[Audyssey] alteraeon training suggestion

2017-01-25 Thread Jude DaShiell
It shouldn't be possible for players to use practices for spells and 
skills for which the stats they have won't support.  If intelligence or 
wisdom is too low to use a skill or spell or any other stat the trainer 
could tell the player what stat or stats need to increase before they can 
learn that spell or skill.  If implemented, this is likely to help players 
manage practices better.




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[Audyssey] Thoughts about astaways 2

2017-01-25 Thread lori duncan
Hi everyone, since audiogames.net seems to be down at the moment, I 
thought I'd start a topic here about the game Castaways 2 by Aprone.  I 
recently got back into playing it again, and am liking how workers move 
faster now on my first plot of land.  There are however a few things I'd 
like to see added.  I think trees should grow again over time, first 
into sapplings then into actual trees, as it's a real pain to keep 
running out of wood.  Perhaps there could also be an option to cancel a 
task or take down a building? I've found myself hitting enter on fell a 
tree by accident, when what I really wanted was the hunting trip.  :)  
I'm also finding when I set up my new plot of land my worker is very 
slow and it's taking him about 2 minutes just to gather rocks or grass.  
It's also quite unbalanced only having the 1 worker, so perhaps time 
could be speeded up for secondry plots of land too.  Finally I know the 
grid is 10 tiles up and down, and I wondered if it could be expanded to 
be 10 tiles wide instead of 8 to fit more things in?  I'm quite proud of 
my little plot, but my mine is exausted and I have hardly any trees 
left.  :(  I'd also love to see a foraging skill added to tree tiles, 
maybe you could spin rope and use cloth to make a sack, then one of your 
workers goes off to find berries or wood or any other random stuff.



I'd be interested to hear other people's thoughts on castaways 2, it's a 
great game and it makes me feel very sad when hardly anyone is on line.



From Lori.


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Re: [Audyssey] preludeamals (way too much fun)

2017-01-25 Thread Damien Sykes-Lindley

Hi there,
Castaways 2? Didn't know you were working on a new Castaways. Can't seem to 
find it on your site - still under development?

Cheers.
Damien.
-Original Message- 
From: jer...@kaldobsky.com

Sent: Wednesday, January 25, 2017 5:17 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] preludeamals (way too much fun)




Thanks John.  Yeah I didn't really push Preludamals very much, because as a 
puzzle game I knew it would have a smaller audience than say, something 
where you run around and shoot stuff.  For me though, this type of game is 
tons of fun, and I enjoy working my way through the puzzles.  I'm glad to 
see some renewed interest, and new people enjoying the game.
Preludamals is actually a prequel game to Lunamals.  The style of game is so 
different that you wouldn't normally consider it to be part of the same 
series, but I have a habit of doing that with my connected games.  Daytona, 
Castaways, Paw prints, and Castaways 2 are all extremely different (well C1 
and C2 are not terribly far off from one another), but all take place in the 
same universe.  I've never been a fan of making sequel games that are too 
much like the original, because it then takes something away from that 
original.  I want to give a whole new experience instead of rehashing what 
people had already played.
On the topic of graphics to included sighted players, I do agree with what 
has been said so far.  As John said, many developers are using tools that do 
not allow for graphics, but also there are some who just choose not to do 
it.  I am a big supporter of including primitive graphics, at the very 
least, in all of my titles... with the exception of Obsessive Compulsive, 
because it was written in BGT.  Even if the only people you are helping end 
up being low-vision players, I believe having those high contrast graphics 
helps them use what they have.  If you can hear in stereo you want the games 
to be in stereo, and if you have even some faint vision, you want to be able 
to use it.  Maybe more developers will start going that route.  I know Rocky 
(relatively new on the development scene) has been putting a lot of work 
into primitive graphics for his projects, and I encourage him to keep it up!


