Re: [Audyssey] bgt help

2016-08-07 Thread Aaron Baker
Hello,
This is an issue I've had to hack around before. The best way I've
found to fix it is to convert all of your objects to object handles.
item@[] lookup(string keyword)
It might be a bit of work, but its so much better to use handles
anyway that you won't regret it.
In fact, I would probably write the line
item@[]@ lookup(string keyword)
such that we are not only using an array of handles, but we're
returning a handle to the array itself.
You also really can't take proper advantage of inheritance with out
using handles.
If this is beyond your current knowledge of BGT, I suggest researching
handles, if not also inheritance. Handles are amazing things that will
probably make your game run faster, too!
Best,
Aaron

On 8/7/16, john  wrote:
> Hi All,
>
> I've been hacking at a project for a couple weeks now, and am getting some
> rather confusing array-related errors when trying to compile.
>
> I've seen these before, but they usually only occur when trying to use
> objects with nondefault constructors in arrays in some fashion.
>
> In this case, its a method declaration line that seems to be breaking:
>
>
>
> item[] lookup(string keyword)
>
> The error is:
>
>
>
> File: array
>
> On line: 0 (0)
>
> Error: The subtype has no default factory
>
> File:
>
> On line: 20 (1)
>
> Information: Compiling  database::lookup(string)
>
>
>
> The item class is fully valid and included in the script.
>
> The lookup function is as follows:
>
>
>
> item[] lookup(string keyword)
>
> //This function returns a list of items that can be referenced by a given
> keyword.
>
> {
>
> item[] results;//Note that this line doesn't break, just the function
> declaration
>
> for(int count=0; count contents, checking each item
>
> {
>
> if(contents[count].check(keyword)) results.insert_last(contents[count]);
>
> }
>
> return results;
>
> }
>
>
>
> If anybody has a clue what's going on here, I'd really appreciate some
> help.
>
> Also, if you know how to use objects that have constructors with arguments
> in arrays, I'd love to know too; that particular issue has been costing me a
> tremendous amount of debugging and fixing time.
>
>
>
> Thanks,
>
> John
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Re: [Audyssey] Updating Manamon.

2016-07-23 Thread Aaron Baker
Hi,
I'm not sure why the menu won't read for you, but just re-download and
install the game and you'll have the latest version.

On 7/23/16, michael barnes  wrote:
> Hey.
>
> I have the check for updates automatically turn on.
> However when it check for updates it says that my version is out of date.
> So I press enter and it brings up a menu that is not readable.
> So how do you suppose to update the game?
>
> Thanks.
>
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Re: [Audyssey] Manamon control help.

2016-07-22 Thread Aaron Baker
Hi,
You can press V to view enemy information, then press H to check health.
Best,
Aaron

On 7/22/16, michael barnes  wrote:
> Hey.
>
> I been wondering how to check my enemy health during a battle?
> I read the manuel but I don't see anywhere how to check for that
> information.
>
> Thanks!
>
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Re: [Audyssey] VGStorm Presents Manamon, a new fully featured RPG!

2016-07-21 Thread Aaron Baker
You use the arrow keys to move. All other hotkeys are usually just for
getting information. You can find this out in the hotkeys section of
the Manual.
Best,
Aaron

On 7/21/16, Dacia Cole <dacia.l...@gmail.com> wrote:
> Okay, so how do you navigate through the game?  Do you just use the
> arrow keys or are there other key commands you need to know?
>
> thanks,
>
> Dacia
>
>
> On 7/21/16, Bryan Peterson <bpeterson2...@cableone.net> wrote:
>> I did that just with the demo. Can only imagine once I manage to buy it.
>>
>> Sent from my iPhone
>>
>>> On Jul 21, 2016, at 2:27 AM, Shaun Everiss <sm.ever...@gmail.com> wrote:
>>>
>>> I have this game, one thing to note, be aware its really adictive, I got
>>> it straight away, and I wish I didn't.
>>> I wasted most of today playing it.
>>>
>>>
>>>
>>>> On 21/07/2016 8:56 a.m., Josh Kennedy wrote:
>>>> I think I'll be buying this in august! it is 300 something mb in size
>>>> which means lots of sounds music and stuff. sounds sort of like a cross
>>>> between pokemon and dragonball z. I hope there is something like super
>>>> saiyan some kind of powers like that in there that would be awesome.
>>>>
>>>>
>>>>
>>>>> On 7/20/2016 3:17 PM, Aaron Baker wrote:
>>>>> VGStorm Presents Manamon, a new fully featured RPG!
>>>>> I would like to welcome you to the world of Manamon!
>>>>> Manamon is a turnbased roleplaying game in which you capture various
>>>>> feral monsters you find around the world and use them to help you
>>>>> complete the storyline.
>>>>> It features experimental online gameplay which will allow you to trade
>>>>> and battle your friends to determine which of you is the stronger
>>>>> Manamon Tamer.
>>>>>
>>>>> Storyline
>>>>>
>>>>> In the world of Tangeria, children around ages 10 to 14 become Manamon
>>>>> Tamers. A Manamon Tamer is someone who captures and befriends
>>>>> creatures in the wild. The tamer will then battle with other Tamers in
>>>>> order to gain more experience. Its a Manamon Tamer's job to collect
>>>>> and train Manamon in hopes of becoming the Manamon Master, but the
>>>>> road to become the master is never easy.
>>>>> While traveling across the world, you will occasionally discover
>>>>> stadiums. Stadiums are battle arenas with powerful leaders who will
>>>>> put your Manamon to the test.
>>>>> You must defeat seven of these leaders in order to gain admittance
>>>>> into the Master's Stadium where you will battle the Manamon Master.
>>>>> The Manamon Master is widely regarded as the strongest Manamon Tamer
>>>>> in the land of Tangeria, and its for that title that you endeavor.
>>>>> In the game, you will play as a brand new Manamon Tamer who hopes to
>>>>> take on this Stadium Challenge.
>>>>> That's your plan, at least. But when you discover an evil organization
>>>>> bent on the typical goal of world domination, your plans to become the
>>>>> Master might be interrupted somewhat.
>>>>> Its a long way from 1 stadium to the next, so your bound to meet lots
>>>>> of people and have many adventures along the way.
>>>>> Who knows what your Manamon adventure may bring!
>>>>>
>>>>> Features
>>>>>
>>>>> 158 Manamon Creatures to discover, capture, and fight against.
>>>>> Over 200 different attacks these Manamon can learn.
>>>>> A large world in which to immerse yourself.
>>>>> A complex turn based battle system.
>>>>> A unique system of straight forward navigation which was first
>>>>> introduced in the game Paladin of the Sky and was improved upon in
>>>>> Manamon.
>>>>> Lots of items for you to find and use in order to help yourself during
>>>>> your journey.
>>>>> Many types of equipment you can give your Manamon to make them
>>>>> stronger.
>>>>> Several minigames for you to play throughout your adventure.
>>>>> Creative sound design making all of the cities, caves, and battles
>>>>> come alive.
>>>>> An experimental online system which will allow you to battle and trade
>>>>> with your friends.
>>>>> An online battle rec

[Audyssey] VGStorm Presents Manamon, a new fully featured RPG!

2016-07-20 Thread Aaron Baker
VGStorm Presents Manamon, a new fully featured RPG!
I would like to welcome you to the world of Manamon!
Manamon is a turnbased roleplaying game in which you capture various
feral monsters you find around the world and use them to help you
complete the storyline.
It features experimental online gameplay which will allow you to trade
and battle your friends to determine which of you is the stronger
Manamon Tamer.

Storyline

In the world of Tangeria, children around ages 10 to 14 become Manamon
Tamers. A Manamon Tamer is someone who captures and befriends
creatures in the wild. The tamer will then battle with other Tamers in
order to gain more experience. Its a Manamon Tamer's job to collect
and train Manamon in hopes of becoming the Manamon Master, but the
road to become the master is never easy.
While traveling across the world, you will occasionally discover
stadiums. Stadiums are battle arenas with powerful leaders who will
put your Manamon to the test.
You must defeat seven of these leaders in order to gain admittance
into the Master's Stadium where you will battle the Manamon Master.
The Manamon Master is widely regarded as the strongest Manamon Tamer
in the land of Tangeria, and its for that title that you endeavor.
In the game, you will play as a brand new Manamon Tamer who hopes to
take on this Stadium Challenge.
That's your plan, at least. But when you discover an evil organization
bent on the typical goal of world domination, your plans to become the
Master might be interrupted somewhat.
Its a long way from 1 stadium to the next, so your bound to meet lots
of people and have many adventures along the way.
Who knows what your Manamon adventure may bring!

Features

158 Manamon Creatures to discover, capture, and fight against.
Over 200 different attacks these Manamon can learn.
A large world in which to immerse yourself.
A complex turn based battle system.
A unique system of straight forward navigation which was first
introduced in the game Paladin of the Sky and was improved upon in
Manamon.
Lots of items for you to find and use in order to help yourself during
your journey.
Many types of equipment you can give your Manamon to make them stronger.
Several minigames for you to play throughout your adventure.
Creative sound design making all of the cities, caves, and battles come alive.
An experimental online system which will allow you to battle and trade
with your friends.
An online battle recorder which allows you to relive noteworthy battles.
A few postgame surprises.
Self voicing using SAPI 5 compatible voices.
Demo limitations

Manamon is a shareware product, meaning you'll have to pay in order to
experience the full feature set and storyline.
Manamon does offer a generous demo mode which will allow you to reach
the second stadium leader.
Apart from all online functionality being disabled, you can play the
entire game unrestricted up until this point.

