[Audyssey] getting a better car in Jim's pizza game

2014-10-30 Thread Stephen

Hi there.
How is this established?
Thanks.


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Re: [Audyssey] Throwaway Tech was Previous Topic ofInteractiveFiction

2014-10-30 Thread Willem Venter
Hi all.
For those who were wondering, react OS is meant as a drop-in free and
open source replacement of windows, but it is currently still in
alpha. It can run programs compiled for windows. Unfortunately no
accessibility support have been included yet.

https://www.reactos.org/

On 10/28/14, shaun everiss sm.ever...@gmail.com wrote:
 On that point I agree.
 Eventually a change will happen for me but its probably not as
 fast,  heck I hope it happens soon because if that does happen it
 means I will get more employment or something that will warrent this.
 Right now I am essentually standing still mostly and the change for
 me will be minimal but your point is valid none the less.

 At 04:53 a.m. 29/10/2014, you wrote:
Hi Shaun,

I think you have missed my point. The word need isn't the operative
word here. Its a more a matter of change is inevitable weather you
want to or not. What you want or what you need is often times as
changing as the technology itself.

For example, right now all you want or need is a decent Windows 7
machine, with say 8 GB of RAM, and a quad core processor. Nothing
wrong with that given your current circumstances.
However, I foresee a day down the road where that computer dies,
perhaps the capacitors on the motherboard bite the dust, and then you
need to begin thinking about a replacement. Is it worth your money to
try and get the old machine fixed or simply replace the hardware and
software in one go?

My point being your needs will change, and while you don't have a need
right now I think as time goes on your needs will change and other
options may seem like good options at that time. I think basing your
plans of the future, on upgrading or not upgrading, based exclusively
on current circumstances is very short sighted. If there is one
constant in life is everything is always changing and the best person
to meet that change is someone who is willing to let go of the past
and move on.

Cheers!


On 10/26/14, shaun everiss sm.ever...@gmail.com wrote:
  and maybe thats my problem right there mate.
  While there is a lot of new tech coming out, there is no need for me
  to actually move with the times.
  While I do go on about my tech work, most of it is fixing systems at
  home, testing software and a few other things.
  90% of my work is done online or at least on site.
  I don't usually need any complex reports to do so I don't even have
  an updated or legal coppy of office which is not 10 years old.
  As a result of this and the fact most stuff is via email or sms I
  don't even have a phone that needs to be even half as updated as I do.
  in fact if things didn't get insecure I could continue with win98 or
  even dos quite happily.
  well maybe not win 98 or dos but sertainly win2000 or xp.
  For the work I do offsite and its not much, i use the device thats
  there.
  My upgrades are usually performance, security to the minimal specs or
  because its required.
  Which was why I didn't upgrade jaws, though if I went to work jaws is
  what is expected for business so I'd have to keep that updated.
  yunger people are using braille dvices and other things, but  with
  what I do right now, I really don't need that much.
  Ofcause as I build myself up here and online as a self employed
  contracter for sound, testing and a little bit of lite hacking and
  other tests that may become something I can afford/ need, however I
  doubt I will ever upgrade  unnecessarily.
  Even if I have the cash which I don't.
  I am also in my 30s, if I had the cash who knows.
  The only thing I really want is a quad core with maybe 8-16gb ram,
  win 7 x64 and the ability to have hardware vertualisation so I could
  run vertual machines, heck maybe a linux or apple machine to but to
  be honest I only upgrade what I need.
  A friend just gave me their c005 nokia, and while its a bit stupid to
  get talks for that now eventually I may end up doing just that.
  I have not been as exposed to the fullness of the newer stuf as
  others have or have needed to move as fast as most have had to.
  in fact if security was not a major concern I could have stayed in
  the mud and not given a stiff such is the nature of my current
  project based work.

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Re: [Audyssey] compairison between latest and old audio games.

2014-10-30 Thread dark

Hi tom.

As to shades of doom, I do agree with you that the game is something of a 
disappointment, sinse I was personally expecting something as much in 
advance of shades version 1 as Toc 2.0 is of Toc version one. At the least 
new levels and enemies, perhaps mouse control, perhaps a map creator, not 
essentially the same game with changed sounds.


I don't however think you can draw any conclusions from Shades about the 
over all state of audiogames. Shades is just one game after all, and what's 
more a game from a developer who has in the past done a lot to advance what 
can be done in audio.


With respect to park boss and pizza delivery, my point wassort of the same 
as with Paladin of the skies and some of the Ticonblu titles. it's not 
always whether an audio game is an entirely new concept such as Swamp or 
Entombed, so much as whether an audiogame tries something that has not been 
done before.


Take Judgement day. yes, it's a fairly standard arcade space invaders clone, 
but at the time it was interesting for it's uses of achievements, badges, 
extra cut scenes etc. By the same tocan, Sound Rts didn't include anything 
that different in audio terms. Sound scanning, tabbing between locations, 
coordinates, tracking messages in real time, indeed I remember back in 
around 2006 proposing something similar could be done just based on playing 
Galaxy Ranger from Vipgameszone. It's however the fact that Sound rts put 
all these together, and added map creation and online play that is the 
interesting point.


As I said, by the same tocan I support someone like Ticonblu, not because 
what they do is always revolutionary, but because they're trying new things 
out, which is always what we should incourage, indeed this is probably why 
shades of doom version 2 now seems so lacking, sinse it doesn't give 
anything new, either in terms of mechanics, design or systems, or more 
basically just in terms of new content to explore.


Beware the grue!

Dark. 



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Re: [Audyssey] getting a better car in Jim's pizza game

2014-10-30 Thread Bryan Peterson
I'm not actually sure what it's based on but I would assume it's how much 
money you've made..




Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
-Original Message- 
From: Stephen

Sent: Thursday, October 30, 2014 1:46 AM
To: Gamers Discussion list
Subject: [Audyssey] getting a better car in Jim's pizza game

Hi there.
How is this established?
Thanks.


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Re: [Audyssey] Pizza Delivery

2014-10-30 Thread Jim Kitchen

Hi Austin,

As far as I know, there is no way to get the Pizza Kitchen vehicles to go 
faster than the top speed that I set for them.  The best you or I can do is to 
know where you can get away with what speed.  Well and take a direct route to 
the delivery destination.

HTH

BFN

Jim

Check my web site for my 36 free games.

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

2014-10-30 Thread Jim Kitchen

Hi Austin,

To find the pizza.sav, pizza.cfg and pizzalog.txt files, on your desk top, 
click on the, My Documents, then on the Kitchensinc folder.  You will find them 
in there.

HTH

BFN

Jim

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

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] compairison between latest and old audio games.

2014-10-30 Thread Jim Kitchen

Hi Thomas,

Yeah, I had to decide if I was going to write the Pizza Delivery game turn 
based decision making based more like Trucker or live action driving like Mach 
1.  I guess that I figured that turn based was an easier interface for more 
people.

BFN

Jim

Meep, Meep, (and picture a cloud of smoke...)

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] getting a better car in Jim's pizza game

2014-10-30 Thread Jim Kitchen

Hi Stephen,

Once you make $100.00 in tips you will be promoted to the second vehicle.  
$500.00 and you will be promoted to the third vehicle.

HTH

BFN

Jim

A billion dollars isn't what it used to be.

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

2014-10-30 Thread Devin
Haha, I'll probably gain 20 pounds just by playing this. I'll give it a try, 
along with your other games I have to install on my Win XP VM.

Sent from my iPad

 On Oct 23, 2014, at 6:30 AM, emily fallenange...@mail.com wrote:
 
 this actually sounds like a good game.
 
 and providing i don't run the risk of the sound issues i had with the other 
 games, i might give it a try.
 
 a big Maybe.
 
 
 On 23/10/2014 10:59, Jim Kitchen wrote:
 Hi,
 
 I have put a new file up on my site.
 
 File Name winpd.exe  File Size 8.2 meg
 
 Pizza Delivery Earn tips and promotions delivering delicious pizzas from the 
 Pizza Kitchen.
 The faster you get the pizza to the customer the bigger the tip. The speed 
 limit is always 35.  There are three roads that the police never patrol.  
 However there are also stationary things that will cost you time, such as 
 railroad crossings, speed traps and hospital zones.  And there are random 
 events that when they pop up will also cost you time.
 
 The layout of the city is, Center runs east to west.  East from fifty first 
 avenue to first avenue, then west from first street to fifty first street.  
 North of Center the names are names of trees in alphabetical order from 
 Apple to Willow.  South of Center they are names of automobile manufactures 
 in alphabetical order from Buick to Volkswagon.
 
 Special key instructions
 
 f1 repeat the pizza delivery order
 f2 speak game time
 f3 speak the amount of time of the current delivery trip
 f4 repeat the lay out of the city
 f5 toggle the vehicle rev sound
 f6 speak real world time
 
 To uninstall Pizza Delivery run the uninpizz.bat file.
 
 The winpd.exe file can be found on my free windows sapi5 text to speech 
 games page.
 
 BFN
Jim
 
 Kitchen's Inc, for games that are up to 110 percent funner to play.
 
 j...@kitchensinc.net
 http://www.kitchensinc.net
 (440) 286-6920
 Chardon Ohio USA
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Re: [Audyssey] cyberassault halloween week begins today

2014-10-30 Thread john
Gah. I've got to leave in 20 minutes... *sad* see you on later!

--
From: Johnny Tai johnnyti...@shaw.ca
Sent: Wednesday, October 29, 2014 9:53 PM
To: 'Gamers Discussion list' gamers@audyssey.org
Subject: [Audyssey] cyberassault halloween week begins today

From now till next Wednesday, most of the mud is in zombie apoc mode.
Special events, quests, gear and more-- things that load only once per year
during this massive event!
Come check it out!
cyberassault.org
port: 1
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[Audyssey] Using a TV as a monitor

2014-10-30 Thread Eleanor
Karen was interested in more traditional games for her aunt who is 
visually impaired.  While 7-128 Software games don't play through a TV, 
they have both graphics and audio (using SAPI voices), a Big Type 
setting that increases the font size and improves contrast, and there 
are a number of word games as well as the Inspector Cyndi mystery series 
she might enjoy.


Our games can be found at www.7128.com and each game is rated as to the 
accessibility features it has.


Eleanor Robinson
7-128 Software

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Re: [Audyssey] Using a TV as a monitor

2014-10-30 Thread dark

Hi Eleanor.

Sorry I forgot about 7-128, that was a bit bad.

On the tv front, sinse I also use my computer to watch dvds and play 
graphical games, I've got it hooked up to a 42 inch plasma, which also has a 
snes and Gamecube plugged into it. Up until i cancelled my license in 2009, 
I could also watch tv too, so its eminantly possible to plug a pc into a tv 
just as easily as into a monitor and use it for graphical games, indeed from 
the perspective of access it's a better idea sinse tvs come in much larger 
sizes and last I checked also could produce  clearer pictures as well, 
though I admit I've not been in the market looking for monitors recently 
sinse I've been happy with the setup I've had.


