Re: [Audyssey] MOTA Voice Output

2011-06-26 Thread Casey Mathews
For me personally, I like the voice as it is in beta 20. Then again, 
I've been listening to speech for years, and am used to it at a high 
rate. I also think the game is very responsive, and have had no trouble 
with it.



On 6/25/2011 7:28 PM, Thomas Ward wrote:

Hi all,

As I am now in the process of finalizing things in Mysteries of the
Ancients for 1.0 release candidate 1 I would like to get your input on
a few issues I have set aside until now. One of these issues is the
matter of speech output for the game.

As you all know back around beta 18 I rerecorded all the speech clips
using Scansoft Tom's voice. Some have pointed out that the speech rate
is way too fast for them, and they want me to rerecord the speech
clips at a slower rate. I would certainly do so if I could figure out
what is a comfortable speech rate for the majority of players out
there. Its a bit hard for me to personally judge that is I tend to
listen to speech at a faster rate anyway. However, I'd be willing to
give it a try if people are still interested in me slowing the speech
rate down.

Others are just unhappy of the fact that I switched voices let alone
speech rate. I gather quite a lot of you liked Acapella Heather, and
many of you would rather see her return to the final release rather
than Scansoft Tom. Again this is certainly doable if this is what the
majority of you want. Either way I'm going to have to rerecord and
update some voice clips.

Finally, there is a third group asking for Sapi 5 support in the game.
While I'm not completely against the idea I'd like to point out that
doing so would require quite a bit of time rewriting all of the speech
code to use Sapi 5 rather than prerecorded speech as the game wasn't
developed with Sapi output in mind. Though, it is possible.

My concerns with Sapi are this. First, that not everyone owns a high
quality Sapi TTS voice, and therefore some users wouldn't have the
same quality of experience as some of us with better voices like the
ATT, Scansoft, or Cepstral voices to use.Second, I'm working with
Blind Games Brazil and others to make Mysteries of the Ancients
available to foreign non-English speaking markets. Its just easier to
do that when someone can record the necessary speech clips, and drop
them in the speech folder.  Finally, last but not least, after we are
done with the Windows release I'm going to pport the game to Mac OS
and Linux and it will be easier if the game isn't tied to anything
platform specific like Sapi 5.

So as I currently see it I can either rerecord Scansoft Tom, restore
the original Acapela Heather clips, or I can record new ones using an
Ivona voice like Jenifer, Bryan, or Ashley, etc. Any thoughts or
opinions?

Cheers!

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[Audyssey] Account signup credit

2011-05-26 Thread Casey Mathews
Hello. I forgot to get someone signed up via my URL Can I still get the 
usual credit?

Her sryth user name is: mamita Her character name is oya.
My user name is csm120.
Thanks

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Re: [Audyssey] Soul Calibur 5 is official!

2011-05-12 Thread Casey Mathews

What is it, or is there a link?

On 5/11/2011 7:28 PM, Clement Chou wrote:
For all the fans out there... if there are any besides myself here, 
Soul Calibur 5 is officially announced as of today! No details yet... 
but it's sure to be a great one... can't wait for it!



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Re: [Audyssey] USA Blackjack

2011-04-16 Thread Casey Mathews
I would actually like to see something like this ported over to bgt, 
just to see what it looks like. I think sounds in that case would be 
very cool.


On 4/16/2011 11:25 PM, Thomas Ward wrote:

Hi Everyone,

Over the last two/three days I have taken a little break from
Mysteries of the Ancients to update/revise  some of my small
cross-platform games such as USA Blackjack. I've successfully
converted the code from Python to C++, added some end user feature
suggestions, but there is one question I have left before I release
this bad boy to the public.


Basically, as it stands now USA Blackjack is just a text-based game. I
was wondering if you guys want me to do something like what Jim
Kitchen did by adding sounds such as shuffling cards, dealing cards,
intro music, etc. It would be fairly easy to do using something like
FMOD Ex which is Mac, Linux, and Windows compatible. Any thoughts?

Cheers!

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Re: [Audyssey] Shooting Range 1.0

2011-03-23 Thread Casey Mathews

No, site is up, Try again?

On 3/23/2011 3:55 PM, Ken the Crazy wrote:

the link doesn't work.  Is the site down?
Ken Downey
President
DreamTechInteractive!
And,
Blind Comfort!
The pleasant way to experience massage!
It's the Caring
without the Staring!

- Original Message - From: Casey Mathews csm...@cfl.rr.com
To: Charles Rivard woofer...@sbcglobal.net; Gamers Discussion 
list gamers@audyssey.org

Sent: Tuesday, March 22, 2011 2:23 PM
Subject: [Audyssey] Shooting Range 1.0


Hello folks. I've just released my first audio game via the BGT 
toolkit. If you remember that shooting range from Grizzly gulch, that 
is what this is. this has a few differences, but it's basically the 
same. No install needed, just download, unzip, and run the 
shootingRange.exe file. I hope you like it. Check out the read Me 
within the zip file.

www.webfriendlyhelp.com/games


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Re: [Audyssey] More on shooting range

2011-03-23 Thread Casey Mathews

Thanks, those are good suggestions. I'm making a list.

On 3/23/2011 10:28 PM, Charles Rivard wrote:
I missed 3 out of 750 on my first attempt, and those were early on in 
the game.  It sounded like a bottle was launched, but two had been 
launched at or very near the same time from the same location, and I 
missed the second one.


What I would like to see down the road are the option to turn off the 
music, and a speed increase as you progress, or maybe different skill 
levels that work something like this:  Level 1:  No speed variance, 
and you can shoot as many times as you can before the bottle lands.  
Level 2:  The speed of the launching of the bottles increases after 
about 50, 100, 150, and so on, and the bottles also fall faster with 
each increase, but you can still shoot as often as necessary.  Level 
3:  Highest skill level:  Same as level 2, but only 1 shot per bottle 
is allowed.


I think this would be a cool game with these options.

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Laughter is the best medicine, so look around, find a dose and take it 
to heart.

- Original Message - From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 23, 2011 5:31 PM
Subject: Re: [Audyssey] More on shooting range



Well tom, that is going some indeed!

I do confess though i got a litle tired after around 100 bottles, 
  obviously my attention span is not the equal of yours, ;D.


Beware the grue!

Dark.
- Original Message - From: Thomas Ward 
thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 23, 2011 8:58 PM
Subject: Re: [Audyssey] More on shooting range



Hi Dark,

Yeah. Although, I've got you beat by a mile. I fired 500 shots and
only 3 misses.So the game definitely could use with more difficulty
the longer it plays. This way I could probably have fired 1,000 shots
and not missed hardly any bottles. Its a good game, but a tad bit too
easy.



On 3/22/11, dark d...@xgam.org wrote:

I've given shooting range another try.

Firstly as I said, sounds are great,  though I'm less sure of 
the turn

off jaws warning at startup,  afterall I'm using Hal which you
certainly don't need to turn off.

Other than that, as I said, I do like the sfx, however maybe yo0u 
could
considder adding some more to the game, for instance some methods 
of making

things harder.

thus far I find it a litle too easy, for instance here's my score 
and bare

in mind this was only my second game:

1Misses. 127Hits. Shots: 128. Accuracy: 99%.

Beware the Grue!

Dark.
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[Audyssey] Shooting Range 1.0

2011-03-22 Thread Casey Mathews
Hello folks. I've just released my first audio game via the BGT toolkit. 
If you remember that shooting range from Grizzly gulch, that is what 
this is. this has a few differences, but it's basically the same. No 
install needed, just download, unzip, and run the shootingRange.exe 
file. I hope you like it. Check out the read Me within the zip file.

www.webfriendlyhelp.com/games


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Re: [Audyssey] More on shooting range

2011-03-22 Thread Casey Mathews
Yes, I agree about the Jaws message. I hope to be able to do away with 
that eventually. I would also like to make the game get harder as you play.

Thanks for the comments.

On 3/22/2011 9:59 PM, dark wrote:

I've given shooting range another try.

Firstly as I said, sounds are great,  though I'm less sure of the turn off 
jaws warning at startup,  afterall I'm using Hal which you certainly don't need 
to turn off.

Other than that, as I said, I do like the sfx, however maybe yo0u could 
considder adding some more to the game, for instance some methods of making 
things harder.

thus far I find it a litle too easy, for instance here's my score and bare in 
mind this was only my second game:

1Misses. 127Hits. Shots: 128. Accuracy: 99%.

Beware the Grue!