Getting the Game

You can download Manamon here
http://www.vgstorm.com/manamon/manamon_installer.exe
You can buy the game for forty U.S. dollars here
http://www.vgstorm.com/order.php
We hope you enjoy the game!

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Re: [Audyssey] bgt operator overloading question

2016-02-19 Thread Aaron Baker
Hi,
I don't really like to do code handouts. It isn't conducive to good
learning. Still, I'm vaguely interested in this since I myself have
not ever sorted strings alphabetically, so I will write something up
here.
This implementation may have errors. I tested it on six items with
various first letters and it worked great, but I may have not
accounted for some edge cases, who knows.
Here is the opCmp method you should use.
int opCmp(players_items@ other)
{
// Lowercase both strings so that uppercase lettered items do not
appear before lowercased ones.
string other_name=string_to_lower_case(other.name);
string original_name=string_to_lower_case(name);
// Now simply do comparisons as we would do on ints. Keep in mind this
deceptively simple action will take much longer than integer
comparison.
if(original_name>other_name)
return 1;
else if(original_name<other_name)
return -1;
else
return 0;
}
Best,
Aaron

On 2/19/16, Paul Lemm <paul.lem...@gmail.com> wrote:
> Hi Aaron,
>
> Thanks for the reply that makes sense. Sorry to be a pain I'm still not
> 100%
> sure though how  I'd  add that into  my code  so that I could get opCmp  to
> sort the array of class's alphabetically  by name. could I ask for an
> example using the below script  how you'd add that in  there to sort the
> array?
>
>
>
>  class players_items
>  {
>  string name;
>  players_items(string name)
> {
>  this.name = name;
> }
> }
>
> players_items@[] inventory;
>
>
> many thanks
>
>
> -Original Message-
> From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Aaron Baker
> Sent: Friday, February 19, 2016 12:52 AM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] bgt operator overloading question
>
> opCmp wants you to return a positive number if the source object is
> greater than the parameter passed, 0 if they are equal, and -1 if the
> source object is less than the parameter.
> You can use the less than and greater than operator on strings, so the
> rest should be obvious. One not so obvious complication is that this
> sort technique is case sensative, so make sure to unify the case by
> either uppercasing or lowercasing all characters.
> Best,
> Aaron
>
> On 2/18/16, Paul Lemm <paul.lem...@gmail.com> wrote:
>> Hi Aaron and John,
>>
>> This is something that has had me stuck for a while now.  As in a game I
>> have written, I have created a class, and then created an aray of that
>> class, but want to sort the array so it is alphabetical.  I've read  the
>> help topic on sorting arrays  which makes sense  for sorting an array of
>> strings , but I don't understand how I would get it to sort an array of
>> classes. The BGT help document just says you need to overload the
>> comparison
>> operator.   I've always been a little unclear on overloading operators
>> and
>> not sure how I would go about overloading the comparison operator in my
>> class. So using the basic class code below how would I go about
> overloading
>> the comparison operator and then sorting the array of that class
>> alphabetically by name?
>>
>> class players_items
>> {
>> string name;
>> string description;
>> bool key_item;
>> players_items(string name, string description, bool key_item)
>> {
>> this.name = name;
>> this.description = description;
>> this.key_item = key_item;
>> }
>> }
>>
>>
>> Players_items[] inventory;
>>
>> Many thanks for any help you can offer
>>
>> Paul
>>
>>
>>
>>
>>
>>
>> -Original Message-
>> From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Aaron
>> Baker
>> Sent: Thursday, February 18, 2016 1:20 PM
>> To: Gamers Discussion list
>> Subject: Re: [Audyssey] bgt operator overloading question
>>
>> Hello,
>> Did you actually try it? I know that that can make the difference
>> between runtime error and no runtime error. I thought it was kind of
>> odd too, but it is usually bad practice to pass an object by value
>> anyway. If you're worried about the object changing, you might be able
>> to write it as "const stat@ other".
>> I really think that is the problem.
>> This code gives me a runtime error:
>> "
>> class stat
>> {
>> int percent;
>> int opCmp(stat other)
>> {
>> return percent-other.percent;
>> }
>> }
>> stat[] stats;
>> void main()
>> {
>> stats.sort_descending();
>> }
>> "
>>
>> And this code doesn't:
>> "
>> class stat
>> {
>> int percent;
>> int opCmp(stat

Re: [Audyssey] bgt operator overloading question

2016-02-18 Thread Aaron Baker
opCmp wants you to return a positive number if the source object is
greater than the parameter passed, 0 if they are equal, and -1 if the
source object is less than the parameter.
You can use the less than and greater than operator on strings, so the
rest should be obvious. One not so obvious complication is that this
sort technique is case sensative, so make sure to unify the case by
either uppercasing or lowercasing all characters.
Best,
Aaron

On 2/18/16, Paul Lemm <paul.lem...@gmail.com> wrote:
> Hi Aaron and John,
>
> This is something that has had me stuck for a while now.  As in a game I
> have written, I have created a class, and then created an aray of that
> class, but want to sort the array so it is alphabetical.  I've read  the
> help topic on sorting arrays  which makes sense  for sorting an array of
> strings , but I don't understand how I would get it to sort an array of
> classes. The BGT help document just says you need to overload the
> comparison
> operator.   I've always been a little unclear on overloading operators and
> not sure how I would go about overloading the comparison operator in my
> class. So using the basic class code below how would I go about overloading
> the comparison operator and then sorting the array of that class
> alphabetically by name?
>
> class players_items
> {
> string name;
> string description;
> bool key_item;
> players_items(string name, string description, bool key_item)
> {
> this.name = name;
> this.description = description;
> this.key_item = key_item;
> }
> }
>
>
> Players_items[] inventory;
>
> Many thanks for any help you can offer
>
> Paul
>
>
>
>
>
>
> -Original Message-
> From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Aaron Baker
> Sent: Thursday, February 18, 2016 1:20 PM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] bgt operator overloading question
>
> Hello,
> Did you actually try it? I know that that can make the difference
> between runtime error and no runtime error. I thought it was kind of
> odd too, but it is usually bad practice to pass an object by value
> anyway. If you're worried about the object changing, you might be able
> to write it as "const stat@ other".
> I really think that is the problem.
> This code gives me a runtime error:
> "
> class stat
> {
> int percent;
> int opCmp(stat other)
> {
> return percent-other.percent;
> }
> }
> stat[] stats;
> void main()
> {
> stats.sort_descending();
> }
> "
>
> And this code doesn't:
> "
> class stat
> {
> int percent;
> int opCmp(stat@ other)
> {
> return percent-other.percent;
> }
> }
> stat[] stats;
> void main()
> {
> stats.sort_descending();
> }
> "
> Best,
> Aaron
>
> On 2/18/16, john <jpcarnemo...@gmail.com> wrote:
>> Seems to be a nogo.
>> I'd be surprised if that was the issue; handles are close enough to
> objects
>>
>> for it to not matter as function parameters in my experience.
>>
>> --
>> From: "Aaron Baker" <theultimatemasterofarc...@gmail.com>
>> Sent: Wednesday, February 17, 2016 19:51
>> To: "Gamers Discussion list" <gamers@audyssey.org>
>> Subject: Re: [Audyssey] bgt operator overloading question
>>
>> Hey John,
>> Try switching your parameter from "stat other" to "stat@ other".
>> I think opCmp wants a handle (by reference), not a by value object.
>> Best,
>> Aaron
>>
>> On 2/17/16, john <jpcarnemo...@gmail.com> wrote:
>>> Hi all,
>>> I'm attempting to overload comparison operators in order to sort an
>>> array
>>>
>>> of
>>> objects, with the following function:
>>> //begin code
>>> int opCmp (stat other)
>>> {
>>> return percent-other.percent;
>>> }
>>> //end code
>>> However, the program gives me the following error as soon as comparison
>>> takes place:
>>> A runtime error occurred. File:function: void main()Description: Type
>>> 'stat'
>>> does not have a matching opCmp method
>>>
>>>
>>>
>>> Can anybody shed some light on this one?
>>>
>>>
>>>
>>> Thanks,
>>>
>>> John
>>>
>>>
>>>
>>> P.S:
>>>
>>> Yes, the comparison function is within the stat class, and comparison is
>>> being done by array.sort_descending.
>>>
>>> I have tried several case changes to the function name, and have stuc

Re: [Audyssey] bgt operator overloading question

2016-02-18 Thread Aaron Baker
Hello,
Did you actually try it? I know that that can make the difference
between runtime error and no runtime error. I thought it was kind of
odd too, but it is usually bad practice to pass an object by value
anyway. If you're worried about the object changing, you might be able
to write it as "const stat@ other".
I really think that is the problem.
This code gives me a runtime error:
"
class stat
{
int percent;
int opCmp(stat other)
{
return percent-other.percent;
}
}
stat[] stats;
void main()
{
stats.sort_descending();
}
"

