Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-15 Thread Cara Quinn
Hi Thomas,

Unfortunately for the view you are expressing here, the universal criteria is 
precisely the aspect you seem to be dismissing.

I.E. the crowd itself is expressing the universality of what represents a 
'good' audio game.

It may not be what I like, it may not be what you like, but it absolutely is 
what the crowd decides is a 'good' game.

Put way more simply, which games are popular? The popular games are good games 
if a good game needs to be one which has mass appeal.

I think most of us would agree that regardless of what we ourselves, like, that 
how 'good' a game is depends on how many people play it and how long it remains 
popular. These tend to be good indicators of games.

This supports the idea that (whether we like it or not) good games tend to be a 
bit on the simpler side and are games which can be picked up and put down again 
without a whole lot of thought.

If we desire a finer point on this, then we must ask a better question. 
However, trying to target a question simply because it is more in line with 
one's own personal views sacrifices the quality of the crowd sourcing. So in 
essence, we lose the objectivity when that is precisely what we are trying to 
achieve.

So basically, in order to get a more precise result, we must nurture precise 
objectivity and let that take us where we want to go, whether or not that is 
where we ourselves feel that the correct answer is. Because, as I mentioned to 
Dark, whether any of us likes it or not, the world is running this way. People 
behave this way.

Now make no mistake here, I am not personally making value judgements on what I 
think is right or wrong. I am merely saying that for certain data such as the 
quality of a game, the objective direction people seem to want is already here. 
We are in it right now. It is this community itself and the messages we are 
reading and agreeing or disagreeing with. This is the best real indicator of 
what really is 'good' or 'bad' in this community.

Watching it happen is valuable…

Thanks Thomas, for such a great note!

Smiles,

Cara :)
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On May 14, 2014, at 9:58 PM, Thomas Ward thomasward1...@gmail.com wrote:

Hi Dark,

Agreed. There has to be some basis, some universal criteria, in which
a good game is based upon otherwise everyone's opinion right, wrong,
and otherwise is equally valid. We know that not to be true because
some games do very well and others don't. therefore it would be
helpful to study what features, what designs, have traditionally made
a game successful otherwise games will not improve, not get better,
and will only be no better or worse than the developer's personal
opinion of the game. Eventually games would just stagnate, never
evolve, because one person's opinion is as good as the next.

However, we know one opinion is not as good as the next. Having more
than one opinion of what makes a game good is what causes innovation,
creativity, and eventually competition. We need look no further than
our own audio games community to see that in action.

Back in the late 90's and early 2000's there were a number of audio
game developers who were creating games based on Space Invaders. All
were slightly different and unique. We had ESP's Alien Outback, BSC's
Troopanum, PB Games' Dark Destroyer, and so on. What's so interesting
about those games is how they are all different, and that in various
ways ESP and BSC did a lot to innovate and add features to their games
that made them unique such as the robot landers in Alien Outback or
the moon rocks in Troopanum 2. Each had an idea they thought was a
good idea, and those ideas set them apart from one another.

Likewise my game Mysteries of the Ancients is fairly different from
say Q9 and Super Liam. The big difference is I wanted to base the game
more on a true 2d platformer similar to what was available for the NES
and Super NES and incorporates a lot of 2d movement such as climbing
ropes, ladders, jumping off of high ledges, and so forth. Back when
the game was in public testing it was well received by the audio games
community probably because I was not simply satisfied with the
simplistic 1d format used by other accessible side-scrollers.
Therefore having a full 2d game world turned out to be a good game
design.

Point being, one idea is not as good as another and there are likely
some universal concepts that make a game good or better than another
game of a similar type. Certainly specific characteristics will very
from person to person, but there is some basis from which they base
their opinions on that is  the key to a successful game. Its up to a
developer to figure out what people base their opinions of a good game
on in order to make better games.

Cheers!



On 5/15/14, dark d...@xgam.org wrote:
 The problem charlse as I explained  with just saying 

Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-15 Thread dark

Hi Tom.
I agree on the characteristics and on your thoughts regarding games and 
inovation.


However, player base can also be a fickle guide, sinse a lot of other 
factors such as documentation, advertising, recommendations etc can have a 
large impact on the community.


One example of this are the Zero site games from shard workshop. I 
personally thought both the original game and it's expantion were 
exceptionnally well put together, with a variety of missions and targits, 
and weapons it took real skill to use, and I'd recommend anyone interested 
in flight simulation action type games to give them a try.


however, for some reason everyone forgets about those games. I have no idea 
why. They are available on windows, they have a low cost, a good demo and 
comprehensive instructions and podcasts, indeed in terms of what developers 
should be doing I'd say shard workshop did everything right. yet for some 
reason the games haven't taken off (if you'll excuse the pun), and I'm not 
sure why.


Then of course there is the nastier capitalist, or competitive monica of 
factors other than good design contributing to a game's success. Despite 
audiogames being a very small community, at the same time I have noticed 
this happen.


To take one example, wecurrently have two available audio versions of 
backgammon. That from Azabat software which can be bought as a stand alone 
game, or on their disk, and pontes backgammon.


Of these two, I'd say from a design perspective Pontes is very much 
superior. While it lacks the graphics of the azabat offering, it has 
changeable sounds and ambience, online play and text chat, the ability to 
change display of the board and it's points, ability to play in a number of 
languages (even play online against someone speaking another language), with 
the possibility to create more language packs, and a variable computer 
opponent that provides a real challenge, and several game  modes. Yet 
unfortunately Azabat gets the distribution and publicity.


So, while I fully agree that there are! characteristics of good games, I'm 
not absolutely certain whether the corrilation between what games get 
distributed and played and what games don't is exact. There is undoubtedly a 
rough corrilation here, sinse certainly games like shades of doom, Swamp, 
entombed and other inervative titles have done well, however I don't think 
discovering the characteristics of good game design is just a matter of 
lining up all the best loved games and trying to find commonalities.


Beware the grue!

Dark. 



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Re: [Audyssey] frogger - Re: some suggestions and comments for betteraudio games

2014-05-15 Thread dark

Hi Tom.

Well sounds and music would be an issue, and of course being busy is a 
problem, though my main concern with audio frogger would be the mechanics 
side of things sinse unless you were able to correctly create the somewhat 
unwieldy motions of the frog and represent to the player not just the 
traffic in front of them but the traffic in front of that, you'd essentially 
just have another pong like arcade game requiring nothing but reaction time, 
and not an accurate representation of the original with it's challenge.


Beware the grue!

Dark. 



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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-15 Thread Teresa Cochran
I agree with Cara that the opinions of the players are what really counts. I 
don't have a degree in marketing, but it's always fascinated me. In order to 
market something, even if you've established that the majority wants Product A, 
you still have to establish what it is about Product A that so many people like.

There were electronic games that didn't make it because they were set in the 
universe of a novelist who wanted everything in the game to happen exactly the 
way it did in the novel. Hitchhiker's Guide, with the first move being to turn 
the light on in the room or the game doesn't happen, definitely comes to mind 
here. So there are things that do not work, no matter that there are some 
people who probably love that particular game because it follows the storyline 
flawlessly.

So I think maybe the points are being made at cross-purposes. I think it's 
valid to consider what the crowd likes, and give that equal importance to 
some quantifiable factors that go into game design. the two branches aren't 
mutually exclusive.

Teresa

“Outside of a dog, a book is a man’s best friend. Inside of a dog, it’s too 
dark to read.”—Groucho Marx

On May 15, 2014, at 12:37 AM, dark d...@xgam.org wrote:

 Hi Tom.
 I agree on the characteristics and on your thoughts regarding games and 
 inovation.
 
