Re: [Audyssey] WAAAAY Off Topic: Microsoft Speech Voices

2016-12-12 Thread Dakotah Rickard
I ended up figuring out some of it. Eva seems to work under 32-bit
Windows 10 with NVDA and does show up under the Control Panel speech
settings dialogue, even if she won't show up under the main speech
settings dialogue, even under 64-bit.
It's really odd. I suppose it's because she's really a OneCore voice
at heart, or at least a mobile voice package.

On 12/10/16, Travis Siegel <tsie...@nfbcal.org> wrote:
> You may get better results if you post this question to the blindtech
> list on groups.io.  I'm sure someone there could help you solve your
> conundrum.
>
>
> On 12/4/2016 10:36 PM, Dakotah Rickard wrote:
>> Hi all.
>> This is a super off topic message, and for that, I offer sincere
>> apologies, but I'm hoping someone knows what I need to know so that,
>> by knowing, I no longer need to know...
>> Moving on:
>> Ok, so Microsoft offers two methods by which you can make a computer
>> speak simply: their SAPI interface and their Microsoft Server Speech
>> Platform interface.
>> I have installed the Microsoft Server Speech Platform, and it works
>> pretty well with NVDA, my screen reader of choice, though it doesn't
>> really work well with anything else at the moment.
>> However, I was really hoping to install and use the other language
>> packs for English that have text to speech voices: that is I already
>> have the U.S. pack as I live in the U.S.. I acquired the Canada pack,
>> the Britain pack, the Australia pack, and the India pack, which are, I
>> believe, the only packs to come with text to speech on offer. However,
>> while I can access the voices in the speech page under the Windows 10
>> settings screen (accessed via windows+i and via the start menu etc) I
>> cannot access the voices either via NVDA's Microsoft SAPI interface or
>> via the text-to-speech properties screen under the Control Panel
>> software within Windows 10. This is interesting and intriguing, and I
>> will explain why in a moment, after I ask my general question, which
>> is this:
>> How can I make my computer in general and NVDA in specific recognize
>> these many new and finely crafted voices from Microsoft that appear in
>> one place and not another? If I can, please tell me how. If I can't,
>> please tell me why. Also, direct me to the smart and gifted person in
>> the Microsoft corporate structure that thought that was brilliant.
>> Now, here's for the interesting situation:
>> After I got the Microsoft Speech Platform working, I returned to
>> trying to unlock and use the mythical Eva voice. I'm not sure who has
>> heard of this voice, but it's supposed to be the voice of Cortana,
>> especially when there isn't a pre-recorded bit of Cortana's voice
>> actor to be had. In fact, you can often hear this voice if you ask
>> esoteric questions of the Cortana system. At any rate, I had tried to
>> acquire and use the Eva voice before with no success. I decided to try
>> again only this time, I was successful. I was able to use the Eva
>> voice with NVDA and to find it in the tts properties screen under
>> Control Panel. However, interestingly, I was not able to locate the MS
>> Eva voice under the speech screen in Settings. Then, high on success,
>> I acquired all of those language packs, as I initially said, earlier
>> in my message. Those show up in settings under Region and Language and
>> under Speech, all under the Personalization screen. However, something
>> interesting happened. I acquired another voice under Control Panel and
>> via NVDA: Hazel, a Brittish voice. I was surprised to say the least.
>> Not only was this a new voice from a different language pack, it
>> showed up in Settings, under Control Panel, and in NVDA, something
>> that only David and  Zira, the original Windows 10 voices had done
>> before. Also interestingly, Hazel is the exact duplicate of Susan,
>> another British voice that only shows up under the Settings' speech
>> screen.
>> Needless to say, this is a rather confusing and interesting situation
>> that we have here, and there is an obvious disconnect between what we
>> perceive as SAPI and what is being presented to us. I'd really be
>> interested in getting to the bottom of it, and I hope that the
>> fascination of this enigma can cause my fellows here to overlook the
>> off-topic nature of the post.
>> Thank you for your insight and patience.
>>
>
>
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[Audyssey] WAAAAY Off Topic: Microsoft Speech Voices