And this code doesn't:
"
class stat
{
int percent;
int opCmp(stat@ other)
{
return percent-other.percent;
}
}
stat[] stats;
void main()
{
stats.sort_descending();
}
"
Best,
Aaron

On 2/18/16, john <jpcarnemo...@gmail.com> wrote:
> Seems to be a nogo.
> I'd be surprised if that was the issue; handles are close enough to objects
>
> for it to not matter as function parameters in my experience.
>
> ------
> From: "Aaron Baker" <theultimatemasterofarc...@gmail.com>
> Sent: Wednesday, February 17, 2016 19:51
> To: "Gamers Discussion list" <gamers@audyssey.org>
> Subject: Re: [Audyssey] bgt operator overloading question
>
> Hey John,
> Try switching your parameter from "stat other" to "stat@ other".
> I think opCmp wants a handle (by reference), not a by value object.
> Best,
> Aaron
>
> On 2/17/16, john <jpcarnemo...@gmail.com> wrote:
>> Hi all,
>> I'm attempting to overload comparison operators in order to sort an array
>>
>> of
>> objects, with the following function:
>> //begin code
>> int opCmp (stat other)
>> {
>> return percent-other.percent;
>> }
>> //end code
>> However, the program gives me the following error as soon as comparison
>> takes place:
>> A runtime error occurred. File:function: void main()Description: Type
>> 'stat'
>> does not have a matching opCmp method
>>
>>
>>
>> Can anybody shed some light on this one?
>>
>>
>>
>> Thanks,
>>
>> John
>>
>>
>>
>> P.S:
>>
>> Yes, the comparison function is within the stat class, and comparison is
>> being done by array.sort_descending.
>>
>> I have tried several case changes to the function name, and have stuck
>> with
>> the above because it matches both the manual and compiler error.
>> ---
>> 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
>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
>> All messages are archived and can be searched and read at
>> http://www.mail-archive.com/gamers@audyssey.org.
>> 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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Re: [Audyssey] bgt operator overloading question

2016-02-17 Thread Aaron Baker
Hey John,
Try switching your parameter from "stat other" to "stat@ other".
I think opCmp wants a handle (by reference), not a by value object.
Best,
Aaron

On 2/17/16, john  wrote:
> Hi all,
> I'm attempting to overload comparison operators in order to sort an array of
> objects, with the following function:
> //begin code
> int opCmp (stat other)
> {
> return percent-other.percent;
> }
> //end code
> However, the program gives me the following error as soon as comparison
> takes place:
> A runtime error occurred. File:function: void main()Description: Type 'stat'
> does not have a matching opCmp method
>
>
>
> Can anybody shed some light on this one?
>
>
>
> Thanks,
>
> John
>
>
>
> P.S:
>
> Yes, the comparison function is within the stat class, and comparison is
> being done by array.sort_descending.
>
> I have tried several case changes to the function name, and have stuck with
> the above because it matches both the manual and compiler error.
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Re: [Audyssey] the gate recording, trying to beat the grey lady.

2015-11-02 Thread Aaron Baker
Hello!
Right, so I had a listen.
Keep in mind that as long as you are in the air, you can't be hurt by
her, not unless you land on top of her so as soon as you land, unless
you are far enough away to fire your bow, keep jumping. You want to
usually jump as soon as you land, so maybe even pound your up arrow if
you like. You can jump almost as soon as you land.
Lucas has done a recording of the Gray Lady you can find at the following link:
http://forum.audiogames.net/viewtopic.php?id=17228
As for you jumping right into her at the beginning, just waiting
another split second would avoid that.
Never jump only once though, because by time you can fire she will hit
you. Always jump a minimum of two times away from her. You are doing
pretty well on the other two levels though, so hopefully when you get
past this boss you will be prepared for the next few levels.
Best,
Aaron

On 11/2/15, loriduncan  wrote:
> Hi guys, this is really frustrating me now as I still can't seem to time my
>
> jumping properly to beat the grey lady.  I've done a recording, so perhaps
> someone could listen to it and hear exactly where I'm going wrong.  When the
>
> level loads I start facing right, so my first arrow shot goes to the right,
>
> and she kills me on the first jump when I go to face left to shoot her
> again.  It's a mark of how much I like this game that I'm still keeping at
> it.  :)  I play from the beginning of the game until I reach the level where
>
> she is, and just love beating those gremlin things.  Sorry my skype gets in
>
> the way a few times, I meant to sign out before I started recording, how
> unproffessional I am.  :)
>
> The link is:
> https://dl.dropboxusercontent.com/u/11041398/The%20gate%20recording%2C%20trying%20to%20beat%20the%20grey%20lady.mp3
>
> Thanks in advance, I am taking people's advice, I just can't seem to time my
>
> jumps properly.
> From Lori.
>
>
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Re: [Audyssey] the gate recording, trying to beat the grey lady.

2015-11-02 Thread Aaron Baker
Though I am highly opposed to the idea, would it be better for you all
if I recorded a demo of me defeating her and communtating as I go?

On 11/2/15, Ian McNamara <ianmcnamar...@gmail.com> wrote:
>
>
> Thank you for the tips, that is very useful. I have been struggling to beat
> her also.
>
> Ian McNamara
>
> Sent from my iPhone
>
>> On 2 Nov 2015, at 13:16, Aaron Baker <theultimatemasterofarc...@gmail.com>
>> wrote:
>>
>> Hello!
>> Right, so I had a listen.
>> Keep in mind that as long as you are in the air, you can't be hurt by
>> her, not unless you land on top of her so as soon as you land, unless
>> you are far enough away to fire your bow, keep jumping. You want to
>> usually jump as soon as you land, so maybe even pound your up arrow if
>> you like. You can jump almost as soon as you land.
>> Lucas has done a recording of the Gray Lady you can find at the following
>> link:
>> http://forum.audiogames.net/viewtopic.php?id=17228
>> As for you jumping right into her at the beginning, just waiting
>> another split second would avoid that.
>> Never jump only once though, because by time you can fire she will hit
>> you. Always jump a minimum of two times away from her. You are doing
>> pretty well on the other two levels though, so hopefully when you get
>> past this boss you will be prepared for the next few levels.
>> Best,
>> Aaron
>>
>>> On 11/2/15, loriduncan <lori_dunca...@hotmail.com> wrote:
>>> Hi guys, this is really frustrating me now as I still can't seem to time
>>> my
>>>
>>> jumping properly to beat the grey lady.  I've done a recording, so
>>> perhaps
>>> someone could listen to it and hear exactly where I'm going wrong.  When
>>> the
>>>
>>> level loads I start facing right, so my first arrow shot goes to the
>>> right,
>>>
>>> and she kills me on the first jump when I go to face left to shoot her
>>> again.  It's a mark of how much I like this game that I'm still keeping
>>> at
>>> it.  :)  I play from the beginning of the game until I reach the level
>>> where
>>>
>>> she is, and just love beating those gremlin things.  Sorry my skype gets
>>> in
>>>
>>> the way a few times, I meant to sign out before I started recording, how
>>> unproffessional I am.  :)
>>>
>>> The link is:
>>> https://dl.dropboxusercontent.com/u/11041398/The%20gate%20recording%2C%20trying%20to%20beat%20the%20grey%20lady.mp3
>>>
>>> Thanks in advance, I am taking people's advice, I just can't seem to time
>>> my
>>>
>>> jumps properly.
>>> From Lori.
>>>
>>>
>>> ---
>>> 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
>>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
>>> All messages are archived and can be searched and read at
>>> http://www.mail-archive.com/gamers@audyssey.org.
>>> 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,
>> please send E-mail to gamers-ow...@audyssey.org.
>
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Re: [Audyssey] the gate recording, trying to beat the grey lady.

2015-11-02 Thread Aaron Baker
Hello!
I have done a recording of me defeating the Gray Lady and explaining
how I did it and the strategy behind the boss battle.
Here is the link to the MP3.
https://dl.dropboxusercontent.com/u/58851737/gray_lady.mp3
I've turned the gain up on the mic so I could be heard over the game,
and my voice can only be heard on the left.
I hope this helps people stuck on the Gray Lady!
Regards,
Aaron

