Re: [Audyssey] clear call stack in bgt

2014-08-31 Thread john

I think I've figured out a way to handle most of the issue with returns and 
some function condensing; thanks a bunch!

- Original Message -
From: Aaron Baker theultimatemasterofarc...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Fri, 29 Aug 2014 17:53:56 -0400
Subject: Re: [Audyssey] clear call stack in bgt

Hi, can you explain more of what you are trying to do?
It is possible you can avoid your repeititious function calls with
loops, return values, global variables or parameters.
There is no way to increase or clear the call stack. You couldn't
clear the call stack, because then what happens if the function which
does this returns?
BGT wouldn't know what to return you to, because you've killed the call stack.
The call stack basically records everything.

On 8/29/14, john jpcarnemo...@gmail.com wrote:
HI all,
As the subject suggests, I'm wondering if its possible to clear (or
increase the size of) the call stack in bgt (or any programming language,
for that matter). I'm having difficulty from keeping my projects from
continually increasing the size
of the stack, and while this would be just fine for a small program, I'm
pretty sure my major project is going to go over 1 eventually, possibly
regardless of how perfectly the player performs. If there's no way to do
this, are there any tips I
can get as to how to make a program continue running without increasing the
call stack, as I'm going to have to be constantly switching between
functions, that need to be able to call each other a theoretically infinite
number of times.

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Re: [Audyssey] clear call stack in bgt

2014-08-31 Thread john
The overflow point in bgt is 1 calls. I was pretty much having functions call each other without ever using returns, so odds are I would have hit that limit before completing the game. I'm planning to do some restructuring, and hopefully I'll be 
able to at least heavily reduce the size of the stack. As a reference point, by the time the player would have finished approximately what I expect to be the first seen of the game, the call stack is around 400 function calls. This is also running on 
an early early setup of the game; so for all I know there's going to be a lot more functions added, which would have driven that number up even further.


- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Sat, 30 Aug 2014 22:17:18 -0400
Subject: Re: [Audyssey] clear call stack in bgt

Hi John,

I will answer your questions as best I can but I think you have some
confusion over what the call stack is, how it works, and therefore may
be worrying about nothing.

First, as to your question there is no way to kill the stack with out
killing the entire program. If your function that clears the stack
returns there would essentially be nothing left in memory to return to
resulting in a crash. Quite frankly put since the stack holds the
memory address of every function and variable in your program if you
kill the stack you might as well kill the entire program since there
are essentially no functions and variables in memory to access.

Second, as for creating the size of the call stack don't worry about
it too much. If you are paranoid about this all you have to do is some
very memory efficient coding such as instead of using a lot of global
variables pass information by reference to functions and use local
variables as often as possible. Every time a function returns the
function itself is released from the stack, and any variables etc
contained there in are also removed freeing up more memory on the
stack for more functions and variables.

I don't honestly see you having a serious stack overflow here, because
BGT seems to have a reasonably large enough call stack for any game
you can conceive of. Its not about how many functions you have in the
program or how many times you call them. As I said every time a
function returns the function is removed from the stack along with any
pointers, objects, and variables it may contain in the local scope so
its not like that stuff remains in memory forever. Sooner or later it
will get removed from the stack making room for something else.

That said, using loops like a while loop is more memory efficient than
using recursion. In other words if you need to perform the same action
multiple times instead of simply calling the same function over and
over again, (recursion,) put it in a loop so that the function only
gets called when a certain state is true, and if not the loop exits
and the function can be removed from the stack.

Cheers!



On 8/29/14, john jpcarnemo...@gmail.com wrote:
HI all,
As the subject suggests, I'm wondering if its possible to clear (or
increase the size of) the call stack in bgt (or any programming language,
for that matter). I'm having difficulty from keeping my projects from
continually increasing the size
of the stack, and while this would be just fine for a small program, I'm
pretty sure my major project is going to go over 1 eventually, possibly
regardless of how perfectly the player performs. If there's no way to do
this, are there any tips I
can get as to how to make a program continue running without increasing the
call stack, as I'm going to have to be constantly switching between
functions, that need to be able to call each other a theoretically infinite
number of times.