 However, player base can also be a fickle guide, sinse a lot of other factors 
 such as documentation, advertising, recommendations etc can have a large 
 impact on the community.
 
 One example of this are the Zero site games from shard workshop. I personally 
 thought both the original game and it's expantion were exceptionnally well 
 put together, with a variety of missions and targits, and weapons it took 
 real skill to use, and I'd recommend anyone interested in flight simulation 
 action type games to give them a try.
 
 however, for some reason everyone forgets about those games. I have no idea 
 why. They are available on windows, they have a low cost, a good demo and 
 comprehensive instructions and podcasts, indeed in terms of what developers 
 should be doing I'd say shard workshop did everything right. yet for some 
 reason the games haven't taken off (if you'll excuse the pun), and I'm not 
 sure why.
 
 Then of course there is the nastier capitalist, or competitive monica of 
 factors other than good design contributing to a game's success. Despite 
 audiogames being a very small community, at the same time I have noticed this 
 happen.
 
 To take one example, wecurrently have two available audio versions of 
 backgammon. That from Azabat software which can be bought as a stand alone 
 game, or on their disk, and pontes backgammon.
 
 Of these two, I'd say from a design perspective Pontes is very much superior. 
 While it lacks the graphics of the azabat offering, it has changeable sounds 
 and ambience, online play and text chat, the ability to change display of the 
 board and it's points, ability to play in a number of languages (even play 
 online against someone speaking another language), with the possibility to 
 create more language packs, and a variable computer opponent that provides a 
 real challenge, and several game  modes. Yet unfortunately Azabat gets the 
 distribution and publicity.
 
 So, while I fully agree that there are! characteristics of good games, I'm 
 not absolutely certain whether the corrilation between what games get 
 distributed and played and what games don't is exact. There is undoubtedly a 
 rough corrilation here, sinse certainly games like shades of doom, Swamp, 
 entombed and other inervative titles have done well, however I don't think 
 discovering the characteristics of good game design is just a matter of 
 lining up all the best loved games and trying to find commonalities.
 
 Beware the grue!
 
 Dark. 
 
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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-15 Thread dark

Hi kara.

Interesting discussion. I'm afraid however you might be missrepresenting my 
position in your arguement.


I did not claime either that people do not! have individualistic 
preferences, or that they shouldn't, or that those preferences don't matter. 
neither am I claiming essentially that there is a defined universal norm 
which only a priviliged few can understand, ie, the position of absolutism.


My own position is somewhere in the middle. i would claime that people do 
have opinions and preferences, and that these opinions are important, but 
that there is in addition to this a standdard set of characteristics for 
every created thing which exemplify the form of the good for that thing, but 
these characteristics are themselves a matter of an agreed frame of 
reference according to our perceptions of what a thing is, a frame of 
reference which is itself dynamic.


to explain in a less rarified manner, Jim kitchin's puppy 1 looked at one 
way might be considdered a bad example of a flight simulation game, sinse it 
is not very realistic according to the simulation of flying an aircraft. 
Looked at another way however it might be a good example of an arcade game, 
because it provides challenge, the ability to improve and score 
capabilities.


A person may or may not like puppy 1, may or may not like arcade or flight 
simulation games, however it's the question of deffinitions that matter and 
what is good or bad within the context of thatt deffinition. Change the 
definition, you change the nature of the discussion.


I therefore see aesthetics as essentially working along side our 
relationship to language and deffinition. We can have emotional reactions to 
various words, and these emotions will change how we use such language, 
however if we wish to communicate with others there must be some sort of 
agreed upon deffinition to which we can appeal. These deffinitions are of 
course themselves evolving and mutable, but again such changes are a matter 
of mutual communication, as much as they are a matter of individualistic 
decision.


This is why I tend to think discussion is of value only when it employs such 
deffinitions in addition to their emotional context. Yes, I might say I 
like so and so and you might say I don't but unless we have a common 
linguistic deffinition about good and bad there is little more to say, and 
no more point in the dialogue.


Statistical analysis is actually very much in favour of this sort of view, 
although I personally dislike the lack of discussion implied by individual 
preferences and the reliance on simply a majority decision with no 
discussion, after all how many great composers, artists, writers etc were 
very under appreciated in their own day but recognized later for their 
tallent in going against! the majority view of their own time.


Regarding the quote about good and bad music, interestingly enough I have 
quoted that myself in support of my own view, as it is a statement I've 
heard given by the tenor Alfie bowe, a classically trained tenor who sings 
everything from grand opera to rock and roll, but still claimes there is 
good music independent of style, a claime I personally agree with 
(although getting into the rights and wrongs of music discussion is likely 
beyond what is necessary on this list).


Another point, (and one which a lot of people seem to miss), is that a 
writer, musician or indeed games designer has to put a hell of a lot of 
energy into doing what they do. Would a developer like David greenwood spend 
hour upon hour coding a game simply because he was  creating a game which 
he liked and which he vaguely hoped would appeal to other people or would 
he actually be trying to create A good game upto some definition of good.


I would say the answer to this is pretty conclusive, sinse generally 
speaking people do not work to such a high standard of perfection simply to 
go in  accordance with their own emotional response (well not sane people 
anyway).


So, in conclusion, yes, people have relativistic opinions, but language 
implies some deffinitional similarities, which means that there must be some 
necessary agreed upon characteristics which we can discuss and defign, 
characteristics which may change and evolve as language and defifnition 
change and evolve, but which are essentially still a more forcecful matter 
than just liking or disliking.


AFter all, if all! opinions were simply relativistic expressions of the 
individual view of the person, why would we even be having this discussion 
in the first place?


Beware the grue!

Dark.



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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-15 Thread dark
I would agree that looking at the appeal of a game (or indeed anything 
else), to a majority is indeed important, especially if the game is to be 
sold.


That being said, there is far too much in terms of capitalism which assumes 
this is the only measure of what is good, or even worse, attempts to create 
a majority preference by simply telling people what to think via 
advertising.


For example, look at all the adverts that say to people you won't be 
attractive, popular, successful etc unless you use product x irrispective 
of whether the product is good or not, or even whether the product is 
harmful.


of course audio games haven't got into these sorts of practices, but there 
is a danger of stagnation if say every game was similar to Q9 because Q9 was 
successful for being simple.


Indeed as I said in my recent message I'm not absolutely certain often what! 
makes a popular game popular, let alone what makes it good or not.


With h2g2 and other games where the novelist or film director absolutely 
forced the game designer to follow the game's plot, that is funnily enough 
an instance in which i'd argue that the novelist did not realize what was a 
good characteristic of a novel might not be a good characteristic for a 
game.


For example, in the lord of the rings game for the Snes, there were orcs in 
the caves around hobbiton, and Frodo, merry and pippin had to enter the 
caves and find Gaffer Gamgee's glasses before they could progress.


In terms of the world of Lotr this is pure and absolute tosh! however for an 
rpg which needs a first dungeon for characters to gain experience and level 
a bit, it made perfect sense.


Indeed while I'd cryticise the lotr films for mangling the history and 
consistancy of middle earth quite badly, I'd never level similar cryticisms 
of any lotr computer game, sinse the goals of a computer game are 
dramatically different from those of a novel, (far more than a novel is from 
a film), and there would be no way to have a game even vaguely consistant to 
the book.


Beware the grue!