On 11/2/15, Stephen <whocr...@internode.on.net> wrote:
> I wonder if when talking to anyone face to face, the person she it
> speaking to suddenly does a double take and says: Hey, you sound
> suspiciously like the grey lady in that VI game!
> Something similar happened with the woman who's voice is used in Siri.
> At 09:23 AM 11/3/2015, you wrote:
>>I think it tells you in the manual, whoever she is she's certainly
>>good, nice and clear and great voice quality.
>>
>>-Original Message- From: Stephen
>>Sent: Monday, November 02, 2015 9:56 PM
>>To: Gamers Discussion list
>>Subject: Re: [Audyssey] the gate recording, trying to beat the grey lady.
>>
>>Who did the voice of the grey lady, just out of interest?
>>At 08:04 AM 11/3/2015, you wrote:
>>>That'd be great to hear, especially as I also like your voice.  :)
>>>
>>>-Original Message- From: Aaron Baker
>>>Sent: Monday, November 02, 2015 7:32 PM
>>>To: Gamers Discussion list
>>>Subject: Re: [Audyssey] the gate recording, trying to beat the grey lady.
>>>
>>>Though I am highly opposed to the idea, would it be better for you all
>>>if I recorded a demo of me defeating her and communtating as I go?
>>>
>>>On 11/2/15, Ian McNamara <ianmcnamar...@gmail.com> wrote:
>>>>
>>>>
>>>>Thank you for the tips, that is very useful. I have been struggling to
>>>> beat
>>>>her also.
>>>>
>>>>Ian McNamara
>>>>
>>>>Sent from my iPhone
>>>>
>>>>>On 2 Nov 2015, at 13:16, Aaron Baker
>>>>> <theultimatemasterofarc...@gmail.com>
>>>>>wrote:
>>>>>
>>>>>Hello!
>>>>>Right, so I had a listen.
>>>>>Keep in mind that as long as you are in the air, you can't be hurt by
>>>>>her, not unless you land on top of her so as soon as you land, unless
>>>>>you are far enough away to fire your bow, keep jumping. You want to
>>>>>usually jump as soon as you land, so maybe even pound your up arrow if
>>>>>you like. You can jump almost as soon as you land.
>>>>>Lucas has done a recording of the Gray Lady you can find at the
>>>>> following
>>>>>link:
>>>>>http://forum.audiogames.net/viewtopic.php?id=17228
>>>>>As for you jumping right into her at the beginning, just waiting
>>>>>another split second would avoid that.
>>>>>Never jump only once though, because by time you can fire she will hit
>>>>>you. Always jump a minimum of two times away from her. You are doing
>>>>>pretty well on the other two levels though, so hopefully when you get
>>>>>past this boss you will be prepared for the next few levels.
>>>>>Best,
>>>>>Aaron
>>>>>
>>>>>>On 11/2/15, loriduncan <lori_dunca...@hotmail.com> wrote:
>>>>>>Hi guys, this is really frustrating me now as I still can't seem to
>>>>>> time
>>>>>>my
>>>>>>
>>>>>>jumping properly to beat the grey lady.  I've done a recording, so
>>>>>>perhaps
>>>>>>someone could listen to it and hear exactly where I'm going wrong.
>>>>>> When
>>>>>>the
>>>>>>
>>>>>>level loads I start facing right, so my first arrow shot goes to the
>>>>>>right,
>>>>>>
>>>>>>and she kills me on the first jump when I go to face left to shoot her
>>>>>>again.  It's a mark of how much I like this game that I'm still
>>>>>> keeping
>>>>>>at
>>>>>>it.  :)  I play from the beginning of the game until I reach the level
>>>>>>where
>>>>>>
>>>>>>she is, and just love beating those gremlin things.  Sorry my skype
>>>>>> gets
>>>>>>in
>>>>>>
>>>>>>the way a few times, I meant to sign out before I started recording,
>>>>>> how
>>>>>>unpro

Re: [Audyssey] The Gate: beyond the door in balloon level

2015-10-29 Thread Aaron Baker
Hello,
They are an interactive cutscene.
Regards,
Aaron

On 10/29/15, Tobias Vinteus  wrote:
> Hi,
> When I get through the door in the Balloon level, I'm immediately attacked
> by a hoard of monsters. After they overwhelm me, I'm confronted with the
> zombie boss.
>
> Am I supposed to be able to kill those monsters for some kind of reward or
> are they more like a sort of interactive cut scene before the boss?
>
> Thanks,
> Tobias
>
>
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Re: [Audyssey] New horror and adventure sidescroller, The gate!

2015-10-15 Thread Aaron Baker
Sorry about that, the link is www.vgstorm.com/the_gate.php

On 10/15/15, Jody McKinniss <jlove42...@gmail.com> wrote:
> I guess that the poster figured that if you've played VGStorm's games
> in the past, you would know the link to their site.  The link to the
> main site is:
> http://www.vgstorm.com/
> From there, you simply click the "games," link, then the link of the
> game you want, and then the download link.  It took me all of less
> than 2 minutes to begin downloading the game after seeing the post.
> The impatience of society nowadays baffles my mind.  A task as easy as
> downloading a game, something that takes less than 120 seconds, should
> not displease you.  But just because I am a nice guy, I pulled the
> source HTML to get the direct download link for the game for you.  It
> is:
> http://www.vgstorm.com/the_gate_installer.exe
> Be pleased.
>
> On 10/15/15, Danielle Ledet <singingmywa...@gmail.com> wrote:
>> You know it never ceases to amaze, excite, and piss me off all at once
>> when yalll post all this great and wonderful stuff about a brand-new
>> game, or one that yall really want or wish others would or are
>> playing, and long description and then *don't* post a pickup link. I
>> *can not* stand second third sixth and 20th portions or batches of the
>> same post! It annoys the hell out of me when I have to wait for an
>> entirely new crop of posts, usually ith someone asking for a game
>> executable link! I get enough daily mail without having multiple damn
>> mail threads on the same subject! And yes, I have addressed my
>> frustrations on other lists as well. The problem is not that I get too
>> much mail to manage, it's ignorance and selfish posters! Why can't we
>> all tighten up, and post right? With clarity, brevity, thoughtfulness,
>> and consideration for others and their time! Let me know if I have
>> made myself clear enough!
>>
>>
>> On 10/15/15, Aaron Baker <theultimatemasterofarc...@gmail.com> wrote:
>>> Greetings gamers!
>>> Just in time for the Halloween season, VGStorm is proud to present a
>>> new adventure sidescroller, The Gate!
>>> Introduction
>>> In a time when people were being killed for parcels of land,
>>> decorations, titles,
>>> wealth, honor and power, a small village was suffering from something
>>> much more mysterious.
>>> Many people were dying, mostly through strange bouts or sequences of
>>> illness, sometimes
>>> even from unknown causes. In the end, with no possible alternative
>>> explanation, it
>>> was officially declared a plague. For Patrick, a simple trip to the
>>> Physician's house
>>> to try and save his dying mother goes horribly wrong when he is knocked
>>> from
>>> his
>>> horse by an unknown entity, and awakes to find himself imprisoned in a
>>> hellish dungeon.
>>> You must guide him to safety so that he can return home safely and
>>> report his findings.
>>> Features
>>> Ten levels with over 30 enemies and 5 bosses, providing hours of
>>> gameplay.
>>> High quality sound effects and adaptive music.
>>> Fully voiced by professional actors.
>>> Plenty of in-game help.
>>> Five difficulties and two modes of gameplay.
>>> Demo limitations
>>> The demo allows you to complete the three shortest levels in the game,
>>> as well as battle the first boss. Save files from the demo are 100
>>> percent compatible with the registered copy, so you can resume right
>>> where you left off after purchasing.
>>> Pricing
>>> The game normally costs 34.95 US dollars to purchase.
>>> However, from release to the end of November, you can pick up the game
>>> for 29.95 US Dollars.
>>> I hope you enjoy The Gate!
>>>
>>> ---
>>> 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
>>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
>>> All messages are archived and can be searched and read at
>>> http://www.mail-archive.com/gamers@audyssey.org.
>>> If you have any questions or concerns regarding the management of the
>>> list,
>>> please send E-mail to gamers-ow...@audyssey.org.
>>>
>>
>>
>> --
>> Danielle
>>
>> Email: singingmywa...@gmail.com
>>
>> ---
>> Gamers mailing list __ Gamers@audyssey.org
>> If yo

[Audyssey] New horror and adventure sidescroller, The gate!

2015-10-15 Thread Aaron Baker
Greetings gamers!
Just in time for the Halloween season, VGStorm is proud to present a
new adventure sidescroller, The Gate!
Introduction
In a time when people were being killed for parcels of land,
decorations, titles,
wealth, honor and power, a small village was suffering from something
much more mysterious.
Many people were dying, mostly through strange bouts or sequences of
illness, sometimes
even from unknown causes. In the end, with no possible alternative
explanation, it
was officially declared a plague. For Patrick, a simple trip to the
Physician's house
to try and save his dying mother goes horribly wrong when he is knocked from his
horse by an unknown entity, and awakes to find himself imprisoned in a
hellish dungeon.
You must guide him to safety so that he can return home safely and
report his findings.
Features
Ten levels with over 30 enemies and 5 bosses, providing hours of gameplay.
High quality sound effects and adaptive music.
Fully voiced by professional actors.
Plenty of in-game help.
Five difficulties and two modes of gameplay.
Demo limitations
The demo allows you to complete the three shortest levels in the game,
as well as battle the first boss. Save files from the demo are 100
percent compatible with the registered copy, so you can resume right
where you left off after purchasing.
Pricing
The game normally costs 34.95 US dollars to purchase.
However, from release to the end of November, you can pick up the game
for 29.95 US Dollars.
I hope you enjoy The Gate!

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Re: [Audyssey] drugs in psycho strike

2015-08-10 Thread Aaron Baker
You can use drugs the same way as any other item in Psycho Strike,
like the Medkits.
Go to the Casino to collect Fortimine, Burlium, and Bridine.
Either focus the item with the tab and shift ab keys and press enter,
or if you want to do it from the base, select manage items use items.
Select the character with the drugs, arrow to the drugs and press
enter.
Hope that helps!
Regards,
Aaron

On 8/10/15, mattias mjonsson1...@icloud.com wrote:
 How to use drugs?