Dark.
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Re: [Audyssey] Bop it for the Iphone/Ipod Touch

2011-03-18 Thread Casey Mathews
 When pulling, just pull the phone, you can also either twist the 
phone, or twist with your fingers. There is also a tutorial if yew 
double tap help.


On 3/18/2011 1:21 PM, Lori Duncan wrote:

Hi I'm just wondering when playing bop-it on your ipod touch/iphone how on 
earth you're meant to twist or pull it?  Do you just use a downward swipe to 
pull or something?  I didn't think this one possible because there's nothing 
physical to pull, twist or spin.
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Re: [Audyssey] XAudio2 and BGT

2011-03-04 Thread Casey Mathews
Could a check be built in to automatically check for the needed 
components, then prompt for download?

I'm certainly OK with switching to the new.
On 3/4/2011 3:03 AM, Philip Bennefall wrote:

Hi all,

Recently I have been making some drastic changes to the BGT core. As many of 
you will know, most audio games today use a technology known as DirectSound to 
output audio. BGT is no exception. Until about 3 years ago DirectSound was the 
interface of choice for all Windows based games. It has been around since 1995, 
and has become rather stable over the years. However, Microsoft are now pushing 
developers away from DirectSound as it is being replaced by a new audio engine 
called XAudio2. XAudio2 provides much greater flexibility when it comes to low 
latency audio processing, and is an over-all better system than DirectSound. 
However, in order for XAudio2 to work reliably I have found that the end users 
need to run at least the June 2010 release of Direct X 9. It is also necessary 
for users of Windows 7 service pack 1 to upgrade in a few cases.

So my question to you all is this. In the next BGT release, would you like me 
to switch to XAudio2? This will give much better performance on Windows Vista 
and 7 as compared to DirectSound, but should be about the same on Xp. However, 
the games simply will not run if the user has anything earlier than Direct X 
June 2010 installed and it will force them to upgrade. Do I maintain two 
versions of the engine for a while, a DirectSound and an XAudio2 build, or are 
we okay to switch immediately? This is what I would like to ask you all before 
I make a final decision.

Thanks for reading.

Kind regards,

Philip Bennefall
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Re: [Audyssey] Creating Adventure Games

2011-02-18 Thread Casey Mathews
I really like the single letter navigation/items idea. I also like the 
ability to either pick a screen reader to provide the output, or the 
Sapi/dispatcher for the output. I also think that availability of a game 
on a cell phone, specifically the iPhone would be very cool!


 On 2/18/2011 4:04 PM, Thomas Ward wrote:

Hi everyone,

For quite a while I have been thinking of trying my hand at some
simple text adventure games and maybe eventually work my way up to
some sort of game like Nethack, Ancient Domains of Mystery, or maybe
even as complex as Entombed. As most of you know i use Linux most of
the time, and the majority of accessible games are text adventures. So
this would be a logical place to start since such games are relatively
inexpensive and easy to make, and usually are cross-platform too. Of
course, there is various text adventure systems like Inform, Adrift,
Tads, etc but I've been thinking of writing them in a traditional
programming language like C, Java, or Python. Anyway,before I even
think of the technical details there are some things about the user
interface I'd like to get your input on.

First thing, is input. Most of the text adventures out there use
various commands like grab sword, grab torch, light torch., etc.
I could continue this tridition, but it seams to me there is an easier
way to do this. For example, what if you pressed g for grab item, and
then a menu popped up with a list of items in the room. You could then
select the item you want to grab from a list. This would save a bunch
of typing by effectively doing the same thing. For moving around the
level asining directions to n for north, s for south, e for east, and
w for west would certainly be preferable to ttyping out north,
south, east, or west. What do you think about this approach?

Second, is output. Again there is a couple of ways of doing this. We
could certainly have everything be printed directly out to the
console, text directly to the screen, which you can use your screen
reader for. The other way is to use a Speech API like Sapi,
Speech-dispatcher, etc that would automatically read out the
information on the screen. This would make the games slightly less
portable, but would have the advantage of automatic speech output by
default. Any thoughts weather you would like to use a screen reader or
use Sapi directly?

Finally, we get down to the technical details. As I said I am well
aware of Inform and Adrift, but in many ways those text adventure
systems are not quite as flexable enough for what I want to do. If I
wanted to create a multilevel dungeon like Entombed they would fall
short pretty fast. That leaves me with the option of using a language
like C/C++ or something else. At the moment I'm thinking of C/C++
because if written correctly the games should be fairly easy to
recompile for other platforms and devices. While Java and Python have
their advantages too if I wanted to port these games to cell phones,
note takers, it wouldn't necessarily be as easy to do. However, the
advantage of Python or Java would be I could hit the big three
platforms Windows, Mac, or Linux with one easy swoop without having to
recompile anything. Any thoughts?

Cheers!

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Re: [Audyssey] Second Life and Max guidedog

2011-01-30 Thread Casey Mathews

You can get Max login, and Max Voice Plus from
www.virtualguidedog.org/tools

However, I've not had much luck with that. Instead try:
Radegast Metaverse Client
http://radegastclient.org/wp/

Quite accessible. Supports text to speach, voice command via Windows 7, 
text chat, context menus of objects, and moving around etc. Good luck 
finding good documentation on how to use it. Just have a good look at 
the preferences etc.

Have fun!


On 1/30/2011 10:19 AM, Mike Maslo wrote:

Where can I get max from for the second life?? I would love to try it.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Casey Mathews
Sent: Saturday, January 29, 2011 8:45 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Second Life and Max guidedog

Max is a guide dog that can either be a dog, a cane, or a ring. It gives
textual information about the second life environment. but I'm having
trouble getting it working within second life.

On 1/29/2011 9:21 PM, Mike Maslo wrote:

What does max do for second life?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Casey Mathews
Sent: Saturday, January 29, 2011 6:05 PM
To: Philip Bennefall; Gamers Discussion list
Subject: [Audyssey] Second Life and Max guidedog

Does anyone know how to get Max working in second Life? I can't login. I
just keep getting the same logon screen. I can logon to the web for SL,
but can't with Max running.
Thanks for any ideas.

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[Audyssey] Second Life and Max guidedog

2011-01-29 Thread Casey Mathews
Does anyone know how to get Max working in second Life? I can't login. I 
just keep getting the same logon screen. I can logon to the web for SL, 
but can't with Max running.

Thanks for any ideas.

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Re: [Audyssey] Second Life and Max guidedog

2011-01-29 Thread Casey Mathews
Max is a guide dog that can either be a dog, a cane, or a ring. It gives 
textual information about the second life environment. but I'm having 
trouble getting it working within second life.


On 1/29/2011 9:21 PM, Mike Maslo wrote:

What does max do for second life?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Casey Mathews
Sent: Saturday, January 29, 2011 6:05 PM
To: Philip Bennefall; Gamers Discussion list
Subject: [Audyssey] Second Life and Max guidedog

Does anyone know how to get Max working in second Life? I can't login. I
just keep getting the same logon screen. I can logon to the web for SL,
but can't with Max running.
Thanks for any ideas.

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Re: [Audyssey] Correct URL for Z+Angband.

2010-12-25 Thread Casey Mathews
Any idea why I get the following error when I try to run this on Windows 
7 X64?

Error
Cannot find required directory:
C:\ZPlusAngband_033beta_win\lib\
OK
This sounds like a really great game.

On 12/25/2010 7:06 PM, Christopher Bartlett wrote:

Sorry, try:

http://sites.google.com/site/mangojuice75/



Chris Bartlett



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Re: [Audyssey] choppers in tdv still gone

2010-11-22 Thread Casey Mathews
I do use the l key. I've even climbed up to nearly 9 ft, but still I 
can't see them.


On 11/22/2010 2:38 AM, Alfredo C wrote:
tRACK THEM with the l key. Also, does anyone know the coordinates to 
find the bridge?

I wonder what a sam battery is?

-Original Message- From: Casey Mathews
Sent: Sunday, November 21, 2010 6:53 PM
To: Gamers Discussion list
Subject: [Audyssey] choppers in tdv still gone

Hello. Even after the update I still can't find choppers. I've even
returned to the place where the power plant was. Any ideas?



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[Audyssey] choppers in tdv still gone

2010-11-21 Thread Casey Mathews
Hello. Even after the update I still can't find choppers. I've even 
returned to the place where the power plant was. Any ideas?


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[Audyssey] TDV and choppers?

