think this is why audio games on iPhone have
taken off, partly because it's not just us that play them. so the
market is larger. so a 5 dollar purchase for their games, may seem
like a relatively low amount to us, but the amount of purchases they
get, makes that price quite effective.

now, as for an example given earlier, lets take tank commander. you
say this is nearly main stream? I say, not even close. I mean, just 7
or 8 levels? most tank games you get out there, even for free! have
like, thousands of levels. let alone the fact that the games are
fairly graphically intense, they have huge replay ability, because of
random map creation, random things happening, and so on. so in stead
of having level 1 being one map, and you know it all the time, you
might start the game, and yes, you'd be on level 1, but the map would
be different every time. small things like that, make things far more
interesting, and replayable. having the same map over and over, makes
it way too easy for people to know exactly how to get through that
level. makes it more interesting if there is some kind of randomness
to  it. sure, make it so that you start on the south side, and you
have to make it to the north side somewhere to level up, ... but other
then that, the map in between is random, and you really don't know
what you will be coming up against. so in stead of full speed ahead,
you'd have to be more careful, and investigate the area you are
working through.
so on and so forth. there are many reasons why things like tank
commander and other such games, are not replayable past a certain
point. and of course, the other options for game devs, is to bring out
a game at  a nice low price, and yes, you'd be able to play it, and
it's a full game in and of itself, but perhaps they could sell packs
that add functions to it, or adds new weapons / enemies, and so on.
and perhaps each pack would only cost maybe 5 bucks. lets say the game
also costs 5 bucks. if those packs add new functions, I'd be buying
the packs. now lets say I have had tank commander for a year. well? so
what. I've already beat it, and it's useless to me. now lets say that
David came out with a pack, an add-on, that would add another 50
levels. or new weapons to my tank. new enemies I have to fight, random
effects happening to my tank to bring me to a standstill while I
repair it, ... so on. that would drastically increase the replay
ability of the game. right now, tank commander is useless to me, as I
have completed it.
and, mind you, it took me all of 3 days to complete. so, was the price
really worth it? not really. but that's what we have to deal with at
the moment. and it really doesn't have to be that way. even if we
don't quite work the same way as mainstream, games shouldn't have just
a few levels, and that's it. specially when the price is up over 30
bucks. even TDV isn't outside my complaints. yes, it has a cool
mission mode. and don't get me wrong, they've done a fantastic job on
it. but, ... it's a single mission. once I've completed it, that will
be it. that function will be of less use to me. now, of course, they
are working on the online side of things, and that offers far greater
possibilities. and I think this will be the saving grace for TDV. the
online side. because, and I'm not joking here, sighted players have
been playing with, and against, their friends online, for over 15!
years! lol. it's time we caught up. playing against a computer is one
thing. it's mostly predictable. but playing against a human, is far
more interesting, and replayable.
I'm not saying that the devs out there aren't doing a good job with
what they are making. I'm simply saying, it's time to bring these
games up with the times, and at least provide online play. that solves
a lot of the problems when it comes to predictable maps, and computer
players.
and truthfully, online play is what I look for. not how many times can
I shoot x, y, z, computer player. that's, frankly, boring.
However, as Thomas has said, the biggest problem, is to make a really
good game, costs money. and most blind people will not pay such prices
for a game. and I'm afraid it has less to do with whether or not they
can afford it, it has more to do with, do they want to. I'd guess that
most players, could afford one or two games of such prices, if they
saved up for it. but they simply refuse to, and want the prices to be
lower, expecting devs to get along with a very low income from the
game that they have spent a huge amount of time on. and to those who
say they really can't, well, I'm sorry. but, sighted players have to
save up for a 

Re: [Audyssey] The red herring of visual game recreation, was: MindCraft for the blind.

2014-01-01 Thread Charles Rivard
Ah, but what about for those who have never seen it before and those who 
would like to again, in a format that those who are now blind can play?


---
Be positive!  When it comes to being defeated, if you think you're finished, 
you! really! are! finished!
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 01, 2014 6:54 AM
Subject: Re: [Audyssey] The red herring of visual game recreation,was: 
MindCraft for the blind.



Well Charlse, copywrite is only an issue if you want a game with the same 
characters, as indeed occurred with the huge montizumas return mess.


For example, lets say a developer wanted to make an audio beatemup like 
mortal combat. Well, it'd be possible to create a story and characters and 
have a martial arts tournament, even have demons, trans dimentional 
empires and the like, but just call it something different, indeed for me 
I'd personally prefer! a game which featured a new and different story to 
a game which just played like a copy of what I'd seen before.


Beware the grue!

Dark.

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Re: [Audyssey] The red herring of visual game recreation, was: MindCraft for the blind.

2014-01-01 Thread dark

Hi Charlse.

That is true, and I must admit I'd love to play something like final fantasy 
or dark souls myself, or to show people who haven't had the chance to play 
them the true fun that can be had metroid hunting on Planet Zeebs, however 
the problem is the fat cats and their stupid laws, and yes, the way 
copywrite is currently treated is stupid, indeed I think John Swift, 
generally held to be the originator of the modern concept of copywrite since 
gullivers' travels was ruthlessly plagerised would be quite appauled to see 
where things are at this point.


However there is another side to the coin. why should people be bound to 
characters and concepts reamed up by others rather than thinking up their 
own? Indeed in the world of independent games there are just as strong 
characters and concepts as in the world of mainstream games, since after all 
creative story writing isn't just the prerogative of big companies and that 
is one area where an ameter can do as well as a professional.


That is another reason why i'd love to see some creative story telling with 
game concepts, since that! doesn't require anything more than good 
imagination and writing, and at worst some actors and a narrator.


Beware the grue!

Dark. 



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Re: [Audyssey] The red herring of visual game recreation, was: MindCraft for the blind.

2014-01-01 Thread Charles Rivard
For the gamer who has been blind since birth who has never played a very 
popular game of even the early eighties, I'm all in favor of an audio 
remake.  I'm also in favor of new ideas.  To anyone who has never played 
chess, although the game has been around for centuries, it is a new 
experience, so I disagree with anyone who refuses to play a game that they 
consider as old.  I have heard this thought voiced on this list by some 
gamers, and they are only shooting themselves in the foot by ignoring games 
that would be new to them, even though they have been around the sighted 
gaming community for ages.  I'm not saying that your are one of those, 
though.


And I still refuse to beware the Grue!

---
Be positive!  When it comes to being defeated, if you think you're finished, 
you! really! are! finished!
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 01, 2014 2:20 PM
Subject: Re: [Audyssey] The red herring of visual game recreation,was: 
MindCraft for the blind.




Hi Charlse.

That is true, and I must admit I'd love to play something like final 
fantasy or dark souls myself, or to show people who haven't had the chance 
to play them the true fun that can be had metroid hunting on Planet Zeebs, 
however the problem is the fat cats and their stupid laws, and yes, the 
way copywrite is currently treated is stupid, indeed I think John Swift, 
generally held to be the originator of the modern concept of copywrite 
since gullivers' travels was ruthlessly plagerised would be quite appauled 
to see where things are at this point.