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Re: [Audyssey] A Couple Questions Regarding Psycho Strike

2015-04-30 Thread Aaron Baker
Hello,
You can, in addition to better shields, get better weapons as your
level increases. For example, where pistols are harder to get early
on, they are easy to get at level ten. Just keep playing and you
should be able to get better and better weaponry. Having the ai help
you out by rescuing a prisoner helps a lot, too!
Regards,
Aaron

On 4/30/15, Christina greensleev...@wind-haven.net wrote:
 Hi, Kelly.
 1.  The prisoners are freed when you break down the door and they run back
 to your base.  You don't get to use them until you return to base.
 For the vault, you hear breaking glass for a while while you're pounding on
 the door and then it completely shatters.  There's an announcement when you
 get the cash but it's impossible to hear over all the other noises.
 2.  The shieleds you can buy go up when your level does.  So, the higher
 your level, the higher the cost of the shield and the higher its defensive
 level.

 3.  I think you have to kill the gunshop owner in the weapons shop or kill
 cops in other places.  I'm not completely sure about this one.  I only got
 weapons when I let the computer control my main character.
 HTH,
 Christina



 -Original Message-
 From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Kelly
 Sapergia
 Sent: Thursday, April 30, 2015 2:51 AM
 To: gamers@audyssey.org
 Subject: [Audyssey] A Couple Questions Regarding Psycho Strike

 Hi,

 I started playing Psycho Strike today, and ended up purchasing it. It works

 great on my Windows 7 64-bit machine, but contrary to the manual, I
 couldn't

 get it to run on my XP system. (I get a message saying This program is not

 a Win32-compatible program, or something to that effect.) Other than that,

 it's a lot of fun, but I have a few questions about the gameplay.

 1. Presumably, you have to release prisoners before you can recruit any
 other characters. As far as I can tell, I've broken down some doors, but am

 not told if anyone has been set free. Is there a way to know if anyone has
 been released? Same thing with the bank vaults. I'll go up to one and take
 out my frustrations on it until glass begins breaking. Do I have to keep
 hitting it before I can get the cash, or do I automatically get it when the

 glass breaks?

 2. I've noticed that in the black market there's a defensive shield.
 However, the price keeps changing, and I can't seem to buy it even if I
 have

 the right amount of cash. As an example, I was first told it would cost 149

 cash. I managed to get up to 160 cash or something like that, but when I
 went to buy the shield, it said it was now available with an increased
 defensive level for 400 cash. Obviously, I now can't get it. Is this a bug
 with the game, or do you have to be very precise as far as cash goes?

 3. Where can I find guns to use the pistol cartridges? I've been in the
 Weapons shop, but usually keep getting either a long knife or pistol
 cartridge, but no actual pistol.

 Thanks.

 Yours Sincerely,
 Kelly John Sapergia
 Show Host and Production Director
 The Global Voice Internet Radio
 http://www.theglobalvoice.info

 Personal Website: http://www.ksapergia.net
 Business Website (KJS Productions): http://www.kjsproductions.com
 Follow me on Twitter at: kjsapergia


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Re: [Audyssey] A Couple Questions Regarding Psycho Strike

2015-04-30 Thread Aaron Baker
Steel shield is the only armor available.
If there were more, they would appear in the black market over time.

On 4/30/15, Desiree Oudinot turtlepowe...@gmail.com wrote:
 Wow, there are different shields other than the steel shield? I'm going
 to assume that they can be found in the weapons shop. Time to try and
 raid that some more, I suppose. I did pick up a couple of cool weapons
 there already.

 On 4/30/2015 10:15 AM, Aaron Baker wrote:
 Hello,
 You can, in addition to better shields, get better weapons as your
 level increases. For example, where pistols are harder to get early
 on, they are easy to get at level ten. Just keep playing and you
 should be able to get better and better weaponry. Having the ai help
 you out by rescuing a prisoner helps a lot, too!
 Regards,
 Aaron

 On 4/30/15, Christina greensleev...@wind-haven.net wrote:
 Hi, Kelly.
 1.  The prisoners are freed when you break down the door and they run
 back
 to your base.  You don't get to use them until you return to base.
 For the vault, you hear breaking glass for a while while you're pounding
 on
 the door and then it completely shatters.  There's an announcement when
 you
 get the cash but it's impossible to hear over all the other noises.
 2.  The shieleds you can buy go up when your level does.  So, the higher
 your level, the higher the cost of the shield and the higher its
 defensive
 level.

 3.  I think you have to kill the gunshop owner in the weapons shop or
 kill
 cops in other places.  I'm not completely sure about this one.  I only
 got
 weapons when I let the computer control my main character.
 HTH,
 Christina



 -Original Message-
 From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Kelly
 Sapergia
 Sent: Thursday, April 30, 2015 2:51 AM
 To: gamers@audyssey.org
 Subject: [Audyssey] A Couple Questions Regarding Psycho Strike

 Hi,

 I started playing Psycho Strike today, and ended up purchasing it. It
 works

 great on my Windows 7 64-bit machine, but contrary to the manual, I
 couldn't

 get it to run on my XP system. (I get a message saying This program is
 not

 a Win32-compatible program, or something to that effect.) Other than
 that,

 it's a lot of fun, but I have a few questions about the gameplay.

 1. Presumably, you have to release prisoners before you can recruit any
 other characters. As far as I can tell, I've broken down some doors, but
 am

 not told if anyone has been set free. Is there a way to know if anyone
 has
 been released? Same thing with the bank vaults. I'll go up to one and
 take
 out my frustrations on it until glass begins breaking. Do I have to keep
 hitting it before I can get the cash, or do I automatically get it when
 the

 glass breaks?

 2. I've noticed that in the black market there's a defensive shield.
 However, the price keeps changing, and I can't seem to buy it even if I
 have

 the right amount of cash. As an example, I was first told it would cost
 149

 cash. I managed to get up to 160 cash or something like that, but when I
 went to buy the shield, it said it was now available with an increased
 defensive level for 400 cash. Obviously, I now can't get it. Is this a
 bug
 with the game, or do you have to be very precise as far as cash goes?

 3. Where can I find guns to use the pistol cartridges? I've been in the
 Weapons shop, but usually keep getting either a long knife or pistol
 cartridge, but no actual pistol.

 Thanks.

 Yours Sincerely,
 Kelly John Sapergia
 Show Host and Production Director
 The Global Voice Internet Radio
 http://www.theglobalvoice.info

 Personal Website: http://www.ksapergia.net
 Business Website (KJS Productions): http://www.kjsproductions.com
 Follow me on Twitter at: kjsapergia


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 All messages

Re: [Audyssey] Psycho Strike - New Action/Strategy Game

2015-04-29 Thread Aaron Baker
Hello Ron,
You can technically get a pistol in the demo, but it isn't as easy as
when you are a higher level. Try raising your character to around
level 5 and visiting the weapon shop. If you are lucky, you may be
able to kill the guy with a pistol and he will drop it.
Best,
Aaron

On 4/29/15, Ron hopkins ard...@samobile.net wrote:
 Hello.  This is Ron.  I really like this game, I've not picked up the
 glass bottles yet though, I had three henchman, well, two men one girl.
 Anyway, I wish there was a small gun in the begining.

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Re: [Audyssey] Problem With Psycho Strike

2015-04-29 Thread Aaron Baker
Hello,
Alt F4 should have worked unless you are using one of those new
computers that blocks it.
P is the key to pause the game. From there, you can hit return to main
menu. This will not save if you have not saved. The only other way out
of the mission is obviously to leave with shift enter on the exit
point.
Best,
Aaron

On 4/29/15, Thomas Ward thomasward1...@gmail.com wrote:
 Hi all,

 I encountered something of a problem with Psycho Strike I hope someone
 here could help me with.

 A little while ago I was playing Psycho Strike and decided to try out
 the farm mission. After playing a minute or so I decided I did not
 want to play that mission and could not exit the game or the mission.
 I tried q, the escape key, and alt+f4 all to no success. The game
 refused to exit. I ended up having to go into Windows Task Manager and
 forcibly shutting down the program. Is there an easier way to exit the
 program?

 Cheers!

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Re: [Audyssey] psycho strike some observations

2015-04-29 Thread Aaron Baker
There is an age warning in both the release posts, as well as a
warning on the website.
Jeremy, A game is a game. If an individual is old enough to desern
fantasy and reality, than they should be able to play Psycho Strike
for the harmless game it is.
You musn't believe that it was a quick, lighthearted decision to
create this game. At least for me, the decision was made after much
thought and contemplation. If it is irresponsible to release this
game, than most modern video game developers for XBox and Playstation
are extremely irresponsible.
Best regards,
Aaron Baker

On 4/29/15, Bryan Peterson bpeterson2...@cableone.net wrote:
 Well said Desiree.



 We are the Knights who say...Ni!
 -Original Message-
 From: Desiree Oudinot
 Sent: Wednesday, April 29, 2015 5:12 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] psycho strike some observations

 Can I also point out that the irresponsible thing would be for a parent
 to actually purchase this game for a minor? Because, let's be realistic
 here. Lots of kids live this kind of life. They know what violence is.
 And most children don't have the funds to buy a $25 game without some
 outside help. The outside help would, in essence, be the negligent party
 here, not the developers.