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Re: [Audyssey] clear call stack in bgt

2014-08-31 Thread Aaron Baker
Keep in mind, it may be hard to add saving and reloading if you rely
too heavily on the callstack.
Consider this.
void first_level()
{
second_level();
}
void second_level()
{
third_level();
}
void third_level()
{
fourth_level();
}
void fourth_level()
{

}
That is of course possible to save, provided you never return from a
level in order to return the player to a previous level.
Consider this, superior, method.

int id=0;\
void main()
{
while(true)// This loop runs forever
{
switch(id)
{
case 0:
first_level();
break;
case 1:
second_level();
break;
case 2:
third_level();
break;

}
if(id==-1)
exit();// Or you could return to the main menu if you like.
}
}
void first_level()
{
id=1;
}
void second_level()
{
id=2;
}
void third_level()
{
id=-1;
}
// In this way, saving becomes pretty easy and the callstack is never very high.
I like using classes for stages to be honest, their very flexible. You
definitely don't have to, though.
Hope I was at least some help.

On 8/31/14, john jpcarnemo...@gmail.com wrote:
 The overflow point in bgt is 1 calls. I was pretty much having functions
 call each other without ever using returns, so odds are I would have hit
 that limit before completing the game. I'm planning to do some
 restructuring, and hopefully I'll be
 able to at least heavily reduce the size of the stack. As a reference point,
 by the time the player would have finished approximately what I expect to be
 the first seen of the game, the call stack is around 400 function calls.
 This is also running on
 an early early setup of the game; so for all I know there's going to be a
 lot more functions added, which would have driven that number up even
 further.

  - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Date sent: Sat, 30 Aug 2014 22:17:18 -0400
 Subject: Re: [Audyssey] clear call stack in bgt

 Hi John,

 I will answer your questions as best I can but I think you have some
 confusion over what the call stack is, how it works, and therefore may
 be worrying about nothing.

 First, as to your question there is no way to kill the stack with out
 killing the entire program. If your function that clears the stack
 returns there would essentially be nothing left in memory to return to
 resulting in a crash. Quite frankly put since the stack holds the
 memory address of every function and variable in your program if you
 kill the stack you might as well kill the entire program since there
 are essentially no functions and variables in memory to access.

 Second, as for creating the size of the call stack don't worry about
 it too much. If you are paranoid about this all you have to do is some
 very memory efficient coding such as instead of using a lot of global
 variables pass information by reference to functions and use local
 variables as often as possible. Every time a function returns the
 function itself is released from the stack, and any variables etc
 contained there in are also removed freeing up more memory on the
 stack for more functions and variables.

 I don't honestly see you having a serious stack overflow here, because
 BGT seems to have a reasonably large enough call stack for any game
 you can conceive of. Its not about how many functions you have in the
 program or how many times you call them. As I said every time a
 function returns the function is removed from the stack along with any
 pointers, objects, and variables it may contain in the local scope so
 its not like that stuff remains in memory forever. Sooner or later it
 will get removed from the stack making room for something else.

 That said, using loops like a while loop is more memory efficient than
 using recursion. In other words if you need to perform the same action
 multiple times instead of simply calling the same function over and
 over again, (recursion,) put it in a loop so that the function only
 gets called when a certain state is true, and if not the loop exits
 and the function can be removed from the stack.

 Cheers!



 On 8/29/14, john jpcarnemo...@gmail.com wrote:
  HI all,
   As the subject suggests, I'm wondering if its possible to clear (or
  increase the size of) the call stack in bgt (or any programming language,
  for that matter). I'm having difficulty from keeping my projects from
  continually increasing the size
  of the stack, and while this would be just fine for a small program, I'm
  pretty sure my major project is going to go over 1 eventually,
 possibly
  regardless of how perfectly the player performs. If there's no way to do
  this, are there any tips I
  can get as to how to make a program continue running without increasing
 the
  call stack, as I'm going to have to be constantly switching between
  functions, that need to be able to call each other a theoretically
 infinite
  number of times.

  ---
  Gamers mailing list __ Gamers@audyssey.org
  If you want to leave the list, send E-mail to
  

[Audyssey] Classic games under Windows 8/8.1?