2010-11-20 Thread Casey Mathews
Hello. I had to refuel, but now I can't locate the choppers? Anyone know 
where they are?

Thanks

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Re: [Audyssey] tdv question

2010-11-17 Thread Casey Mathews
I can take off OK, but landing is difficult for me. I manage to do it 
about 25% of the time...


On 11/17/2010 10:41 AM, Bryan Peterson wrote:
It's taking me a while to get the hang of taking off and landing but 
I'm liking it so far. The sounds may not be entirely realistic but 
they're miles better than that old demo as far as I'm concerned.

We are the Knights who say...Ni!
- Original Message - From: Josh Kennedy jkenn...@gmail.com
To: gamers@audyssey.org
Sent: Wednesday, November 17, 2010 7:37 AM
Subject: [Audyssey] tdv question



Hi
Ok guys is tdv worth the download? I am asking because when I 
downloaded tdv a year or so ago the sounds were not that good. For 
example in the old tdv from a year or so ago you did not hear the 
engines rev up and down in short, the game sounds were not that 
great. So how is it now? Are the sounds better? Is the game really 
worth it this time?

Josh

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Re: [Audyssey] New game, towers of war

2010-11-10 Thread Casey Mathews
Wow, this sounds very cool unfortunately when I try to run it I get the 
following error:

Aprones Towers of War
Run-time error '429':
ActiveX component can't create object
OK

Any idea what this is about? I have windows 7 x64.
--
From: dark d...@xgam.org
Sent: Wednesday, November 10, 2010 1:53 PM
To: Gamers@audyssey.org
Subject: [Audyssey] New game, towers of war


Hi.

people already on the audiogames.net forums or who read the site news will 
know about this, but for everyone else I thought an announcement was in 
order.


just over a week ago, a chap by the name of Jeremy Kaldovski turned up on 
the forum with the name Aprone. He was interested in stratogy games so we 
filled him in about sound rts, time of conflict etc.


He expressed the desire to make a game for the Audio games community, we 
said nice idea thinking that perhaps we'd see something in a few months.


Within 24 hours it'd appeared! I mean that, 24! hours!

The game, now called towers of war, is the first ever audio tower defense 
game, this basically is a popular genre of graphical stratogy games where 
a number of monsters walk down a path from one end to the other, and the 
player must strategically build towers which shoot at the monsters to 
defeat them.


The stratogy comes from where you build the towers, what towers you build, 
and how you upgrade them, sinse you've only got limited money.


Within a week, the game now has several game modes, 20 levels, 4 maps 
(with a map editer in developement), and 6 different types of tower with 
new ones on the way.


It also has audio grid review commands and various ways to track battles, 
pluss some high contrast graphics for those who would find them useful.


Beta are literally being posted each night, each with more bug squashing 
and more features, so it's highly recommended to try the game.


Just read http://forum.audiogames.net/viewtopic.php?id=4327 for full 
description and links, including a link to a walkthru. It's also 
recommended to check the first post, sinse Aprone is updating it with a 
change logue and new feature list, as well as updated links to new betas.


I can highly recommend this game,  and in fact am really looking 
forward to seeing what gets added next.


I think developement has been the fastest I've ever seen! considdering 
even the idea for an audio tower defense game wasn't around a fortnight 
ago.


Beware the Grue!

Dark.
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Re: [Audyssey] New game, towers of war

2010-11-10 Thread Casey Mathews

Yeah, Jim's games work fine though.

--
From: Hayden Presley hdpres...@hotmail.com
Sent: Wednesday, November 10, 2010 6:32 PM
To: Yeah,'Gamers Discussion list' gamers@audyssey.org
Subject: Re: [Audyssey] New game, towers of war


Hi KC,
That probably means (don't take my word for it though) that it was 
developed

in VB6. Do you have Jim's games?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Wednesday, November 10, 2010 4:49 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] New game, towers of war

Seeing as new betas are apparently coming out quite often, I would send 
this


to the game developer directly.

---
Shepherds are the best beasts!
- Original Message - 
From: Casey Mathews csm...@cfl.rr.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 10, 2010 4:45 PM
Subject: Re: [Audyssey] New game, towers of war



Wow, this sounds very cool unfortunately when I try to run it I get the
following error:
Aprones Towers of War
Run-time error '429':
ActiveX component can't create object
OK

Any idea what this is about? I have windows 7 x64.
--
From: dark d...@xgam.org
Sent: Wednesday, November 10, 2010 1:53 PM
To: Gamers@audyssey.org
Subject: [Audyssey] New game, towers of war


Hi.

people already on the audiogames.net forums or who read the site news
will know about this, but for everyone else I thought an announcement 
was



in order.

just over a week ago, a chap by the name of Jeremy Kaldovski turned up 
on


the forum with the name Aprone. He was interested in stratogy games so 
we



filled him in about sound rts, time of conflict etc.

He expressed the desire to make a game for the Audio games community, we
said nice idea thinking that perhaps we'd see something in a few
months.

Within 24 hours it'd appeared! I mean that, 24! hours!

The game, now called towers of war, is the first ever audio tower 
defense


game, this basically is a popular genre of graphical stratogy games 
where



a number of monsters walk down a path from one end to the other, and the
player must strategically build towers which shoot at the monsters to
defeat them.

The stratogy comes from where you build the towers, what towers you
build, and how you upgrade them, sinse you've only got limited money.

Within a week, the game now has several game modes, 20 levels, 4 maps
(with a map editer in developement), and 6 different types of tower with
new ones on the way.

It also has audio grid review commands and various ways to track 
battles,



pluss some high contrast graphics for those who would find them useful.

Beta are literally being posted each night, each with more bug squashing
and more features, so it's highly recommended to try the game.

Just read http://forum.audiogames.net/viewtopic.php?id=4327 for full
description and links, including a link to a walkthru. It's also
recommended to check the first post, sinse Aprone is updating it with a
change logue and new feature list, as well as updated links to new 
betas.


I can highly recommend this game,  and in fact am really looking
forward to seeing what gets added next.

I think developement has been the fastest I've ever seen! considdering
even the idea for an audio tower defense game wasn't around a fortnight
ago.

Beware the Grue!

Dark.
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Re: [Audyssey] (no subject)

2010-10-03 Thread Casey Mathews

I vote for quality. It's worth the wait!


Casey Mathews
www.WebFriendlyHelp.com


--
From: Thomas Ward thomasward1...@gmail.com
Sent: Sunday, October 03, 2010 9:31 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: [Audyssey] (no subject)


Hi everyone,
Ok, it has come to my attention that some of you were upset or worried
about the file size of the unofficial release of MOTA beta 14. I'm
basically writing this to find out if some of you really want to have
me compress those sounds down to something more managable to like 50
MB which will take a slight performance hit as well as some loss of
audio quality or just have me upload the full release in the next
couple of days using uncompress wav files. I can basically do either
one here, but just want to know what the comunity wants in terms of
installation size vs quality.

Thanks.

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Re: [Audyssey] The price of BGT Pro

2010-07-01 Thread Casey Mathews



--
From: Philip Bennefall phi...@u7142039.fsdata.se
Sent: Thursday, July 01, 2010 1:14 AM
To: Gamers Discussion list gamers@audyssey.org
Subject: [Audyssey] The price of BGT Pro


Hi folks,

I have been doing some thinking regarding the pro version of BGT. While an 
unlimited distribution license obviously offers the greatest flexibility 
and freedom, as has been discussed previously the price tag is way too 
high for many when paying up front. So I've thought of another method. 
What are your opinions of a single product license, which would allow you 
to make and sell as many copies as you could manage, of one single game? 
This license would be somewhere around the $150 mark, and would let you 
sort of test the waters commercially. If that first game sold well, you 
could then get pro at a later date or get another single product license 
for the next title as well if prefered, etc.


I'd be greatful for any feedback on this.

Kind regards,
I think that's a great way to get started. It allows someone to try it for 
$65, then to sell one game for $150, then to really grown with the full 
$850 version. I really like this approach. Philip Bennefall

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Re: [Audyssey] MOTA News

2010-05-14 Thread Casey Mathews
My view on these scenes is that they do make the game authentic, but once 
it's heard 10 times, it does loose it's appeal. After all, I want to get 
back to playing the game, and while listening to an intro that is 10 seconds 
long for the 15th time, my fingers get really itchy. That's kind of what 
goes through my mind.