 Furthermore, I like to imagine, although I'm sure it's inaccurate, that
 this game is kind of a screw you to polite society and political
 correctness.

 On 4/29/2015 6:59 PM, Charles Rivard wrote:
 I haven't played the game, but you point out how irresponsible and
 reprehensible the character is.  It makes sense that the character would
 be this way.  After all, the character is a criminal.  Taking thin under
 consideration along with the name of the game, well, there you go.  Two
 plus two equals four.

 ---
 Be positive!  When it comes to being defeated, if you think you're
 finished, you! really! are! finished!
 - Original Message - From: Jeremy Brown tyr...@gmail.com
 To: gamers gamers@audyssey.org
 Sent: Wednesday, April 29, 2015 5:18 PM
 Subject: [Audyssey] psycho strike some observations


 So, I read the documentation, and I've played one game.  Admittedly,
 that's a small data sample, but I want to make the following
 observations:

 1.  The game sound design and the game play are very nice.  The hot
 keys are for the most part very intuitive, and the movement and menu
 systems all work as expected.  Breaking the game into distinct zones
 that you get to from a menu and then sidescroll through made a lot of
 sense and avoided some obvious navigational issues.  Some auditory
 cues could have been perhaps a little more pronounced for my taste,
 but overall, I got it.


 2.  I found the character motivation very flimsy.  First off, just
 deciding to homicidally kill everyone at a party as my first action in
 a criminal career in which I want to amass a gang and get money and
 better weapons didn't click for me.  Good crime bosses avoid
 entanglements with the police and such situations.  Further, mass
 murderers of the type depicted in the first sequence aren't your buddy
 film types imo.


 3.  On a moral ground, I have severe issues with the character
 motivation, the game scoring, and the presentation of violence.

 The character motivation as character motivation was discussed above,
 but giving a player a choice of either body count or cash as a means
 of keeping score struck me as sort of sick.  Further, I have a hard
 time justifying the developer's decision to release a game with this
 sort of content that can be downloaded directly and played at least as
 a demo, with no blocks in place to keep minors from playing it. All
 such blocks have issues, there's no good way to police such issues,
 but given that the first sequence is the murder of ten defenseless
 people for no better reason than you decided to strikes me a socially
 irresponsible.

 The game play is awesome, the game design has a lot of good points,
 but minus several million for good taste and well-thought out
 character motivations.  This game could have been improved immensely
 merely by introducing more motivation.  You're a poor caterer who's
 about to lose their job, be turned out on the streets and a mysterious
 man drives up to you, he offers to set you up in comfort if you kill a
 certain man at the party.  Unfortunatley, he does not have any way of
 identifying the man.  While still morally reprehensible, this at least
 gives the player some reason to be doing this.  Further, if more
 patrons have some means of fighting back other than police, then it
 might be less objectionable to me.  I play violent games: every rpg,
 mud, etc is essentially no different in terms of raw violence.
 However, basing a game on killing people who are screaming don't hurt
 me strikes me, as I said before, as completely irresponsible.

 Take care,

 Jeremy




 --
 In the fight between you and the world--back the world! Frank Zapa

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 If you

Re: [Audyssey] psycho strike some observations and other related topics bundled together

2015-04-29 Thread Aaron Baker
Hello,
I believe it is important for you to speak out on your beliefs in this
matter. Although I disaggree, and was slightly offended, I understand
you at the same time.
I do hope you enjoy Paladin, because I think you will appreciate some
scenes and a particular character in the game after this discussion.
All the best,
Aaron Baker

On 4/29/15, Jeremy Brown tyr...@gmail.com wrote:
 First, to all of you that have responded thus far, thanks for actually
 responding.

 I'm going to address the issues in one mail to try and save time and space.


 As to Charles' comments that criminals are by definition anti-social
 and the name of the game basically implies what to expect, agreed on
 both counts.  However, choosing to make a psychopathic killer the hero
 or main character of a game is a game developer decision.  My choice
 as a consumer is to vote for the game or not by either buying it or
 not.  Gangsters don't interest me as a gamer, so I doubt that this
 particular concept would have intrigued me even if the handling had
 been different.

 In response to some of Dark's points:

 RE: minors and their definition

 Besides, what is exactly a miner seems pretty debatable, hay I was
 watching the alien filmes and nightmare on elm street when i was 10 years
 old, not to mention playing games like mortal combat and moonstone, and I
 was quite fine with the idea that these were games and the difference
 between playing a game where I slice someone up with a big nasty blade and
 doing the same in reality, likewise violence in and of itself never did, or
 indeed never does bother me for just being bloody or graphic.

 Back to Jeremy:

 I was six when I saw the first Alien film.  I don't think it
 psychologically scarred me for life; that said, I don't think it was
 responsible of my older brother who had charge of me at the time to
 allow it.  One does not negate the other.  Just because minor is
 somewhat fluid, saying well people see this all the time does not
 relieve the social responsibility of the producer.

 RE: warning message
 In the game's description on the Vgstorm website there is the message:

 Back to Jeremy:
 Agreed, and I applaud the developers for including this warning.
 Further, I agree that there's no good system for keeping minors from
 buying such a game, however, there are a couple of systems that would
 be more effective than the current one.  Making the game only
 purchasable with a credit card for instance will exclude many many
 minors.  Itm ight exclude legitimate customers with bad credit as
 well, but this is the sort of decision one must make.

 Many games in the past have used a dual system of printed material
 that is mailed to a consumer in addition to the game disk or download.
 Such a mailing might get  the attention of parents.

 Neither of these options is a perfect solution, and I don't expect
 VGStorm to use either.  I'm merely pointing out that ignoring the
 problem completely and going with a warning label and good intentions
 is not the only way to handle such problems.

 RE: Violence and motivation (This one responds to Dark and Desree)
 Jeremy's comments here:
 I frankly have to just disagree with you on this one Dark.  I just
 can't see a psychopathic criminal who kills people at a party to start
 their career as a person who would form a gang.  First off, for that
 person to be at that party they have to have been invited.  This
 implies a certain amount of familiarity or intimacy with at least one
 party goer.  Further, as we both agreed, avoiding criminal
 entanglement with authorities is the best way to be a successful
 criminal.

 As to the way the violence is presented, I did not get any bafoon
 comedy violence vibe.  Further, it doesn't strike me as a screw you to
 society politically correct or not.  It strikes me as an excuse to
 glorify anti-social behavior in the name of providing the blind
 community with this style of game.

 Now, first off, I am not opposed to graphic violence as such.
 However, I think that the underlying story and motivations for this
 game needed a severe rethink.  It doesn't work for me on a hey, this
 gives me an excuse level, nor on the I have to do this to accomplish
 this goal level.

 That said, I'm glad to see developers trying games that are not mere
 board games nor polite society games.  However, this game could have
 involved the criminal element without being anywhere as graphic nor
 conflicted in a story sense.

 Finally, these observations are, my own opinion.  I am fairly
 obviously in the minority here.  But, as a reasonably sensitive human
 being, and a parent, I find the approach to releasing the game in
 terms of just releasing it without any brakes and the chosen content
 objectionable.  However, I wish VGStorm the greatest of luck with its
 other titles, and I hope to see other examples of their games using
 these mechanics but with a more well-thought out character motivator
 and a less offensive way of tracking

Re: [Audyssey] psycho strike help

2015-04-29 Thread Aaron Baker
Hello,
Under manage characters, select your character and hit give person's name food.
You have to kill the weapon shop owner. You won't be able to shoot him
unless you have a gun, so you will have to hit them with the knife.

On 4/29/15, michael maslo michaelmasl...@gmail.com wrote:
 Hi list:



 I bought the game and I have to admit I love the game! I have a few
 questions please.



 1. It says I have 117 food in my place. I hit f at the main menu once I
 have
 loaded my character. My question is though it says I have 117 food when I
 hit N while on a mission it says I have 0 rations.



 How do i get the food as a ration before I starve to death?



 Also in the weapon store is there a way to buy a weapon or is there a way
 to
 shoot the guy who keeps shooting me.



 This game is so awesome!

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Re: [Audyssey] Sounds in Psycho Strike

2015-04-28 Thread Aaron Baker
Hi Christina,
The cash register noise plays when either you or an enemy picks up an item.
Best,
Aaron

On 4/28/15, Christina greensleev...@wind-haven.net wrote:
 Hello.  What does the cash register sound mean?  If it indicates an item,
 is
 there a key I should press to get it or do I move to where I think the
 sound
 was and then collect the item?
 I know other sounds indicate items.  However, the cash register sound
 occurs
 once and then stops; it doesn't repeat like the weapon or door sounds on
 the
 missions.
 I checked the manual and didn't see anything there.  If I missed it, please
 let me know.
 Thanks.


 -Original Message-
 From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Philip
 Bennefall
 Sent: Sunday, April 26, 2015 3:51 PM
 To: Gamers Discussion list
 Subject: [Audyssey] Psycho Strike - New Action/Strategy Game

 Hi all!

 VGStorm.com and Blastbay Studios are happy to announce the availability
 of our new game, Psycho Strike!