However there is another side to the coin. why should people be bound to 
characters and concepts reamed up by others rather than thinking up their 
own? Indeed in the world of independent games there are just as strong 
characters and concepts as in the world of mainstream games, since after 
all creative story writing isn't just the prerogative of big companies and 
that is one area where an ameter can do as well as a professional.


That is another reason why i'd love to see some creative story telling 
with game concepts, since that! doesn't require anything more than good 
imagination and writing, and at worst some actors and a narrator.


Beware the grue!

Dark.

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[Audyssey] old Game status and Windows compatibility queries

2014-01-01 Thread Alvin Carthon Jr.
Hi list, 

It's AC. I was just doing some backing up of my new laptop files to my
external hard drive and ran across some old games that I saved a while ago. 

I want to know if they are able to be played on my new laptop running
Windows 8 64 bit. 

One of the games is named 3D, which I believe was done by RS Games. 
Another is the Accessible Games 8 pack from GamesForTheBlind.com. I believe
that's right. :)
It has 8 games like accessible battleship, Accessible free Cell, Simon, and
5 other games that came along with this package. 

I have other games, but I would have to look back through the folder to
recall them all. 
Some of them are text games.
The game folder is about 11 GB in size when last I checked. Lol 

Is there a way to find out the status of these old games and whether they
are abandonware, freeware, shareware, etc...? 

One more question, Is Sarah the Castle of Witchcraft and Wizardry able to be
played on Windows 8? 
If so, I still have my registration information. 

God bless you all, and have a grand, joy-filled, prosperous New Year! 

Alvin 



Do THIS before eating carbs #40;every time#41;
1 EASY tip to increase fat-burning, lower blood sugar  decrease fat storage
http://thirdpartyoffers.juno.com/TGL3141/52c3cbaa706754ba907afst04duc

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[Audyssey] Old Man Stanley

2014-01-01 Thread Draconis
Greetings gamers,

By far our most popular character over the years has been Old Man Stanley. He 
first appeared in the Sudwerks pinball table, where he was immortalized by the 
line, “What the hell’s this sissy drink?” Later, he was featured in the staring 
role of Old Man Stanley’s House in the Pinball Party Pack. He’s had cameos in 
Monkey Business, SilverDollar, and others.

We’d like to let you know that Old Man Stanley has joined Twitter, and you can 
follow him at the user name @old_man_stanley

You can also follow Draconis @DracoEnt if you’re not already doing so. We 
provide news, hints, and other tidbits via our Twitter account.

Happy New Year, and we look forward to exciting releases in 2014.


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[Audyssey] Game status and newer Windows compatibility

2014-01-01 Thread Alvin Carthon Jr.
Hi list, 

 

It's AC. I was just doing some backing up of my new laptop files to my
external hard drive and ran across some old games that I saved a while ago. 

 

I want to know if they are able to be played on my new laptop running
Windows 8 64 bit. 

 

One of the games is named 3D, which I believe was done by RS Games. 

Another is the Accessible Games 8 pack from GamesForTheBlind.com. I believe
that's right. :)

It has 8 games like accessible battleship, Accessible free Cell, Simon, and
5 other games that came along with this package. 

 

I have other games, but I would have to look back through the folder to
recall them all. 

Some of them are text games.

The game folder is about 11 GB in size when last I checked. Lol 

 

Is there a way to find out the status of these old games and whether they
are abandonware, freeware, shareware, etc...? 

 

One more question, Is Sarah the Castle of Witchcraft and Wizardry able to be
played on Windows 8? 

If so, I still have my registration information. 

 

God bless you all, and have a grand, joy-filled, prosperous New Year! 

 

Alvin 

 


How Cruise Lines Fill All Those Unsold Cabins?
#40;HINT: You will want to book a cruise after you read this...#41;
http://thirdpartyoffers.juno.com/TGL3141/52c35bf5e3d605bf511e4st03duc
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Re: [Audyssey] Old Man Stanley

2014-01-01 Thread Charles Rivard

Holy crap!

---
Be positive!  When it comes to being defeated, if you think you're finished, 
you! really! are! finished!
- Original Message - 
From: Draconis i...@dracoent.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 01, 2014 3:36 PM
Subject: [Audyssey] Old Man Stanley


Greetings gamers,

By far our most popular character over the years has been Old Man Stanley. 
He first appeared in the Sudwerks pinball table, where he was immortalized 
by the line, “What the hell’s this sissy drink?” Later, he was featured in 
the staring role of Old Man Stanley’s House in the Pinball Party Pack. He’s 
had cameos in Monkey Business, SilverDollar, and others.


We’d like to let you know that Old Man Stanley has joined Twitter, and you 
can follow him at the user name @old_man_stanley


You can also follow Draconis @DracoEnt if you’re not already doing so. We 
provide news, hints, and other tidbits via our Twitter account.


Happy New Year, and we look forward to exciting releases in 2014.


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Re: [Audyssey] old Game status and Windows compatibility queries

2014-01-01 Thread Thomas Ward
Hi Alvin:

You can definitely play Sarah on Windows 8 provided that you install
the missing Visual Basic 6 dependencies, and I tend to install games
like that locally in my User directory rather than in Program Files
(x86). The reason is that User Account control does not allow games
and other programs to save files directly to c:\Program Files
(x86)\Some Directory, but if you install it locally to your home
directory it will allow the game to operate correctly.

For example, my home directory is c:\Users\Thomas. I would install
Sarah to c:\Users\Thomas\Games\Sarah and I have no problems with User
Account control blocking any features of the game.

As far as the games from Games For the Blind to be honest I have never
tried them on Windows 8. Although, I did try them a while back on
Windows 7 64-bit and never got them to work. I suspect they won't work
on Windows 8, but as I said I never really had any interest in making
them work.. There are better games out there than those.

Cheers!


On 1/1/14, Alvin Carthon Jr. acart...@juno.com wrote:
 Hi list,

 It's AC. I was just doing some backing up of my new laptop files to my
 external hard drive and ran across some old games that I saved a while ago.


 I want to know if they are able to be played on my new laptop running
 Windows 8 64 bit.

 One of the games is named 3D, which I believe was done by RS Games.
 Another is the Accessible Games 8 pack from GamesForTheBlind.com. I believe
 that's right. :)
 It has 8 games like accessible battleship, Accessible free Cell, Simon, and
 5 other games that came along with this package.

 I have other games, but I would have to look back through the folder to
 recall them all.
 Some of them are text games.
 The game folder is about 11 GB in size when last I checked. Lol

 Is there a way to find out the status of these old games and whether they
 are abandonware, freeware, shareware, etc...?

 One more question, Is Sarah the Castle of Witchcraft and Wizardry able to
 be
 played on Windows 8?
 If so, I still have my registration information.

 God bless you all, and have a grand, joy-filled, prosperous New Year!

 Alvin

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Re: [Audyssey] MindCraft for the blind.

2014-01-01 Thread Thomas Ward
Hi Dark:

That is true. Our prices for audio games are more or less what one
would pay for an average indie developed game for PC or Mac. However,
that is sort of missing the point.