2014-08-31 Thread Christopher Hallsworth

Hi all
Let me clarify what I'm asking here. Do the good old Classic games from 
companies like LWorks and Playing In The Dark work under Windows 8/8.1? 
What about those from Draconis? These are games I'm talking about and 
not ones released recently. I know Shades of Doom 2.0 which is in public 
beta currently works just fine under my 8.1 installation at least. Any 
comments welcome. Thanks!

--
Christopher Hallsworth
Student at the Hadley School for the Blind
www.hadley.edu

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Re: [Audyssey] possible dos emulator

2014-08-31 Thread shaun everiss

Probably but all the copywrite  over the synths.
I guess if a driver was written such for those readers ie jaws for 
dos or hal lite that had a synth use espeak for example then it would 
work, same with the keynote stuff.

But  no one will do that.
No, the easiest way will to have an opensource dos  screenreader 
built for console apps and dos, we have some of this with nvda 
reading some stuff, maybe that could be improved, maybe something 
built for dosbox and its output ways just like in  dos itself.

For text and limited graphics anyway.
Its possible but who would do that.

At 03:36 a.m. 31/08/2014, you wrote:
well since those are open source couldn't the source code be 
modified to let dos screen readers run say you set up a dos screen 
reader as an accent then all its output would be redirected to sapi5 
in windows?


signature not available.

shaun everiss wrote:

Hi.
this is what happens when I have little time to do much
http://sourceforge.net/projects/vdos/
http://www.columbia.edu/~em36/wpdos/64bitwindows.html

These are to run a vertual dos emulator.
Right now the sourcefoorge project looks interesting.
Sadly just like dosbox the screen ccan't be read but it is a 
windows console at least.
My idea for a dos emulator would be a windows console app that 
could emulate dos



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Re: [Audyssey] What has happened to Liam?

2014-08-31 Thread ishan dhami
well He was a member of audyssey I think.
I saw his personal website yesterday and there is only one post which
we write in this year.
Thanks
Ishan

On 8/31/14, Charles Rivard wee1s...@fidnet.com wrote:
 I would not expect him to make his games free.  If he did that, what would
 he earn from his work?  That's asking far too much.

 What I think he should do is to have someone who is willing to do so, take
 charge of the key replacements, or, as previously suggested by list members,

 go to an automated system of registration.

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

 you! really! are! finished!
 - Original Message -
 From: loriduncan lori_dunca...@hotmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, August 30, 2014 2:33 PM
 Subject: Re: [Audyssey] What has happened to Liam?


 Hi Thomas, he really does need to get his act together with l-works.
 We've paid good money for high quality games, and if he can't be bothered

 helping his customers, then he should just make all his games free.

 -Original Message-
 From: Thomas Ward
 Sent: Friday, August 29, 2014 10:25 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] What has happened to Liam?

 Hi Lori,

 Unfortunately, Liam hasn't been too communicative over the last couple
 of years so I personally have no idea what he is up to. That said, I
 agree he really does need to employ some sort of automated payment and
 key replacement system as a lot of people are growing tired of not
 receiving key replacements, questions about his lack of response to
 e-mails, etc. If he is unable to respond to e-mails and come up with
 timely key replacements then he needs to find some sort of automated
 system to do it for him.

 Cheers!


 On 8/28/14, loriduncan lori_dunca...@hotmail.com wrote:
 Hi, does anyone know what's happened to Liam from l-works?  I am still
 unable to get any of my games which I paid for, registered.

 I personally feel he really needs to set up an automated key replacement
 service like some other sites have, if he's too busy or doesn't want the
 hard task of manually replacing lost keys.

 His games are of such good quality, I'm sad I'm unable to play them.

 I realise he has a life outside of game developement, like we all do, and

 I
 hope his real life is going well too.

 From Lori.
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[Audyssey] treasure hunt.

2014-08-31 Thread ishan dhami
Hi can anyone have a good recording of treasure hunt?
Thanks
Ishan

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Re: [Audyssey] Classic games under Windows 8/8.1?