Dark. 



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Re: [Audyssey] cricket audio game

2014-05-15 Thread Jacob Kruger
Nope, but, still have it on a back-burner to get around to putting something 
like that together at some stage myself, but, just not sure exactly how 
would plan to handle it - most likely some or other form of team management, 
at times ball-by-ball, or over-to-over interaction, or something, but, not 
sure, and also to be honest, while my guide dog's full name is actually 
Inzamam ul Haq, I haven't followed any of the current team's line-ups, but, 
BTW, I'm from South Africa, so, yes, cricket is quite an important sport 
this side of the world as well...smile


Jacob Kruger
Blind Biker
Skype: BlindZA
Roger Wilco wants to welcome you...to the space janitor's closet...

- Original Message - 
From: ishan dhami ishan1dha...@gmail.com

To: gamers@audyssey.org
Sent: Wednesday, 14 May, 2014 7:21 PM
Subject: [Audyssey] cricket audio game



Hi friends and other  elders
Have you heard about IPL?
indian premier leag!
I am a good fan of that upgreated game of cricket.
Is there any audio game of cricket?
O dood don't be rude!
Smilee!
Ishan

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Re: [Audyssey] Sod Walkthrough.

2014-05-15 Thread Bryan Peterson

Actually it doesn't disable auto healing. It just takes a lot longer.



Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I 
don't!
-Original Message- 
From: ishan dhami

Sent: Wednesday, May 14, 2014 11:36 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Sod Walkthrough.

the only harm of coffee machine is that when you drank a lot of coffee
and then back by med kits it will disable the auto healing feature.
If you are at 73 per cent it will stay at this .
Hi lindsay don't go to the audiogames temporary link
I have sent the walkthrough of bryan by my dropbox
Please download it and begin to play
don't forget the major updates.
O dood don't be rude!
Smilee!
Ishan

On 5/14/14, Bryan Peterson bpeterson2...@cableone.net wrote:

Or you save them for the coffee machine. LOL.



Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I
don't!
-Original Message-
From: Thomas Ward
Sent: Wednesday, May 14, 2014 10:50 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Sod Walkthrough.

Hi Dark,

Know what you mean. I use to be super careful about where and when I
used a med kit in version 1.0 because I didn't' want to run out before
the end of the game. I remember on the higher difficulty levels I
would barely come out of the game alive with only one or two med kits
in reserve to take on the Boss. That was challenging to say the least.
Now days I can apply them more strategically and not worry so much
about running out.

Cheers!


On 5/14/14, dark d...@xgam.org wrote:

Personally i rather like the auto healing myself, sinse it means you
don't
have to be super stingy with the medkits and can use them tactically in
battle. i remember when I first had shades 1.0 I'd never use a med kit in

a

fight sinse I didn't like the idea of saving and getting to a point where

I

had no medkits, couldn't find any others and was thus stuck far towards
the

end of the game with little energy or possibility of healing, which I
have
seen happen before in games with only one life and no breaks between
levels

to recover energy.

of course, had david included static healing stations, say medical bays
that

acted like a med kit and healed you to full but were static, or had some
sort of respawning enemy who offered health boosts when killed on a
random
basis, auto healing wouldn't be necessary.

Beware the grue!

Dark.


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Re: [Audyssey] some suggestions and comments for better audio games

2014-05-15 Thread Bryan Peterson

Sharks aren't freshwater creatures.



Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I 
don't!
-Original Message- 
From: ishan dhami

Sent: Wednesday, May 14, 2014 8:05 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] some suggestions and comments for better audio games

Why you think a crock it may be a shark
What about boss's cut seen Please read the seen carefully and then
talk about that.
up aero for swimming and down for avoiding attacks of shark only
available in mountain world
death world's sounds should be modified like a ghost crying sound
as the name The death world it may be a little bit horrible and frightening
O dood don't be rude!
Smilee!
Ishan

On 5/15/14, Thomas Ward thomasward1...@gmail.com wrote:

Hi Bryan,

Bummer. I had hoped there was a complete remake of Frogger out there.
Oh, well, it would be an easy enough game to create. I'd just have to
see if I have the sounds to do it.

Cheers!


On 5/14/14, Bryan Peterson bpeterson2...@cableone.net wrote:

I think that was the Curb Game, which was basically just the highway
part.



Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I
don't!


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Re: [Audyssey] SOD voices

2014-05-15 Thread Bryan Peterson

Sound effects CD's would be my guess.



Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I 
don't!
-Original Message- 
From: ishan dhami

Sent: Wednesday, May 14, 2014 8:10 PM
To: gamers@audyssey.org
Subject: [Audyssey] SOD voices

Hi How david greenwood sir get SOD Voices? specially MR disturbance
and blob and bosses.
O dood don't be rude!
Smilee!
Ishan

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Re: [Audyssey] frogger - Re: some suggestions and comments for betteraudio games

2014-05-15 Thread Bryan Peterson
I'd also love to see an audio Frogs and Flies game. I'd planned to make one 
with Audio Game Maker but as we all know that turned out to be a complete 
and utter failure.




Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I 
don't!
-Original Message- 
From: Thomas Ward

Sent: Wednesday, May 14, 2014 11:13 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] frogger - Re: some suggestions and comments for 
betteraudio games


Hi Dark,

LOL. That is hilarious. If I ever made a Frogger game I'd have to have
the splat sound with the ribbit just for kicks. Sick joke I know, but
also kind of cute.

That said, an audio Frogger would be pretty simple to make. Main thing
is finding all the sounds/music I'd need. I'm sure I have them but am
so blasted busy right now I am not sure I'd have the time to whip up a
quick game at this time. However, I'd love an audio Frogger.

However, you are right. The trick to Frogger is that Froggy would jump
out of the way of an oncoming car, van, truck, whatever and end up
getting splatted by the next one coming the other direction. You'd
have to time Frogger's jumps just right to cross four lanes of traffic
or get squashed.




On 5/15/14, dark d...@xgam.org wrote:

Hi charlse.

That is funny, and indeed true, or at least it was in a commador amiga
version I played, whenever your poor little frog got squished by a car 
there


was a lovely squish and ribbid dsound :D.

The Amiga ersion also had the rather amusic characteristic that once you 
got


one frog smooshed, a little puddle of goop would remain on the screen at 
the


place you died, not in a gorey way but more in a comedy sense.
Audio frogger would be an easy game to create, heck in the original the
traffic already moved left to right as did the logs to jump on in the 
water.


However, what made frogger difficult was again the mechanics sinse if I
remember rightly the hopping motion of the frog frequently meant that even
if you avoided one oncoming car, you'u could leap into the path of another
if you weren't careful, so you had to judge three or four lanes of 
oncoming


traffic at once not merely the one in front of you.

the curb game certainly got the road crossing right and I loved some of 
the


crazy sounds for traffic, like a car with ghosts laughing or a steam 
engine


with ringing bells, but if I remember rightly your hedgehog moved fairly
precisely, and so it was relatively easy to wait until a free space and 
peg


it across the road.

Beware the grue!

Dark.


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Re: [Audyssey] SOD voices

2014-05-15 Thread Bryan Peterson

Well the bosses perhaps do have voices but that's it.



Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I 
don't!
-Original Message- 
From: Thomas Ward

Sent: Wednesday, May 14, 2014 11:18 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] SOD voices

Hello Ishan,

Do you mean sounds? The temporal disturbances, blobs, and bosses don't
have any voices. Only sounds.

Cheers!