2016-12-04 Thread Dakotah Rickard
Hi all.
This is a super off topic message, and for that, I offer sincere
apologies, but I'm hoping someone knows what I need to know so that,
by knowing, I no longer need to know...
Moving on:
Ok, so Microsoft offers two methods by which you can make a computer
speak simply: their SAPI interface and their Microsoft Server Speech
Platform interface.
I have installed the Microsoft Server Speech Platform, and it works
pretty well with NVDA, my screen reader of choice, though it doesn't
really work well with anything else at the moment.
However, I was really hoping to install and use the other language
packs for English that have text to speech voices: that is I already
have the U.S. pack as I live in the U.S.. I acquired the Canada pack,
the Britain pack, the Australia pack, and the India pack, which are, I
believe, the only packs to come with text to speech on offer. However,
while I can access the voices in the speech page under the Windows 10
settings screen (accessed via windows+i and via the start menu etc) I
cannot access the voices either via NVDA's Microsoft SAPI interface or
via the text-to-speech properties screen under the Control Panel
software within Windows 10. This is interesting and intriguing, and I
will explain why in a moment, after I ask my general question, which
is this:
How can I make my computer in general and NVDA in specific recognize
these many new and finely crafted voices from Microsoft that appear in
one place and not another? If I can, please tell me how. If I can't,
please tell me why. Also, direct me to the smart and gifted person in
the Microsoft corporate structure that thought that was brilliant.
Now, here's for the interesting situation:
After I got the Microsoft Speech Platform working, I returned to
trying to unlock and use the mythical Eva voice. I'm not sure who has
heard of this voice, but it's supposed to be the voice of Cortana,
especially when there isn't a pre-recorded bit of Cortana's voice
actor to be had. In fact, you can often hear this voice if you ask
esoteric questions of the Cortana system. At any rate, I had tried to
acquire and use the Eva voice before with no success. I decided to try
again only this time, I was successful. I was able to use the Eva
voice with NVDA and to find it in the tts properties screen under
Control Panel. However, interestingly, I was not able to locate the MS
Eva voice under the speech screen in Settings. Then, high on success,
I acquired all of those language packs, as I initially said, earlier
in my message. Those show up in settings under Region and Language and
under Speech, all under the Personalization screen. However, something
interesting happened. I acquired another voice under Control Panel and
via NVDA: Hazel, a Brittish voice. I was surprised to say the least.
Not only was this a new voice from a different language pack, it
showed up in Settings, under Control Panel, and in NVDA, something
that only David and  Zira, the original Windows 10 voices had done
before. Also interestingly, Hazel is the exact duplicate of Susan,
another British voice that only shows up under the Settings' speech
screen.
Needless to say, this is a rather confusing and interesting situation
that we have here, and there is an obvious disconnect between what we
perceive as SAPI and what is being presented to us. I'd really be
interested in getting to the bottom of it, and I hope that the
fascination of this enigma can cause my fellows here to overlook the
off-topic nature of the post.
Thank you for your insight and patience.

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Re: [Audyssey] Anyone playing timecrest?

2016-10-14 Thread Dakotah Rickard
I just started the game. As a note, are we sure Ash is a boy? I haven't read 
that far along, but I'm not entirely sure. It could be like Lifeline, uncertain 
and left to your discression. I like the game a lot so far. It's quirky and fun.