All the best,

Dark.


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Re: [Audyssey] Pizza Delivery

2014-10-30 Thread Thomas Ward
Hi Charles,

It is all a matter of perspective. While I am not personally a big fan
of cheat codes myself, I think you are looking at this from a very
biased position. Cheat codes do not detract from the game for
everyone, and some find cheat codes extremely fun for various reasons.

For one thing some people for a number of reasons aren't looking for a
serious challenge. Some just like going around the game blowing things
up, killing everything in the game indiscriminately, and basically
enjoying near godlike abilities. Cheat codes is a form of god moding
allowing the player to do whatever whenever he or she likes. It isn't
challenging, but that isn't what the gamer is after.

The difference with gamers like us is that we play the game for a
challenge. Like being challenged by the difficulty of the quest,
puzzle solving, or combat, but those who use cheat codes are less
interested in any challenges and more interested in having a killfest.
They like being to indiscriminately kill everything and anything, blow
everything up they can, and not take damage while doing it. It is a
completely different mindset.

In a game like Pizza Delivery obviously insane violence isn't the
motive here. It is more the desire to be able to get the fastest
deliveries without having to work up to it, and basically get all the
upgrades from the start. For some cheating in of itself is where all
the fun is like speeding 65 MPH in a 35 MPH speed zone just because
they can.

Cheers!


On 10/29/14, Charles Rivard wee1s...@fidnet.com wrote:
 So do I.  Cheat codes are for either beta testing, which is OK, or for
 cheating, which, in my opinion, means that you have to give up to beat the
 game.  If you have to cheat, you lost.  And it also takes away the challenge

 of the game, so you threw your money away if you bought the game.  Even when

 playing a free game, cheating detracts from game play.

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

 you! really! are! finished!

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Re: [Audyssey] compairison between latest and old audio games.

2014-10-30 Thread Thomas Ward
Hi Josh,

Which Star Wars map pack are you referring to? There is a Clone wars
and a New Hope map pack. I'll grab both but I was wondering which you
were specifically referring to.

Cheers!


On 10/29/14, Josh k joshknnd1...@gmail.com wrote:
 don't base your opinion on sample map packs they are just it samples.
 the good ones are star wars and star trek and age of warlords and others.

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Re: [Audyssey] compairison between latest and old audio games.

2014-10-30 Thread Thomas Ward
Hi Jim,

I suppose the turn based movement is easier for people, but that in my
opinion is what makes it less appealing to me. I'd have preferred the
challenge of trying to drive around town like Mach 1 rather than
having the game stop at every corner and requesting direction and
speed after every stop. That gets to be a bit annoying after a while.

What might make the game better is asking how many blocks you want to
travel so you instruct the delivery guy to go straight ahead, for five
blocks, at 35 MPH, and then that would save the player five stops. As
you'd be directing him to go further each turn.

Cheers!


On 10/30/14, Jim Kitchen j...@kitchensinc.net wrote:
 Hi Thomas,

 Yeah, I had to decide if I was going to write the Pizza Delivery game turn
 based decision making based more like Trucker or live action driving like
 Mach 1.  I guess that I figured that turn based was an easier interface for
 more people.

 BFN

  Jim

 Meep, Meep, (and picture a cloud of smoke...)

 j...@kitchensinc.net
 http://www.kitchensinc.net
 (440) 286-6920
 Chardon Ohio USA
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[Audyssey] Audio Defence: Zombie Arena, is released for iOS

2014-10-30 Thread Phil Vlasak

Hi Folks,
Audio Defence: Zombie Arena
Description:

A zombie shooter audio game. Made from gut-wrenching 3D binaural
sound, for a new kind of weird immersion.
You are the blind warrior, fighting off wave after wave of Dr
Bastard's Zombies. With 3D binaural sound the zombies
really are all around you.
3D binaural sound and no graphics for complete, weird immersion.
Fast-paced, pick up and play audio gaming
Simple and immersive gyro interface. Swipe or tilt the screen if
you'd prefer to remain seated.
Progress through 20 challenges, 14 upgradeable weapons and 4 power ups. 11 
special zombies and 15 zombies

in total and 1 Dr Bastard. Endless Mode and leaderboards
No In App Purchases. Just buy the game and play
Fully accessible for blind and partially sighted gamers
Support for iPhone 4S upwards and iPad 2 upwards
Sounds great with standard earphones
As scary as you can imagine
There's everything you'd expect from a brilliant zombie game. Progress 
through a bad ass range of special zombies

and weapons - Chainsaw Zombies give you a really close binaural
haircut, Farty Zombies explodes in a towering
inferno of noise and gore. You start with little popgun pistol and
eventually graduate to the sonic cannon. With
Challenges and Endless mode there are hours of fun.

Here is the iTunes link:
https://itunes.apple.com/app/id804041240
It costs $4.99 USD

- Original Message - 
From: Phil Vlasak phi...@bex.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, October 28, 2014 1:31 PM
Subject: [Audyssey] Audio Defence: Zombie Arena, soon going to be released



October 28th, 2014

We are really proud to announce that we are soon going to release our new
game: Audio Defence: Zombie Arena

It has all the cool stuff you'd want in a zombie game, but is quite unlike
anything you've ever played before. Unless you played our last game Papa
Sangre II, which was Metacritic's iOS game of the year 2013 (and had Sean
Bean doing voice over). We see it as the quicker, dirtier successor to
Papa Sangre II. We've kept the horror and immersion, but chucked out
almost everything else in favour of SPEED AND FURY so you can just pick up
and play.

You are the Blind Warrior, trapped in Dr Bastard's arenas, forced to fight
off wave after wave of his zombies. As you progress you'll need to master
the Pistol, the Sawn-off Shotgun, the Hunting Rifle, the Machine Gun, the
Bazooka, the Grenade Launcher and the Sonic Cannon, among others. If the
zombies get too close you'll have to resort to a range of melee weapons .
a Wok, a Banjo, some Golf Clubs, a Cattle Prod and a Claymore. Reassuring?

It will be quite unlike any zombie game you've played before. The zombies
and playing environment are all rendered in high fidelity binaural sound.
There are no graphics to represent them. You can only hear them, which is
why gameplay is so immersive. Because the sound is binaural (3D audio),
using only ordinary headphones you actually hear the zombies in the world
all around you, and you are situated right in the middle of the game. It's
like AR* for the EAR. Oculus thrift.

This game has no In App Purchase - everything you need to complete the
game, is available within the game itself. How long will you survive? That
is up to you and your aural shooting skills.

Did we mention that the evil Dr Bastard will do anything in his power to
entertain its crowd, even if it means throwing you to the mercy of
lurching zombies?

We are a few days away from release now.. your patience will be reward
Blind Warrior.

Here is a List of the Zombies in the game:
Classic Zombie
The show is called 'Dr. Bastard's Zombie Arena', so he has to deliver some
classic zombies. That means the slow, feet-shuffling kind. They can take a
couple of bullets more than a Reject, but are easily beaten if they come
alone.

Berserk
A formidable Zombie you don't want to mess with. The Berserk is a blind
zombie who looks for his prey by sniffing around. If you don't shoot him,
he will go away in a few seconds. A single bullet that hits him will cause
him to go into a frenzy and charge towards you very fast, and be warned:
he can take a lot of bullets!

Chainsaw
The crowd's favourite. This crazy undead is smart enough not only to wield
a chainsaw, but also to run at you moving sideways. You want to keep your
ears on him, ready to notice which direction he's turning, to make sure
your bullets keep hitting him!

Clown
Dr. Bastard likes to dress his craziest zombies as clowns. He likes to
give them rusty knives, too. The Clown's main mission is to annoy the
Blind Warrior running in circles around you, but don't let that fool you.
Clowns slowly close in and will eventually attack if left alive for too
long!

Colossus
Dr. Bastard's masterpiece, a gigantic zombie so big its tiny brain can
only handle two motor skills: walking towards the closest human and
smashing the closest human with a massive club it carries. The Colossus is
the toughest zombie you'll ever meet. If you don't 

Re: [Audyssey] compairison between latest and old audio games.

2014-10-30 Thread Josh k

the clone wars map pack.

On 10/30/2014 10:16 AM, Thomas Ward wrote:

Hi Josh,

Which Star Wars map pack are you referring to? There is a Clone wars
and a New Hope map pack. I'll grab both but I was wondering which you
were specifically referring to.

Cheers!


On 10/29/14, Josh k joshknnd1...@gmail.com wrote:

don't base your opinion on sample map packs they are just it samples.
the good ones are star wars and star trek and age of warlords and others.

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Re: [Audyssey] getting a better car in Jim's pizza game

2014-10-30 Thread Stephen

thanks for that.
At 08:12 PM 10/30/2014, you wrote:

Hi Stephen,

Once you make $100.00 in tips you will be promoted to the second 
vehicle.  $500.00 and you will be promoted to the third vehicle.


HTH

BFN

Jim

A billion dollars isn't what it used to be.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] compairison between latest and old audio games.

2014-10-30 Thread shaun everiss
Well not much can change with audio unlike graphics there is a limit 
on how many sounds you can really have.

Even with realistic 3d audio there is its own issues and limits.
Even with better multiplayer support and the like, we are limited 
more than those with graphics.


At 11:23 a.m. 30/10/2014, you wrote:

Hi Dark,

I know Shades of Doom is not cutting edge. However, keep in mind Ishan
brought it up and was I believe trying to show how far audio games
like Shades of Doom have advanced and my point was to show him as far
as games like Shades of Doom are concerned nothing has changed very
much compared to other games like Entombed or Swamp. I think my
meaning got a little lost in the discussion there and you have
inferred a different meaning than was intended.

As far as over all advancement in audio games I agree with your points
as they are valid. Time of Conflict 2.0 is in deed a very
revolutionary game, and takes audio gaming to new levels in terms of
the strategy genre. It is most definitely a far cry more advanced than
anything that was available ten to fifteen years ago.

As far as something like Park Boss goes its definitely something new
for the audio games community, but to me it is more unique than
revolutionary. I don't want to say anything bad about it, but while I
thought the game was okay but after playing it a while it was a bit
too simplistic for my liking. There were many aspects where I thought
the game could stand a few improvements. However, it is after all only
a first release so I don't want to be too overly critical of it.