On 5/14/14, ishan dhami ishan1dha...@gmail.com wrote:

Hi How david greenwood sir get SOD Voices? specially MR disturbance
and blob and bosses.
O dood don't be rude!
Smilee!
Ishan

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Re: [Audyssey] Descent into madness

2014-05-15 Thread Bryan Peterson
Mine as well. alf the time I can't even figure out what he's actuall trying 
to ask. I realize English isn't his native language but still.




Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I 
don't!
-Original Message- 
From: Lisa Hayes

Sent: Wednesday, May 14, 2014 11:48 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Descent into madness

and your writing can be very unclear and remember please and thank you are
good manners when asking a question.  Im sorry thomas, but this guy is
getting up my nose.
Lisa Hayes




www.nutrimetics.com.au/lisahayes

- Original Message - 
From: ishan dhami ishan1dha...@gmail.com

To: gamers@audyssey.org
Sent: Thursday, May 15, 2014 3:01 PM
Subject: [Audyssey] Descent into madness



Hi what is the combination of safe?
How and where can I find a card reader?
I don't understand the recording made by the scientist
he is saying very fast and his pronunciation is very unclear to me
any help would be appriciated
O dood what a roar!
Maxwell hitting sixes and four!
Smilee!
Ishan

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Re: [Audyssey] cricket audio game

2014-05-15 Thread Lisa Hayes
and cricket is a sport in australia where i am from as well, but don't know 
any program language so couldn't write such a game.  i love playing games 
though.

Lisa Hayes




www.nutrimetics.com.au/lisahayes

- Original Message - 
From: Jacob Kruger ja...@blindza.co.za

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, May 15, 2014 6:33 PM
Subject: Re: [Audyssey] cricket audio game


Nope, but, still have it on a back-burner to get around to putting 
something like that together at some stage myself, but, just not sure 
exactly how would plan to handle it - most likely some or other form of 
team management, at times ball-by-ball, or over-to-over interaction, or 
something, but, not sure, and also to be honest, while my guide dog's full 
name is actually Inzamam ul Haq, I haven't followed any of the current 
team's line-ups, but, BTW, I'm from South Africa, so, yes, cricket is 
quite an important sport this side of the world as well...smile


Jacob Kruger
Blind Biker
Skype: BlindZA
Roger Wilco wants to welcome you...to the space janitor's closet...

- Original Message - 
From: ishan dhami ishan1dha...@gmail.com

To: gamers@audyssey.org
Sent: Wednesday, 14 May, 2014 7:21 PM
Subject: [Audyssey] cricket audio game



Hi friends and other  elders
Have you heard about IPL?
indian premier leag!
I am a good fan of that upgreated game of cricket.
Is there any audio game of cricket?
O dood don't be rude!
Smilee!
Ishan

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Re: [Audyssey] frogger - Re: some suggestions and comments for betteraudio games

2014-05-15 Thread Thomas Ward
Hi Dark,

That's a real problem. I don't think one can accurately indicate where
the cars, trucks, and other vehicles are by audio alone in a game like
Frogger. Sure we can indicate speed by using pitch/frequency, we can
measure distance somewhat by volume, and the direction left/right via
panning, but it still isn't going to be fully realistic. Probably not
realistic enough to be able to jump between two motor vehicles
accurately. So it would undoubtedly take some practice and fine tuning
to try and get right.

As for the unwieldy motions of the frog I suppose that is the easy
part. I don't exactly remember how Frogger moved is the trouble. It is
one of those things I didn't exactly pay attention to when playing the
game as a kid. Let's remember it has been 25 to 30 years since I have
played the game and I just don't remember things like that real
clearly. Still, if I can find someone to describe how he hops I can
try and emulate it. It is just a mathematical formula after all.

Cheers!


On 5/15/14, dark d...@xgam.org wrote:
 Hi Tom.

 Well sounds and music would be an issue, and of course being busy is a
 problem, though my main concern with audio frogger would be the mechanics
 side of things sinse unless you were able to correctly create the somewhat
 unwieldy motions of the frog and represent to the player not just the
 traffic in front of them but the traffic in front of that, you'd essentially

 just have another pong like arcade game requiring nothing but reaction time,

 and not an accurate representation of the original with it's challenge.

 Beware the grue!

 Dark.


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Re: [Audyssey] frogger - Re: some suggestions and comments for betteraudio games

2014-05-15 Thread Thomas Ward
Hi Bryan,

Yeah, I can see why. Audio Game Maker didn't have the mechanics of
making a decent version of Frogs and Flies let alone anything else.
Biggest problem was no ability to script and modify the game mechanics
the way one can with BGT.

Cheers!


On 5/15/14, Bryan Peterson bpeterson2...@cableone.net wrote:
 I'd also love to see an audio Frogs and Flies game. I'd planned to make one

 with Audio Game Maker but as we all know that turned out to be a complete
 and utter failure.



 Oh freddled gruntbuggly,
 thy micturations are to me
 as plurdled gabbleblotchits on a lurgid bee.
 GroupI implore thee, my foonting turlingdromes,
 And hooptiously drangle me with crinkly bindlewurdles,
 or I will rend thee in the gobberwarts with my blurglecruncheon, see if I
 don't!

---
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Re: [Audyssey] some suggestions and comments for better audio games

2014-05-15 Thread Thomas Ward
Hi Bryan,

Actually, I think there are a couple of species that are fresh water
sharks, but they aren't as large or as massive as their ocean going
cousins. Definitely not as big as the great white, tiger shark, or
hammerhead sharks.

Besides their fearsome reputation sharks aren't that dangerous to
humans most of the time, and I imagine would be even less likely to go
after an alien like Q9. Crocodiles on the other hand will eat anything
including humans. If they can catch it and eat it they will.

Cheers!


On 5/15/14, Bryan Peterson bpeterson2...@cableone.net wrote:
 Sharks aren't freshwater creatures.



 Oh freddled gruntbuggly,
 thy micturations are to me
 as plurdled gabbleblotchits on a lurgid bee.
 GroupI implore thee, my foonting turlingdromes,
 And hooptiously drangle me with crinkly bindlewurdles,
 or I will rend thee in the gobberwarts with my blurglecruncheon, see if I
 don't!
 -Original Message-
 From: ishan dhami
 Sent: Wednesday, May 14, 2014 8:05 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] some suggestions and comments for better audio
 games

 Why you think a crock it may be a shark
 What about boss's cut seen Please read the seen carefully and then
 talk about that.
 up aero for swimming and down for avoiding attacks of shark only
 available in mountain world
 death world's sounds should be modified like a ghost crying sound
 as the name The death world it may be a little bit horrible and frightening
 O dood don't be rude!
 Smilee!
 Ishan

 On 5/15/14, Thomas Ward thomasward1...@gmail.com wrote:
 Hi Bryan,

 Bummer. I had hoped there was a complete remake of Frogger out there.
 Oh, well, it would be an easy enough game to create. I'd just have to
 see if I have the sounds to do it.

 Cheers!


 On 5/14/14, Bryan Peterson bpeterson2...@cableone.net wrote:
 I think that was the Curb Game, which was basically just the highway
 part.



 Oh freddled gruntbuggly,
 thy micturations are to me
 as plurdled gabbleblotchits on a lurgid bee.
 GroupI implore thee, my foonting turlingdromes,
 And hooptiously drangle me with crinkly bindlewurdles,
 or I will rend thee in the gobberwarts with my blurglecruncheon, see if
 I
 don't!