The basic point was compared to a lot of mainstream games, by that big
name games for console and PC, our games are over all cheaper than
most. Plus indie games tend to be less complex, less in depth, in some
ways to big name console games. I suppose one reason console games are
so expensive is you are also paying for the physical media such as the
DV D or blue ray disk it is burned on, and a printed manual which
jacks up the price. Most indie games are sold online and are
downloadable which cuts out the cost for physical media and printed
manuals thus cutting costs.

Cheers!


On 1/1/14, dark d...@xgam.org wrote:
 Hi Tom.

 While I agree mainstream console or pc games are much more expensive, at the

 same time audio games are actually about average for indi developed stuff at

 least on pc.

 Look at the smugglers games for 25 usd as an example, and for simpler arcade

 titles the price is far less, especialy for games without complex graphics
 or sound.

 I don't myself find audio game prices unreasonable, but equally as with lots

 of things I don't think mainstream comparisons to games that are sold in
 shops with tax and markup are reasonable either.

 Beware the grue!

 Dark.

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Re: [Audyssey] Old Man Stanley

2014-01-01 Thread simon dowling
hi there what about the topgun bugs i and everyone else reported to
you ages ago? are these ever gonna be fixed or not.

On 01/01/2014, Draconis i...@dracoent.com wrote:
 Greetings gamers,

 By far our most popular character over the years has been Old Man Stanley.
 He first appeared in the Sudwerks pinball table, where he was immortalized
 by the line, “What the hell’s this sissy drink?” Later, he was featured in
 the staring role of Old Man Stanley’s House in the Pinball Party Pack. He’s
 had cameos in Monkey Business, SilverDollar, and others.

 We’d like to let you know that Old Man Stanley has joined Twitter, and you
 can follow him at the user name @old_man_stanley

 You can also follow Draconis @DracoEnt if you’re not already doing so. We
 provide news, hints, and other tidbits via our Twitter account.

 Happy New Year, and we look forward to exciting releases in 2014.


 ---
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Re: [Audyssey] MindCraft for the blind.

2014-01-01 Thread Thomas Ward
Hi Dallas:

That is quite true. the majority of accessible games aren't on par
with mainstream games, and those that are tend to be on par with
mainstream games 20 to 30 years ago. Certainly not on par with
anything more recent.

What you say about random levels etc is also true. What makes audio
games so uninteresting, lacks replay value, is even a relatively good
game like Shades of Doom or Tank Commander are too static. Once you
know your way around the levels, have beaten the game once or twice,
it looses its replay value. Where as if a game had random mazes,
random levels, it would have unlimited replay value because in some
sense it would be a new game each and every time for the player.

Plus as you pointed out a number of mainstream game developers even
indie developers make money off of selling game packs. Unfortunately,
as happens all to often in the audio games community game x is
released and besides minor updates like bug fixes there aren't any new
levels, extra weapons, or anything else to really continue interest in
said game. It is just what you see is what you get.

The only developer that has tried something like this is Draconis.
They had Pinball Extreme, and then the Pinball Extreme Party Pack. I
think they could have done more with that idea, and maybe they will.
However, we frankly need more games that can be expanded and have
add-ons the way Pinball Extreme did. Many mainstream games such as
Minecraft are in constant development and there is new content coming
out all the time. I don't see why we can't do so with audio games too
since it is easier to create an add-on than an entirely new game from
scratch.

Cheers!

On 1/1/14, Dallas O'Brien dallas.r.obr...@gmail.com wrote:
 ahh yes, but we are forgetting one thing here. I am sorry to the devs
 out there, but most games we have, are no! where, near, main stream.
 it's just a fact. so yes, we pay about what sighted people do. but the
 replay ability of a game they buy, tends to be miles higher. how ever,
 as has already been stated, the audio game creators, are making games
 for a limited market. I think this is why audio games on iPhone have
 taken off, partly because it's not just us that play them. so the
 market is larger. so a 5 dollar purchase for their games, may seem
 like a relatively low amount to us, but the amount of purchases they
 get, makes that price quite effective.

 now, as for an example given earlier, lets take tank commander. you
 say this is nearly main stream? I say, not even close. I mean, just 7
 or 8 levels? most tank games you get out there, even for free! have
 like, thousands of levels. let alone the fact that the games are
 fairly graphically intense, they have huge replay ability, because of
 random map creation, random things happening, and so on. so in stead
 of having level 1 being one map, and you know it all the time, you
 might start the game, and yes, you'd be on level 1, but the map would
 be different every time. small things like that, make things far more
 interesting, and replayable. having the same map over and over, makes
 it way too easy for people to know exactly how to get through that
 level. makes it more interesting if there is some kind of randomness
 to  it. sure, make it so that you start on the south side, and you
 have to make it to the north side somewhere to level up, ... but other
 then that, the map in between is random, and you really don't know
 what you will be coming up against. so in stead of full speed ahead,
 you'd have to be more careful, and investigate the area you are
 working through.
 so on and so forth. there are many reasons why things like tank
 commander and other such games, are not replayable past a certain
 point. and of course, the other options for game devs, is to bring out
 a game at  a nice low price, and yes, you'd be able to play it, and
 it's a full game in and of itself, but perhaps they could sell packs
 that add functions to it, or adds new weapons / enemies, and so on.
 and perhaps each pack would only cost maybe 5 bucks. lets say the game
 also costs 5 bucks. if those packs add new functions, I'd be buying
 the packs. now lets say I have had tank commander for a year. well? so
 what. I've already beat it, and it's useless to me. now lets say that
 David came out with a pack, an add-on, that would add another 50
 levels. or new weapons to my tank. new enemies I have to fight, random
 effects happening to my tank to bring me to a standstill while I
 repair it, ... so on. that would drastically increase the replay
 ability of the game. right now, tank commander is useless to me, as I
 have completed it.
 and, mind you, it took me all of 3 days to complete. so, was the price
 really worth it? not really. but that's what we have to deal with at
 the moment. and it really doesn't have to be that way. even if we
 don't quite work the same way as mainstream, games shouldn't have just
 a few levels, and that's it. specially when the price is up over 

Re: [Audyssey] MindCraft for the blind.

2014-01-01 Thread Shaun Everiss

Well I only get on average of 2 games a year maybe 3 and not often.
I got tdv and entumbed, at that time 40 bucks for entombed was at 
least 60 and tdv about the same with the taxes and stuff when it came 
it  ended up as at least 75 dollars each.

I don't have that kind of cash.
I struggle to upgrade my equipment only doing so when I need to.
Some of it is funded, some of it is from presents.
Some of the stuff I get is from departed family members.
But its never secure.
Family incomes change and I may not be as free as I once was.
I doubt vary much that I will be able to replace this new win7/8 box vary soon.
and if I do it may be the last thing I do actually replace so I have 
to be carefull.


At 08:50 a.m. 1/01/2014, you wrote:

Hi Dallas:

That's definitely a good point. Since the majority of blind gamers are
on fixed incomes like SSI, SSDI, and similar government disability
incomes they don't want to spend a great deal of money on audio games.
That's understandable, but it is also crippling when it comes to
producing top notch games for the blind.