As for Pizza Delivery its a decent game in concept, but its not one of
my favorites. It reminds me more of a board game than any thing else
with telling your driver to go forward, left, right, and the speed
which is a lot like moving a game piece on a board than driving a
scooter around town delivering pizzas. I'd personally prefer to hold
down an arrow key and sort of drive around town than the select
direction and speed from a menu. I guess what I'm saying while I think
the game is okay it feels too much like the board games we have always
had with a different story, sounds, and so on.

As far as Ticonblu goes I haven't tried any of their games yet. I
haven't had much cash lately to experiment with so haven't had money
to try any of their titles. So obviously that is why I wouldn't
necessarily put them in my comparison of new and old games.

Same goes with the iOS market. I don't own an iPhone so haven't tried
any of the games available for it. So can't comment as to how good or
unique the games are since I have no experience with them.

Cheers!


On 10/29/14, dark d...@xgam.org wrote:
 Hi Tom.

 Technical discussions aside, I confess I disagree on the lack of audio game

 progress in design terms. While you might be correct on shades of doom,
 Shades of doom is hardly the cutting edge of audio games these days.

 Swamp features as you said major changes in fps technology, and some of
 these are seen in other titles like road to rage. While Adventure at C:
 didn't do anything new in mechanics terms, level creation and rpg style
 stats are certainly a step forward for side scrollers. Paladin of the skies

 is the first attempt at a full scale console rpg. While I still feel it's a

 work in progress, the progress definitely is being made.

 In resource management and stratogy we have seen some major 
changes, Time of


 conflict (who's 2.0 version was a distinct upgrade), Lunimals, Castaways,
 traders of known space and most recently Park boss and possibly Pizza
 delivery  too.

 Look at Ticonblu. Multiplatform titles pumped out like nobody's business,
 trying different experimental ways with audio, maze game in inquisitor's
 heartbeat, object location in noire, analogue steering with stats in
 audiospeed. Some of these experiments have been less successful 
than others,


 but I do very much admire the Ticonblu crew for their willingness to try,
 indeed I shal be recommending to 7-128 that they get a spot on the top 25
 audio game devs list for next year.

 Then there is the hole Ios market which has even reinvigorated many basic
 game types such as the usual arcade title by including analogue elements,
 for example Nebula and sixth sense, not to mention atmospheric adventures,
 interactive audio dramas and the like.

 Another highly interesting development I've noticed is that more sighted
 developers are getting involved with audiogames now, not just for access
 reasons, but for actual possibilities of audio as a representative medium
 for game development. Somethinelse, Evildog (the chap who made blind
 swordsman), heck we got another one on the audiogames.net forum just last
 night trying to design a full speaking interface for their mudlike online
 game.

 While Audiogames  are still well behind the independent graphical games in
 many ways, (imho they should not be compared to mainstream 
games), and while


 some inherent design issues with the 

Re: [Audyssey] compairison between latest and old audio games.

2014-10-30 Thread ishan dhami
Hi everyone!
I never ticon blue's game so I agree with ward sir's comment.
as far as concern of entombed I like the concept of this game and also
some sounds.
I haven't know any three d single player FPS games.
as far as concern of multiplayer FPS games.
they are not accessible for 24 hours.
the side scroller are not improved in my opinion.
Thanks

On 10/29/14, Josh k joshknnd1...@gmail.com wrote:
 download tacticle battle then go into the game then arrow to download
 map packs and hit enter. its easy.

 On 10/29/2014 6:47 PM, Thomas Ward wrote:
 Hello Josh,

 Where does one go to get the map packs etc that you mentioned?

 Thanks.


 On 10/29/14, Josh k joshknnd1...@gmail.com wrote:
 try star wars star trek and age of warlords and you'll change your mind
 quickly about tacticle battle!
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[Audyssey] How to Get Past The First Screen In Audio Defence?

2014-10-30 Thread Teresa Cochran
Wow, does this feel like the most fundamental question ever, but there's no 
obvious way to change the interface as the instructions indicate or to do 
anything else, for that matter. Is it a bug or am I missing something?

Teresa

Winging its way from my iPod
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[Audyssey] windows games of microsoft

2014-10-30 Thread ishan dhami
Hi all I want to know the accessibility of windows games produced by Microsoft
are they accessible in win 8 with a screenreader?

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[Audyssey] a question regarding drue's abilities.

2014-10-30 Thread ishan dhami
Hi everyone I have some question regarding abilities specially
reincarnate ability.

Why it is not fixed that which body do you like?
I mean if a drued cast reincarnate on the dead human fighter and the
human reincarnate as a lesser air elemental so what is the advantage
of fighter?
I have encountered a bug also when I rescued a ratcan fighter and he
has a skill of bucklers I want to give some bucklers because his
armours are very weak but he is unable to ware it is this a bug?
Thanks

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Re: [Audyssey] compairison between latest and old audio games.

2014-10-30 Thread shaun everiss

Tom, tacticalbattle is just an engine.
The sample maps are really crappy demos, they are nnothing special.
Some of the user maps like starship battles, one shot zombie house, 
and toom hunter as well as the starwars maps are good there is even 
one based on world war 2.

tactical battle is basically an engine, nothing more.
You have just about everything done for this, angry birds, fantacy, 
horror and scifi.
Tactical battle is really good now but you will need all the maps and 
stuff to really enjoy it.


At 11:02 a.m. 30/10/2014, you wrote:

Hi Dark,

I confess I haven't played much with Tactical Battle either. I
basically played some of the sample maps, found it sort of blah, and
gave it a pass. I have heard there are some good maps available for
the game, but I've been too busy with personal issues to give any of
those a go. So my opinions should be as reflecting the sample maps etc
rather than the game as a whole as I haven't had a great deal of
experience with it personally to give it the benefit of a qualified
opinion.

Cheers!


On 10/29/14, dark d...@xgam.org wrote:
 Hi Tom.

 tactical battle is more the possibility of the engine than the initial game

 maps.

 I confess I've not played the game hugely, ut I do get the impression some
 people have done some pretty astounding things with it.

 Beware the grue!

 Dark.


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Re: [Audyssey] compairison between latest and old audio games.

2014-10-30 Thread Thomas Ward
Hi Shaun,

That's where we disagree. While audio is somewhat limited in what it
can do I think there is quite a lot more that could be done in audio
than is currently being done for various reasons. Most of them I
suspect simply come down to the lack of skills by the developers
currently developing games, or a lack of time to put into making a
more complex audio environment.

For example, a lot more can be done with DSP effects to make a much
more dramatic environment. If one is approaching a wall one can
increase the amount of echo on the footsteps to make it obvious that
there is a wall there without running into it first. Another thing is
using low high pass filters to muffle sounds in other rooms or behind
walls, doors, etc. There are plenty of things like that which could
add to and enhance the audio environment, but I haven't seen much work
in that area.

Another thing is simply adding more dimensions of movement to the game
play. I think all would agree a 2d side-scroller like Mysteries of the
Ancients offers more advantages than a more 1d side-scroller like
Super Liam because there are ropes to climb up/down, staircases to
navigate, things to jump over, and there is a lot more that can be
done with a full 2d environment than say a 1d environment. Likewise a
3d environment has more opportunities than 1d or 2d.


My point being while audio will always be somewhat limited I think
there are areas that developers can work on to improve it and develop
more games on par with what mainstream gamers play.

Cheers!



On 10/30/14, shaun everiss sm.ever...@gmail.com wrote:
 Well not much can change with audio unlike graphics there is a limit
 on how many sounds you can really have.
 Even with realistic 3d audio there is its own issues and limits.
 Even with better multiplayer support and the like, we are limited
 more than those with graphics.

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Re: [Audyssey] a question regarding drue's abilities.

2014-10-30 Thread Bryan Peterson

That's precisely why I don't recommend using Reincarnate.



Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
-Original Message- 
From: ishan dhami

Sent: Thursday, October 30, 2014 11:41 AM
To: gamers@audyssey.org
Subject: [Audyssey] a question regarding drue's abilities.

Hi everyone I have some question regarding abilities specially
reincarnate ability.

Why it is not fixed that which body do you like?
I mean if a drued cast reincarnate on the dead human fighter and the
human reincarnate as a lesser air elemental so what is the advantage
of fighter?
I have encountered a bug also when I rescued a ratcan fighter and he
has a skill of bucklers I want to give some bucklers because his
armours are very weak but he is unable to ware it is this a bug?
Thanks

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Re: [Audyssey] Comparison between old and latest audio games

2014-10-30 Thread Lisa Hayes

And loan woolf with the user written missions is good as well.
Lisa Hayes




www.nutrimetics.com.au/lisahayes

- Original Message - 
From: Steven Cantos stevencan...@gmail.com

To: gamers@audyssey.org
Sent: Thursday, October 30, 2014 8:13 AM
Subject: Re: [Audyssey] Comparison between old and latest audio games



I would disagree.  The blind swordsman has really got a more modern feel to
it, even though it is a bit like the hear it, hit it style combat that 
you

would find in most audiogames. And what about SoundRTS with it's new world
war 2 mod and all of the cool weapons? You have to admit that Soundrts is 
an
exception to what you were saying. You really have to have some strategy 
in
playing this game. Also, what about Alter Aeon? I mean, it's really close 
to

a mainstream game in that you must explore, however, the only reason it is
not like a full mainstream game is because the darn game is accessible. 
I'm
not trying to discredit your points, but I personally agree with Ishan 
about

how the audiogames have really progressed in quality.

Signed,
Steven


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of
gamers-requ...@audyssey.org
Sent: Wednesday, October 29, 2014 1:23 PM
To: gamers@audyssey.org
Subject: Gamers Digest, Vol 104, Issue 198

Send Gamers mailing list submissions to
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When replying, please edit your Subject line so it is more specific than
Re: Contents of Gamers digest...


Today's Topics:

  1. Re:  Pizza Delivery (shaun everiss)
  2.  Using a TV as a monitor (Karen  Martin Wareham)
  3. Re:  Pizza Delivery (Josh k)
  4. Re:  compairison between latest and old audio games. (Thomas Ward)
  5. Re:  Throwaway Tech was Previous Topic ofInteractiveFiction
 (Josh k)


--

Message: 1
Date: Wed, 29 Oct 2014 19:36:17 +1300
From: shaun everiss sm.ever...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Pizza Delivery
Message-ID: 54508ae5.8b39440a.2747.a...@mx.google.com
Content-Type: text/plain; charset=iso-8859-1; format=flowed

well jims games are never hard they are based off old dos games or 
straight

board games mostly and are not to bad as long as you have your wits about
you.

At 06:50 p.m. 29/10/2014, you wrote:

When has Jim ever included cheat codes in his games? Never. I actually
like this.



Ash nazg durbatul?k, ash nazg gimbatul, Ash nazg thrakatul?k agh
burzum-ishi krimpatul.
-Original Message- From: Austin Pinto
Sent: Tuesday, October 28, 2014 11:28 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Pizza Delivery

yes the speed limit should be more higher and the speed of the thing
that v drive should be higher is there any cheet code to up the speed?