Sent from my iPhone

> On Oct 13, 2016, at 16:30, dark  wrote:
> 
> Hi Chris.
> 
> I'm really enjoying the game so far myself, though I haven't bought any time 
> crystals, mostly because it seemms a waste when I can just wait, though I 
> might  get some if I need to buy items from the merchant, since I would like 
> to support the developers.
> 
> Alkl the best,
> 
> Dark.
> Due to Btinternet being inconvenient, this email address will not be in use 
> for very long. Please contact me on my other public address, d...@xgam.org. 
> When I have a new private address, I will let everyone know.
> - Original Message - From: "Chris Wright" 
> To: "Gamers Discussion list" 
> Sent: Thursday, October 13, 2016 7:29 PM
> Subject: Re: [Audyssey] Anyone playing timecrest?
> 
> 
>> Hello,
>> 
>> I’ve been playing the game since July. I’ve played it three or four times at 
>> this point. I can’t wait until the next set of chapters is released. I don’t 
>> regret spending $6 or 7 on time crystals as the debs have done an excellent 
>> job making the game work well with VO.
>>> On Oct 13, 2016, at 12:38 AM, dark  wrote:
>>> 
>>> Hi.
>>> 
>>> Timecrest is a really awesome game for Ios from sneaky crab games.
>>> 
>>> the game's basic formula will be familiar to anyone who's played games like 
>>> one button travel or the three minute games like lifeline.
>>> 
>>> You get communications on your phone from Ash, a young mage in Alynsia, a 
>>> world under attack by falling meteors.
>>> 
>>> ?
>>> 
>>> Ash asks you what to do, and texts you (via his pocket watch), about what's 
>>> happening around him. Occasionally, there's a pause in the action while Ash 
>>> goes off and does something in real time (though in Timecrest you can skip 
>>> this with time crystals, the game's in game currency). So, the game is sort 
>>> of like a gamebook played in real time from a single character's 
>>> perspective.
>>> 
>>> ?
>>> 
>>> Timecrest however has rather a lot more with it. First, it has character 
>>> relationships like the choiceofgames titles, ie, it tracks how well you get 
>>> on with certain people and gives you scenes accordingly. Then, it has items 
>>> you can buy in the game for gold and extra options according to what items 
>>> you have, rather rpg style.
>>> 
>>> ?
>>> 
>>> Finally it apparently has a world map to explore, though i've not got that 
>>> far along yet.
>>> 
>>> theThe game is also in itself very atmospheric, with a great soundtrack, 
>>> (it reminds me rather of the final fantasy games), and a compelling story 
>>> about an uncertain boy trying to realize that his world is going to end and 
>>> that the grand master mage he believes in perhaps isn't a hero after all.
>>> 
>>> ?
>>> 
>>> Access wise a lot of work has been done with this one, including 
>>> "descriptive help" buttons on each of the game's tabs, sounds for incoming 
>>> messages, and even a pronunciation mode for vo that has all the fantasy 
>>> names written phonetically so vo says them correctly.
>>> 
>>> ?
>>> 
>>> I particularly like the way with this one that things move so unexpectedly, 
>>> for example right in the middle of what looks like the game's tutorial, 
>>> someone turns up to try and kill you.
>>> 
>>> ?
>>> 
>>> My only miner cryticism is that while you get lots of exploration options 
>>> making for replays, often the choices to interact with Ash are basically 
>>> "be decent" or "Be a right scumbag" though this certainly isn't enough to 
>>> actually spoil the game.
>>> 
>>> ?
>>> 
>>> the game is free to download and play, but time crystals can be bought for 
>>> real money as well as for things like following certain characters on 
>>> twitter (it's actually making me consider getting a twitter account).
>>> 
>>> though for anyone concerned, I'm not finding the time crystals requirement 
>>> as an in game currency too onerous at all, especially since most of what 
>>> time crystals can do can just be achieved by waiting a minute or two 
>>> (indeed I have discovered the perfect combination, reading my book when I'm 
>>> waiting, then going back to play more of the game).
>>> 
>>> ?
>>> 
>>> So, definitely one to try out, and one I'd highly recommend.
>>> 
>>> ?
>>> 
>>> All the best,
>>> 
>>> ?
>>> 
>>> Dark.
>>> ---
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[Audyssey] Manamon: What's magic?