Asking about $50 for a really good audio game isn't out of line
considering the amount of work that goes into a game like Call of Duty
or Minecraft not to mention the sounds, music, and voice acting is
also fairly expensive too.  The problem weather the game is worth that
or not I am guessing most blind gamers won't pay it. They'd rather
quibble about the price or will outright pirate the game because it is
always easier to steel someone's hard work than it is to pay the
developer what he or she is owed for producing that high quality game.

What they don't realize or particularly consider is that if they truly
want a Call of Duty game or something like Minecraft they are going to
have to be willing to pay a bit more than they do now to have such a
game created. Not just for the developer's time and energy, which
would be considerable, but sound libraries, the game's musical score,
and voice acting aren't cheap either. Some people might get by using
volunteer work, but in my opinion that is sort of hit and miss and
unreliable. Volunteer work for sounds, music, and voice acting is
probably alright for a low budget game but for something truly
professionally done it requires the hire end professional work done by
experts who do that stuff for a living. However, if the money isn't in
it from the community then a developer isn't going to go that extra
mile to use top notch quality sounds, music, and acting which is
really a disservice to the game.

Cheers!


On 12/31/13, Dallas O'Brien dallas.r.obr...@gmail.com wrote:
 hi. it's not only  that Thomas, the question has to be begged. how
 much are people willing to pay for such games? i mean, if they think
 they are cheap in the sighted world, think again. call of duty, every
 time a new one comes out, is like, 50 bucks. or more. lol. so i mean,
 at the least, you'd have to charge 50 to 100 for such a game, to even
 begin to pay yourself back for all the work you do alone. now
 personally, if you were to make such a game, like minecraft, or
 something similar, or perhaps call of duty, i'd lay down 50 bucks for
 it. no problems.  as long as it's high quality, and has huge
 replayability, i'd go for it for sure. but most people in the blind
 community won't pay that much. hell, they quibble over 10 bucks for a
 game on iOS. lol. so what do you imagine they'd do if you suddenly
 came out with, oh, i have a new game guys. .. by the way, that'll be
 50 dollars, please. lol. they'd shy away from that to be sure. so from
 that point of view alone, let alone the facter of much fewer, gamers
 in the audio games community to create for, puts a damper on major
 game creation. not that i am saying don't do such a thing, but i can
 see where it's hard for you guys. you have to live, after all. that
 tends to cost money, and lots of it. specially these days. lol.
 Dallas

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Re: [Audyssey] The red herring of visual game recreation, was: MindCraft for the blind.

2014-01-01 Thread shaun everiss

I agree.
To be honest since they have not been played I do feel that some of 
the retro games that were played by sighted should  try to have as 
retro a feel as they can.

a remake is good but then its a remake.
Even if there was a free crappy retro that came with the remake or 
whatever I wouldn't mind.

We started with text then we went straight to the sound card basically.
I have never played that many games that used the pc speaker my self.

At 04:22 PM 1/1/2014, you wrote:
One thing that attracted me to Montezuma's Revenge, originally begun 
by James North, was the hope of playing what sighted gamers had 
played, in an audio version.  It didn't work out as originally 
planned, but I'm still glad that Thomas Ward took over the 
project.  Some people wouldn't want audioized, is that a word?, 
renditions of games for the sighted, but I would like them.  The 
main roadblock, or at least one of them, is copyright.


---
Be positive!  When it comes to being defeated, if you think you're 
finished, you! really! are! finished!
- Original Message - From: Christopher Bartlett 
atouchofrevere...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, December 31, 2013 8:44 PM
Subject: Re: [Audyssey] The red herring of visual game 
recreation,was: MindCraft for the blind.




Good response, exactly the sort of push back I wanted to get from my strong
premise.

I wasn't aware of Chee's premise; interesting and it makes sense given the
nature of the game.

I would agree with you that we should be seeking the actual heart of a given
genre of games rather than seeking to specifically copy a particular game's
features.  But there is a large and vocal subset of our community that
remembers playing video games and/or has found work-arounds to play these
games without vision who advocate the creation of audio translations of
these experiences, rather than seeking to extract the central part of
playing those games, i.e. forcing the player to make particular choices at a
particular time scale that have effects on the game world.  There have been
times when I would have thought, based on the list and other for a that we
wanted our developers to recreate Call of Duty, rather than finding the
choices and time scale at the heart of that game and creating something that
preserves those factors while working with the UI limitations that we have.
I wanted to point out the limitations of that view.

It's true that we've seen some beginnings along these lines.  Aprone has put
forward games that represent experimental forays into the FPS and resource
allocation sort of games with Swamp and Castaways.  Time of Conflict is also
headed this direction to some extent and provides some neat concepts for
managing massive amounts of information that make larger military
simulations possible.  We have the beginnings of good vehicle combat games
in GMA Tank Commander, Lone Wolf and I suppose 3D Velocity, though that one
never caught my interest, even though I have actually flown aircraft and
would love a good pilot sim.  I'd like to see efforts of this sort continue,
with an emphasis on solving the problems of conveying the experience
abstraction rather than fussing over details of making this or that game
conform more to a mainstream paradigm.  For the reasons I discussed, I do
think that seeking to replicate the visual detail in an audio form has
limitations imposed by physiology.  Now, I think it entirely possible that
one could create an artificial audio environment that translated visual cues
into some kind of audio symbology that, given sufficient training, one could
learn to use in ways much more akin to vision than normal representational
hearing, and perhaps that's a path to follow in game development, as well as
orientation, mobility or other tasks currently closed to those with
nonfunctional vision.  I certainly don't have the cognitive science,
hardware engineering or marketing chops to bring such devices or systems to
a marketable product, but I'd surely love to be in on designing a sound
scheme and experimenting to see how far one could take it.

But I digress, as I suspect that most people wouldn't be willing to spend
tens or hundreds of hours rewiring their brains to process audio in a more
visual fashion, especially for a game.

I'm hoping some game devs will chime in here.

Chris Bartlett

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
Sent: Tuesday, December 31, 2013 6:58 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] The red herring of visual game recreation, was:
MindCraft for the blind.

Hi Chris.

This was an interesting discussion to read, and I agree in part, it is
trivially true that if all human sensoary input or even the approximation of

those senses were equally functional via sound as opposed to vision,
blindness would be not be a disability.

However, I disagree that attempting to represent information and game
concepts is a 

Re: [Audyssey] Old Man Stanley

2014-01-01 Thread Draconis
Hello Simon,

We are not aware of any outstanding issues for Topgun right now, although if 
they were reported long ago, it is possible that we were unable to reproduce 
them.

Our efforts right now, as we have stated numerous times, are to both release 
new titles and rewrite our old titles with the new game engine. This would fix 
incompatibilities going forward and ensure their longevity. Any issues you may 
be encountering in current versions are unlikely to persist across the rewrites.

Hope this answers your question.

Draconis Entertainment
“…feel the power…wield the magic…
http://DraconisEntertainment.com
http://twitter.com/DracoEnt



On Jan 1, 2014, at 7:22 PM, simon dowling simod...@googlemail.com wrote:

 hi there what about the topgun bugs i and everyone else reported to
 you ages ago? are these ever gonna be fixed or not.
 