- Aprone


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Re: [Audyssey] preludeamals (way too much fun)

2017-01-25 Thread jeremy



Thanks John.  Yeah I didn't really push Preludamals very much, because as a 
puzzle game I knew it would have a smaller audience than say, something where 
you run around and shoot stuff.  For me though, this type of game is tons of 
fun, and I enjoy working my way through the puzzles.  I'm glad to see some 
renewed interest, and new people enjoying the game.
Preludamals is actually a prequel game to Lunamals.  The style of game is so 
different that you wouldn't normally consider it to be part of the same series, 
but I have a habit of doing that with my connected games.  Daytona, Castaways, 
Paw prints, and Castaways 2 are all extremely different (well C1 and C2 are not 
terribly far off from one another), but all take place in the same universe.  
I've never been a fan of making sequel games that are too much like the 
original, because it then takes something away from that original.  I want to 
give a whole new experience instead of rehashing what people had already played.
On the topic of graphics to included sighted players, I do agree with what has 
been said so far.  As John said, many developers are using tools that do not 
allow for graphics, but also there are some who just choose not to do it.  I am 
a big supporter of including primitive graphics, at the very least, in all of 
my titles... with the exception of Obsessive Compulsive, because it was written 
in BGT.  Even if the only people you are helping end up being low-vision 
players, I believe having those high contrast graphics helps them use what they 
have.  If you can hear in stereo you want the games to be in stereo, and if you 
have even some faint vision, you want to be able to use it.  Maybe more 
developers will start going that route.  I know Rocky (relatively new on the 
development scene) has been putting a lot of work into primitive graphics for 
his projects, and I encourage him to keep it up!

- Aprone

   
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Re: [Audyssey] preludeamals (way too much fun)

2017-01-25 Thread john
Hi Lori,
This is definitely more of an engineer's game - if you don't think in that 
mindset, its probably going to be tough.
I was able to get about a third of the way through by just tracing exactly what 
happens when the arm moves (essentially the thought 
process used when programming).
Pay close attention to the descriptions of each track, and be very patient.
I'll guide you through level one below.

As the game says, this is pretty simple - you just need to turn the arm at the 
right moment. I don't remember the exact coordinates, 
so let's say that the arm starts at A1, and the rat is at c3.
Since the arm is facing east, if you start it now, it will move to c1, attempt 
to go east, and hit a wall. The wall will reverse it, 
so the arm will go back to a1, and then hit another wall. It'll repeat this 
until it runs out of power.
So, to get the rat, you need to turn the arm so that it begins moving south 
when it gets to c1. The track you want for this is the 
south west turn. This means that if the arm hits the turn from the west it will 
go south, or if it hits from the south, it will go 
west.
Place your track, and review the arm's path again:
when it starts, the arm will move east to c1. It will then hit the track from 
the west, which means it'll turn south. This puts it 
on a direct course for the rat at c3, which wins you the level.

Hope this helps,
John

--
From: "lori duncan" 
Sent: Wednesday, January 25, 2017 4:32
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] preludeamals (way too much fun)

Well I've tried this game and it's totally confused me.  I'm not sure
what to place where, and when I hit space to move the arm it said energy
failer.

Not sure how to make it make sense to me.  :)

 From Lori.


On 25/01/2017 09:15, dark wrote:
> Hi Phil.
>
> Actually, preludimals was a game Aprone released last summer. It does
> have a db page but the site is currently offline, however if you go to
> Aprone's site at:
> https://p9.secure.hostingprod.com/@www.kaldobsky.com/ssl/audiogames.php
>
> You will find it.
> it's very different from lunimals, what is commonly called a transport
> puzzle. As I said, I admire the design, even if I'm fairly terrible at
> the actual execution in the game itself :D.
>
> All the best,
>
> Dark.
> Due to Btinternet being inconvenient, this email address will not be
> in use for very long. Please contact me on my other public address,
> d...@xgam.org. When I have a new private address, I will let everyone
> know.
> - Original Message - From: "Phil Vlasak" 
> To: "Gamers Discussion list" 
> Sent: Wednesday, January 25, 2017 2:04 AM
> Subject: Re: [Audyssey] preludeamals (way too much fun)
>
>
>> If you are looking for preludeamals
>> you won't find it,
>> The game is, Lunimals
>> an eco system simulation game
>> This is a life simulation game, where you attempt to create, and
>> maintain, a complex eco-system on the moon.
>> This beta has 7 missions, each with their own set of quests.
>> Unlike his previous games, this one is not self voiced with him
>> speaking.
>> The game should work with your preferred screen reading software, or
>> you can use the built-in SAPI.
>> It has been tested with NVDA and Window eyes.
>> This game has simple graphics included, so if you have sighted
>> friends or children, they can have fun with the game as well.
>> https://p9.secure.hostingprod.com/@www.kaldobsky.com/ssl/audiogames.php
>>
>> - Original Message - From: "Michael Maslo"
>> 
>> To: "Gamers Discussion list" 
>> Sent: Tuesday, January 24, 2017 8:15 PM
>> Subject: Re: [Audyssey] preludeamals (way too much fun)
>>
>>
>>> Where can I get this game
>>>
>>>
>>>
>>>
>>> Sincerely,
>>>
>>> Michael Maslo
>>>
 On Jan 24, 2017, at 19:06, Travis Siegel  wrote:

 I don't know how many folks here have played aprone's preludeamals,
 but if you haven't, you should.  The game is so much fun.  This is
 exactly the kind of thing I've been thinking of making for myself,
 only I hadn't quite managed to get all the details worked out, but
 the vague outline was there, and this game fits the bill
 completely.  Great fun, although level 15 took me several hours to
 solve, I am *not* looking forward to level 16, but I'm having a
 blast with this thing.  And, just for reference. I have been saying
 for years there's no reason why audio games can't have graphics,
 and Aprone proves the point by his games being playable both by
 sighted and blind players.  Sure, the graphics aren't anything to
 write home about, but they don't have to be, they just have to
 work, and they do, and that's the kind of thing I mean when I say
 there's no reason not to have graphical interfaces to games. Hell,
 sometimes, there is no 

Re: [Audyssey] preludeamals (way too much fun)

2017-01-25 Thread john
Hi Phil,
That's probably because its not a terribly publicized game.
Its more of a diversion than a popular title (compare revelation to castaways, 
for example).


--
From: "Phil Vlasak" 
Sent: Tuesday, January 24, 2017 22:12
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] preludeamals (way too much fun)

John,
Thanks! I goofed not finding preludeamals in my games list.
I only found Lunimals.


- Original Message - 
From: "john" 
To: "Gamers Discussion list" 
Sent: Tuesday, January 24, 2017 9:26 PM
Subject: Re: [Audyssey] preludeamals (way too much fun)


> http://www.agarchive.net/games/aprone/Preludeamals.zip
>
> --
> From: "Michael Maslo" 
> Sent: Tuesday, January 24, 2017 20:15
> To: "Gamers Discussion list" 
> Subject: Re: [Audyssey] preludeamals (way too much fun)
>
> Where can I get this game
>
>
>
>
> Sincerely,
>
> Michael Maslo
>
>> On Jan 24, 2017, at 19:06, Travis Siegel  wrote:
>>
>> I don't know how many folks here have played aprone's preludeamals, but 
>> if you haven't, you should.  The game is so much fun.
>> This is exactly the kind of thing I've been thinking of making for 
>> myself, only I hadn't quite managed to get all the details
>> worked out, but the vague outline was there, and this game fits the bill 
>> completely.  Great fun, although level 15 took me several
>> hours to solve, I am *not* looking forward to level 16, but I'm having a 
>> blast with this thing.  And, just for reference. I have
>> been saying for years there's no reason why audio games can't have 
>> graphics, and Aprone proves the point by his games being
>> playable both by sighted and blind players.  Sure, the graphics aren't 
>> anything to write home about, but they don't have to be,
>> they just have to work, and they do, and that's the kind of thing I mean 
>> when I say there's no reason not to have graphical
>> interfaces to games.  Hell, sometimes, there is no graphics, just plain 
>> text, but that text is only presented via text to speech,
>> and no actual text is written on the screen, and that (in my opinion at 
>> least) is inexcusable, that's just plain laziness. Putting
>> text on the screen is something computers have done since nearly the very 
>> beginning (excluding punch cards and line printers), so
>> not including text onscreen just because it's intended for the blind is 
>> just silly.
>>
>> Anyway, I digress (as usual).  I'm just having a blast with this game, 
>> and figured I'd mention it, in case others haven't tried it
>> out yet, (or if they had, maybe they'd go back and try again :))
>>
>>
>>
>> ---
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If you 

Re: [Audyssey] preludeamals (way too much fun)

2017-01-25 Thread lori duncan
Well I've tried this game and it's totally confused me.  I'm not sure 
what to place where, and when I hit space to move the arm it said energy 
failer.


Not sure how to make it make sense to me.  :)

From Lori.


On 25/01/2017 09:15, dark wrote:

Hi Phil.

Actually, preludimals was a game Aprone released last summer. It does 
have a db page but the site is currently offline, however if you go to 
Aprone's site at:

https://p9.secure.hostingprod.com/@www.kaldobsky.com/ssl/audiogames.php

You will find it.
it's very different from lunimals, what is commonly called a transport 
puzzle. As I said, I admire the design, even if I'm fairly terrible at 
the actual execution in the game itself :D.