 ---
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 list,
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Re: [Audyssey] some suggestions and comments for better audio games

2014-05-15 Thread Bryan Peterson

What about all the stories of shark attacks?



Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I 
don't!
-Original Message- 
From: Thomas Ward

Sent: Thursday, May 15, 2014 9:08 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] some suggestions and comments for better audio games

Hi Bryan,

Actually, I think there are a couple of species that are fresh water
sharks, but they aren't as large or as massive as their ocean going
cousins. Definitely not as big as the great white, tiger shark, or
hammerhead sharks.

Besides their fearsome reputation sharks aren't that dangerous to
humans most of the time, and I imagine would be even less likely to go
after an alien like Q9. Crocodiles on the other hand will eat anything
including humans. If they can catch it and eat it they will.

Cheers!


On 5/15/14, Bryan Peterson bpeterson2...@cableone.net wrote:

Sharks aren't freshwater creatures.



Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I
don't!
-Original Message-
From: ishan dhami
Sent: Wednesday, May 14, 2014 8:05 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] some suggestions and comments for better audio
games

Why you think a crock it may be a shark
What about boss's cut seen Please read the seen carefully and then
talk about that.
up aero for swimming and down for avoiding attacks of shark only
available in mountain world
death world's sounds should be modified like a ghost crying sound
as the name The death world it may be a little bit horrible and 
frightening

O dood don't be rude!
Smilee!
Ishan

On 5/15/14, Thomas Ward thomasward1...@gmail.com wrote:

Hi Bryan,

Bummer. I had hoped there was a complete remake of Frogger out there.
Oh, well, it would be an easy enough game to create. I'd just have to
see if I have the sounds to do it.

Cheers!


On 5/14/14, Bryan Peterson bpeterson2...@cableone.net wrote:

I think that was the Curb Game, which was basically just the highway
part.



Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if
I
don't!


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Re: [Audyssey] SOD voices

2014-05-15 Thread Lori Duncan
I wonder if the humans were an actually human voice slowed down.  Maybe 
those turretguns screams are the sounds of David getting frustrated with 
coding.  :)


-Original Message- 
From: Bryan Peterson

Sent: Thursday, May 15, 2014 12:35 PM
To: gamers@audyssey.org
Subject: Re: [Audyssey] SOD voices

Sound effects CD's would be my guess.



Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I
don't!
-Original Message- 
From: ishan dhami

Sent: Wednesday, May 14, 2014 8:10 PM
To: gamers@audyssey.org
Subject: [Audyssey] SOD voices

Hi How david greenwood sir get SOD Voices? specially MR disturbance
and blob and bosses.
O dood don't be rude!
Smilee!
Ishan

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Re: [Audyssey] SOD voices

2014-05-15 Thread Bryan Peterson
The turret guns don't scream. What you hear is probably the machine's motor 
as it rotates the gun. As for te bosses and mutant humans I would guess they 
were humanor animal voices slowed down and altered in other ways.



Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I 
don't!
-Original Message- 
From: Lori Duncan

Sent: Thursday, May 15, 2014 10:23 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] SOD voices

I wonder if the humans were an actually human voice slowed down.  Maybe
those turretguns screams are the sounds of David getting frustrated with
coding.  :)

-Original Message- 
From: Bryan Peterson

Sent: Thursday, May 15, 2014 12:35 PM
To: gamers@audyssey.org
Subject: Re: [Audyssey] SOD voices

Sound effects CD's would be my guess.



Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I
don't!
-Original Message- 
From: ishan dhami

Sent: Wednesday, May 14, 2014 8:10 PM
To: gamers@audyssey.org
Subject: [Audyssey] SOD voices

Hi How david greenwood sir get SOD Voices? specially MR disturbance
and blob and bosses.
O dood don't be rude!
Smilee!
Ishan

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[Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-15 Thread Eleanor
This is an interesting discussion.  I can see that you need to have a 
balance between popularity and individual preference as both Cara and 
Dark indicate, and that the game needs to be simple to play, but have 
depth and complexity to make it a good game.


But there another component that I have been looking for and admittedly 
have not found, and that is an engaging game mechanism. The way in which 
you play the game has to suck you in and keep you coming back for more.  
It can't be too simple nor too frustrating. The really fun games 
increase in difficulty slowly as you progress through the game until you 
are scrambling to complete a level and are really invested in doing so.  
Part of the lack of different kinds of games is that it is difficult to 
find a new mechanism, so many developers fall back on the ones that have 
worked in the past - thus the sequel games of any game that made a name 
for itself.


Another problem with the story type games is that there is not a good 
tool for building your interactive story that leads you to different 
scenes depending on the choices you make.  It is hard to do the 
connections and dependencies by hand in an intricate story with lots of 
alternatives at each decision point.


Oh well, that's why we are interested in doing this - it is a challenge.

Eleanor Robinson
7-128 Software

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Re: [Audyssey] SOD voices

2014-05-15 Thread Thomas Ward
Hi Lori,

I am pretty sure the mutant humans were basically a human voice slowed
down to get that particular moaning sound. A lot of zombie effects are
created that way. In Mysteries of the Ancients the zombies are
basically just some guys doing ooh, ah, and growning, and they
were slowed down in Goldwave to make them zombielike.


Cheers!


On 5/15/14, Lori Duncan lori_dunca...@hotmail.com wrote:
 I wonder if the humans were an actually human voice slowed down.  Maybe
 those turretguns screams are the sounds of David getting frustrated with
 coding.  :)

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Re: [Audyssey] SOD voices

2014-05-15 Thread Lori Duncan
Ah, is that why the turret guns don't have corpses, they'd shoot at you, but 
didn't leave bodies or guns behind when killed.


-Original Message- 
From: Bryan Peterson

Sent: Thursday, May 15, 2014 5:33 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] SOD voices

The turret guns don't scream. What you hear is probably the machine's motor
as it rotates the gun. As for te bosses and mutant humans I would guess they
were humanor animal voices slowed down and altered in other ways.


Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I
don't!
-Original Message- 
From: Lori Duncan

Sent: Thursday, May 15, 2014 10:23 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] SOD voices

I wonder if the humans were an actually human voice slowed down.  Maybe
those turretguns screams are the sounds of David getting frustrated with
coding.  :)

-Original Message- 
From: Bryan Peterson

Sent: Thursday, May 15, 2014 12:35 PM
To: gamers@audyssey.org
Subject: Re: [Audyssey] SOD voices

Sound effects CD's would be my guess.



Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I
don't!
-Original Message- 
From: ishan dhami

Sent: Wednesday, May 14, 2014 8:10 PM
To: gamers@audyssey.org
Subject: [Audyssey] SOD voices

Hi How david greenwood sir get SOD Voices? specially MR disturbance
and blob and bosses.
O dood don't be rude!
Smilee!
Ishan

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Re: [Audyssey] SOD voices

2014-05-15 Thread Bryan Peterson
Exactly. They're not actually creatures.They're just machines that can't 
actually move around. THey just rotate around a fixed point and spray 
bullets everywhere.




Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I 
don't!
-Original Message- 
From: Lori Duncan

Sent: Thursday, May 15, 2014 10:52 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] SOD voices

Ah, is that why the turret guns don't have corpses, they'd shoot at you, but
didn't leave bodies or guns behind when killed.

-Original Message- 
From: Bryan Peterson

Sent: Thursday, May 15, 2014 5:33 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] SOD voices

The turret guns don't scream. What you hear is probably the machine's motor
as it rotates the gun. As for te bosses and mutant humans I would guess they
were humanor animal voices slowed down and altered in other ways.


Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I
don't!
-Original Message- 
From: Lori Duncan

Sent: Thursday, May 15, 2014 10:23 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] SOD voices

I wonder if the humans were an actually human voice slowed down.  Maybe
those turretguns screams are the sounds of David getting frustrated with
coding.  :)

-Original Message- 
From: Bryan Peterson

Sent: Thursday, May 15, 2014 12:35 PM
To: gamers@audyssey.org
Subject: Re: [Audyssey] SOD voices

Sound effects CD's would be my guess.



Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I
don't!
-Original Message- 
From: ishan dhami

Sent: Wednesday, May 14, 2014 8:10 PM
To: gamers@audyssey.org
Subject: [Audyssey] SOD voices

Hi How david greenwood sir get SOD Voices? specially MR disturbance
and blob and bosses.
O dood don't be rude!
Smilee!
Ishan

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Re: [Audyssey] some suggestions and comments for better audio games

2014-05-15 Thread Thomas Ward
Hi Bryan,

They unfortunately happen sometimes, but the consensus of marine
biologists is that they are rogue sharks. Most shark attacks involve
young sharks who are patrolling the coasts and young sharks are
apparently more likely to attack an unknown prey than older more
experienced sharks. I'm no expert on this subject, and am mainly going
on what I have heard on National Geographic, Animal Planet, and
elsewhere, but the bottom line is the Jaws movies have been way
overblown and have given the great white a bad rep for eating people.
Fact of the matter is while shark attacks do happen they are far less
frequent and less consistent than the media would have us believe.

For example, I had a friend who went swimming in the Golf of Mexico
before the huge oil spill a few years ago and while he was snorkeling
he swam right past a great big shark. He was scared to death of it,
but it didn't look his way. It just swam on by and paid him no
attention.

Point being that we are not generally prey for sharks, and don't
regularly come into contact with them. In a lot of cases when we do
come into direct contact with a shark it ignores us. There are of
course cases where we can unwittingly get their attention such as
getting a small cut which puts blood in the water and will attract
their attention by engaging their hunting instincts. Also sharks
apparently can't see well and if they happen to see a human or
something swimming above them their instinct is to attack it and are
attracted by the motion rather than any need to eat it. Most people
who get attacked do so by accidently getting the sharks attention in
some way which is unfortunate for both of them.

Cheers!


On 5/15/14, Bryan Peterson bpeterson2...@cableone.net wrote:
 What about all the stories of shark attacks?



 Oh freddled gruntbuggly,
 thy micturations are to me
 as plurdled gabbleblotchits on a lurgid bee.
 GroupI implore thee, my foonting turlingdromes,
 And hooptiously drangle me with crinkly bindlewurdles,
 or I will rend thee in the gobberwarts with my blurglecruncheon, see if I
 don't!

---
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Re: [Audyssey] frogger - Re: some suggestions and comments for better audio games

2014-05-15 Thread Charles Rivard

Road kill!  Deep fried frog legs for dinner!!

---
Be positive!  When it comes to being defeated, if you think you're finished, 
you! really! are! finished!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 14, 2014 10:56 PM
Subject: Re: [Audyssey] frogger - Re: some suggestions and comments for 
better audio games




Hi Charles,

Hahaha. Yeah, I guess when Froggy dies he croaks. However, usually he
goes splat instead.

Cheers!

On 5/14/14, Charles Rivard wee1s...@fidnet.com wrote:
I know that some people that lived near me at one time had a handheld 
game
of frogger.  I have a question about the Atari game.  If you don't win 
the

game, do you croak?  (rotten grin)

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


you! really! are! finished!


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Re: [Audyssey] some suggestions and comments for better audio games

2014-05-15 Thread Bryan Peterson
That makes sense.I wonder if the same could be said of wolves. I used to be 
a fan of author Farley Mowatt, paritcularly his book NeverCr WOlf wich dealt 
with the bad reputation wolves have. His research seemed to indicate that a 
wolf or pack of wolves wouldn't attack just anything unless absolutely 
necessary. Even when hunting they apparently don't go after animals unless 
those animals show signs of weakness or illness simply because it wuld be a 
waste of energ to go after, say a completely healthy caribou versus a sick 
one. So any time I see wolves portrayed asvicious enemies in video games I 
get sort of skeptical. I doknow that sometimes wolves go rogue and I have 
heard that rogues might attack things other wolves would normally avoid.




Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I 
don't!
-Original Message- 
From: Thomas Ward

Sent: Thursday, May 15, 2014 11:06 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] some suggestions and comments for better audio games

Hi Bryan,

They unfortunately happen sometimes, but the consensus of marine
biologists is that they are rogue sharks. Most shark attacks involve
young sharks who are patrolling the coasts and young sharks are
apparently more likely to attack an unknown prey than older more
experienced sharks. I'm no expert on this subject, and am mainly going
on what I have heard on National Geographic, Animal Planet, and
elsewhere, but the bottom line is the Jaws movies have been way
overblown and have given the great white a bad rep for eating people.
Fact of the matter is while shark attacks do happen they are far less
frequent and less consistent than the media would have us believe.

For example, I had a friend who went swimming in the Golf of Mexico
before the huge oil spill a few years ago and while he was snorkeling
he swam right past a great big shark. He was scared to death of it,
but it didn't look his way. It just swam on by and paid him no
attention.

Point being that we are not generally prey for sharks, and don't
regularly come into contact with them. In a lot of cases when we do
come into direct contact with a shark it ignores us. There are of
course cases where we can unwittingly get their attention such as
getting a small cut which puts blood in the water and will attract
their attention by engaging their hunting instincts. Also sharks
apparently can't see well and if they happen to see a human or
something swimming above them their instinct is to attack it and are
attracted by the motion rather than any need to eat it. Most people
who get attacked do so by accidently getting the sharks attention in
some way which is unfortunate for both of them.

Cheers!


On 5/15/14, Bryan Peterson bpeterson2...@cableone.net wrote:

What about all the stories of shark attacks?



Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I
don't!


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Re: [Audyssey] frogger - Re: some suggestions and comments for betteraudio games

2014-05-15 Thread Charles Rivard
I would think that representing 4 lanes of moving traffic would not be 
easily done.  If volume were the distance clue, some would drown out others, 
so you wouldn't know the far lanes were busy.  Maybe the lanes could be 
spaced so that the frog could land between them and then you could wait 
until the next lane is clear before hopping over it, but this would be like 
another version of the curb game, which was pretty easily beaten.


---
Be positive!  When it comes to being defeated, if you think you're finished, 
you! really! are! finished!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, May 15, 2014 12:13 AM
Subject: Re: [Audyssey] frogger - Re: some suggestions and comments for 
betteraudio games




Hi Dark,

LOL. That is hilarious. If I ever made a Frogger game I'd have to have
the splat sound with the ribbit just for kicks. Sick joke I know, but
also kind of cute.

That said, an audio Frogger would be pretty simple to make. Main thing
is finding all the sounds/music I'd need. I'm sure I have them but am
so blasted busy right now I am not sure I'd have the time to whip up a
quick game at this time. However, I'd love an audio Frogger.

However, you are right. The trick to Frogger is that Froggy would jump
out of the way of an oncoming car, van, truck, whatever and end up
getting splatted by the next one coming the other direction. You'd
have to time Frogger's jumps just right to cross four lanes of traffic
or get squashed.




On 5/15/14, dark d...@xgam.org wrote:

Hi charlse.