--
From: Thomas Ward thomasward1...@gmail.com
Sent: Friday, May 14, 2010 9:24 AM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] MOTA News


Hi Phil,
OkayI can think about that. Although, while it is not exactly a
one or the other thing I'd prefer  knowing in advance if people aren't
going to listen to the cut-scenes why bother making them in the first
place? I can easily yank them out and just use the sound of the stone
door closing instead. Simple, not too long, and no complaints that
this or that level intro is too long whatever.

On 5/14/10, Phil Vlasak p...@pcsgames.net wrote:

Hi Thomas,
I am the other Philip but have a comment.
As you need to close the door at the end of the level, a door closing 
squeak

and bang is very appropriate.
As they may be large doors a slow 3 or 4 second sound to me is 
acceptable.

You could still have the cut scene that should have the ability to be
stopped by hitting escape but the door would hide the dead silence.

Phil


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Re: [Audyssey] BGT Beta Version 0.3 Released!

2010-05-02 Thread Casey Mathews
I've been using bgt very well on win7 x64. Now that the audio is fixed, I've 
had no problems at all.


--
From: Muhammed Deniz muhamme...@googlemail.com
Sent: Sunday, May 02, 2010 9:54 AM
To: 'Gamers Discussion list' gamers@audyssey.org
Subject: Re: [Audyssey] BGT Beta Version 0.3 Released!


Hi Philip,
Excellent work! A  question, will this work on windows 7 64 bit systems?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: 02 May 2010 14:45
To: Gamers Discussion list
Subject: Re: [Audyssey] BGT Beta Version 0.3 Released!

Hi Thomas,

Thanks for the complement there. Indeed I will continue adding features, 
so

you may have to give in to the dark side eventually. Grin. Looking into
object serialization next, and possibly some unicode support.

Kind regards,

Philip Bennefall
- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, May 02, 2010 8:46 AM
Subject: Re: [Audyssey] BGT Beta Version 0.3 Released!


Hi Philip,
Grin. If you make this thing any cooler I am afraid I'm going to have
to break down and buy it.  I can't believe how many cool features you
are consistantly adding to this toolkit.  Great job!


On 4/30/10, Philip Bennefall phi...@blastbay.com wrote:

Hi all,

I am happy to say that after some truly hectic weeks, BGT beta version 
0.3
is here! It features the longest list of changes so far, so please be 
sure

to read it carefully. Users of Windows x64 platforms especially should
notice some radical improvements in this version as compared to beta 0.2.
As
always, the list of changes is below:

Beta Version 0.3:
* Updated the script interpreter to the latest version which fixes some
more
bugs found by users.
* Added global date and time properties.
* Reworked the menu class to support Sapi.
Please note: Existing code using this class needs to be slightly modified
in
order to run.
* Added a file_exists function.
* Added two more string functions (string_contains and string_replace)
(thanks Damien).
* Added the ability to compile scripts into standalone executables,
however
this functionality is only available to preorder users.
* Modified the end user license agreement to reflect the fact that demo
users will not actually be allowed to compile binary executables.
* Added a privacy policy.
* Some bugs that would occur when playing audio on x64 machines have been
fixed.
* The pitch of a sound can no longer go quite as low as in previous
versions, as it would often cause unstable behavior.
* Added a property to the sound object called pitch_lower_limit that
allows you to check how far down the pitch can go for the current sound.
* Disabled the system menu that would appear when pressing the alt key in
the game window, as this interfered with the BGT keyboard input (thanks
Lukás).
* The engine now looks for include files properly, e.g. first in the
current
working directory and then in the BGT include directory.
* Changed the compiler output to specify the full path of the file that
the
error or warning message in question is refering to. The word section
has
also been changed to file.
* Added some extended error checking to the compiler which is useful in
some
rare cases.
* Moved the Blastbay office to a new location (thanks Stockholm furniture
Removal Services, sort of).

I hope that some of you will find these new features useful, and if you
have
any comments or questions or worries or complaints or problems or... That
sort of thing then speak out! We need more discussion on the Blastbay
forum
so come on and join, but above all, make games!

The beta can be found at:
http://www.blastbay.com/bgt_beta_setup.exe

Kind regards,

Philip Bennefall
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Re: [Audyssey] BGT Beta Version 0.2 released!

2010-04-11 Thread Casey Mathews
Yep, I subscribed to the rss feeds of the forum so I can keep track of 
what's going on there. I'm still working on the same thing I was before. As 
far as bgt.


--
From: Philip Bennefall phi...@blastbay.com
Sent: Sunday, April 11, 2010 7:11 AM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] BGT Beta Version 0.2 released!


Hi casey,

Thank you very much for the nice feedback, and do let me know if you 
create something cool with it. There's a forum on the Blastbay site where 
people can post code pieces, and another where finished games can be 
shared.


Kind regards,

Philip Bennefall
- Original Message - 
From: Casey Mathews csm...@cfl.rr.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, April 11, 2010 4:32 AM
Subject: Re: [Audyssey] BGT Beta Version 0.2 released!


I just downloaded it, but I just want to say Thanks very much for all of 
the hard work you've put into this. I've tried several programming 
languages to try and find the one that I could best work with/understand, 
and I may have a chance at creating some good stuff with this. So thanks 
very much again.


--
From: Philip Bennefall phi...@blastbay.com
Sent: Saturday, April 10, 2010 8:49 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: [Audyssey] BGT Beta Version 0.2 released!


Hi all,

After roughly a month of intensive work, I am very pleased to announce 
the availability of BGT beta version 0.2. The new changes are as 
follows:


* Updated the script interpreter to the latest version which fixes some 
more bugs found by users.
* File reading and writing support has been added, both for binary and 
text files.
* Properties to get the current position and total length of a sound 
have been added to the sound object, along with a method to set the 
position as well.

* Partial support for Microsoft Sapi 5.1 text to speech has been added.
* A fully featured waveform tone generator has been added which allows 
the creation of musical compositions using sine, sawtooth and square 
waves.

* Fixed a few minor errors in the tutorial.
* The error edit control now uses word wrap rather than a scroll bar.
* Switched from the MinGw C++ compiler to Visual Studio 2008, which 
brings us up to date with all the latest Microsoft features, and which 
also produces an executable that is roughly 400 kb smaller and runs 
considerably faster.
* Fixed a few object methods where I had forgotten to set the global 
error flag based on the results.


The beta can be found in the same location as version 0.1, which is to 
say:

http://www.blastbay.com/bgt_beta_setup.exe.

Enjoy, and let me know how it goes!

Kind regards,

Philip Bennefall
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Re: [Audyssey] BGT Beta Version 0.2 released!

2010-04-10 Thread Casey Mathews
I just downloaded it, but I just want to say Thanks very much for all of the 
hard work you've put into this. I've tried several programming languages to 
try and find the one that I could best work with/understand, and I may have 
a chance at creating some good stuff with this. So thanks very much again.


--
From: Philip Bennefall phi...@blastbay.com
Sent: Saturday, April 10, 2010 8:49 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: [Audyssey] BGT Beta Version 0.2 released!


Hi all,

After roughly a month of intensive work, I am very pleased to announce the 
availability of BGT beta version 0.2. The new changes are as follows:


* Updated the script interpreter to the latest version which fixes some 
more bugs found by users.
* File reading and writing support has been added, both for binary and 
text files.
* Properties to get the current position and total length of a sound have 
been added to the sound object, along with a method to set the position as 
well.

* Partial support for Microsoft Sapi 5.1 text to speech has been added.
* A fully featured waveform tone generator has been added which allows the 
creation of musical compositions using sine, sawtooth and square waves.

* Fixed a few minor errors in the tutorial.
* The error edit control now uses word wrap rather than a scroll bar.
* Switched from the MinGw C++ compiler to Visual Studio 2008, which brings 
us up to date with all the latest Microsoft features, and which also 
produces an executable that is roughly 400 kb smaller and runs 
considerably faster.
* Fixed a few object methods where I had forgotten to set the global error 
flag based on the results.


The beta can be found in the same location as version 0.1, which is to 
say:

http://www.blastbay.com/bgt_beta_setup.exe.

Enjoy, and let me know how it goes!

Kind regards,

Philip Bennefall
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[Audyssey] BGT Error: Expected expression value

2010-03-28 Thread Casey Mathews
Hello. I'm very impressed with BGT. I'm trying to make my own guess the 
number game, just to try and get familiar with the sintax. I can't figure 
out what I'm missing. I've looked at the examples in the tutorial, and 
downloaded all of the examples from the web. The error is below, follloed by 
my simple attempt. Thanks for any help.