All the best,

Dark.
Due to Btinternet being inconvenient, this email address will not be 
in use for very long. Please contact me on my other public address, 
d...@xgam.org. When I have a new private address, I will let everyone 
know.

- Original Message - From: "Phil Vlasak" 
To: "Gamers Discussion list" 
Sent: Wednesday, January 25, 2017 2:04 AM
Subject: Re: [Audyssey] preludeamals (way too much fun)



If you are looking for preludeamals
you won't find it,
The game is, Lunimals
an eco system simulation game
This is a life simulation game, where you attempt to create, and 
maintain, a complex eco-system on the moon.

This beta has 7 missions, each with their own set of quests.
Unlike his previous games, this one is not self voiced with him 
speaking.
The game should work with your preferred screen reading software, or 
you can use the built-in SAPI.

It has been tested with NVDA and Window eyes.
This game has simple graphics included, so if you have sighted 
friends or children, they can have fun with the game as well.

https://p9.secure.hostingprod.com/@www.kaldobsky.com/ssl/audiogames.php

- Original Message - From: "Michael Maslo" 


To: "Gamers Discussion list" 
Sent: Tuesday, January 24, 2017 8:15 PM
Subject: Re: [Audyssey] preludeamals (way too much fun)



Where can I get this game




Sincerely,

Michael Maslo


On Jan 24, 2017, at 19:06, Travis Siegel  wrote:

I don't know how many folks here have played aprone's preludeamals, 
but if you haven't, you should.  The game is so much fun.  This is 
exactly the kind of thing I've been thinking of making for myself, 
only I hadn't quite managed to get all the details worked out, but 
the vague outline was there, and this game fits the bill 
completely.  Great fun, although level 15 took me several hours to 
solve, I am *not* looking forward to level 16, but I'm having a 
blast with this thing.  And, just for reference. I have been saying 
for years there's no reason why audio games can't have graphics, 
and Aprone proves the point by his games being playable both by 
sighted and blind players.  Sure, the graphics aren't anything to 
write home about, but they don't have to be, they just have to 
work, and they do, and that's the kind of thing I mean when I say 
there's no reason not to have graphical interfaces to games. Hell, 
sometimes, there is no graphics, just plain text, but that text is 
only presented via text to speech, and no actual text is written on 
the screen, and that (in my opinion at least) is inexcusable, 
that's just plain laziness. Putting text on the screen is something 
computers have done since nearly the very beginning (excluding 
punch cards and line printers), so not including text onscreen just 
because it's intended for the blind is just silly.


Anyway, I digress (as usual).  I'm just having a blast with this 
game, and figured I'd mention it, in case others haven't tried it 
out yet, (or if they had, maybe they'd go back and try again :))




---
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Re: [Audyssey] preludeamals (way too much fun)

2017-01-25 Thread dark
I will say when the audiogames.net site is back up and running, preludimals 
does have an entry and people can read about the game there.


All the best,

Dark.
Due to Btinternet being inconvenient, this email address will not be in use 
for very long. Please contact me on my other public address, d...@xgam.org. 
When I have a new private address, I will let everyone know.
- Original Message - 
From: "Travis Siegel" 

To: "Gamers Discussion list" 
Sent: Wednesday, January 25, 2017 4:38 AM
Subject: Re: [Audyssey] preludeamals (way too much fun)



You can also get it off his page at:

http://www.kaldobsky.com/audiogames/Preludeamals.zip
All his games are listed on the page

http://www.kaldobsky.com/audiogames/


On 1/24/2017 10:12 PM, Phil Vlasak wrote:

John,
Thanks! I goofed not finding preludeamals in my games list.
I only found Lunimals.