That is funny, and indeed true, or at least it was in a commador amiga
version I played, whenever your poor little frog got squished by a car 
there


was a lovely squish and ribbid dsound :D.

The Amiga ersion also had the rather amusic characteristic that once you 
got


one frog smooshed, a little puddle of goop would remain on the screen at 
the


place you died, not in a gorey way but more in a comedy sense.
Audio frogger would be an easy game to create, heck in the original the
traffic already moved left to right as did the logs to jump on in the 
water.


However, what made frogger difficult was again the mechanics sinse if I
remember rightly the hopping motion of the frog frequently meant that 
even
if you avoided one oncoming car, you'u could leap into the path of 
another
if you weren't careful, so you had to judge three or four lanes of 
oncoming


traffic at once not merely the one in front of you.

the curb game certainly got the road crossing right and I loved some of 
the


crazy sounds for traffic, like a car with ghosts laughing or a steam 
engine


with ringing bells, but if I remember rightly your hedgehog moved fairly
precisely, and so it was relatively easy to wait until a free space and 
peg


it across the road.

Beware the grue!

Dark.


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Re: [Audyssey] Descent into madness

2014-05-15 Thread Sharon Hooley
Hi,

I've played with the Descent into Madness, so I understand most of the 
questions.  I don't remember about the card reader, but I'll give you a hint 
about the safe combination:  Did you meet another guy who had been locked up 
near the bathroom?  I think you'll understand his voice better.  He'll tell you 
something he heard the scientist repeated over and over.  Part of playing a 
game like this, at least for some people, is to keep trying to get everything 
figured out to rescue people.  Unfortunately, when I played it,  I either 
couldn't turn it off, or I have no clue on how to finish it when the guiding 
voice says something like, congratulations, you've conquored the monsters.  
They're all dead, or are they?!  That's where I gave up and had a difficult 
time closing the program.  As I recall, I couldn't save my moves in slots so I 
could come back to them.  So, unless the makers went back and made the 
corrections, Descent into Madness was not completed.  Still fun to play, though!

Hth,


Sent from my iPhone

 On May 14, 2014, at 11:01 PM, ishan dhami ishan1dha...@gmail.com wrote:
 
 Hi what is the combination of safe?
 How and where can I find a card reader?
 I don't understand the recording made by the scientist
 he is saying very fast and his pronunciation is very unclear to me
 any help would be appriciated
 O dood what a roar!
 Maxwell hitting sixes and four!
 Smilee!
 Ishan
 
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Re: [Audyssey] Descent into madness

2014-05-15 Thread jmtsanders

Hi,
I can't descent in to Madness to work on my computer.
I'm using windows 7 64 bit.
How should I go about playing the game?
I hope to hear from you soon.
Sincerely,
John Sanders


-Original Message- 
From: Sharon Hooley

Sent: Thursday, May 15, 2014 5:43 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Descent into madness

Hi,

I've played with the Descent into Madness, so I understand most of the 
questions.  I don't remember about the card reader, but I'll give you a hint 
about the safe combination:  Did you meet another guy who had been locked up 
near the bathroom?  I think you'll understand his voice better.  He'll tell 
you something he heard the scientist repeated over and over.  Part of 
playing a game like this, at least for some people, is to keep trying to get 
everything figured out to rescue people.  Unfortunately, when I played it, 
I either couldn't turn it off, or I have no clue on how to finish it when 
the guiding voice says something like, congratulations, you've conquored the 
monsters.  They're all dead, or are they?!  That's where I gave up and had a 
difficult time closing the program.  As I recall, I couldn't save my moves 
in slots so I could come back to them.  So, unless the makers went back and 
made the corrections, Descent into Madness was not completed.  Still fun to 
play, though!


Hth,


Sent from my iPhone


On May 14, 2014, at 11:01 PM, ishan dhami ishan1dha...@gmail.com wrote:

Hi what is the combination of safe?
How and where can I find a card reader?
I don't understand the recording made by the scientist
he is saying very fast and his pronunciation is very unclear to me
any help would be appriciated
O dood what a roar!
Maxwell hitting sixes and four!
Smilee!
Ishan

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list,

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Re: [Audyssey] Descent into madness

2014-05-15 Thread Sharon Hooley
I was using windows XP, so I don't know.

Sent from my iPhone

 On May 15, 2014, at 3:52 PM, jmtsand...@comcast.net wrote:
 
 Hi,
 I can't descent in to Madness to work on my computer.
 I'm using windows 7 64 bit.
 How should I go about playing the game?
 I hope to hear from you soon.
 Sincerely,
 John Sanders
 
 
 -Original Message- From: Sharon Hooley
 Sent: Thursday, May 15, 2014 5:43 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Descent into madness
 
 Hi,
 
 I've played with the Descent into Madness, so I understand most of the 
 questions.  I don't remember about the card reader, but I'll give you a hint 
 about the safe combination:  Did you meet another guy who had been locked up 
 near the bathroom?  I think you'll understand his voice better.  He'll tell 
 you something he heard the scientist repeated over and over.  Part of playing 
 a game like this, at least for some people, is to keep trying to get 
 everything figured out to rescue people.  Unfortunately, when I played it, I 
 either couldn't turn it off, or I have no clue on how to finish it when the 
 guiding voice says something like, congratulations, you've conquored the 
 monsters.  They're all dead, or are they?!  That's where I gave up and had a 
 difficult time closing the program.  As I recall, I couldn't save my moves in 
 slots so I could come back to them.  So, unless the makers went back and made 
 the corrections, Descent into Madness was not completed.  Still fun to play, 
 though!
 
 Hth,
 
 
 Sent from my iPhone
 
 On May 14, 2014, at 11:01 PM, ishan dhami ishan1dha...@gmail.com wrote:
 
 Hi what is the combination of safe?
 How and where can I find a card reader?
 I don't understand the recording made by the scientist
 he is saying very fast and his pronunciation is very unclear to me
 any help would be appriciated
 O dood what a roar!
 Maxwell hitting sixes and four!
 Smilee!
 Ishan
 
 ---
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Re: [Audyssey] frogger - Re: some suggestions and comments for better audio games

2014-05-15 Thread Thomas Ward
Hi Charles,

Somehow I don't think there would be enough of old Froggy left for
that. Especially, if he got smashed by a big truck. He would be a
grease spot on the road.

Go Froggy go. Hop your way to the top. Go Froggy go. Keep on hopping
and don't stop. Go Froggy go.
-Buckner  Garsia, Froggy's Lament



On 5/15/14, Charles Rivard wee1s...@fidnet.com wrote:
 Road kill!  Deep fried frog legs for dinner!!

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

 you! really! are! finished!

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Re: [Audyssey] frogger - Re: some suggestions and comments for betteraudio games

2014-05-15 Thread Thomas Ward
Hi Charles,

That's the problem. Having too many cars and trucks on the road would
mean that in effect they would drown out the other sounds and that
would make it hard to tell weather various cars were near or far.
Especially, considering a large truck with a big diesel engine would
naturally be louder than a standard car.

The other issue here is putting medians or places between the lanes of
traffic would not be true to the original Frogger game. You had to hop
and weave your way through traffic which was tricky to do. As Dark
pointed out in a prior message often times you would hop to avoid one
vehicle only to jump in the path of something else and get smashed.
There fore part of the challenge of the game was judging your chances
of getting across all the lanes of traffic without running a fowl of
traffic coming in either direction. Having a rest spot between might
be more accessible, but would over simplify the game.

Cheers!