2016-08-10 Thread Dakotah Rickard
Ok, so someone else might have already asked this question, but I'm a
little late to the Manamon party, and I need to ask it now.
We have strength and defense, which are for physical attacks, but we
also have magic attack and magic defense. This is confusing:
Is magic attack and magic defense strictly linked to the magic type
manamon/attack, meaning everything from electric to sound to poison to
a punch are purely physical?
If not, what is magic attack?
And what about the moves (which all seem to be known as spells) that
raise defense? Are they just spells because it's a convenient word?
Are magic attack and magic defense misnomers? what's going on with it?


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Re: [Audyssey] 3d printed 20-sided die, with both braille and normal numbers printed on it

2016-08-06 Thread Dakotah Rickard
Super awesome. Added bonus: get a couple d10s and d4s and such and
your dice bag would be a blackjack of mugger slaying +2.

On 8/6/16, Jacob Kruger <ja...@blindza.co.za> wrote:
> My one biker buddy, who works with 3d printing for some of his work
> stuff gave me a present yesterday - he says it took him a bit of
> time/trouble to get hold of the 3d printing pattern for it, but, it's a
> 20-sided die, like those used in dungeons and dragons, and other forms
> of role playing games, and it has both braille numbers, and normal print
> numbers on each of it's sides.
>
>
> The nice thing is it actually also has the number symbol included before
> each set of digits, which makes it easier to figure out which way is the
> right way up before reading the characters to see what's been rolled.
>
>
> And, in total, it's roundabout the size of a tennis ball, but, not too
> heavy, and seems like it's pretty long lasting material - will need to
> see how it reacts to rolling off a table-top a few times...
>
>
> Stay well
>
>
> Jacob Kruger
>
> Blind Biker
> Skype: BlindZA
> "Resistance is futile, but, acceptance is versatile..."
>
>
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Re: [Audyssey] A demo of the next game from N A Soft.

2016-08-03 Thread Dakotah Rickard
This sounds pretty cool. I'm not personally very familiar with the
underground, the subway, the metro, et cetera, but I like the idea of
a train sim that simulates trains, as it were.
I don't know if the tracks are always level, but I think it'd be
interesting to present challenges beyond schedules and timing, random
events, accidents, other trains, so forth and so on.
Overall, this is a fantastic concept alpha, and I'm looking forward to
seeing what more you choose to do.

On 8/3/16, Ian McNamara <ianmcnamar...@gmail.com> wrote:
> When this game is available i will be getting it for sure. If i have my
> windows laptop by the time it’s ready for beta testing i would love to help
> out with this.
>
> Ian McNamara
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Re: [Audyssey] Solara gone?

2016-07-25 Thread Dakotah Rickard
Oh darn. It was fun while it lasted.

On 7/24/16, Joshua Tubbs <ori...@me.com> wrote:
> Solara is indeed gone.
>> On Jul 24, 2016, at 9:11 AM, Travis Siegel <tsie...@nfbcal.org> wrote:
>>
>> I'm having the same problem, though I'm still getting messages about how
>> bored my heroes are, and how badly they want me to come back and play
>> 
>>
>>
>> On Wed, 20 Jul 2016, sylvester thomas III wrote:
>>
>>> Greetings All Solara Players!
>>> Had not played for a while but have noticed that you can no longer log
>>> in to the servers to play.
>>> I can not  connect on any of my devices, IPad, or IPhone, just keeps
>>> saying cannot connect to server, so thinking the game is dead?
>>> Wondered if any one has been able to connect in to play.
>>> Thanks and Game On!  Sly, who has been playing Pipe 2 again, Good Times!
>>>
>>> ---
>>
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Re: [Audyssey] Kitchensinc Games Erorr

2016-05-10 Thread Dakotah Rickard
Thanks. I've been looking for that file for some time now.