 On 01/01/2014, Draconis i...@dracoent.com wrote:
 Greetings gamers,
 
 By far our most popular character over the years has been Old Man Stanley.
 He first appeared in the Sudwerks pinball table, where he was immortalized
 by the line, “What the hell’s this sissy drink?” Later, he was featured in
 the staring role of Old Man Stanley’s House in the Pinball Party Pack. He’s
 had cameos in Monkey Business, SilverDollar, and others.
 
 We’d like to let you know that Old Man Stanley has joined Twitter, and you
 can follow him at the user name @old_man_stanley
 
 You can also follow Draconis @DracoEnt if you’re not already doing so. We
 provide news, hints, and other tidbits via our Twitter account.
 
 Happy New Year, and we look forward to exciting releases in 2014.
 
 
 ---
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Re: [Audyssey] The red herring of visual game recreation, was: MindCraft for the blind.

2014-01-01 Thread Thomas Ward
Hi Shaun:

Well, I don't know about that. Rewriting a retro game is fine, but I
don't necessarily agree with going to the extreme of trying to make
everything as retro as possible. Technology has drastically improved
to the point we have better graphics, better sounds, better music, and
so on. Improving those elements in a retro remake of an old classic
would only enhance the game not detract from it.

To give you an example in the original Montezuma's Revenge when Panama
Joe walked or ran it made a boop, boop, boop sound which really
doesn't convey any information to the player at all as to what he is
walking on. In the Alchemy/USA Games version we used realistic sounds
for dirt, ladders, ledges, sand, etc to convey to the gamer exactly
the type of surface being walked on. So that is one of many examples
where going too retro is actually a pretty major detraction from the
remake.

As for the PC speaker you aren't missing much. I played a number of
Dos games when I was sighted that used the PC  speaker, and
comparatively speaking it was nothing to write home about. Most of the
sounds were beeps, boops, and bleeps. In short, not very realistic at
all, and pretty inaccessible from a blindness perspective.

Cheers!

On 1/1/14, shaun everiss sm.ever...@gmail.com wrote:
 I agree.
 To be honest since they have not been played I do feel that some of
 the retro games that were played by sighted should  try to have as
 retro a feel as they can.
 a remake is good but then its a remake.
 Even if there was a free crappy retro that came with the remake or
 whatever I wouldn't mind.
 We started with text then we went straight to the sound card basically.
 I have never played that many games that used the pc speaker my self.

---
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Re: [Audyssey] MindCraft for the blind.

2014-01-01 Thread Dallas O'Brien
well, shaun, i'm afraid then, you may have to go without games. i
mean, what's more important. living, or gaming. lol. i know a lot of
sighted people who game, and that can't always afford the new game
that has just come out, and have to go without, untill it's either
gifted to them, or has come down in price.
the blind community is just way too used to the idea that they, as a
low income group, should be getting ?X, Y, Z, program / game for
cheap, or for free. sorry, but we are hardly the only ones on a low
income. i am on a low income. and i have managed to once again, pay
for flights over to england. so, it's possible. you just need to save
up, or learn to go without things untill you can afford them.
Dallas


On 01/01/2014, Shaun Everiss sm.ever...@gmail.com wrote:
 Well I only get on average of 2 games a year maybe 3 and not often.
 I got tdv and entumbed, at that time 40 bucks for entombed was at
 least 60 and tdv about the same with the taxes and stuff when it came
 it  ended up as at least 75 dollars each.
 I don't have that kind of cash.
 I struggle to upgrade my equipment only doing so when I need to.
 Some of it is funded, some of it is from presents.
 Some of the stuff I get is from departed family members.
 But its never secure.
 Family incomes change and I may not be as free as I once was.
 I doubt vary much that I will be able to replace this new win7/8 box vary
 soon.
 and if I do it may be the last thing I do actually replace so I have
 to be carefull.

 At 08:50 a.m. 1/01/2014, you wrote:
Hi Dallas:

That's definitely a good point. Since the majority of blind gamers are
on fixed incomes like SSI, SSDI, and similar government disability
incomes they don't want to spend a great deal of money on audio games.
That's understandable, but it is also crippling when it comes to
producing top notch games for the blind.

Asking about $50 for a really good audio game isn't out of line
considering the amount of work that goes into a game like Call of Duty
or Minecraft not to mention the sounds, music, and voice acting is
also fairly expensive too.  The problem weather the game is worth that
or not I am guessing most blind gamers won't pay it. They'd rather
quibble about the price or will outright pirate the game because it is
always easier to steel someone's hard work than it is to pay the
developer what he or she is owed for producing that high quality game.

What they don't realize or particularly consider is that if they truly
want a Call of Duty game or something like Minecraft they are going to
have to be willing to pay a bit more than they do now to have such a
game created. Not just for the developer's time and energy, which
would be considerable, but sound libraries, the game's musical score,
and voice acting aren't cheap either. Some people might get by using
volunteer work, but in my opinion that is sort of hit and miss and
unreliable. Volunteer work for sounds, music, and voice acting is
probably alright for a low budget game but for something truly
professionally done it requires the hire end professional work done by
experts who do that stuff for a living. However, if the money isn't in
it from the community then a developer isn't going to go that extra
mile to use top notch quality sounds, music, and acting which is
really a disservice to the game.

Cheers!


On 12/31/13, Dallas O'Brien dallas.r.obr...@gmail.com wrote:
  hi. it's not only  that Thomas, the question has to be begged. how
  much are people willing to pay for such games? i mean, if they think
  they are cheap in the sighted world, think again. call of duty, every
  time a new one comes out, is like, 50 bucks. or more. lol. so i mean,
  at the least, you'd have to charge 50 to 100 for such a game, to even
  begin to pay yourself back for all the work you do alone. now
  personally, if you were to make such a game, like minecraft, or
  something similar, or perhaps call of duty, i'd lay down 50 bucks for
  it. no problems.  as long as it's high quality, and has huge
  replayability, i'd go for it for sure. but most people in the blind
  community won't pay that much. hell, they quibble over 10 bucks for a
  game on iOS. lol. so what do you imagine they'd do if you suddenly
  came out with, oh, i have a new game guys. .. by the way, that'll be
  50 dollars, please. lol. they'd shy away from that to be sure. so from
  that point of view alone, let alone the facter of much fewer, gamers
  in the audio games community to create for, puts a damper on major
  game creation. not that i am saying don't do such a thing, but i can
  see where it's hard for you guys. you have to live, after all. that
  tends to cost money, and lots of it. specially these days. lol.
  Dallas

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All messages 

Re: [Audyssey] The red herring of visual game recreation, was: MindCraft for the blind.

2014-01-01 Thread dark

Hi charlse.

As you imagine I do agree just because a game is old doesn't mean it can't 
be fun, and accessible computer games have introduced me to several games 
I'd not played before which have been around for a long time such as 
backgammon, eucre or spades toname a few.



The issue for me however is that many computer games aren't as elemental as 
say backgammon, and  don't require their names and concepts to work, or even 
the level design.


For example, lets say I made an audio game about someone hunting aliens on a 
mazelike alien planet, collecting different weapons which gave them access 
to different parts of the game. I wouldn't have! to call it metroid, or use 
Samus, ridly or other metroid characters. yes, I freely agree that having 
audio gamers  introduced to the world of metroid would be awsome and I'd 
support any project, but given that nintendo would stamp on such a remake 
(they have with even indi games in the past), I don't really see the need at 
this point, particularly since it would be possible to take the gameplay 
elements that made metroid special and do them with different characters.