2014-08-31 Thread Thomas Ward
Hi Christopher,

I honestly have not tried any of the older games by L-Works on Windows
8.x nor have I tried Topspeedd from Playing in the Dark. However, I
have tried some of Draconis's older VB 6 titles like Alien Outback,
Monkey Business, and Dynaman, and yes they will work. They require a
bit of extra steps to get them to work correctly as does any legacy VB
6 applications. Basically, install VB 6 dependencies, DirectX 8 legacy
libraries, and installing the games  locally to avoid Account User
Control will get them to run on Windows 8.x.


On 8/30/14, Christopher Hallsworth challswor...@icloud.com wrote:
 Hi all
 Let me clarify what I'm asking here. Do the good old Classic games from
 companies like LWorks and Playing In The Dark work under Windows 8/8.1?
 What about those from Draconis? These are games I'm talking about and
 not ones released recently. I know Shades of Doom 2.0 which is in public
 beta currently works just fine under my 8.1 installation at least. Any
 comments welcome. Thanks!
 --
 Christopher Hallsworth
 Student at the Hadley School for the Blind
 www.hadley.edu

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Re: [Audyssey] What has happened to Liam?

2014-08-31 Thread Thomas Ward
Hi Ishan,

Yes, Liam use to be a member of this list. However, I'd have to check
the membership to see if he is still a list member. That's not really
here nor there since it does not really resolve the problem user's are
having with getting their keys replaced.



On 8/31/14, ishan dhami ishan1dha...@gmail.com wrote:
 well He was a member of audyssey I think.
 I saw his personal website yesterday and there is only one post which
 we write in this year.
 Thanks
 Ishan

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Re: [Audyssey] clear call stack in bgt

2014-08-31 Thread shaun everiss
While reality gaming does not use bgt the engine used does have sound 
issues from time to time.

Still does.
what is done as every objective that is completed level, etc the 
buffers are cleared, there is a bit more than that now because often 
something gets maxed, ie if you die some values may not be 
cleared  till program restarts and then you may loose some more stuff.

Right now various little issues like that are happening.

At 11:58 p.m. 31/08/2014, you wrote:
The overflow point in bgt is 1 calls. I was pretty much having 
functions call each other without ever using returns, so odds are I 
would have hit that limit before completing the game. I'm planning 
to do some restructuring, and hopefully I'll be able to at least 
heavily reduce the size of the stack. As a reference point, by the 
time the player would have finished approximately what I expect to 
be the first seen of the game, the call stack is around 400 function 
calls. This is also running on an early early setup of the game; so 
for all I know there's going to be a lot more functions added, which 
would have driven that number up even further.


- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Sat, 30 Aug 2014 22:17:18 -0400
Subject: Re: [Audyssey] clear call stack in bgt

Hi John,

I will answer your questions as best I can but I think you have some
confusion over what the call stack is, how it works, and therefore may
be worrying about nothing.

First, as to your question there is no way to kill the stack with out
killing the entire program. If your function that clears the stack
returns there would essentially be nothing left in memory to return to
resulting in a crash. Quite frankly put since the stack holds the
memory address of every function and variable in your program if you
kill the stack you might as well kill the entire program since there
are essentially no functions and variables in memory to access.

Second, as for creating the size of the call stack don't worry about
it too much. If you are paranoid about this all you have to do is some
very memory efficient coding such as instead of using a lot of global
variables pass information by reference to functions and use local
variables as often as possible. Every time a function returns the
function itself is released from the stack, and any variables etc
contained there in are also removed freeing up more memory on the
stack for more functions and variables.

I don't honestly see you having a serious stack overflow here, because
BGT seems to have a reasonably large enough call stack for any game
you can conceive of. Its not about how many functions you have in the
program or how many times you call them. As I said every time a
function returns the function is removed from the stack along with any
pointers, objects, and variables it may contain in the local scope so
its not like that stuff remains in memory forever. Sooner or later it
will get removed from the stack making room for something else.

That said, using loops like a while loop is more memory efficient than
using recursion. In other words if you need to perform the same action
multiple times instead of simply calling the same function over and
over again, (recursion,) put it in a loop so that the function only
gets called when a certain state is true, and if not the loop exits
and the function can be removed from the stack.

Cheers!