Line: 5 (26)
Error: Expected expression value

void main()
{
alert(Number Guesser,Try to guess my number. I'll let you know if you're 
too high, or too low. Make your guesses between numbers 1, and 10. Have 
fun!);

int number=random(1, 10);
while (guess =number or = number)
{
int guess = input_box(Guess,What's your guess?);
if (guess == number)
{
input_box(You Won!,You guessed my number!);
}
else
{
alert(Your Guess,Your guess was +guess+.);
}
}
} 



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Re: [Audyssey] BGT Error: Expected expression value

2010-03-28 Thread Casey Mathews
Ahh, that makes sense. It's working now, and I'm just trying some things to 
try and understand it better.

Thanks again.
Thanks

--
From: Philip Bennefall phi...@blastbay.com
Sent: Sunday, March 28, 2010 1:35 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] BGT Error: Expected expression value


Hi Casey,

The following line:

while (guess =number or = number)

is incorrect. I mentioned this in my private reply to you but I don't 
think I explained it very well. The exact same line would be written like 
this in proper code:


while (guess =number or guess= number)

In short, you have to specify the variable to check in both parts of your 
expression.


Kind regards,

Philip Bennefall
- Original Message - 
From: Casey Mathews csm...@cfl.rr.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 26, 2010 10:29 PM
Subject: [Audyssey] BGT Error: Expected expression value


Hello. I'm very impressed with BGT. I'm trying to make my own guess the 
number game, just to try and get familiar with the sintax. I can't figure 
out what I'm missing. I've looked at the examples in the tutorial, and 
downloaded all of the examples from the web. The error is below, follloed 
by my simple attempt. Thanks for any help.

Line: 5 (26)
Error: Expected expression value

void main()
{
alert(Number Guesser,Try to guess my number. I'll let you know if 
you're too high, or too low. Make your guesses between numbers 1, and 10. 
Have fun!);

int number=random(1, 10);
while (guess =number or = number)
{
int guess = input_box(Guess,What's your guess?);
if (guess == number)
{
input_box(You Won!,You guessed my number!);
}
else
{
alert(Your Guess,Your guess was +guess+.);
}
}
}

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[Audyssey] playing sounds in BGT?

2010-03-28 Thread Casey Mathews
Hello all. I've really been working on this for a while. I'm trying some 
stuff just for my own personal understanding, and while I realize the 
function below isn't complete, I don't understand why none of the sounds 
play.  The script runs, but the sounds don't play unless I put an alert box 
up first. Thanks for any ideas. Note: I do have a main function that works 
fine.


void borg()
{
background.play_looped();

int borg; //This will be the location of the borg on the sound scape.
borg=random(1, 3);
if (borg==1)
{
spon.pan=-100;
spon.play();
if (key_pressed(KEY_LEFT))
{
borgdown.play();
kills++;
alert(Kills,You killed +kills+ borg.);

}
alert(OK,else);
} //end if
} //end borg 



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Re: [Audyssey] playing sounds in BGT?

2010-03-28 Thread Casey Mathews
OK. That makes sense. Thanks a lot. I'm still trying to wrap my head around 
a lot of these concepts. I find that while most of the time it looks good, 
and may even run, the script see things totally differently.


--
From: Valiant8086 valiant8...@lavabit.com
Sent: Sunday, March 28, 2010 8:27 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] playing sounds in BGT?


Hi.
The program is closing before the sound can begin playing unless you have 
those alerts in there. Need a loop or something running.


At least you could do a while loop that would go while playing blahblah

 Regards:
 Valiant8086: website valiant8086.com
 - Original Message - 
 From: Casey Mathews

 To: Gamers Discussion list
 Sent: Sunday, March 28, 2010 8:17 PM
 Subject: [Audyssey] playing sounds in BGT?


 Hello all. I've really been working on this for a while. I'm trying some
 stuff just for my own personal understanding, and while I realize the
 function below isn't complete, I don't understand why none of the sounds
 play.  The script runs, but the sounds don't play unless I put an alert 
box
 up first. Thanks for any ideas. Note: I do have a main function that 
works

 fine.

 void borg()
 {
 background.play_looped();

 int borg; //This will be the location of the borg on the sound scape.
 borg=random(1, 3);
 if (borg==1)
 {
 spon.pan=-100;
 spon.play();
 if (key_pressed(KEY_LEFT))
 {
 borgdown.play();
 kills++;
 alert(Kills,You killed +kills+ borg.);

 }
 alert(OK,else);
 } //end if
 } //end borg


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[Audyssey] Time of Conflict and movement?

2010-03-23 Thread Casey Mathews
Hello. I just went through the basic tutorial. When I select a unit to move 
to a city nothing seems to happen. I get the message that says path set to x 
city, but it never seems to get there even after 10 turns. I have auto 
movement on.  Any ideas?
Thanks 



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Re: [Audyssey] 3D navigation

2009-10-31 Thread Casey Mathews
Maybe these 3d games could have a toggle. a breadcrumb mode for those that 
have difficulty visualizing, and a more regular mode, like SOD. This way 
both users could be represented...


--
From: Thomas Ward thomasward1...@gmail.com
Sent: Friday, October 30, 2009 9:53 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] 3D navigation


Hi Dark,

That happens to me from time to time too, but I do have very good spacial 
orientation skills which is a huge plus in my favor.  As a result I 
generally don't have a lot of problems getting around the levels in Monkey 
Business. One reason I believe I am so good at Monkey Business, Sarah, or 
Shades of Doom, is even though I'm totally blind now I still think like a 
sighted person. I'm able to see the level in my head and put doors, items, 
staircases, whatever in their proper relationship to each other. I'm able 
to see an entire level like a 2d map with this or that to the south, this 
or that to the east, something else is west of here, etc.


So from what you and Scott both have said I gather blind people generally 
don't think like this. They think of an area not as a whole, but only in 
terms from getting from one landmark to the next. This is completely 
foreign to me, and would be for anyone who has been sighted for very long. 
This sounds to me like a very big difference in perception from a sighted 
person's  point of view of the world and a blind person's point of view of 
the world. If so that would explain why I don't have problems getting 
around games like Shades of Doom, and why so many others can't make heads 
or tails out of the mazes. They litterally have no sense of depth, shape, 
and how things relate to one another in the real world.



dark wrote:
I love the sound effects and environmnet of the game too,  I just 
find the unprecise nature of the game's navigation features rather gets 
on my nerves.


there's personally nothing more annoying than hereing an object beacon, 
walking towards it only to walk past, then attempting to find it only to 
realize it's on the other side of some complicated wall Terrain.


I admit though, my senses of both space and navigation are pretty 
abyssmal,  even in real life (I remember all my routes by land marks, 
not by any sort of relations betwene the places I'm going), which is 
probably why i personally need such a handy navigation system as the one 
in the Gma engine and terraformers.


Beware the grue!

dark.



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Re: [Audyssey] MOTA Side-Scroller vs FPS

2009-10-28 Thread Casey Mathews
I say Bring on the Modern FPS! I for one am tired of classic games. I want a 
modern game, that really rocks! Randomize everything, and I'd love a network 
play option! Modernize it all the way!


--
From: Thomas Ward thomasward1...@gmail.com
Sent: Wednesday, October 28, 2009 6:03 PM
To: gamers@audyssey.org
Subject: [Audyssey] MOTA Side-Scroller vs FPS