In one sense this could also be to audio games advantage, since if not using 
traditional weapons for metroid, it would be possible to use weaponry and 
concepts that took advantage of audio medium.


For instance, lets say you could find an item which would create a different 
stepping sound when you encountered a section of floor which you could jump 
up and shoot through to get to new areas below you. metroid never had such a 
device, indeed the closest thing it had, the x ray scope was pretty useless, 
but an audio game set in a similar space environment could use the audio 
information there to create some different puzzles and require the player to 
do things like make sure she/he steps on every ledge in the room and walks 
across to check there isn't a secret passage there.


that would be absolutely true to the style of metroid, where hunting 
carefully for secrets made a huage part of the game, but would employ sound 
to do so in a unique way.


As I said I'm certainly not against audio remakes, but I would love to see 
an audio game developer use game concepts and think up their own setting, 
similarly to the way Draconis created dynaman by having packman in a 
slightly different setting with different shaped grids and an electricity 
theme, and also use the audio for things like scanning for electrons.


Indeed, Packman is a great example since we have both an audio remake in the 
form of packman talks which is pretty faithful to the original (though imho 
more fun in first person), and an enhanced game with similar concepts but 
different gameplay and basic characters.


Beware the grue!

Dark. 



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Re: [Audyssey] The red herring of visual game recreation, was: MindCraft for the blind.

2014-01-01 Thread Bryan Peterson
Exactly Dark. We'd be unlikely to get away with making a straight Metroid 
title in audio, which was why a few years back I was and amd still am toying 
with the idea of a game in the style of Metroid but with an original story 
and character. The trouble might be in finding someone familiar enoug with 
the atmospheric music of the Metroid series who could compose a score with a 
similar feel.




They're coming to take me away, ha-haaa!
-Original Message- 
From: dark

Sent: Wednesday, January 01, 2014 6:27 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] The red herring of visual game recreation,was: 
MindCraft for the blind.


Hi charlse.

As you imagine I do agree just because a game is old doesn't mean it can't
be fun, and accessible computer games have introduced me to several games
I'd not played before which have been around for a long time such as
backgammon, eucre or spades toname a few.


The issue for me however is that many computer games aren't as elemental as
say backgammon, and  don't require their names and concepts to work, or even
the level design.

For example, lets say I made an audio game about someone hunting aliens on a
mazelike alien planet, collecting different weapons which gave them access
to different parts of the game. I wouldn't have! to call it metroid, or use
Samus, ridly or other metroid characters. yes, I freely agree that having
audio gamers  introduced to the world of metroid would be awsome and I'd
support any project, but given that nintendo would stamp on such a remake
(they have with even indi games in the past), I don't really see the need at
this point, particularly since it would be possible to take the gameplay
elements that made metroid special and do them with different characters.

In one sense this could also be to audio games advantage, since if not using
traditional weapons for metroid, it would be possible to use weaponry and
concepts that took advantage of audio medium.

For instance, lets say you could find an item which would create a different
stepping sound when you encountered a section of floor which you could jump
up and shoot through to get to new areas below you. metroid never had such a
device, indeed the closest thing it had, the x ray scope was pretty useless,
but an audio game set in a similar space environment could use the audio
information there to create some different puzzles and require the player to
do things like make sure she/he steps on every ledge in the room and walks
across to check there isn't a secret passage there.

that would be absolutely true to the style of metroid, where hunting
carefully for secrets made a huage part of the game, but would employ sound
to do so in a unique way.

As I said I'm certainly not against audio remakes, but I would love to see
an audio game developer use game concepts and think up their own setting,
similarly to the way Draconis created dynaman by having packman in a
slightly different setting with different shaped grids and an electricity
theme, and also use the audio for things like scanning for electrons.

Indeed, Packman is a great example since we have both an audio remake in the
form of packman talks which is pretty faithful to the original (though imho
more fun in first person), and an enhanced game with similar concepts but
different gameplay and basic characters.

Beware the grue!

Dark.


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Re: [Audyssey] MindCraft for the blind.

2014-01-01 Thread dark

Hi Tom.

I agree that both addons and random content would be good, though Draconis 
isn't the only audio game developer who have tried this, look at Zero site 
and the addon for the game (an addon which actually adds randomly generating 
missions).


I will say however there is another serious factor in audio games which 
removes replay value.


There are mainstream games like super metroid  ormega man x that I have 
played innumerable times, know where every item is etc, yet I find I replay 
them far more than something like shades or Gma tank commander, and a game 
like Marrio brothers I am still! going back to occasionally just to see if I 
can  finish the levels I've not done yet.


When I ask myself what makes a game like marrio brothers more replayable 
than something like Shades, the answer I come up with is design mechanics.


One faq writer (brian sulpher, who's name gamefaqs devotees may recognize), 
once said of the game Donkey Kong  Country 2 on the snes something like 
even though I've been through this game hundreds of times, I find myself 
being surprised by enemies, needing to really practice to get past a boss or 
being taken by surprise (it's in his dkc2 faq if people want to check).


This to me is part of the appeal of mechanically well designed games, that 
they have a game engine nd mechanics which are like a sport or a musical 
instrument. They require the player not merely to learn and react to 
stimulai, but to train  her/his reflexes up to a point that the character 
movement and engine are mentally ingraned. This is one arguement I've heard 
from retro gamers as well, that games these days are easier because they 
require less split second judgement in the game.


Some audio games have of course come close to this sort of mechanic, 
particularly games like lone wolf or swamp, however many haven't.  though I 
regard Shades of doom as a completely well designed game, once you know 
where monsters are and can turn and attack them quickly your pretty much 
through. There is no need for example to adjust to the way your own 
character moves,to assess monster movements in different areas, or to allow 
weapon fire time to hit a given monster.


this is because fundamentally with the lack of information available in 
audio most of the games have worked on a stimulus response model, and also 
why most of the audio games I find myself replaying and being surprised by 
are not action titles but games like castaways, time of conflict or entombed 
that do not basically require the players reflexes.



Beware the grue!

Dark. 



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Re: [Audyssey] I fancy playing something new. Was Re: The red herring of visual game recreation, was: MindCraft for the blind.

2014-01-01 Thread shaun everiss

Well there will be at some point.
Though to take full advantage of them you will need to use windows 7 
or higher for full 3d effect and sound output.

look at the deathmatch thread in audiogames forum.
There is a zombie demo put out by reality game studios the group I am 
with that uses the fsl engine.
Though the games will all run on xp, all programs crash with a 
memmory error on exit and not all 3dfx  or sounds play.
I didn't know what I was missing till I went to my win7 unit and ran 
through things.

One thing to note though is the engine fsl is true 3d without 3d hardware.
So all sides echo and there is no way to stop it.
THat includes doors, enemies and environments.
Currently several games are in testing including deathmatch2, and 
another one that has not been released the title of which I don't 
think is online so I can't even say that.

However al games will now use fsl and pure basic that much I can say.
I can also tell you that the true 3d experience can be confusing, a 
lot of stuff have coordinates for each thing you will need to listen 
what you are told though.