- Original Message - From: "john" 
To: "Gamers Discussion list" 
Sent: Tuesday, January 24, 2017 9:26 PM
Subject: Re: [Audyssey] preludeamals (way too much fun)



http://www.agarchive.net/games/aprone/Preludeamals.zip

--
From: "Michael Maslo" 
Sent: Tuesday, January 24, 2017 20:15
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] preludeamals (way too much fun)

Where can I get this game




Sincerely,

Michael Maslo


On Jan 24, 2017, at 19:06, Travis Siegel  wrote:

I don't know how many folks here have played aprone's preludeamals, but 
if you haven't, you should.  The game is so much fun.
This is exactly the kind of thing I've been thinking of making for 
myself, only I hadn't quite managed to get all the details
worked out, but the vague outline was there, and this game fits the 
bill completely.  Great fun, although level 15 took me several
hours to solve, I am *not* looking forward to level 16, but I'm having 
a blast with this thing.  And, just for reference. I have
been saying for years there's no reason why audio games can't have 
graphics, and Aprone proves the point by his games being
playable both by sighted and blind players.  Sure, the graphics aren't 
anything to write home about, but they don't have to be,
they just have to work, and they do, and that's the kind of thing I 
mean when I say there's no reason not to have graphical
interfaces to games.  Hell, sometimes, there is no graphics, just plain 
text, but that text is only presented via text to speech,
and no actual text is written on the screen, and that (in my opinion at 
least) is inexcusable, that's just plain laziness. Putting
text on the screen is something computers have done since nearly the 
very beginning (excluding punch cards and line printers), so
not including text onscreen just because it's intended for the blind is 
just silly.


Anyway, I digress (as usual).  I'm just having a blast with this game, 
and figured I'd mention it, in case others haven't tried it

out yet, (or if they had, maybe they'd go back and try again :))



---
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Re: [Audyssey] preludeamals (way too much fun)

2017-01-25 Thread dark

Hi Phil.

Actually, preludimals was a game Aprone released last summer. It does have a 
db page but the site is currently offline, however if you go to Aprone's 
site at:

https://p9.secure.hostingprod.com/@www.kaldobsky.com/ssl/audiogames.php

You will find it.
it's very different from lunimals, what is commonly called a transport 
puzzle. As I said, I admire the design, even if I'm fairly terrible at the 
actual execution in the game itself :D.


All the best,

Dark.
Due to Btinternet being inconvenient, this email address will not be in use 
for very long. Please contact me on my other public address, d...@xgam.org. 
When I have a new private address, I will let everyone know.
- Original Message - 
From: "Phil Vlasak" 

To: "Gamers Discussion list" 
Sent: Wednesday, January 25, 2017 2:04 AM
Subject: Re: [Audyssey] preludeamals (way too much fun)



If you are looking for preludeamals
you won't find it,
The game is, Lunimals
an eco system simulation game
This is a life simulation game, where you attempt to create, and maintain, 
a complex eco-system on the moon.

This beta has 7 missions, each with their own set of quests.
Unlike his previous games, this one is not self voiced with him speaking.
The game should work with your preferred screen reading software, or you 
can use the built-in SAPI.

It has been tested with NVDA and Window eyes.
This game has simple graphics included, so if you have sighted friends or 
children, they can have fun with the game as well.

https://p9.secure.hostingprod.com/@www.kaldobsky.com/ssl/audiogames.php

- Original Message - 
From: "Michael Maslo" 

To: "Gamers Discussion list" 
Sent: Tuesday, January 24, 2017 8:15 PM
Subject: Re: [Audyssey] preludeamals (way too much fun)



Where can I get this game




Sincerely,

Michael Maslo


On Jan 24, 2017, at 19:06, Travis Siegel  wrote:

I don't know how many folks here have played aprone's preludeamals, but 
if you haven't, you should.  The game is so much fun.  This is exactly 
the kind of thing I've been thinking of making for myself, only I hadn't 
quite managed to get all the details worked out, but the vague outline 
was there, and this game fits the bill completely.  Great fun, although 
level 15 took me several hours to solve, I am *not* looking forward to 
level 16, but I'm having a blast with this thing.  And, just for 
reference. I have been saying for years there's no reason why audio 
games can't have graphics, and Aprone proves the point by his games 
being playable both by sighted and blind players.  Sure, the graphics 
aren't anything to write home about, but they don't have to be, they 
just have to work, and they do, and that's the kind of thing I mean when 
I say there's no reason not to have graphical interfaces to games. 
Hell, sometimes, there is no graphics, just plain text, but that text is 
only presented via text to speech, and no actual text is written on the 
screen, and that (in my opinion at least) is inexcusable, that's just 
plain laziness. Putting text on the screen is something computers have 
done since nearly the very beginning (excluding punch cards and line 
printers), so not including text onscreen just because it's intended for 
the blind is just silly.


Anyway, I digress (as usual).  I'm just having a blast with this game, 
and figured I'd mention it, in case others haven't tried it out yet, (or 
if they had, maybe they'd go back and try again :))




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