Hi everyone,
This has been something I've wanted to say for quite a while now, and I 
think now is the time I need to say it. To get this out of the way as your 
opinions, responses, etc will completely determine the future of the game 
from here on out. This is extremely important, and I hope all of you take 
this message very seriously. I hope you think about your responses very 
carefully before responding as your input is very important to me right 
now.
As most of you know James North was planning on releasing a remake of the 
classic side-scroller Montezuma's Revenge. He took several orders for 
that game in December of 2004, but do to a variety of personal issues he 
was unable to complete the game within the time specified. Eventually, I 
took over development of the game in early 2006, and I decided to rewrite 
the game in C# .NET. I was nearly finished with the game in January of 
2008, had already taken orders for the game myself,  when I was contacted 
privately regarding the game's copyright infringement. As neither James or 
I had legally applied for permission to make a modern remake of the game I 
was officially ordered to cease and desist all development of the game. 
Rather than fight the cease and desist order I complied, and began my own 
side-scroller called Mysteries of the Ancients.  It was initially intended 
to be a classic side-scroller along the lines of Pitfall, Montezuma's 
Revenge, Mario Brothers, and similar games.
The thing to keep in mind here is that those games lacked many of the 
features modern FPS games have today. There  was no such thing as randomly 
placed items and monsters, you couldn't save your game and pick up where 
you left off later, when you punched an enemy you didn't miss unless you 
were too far away, etc. The main object of the game was to beat the game 
and earn the highest score possible. For some of you younger gamers it 
would be quite primitive compared to the Play Station and XBox games you 
are use too. It was a completely different generation of gaming.
I realized back then that many of you may not be happy with a 1980's type 
of side-scroller. I asked many of you if you would be happy with a more 
modern FPS game instead. The answer i got back was a resounding no! A 
couple of you wrote me very passionate letters about how much you would 
like to be able to play a classic side-scroller like those that were out 
in the 1980's that you were never able to play. So I set out to do just 
that.
However, what I had feared all along began to come true. Many of you began 
making requests that were completely contrary to the type of game that was 
being developed. You asked for random items and monsters. After some 
debate I decided to add that feature, and removed the scoring feature 
since it was no longer needed. Those of you who wanted the feature were 
happy to get it, but those who didn't began asking me for a way to turn it 
off. They wanted a classic side-scroller, and asked me to stop adding 
features like that. Since it was too much work to have it both ways I had 
to decide to leave the random items and monsters in since most of the 
people liked it that way.
The thing is the suggestions and requests didn't stop there. Over the 
passed year I've been consistently asked to add features like you would 
typically find on more modern FPS type games. It isn't so much I am a 
posed to adding these kinds of features, but it is inconsistent with an 
80's type side-scroller. As the game currently is it is neither a classic 
side-scroller, and it isn't a fully modern FPS game either. For that 
reason some people, including myself, are unhappy with the way the game is 
turning out. I would much prefer either a straight out  classic 
side-scroller or a modern FPS game. At this point the game is neither one, 
and is a bit of a mix of both styles. That might not be bad, but over the 
passed few months I've grown to completely hate the game because it isn't 
the game I wanted to create. It is nothing like it.
So here is the question. Do you guys want me to go back and make this game 
as a classic side-scroller, as was intended initially, without randomized 
monsters and items, no save game features, no modern FPS influences of any 
kind, or would you rather I just completely ditch the entire classic 
side-scroller idea and create an actual modern FPS game with all the 
requests, suggestions, and modern features you want?Personally, as many of 
you consistently request more and more modern features from mainstream 
games you play I think the majority of you 

Re: [Audyssey] sound ts

2009-08-03 Thread Casey Mathews

I still play it, but it hasn't been updated in quite some time.


Casey Mathews
Web Friendly Help | Demystifying Tech
www.WebFriendlyHelp.com

--
From: Josh jkenn...@gmail.com
Sent: Monday, August 03, 2009 6:37 PM
To: gamers list gamers@audyssey.org
Subject: [Audyssey] sound ts


Hi,
Do people on here still play sound-rts? or has that game lost its 
popularity amongst the blind community? it would be cool if you could add 
characters like dwarves and elves and stuff and make different mods for 
it.



Josh

Join me on klango at www.klango.net visit and sign my petition at: 
http://www.petitiononline.com/coda1234/petition.html
and visit my blog at: http://jkenn337.klangoblog.net follow me on twitter 
at http://www.twitter.com/jkenn337

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Re: [Audyssey] Sryth question the eye

2009-06-22 Thread Casey Mathews

You need to get all four shards from the lower level...


Casey Mathews
Web Friendly Help | Demystifying Tech
www.WebFriendlyHelp.com

--
From: Ron Schamerhorn blindwon...@cogeco.ca
Sent: Sunday, June 21, 2009 5:33 PM
To: gamers@audyssey.org Gamers@audyssey.org
Subject: [Audyssey] Sryth question the eye


Hi all

 I know there are a few players here,  in the city of Tarn you were
supposed to find some artifact.  I'm curious as to what it was?  I've made
it through completely once but think I must have missed it.  Any sense for
direction as to what it is and who I need to see in Trithack would be
helpful.  I really hope I won't have to go through it again to find the
item.

Ron


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Re: [Audyssey] Setting Sryth Dungeon View

2009-06-04 Thread Casey Mathews
Once you're in a cave, or labyrinth of some kind, just hit the map button, 
and set it how you want.


Casey Mathews
Web Friendly Help | Demystifying Tech
www.WebFriendlyHelp.com

--
From: Thomas Ward thomasward1...@gmail.com
Sent: Thursday, June 04, 2009 10:11 AM
To: Gamers Discussion list gamers@audyssey.org
Subject: [Audyssey] Setting Sryth Dungion View


Hi all,
Today while playing a new character I have just started on Sryth it asked 
me to update my dungion view settings. I did, but I don't like the 
settings I chose. i would like to be able to set them back to the 
defaults. How do I go about doing that, and starting over from scratch is 
unacceptable.

Thanks.



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Re: [Audyssey] 3D VELOCITY

2009-05-22 Thread Casey Mathews

I'm running the 32 bit for now.


Casey Mathews
Web Friendly Help | Demystifying Tech
www.WebFriendlyHelp.com

--
From: Thomas Ward thomasward1...@gmail.com
Sent: Thursday, May 21, 2009 7:20 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] 3D VELOCITY


Hi,
All I had to do was instal Managed DirectX and it worked fine. are you 
running a 32 byt or 64 byt version of Windows 7?


Casey Mathews wrote:
I know that Windows7 isn't officially released yet, but I have not been 
able to get the game to work with that. I've tried running in various 
compatibility modes, and running as administrator. I've also tried 
installing the mini directX.

Any ideas?
Thanks



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Re: [Audyssey] 3D VELOCITY

2009-05-21 Thread Casey Mathews
I know that Windows7 isn't officially released yet, but I have not been able 
to get the game to work with that. I've tried running in various 
compatibility modes, and running as administrator. I've also tried 
installing the mini directX.

Any ideas?
Thanks


Casey Mathews
Web Friendly Help | Demystifying Tech
www.WebFriendlyHelp.com

--
From: Mike Maslo mmaslo1...@swbell.net
Sent: Wednesday, May 20, 2009 7:41 PM
To: 'Munawar Bijani' munaw...@gmail.com; 'Gamers Discussion list' 
gamers@audyssey.org

Subject: Re: [Audyssey] 3D VELOCITY


Hi:

Will this work on vista 64 bit especially since it has 32 bit code in it?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Munawar Bijani
Sent: Wednesday, May 20, 2009 2:39 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] 3D VELOCITY

Hi Will,
Yes, Mission Mode will be quite different from the standard racing and 
eath
match modes--the story aspect of it anyway. I can't reveal any more 
details

about that though or I'll be spoiling the plot.
Munawar A. Bijani
Knowledge is of two types: absorbed and heard. The heard knowledge is 
only

useful if it is absorbed. - Imam Ali Ibn Abu Talib, Nahj Al-Balagha
mailto:munaw...@gmail.com
http://www.bpcprograms.com
- Original Message - 
From: william lomas lomaswill...@googlemail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 20, 2009 6:05 AM
Subject: [Audyssey] 3D VELOCITY



Hi all,


I assume that mission mode in 3d velocity will be totally different  than
that of deathmatch and racing?
Is it explained in the manual regarding mission mode? if so I will  read
up on it when I download it.
Hope it all works ok on my samsung nc10

Will


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Re: [Audyssey] Windows 7

2009-05-18 Thread Casey Mathews
I have personally played Jim Kitchens games, and entombed. So far so good. 
Everything works in Windows 7.



Casey Mathews
Web Friendly Help | Demystifying Tech
www.WebFriendlyHelp.com

--
From: Chris Hallsworth christopher...@googlemail.com
Sent: Monday, May 18, 2009 8:11 PM
To: gamers@audyssey.org
Subject: [Audyssey] Windows 7

Hello all, does anyone know if the current games out there work under 
Windows 7?


--
Chris Hallsworth
E-mail: christopher...@googlemail.com
MSN: ch9...@hotmail.com
Skype: chrishallsworth7266

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Re: [Audyssey] Audyssey blog

2009-05-14 Thread Casey Mathews
I think a blog would be great for  the blind community. It would be a nice 
place to get general updated information. I also think that a blog is one 
thing that's missing.