On 8/29/14, john jpcarnemo...@gmail.com wrote:
HI all,
As the subject suggests, I'm wondering if its possible to clear (or
increase the size of) the call stack in bgt (or any programming language,
for that matter). I'm having difficulty from keeping my projects from
continually increasing the size
of the stack, and while this would be just fine for a small program, I'm
pretty sure my major project is going to go over 1 eventually, possibly
regardless of how perfectly the player performs. If there's no way to do
this, are there any tips I
can get as to how to make a program continue running without increasing the
call stack, as I'm going to have to be constantly switching between
functions, that need to be able to call each other a theoretically infinite
number of times.

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Re: [Audyssey] clear call stack in bgt

2014-08-31 Thread Aaron Baker
I don't know, perhaps I'm being thick, but I do not understand what in
the world you are talking about. Sorry, I'm probably just being slow.

On 8/31/14, shaun everiss sm.ever...@gmail.com wrote:
 While reality gaming does not use bgt the engine used does have sound
 issues from time to time.
 Still does.
 what is done as every objective that is completed level, etc the
 buffers are cleared, there is a bit more than that now because often
 something gets maxed, ie if you die some values may not be
 cleared  till program restarts and then you may loose some more stuff.
 Right now various little issues like that are happening.

 At 11:58 p.m. 31/08/2014, you wrote:
The overflow point in bgt is 1 calls. I was pretty much having
functions call each other without ever using returns, so odds are I
would have hit that limit before completing the game. I'm planning
to do some restructuring, and hopefully I'll be able to at least
heavily reduce the size of the stack. As a reference point, by the
time the player would have finished approximately what I expect to
be the first seen of the game, the call stack is around 400 function
calls. This is also running on an early early setup of the game; so
for all I know there's going to be a lot more functions added, which
would have driven that number up even further.

- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Sat, 30 Aug 2014 22:17:18 -0400
Subject: Re: [Audyssey] clear call stack in bgt

Hi John,

I will answer your questions as best I can but I think you have some
confusion over what the call stack is, how it works, and therefore may
be worrying about nothing.

First, as to your question there is no way to kill the stack with out
killing the entire program. If your function that clears the stack
returns there would essentially be nothing left in memory to return to
resulting in a crash. Quite frankly put since the stack holds the
memory address of every function and variable in your program if you
kill the stack you might as well kill the entire program since there
are essentially no functions and variables in memory to access.

Second, as for creating the size of the call stack don't worry about
it too much. If you are paranoid about this all you have to do is some
very memory efficient coding such as instead of using a lot of global
variables pass information by reference to functions and use local
variables as often as possible. Every time a function returns the
function itself is released from the stack, and any variables etc
contained there in are also removed freeing up more memory on the
stack for more functions and variables.

I don't honestly see you having a serious stack overflow here, because
BGT seems to have a reasonably large enough call stack for any game
you can conceive of. Its not about how many functions you have in the
program or how many times you call them. As I said every time a
function returns the function is removed from the stack along with any
pointers, objects, and variables it may contain in the local scope so
its not like that stuff remains in memory forever. Sooner or later it
will get removed from the stack making room for something else.

That said, using loops like a while loop is more memory efficient than
using recursion. In other words if you need to perform the same action
multiple times instead of simply calling the same function over and
over again, (recursion,) put it in a loop so that the function only
gets called when a certain state is true, and if not the loop exits
and the function can be removed from the stack.

Cheers!



On 8/29/14, john jpcarnemo...@gmail.com wrote:
HI all,
 As the subject suggests, I'm wondering if its possible to clear
 (or
increase the size of) the call stack in bgt (or any programming language,
for that matter). I'm having difficulty from keeping my projects from
continually increasing the size
of the stack, and while this would be just fine for a small program, I'm
pretty sure my major project is going to go over 1 eventually,
 possibly
regardless of how perfectly the player performs. If there's no way to do
this, are there any tips I
can get as to how to make a program continue running without increasing
 the
call stack, as I'm going to have to be constantly switching between
functions, that need to be able to call each other a theoretically
 infinite
number of times.

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If 

Re: [Audyssey] What has happened to Liam?

2014-08-31 Thread shaun everiss
I agree to all this, I have tried time and time again to get codes 
but his email though I get no erros back don't give me a resonce.
I have seen some cracks for his games and to be honest, i have 
thought about pirating his stuff, I know him so I won't but his being 
gone for so long really does not help him any.
I have had him streaming to me for some time so I  have some good 
friendships with him at least for a few years while on msn, and also 
with a few other gings in past years, but good will can only go so 
far and I am starting to have doubts.