On 10/29/14, Charles Rivard wee1s...@fidnet.com wrote:

In my opinion, there is no need for an update feature, because Jim
always alerts us to any updates to any of his games, which I greatly

appreciate.

All we have to do is to got the updated file, unzip it into the
folder, and

play.  The new file overwrites the old.

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

you! really! are! finished!
- Original Message -
From: Austin Pinto austinpinto.xavi...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, October 28, 2014 10:19 PM
Subject: Re: [Audyssey] Pizza Delivery


i think the game should have a check for update feature

On 10/29/14, Bryan Peterson bpeterson2...@cableone.net wrote:

There goes my promotion LOL.



Ash nazg durbatul?k, ash nazg gimbatul, Ash nazg thrakatul?k agh
burzum-ishi krimpatul.
-Original Message-
From: Jim Kitchen
Sent: Tuesday, October 28, 2014 1:29 AM
To: Ron Schamerhorn
Subject: Re: [Audyssey] Pizza Delivery

Hi Ron,

Thank you, I'm glad to hear that you like my Pizza Delivery game.

Now you've got to go and get version 2. grin  You do not need to
delete version 1, version 2 should over write version 1.  But if you
have a saved game, the pizza count will not be correct.  It won't
hurt, it just won't be

correct.

Thanks again.

BFN

 Jim

Check my web site for my 36 free games.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] windows games of microsoft

2014-10-30 Thread Jacob Kruger
No idea about windows8, but, in windows7, they are pretty playable, and that 
includes chess, minesweeper, and the card games - some of the time with 
regards to them anyway.


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: Thursday, October 30, 2014 10:38 AM
Subject: [Audyssey] windows games of microsoft


Hi all I want to know the accessibility of windows games produced by 
Microsoft

are they accessible in win 8 with a screenreader?

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Re: [Audyssey] compairison between latest and old audio games.

2014-10-30 Thread Thomas Ward
Hi Ishan,

On the contrary I think side-scrollers are an area where audio games
have had a lot of improvement over the last ten to fifteen years.

If we consider Super Liam as the first accessible side-scroller while
a decent game for its time it lacked several things later
side-scrollers had. It was basically a 1d game where you walked left
and right, shooting enemies out of your way, and occasional jumped
over something when necessary. However, for the most part wasn't all
that advanced.

In 2004/2005 James North released the first real 2d side-scroller,
Montezuma's Revenge, where the player could climb up and down ropes,
use ladders, jump over traps and enemies, and it offered an experience
not available by games like Tarzan Junior and Super Liam that were
fairly early side-scrollers.

A few years ago Blast Bay released Q9 which was intended to be a
simple game. It is for the most part 1d like Super Liam, but it has
unlockable content which was a feature we hadn't seen before in a lot
of earlier accessible side-scrollers.

Perhaps the side-scroller that impressed me most was Blast Bay's demo
of Perilous Hearts. Not only did it have 2d elements such as climbing
vines and jumping from treetop to treetop, but the enemy A.I. in the
game was totally different from anything ever done before in audio.
You'd have monkeys beating the stuff out of each other, bores
attacking other enemies, and all and all it made a totally different
type of game play with no clear idea of who or what was an enemy since
they were usually fighting each other as much as going after the
player character.

So saying there hasn't been any change in side-scrollers isn't really
true when you stop and consider the changes in that particular style
and genre the last decade or so.



On 10/30/14, ishan dhami ishan1dha...@gmail.com wrote:
 Hi everyone!
 I never ticon blue's game so I agree with ward sir's comment.
 as far as concern of entombed I like the concept of this game and also
 some sounds.
 I haven't know any three d single player FPS games.
 as far as concern of multiplayer FPS games.
 they are not accessible for 24 hours.
 the side scroller are not improved in my opinion.
 Thanks

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Re: [Audyssey] compairison between latest and old audio games.

2014-10-30 Thread shaun everiss
well blindaudiogames.com has them but if you download the latest 
tactical battle and install it then download and install the latest 
development pack from the map packs section, you can get all the 
packs from there all stable packs in theory should appear in the game 
and you can download them via the game to.


At 11:47 a.m. 30/10/2014, you wrote:

Hello Josh,

Where does one go to get the map packs etc that you mentioned?

Thanks.


On 10/29/14, Josh k joshknnd1...@gmail.com wrote:
 try star wars star trek and age of warlords and you'll change your mind
 quickly about tacticle battle!

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[Audyssey] Audio Defence: the New Game From The Developers of Papa Sangre

2014-10-30 Thread Teresa Cochran
If this link doesn't work, just search for Audio Defence (with a c) in the app 
store.

Teresa 

Audio Defence : Zombie Arena by Somethin' Else
https://appsto.re/us/yil7V.i


-- next part --



Winging its way from my iPod
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Re: [Audyssey] compairison between latest and old audio games.

2014-10-30 Thread shaun everiss

well tom the latest version does not come with any packs.
the builtin packs are really crappy but they are only intros.
The user map packs are more complex, but the maps are only as good as 
theperson writing them.


At 11:05 a.m. 30/10/2014, you wrote:

Hi Josh,

While I have briefly played around with Tactical Battle I have not yet
had time to look at any of the map packs. So any opinions I might
voice currently would be based exclusively on the sample maps etc that
comes with the stock game not the extra downloads of map packs and so
forth.

Cheers!


On 10/29/14, Josh k joshknnd1...@gmail.com wrote:
 and don't forget tacticle battle and all its map packs.

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Re: [Audyssey] compairison between latest and old audio games.

2014-10-30 Thread Josh k

what? an angry birds map? where can I get that from?

On 10/30/2014 1:55 AM, shaun everiss wrote:

Tom, tacticalbattle is just an engine.
The sample maps are really crappy demos, they are nnothing special.
Some of the user maps like starship battles, one shot zombie house, 
and toom hunter as well as the starwars maps are good there is even 
one based on world war 2.

tactical battle is basically an engine, nothing more.
You have just about everything done for this, angry birds, fantacy, 
horror and scifi.
Tactical battle is really good now but you will need all the maps and 
stuff to really enjoy it.


At 11:02 a.m. 30/10/2014, you wrote:

Hi Dark,

I confess I haven't played much with Tactical Battle either. I
basically played some of the sample maps, found it sort of blah, and
gave it a pass. I have heard there are some good maps available for
the game, but I've been too busy with personal issues to give any of
those a go. So my opinions should be as reflecting the sample maps etc
rather than the game as a whole as I haven't had a great deal of
experience with it personally to give it the benefit of a qualified
opinion.

Cheers!


On 10/29/14, dark d...@xgam.org wrote:
 Hi Tom.

 tactical battle is more the possibility of the engine than the 
initial game


 maps.

 I confess I've not played the game hugely, ut I do get the 
impression some

 people have done some pretty astounding things with it.

 Beware the grue!

 Dark.


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Re: [Audyssey] windows games of microsoft

2014-10-30 Thread Thomas Ward
Hi Ishan,

Honestly I haven't tried. I know the card games that come with Windows
7 are accessible so it is possible the games for Windows 8 and 8.1 are
accessible as well. Anyone else actually try this?

Cheers!




On 10/30/14, ishan dhami ishan1dha...@gmail.com wrote:
 Hi all I want to know the accessibility of windows games produced by
 Microsoft
 are they accessible in win 8 with a screenreader?

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Re: [Audyssey] windows games of microsoft

2014-10-30 Thread Josh k

no they are not accessible at all.

On 10/30/2014 4:38 AM, ishan dhami wrote:

Hi all I want to know the accessibility of windows games produced by Microsoft
are they accessible in win 8 with a screenreader?

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Re: [Audyssey] compairison between latest and old audio games.

2014-10-30 Thread Josh k

I wish I could buy perilous hearts.

On 10/30/2014 2:30 PM, Thomas Ward wrote:

Hi Ishan,

On the contrary I think side-scrollers are an area where audio games
have had a lot of improvement over the last ten to fifteen years.

If we consider Super Liam as the first accessible side-scroller while
a decent game for its time it lacked several things later
side-scrollers had. It was basically a 1d game where you walked left
and right, shooting enemies out of your way, and occasional jumped
over something when necessary. However, for the most part wasn't all
that advanced.

In 2004/2005 James North released the first real 2d side-scroller,
Montezuma's Revenge, where the player could climb up and down ropes,
use ladders, jump over traps and enemies, and it offered an experience
not available by games like Tarzan Junior and Super Liam that were
fairly early side-scrollers.

A few years ago Blast Bay released Q9 which was intended to be a
simple game. It is for the most part 1d like Super Liam, but it has
unlockable content which was a feature we hadn't seen before in a lot
of earlier accessible side-scrollers.

Perhaps the side-scroller that impressed me most was Blast Bay's demo
of Perilous Hearts. Not only did it have 2d elements such as climbing
vines and jumping from treetop to treetop, but the enemy A.I. in the
game was totally different from anything ever done before in audio.
You'd have monkeys beating the stuff out of each other, bores
attacking other enemies, and all and all it made a totally different
type of game play with no clear idea of who or what was an enemy since
they were usually fighting each other as much as going after the
player character.

So saying there hasn't been any change in side-scrollers isn't really
true when you stop and consider the changes in that particular style
and genre the last decade or so.



On 10/30/14, ishan dhami ishan1dha...@gmail.com wrote:

Hi everyone!
I never ticon blue's game so I agree with ward sir's comment.
as far as concern of entombed I like the concept of this game and also
some sounds.
I haven't know any three d single player FPS games.
as far as concern of multiplayer FPS games.
they are not accessible for 24 hours.
the side scroller are not improved in my opinion.
Thanks

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Re: [Audyssey] Comparison between old and latest audio games

2014-10-30 Thread Thomas Ward
Hi Lisa,

Darn straight. Lone Wolf was my absolute favorite game for several
years. Especially, because of the mission packs and extended missions.
It is one of those games that really has endless replay value because
any time someone gets bored with it they can create a new mission for
it.

Cheers!


On 10/29/14, Lisa Hayes lhay...@internode.on.net wrote:
 And loan woolf with the user written missions is good as well.
 Lisa Hayes




 www.nutrimetics.com.au/lisahayes

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Re: [Audyssey] Comparison between old and latest audio games

2014-10-30 Thread Thomas Ward
Hi Steven,

As I attempted to explain to Dark in a prior message I didn't really
express my opinion clear enough in the message you are referring to. I
was a bit tired and not thinking clear when writing it so didn't make
my points as clear as I had intended.