If you liked dm1, then the newer games will really be good.
However deathmatch1 and deathmatch classic are really bad examples of 
what the games will be from now on.
If you can't afford anything else bar xp be aware you will miss 
sertain sounds when playing any fls games if there are enough of them.

At least I noticed that on my xp box.
the games will also crash on exit which does not happen on 7 and I am 
not sure if any resources should be spent on fixing either of those.
In a way I was quite happy that 3d in win7 if its done right can 
sound even better than the crappy direct sound experience on xp, 
though sod was quite good this is even better once you have got used 
to the echoy ness in the programs.

then again you may hate it.


At 05:37 AM 1/2/2014, you wrote:

Hi All,

I fancy trying a new game. Something with a lot of action. I sadly 
can't afford to buy any games, so are there any free ones with a lot 
of action in them? I love taking things apart.


Lindsay Cowell

-original message-
Subject: Re: [Audyssey] The red herring of visual game recreation, 
was: MindCraft for the blind.

From: Ian Reed supp...@blindaudiogames.com
Date: 01/01/2014 4:30 pm

Hi Dark,

I too dislike 1D side scrollers and after trying a few I was put off of
trying more.
Because of that I may not have a good concept of which games actually
stretch that boundary and become more 2D.

Fortunately I finally tried bokurano daiboukenn 3 yesterday and was
quite impressed.
It is a fully 2D platformer.
Your character is one space tall and can jump 3 spaces higher than himself.
The jumps seem somewhat analog since if you want to jump onto a high
ledge that has a gap underneath it you must make sure to move to the
right at the middle of your jump rather than right after you jump.

While I think it is still far more difficult than playing a mainstream
platformer with vision it does work reasonably well.
I think there are a few more improvements that could be made, but the
author has done a good job and any developer wanting to experiment in
this area should try BK3 first to see how the author has solved some of
the problems so they don't go re-inventing the wheel.

I know you're not excited about going through the setup required to play
Japanese games.
I was not either, which is why it took me 4 and a half months since
Bladestorm360's Guide to playing Japanese games and Clement Chou's
earlier guide before I finally got setup.

I ran into 2 hitches during setup which were quite frustrating.
The first was getting the Japanese keyboard installed because NVDA
reported a treeview item as a list view item and so I did not realize I
had to expand it to get down to the actual check box items.
You might not hit the same issue since we are running different versions
of Windows and different screen readers.
The second was because BK3 did not output to the clipboard by default
and I had to use control C to grab the Japanese text of the screen
before using instant translate to convert it to English.
Once I got BK3 copying it's output to the clipboard the process became
much more smooth.

I recommend finding some time to devote to getting through the Japanese
game setup process.

If you're not ready to do that yet then you should try a game called 2D
Platformer located here:
http://forum.audiogames.net/viewtopic.php?id=12126

2DP uses the English language and copies many of the game mechanics of BK3.
It is more of a game prototype at this stage though, demonstrating the
movement mechanics, where BK3 is a completed game with hazards, enemies,
items, gold coins, experience, character levels, and stat growth.
But for me it was a teaser to get me to finally setup to play Japanese
games.

Anyway, I still think platformers have lots of room for improvement, but
it is nice to see games stretching the bounds.

Ian Reed
Try my free games at http://BlindAudioGames.com


On 

Re: [Audyssey] MindCraft for the blind.

2014-01-01 Thread shaun everiss

dallas we are not mainstreamed though we are blind.
There is only so much that can be done with sound.
As for online I have never been that sort in fact there are friends I 
have that really hate the online side and don't have cash for extras.


At 08:40 AM 1/2/2014, you wrote:

ahh yes, but we are forgetting one thing here. I am sorry to the devs
out there, but most games we have, are no! where, near, main stream.
it's just a fact. so yes, we pay about what sighted people do. but the
replay ability of a game they buy, tends to be miles higher. how ever,
as has already been stated, the audio game creators, are making games
for a limited market. I think this is why audio games on iPhone have
taken off, partly because it's not just us that play them. so the
market is larger. so a 5 dollar purchase for their games, may seem
like a relatively low amount to us, but the amount of purchases they
get, makes that price quite effective.

now, as for an example given earlier, lets take tank commander. you
say this is nearly main stream? I say, not even close. I mean, just 7
or 8 levels? most tank games you get out there, even for free! have
like, thousands of levels. let alone the fact that the games are
fairly graphically intense, they have huge replay ability, because of
random map creation, random things happening, and so on. so in stead
of having level 1 being one map, and you know it all the time, you
might start the game, and yes, you'd be on level 1, but the map would
be different every time. small things like that, make things far more
interesting, and replayable. having the same map over and over, makes
it way too easy for people to know exactly how to get through that
level. makes it more interesting if there is some kind of randomness
to  it. sure, make it so that you start on the south side, and you
have to make it to the north side somewhere to level up, ... but other
then that, the map in between is random, and you really don't know
what you will be coming up against. so in stead of full speed ahead,
you'd have to be more careful, and investigate the area you are
working through.
so on and so forth. there are many reasons why things like tank
commander and other such games, are not replayable past a certain
point. and of course, the other options for game devs, is to bring out
a game at  a nice low price, and yes, you'd be able to play it, and
it's a full game in and of itself, but perhaps they could sell packs
that add functions to it, or adds new weapons / enemies, and so on.
and perhaps each pack would only cost maybe 5 bucks. lets say the game
also costs 5 bucks. if those packs add new functions, I'd be buying
the packs. now lets say I have had tank commander for a year. well? so
what. I've already beat it, and it's useless to me. now lets say that
David came out with a pack, an add-on, that would add another 50
levels. or new weapons to my tank. new enemies I have to fight, random
effects happening to my tank to bring me to a standstill while I
repair it, ... so on. that would drastically increase the replay
ability of the game. right now, tank commander is useless to me, as I
have completed it.
and, mind you, it took me all of 3 days to complete. so, was the price
really worth it? not really. but that's what we have to deal with at
the moment. and it really doesn't have to be that way. even if we
don't quite work the same way as mainstream, games shouldn't have just
a few levels, and that's it. specially when the price is up over 30
bucks. even TDV isn't outside my complaints. yes, it has a cool
mission mode. and don't get me wrong, they've done a fantastic job on
it. but, ... it's a single mission. once I've completed it, that will
be it. that function will be of less use to me. now, of course, they
are working on the online side of things, and that offers far greater
possibilities. and I think this will be the saving grace for TDV. the
online side. because, and I'm not joking here, sighted players have
been playing with, and against, their friends online, for over 15!
years! lol. it's time we caught up. playing against a computer is one
thing. it's mostly predictable. but playing against a human, is far
more interesting, and replayable.
I'm not saying that the devs out there aren't doing a good job with
what they are making. I'm simply saying, it's time to bring these
games up with the times, and at least provide online play. that solves
a lot of the problems when it comes to predictable maps, and computer
players.
and truthfully, online play is what I look for. not how many times can
I shoot x, y, z, computer player. that's, frankly, boring.
However, as Thomas has said, the biggest problem, is to make a really
good game, costs money. and most blind people will not pay such prices
for a game. and I'm afraid it has less to do with whether or not they
can afford it, it has more to do with, do they want to. I'd guess that
most players, could afford one or two games of such prices, if they
saved 

Re: [Audyssey] old Game status and Windows compatibility queries

2014-01-01 Thread shaun everiss

alvan 3d was part of the shoot da me series which I helped beta test.
I never ever managed to finnish it and to be honest rsgames seems to 
have abandoned desktop games for online games.

it will probably work but not sure.
the 8 pack may work if you have jims winkit installed but then again 
it may not.