 Psycho Strike is a mix between an RPG, a first person shooter and an
 adventure game. It captures the best parts of each genre in order to
 create a truly unique and groundbreaking gaming experience.

 In Psycho Strike, you take the roll of a gangster leader. Throughout
 your adventure you will have the opportunity to collect weapons, recruit
 new criminals for your team of violent outlaws, collect more and more
 powerful items to fortify your base, and just terrorize the city in
 general.

 The game is available for download and purchase from www.vgstorm.com.
 The demo has no time limit, but restricts some areas and ends when any
 of the people in your team reach experience level 8. The game can be
 purchased for 24.95 USD.

 A word of warning: The game features violence, drugs, and other themes
 not suitable for younger players. We advise that no children under the
 age of 16 play the game without parental approval.

 We hope you enjoy this title and look forward to hearing your thoughts!
 Please direct any questions, bug reports or other comments to
 vgstorm.com, or respond directly here. Thanks for reading!

 Kind regards,

 Philip Bennefall

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Re: [Audyssey] buying psychostrike

2015-04-27 Thread Aaron Baker
Hello,
If your PayPal account isn't working properly, you may be able to just
pay by card using PayPal, without signing into your account.
Unfortunately, the payment has to come through PayPal one way or
another, whether it be as an account or not. Sorry for the
inconvenience.
Best,
Aaron Baker

On 4/27/15, Lukáš Kakara lukas86.kak...@seznam.cz wrote:
 Dear friends,
 I want to buy this super game, but the Paypal is not function on my
 account. Please, can I buy this game something else or another payment
 method? Please, thank you very much.

 --
 Lukáš Kakara


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Re: [Audyssey] Psychostrike error

2015-04-26 Thread Aaron Baker
Hello,
Unfortunately with the discontinuation of XP, there were no XP testers
and it appears to not be compatible with XP.


On 4/26/15, dark d...@xgam.org wrote:
 Hi Charlse.

 Nope, I  completely uninstalled the game, downloaded a fresh copy and
 reinstalled but got the exact same not a valid win32 application error.

 I really hope this gets fixed sinse I don't want to miss out on the game.

 Beware the grue!

 Dark.


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Re: [Audyssey] Psychostrike error

2015-04-26 Thread Aaron Baker
Hello,
It is of course possible it isn't an XP issue, but all the scenarios
point to it, and what with the general movement being to leave XP
behind hitting us this past year, I find it highly likely. The only
other thing it could be is a 32 bit issue. I don't think it's a 32 bit
application though. Come to think of it, I think one of the testers
had a 32 bit windows 7 machine.
Still, it looks likely that we will be able to release a patch for the XP users.
Best,
Aaron

On 4/26/15, Thomas Ward thomasward1...@gmail.com wrote:
 Hi Dark,

 Well, as it so happens I have an older XP laptop I just recently
 refurbished which I can try the game out on. I'll let you and everyone
 else know my experience when I get a chance to try the game on it. I
 suspect it has nothing to do with XP but some weird error where the
 operating system isn't recognizing the program as a 32-bit program for
 some strange reason.

 Cheers!


 On 4/26/15, dark d...@xgam.org wrote:
 Hi Charlse.

 Nope, I  completely uninstalled the game, downloaded a fresh copy and
 reinstalled but got the exact same not a valid win32 application error.

 I really hope this gets fixed sinse I don't want to miss out on the game.

 Beware the grue!

 Dark.


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Re: [Audyssey] Paladin of the sky: after the main game

2015-04-11 Thread Aaron Baker
Hello Tobias,
The beyond ending is the only benefit to getting all treasures. There
is a separate benefit for getting all galactic dust, but I won't spoil
that if you haven't found that already.
Regardless of your treasure status, however, there is indeed a new
area to be explored. Explore wing 1, that is all I shall say.
Best,
Aaron

On 4/11/15, Ron hopkins ard...@samobile.net wrote:
 Hello this is ron.  I'm playing the demo of paladin of the sky.  when I
 find the room to put my stuff, I can't get back to the first fllor to
 the transport, what am I doing wong?


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Re: [Audyssey] WII accessible games

2014-12-27 Thread Aaron Baker
Hey, well, you are aware you can buy some older sega and nintendo
games on the WII, right? Perhaps you could play some of them?

On 12/27/14, King Meade kingme...@comcast.net wrote:
 I am getting a WII system from my brother and I am hoping that some of you
 die heart gamers out there have sucessfully played some WII games. I am
 really into shooter games so if there was any that a blind Gun game that
 atarri person could play I would be estaic. I used to really like the Top
 put out a long time ago. I could play it by listening to the radar system
 when a plane came in contact. Anyway, if anyone has any suggestions on
 accessible wii games I would be appreciative.

 Tony

 Blind Treasures
 sa...@blindtreasures.com
 PH: 804-726-8900
 Web: www.blindtreasures.com






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Re: [Audyssey] WII accessible games

2014-12-27 Thread Aaron Baker
Actually, as long as you have the initial system setup finished, you
can navigate the home screen by using a classic controller. Most of
the items have a unique little jingle too, so you know what you are
going to click on.

On 12/27/14, Charles Rivard wee1s...@fidnet.com wrote:
 As far as I know, if you are totally blind, and you are the only person in
 the room, you cannot use the system.  If a sighted person sets everything
 up, and they aim you, you can play some of the games through the use of
 timing.  I may be wrong, though, or the systems may have changed as far as
 their accessibility is concerned.

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

 you! really! are! finished!
 - Original Message -
 From: King Meade kingme...@comcast.net
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, December 27, 2014 12:08 PM
 Subject: [Audyssey] WII accessible games


I am getting a WII system from my brother and I am hoping that some of you
 die heart gamers out there have sucessfully played some WII games. I am
 really into shooter games so if there was any that a blind Gun game that
 atarri person could play I would be estaic. I used to really like the Top
 put out a long time ago. I could play it by listening to the radar system
 when a plane came in contact. Anyway, if anyone has any suggestions on
 accessible wii games I would be appreciative.

 Tony

 Blind Treasures
 sa...@blindtreasures.com
 PH: 804-726-8900
 Web: www.blindtreasures.com






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Re: [Audyssey] WII accessible games

2014-12-27 Thread Aaron Baker
I am only refering to setting the system up in a way you can get to
your games and stuff. You said you had to have a sighted person set
everything up for you, I'm just pointing out that setting up isn't the
essential problem.

On 12/27/14, Charles Rivard wee1s...@fidnet.com wrote:
 If you are bowling, how can a blind person tell what pins remain after the
 first ball?

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

 you! really! are! finished!
 - Original Message -
 From: Aaron Baker theultimatemasterofarc...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, December 27, 2014 9:01 PM
 Subject: Re: [Audyssey] WII accessible games


 Actually, as long as you have the initial system setup finished, you
 can navigate the home screen by using a classic controller. Most of
 the items have a unique little jingle too, so you know what you are
 going to click on.

 On 12/27/14, Charles Rivard wee1s...@fidnet.com wrote:
 As far as I know, if you are totally blind, and you are the only person
 in
 the room, you cannot use the system.  If a sighted person sets
 everything
 up, and they aim you, you can play some of the games through the use of
 timing.  I may be wrong, though, or the systems may have changed as far
 as
 their accessibility is concerned.

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

 you! really! are! finished!
 - Original Message -
 From: King Meade kingme...@comcast.net
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, December 27, 2014 12:08 PM
 Subject: [Audyssey] WII accessible games


I am getting a WII system from my brother and I am hoping that some of
you
 die heart gamers out there have sucessfully played some WII games. I am
 really into shooter games so if there was any that a blind Gun game
 that
 atarri person could play I would be estaic. I used to really like the
 Top
 put out a long time ago. I could play it by listening to the radar
 system
 when a plane came in contact. Anyway, if anyone has any suggestions on
 accessible wii games I would be appreciative.

 Tony

 Blind Treasures
 sa...@blindtreasures.com
 PH: 804-726-8900
 Web: www.blindtreasures.com






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Re: [Audyssey] Need Help Defeating Jason in Paladin of the Sky

2014-10-05 Thread Aaron Baker
Your first objective is to find a staircase leading up. There's only
one, so if you've found a staircase, that's the one.

On 10/5/14, Bryan Peterson bpeterson2...@cableone.net wrote:
 S
 P
 O
 I
 L
 E
 R
 You're looking for a staircase leading up. Somewhere on the first floor
 you'll find a teleporter that, if you step in it, warps you back to the
 regular gaming facility. So instead walk right past it until you hear the
 staircase noise. Go up and take the south teleporter. The others will warp
 you back down to the first floor.



 Ash nazg durbatulûk, ash nazg gimbatul,
 Ash nazg thrakatulûk agh burzum-ishi krimpatul.
 -Original Message-
 From: Kelly Sapergia
 Sent: Sunday, October 05, 2014 9:25 AM
 To: gamers@audyssey.org
 Subject: Re: [Audyssey] Need Help Defeating Jason in Paladin of the Sky

 Hi Aaron,

 Thanks, that helped a lot! Now I'm up to level 21, but have another issue.