Ishan specifically had mentioned Shades of Doom, mentioning how much
it had changed over the years, so my aim or goal with that message was
to explain to Ishan Shades of Doom itself had not evolved that much in
comparison to other games like Entombed. I hadn't intended to say or
imply all audio games had not involved. On the contrary I know several
games have such as SoundRTS which is one of my favorite audio games.
Time of Conflict is another game I absolutely love, and is much better
than what was available ten to fifteen years ago.

Cheers!


On 10/29/14, Steven Cantos stevencan...@gmail.com wrote:
 I would disagree.  The blind swordsman has really got a more modern feel to
 it, even though it is a bit like the hear it, hit it style combat that
 you
 would find in most audiogames. And what about SoundRTS with it's new world
 war 2 mod and all of the cool weapons? You have to admit that Soundrts is
 an
 exception to what you were saying. You really have to have some strategy in
 playing this game. Also, what about Alter Aeon? I mean, it's really close
 to
 a mainstream game in that you must explore, however, the only reason it is
 not like a full mainstream game is because the darn game is accessible. I'm
 not trying to discredit your points, but I personally agree with Ishan
 about
 how the audiogames have really progressed in quality.

 Signed,
 Steven

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Re: [Audyssey] windows games of microsoft

2014-10-30 Thread christopher hallsworth
They were in Windows 7 not sure about 8 or 8.1.
 On 30 Oct 2014, at 08:38, ishan dhami ishan1dha...@gmail.com wrote:
 
 Hi all I want to know the accessibility of windows games produced by Microsoft
 are they accessible in win 8 with a screenreader?
 
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[Audyssey] New Interactive Fiction, Hadean Lands

2014-10-30 Thread Zachary Kline
Hi All,

I posted an announcement about this on audio games.net, but figured I should 
mention it here as well in case there are folk who don’t frequent that forum.

Now this is a game I've been looking forward to for a long time, a new 
full-length bit of interactive fiction from Andrew Plotkin, one of the most 
celebrated IF authors of the past twenty years or so.
It can be bought for $5 on iOS, or directly as a Glulx game file from 
www.hadeanlands.com http://www.hadeanlands.com/. The iOS game works 
beautifully with VoiceOVer.
But what is this game about, you might wonder? Basically, you're a low-ranking 
crewmen on a so-called alchemical starship. Something has apparently gone very 
wrong, and you wake up in the Secondary Alchemical Lab with no real idea of 
what. You have to single-handedly get the ship in working order again, no mean 
feat, and figure out what happened and why.
Alchemical starship, you might ask? Yes, the starship is stuffed full of 
alchemical equipment, and you'll find rituals for all kinds of things, from 
removing tarnish and rust to killing fungus, and that's just all I've 
discovered so far. The iOS version of the game keeps track of everything you 
discover in a neat little journal, so you don't have to worry too hard about 
where your various recipes have gone.
I should say that while this is definitely a puzzle-heavy game, the puzzles are 
quite logical so far, and you can't seem to get stuck in a place from which 
it's impossible to continue. There is also a lot of handy work behind the 
scenes to let you repeat rituals quickly, for instance, rather than having to 
run through every step individually. There's even a VoiceOver accessible map, 
and you can tap the name of a room to go to it immediately. My sense is that 
this game was intended to provide hours of alchemical fun, and not be completed 
in one or even several sittings.
It is still a parser game, so won't be to everybody's taste, but I highly 
recommend you give it a look. You can find it on the App Store or 
www.hadeanlands.com http://www.hadeanlands.com/, for $5. If you buy it from 
the web site it will work in Winglulx or similar.
Enjoy,
Zack.

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Re: [Audyssey] a question regarding drue's abilities.

2014-10-30 Thread dark

Hi Isehn.

Not sure on the bucler thing, so long as you ahve a buckler and some points 
in the skill it should work.


On reincarnation, well no it's random, you get what you get, which seems 
pretty reasonable for reincarnating to me, that part isn't a bug, the bug is 
that it resets all your character's statistics (not abilities or skills, but 
basic stats), which can be a major problem sometimes in the game.

Take them to the refirbished chamber that was once bad!
- Original Message - 
From: ishan dhami ishan1dha...@gmail.com

To: gamers@audyssey.org
Sent: Thursday, October 30, 2014 5:41 PM
Subject: [Audyssey] a question regarding drue's abilities.



Hi everyone I have some question regarding abilities specially
reincarnate ability.

Why it is not fixed that which body do you like?
I mean if a drued cast reincarnate on the dead human fighter and the
human reincarnate as a lesser air elemental so what is the advantage
of fighter?
I have encountered a bug also when I rescued a ratcan fighter and he
has a skill of bucklers I want to give some bucklers because his
armours are very weak but he is unable to ware it is this a bug?
Thanks

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Re: [Audyssey] windows games of microsoft

2014-10-30 Thread john
Not sure about 8, but they sure are in 7.

--
From: ishan dhami ishan1dha...@gmail.com
Sent: Thursday, October 30, 2014 4:38 AM
To: gamers@audyssey.org
Subject: [Audyssey] windows games of microsoft

Hi all I want to know the accessibility of windows games produced by 
Microsoft
are they accessible in win 8 with a screenreader?

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Re: [Audyssey] How to Get Past The First Screen In Audio Defence?

2014-10-30 Thread dark

Hi Teresa.

Yep, the first screen recommending a control method threw me as well. What I 
found is that the recommended label on the gyro button couldn't be clicked 
on, so what I had to do was click on one of the other control methods, then 
when the game started go to settings and select gyro, (all the other in game 
menus are fine with vo and you can even leave it running while the game 
plays).


I'd recommend playing with the gyro, it makes the game highly immersive and 
lots of fun to physically have to turn towards the zombies and shoot them.


Beware the grue!

Dark. 



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Re: [Audyssey] windows games of microsoft

2014-10-30 Thread dark
On the plus side, I believe spoonbill at 
http://www.omninet.net.au/~irhumph/blindgamers.htm have accessible versions 
of most, if not all the card and basic puzzle games that have come with 
versions of Windows, such as frecell Solitare, penguin solitare, Hearts and 
Mine sweeper.


I don't believe Ian has done spades yet, though he well might in the future.

Beware the grue!

Dark.
Take them to the refirbished chamber that was once bad!
- Original Message - 
From: Josh k joshknnd1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, October 30, 2014 6:41 PM
Subject: Re: [Audyssey] windows games of microsoft



no they are not accessible at all.

On 10/30/2014 4:38 AM, ishan dhami wrote:
Hi all I want to know the accessibility of windows games produced by 
Microsoft

are they accessible in win 8 with a screenreader?

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Re: [Audyssey] compairison between latest and old audio games.

2014-10-30 Thread dark

Hi Tom.

I agree with you on audio effects, though you should definitely hear some of 
what somethinelse have been doing on ios sinse it does employ several of the 
sort of effects your talking about such as the dsp when approaching walls.


I would say audio games will never be up to what mainstream games are unless 
they have the same amount of money, people and resources devoted to them and 
we know that is not likely to happen. I do think though audio games could 
achieve more results similar to what independent developers are doing at the 
moment. so Skyrim or diablo? probably not. Angband or Final fantasy 5? quite 
possibly.


I however am not sure whether chasing the vertical movement unicorn is 
really the way to go anymore. In the 8 years I've been seeing audio games, 
nobody has really investigated vertical movement in anything other than a 
simulation game like lone wolf or tdv, ie a game where the movement is 
purely coordinates based. I would suggest looking at how the current 
technology and established methods can be expanded, rather than trying to 
chase the impossible.


?

For example, mysteries of the ancients was not exactly 2D, not in the way 
that a game like Metroid or Mega man was 2D. You did not have a huge range 
of ledges all at different hights, and a character with a large amount of 
movement options in the air. likewise, enemies did not take advantage in 
full 2D movement,  for example in Metroid there are enemies which flie 
circles above the ground, so the player needs to shoot or duck then when in 
position, there would not be an accurate way to replicate this in audio.


?

Just like Swamp used multiple 2D maps shoved atop each other and linked by 
stairs to create the 3D impression of a building, Mysteries of the ancients 
used a set of 1D sections of flooring linked by ropes. This isn't to say 
it's a bad idea or was a bad game, just that perhaps this is the way that we 
should be thinking of audio games, not trying to replicate the mainstream 
mechanics from years ago, but trying to actually think what is possible in 
audio and how that could be enhanced and dealt with in an efficient way.


?

I say this coming from playing a round of the new audio defense game. this 
fundamentally doesn't add a lot of new audio techniques to the mix, it's at 
rock bottom a targiting arcade shooter, indeed even though the subject 
matter and setting are absolutely different, it's a space invaders game. The 
difference however is how the audio has been employed. Firstly, there are 
several hazards and tricks just! for audio, like the way Doctor Bastard, the 
host of the evil zombie game show, will occasionally drop extra loud sound 
sorces on the arena, or that if you blow up a farty zombie too close to you 
it'll set your ears ringing. There are also the whisper zombies who 
specifically sound quieter than other types, get close and then attack at 
super fst speed. As well as all this, instead of simply pressing buttons or 
even swiping, your interacting with the game by physically turning your body 
to face the zombies in real time! this makes for a major change in the way 
the game works, and is quite an addictive and atmospheric mechanic, even if 
not much is added too.


?

Thus, I think perhaps instead of saying I want audio metroid, or audio 
marrio, or audio ff7, or audio team fortress we should be saying so what 
cn audio do that is different and produces a fun gaming experience


?

For example, none of the audio 1D side scroller games we've seen thus far 
have employed changes in the character's movement speed, or the sound of 
his/her footsteps. Superliam came closest with the water fans that made a 
sound but had no foot barrier, and the holes that had a step indicator but 
no sound.


?

In the same way, why do so many enemies in audio games (either fps style or 
side scrollers), immediately attack? wouldn't it be more fun if enemies, 
like X1's gun, charged up.


?

This isn't to say that mechanics like creating mazes out of ropes or stairs 
are a bad idea, or that having 3D pits or similar traps to jump like 
Kirtwolf or Monkey business did shouldn't be tried, heck, I'm all for 
experimentation and I freely admit I've been wrong in the past on what I 
thought was or was not possible in audio so if someone has a great idea for 
replicating some vertical movement mechanics,  awsome go for it!


?

I just wonder if this idea of we want to replicatee as much mainstream 
mechanics as possible is really such a good attitude in game design for 
audio games, rather than saying We want to look at mechanics that make a 
fun game and challenge the player in interesting and addictive ways


?

Thus, I tend to think the fact that nobody in an audio side scroller thus 
far (even a 1D one), has had relativistic accelleration for the character 
and compitantly different monster speeds is a much more serious issue and 
one that requires more thought than how to create full 

Re: [Audyssey] How to Get Past The First Screen In Audio Defence?