Casey Mathews
Web Friendly Help | Demystifying Tech
www.WebFriendlyHelp.com

--
From: Raul A. Gallegos r...@asmodean.net
Sent: Thursday, May 14, 2009 8:15 AM
To: Gamers Discussion list gamers@audyssey.org
Subject: [Audyssey] Audyssey blog

What do you all think if I were to start and Audyssey blog? The blog would 
be about game announcements, or game score postings, maybe audio reviews, 
ETC. I would not want it to become a general discussion board as that's 
what the list is for, but for those of you who might want to brag about a 
game play, or talk about an upcoming release of yours, or something 
similar.


I welcome constructive discussion on this.

--
Raul A. Gallegos -- http://www.asmodean.net


__ Information from ESET NOD32 Antivirus, version of virus 
signature database 4074 (20090514) __


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Re: [Audyssey] windows 7

2009-05-10 Thread Casey Mathews
I have so far found no problems with accessible games. The only thing is 
that for some of the games you have to run as administrator. That is, when 
you install a game right click the file, and go down to run as 
administrator.

Other than that, games seem to work just fine! I have the RC of Windows 7.


Casey Mathews
Web Friendly Help | Demystifying Tech
www.WebFriendlyHelp.com

--
From: Liam Erven liamer...@gmail.com
Sent: Saturday, May 09, 2009 6:51 PM
To: 'Gamers Discussion list' gamers@audyssey.org
Subject: [Audyssey] windows 7

Was wondering if any daring souls had tried windows 7 rc1.  especially 
with

accessible games.  I am planning on installed it in a secondary partition
this week, so was curious what people had found so far.  I will post my
findings when I can get around to updating.



Liam



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Re: [Audyssey] MOTA Arcade Mode

2009-05-02 Thread Casey Mathews
I prefer arcade mode. But that's only because I think it makes it more 
difficult.
That's just me though, and I could play on the regular mode and still have a 
good time.

Thanks

Casey

--
From: Thomas Ward thomasward1...@gmail.com
Sent: Friday, May 01, 2009 1:19 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: [Audyssey] MOTA Arcade Mode


Hello Listers,
I have a real quick question for some of you Mysteries of the Ancients 
fans. Over the passed few days/weeks I have been involved in performing a 
major upgrade of Mysteries of the Ancients. As the work I am doing is 
largely experimental I don't want to say too much about the work as yet. 
Although, I think if it pans out it will be a big step forward with the 
game, and possably will resolve several issues with the game.
That said, here is the deal. I've been porting MOTA over to a newer 
version of the Genesis Engine, and so far so good. Thing is since Genesis 
is primarily for First Person style games I never put an arcade mode in 
the main Genesis Engine. It was strictly an addition to the modified 
engine for Mysteries of the Ancients. Obviously I can add an arcade mode 
to the Genesis Engine, make it a standard feature, but I'm not sure if 
that is necessary. So I am going to ask this question. When playing 
Mysteries of the Ancients do you prefer arcade mode or standard mode when 
playing?

Thanks.


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Re: [Audyssey] Getting target distance and direction.

2009-04-14 Thread Casey Mathews
I would like having more keyboard commands for extra control. In this case I 
think more is better, even though it would make the game slightly more 
difficult.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, April 14, 2009 11:31 AM
Subject: [Audyssey] Getting target distance and direction.



Hello everyone,
As many of you know I have been spending a little time the last couple 
weeks just working on the cross platform Genesis Engine so that when 
Mysteries of the Ancients is finished I can jump in and begin work on some 
new titles with it. Anyway, while working last night I had some thoughts 
about gathering target information.
The first way is I could have you press a single key like d to gett the 
distance and direction to the enemy. Obviously that is quick and simple, 
but you might get a lot of extra information you might not want at the 
time. For example, it might say something like this.


Enemy 1
Below and to the left
Distance 15 meters

As a gamer I can see the value of using different keyboard commands 
depending on what specific information you need. For example you might 
press shift+d for direction and control+d for distance. That way you can 
get absolutely the information you need/want without hearing the entire 
message. Any thoughts on this?

Smile.


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Casey Mathews
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Re: [Audyssey] MOTA Silencing Speech Output

2009-03-09 Thread Casey Mathews

Yes, the Control key works from me.
Thanks
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 09, 2009 2:27 PM
Subject: [Audyssey] MOTA Silencing Speech Output



Hi everyone,
I have some good news. After several hours of testing, experimentation, 
etc I have finally figured out how to silence speech output in Mysteries 
of the Ancients Beta 3. Fortunately, because speech now operates 
independantly from the input loop you can now shoot, move, whatever while 
speech is going at the same time.
Anyway, now that I have this all working how do you want me to go about 
silencing speech output? I've thought about attaching the silence command 
to the control key. If you are listening to a high score, number of keys, 
whatever and want to shut up the speech just press the control key. Is 
everybody ok with this or do you have an alternative suggestion?

Thanks.

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Casey Mathews
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Re: [Audyssey] Installing DirectX Updates

2009-02-27 Thread Casey Mathews
My vote is the dxweb installer. the initial file is small, and it is 
automatic. Most people seem to have broadband.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, February 27, 2009 9:18 PM
Subject: [Audyssey] Installing DirectX Updates



Hello gamers,
I've noticed over the passed three or four days several of you have had 
difficulties getting Microsoft DirectX installed. Most of it is confusion 
over how the setup asks you to unpack files to the temp directory and than 
manually run dxsetup.exe after the files are unzipped. With this mind I 
want to switch to an installlation that is easier and more intuative for 
you gamers in the future. I'm wondering wich of the following you want me 
to try.


1. Instead of having gamers download and install the full runtime i can 
use the Microsoft web setup tool which will detect which DirectX 
components need upgraded or installed and will do this live from the 
internet.  The good news is it is very easy to use, not confusing, but you 
should have a high speed internet connection to use it.
2. I can repack the installer with winzip self-extractor and force it to 
run dxsetup.exe, and that might resolved the problem with the temp 
directory.
3. Perhaps rather than either method I should just pack the Managed 
DirectX components in the MOTA installer and forget about the rest. I'm 
not sure if there are any compatibility issues with doing this, but I do 
know the Microsoft license agreement frowns on doing this. On the good 
side though is you'll get the files with install.


Any thoughts, suggestions, or comments?
Thanks.

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Re: [Audyssey] Fixing TTS in Vista?

2009-02-14 Thread Casey Mathews
Yes, I have tried that was well as delUserLex, and a few other things. So 
far  nothing has worked.

Thanks
- Original Message - 
From: Constantine tcwoo...@shaw.ca

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, February 14, 2009 10:06 AM
Subject: Re: [Audyssey] Fixing TTS in Vista?


It happened to me to on this computer. Running xp, though, I uninstalled 
some att voices to manage space, and they still show up in speech, though 
they don't work and the remaining att voices don't iether. I resintalled 
them, though, and everythings going smoothly.


Did you try downloading sapi five repair tool, which can be found on Jim 
Kitchens website? That might help.




contact details:

email: tcwoo...@shaw.ca

and others
msn: the_conman...@hotmail.com
skype: the_conman283

system details:
Hp pavillion dv5220CA notebook pc
AMD Turion(tm) 64 Mobile Technology ML-37 2.0 GHZ, 1024 mb DDR ram, 
Fujitsu 100 gb 4500 RPM Hard Drive, connecsant AC-link audio
- Original Message - 
From: Casey Mathews csm...@cfl.rr.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, February 13, 2009 9:44 PM
Subject: [Audyssey] Fixing TTS in Vista?


Hello guys. I have a few games that use text to speech. For some reason, 
I cannot use tts voices on my vista machine. Narrator works, but that is 
all. None of my games work with Text to speech. When I open the TTS 
applet in the control panel, it eithers does not open, or if it does 
open, I do not have any text to speech voices, like Anna, RealSpeak, etc. 
Does anyone have an idea of how I can repair these voices?

Thanks

Casey

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[Audyssey] Fixing TTS in Vista?

2009-02-13 Thread Casey Mathews
Hello guys. I have a few games that use text to speech. For some reason, I 
cannot use tts voices on my vista machine. Narrator works, but that is all. 
None of my games work with Text to speech. When I open the TTS applet in the 
control panel, it eithers does not open, or if it does open, I do not have 
any text to speech voices, like Anna, RealSpeak, etc. Does anyone have an 
idea of how I can repair these voices?

Thanks

Casey 



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[Audyssey] SecondLife help?

2009-02-09 Thread Casey Mathews
Hello. I've managed to create a second life account. I've also got the 
textSL software working. I can log on to the sim, but cannot seem to do much 
else. There are supposed to be paths, and places to teleport to, but when I 
try I get the message that says cannot teleport there.  I also can't seem to 
locate the paths to the places in virtual ability.