Its like he has vanished off the earth with no trace.
Its good I got time to play his stuff when he was still round because 
I spent a good 60 bucks on sl and jd and to be honest who knows.
Lorry, its strange your external hard drive got corrupted because of 
a virus and a virus destroyed your hard drive needing it to get 
replaced, maybe a reformat but never replacement and I have never had 
an external get corrupted like that, windows from time to time says 
the drive needs reformatting or  is corrupted but its not, its just 
windows being stupid I have had a drive die on me well 2 of them 
physically explode and die but I think someone is having a laugh at 
your expence.


At 07:33 a.m. 31/08/2014, you wrote:
Hi Thomas, he really does need to get his act together with 
l-works.  We've paid good money for high quality games, and if he 
can't be bothered helping his customers, then he should just make 
all his games free.


-Original Message- From: Thomas Ward
Sent: Friday, August 29, 2014 10:25 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] What has happened to Liam?

Hi Lori,

Unfortunately, Liam hasn't been too communicative over the last couple
of years so I personally have no idea what he is up to. That said, I
agree he really does need to employ some sort of automated payment and
key replacement system as a lot of people are growing tired of not
receiving key replacements, questions about his lack of response to
e-mails, etc. If he is unable to respond to e-mails and come up with
timely key replacements then he needs to find some sort of automated
system to do it for him.

Cheers!


On 8/28/14, loriduncan lori_dunca...@hotmail.com wrote:

Hi, does anyone know what's happened to Liam from l-works?  I am still
unable to get any of my games which I paid for, registered.

I personally feel he really needs to set up an automated key replacement
service like some other sites have, if he's too busy or doesn't want the
hard task of manually replacing lost keys.

His games are of such good quality, I'm sad I'm unable to play them.

I realise he has a life outside of game developement, like we all do, and I
hope his real life is going well too.

From Lori.
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Re: [Audyssey] What has happened to Liam?

2014-08-31 Thread ishan dhami
can someone know his facebook ID
Thanks
Ishan

On 8/30/14, shaun everiss sm.ever...@gmail.com wrote:
 Yeah I don't know, he was a good guy but I hardly
 see him his l-works twitter has not been updated in ages.
 And as for the 2 games I legally own superliam
 and judgement day I have given up registering them on my systems.
 In fact if he is gone I won't buy his stuff
 because I can't get hime to register anything even though I try to do so.

 At 02:35 a.m. 30/08/2014, you wrote:
Agreed. I was asked to re-purchase Super Egg
Hunt Plus as a gift for a friend as they lost
the key. Fortunately I still had the key tooked
away somewhere so not a penny was wasted and was
able to give it them again. Strangely this game
does use an automated system but not his other
titles. This is nonsense to me because of
inconsistencies. Christopher Hallsworth Student
at the Hadley School for the Blind
www.hadley.edu On 29/08/2014 01:07, loriduncan
wrote:  Hi, does anyone know whatâ EURO (tm)s happened
to Liam from l-works?  I am still unable to get
any of my games which I paid for,
registered.   I personally feel he really
needs to set up an automated key replacement
service like some other sites have, if heâ EURO (tm)s
too busy or doesnâ EURO (tm)t want the hard task of
manually replacing lost keys.   His games are
of such good quality, Iâ EURO (tm)m sad Iâ EURO (tm)m unable to
play them.   I realise he has a life outside
of game developement, like we all do, and I hope
his real life is going well too.From
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Re: [Audyssey] What has happened to Liam?

2014-08-31 Thread shaun everiss
Well if he ever wanted someone to handle all his orders and keys I'd 
probably take that on as well as other part time projects I am doing.

ofcause it would have to be a team of people incase one got sick but who knows.
personally I would stop short of pirating his games but not by much.
If he is still gone next year or even next month then all bets are  off.
I knew him as a completely random guy everything was random but even 
for him this really is over his randomness just a bit its been a 
concern for a while the only reason I don't jump on him is that while 
I still do buy games I seem to have less and less time to really get 
down and have a good bash at the controls.
Usually its what I am testing, mostly I don't have time but when I do 
have a bit I do go at it.