2014-10-30 Thread Teresa Cochran
Voiceover isn't reading any of the buttons. Perhaps I'll try the item chooser.

Teresa

Winging its way from my iPod

 On Oct 30, 2014, at 1:06 PM, dark d...@xgam.org wrote:
 
 Hi Teresa.
 
 Yep, the first screen recommending a control method threw me as well. What I 
 found is that the recommended label on the gyro button couldn't be clicked 
 on, so what I had to do was click on one of the other control methods, then 
 when the game started go to settings and select gyro, (all the other in game 
 menus are fine with vo and you can even leave it running while the game 
 plays).
 
 I'd recommend playing with the gyro, it makes the game highly immersive and 
 lots of fun to physically have to turn towards the zombies and shoot them.
 
 Beware the grue!
 
 Dark. 
 
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Re: [Audyssey] windows games of microsoft

2014-10-30 Thread Thomas Ward
Hi Dark,

Actually, I can think of a number of games that comes with modern
Windows that Spoonbill do not have versions for such as Backgammon,
Checkers, Mahjong, and not sure if they have a version of Spades yet
either. Plus a lot of the Microsoft games for Windows aren't
exclusively stand alone games any more. Backgammon, Hearts, Spades,
etc can be played online against a human opponent which also makes a
difference when recommending the Spoonbill games as an alternative
since their games are stand alone games with no online play.

Cheers!


On 10/30/14, dark d...@xgam.org wrote:
 On the plus side, I believe spoonbill at
 http://www.omninet.net.au/~irhumph/blindgamers.htm have accessible versions

 of most, if not all the card and basic puzzle games that have come with
 versions of Windows, such as frecell Solitare, penguin solitare, Hearts and

 Mine sweeper.

 I don't believe Ian has done spades yet, though he well might in the
 future.

 Beware the grue!

 Dark.
 Take them to the refirbished chamber that was once bad!

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Re: [Audyssey] windows games of microsoft

2014-10-30 Thread Thomas Ward
Hi Josh,

Are you certain of this? I'm a bit surprised why Microsoft's games
would be accessible in Windows 7 and then be totally inaccessible in
Windows 8. If so it sounds like someone should backup the Windows 7
games before upgrading to Windows 8 in order to maximize
accessibility.

Cheers!


On 10/30/14, Josh k joshknnd1...@gmail.com wrote:
 no they are not accessible at all.

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Re: [Audyssey] How to Get Past The First Screen In Audio Defence?

2014-10-30 Thread dark

Hi Teresa, that is odd.

When I first started the game I got a screen asking me what control method I 
wanted to use.


Bare in mind the game does have a slightly long intro, and the menu and 
select buttons might not appear until it is over. If you hear the sound of a 
lift and then a zombie arena that is the intro and you need to wait until it 
is finished before the main menu will turn up.


Of course, I'm using an Iphone 5 with Ios 7, so it might be different on 
another machine or Os.


Beware the Grue!

Dark.
Take them to the refirbished chamber that was once bad!
- Original Message - 
From: Teresa Cochran vegaspipistre...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, October 30, 2014 8:47 PM
Subject: Re: [Audyssey] How to Get Past The First Screen In Audio Defence?


Voiceover isn't reading any of the buttons. Perhaps I'll try the item 
chooser.


Teresa

Winging its way from my iPod


On Oct 30, 2014, at 1:06 PM, dark d...@xgam.org wrote:

Hi Teresa.

Yep, the first screen recommending a control method threw me as well. 
What I found is that the recommended label on the gyro button couldn't 
be clicked on, so what I had to do was click on one of the other control 
methods, then when the game started go to settings and select gyro, (all 
the other in game menus are fine with vo and you can even leave it 
running while the game plays).


I'd recommend playing with the gyro, it makes the game highly immersive 
and lots of fun to physically have to turn towards the zombies and shoot 
them.


Beware the grue!

Dark.

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[Audyssey] Efficiency of judgement and sound sources in games?

2014-10-30 Thread dark
Hi. 

In writing my recent message about games, I did have a rather odd thought about 
audio.

In a game like Super Mario Brothers, (sorry I'm using it as an example again, 
but it is just one of the simplest and most mechanically perfect games ever 
created), the player needs to avoid a monster by judging when it reache's 
Mario's position and taking appropriate action, be that jumping on it's head, 
moving out of the way or whatever. 
Even on a flat surface, the player has to judge the relative speed of the 
monster, and how Mario moves with respect to that, indeed I remember the first 
time I started that level on super mario brothers that first Goomber who you 
meet walking along the screen got me, and indeed even a few times after that if 
I tried to jump on his head and was too slow, thus, a sighted gamer needs to 
learn and make judgements about the game elements. 

In a side scrolling audio game like superliam or Q9 however, the movement speed 
of the monster is always known sinse the player can always hear where the 
monster is and how fast it is going, and needs to only wait until it gets to 
the position of the character (usually the center of the sterrio field). Thus, 
the player has a significant advantage in judging the horizontal speed and 
movement of the monster as compared to the sighted player sinse the monster's 
position is always telegraphed, and (thus far), the player's own character in 
audio always responds instantly when the button is hit, moving when the arro is 
pressed, stopping the instant it is released, and instantly running when the 
correct button is held with no accelleration. similarly, sinse in audio an 
attack needs to have a sound signifyer, the player's attacks are always 
instant, thus meaning a player is simply waiting for the monster and then 
hitting the button, as compared to the sighted player's need to judge the monst
 er's speed and move their character or attack accordingly. 

I therefore wonder, if by the design of audio games always having monsters and 
other game elements needing to telegraph their position by sound, if we 
effectively miss part of game mechanics. 

Of course, sounds can be obscured and hidden in the mix, but this is a long way 
from say a sighted player being in a situation tracking several enemies and 
ffailing to caclulate the movment of one, or being so busy concentrating on 
what their character is doing they forget the movements of a particular enemy. 

One way to fix this would be to make the movements and attacks of characters 
far less efficient in audio. For example, at the moment, you can swing away in 
a game like Q9 or Superliam, and hit anything, yet if your attack only hit at a 
range in front of you and not close to your character, you'd need to calculate 
much more carefully sinse you wouldn't want to risk the monster getting inside 
your range. This is I believe why 2D fps games have been far more addictive in 
audio, sinse there you actually need to aim and calculate the range of your 
attack relative to yoru enemy not just wait and smack. Similarly, at the moment 
in audio all attacks are pretty instant, you hit the button, the sound plays, 
the attack comes out. 

Some games have cooldown on attacks, witness for example the slow rate of fire 
of say the shotgun in swamp, however one aspect that has not been explored are 
attacks that begin with a wind up sound and then hit when that sound is over, 
meaning a player needs to anticipate the movement of the monster, and attack 
according to the relative position of the monster and when the attack hits. 

This was another fun mechanic in blind swordsman I noticed, indeed Blind 
swordsman is a great example of a very simple audio concept, but one which 
employed many of the mechanics tricks I've thought over the years needed to 
happen in audiogames.

Hope this makes sense.

Beware the grue! 

Dark.
Take them to the refirbished chamber that was once bad!
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Re: [Audyssey] windows games of microsoft

2014-10-30 Thread dark

Hi Tom.

that's true about online games, though it's worth noting there is online 
accessible hearts and spaades in blind adrenaline cardroom, Online draughts 
(checkers), in the Quentin C playroom, and and online backgammon in pontes 
backgammon, still I take your point.


I suspect draughts and spades will be added to the spoonbill lineup at some 
point in the future. Also I confess I like the spoonbill games especially 
their crossword puzzle. they may not have online play but I find them very 
well designed, although I do wish their computer opponents were a little 
more challenging at hearts :D.


Beware the grue!

Dark. 



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Re: [Audyssey] windows games of microsoft

2014-10-30 Thread Josh k
all the windows8 games are now those new metro apps. also i expreienced 
frequent computer freezes, 100% CPU useage and application compatibility 
issues in win8 and win8.1.


On 10/30/2014 4:39 PM, Thomas Ward wrote:

Hi Josh,

Are you certain of this? I'm a bit surprised why Microsoft's games
would be accessible in Windows 7 and then be totally inaccessible in
Windows 8. If so it sounds like someone should backup the Windows 7
games before upgrading to Windows 8 in order to maximize
accessibility.

Cheers!


On 10/30/14, Josh k joshknnd1...@gmail.com wrote:

no they are not accessible at all.

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Re: [Audyssey] How to Get Past The First Screen In Audio Defence?

2014-10-30 Thread Teresa Cochran
Well, something is very wrong, because I just get a screen which has text that 
says Audio Defence: Zombie Arena and also says to select a control, but 
Voiceover doesn't indicate any controls, and I hear no audio. Strange. 

Winging its way from my iPod

 On Oct 30, 2014, at 1:57 PM, dark d...@xgam.org wrote:
 
 Hi Teresa, that is odd.
 
 When I first started the game I got a screen asking me what control method I 
 wanted to use.
 
 Bare in mind the game does have a slightly long intro, and the menu and 
 select buttons might not appear until it is over. If you hear the sound of a 
 lift and then a zombie arena that is the intro and you need to wait until it 
 is finished before the main menu will turn up.
 
 Of course, I'm using an Iphone 5 with Ios 7, so it might be different on 
 another machine or Os.
 
 Beware the Grue!
 
 Dark.
 Take them to the refirbished chamber that was once bad!
 - Original Message - From: Teresa Cochran 
 vegaspipistre...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, October 30, 2014 8:47 PM
 Subject: Re: [Audyssey] How to Get Past The First Screen In Audio Defence?
 
 
 Voiceover isn't reading any of the buttons. Perhaps I'll try the item 
 chooser.
 
 Teresa
 
 Winging its way from my iPod
 
 On Oct 30, 2014, at 1:06 PM, dark d...@xgam.org wrote:
 
 Hi Teresa.
 
 Yep, the first screen recommending a control method threw me as well. What 
 I found is that the recommended label on the gyro button couldn't be 
 clicked on, so what I had to do was click on one of the other control 
 methods, then when the game started go to settings and select gyro, (all 
 the other in game menus are fine with vo and you can even leave it running 
 while the game plays).
 
 I'd recommend playing with the gyro, it makes the game highly immersive and 
 lots of fun to physically have to turn towards the zombies and shoot them.
 
 Beware the grue!
 
 Dark.
 
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Re: [Audyssey] windows games of microsoft

2014-10-30 Thread Dacia Cole
Hi, are they accessible with jaws or does it require some vision?


Dacia

On 10/30/14, Josh k joshknnd1...@gmail.com wrote:
 all the windows8 games are now those new metro apps. also i expreienced
 frequent computer freezes, 100% CPU useage and application compatibility
 issues in win8 and win8.1.