On 5/15/14, Charles Rivard wee1s...@fidnet.com wrote:
 I would think that representing 4 lanes of moving traffic would not be
 easily done.  If volume were the distance clue, some would drown out others,

 so you wouldn't know the far lanes were busy.  Maybe the lanes could be
 spaced so that the frog could land between them and then you could wait
 until the next lane is clear before hopping over it, but this would be like

 another version of the curb game, which was pretty easily beaten.

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

 you! really! are! finished!

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Re: [Audyssey] some suggestions and comments for better audio games

2014-05-15 Thread Thomas Ward
Hi Bryan,

Very true. Wolves often get an undeserved bad reputation, and are
often portrayed in movies and video games as vicious killers when in
reality they aren't really that vicious. In fact, they generally avoid
human beings wherever possible, and while not to be underestimated and
treated like big dogs they are not the killers they are made out to be
in video games and so on.

Truth is that the majority of wolves would rather dine on Bugs Bunny
rather than a human being like you or I. Their normal fair is small
prey like rabbits, squirrels, and certainly wouldn't mind helping
himself/herself to a farmers chickens now and then but  human beings
generally are not on the menu. The only time they will go after larger
prey like a deer is if they have a big enough pack and can take it
down without serious injury to themselves. Wolves are highly
intelligent animals, and like most things in nature if you leave them
alone they will leave you alone.

Unfortunately, like most things in nature people often misunderstand
them, don't trust them, and often make the few incidents where humans
have been attacked and killed out to seem worse than it actually was.
Most of these reported incidents were because the wolf was suffering
from a disease like rabies, was starving because it could not find
natural prey in its usual territory, or it was provoked by a dumb
human who threatened it for one reason or another. Wolves definitely
don't attack and kill other animals for just any reason. There is a
purpose for their attack and the more a person knows what those
reasons are the chances are they'll get along with our furry friends.

Cheers!


On 5/15/14, Bryan Peterson bpeterson2...@cableone.net wrote:
 That makes sense.I wonder if the same could be said of wolves. I used to be

 a fan of author Farley Mowatt, paritcularly his book NeverCr WOlf wich dealt

 with the bad reputation wolves have. His research seemed to indicate that a

 wolf or pack of wolves wouldn't attack just anything unless absolutely
 necessary. Even when hunting they apparently don't go after animals unless
 those animals show signs of weakness or illness simply because it wuld be a

 waste of energ to go after, say a completely healthy caribou versus a sick
 one. So any time I see wolves portrayed asvicious enemies in video games I
 get sort of skeptical. I doknow that sometimes wolves go rogue and I have
 heard that rogues might attack things other wolves would normally avoid.



 Oh freddled gruntbuggly,
 thy micturations are to me
 as plurdled gabbleblotchits on a lurgid bee.
 GroupI implore thee, my foonting turlingdromes,
 And hooptiously drangle me with crinkly bindlewurdles,
 or I will rend thee in the gobberwarts with my blurglecruncheon, see if I
 don't!

---
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Re: [Audyssey] SOD voices

2014-05-15 Thread Thomas Ward
Hi Lori,

Yes, precisely. The turret guns are a machine and they explode when
you destroy them. Therefore there is no corpse to leave behind.

Cheers!


On 5/15/14, Lori Duncan lori_dunca...@hotmail.com wrote:
 Ah, is that why the turret guns don't have corpses, they'd shoot at you, but

 didn't leave bodies or guns behind when killed.


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Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-15 Thread Thomas Ward
Hi Dark,

Well, there are a lot of factors to consider when discussing the
popularity of a certain game, and while commercialization may be a
contributing factor that is not the be all and end all of a certain
game's success.

To begin with as games are meant to be entertaining therefore it
stands to reason the success or failure of a certain game is how well
can it entertain one or more players. If a game is boring, not very
entertaining, it won't matter if the game is commercial or outright
free because if it isn't entertaining people won't play it. That, of
course, begs the question what makes a game entertaining?

For one thing the majority of people around the world usually enjoy
games that are easy to learn and play. The game itself need not
necessarily be simplistic, but just easy enough to get the general
idea of how the game is played and can get better at over time. there
are many games of that sort such as Monopoly or various card games
like Poker. Learning the rules of the game and how it is played is
easy, but just knowing the basics won't make the new player an expert
at the game. Value judgments of when the hold and when to fold etc
requires experience.

The second issue is challenge or competition. I think it is safe to
say most people are competitive, like some challenges, and naturally a
game that is challenging, one in which the player has to work for the
victory, will be very entertaining.

I can remember back in the 80's when the only video games that were
around were the classic arcade games like Space Invaders, Asteroids,
Pac-Man, Frogger, Centipede, and so on. Although, simplistic from a
design point of view what made those games so addictive is trying to
top my prior score. I'd reach a point where I'd bomb out of the game
and have to start over, and when I did I'd try to beat my prior scores
which meant I was in competition with myself. In two-player mode those
games were even more challenging because I was not only trying to top
my prior scores I'd be trying to beat whomever I was playing against.

The thing is I often played the games with the most challenge over and
over again, because I enjoyed the challenge, the competition, and
rarely played games I could easily complete. Once I made it to the
final level or boss level of a game I'd put that game away and start
something else, because I had been there done that per se. I would
often play a game until I beat it or finally decided victory was
impossible for me. So I think challenge is a key ingredient in what
makes a game popular, entertaining, and what makes a game good or bad.

Finally, I think the game's theme or storyline has a lot to do with
its success or failure. A game based on a very popular storyline or
game characters has a good chance of being a big hit just because the
content is already popular. Games based on Star Wars, Star Trek, Harry
Potter, and other big name trademarks usually garner a lot of
attention from gamers because its an interactive way to play their
favorite characters and interact with their favorite stories.

To give you an example in the late 80's and early 90's I was a huge
Teenage Mutant Ninja Turtles fan. Not surprising one of the games I
begged and begged my parents to get me was TMNT for my Nintendo. When
I finally got it I would spend hours on that game alone almost to the
exclusion of everything else I owned. Not because the game itself was
the best game in the world, but because it was the Ninja Turtles. I
got to pick out the turtle I wanted to control and take on Bebop, Rock
Steady, Krang, Shredder, and lots of foot soldiers.


Another game I went crazy over was the 1989 Batman game for the NES
that was a tie-in to the 1989 movie. It wasn't exactly like the movie
of course, most games aren't, but I enjoyed going through the streets
of Gothom City beating up the Joker's thugs, destroying robots, and
eventually kicking the Joker's butt in the clock tower.

The point being here while TMNT and Batman were decent games in of
themselves the real entertainment value for me personally was that
they were based on characters and stories I enjoyed to begin with.
Other games like Megaman, Castlevania, Double Dragon, etc were cool,
but they didn't have that emotional high of being Batman or the Ninja
Turtles. I guess the way to summarize it I had an emotional and
personal attachment to the game's characters that were not present in
a game with generic heroes and villains. thus those games were more
entertaining for me.

Cheers!


On 5/15/14, dark d...@xgam.org wrote:
 I would agree that looking at the appeal of a game (or indeed anything
 else), to a majority is indeed important, especially if the game is to be
 sold.

 That being said, there is far too much in terms of capitalism which assumes

 this is the only measure of what is good, or even worse, attempts to create

 a majority preference by simply telling people what to think via
 advertising.

 For example, look at all the adverts that say 

[Audyssey] What is SOD?

2014-05-15 Thread Keith S

What type of game is sod?


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