At 08:13 a.m. 31/08/2014, you wrote:
I would not expect him to make his games free.  If he did that, what 
would he earn from his work?  That's asking far too much.


What I think he should do is to have someone who is willing to do 
so, take charge of the key replacements, or, as previously suggested 
by list members, go to an automated system of registration.


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

- Original Message - From: loriduncan lori_dunca...@hotmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, August 30, 2014 2:33 PM
Subject: Re: [Audyssey] What has happened to Liam?


Hi Thomas, he really does need to get his act together with 
l-works. We've paid good money for high quality games, and if he 
can't be bothered helping his customers, then he should just make 
all his games free.


-Original Message- From: Thomas Ward
Sent: Friday, August 29, 2014 10:25 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] What has happened to Liam?

Hi Lori,

Unfortunately, Liam hasn't been too communicative over the last couple
of years so I personally have no idea what he is up to. That said, I
agree he really does need to employ some sort of automated payment and
key replacement system as a lot of people are growing tired of not
receiving key replacements, questions about his lack of response to
e-mails, etc. If he is unable to respond to e-mails and come up with
timely key replacements then he needs to find some sort of automated
system to do it for him.

Cheers!


On 8/28/14, loriduncan lori_dunca...@hotmail.com wrote:

Hi, does anyone know what's happened to Liam from l-works?  I am still
unable to get any of my games which I paid for, registered.

I personally feel he really needs to set up an automated key replacement
service like some other sites have, if he's too busy or doesn't want the
hard task of manually replacing lost keys.

His games are of such good quality, I'm sad I'm unable to play them.

I realise he has a life outside of game developement, like we all do, and I
hope his real life is going well too.

From Lori.
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Re: [Audyssey] What has happened to Liam?

2014-08-31 Thread Thomas Ward
Hi Lori,

While I do agree Liam needs to get his act together about key
replacements and providing better support for his games I disagree
about him giving them away for free. He put the time and work into
creating them so deserves some compensation for that, and as a fellow
developer can understand why he would be reluctant to just give them
away. That said, I don't really understand why he isn't providing
better support for them.

Yes, I know he does have a real daytime job which would drastically
effect how much free time he has to devoting to supporting his
products. Nobody can fault him for that, but I do think he could
probably manage his free time better. I realize it is easy for me to
say this, but I would think he could devote at least a little time to
L-Works support rather than doing something else with his free time be
it watching TV,playing games, or whatever it is he does in his free
time. It makes me question weather he really cares or not. Perhaps,
though, I am being too harsh. I just don't know enough about why he
isn't offering better support to accurately make a fair judgement
about the situation.

Still, even if he himself doesn't have free time he should be able to
find a trusted friend, relative, or appoint a fellow game developer to
redistribute product keys and help manage the business end of things
of L-Works rather than let things hang. Again, easy for me to say, but
it would potentially be an option to offer his customers something
rather than seemingly ignoring them.

Last of all he could always write or higher someone to write some
automated system which would ideally be the best way to handle
support. The automated system would be available 24/7
and only require minimal oversight. That way he would be free to do
whatever he needed to do while having an automated system overseeing
the business end of the business.

The point being here is I know Liam could probably do something, and
for that reason I don't believe just giving his games away for free is
the right answer. However, he does need to do something as it feels
like a lot of people have been left in the lurch by his lack of
attention to L-Works the last few years.

On 8/30/14, loriduncan lori_dunca...@hotmail.com wrote:
 Hi Thomas, he really does need to get his act together with l-works.  We've

 paid good money for high quality games, and if he can't be bothered helping

 his customers, then he should just make all his games free.

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Re: [Audyssey] What has happened to Liam?

2014-08-31 Thread Thomas Ward
Hi Ishan,

I think you meant to ask, does anyone know his Facebook ID. Using
can as you did completely changes the nature of the question.

Anyway, I personally don't know his Facebook ID, assuming he has one,
but it isn't hard to check. Moreover I know Liam is on Twitter and it
shouldn't be difficult to find his Twitter feed. I don't have the time
right now or I might look for you guys so you can try and find him via
social media.