 On 10/30/2014 4:39 PM, Thomas Ward wrote:
 Hi Josh,

 Are you certain of this? I'm a bit surprised why Microsoft's games
 would be accessible in Windows 7 and then be totally inaccessible in
 Windows 8. If so it sounds like someone should backup the Windows 7
 games before upgrading to Windows 8 in order to maximize
 accessibility.

 Cheers!


 On 10/30/14, Josh k joshknnd1...@gmail.com wrote:
 no they are not accessible at all.
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Re: [Audyssey] How to Get Past The First Screen In Audio Defence?

2014-10-30 Thread valiant8086

Hi.
Same problem here. I just posted a review about this. They don't state 
in their description that it doesn't work with the iPod, but they also 
don't say that it does. I don't think they coded it to work with it, 
maybe we'll find out soon. I have the iPod touch 5 and I have the exact 
same problem. To dark, it doesn't even play the music intro at all. It 
is silent for a while, then that thing about the controls pops up, and 
you can only read like the top 3 lines of it. You can't get to the 
buttons to select what type of control you want. In fact, it doesn't 
even show the whole message that asks you to do so, the end of it is 
chopped off a bit.


I see no reason why it couldn't eventually work with the iPod. It is an 
audiogame for goodness sakes and the iPod 5 has the same processor as 
the iPhone 5 or very nearly so.







Cheers, Sent with Thunderbird 24.6.0 portable
On 10/30/2014 5:33 PM, Teresa Cochran wrote:

Well, something is very wrong, because I just get a screen which has text that says 
Audio Defence: Zombie Arena and also says to select a control, but Voiceover 
doesn't indicate any controls, and I hear no audio. Strange.

Winging its way from my iPod


On Oct 30, 2014, at 1:57 PM, dark d...@xgam.org wrote:

Hi Teresa, that is odd.

When I first started the game I got a screen asking me what control method I 
wanted to use.

Bare in mind the game does have a slightly long intro, and the menu and select 
buttons might not appear until it is over. If you hear the sound of a lift and 
then a zombie arena that is the intro and you need to wait until it is finished 
before the main menu will turn up.

Of course, I'm using an Iphone 5 with Ios 7, so it might be different on 
another machine or Os.

Beware the Grue!

Dark.
Take them to the refirbished chamber that was once bad!
- Original Message - From: Teresa Cochran vegaspipistre...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, October 30, 2014 8:47 PM
Subject: Re: [Audyssey] How to Get Past The First Screen In Audio Defence?



Voiceover isn't reading any of the buttons. Perhaps I'll try the item chooser.

Teresa

Winging its way from my iPod


On Oct 30, 2014, at 1:06 PM, dark d...@xgam.org wrote:

Hi Teresa.

Yep, the first screen recommending a control method threw me as well. What I found is 
that the recommended label on the gyro button couldn't be clicked on, so what 
I had to do was click on one of the other control methods, then when the game started go 
to settings and select gyro, (all the other in game menus are fine with vo and you can 
even leave it running while the game plays).

I'd recommend playing with the gyro, it makes the game highly immersive and 
lots of fun to physically have to turn towards the zombies and shoot them.

Beware the grue!

Dark.

---
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Re: [Audyssey] Efficiency of judgement and sound sources in games?

2014-10-30 Thread john
Perilous hearts has some of the delayed attack you mentioned, most notably 
the knife and the spear, though I believe the revolver may have a *small* 
amount of delay involved in it as well.

--
From: dark d...@xgam.org
Sent: Thursday, October 30, 2014 4:54 PM
To: Gamers@audyssey.org
Subject: [Audyssey] Efficiency of judgement and sound sources in games?

Hi.

In writing my recent message about games, I did have a rather odd thought 
about audio.

In a game like Super Mario Brothers, (sorry I'm using it as an example 
again, but it is just one of the simplest and most mechanically perfect 
games ever created), the player needs to avoid a monster by judging when it 
reache's Mario's position and taking appropriate action, be that jumping on 
it's head, moving out of the way or whatever.
Even on a flat surface, the player has to judge the relative speed of the 
monster, and how Mario moves with respect to that, indeed I remember the 
first time I started that level on super mario brothers that first Goomber 
who you meet walking along the screen got me, and indeed even a few times 
after that if I tried to jump on his head and was too slow, thus, a sighted 
gamer needs to learn and make judgements about the game elements.

In a side scrolling audio game like superliam or Q9 however, the movement 
speed of the monster is always known sinse the player can always hear where 
the monster is and how fast it is going, and needs to only wait until it 
gets to the position of the character (usually the center of the sterrio 
field). Thus, the player has a significant advantage in judging the 
horizontal speed and movement of the monster as compared to the sighted 
player sinse the monster's position is always telegraphed, and (thus far), 
the player's own character in audio always responds instantly when the 
button is hit, moving when the arro is pressed, stopping the instant it is 
released, and instantly running when the correct button is held with no 
accelleration. similarly, sinse in audio an attack needs to have a sound 
signifyer, the player's attacks are always instant, thus meaning a player is 
simply waiting for the monster and then hitting the button, as compared to 
the sighted player's need to judge the monster's speed and move their 
character or attack accordingly.

I therefore wonder, if by the design of audio games always having monsters 
and other game elements needing to telegraph their position by sound, if we 
effectively miss part of game mechanics.

Of course, sounds can be obscured and hidden in the mix, but this is a long 
way from say a sighted player being in a situation tracking several enemies 
and ffailing to caclulate the movment of one, or being so busy concentrating 
on what their character is doing they forget the movements of a particular 
enemy.

One way to fix this would be to make the movements and attacks of characters 
far less efficient in audio. For example, at the moment, you can swing away 
in a game like Q9 or Superliam, and hit anything, yet if your attack only 
hit at a range in front of you and not close to your character, you'd need 
to calculate much more carefully sinse you wouldn't want to risk the monster 
getting inside your range. This is I believe why 2D fps games have been far 
more addictive in audio, sinse there you actually need to aim and calculate 
the range of your attack relative to yoru enemy not just wait and smack. 
Similarly, at the moment in audio all attacks are pretty instant, you hit 
the button, the sound plays, the attack comes out.

Some games have cooldown on attacks, witness for example the slow rate of 
fire of say the shotgun in swamp, however one aspect that has not been 
explored are attacks that begin with a wind up sound and then hit when that 
sound is over, meaning a player needs to anticipate the movement of the 
monster, and attack according to the relative position of the monster and 
when the attack hits.

This was another fun mechanic in blind swordsman I noticed, indeed Blind 
swordsman is a great example of a very simple audio concept, but one which 
employed many of the mechanics tricks I've thought over the years needed to 
happen in audiogames.

Hope this makes sense.

Beware the grue!

Dark.
Take them to the refirbished chamber that was once bad!
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Re: [Audyssey] windows games of microsoft

2014-10-30 Thread Charles Rivard
However, those are not the games made by Microsoft that come packaged with 
Windows, which are the ones being asked about.  They are alternatives.


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, October 30, 2014 3:36 PM
Subject: Re: [Audyssey] windows games of microsoft


On the plus side, I believe spoonbill at 
http://www.omninet.net.au/~irhumph/blindgamers.htm have accessible 
versions of most, if not all the card and basic puzzle games that have 
come with versions of Windows, such as frecell Solitare, penguin solitare, 
Hearts and Mine sweeper.


I don't believe Ian has done spades yet, though he well might in the 
future.


Beware the grue!

Dark.
Take them to the refirbished chamber that was once bad!
- Original Message - 
From: Josh k joshknnd1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, October 30, 2014 6:41 PM
Subject: Re: [Audyssey] windows games of microsoft



no they are not accessible at all.

On 10/30/2014 4:38 AM, ishan dhami wrote:
Hi all I want to know the accessibility of windows games produced by 
Microsoft

are they accessible in win 8 with a screenreader?

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Re: [Audyssey] How to Get Past The First Screen In Audio Defence?

2014-10-30 Thread Paul Lemm
Hi,

Just downloaded and played the game, as dark said the Giro control button on
that front screen doesn't seem to work, but if you swipe left  it should say
tilt your phone, I didn't realise this was actually a button thought it was
just text, but once I clicked it the game worked fine.

Hope this helps, just had lots of fun playing the game.

Paul Lemm

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Teresa
Cochran
Sent: Thursday, October 30, 2014 9:34 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] How to Get Past The First Screen In Audio Defence?

Well, something is very wrong, because I just get a screen which has text
that says Audio Defence: Zombie Arena and also says to select a control,
but Voiceover doesn't indicate any controls, and I hear no audio. Strange. 

Winging its way from my iPod

 On Oct 30, 2014, at 1:57 PM, dark d...@xgam.org wrote:
 
 Hi Teresa, that is odd.
 
 When I first started the game I got a screen asking me what control method
I wanted to use.
 
 Bare in mind the game does have a slightly long intro, and the menu and
select buttons might not appear until it is over. If you hear the sound of a
lift and then a zombie arena that is the intro and you need to wait until it
is finished before the main menu will turn up.
 
 Of course, I'm using an Iphone 5 with Ios 7, so it might be different on
another machine or Os.
 
 Beware the Grue!
 
 Dark.
 Take them to the refirbished chamber that was once bad!
 - Original Message - From: Teresa Cochran 
 vegaspipistre...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, October 30, 2014 8:47 PM
 Subject: Re: [Audyssey] How to Get Past The First Screen In Audio Defence?
 
 
 Voiceover isn't reading any of the buttons. Perhaps I'll try the item
chooser.
 
 Teresa
 
 Winging its way from my iPod
 
 On Oct 30, 2014, at 1:06 PM, dark d...@xgam.org wrote:
 
 Hi Teresa.
 
 Yep, the first screen recommending a control method threw me as well.
What I found is that the recommended label on the gyro button couldn't be
clicked on, so what I had to do was click on one of the other control
methods, then when the game started go to settings and select gyro, (all the
other in game menus are fine with vo and you can even leave it running while
the game plays).
 
 I'd recommend playing with the gyro, it makes the game highly immersive
and lots of fun to physically have to turn towards the zombies and shoot
them.
 
 Beware the grue!
 
 Dark.
 
 ---
 Gamers mailing list __ Gamers@audyssey.org If you want to leave the 
 list, send E-mail to gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at 
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Re: [Audyssey] How to Get Past The First Screen In Audio Defence?

2014-10-30 Thread Teresa Cochran
Nope, it doesn't work for me. It's a glitch or a bug. I tweeted the developers.

Teresa

Winging its way from my iPod

 On Oct 30, 2014, at 4:20 PM, Paul Lemm paul.lem...@gmail.com wrote:
 
 Hi,
 
 Just downloaded and played the game, as dark said the Giro control button on
 that front screen doesn't seem to work, but if you swipe left  it should say
 tilt your phone, I didn't realise this was actually a button thought it was
 just text, but once I clicked it the game worked fine.
 