At 09:02 PM 1/1/2014, you wrote:

Hi list,

It's AC. I was just doing some backing up of my new laptop files to my
external hard drive and ran across some old games that I saved a while ago.

I want to know if they are able to be played on my new laptop running
Windows 8 64 bit.

One of the games is named 3D, which I believe was done by RS Games.
Another is the Accessible Games 8 pack from GamesForTheBlind.com. I believe
that's right. :)
It has 8 games like accessible battleship, Accessible free Cell, Simon, and
5 other games that came along with this package.

I have other games, but I would have to look back through the folder to
recall them all.
Some of them are text games.
The game folder is about 11 GB in size when last I checked. Lol

Is there a way to find out the status of these old games and whether they
are abandonware, freeware, shareware, etc...?

One more question, Is Sarah the Castle of Witchcraft and Wizardry able to be
played on Windows 8?
If so, I still have my registration information.

God bless you all, and have a grand, joy-filled, prosperous New Year!

Alvin



Do THIS before eating carbs #40;every time#41;
1 EASY tip to increase fat-burning, lower blood sugar  decrease fat storage
http://thirdpartyoffers.juno.com/TGL3141/52c3cbaa706754ba907afst04duc

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Re: [Audyssey] Old Man Stanley

2014-01-01 Thread shaun everiss

oh man this sounds interesting.

At 10:36 AM 1/2/2014, you wrote:

Greetings gamers,

By far our most popular character over the years has been Old Man 
Stanley. He first appeared in the Sudwerks pinball table, where he 
was immortalized by the line, What the hell's this sissy drink? 
Later, he was featured in the staring role of Old Man Stanley's 
House in the Pinball Party Pack. He's had cameos in Monkey Business, 
SilverDollar, and others.


We'd like to let you know that Old Man Stanley has joined Twitter, 
and you can follow him at the user name @old_man_stanley


You can also follow Draconis @DracoEnt if you're not already doing 
so. We provide news, hints, and other tidbits via our Twitter account.


Happy New Year, and we look forward to exciting releases in 2014.


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Re: [Audyssey] old Game status and Windows compatibility queries

2014-01-01 Thread Thomas Ward
Hi Shaun:

As I mentioned in a prior post I have not been able to get the 8 pack
of games from Games for the Blind going on Windows 7 or later. Tonight
I ;located demos for those games, put them on my Windows 8.1 machine,
and could not get them to work at all. Not sure what the problem was
specifically, but I suspect they need some old activex components that
are not available on Windows 8, or said components are not 64-bit
compatible. Either way, problems like that are to be expected with
games written in visual Basic now that backwards compatibility is
somewhat hit or miss.

Cheers!


On 1/1/14, shaun everiss sm.ever...@gmail.com wrote:
 alvan 3d was part of the shoot da me series which I helped beta test.
 I never ever managed to finnish it and to be honest rsgames seems to
 have abandoned desktop games for online games.
 it will probably work but not sure.
 the 8 pack may work if you have jims winkit installed but then again
 it may not.

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Re: [Audyssey] MindCraft for the blind.

2014-01-01 Thread Thomas Ward
Hi Dark:

To be honest I have never tried Zero Site, but I take your point. I
guess others have tried creating random levels/missions, and of course
a number of accessible games do have add-ons of one kind or another.
Lone Wolf has about a hundred extra missions besides those that ship
with the game, Rail Racer had a track editor and various user created
tracks, and of course Top Speed had a number of user created add-ons
as well.

However, you are right. A lot of replay value and challenge comes from
good design mechanics. That's precisely where a lot of audio game
developers are very weak. Most of them are very amateur programmers at
best, and even worse many of them have never played a mainstream game
themselves so have no idea how to compare their work to a game like
Super Metroid or Megaman. They just don't have the prerequisite
experience to judge such a thing themselves.

Even for those of us who have played such games aren't necessarily
able to come up with some design mechanics as good as those in some
mainstream games. I am not saying it can't be done, it certainly can,
only that I have a college education, took classes on computer
programming, but I was never given a crash course in designing game
mechanics. I've read some game programming books, of course, but those
examples were simple examples to illustrate a point rather than to
educate the new programmer how to truly get the same design mechanics
of Mario Brothers, Megaman, Metroid, or any other classic game. I
guess it is left up to the developer to figure that out on his or her
own.

The point I'm getting at here is a educational one. There are plenty
of people willing to make audio games, and although they try they just
don't know enough to create a game as good as some other mainstream
games you find more challenging and more competitive. Not sure what
the answer is, but I think that is a fair assessment of the problem.

On 1/1/14, dark d...@xgam.org wrote:
 Hi Tom.

 I agree that both addons and random content would be good, though Draconis
 isn't the only audio game developer who have tried this, look at Zero site
 and the addon for the game (an addon which actually adds randomly generating

 missions).

 I will say however there is another serious factor in audio games which
 removes replay value.

 There are mainstream games like super metroid  ormega man x that I have
 played innumerable times, know where every item is etc, yet I find I replay

 them far more than something like shades or Gma tank commander, and a game
 like Marrio brothers I am still! going back to occasionally just to see if I

 can  finish the levels I've not done yet.

 When I ask myself what makes a game like marrio brothers more replayable
 than something like Shades, the answer I come up with is design mechanics.

 One faq writer (brian sulpher, who's name gamefaqs devotees may recognize),

 once said of the game Donkey Kong  Country 2 on the snes something like
 even though I've been through this game hundreds of times, I find myself
 being surprised by enemies, needing to really practice to get past a boss or

 being taken by surprise (it's in his dkc2 faq if people want to check).

 This to me is part of the appeal of mechanically well designed games, that
 they have a game engine nd mechanics which are like a sport or a musical
 instrument. They require the player not merely to learn and react to
 stimulai, but to train  her/his reflexes up to a point that the character
 movement and engine are mentally ingraned. This is one arguement I've heard

 from retro gamers as well, that games these days are easier because they
 require less split second judgement in the game.

 Some audio games have of course come close to this sort of mechanic,
 particularly games like lone wolf or swamp, however many haven't.  though I

 regard Shades of doom as a completely well designed game, once you know
 where monsters are and can turn and attack them quickly your pretty much
 through. There is no need for example to adjust to the way your own
 character moves,to assess monster movements in different areas, or to allow

 weapon fire time to hit a given monster.

 this is because fundamentally with the lack of information available in
 audio most of the games have worked on a stimulus response model, and also
 why most of the audio games I find myself replaying and being surprised by
 are not action titles but games like castaways, time of conflict or entombed

 that do not basically require the players reflexes.


 Beware the grue!

 Dark.

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