On 8/30/14, ishan dhami ishan1dha...@gmail.com wrote:
 can someone know his facebook ID
 Thanks
 Ishan


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Re: [Audyssey] What has happened to Liam?

2014-08-31 Thread Thomas Ward
Hi Lori,

That's strange, but what I have learned the hard way is one should
always make backups of their backups. Especially, if it is something
very important.

for example, here in the US a USB flash drive is under $20 in US
dollars so is probably less in pounds. I have a couple of them I keep
in my desk drawer just for extremely important information like
product keys so even if my main backup system gets damaged in some way
I have an alternative source to go get that data. Perhaps you can
consider something similar in the future.

I know this will sound extremely harsh, but in a lot of cases it isn't
the responsibility of the company or individual who sells  you a
product to replace your product key if you lose it. Corporations like
Microsoft charge big fees if you lose your product keys therefore it
is in the end user's best interests to find a way to backup that
information in multiple ways to avoid paying for new keys. If you
don't safeguard that information then it will cost you money to get
new keys. We are fortunate that most audio game developers aren't
quite that strict about key replacement policies and perhaps that is
why so many blind customers are extremely lax about their keys, and
just assume if something happens they deserve a free key replacement
even though in the real world that kind of service would be rare.

On 8/30/14, loriduncan lori_dunca...@hotmail.com wrote:
 Hi, it is totally wrong.  I got Super Egghunt Pluss for Christmas last year,

 and had all my keys saved to my portible hard drive as well as my c drive.
 The c drive got infected with a really bad virus, meaning I had to get it
 replaced, and when i inserted the back-up drive to put my keys back into the

 computer, I was told the drive was corrupted, so ended up losing everything

 anyway.

 What he should consider is a key retrievel system, with so many keys allowed

 per year.

 From Lori.

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Re: [Audyssey] What has happened to Liam?

2014-08-31 Thread Stephen

Product keys change according to what machine you run it on.
At 01:10 PM 9/1/2014, you wrote:

Hi Lori,

That's strange, but what I have learned the hard way is one should
always make backups of their backups. Especially, if it is something
very important.

for example, here in the US a USB flash drive is under $20 in US
dollars so is probably less in pounds. I have a couple of them I keep
in my desk drawer just for extremely important information like
product keys so even if my main backup system gets damaged in some way
I have an alternative source to go get that data. Perhaps you can
consider something similar in the future.

I know this will sound extremely harsh, but in a lot of cases it isn't
the responsibility of the company or individual who sells  you a
product to replace your product key if you lose it. Corporations like
Microsoft charge big fees if you lose your product keys therefore it
is in the end user's best interests to find a way to backup that
information in multiple ways to avoid paying for new keys. If you
don't safeguard that information then it will cost you money to get
new keys. We are fortunate that most audio game developers aren't
quite that strict about key replacement policies and perhaps that is
why so many blind customers are extremely lax about their keys, and
just assume if something happens they deserve a free key replacement
even though in the real world that kind of service would be rare.

On 8/30/14, loriduncan lori_dunca...@hotmail.com wrote:
 Hi, it is totally wrong.  I got Super Egghunt Pluss for Christmas 
last year,


 and had all my keys saved to my portible hard drive as well as my c drive.
 The c drive got infected with a really bad virus, meaning I had to get it
 replaced, and when i inserted the back-up drive to put my keys 
back into the


 computer, I was told the drive was corrupted, so ended up losing everything

 anyway.

 What he should consider is a key retrievel system, with so many 
keys allowed


 per year.

 From Lori.

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Re: [Audyssey] What has happened to Liam?

2014-08-31 Thread Thomas Ward
Hi Stephen,

Yes and no. It all depends on how the product key system was designed
and weather or not they are hardware specific. Simple name and key
systems, for example, will work on any computer provided the end user
provides the correct user name and product key. Therefore, in a case
like that backing up the correct registration information is the
easiest way to insure the end user has a working product key when they
need to reinstall, buy a new PC, whatever. If it is a hardware based
product key then I would agree the developer needs to be able to
provide new keys when the hardware on the end user's computer changes.



On 8/31/14, Stephen whocr...@internode.on.net wrote:
 Product keys change according to what machine you run it on.

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