 Hope this helps, just had lots of fun playing the game.
 
 Paul Lemm
 
 -Original Message-
 From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Teresa
 Cochran
 Sent: Thursday, October 30, 2014 9:34 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] How to Get Past The First Screen In Audio Defence?
 
 Well, something is very wrong, because I just get a screen which has text
 that says Audio Defence: Zombie Arena and also says to select a control,
 but Voiceover doesn't indicate any controls, and I hear no audio. Strange. 
 
 Winging its way from my iPod
 
 On Oct 30, 2014, at 1:57 PM, dark d...@xgam.org wrote:
 
 Hi Teresa, that is odd.
 
 When I first started the game I got a screen asking me what control method
 I wanted to use.
 
 Bare in mind the game does have a slightly long intro, and the menu and
 select buttons might not appear until it is over. If you hear the sound of a
 lift and then a zombie arena that is the intro and you need to wait until it
 is finished before the main menu will turn up.
 
 Of course, I'm using an Iphone 5 with Ios 7, so it might be different on
 another machine or Os.
 
 Beware the Grue!
 
 Dark.
 Take them to the refirbished chamber that was once bad!
 - Original Message - From: Teresa Cochran 
 vegaspipistre...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, October 30, 2014 8:47 PM
 Subject: Re: [Audyssey] How to Get Past The First Screen In Audio Defence?
 
 
 Voiceover isn't reading any of the buttons. Perhaps I'll try the item
 chooser.
 
 Teresa
 
 Winging its way from my iPod
 
 On Oct 30, 2014, at 1:06 PM, dark d...@xgam.org wrote:
 
 Hi Teresa.
 
 Yep, the first screen recommending a control method threw me as well.
 What I found is that the recommended label on the gyro button couldn't be
 clicked on, so what I had to do was click on one of the other control
 methods, then when the game started go to settings and select gyro, (all the
 other in game menus are fine with vo and you can even leave it running while
 the game plays).
 
 I'd recommend playing with the gyro, it makes the game highly immersive
 and lots of fun to physically have to turn towards the zombies and shoot
 them.
 
 Beware the grue!
 
 Dark.
 
 ---
 Gamers mailing list __ Gamers@audyssey.org If you want to leave the 
 list, send E-mail to gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at 
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 If you have any questions or concerns regarding the management of 
 the list, please send E-mail to gamers-ow...@audyssey.org.
 
 ---
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 list, send E-mail to gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at 
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 All messages are archived and can be searched and read at 
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 ---
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 All messages 

Re: [Audyssey] How to Get Past The First Screen In Audio Defence?

2014-10-30 Thread dark

Hi Teresa.

Yes, the buttons to select a control method should be just below that 
message. Are you playing on your Ipod? Apparently the display shops the 
controls off on an Ipod screen. Yes, it's a dam annoying bug, though 
apparently the developers have recieved notification of it.


You might try whatever you can to mess with the screen display, (I don't 
know, I only own an Iphone not an Ipod), but given somethinelse past records 
I wouldn't be surprised if this gets fixed soon, I'm just sorry it's come up 
and is stopping people from playing.


I've noticed a couple of bugs myself, a gane freeze once when I died and the 
inability to pickup diamonds in endless mode, but these are miner annoyences 
rather than huge bugs that stop the thing from being played at all.


Dark.
Take them to the refirbished chamber that was once bad!
- Original Message - 
From: Teresa Cochran vegaspipistre...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, October 30, 2014 9:33 PM
Subject: Re: [Audyssey] How to Get Past The First Screen In Audio Defence?


Well, something is very wrong, because I just get a screen which has text 
that says Audio Defence: Zombie Arena and also says to select a control, 
but Voiceover doesn't indicate any controls, and I hear no audio. Strange.


Winging its way from my iPod


On Oct 30, 2014, at 1:57 PM, dark d...@xgam.org wrote:

Hi Teresa, that is odd.

When I first started the game I got a screen asking me what control 
method I wanted to use.


Bare in mind the game does have a slightly long intro, and the menu and 
select buttons might not appear until it is over. If you hear the sound 
of a lift and then a zombie arena that is the intro and you need to wait 
until it is finished before the main menu will turn up.


Of course, I'm using an Iphone 5 with Ios 7, so it might be different on 
another machine or Os.


Beware the Grue!

Dark.
Take them to the refirbished chamber that was once bad!
- Original Message - From: Teresa Cochran 
vegaspipistre...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, October 30, 2014 8:47 PM
Subject: Re: [Audyssey] How to Get Past The First Screen In Audio 
Defence?



Voiceover isn't reading any of the buttons. Perhaps I'll try the item 
chooser.


Teresa

Winging its way from my iPod


On Oct 30, 2014, at 1:06 PM, dark d...@xgam.org wrote:

Hi Teresa.

Yep, the first screen recommending a control method threw me as well. 
What I found is that the recommended label on the gyro button 
couldn't be clicked on, so what I had to do was click on one of the 
other control methods, then when the game started go to settings and 
select gyro, (all the other in game menus are fine with vo and you can 
even leave it running while the game plays).


I'd recommend playing with the gyro, it makes the game highly immersive 
and lots of fun to physically have to turn towards the zombies and 
shoot them.


Beware the grue!

Dark.

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Re: [Audyssey] Efficiency of judgement and sound sources in games?

2014-10-30 Thread dark
I do remember the attacks in perilous hearts having a limited amount of 
delay and distance, although when surrounded by many enemies it seemed that 
you were still just flailing away.


I'm sorry however perilous hearts never got beyond the demo stage, sinse I 
suspect it would've had several more interesting mechanics, heck at one 
point Philip was talking about a companion fighting along side you.


Beware the Grue!

Dark.
Take them to the refirbished chamber that was once bad!
- Original Message - 
From: john jpcarnemo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, October 30, 2014 10:33 PM
Subject: Re: [Audyssey] Efficiency of judgement and sound sources in games?



Perilous hearts has some of the delayed attack you mentioned, most notably
the knife and the spear, though I believe the revolver may have a *small*
amount of delay involved in it as well.

--
From: dark d...@xgam.org
Sent: Thursday, October 30, 2014 4:54 PM
To: Gamers@audyssey.org
Subject: [Audyssey] Efficiency of judgement and sound sources in games?

Hi.

In writing my recent message about games, I did have a rather odd thought
about audio.

In a game like Super Mario Brothers, (sorry I'm using it as an example
again, but it is just one of the simplest and most mechanically perfect
games ever created), the player needs to avoid a monster by judging when 
it
reache's Mario's position and taking appropriate action, be that jumping 
on

it's head, moving out of the way or whatever.
Even on a flat surface, the player has to judge the relative speed of the
monster, and how Mario moves with respect to that, indeed I remember the
first time I started that level on super mario brothers that first Goomber
who you meet walking along the screen got me, and indeed even a few times
after that if I tried to jump on his head and was too slow, thus, a 
sighted

gamer needs to learn and make judgements about the game elements.

In a side scrolling audio game like superliam or Q9 however, the movement
speed of the monster is always known sinse the player can always hear 
where

the monster is and how fast it is going, and needs to only wait until it
gets to the position of the character (usually the center of the sterrio
field). Thus, the player has a significant advantage in judging the
horizontal speed and movement of the monster as compared to the sighted
player sinse the monster's position is always telegraphed, and (thus far),
the player's own character in audio always responds instantly when the
button is hit, moving when the arro is pressed, stopping the instant it is
released, and instantly running when the correct button is held with no
accelleration. similarly, sinse in audio an attack needs to have a sound
signifyer, the player's attacks are always instant, thus meaning a player 
is

simply waiting for the monster and then hitting the button, as compared to
the sighted player's need to judge the monster's speed and move their
character or attack accordingly.

I therefore wonder, if by the design of audio games always having monsters
and other game elements needing to telegraph their position by sound, if 
we

effectively miss part of game mechanics.

Of course, sounds can be obscured and hidden in the mix, but this is a 
long
way from say a sighted player being in a situation tracking several 
enemies
and ffailing to caclulate the movment of one, or being so busy 
concentrating

on what their character is doing they forget the movements of a particular
enemy.

One way to fix this would be to make the movements and attacks of 
characters
far less efficient in audio. For example, at the moment, you can swing 
away

in a game like Q9 or Superliam, and hit anything, yet if your attack only
hit at a range in front of you and not close to your character, you'd need
to calculate much more carefully sinse you wouldn't want to risk the 
monster
getting inside your range. This is I believe why 2D fps games have been 
far
more addictive in audio, sinse there you actually need to aim and 
calculate

the range of your attack relative to yoru enemy not just wait and smack.
Similarly, at the moment in audio all attacks are pretty instant, you hit
the button, the sound plays, the attack comes out.

Some games have cooldown on attacks, witness for example the slow rate of
fire of say the shotgun in swamp, however one aspect that has not been
explored are attacks that begin with a wind up sound and then hit when 
that

sound is over, meaning a player needs to anticipate the movement of the
monster, and attack according to the relative position of the monster and
when the attack hits.

This was another fun mechanic in blind swordsman I noticed, indeed Blind
swordsman is a great example of a very simple audio concept, but one which
employed many of the mechanics tricks I've thought over the years needed 
to

happen in audiogames.

Hope this makes sense.

Beware the grue!


Re: [Audyssey] How to Get Past The First Screen In Audio Defence?

2014-10-30 Thread dark

Hi Valient.

As I said to teresa, yepk, I now realize that there is a problem here, and 
it's a bloody annoying one for those who own Ipods. You are correct that 
there is no earthly reason the game shouldn't work with the Ipod, hell, it's 
not even the game as a hole it's just the first selection screen, which is 
unfortunately unavoidable.


I do hope it gets fixed in the near future, though given somethinelse track 
record with bug fixes I think there is a good chance it will be, remember 
the pappa sangre 2 button bug? or the slowdown issues?



Beware the grue!

Dark. 



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Re: [Audyssey] How to Get Past The First Screen In Audio Defence?

2014-10-30 Thread dark

Hi Paul.

do you have hints turned on with vo? that's how I knew the Tilt your phone 
and swipe to turn controls were buttons.


I'd actually recommend leaving hints on perminantly sinse a lot of game 
developers for ios are using them to provide extra inforamtion to vo users 
in games, king of dragon pass and star traders elite have both done so.


Beware the grue!

Dark. 



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[Audyssey] (no subject)

2014-10-30 Thread Juan Hernandez
 

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Re: [Audyssey] Audio Defence: Zombie Arena, is released for iOS

2014-10-30 Thread Ian McNamara
It is not a bad game. already completed the first set of challenges.

Ian McNamara

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