 S
 P
 O
 I
 L
 E
 R

 S
 P
 A
 C
 E

 I think I’ve explored pretty much all of the internal electronics area
 behind the Gaming Facility, but other than encountering someone at the
 entrance, and various enemies, I haven’t figured out what I’m looking for in
 this area in order to proceed. Any suggestions?
 Yours Sincerely,
 Kelly John Sapergia
 Show Host and Production Director
 The Global Voice Internet Radio
 http://www.theglobalvoice.info

 Personal Website: http://www.ksapergia.net
 Business Website (KJS Productions): http://www.kjsproductions.com
 Follow me on Twitter at: KJSapergia


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Re: [Audyssey] Need Help Defeating Jason in Paladin of the Sky

2014-10-04 Thread Aaron Baker
Your levels are good for the area. I suggest just learning Charge of
Fury to the point where you can cast it almost 100% of the time and
beat him up that way. I don't recommend using Kelly for this battle.

On 10/4/14, Kelly Sapergia ksaper...@gmail.com wrote:
 Hi Aaron,

 Ross is currently at level 17, has 34 defense, 34 strength, and 190 health
 points.
 I can't remember what my other party members are at for defense and
 strength, but I know that Kelly has 480 health points and is level 16.

 Thanks.

 Yours Sincerely,
 Kelly John Sapergia
 Show Host and Production Director
 The Global Voice Internet Radio
 http://www.theglobalvoice.info

 Personal Website: http://www.ksapergia.net
 Business Website (KJS Productions): http://www.kjsproductions.com
 Follow me on Twitter at: KJSapergia


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Re: [Audyssey] Need Help Defeating Jason in Paladin of the Sky

2014-10-03 Thread Aaron Baker
About what are your levels?

On 10/3/14, Kelly Sapergia ksaper...@gmail.com wrote:
 Hi,

 I'm stuck in Paladin of the Sky at the part where Jason asks you to fight
 him so he can see how powerful you are. No matter what I do, I keep getting

 killed, even when using a character with lots of defense. Does anyone know
 how to get past this guy?

 Thanks.

 Yours Sincerely,
 Kelly John Sapergia
 Show Host and Production Director
 The Global Voice Internet Radio
 http://www.theglobalvoice.info

 Personal Website: http://www.ksapergia.net
 Business Website (KJS Productions): http://www.kjsproductions.com
 Follow me on Twitter at: KJSapergia


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Re: [Audyssey] clear call stack in bgt

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

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

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

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

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

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

 Hi John,

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

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

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

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

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

 Cheers!



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

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Re: [Audyssey] clear call stack in bgt

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

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

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

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

Hi John,

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

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

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

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

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

Cheers!



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

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Re: [Audyssey] clear call stack in bgt

2014-08-30 Thread Aaron Baker
It sounds like you may be able to return values  from your functions
instead of calling them on top of each other. It is hard to understand
based on what info you gave me though.

On 8/30/14, john jpcarnemo...@gmail.com wrote:
 Essentially I have a bunch of menu functions which call each other
 repeatedly, every time the player selects an option. I have a function for
 checking keys that is generic to all menus, as well as a function which
 calls the correct menus select
 options based on variables. The basic idea is that whenever the player is in
 a menu, there's a global variable that keeps track of that menu's reference
 number. Whenever the player presses enter on an option, a function processes
 that variable and
 calls the select function for the correct menu, which then passes execution
 to the next menu. I believe that each menu change is calling about 5
 functions.
 Sorry if my explanation is confusing; I'm having a surprising amount of
 difficulty coming up with a way to explain it.

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

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

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

  ---
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Re: [Audyssey] clear call stack in bgt

2014-08-29 Thread Aaron Baker
Hi, can you explain more of what you are trying to do?
It is possible you can avoid your repeititious function calls with
loops, return values, global variables or parameters.
There is no way to increase or clear the call stack. You couldn't
clear the call stack, because then what happens if the function which
does this returns?
BGT wouldn't know what to return you to, because you've killed the call stack.
The call stack basically records everything.

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

 ---
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Re: [Audyssey] Playing Paladin of the sky with game controller

2014-08-14 Thread Aaron Baker
I doubt I'll do joystick support, primarily because I don't have one.
If I understand how they work correctly, there would be little use for it.

On 8/14/14, Jesse Gaona jesse.gaon...@gmail.com wrote:
 Ok, thanks Thomas.


 Sent from my jPhone 5

 On Aug 14, 2014, at 7:06 PM, Thomas Ward thomasward1...@gmail.com
 wrote:

 Hi Jesse,

 As far as I can tell Paladin of the Sky does not have any joystick or
 gamepad support. Only keyboard support. Although, in a game like this
 joystick support would be sort of overkill anyway.

 Cheers!


 On 8/14/14, Jesse Gaona jesse.gaon...@gmail.com wrote:


 Hi all.

 The recent discussion on game controllers has me wondering if Paladin of
 the
 sky is playable with a game controller? If so, which one would be
 recommended? Thanks in advance.

 Jesse G
 Sent from my jPhone 5
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Re: [Audyssey] Impressions paladin of the sky

2014-08-13 Thread Aaron Baker
Hello,
The game goes for content and music rather than sound, although more
sound effects may be added in future releases.

On 8/12/14, Josh joshknnd1...@gmail.com wrote:
 where can I get this game and does it have lots of sounds? is it very big?

 The hungry robot ate my signature so that is why I no longer have one!

 dark wrote:
 You need to go to wing 2. Head through wing 1 and take the north most
 staircase, or go to the second recreation floor and find the teleport
 on the left hand side.

 I do admit this one threw me slightly as well.

 As regards settings, yep, the sapi or other voice settings are saved
 along with your saved game.

 All the best,

 Dark.
 - Original Message - From: william lomas w.lo...@icloud.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, August 12, 2014 6:23 PM
 Subject: Re: [Audyssey] Impressions paladin of the sky


 just been told to explor wing 1 by rosses mother, but that's it.
 lol so now where?
 also do your settings keep going back to defaults even though you set
 in-game settings?


 Sent from my iPhone

 On 12 Aug 2014, at 18:16, dark d...@xgam.org wrote:

 Hi William

 Which bit of the game are you at and where are you trying to get to
 exactly in Wing 1?
 All the best,

 Dark.- Original Message - From: william lomas
 w.lo...@icloud.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, August 12, 2014 4:10 PM
 Subject: Re: [Audyssey] Impressions paladin of the sky


 can you answer the queries i have please? :)
 when i am in wing 1 where do I go?
 and i wish my settings would preserve when i save them they never
 do every time I load the game again they have reset
 regards
 will


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Re: [Audyssey] Paladin for Mac?

2014-08-13 Thread Aaron Baker
Paladin of the Sky is only available for Windows operating systems.

On 8/13/14, Zachary Kline zkl...@speedpost.net wrote:
 Hi All,

 So I've seen contradictory information about this. There is apparently a
 version of Paladin of the Sky for Mac, according to some folks on my Twitter
 feed. On the other hand, I was pretty sure it was Windows-Only.  Can anybody
 confirm this either way? If there is a Mac version, I’d much prefer to play
 that, rather than having to start up Windows just for one game.

 Thanks,
 Zack.
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[Audyssey] Paladin of the Sky

2014-08-01 Thread Aaron Baker
VGStorm.com is proud to present,
Paladin of the Sky!
Paladin of the Sky is an audio game in the style of popular console
roleplaying games.
The game contains over fifteen dungeons and twenty bosses. It features
hours of fun
maps to explore, as well as an in depth storyline.
Paladin of the Sky was designed with console Japonese roleplaying games from the
1980s, 1990s and early 2000s in mind. The game also takes a new look
on casting spells
in a turn based roleplaying setting.

Storyline:

The storyline of Paladin of the Sky takes place in a magical and
futuristic world.
For many years, the strongest lifeforms on earth, the humans and the
dragons, were
at odds. In 2037, the humans waged out right war on the dragons. The
war lasted for
six months, the humans gaining the upper hand with their superior technology. By
the end of the war, dragons were an extinct species.
In this universe, dragons could shape shift into human form.
Sometimes, in this form,
a human and dragon would fall in love and have dragon halfling
children. After the
war ended, the humans sought to find and kill all of the human dragon halflings.
The story follows the journey of Ross Myres to safety, in a rather
unusual way. Ross
bords a ship known as the Paladin, destined for the distant planet
known as Xopolis.
On this planet, the environs are too intense for the humans to handle,
however the
conditions are far from difficult for dragon human halflings.

Setting:

The game largely takes place on bored the Paladin space ship. The
space ship is enormous,
perhaps more so than even its crew know.

Features:

Over fifteen dungeons to explore.
Over twenty bosses to challenge you in various ways.
An in depth storyline.
A rich soundtrack with over one hundred and twenty tracks.
A unique system for navigation which puts the control in your hands
like never before.
Two difficulty settings, normal and hard.
A post game chapter of sorts which offers five more dungeons and seven
more intense bosses.

Demo Limitations:

Paladin of the Sky is shareware. The demo offers you the first three
dungeons and the first two bosses in the game.
You can not access the hard difficulty setting, nor can you obtain
promotional gifts from the server.

Getting the game:

You can get the game here
http://www.vgstorm.com/cod/pots/paladin_installer.exe
You can buy the game for thirty U.S. dollars here
http://www.vgstorm.com/order.php
Enjoy the game!

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