Any ideas? Do I need more software?
Thanks for any help.

Casey 



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Re: [Audyssey] Would you pay $50 for a killer controller?

2009-01-29 Thread Casey Mathews

I just may pay it, especially if it were the wireless variety.
- Original Message - 
From: Che c...@blindadrenaline.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 29, 2009 5:37 PM
Subject: [Audyssey] Would you pay $50 for a killer controller?



Hi all,
I am ramping up plans for an online head to head fighting game. At first 
it will mostly be a test bed for latency issues, so I can see what the 
limitations are for head to head combat over the internet.
 One idea I am picking at is the inclusion of The nintendo Wii controllers 
for the game.
 It is possible to use the Wii controllers via a blue tooth hookup with a 
PC.

 Having used these controlers on my Wii, I can tell you they are amazing.
 In the boxing game, the faster you punch with the controller, the harder 
your character punches. In Mortal Combat, you draw a pattern in the air 
with your controller to execute certain moves.
 All of this functionality is available with the PC port of the controller 
software.

 My question is, how much would the average blind gamer be into this?
 I think the draw to a head to head fighting game would be good, assuming 
lag issues could be worked out, but would the average gamer be willing to 
drop the $50 or so necessary to buy a controller and blue-tooth hook up?
 The possibilities for useing the Wii controllers is immense for 
accessible gaming, most especially for action titles.
 The balance board can be used as well, another $80 or so. Think of the 
ability to dodge your opponent simply by leaning, or run away from a 
monster by, well, running.

 Anyhow, it is an exciting concept, what do you guys think?
Later,
che
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Re: [Audyssey] Cross Platform Speech Support

2009-01-19 Thread Casey Mathews

Sorry I'm a bit late chimming in here, but I most like RealSpeek Jill.
Thanks
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: gamers@audyssey.org
Sent: Saturday, January 17, 2009 10:26 PM
Subject: [Audyssey] Cross Platform Speech Support



Hi all,
As most of you know I am currently updating MOTA 0.5 to use the new cross 
platform Genesis engine that uses open source game development APIs such 
as SDL rather than DirectX. However, I do need your input on something 
since there obviously is going to be a rather big difference in the way 
speech is handled with the new engine.
In the current 0.4 release of MOTA the game gets DirectX and Sapi 5 
support from the Windows specific engine. Since there is no Sapi 5 on Mac 
OS and Linux the newer Genesis engine uses wav files of pre-recorded 
speech to announce status messages, menus, etc rather than any OS specific 
TTS engine. There are several other game developers that do it this way 
like Draconis, GMA, and BSC so this isn't something new for accessible 
games. It is also just easier to do it this way when building a cross 
platform engine rather than trying to support Gnome-Speech, Apple Voices, 
and Sapi 5 with the  same game engine. Which brings me to my question.
I was going to have someone do the voice overs for the menus, status 
messages, for 0.5 but do to other commitments and scheduling our plans 
fell through. For the time being i am going to have to record all the 
messages using a TTS engine such as the ATT Voices, Scansoft Voices, 
Cepstral Voices, etc. If you had a choice which of the following voices do 
you personally prefer?


ATT Crystal
ATT Mike
Scansoft Daniel
Scansoft Emily
Scansoft Jill
Scansoft Karen
Scansoft Lee
Scansoft Samantha
Scansoft Tom
Other

Thanks.

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[Audyssey] NOP boss in lab

2008-11-30 Thread Casey Mathews
Can anyone tell me how to kill the boss in the lab in chapter 2? I shoot and 
shoot, but it doesn't seem to do any good. He usually kills me in about 3 
shots. I can't seem to get to the medicine fast enough. Any ideas?

Thanks

Casey 



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[Audyssey] NOP lab help

2008-11-23 Thread Casey Mathews
Hello. I've managed to do everything in chapter 2. The only thing I can't 
seem to do is to kill the parasite in the lab. I here  a wierd noise, then I 
die. I HP is around 125. Any hints?

thanks

Casey 



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Re: [Audyssey] NOP lab help

2008-11-23 Thread Casey Mathews

It is the night of parasite, go to www.audiogames.net to get it.


Casey Mathews
Web Friendly Help | Demystifying Tech
www.webfriendlyhelp.com


- Original Message - 
From: kerry [EMAIL PROTECTED]

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 23, 2008 3:12 PM
Subject: Re: [Audyssey] NOP lab help



I'm wondering, what game is this? and where could i get this.

- Original Message - 
From: Casey Mathews [EMAIL PROTECTED]

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 23, 2008 4:08 PM
Subject: [Audyssey] NOP lab help


Hello. I've managed to do everything in chapter 2. The only thing I can't 
seem to do is to kill the parasite in the lab. I here  a wierd noise, 
then I die. I HP is around 125. Any hints?

thanks

Casey

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Re: [Audyssey] NOP code sheet?

2008-11-23 Thread Casey Mathews

navigate to the code sheet then press the letter q.


Casey Mathews
Web Friendly Help | Demystifying Tech
www.webfriendlyhelp.com


- Original Message - 
From: johnny tai [EMAIL PROTECTED]

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 23, 2008 3:44 PM
Subject: [Audyssey] NOP code sheet?


Just got the the third floor in chapter 2, but I can't seem to find a way 
to

use the code sheet?
Greatful for any help.
JST


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Re: [Audyssey] sound RTS

2008-08-23 Thread Casey Mathews
It is very easy. Just press enter on Server, then go to either simple server 
where only you can create games, or public server where others can create 
games. You can also create a  private server and it won't be added to the 
public list of servers.

Hope this helps.


Casey Mathews
Web Friendly Help | Demystifying Tech
www.webfriendlyhelp.com


- Original Message - 
From: aiden gardiner [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 22, 2008 11:29 PM
Subject: [Audyssey] sound RTS


 Hi all,

 Is there a way of setting up a server with sound RTS without needing to 
 know so mutch about networking? I've noticed that setting up a server in a 
 game like top speed is as easy as selecting that you want to hoste a game. 
 It seems to me that Sound RTS assumes quite a bit of networking knowledge. 
 someone please correct me if I'm mistaken here, I don't want to sound like 
 i'm criticising the game, it's ausum in single player, it's just getting 
 that part going.

 Aiden
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Re: [Audyssey] Sryth-The lair of the ice troll.

2008-08-22 Thread Casey Mathews
It will be weeks of doing this adventure over and over again! You'll get it 
in a month or so.


Casey Mathews
Web Friendly Help | Demystifying Tech
www.webfriendlyhelp.com


- Original Message - 
From: Jimmy Odin Kristoffersen [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 22, 2008 6:36 AM
Subject: [Audyssey] Sryth-The lair of the ice troll.


 Hi All.

 I just done
 The lair of the ice troll, and find a Shield made of ice, but i could not 
 take it, someone knows how to take it, if it can be taken?

 Thanks.

 Jimmy
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Re: [Audyssey] Sryth-The lair of the ice troll.

2008-08-22 Thread Casey Mathews
www.sryth.com?csm120
It is a web based game. It is like one of those choose your own adventure 
books. You  will find a lot of content!
Have fun!
By the way, if you sign up, my user name is: csm120
Thanks.


Casey Mathews
Web Friendly Help | Demystifying Tech
www.webfriendlyhelp.com


- Original Message - 
From: kerry [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 22, 2008 10:10 AM
Subject: Re: [Audyssey] Sryth-The lair of the ice troll.


 what kind of game is this? and where could i get it.

 - Original Message - 
 From: Casey Mathews [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, August 22, 2008 9:16 AM
 Subject: Re: [Audyssey] Sryth-The lair of the ice troll.


 It will be weeks of doing this adventure over and over again! You'll get
 it
 in a month or so.


 Casey Mathews
 Web Friendly Help | Demystifying Tech
 www.webfriendlyhelp.com


 - Original Message - 
 From: Jimmy Odin Kristoffersen [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, August 22, 2008 6:36 AM
 Subject: [Audyssey] Sryth-The lair of the ice troll.


 Hi All.

 I just done
 The lair of the ice troll, and find a Shield made of ice, but i could 
 not
 take it, someone knows how to take it, if it can be taken?

 Thanks.

 Jimmy
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 No virus found in this incoming message.
 Checked by AVG.
 Version: 7.5.524 / Virus Database: 270.6.6/1627 - Release Date: 8/22/2008
 6:48 AM




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