On 4/28/16, Josh Kennedy <joshknnd1...@gmail.com> wrote:
> ok first completely uninstall all of jim kitchen's games. and then
> install this version of his games.
>
> http://bryansmart.com/files/Kitchen's%20Sink/Kitchen's%20Sink%201.0%20Setup.exe
>
> let me know if they run after you install this package of all his games.
>
>
> On 4/28/2016 7:30 PM, Dakotah Rickard wrote:
>> Hi guys.
>> I'm hoping someone out there can help me resolve this. I'm trying to
>> run Kitchensinc games under Windows 10. I have done a clean install,
>> but it's still giving me trouble. Says bad method in object. Am I
>> missing files I need? I try running it under the compatibility
>> assistant\ and it sort of works, but ... well, not entirely correctly.
>> It doesn't appear to be accessing the kitchensinc documents folder for
>> configuration details.
>> Any help would be awesome.
>>
>> Signed:
>> Dakotah Rickard
>>
>
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[Audyssey] Kitchensinc Games Erorr

2016-04-28 Thread Dakotah Rickard
Hi guys.
I'm hoping someone out there can help me resolve this. I'm trying to
run Kitchensinc games under Windows 10. I have done a clean install,
but it's still giving me trouble. Says bad method in object. Am I
missing files I need? I try running it under the compatibility
assistant\ and it sort of works, but ... well, not entirely correctly.
It doesn't appear to be accessing the kitchensinc documents folder for
configuration details.
Any help would be awesome.

Signed:
Dakotah Rickard

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Re: [Audyssey] AudioQuake

2016-02-19 Thread Dakotah Rickard
I used lots of quake maps i found somewhere, don't remember where,
with little difficulty.
I would suggest that there's no way to know without playing around with it.

On 2/18/16, Tobias Vinteus <tob...@algonet.se> wrote:
> How much luck have people been having with the regular Quake levels and
> expansion packs?
>
> Also, when trying out previous versions of Audioquake, I experienced
> crashes when restoring saved games. Is this situation better now witht he
> newer builds?
>
>
> On Wed, 17 Feb 2016, Dakotah Rickard wrote:
>
>> Hi everyone.
>> I recently found the new, better way to play AudioQuake, the newer
>> version that's a zipped archive.
>> The difficulty is this. It don't understand how to add and play mods.
>> I changed the qmod to a zip and extracted it into its own sub
>> directory of the audioquake directory, but I don't know how to make it
>> play from within the launcher, and I don't know if I'm doing it all
>> the steps.
>> Hope for the help.
>>
>> --
>> Signed:
>> Dakotah Rickard
>>
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Re: [Audyssey] AudioQuake

2016-02-18 Thread Dakotah Rickard
It's just a zipped archive. No install necessary. Go to
www.audiogames.net, use the combo box to scroll down to audioquake,
click the home page link from there. I got your jediquake41 mod from a
link there as well.

On 2/18/16, Cara Quinn <caraqu...@caraquinn.com> wrote:
> Hi Dakotah,
>
> Can you point me to the link where you got that copy of AQ?
>
> It has been quite a while since I installed a mod to a pre-built copy of the
> game, so I will need to take a quick look at the folder structure to refresh
> my memory.
>
> I’ll keep looking around here to see if I have an old copy of the game I can
> look at as well.
>
> I have modded games here but I have built them from scratch so they’re not
> much help to you. :)
>
> Cheers!
>
> Cara
> ---
> iOS design and development - LookTel.com
> ---
> View my Online Portfolio at:
>
> http://www.onemodelplace.com/models/Cara-Quinn
>
> Follow me on Twitter!
>
> https://twitter.com/ModelCara
>
> On Feb 17, 2016, at 9:03 AM, Dakotah Rickard <dakotah.rick...@gmail.com>
> wrote:
>
> Hi everyone.
> I recently found the new, better way to play AudioQuake, the newer
> version that's a zipped archive.
> The difficulty is this. It don't understand how to add and play mods.
> I changed the qmod to a zip and extracted it into its own sub
> directory of the audioquake directory, but I don't know how to make it
> play from within the launcher, and I don't know if I'm doing it all
> the steps.
> Hope for the help.
>
> --
> Signed:
> Dakotah Rickard
>
> ---
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Re: [Audyssey] a few old space games

2016-02-17 Thread Dakotah Rickard
Hey. Honestly, I really would love to be of whatever help to you guys
I can be. Shoot me a line if anyone gets writer's block. I haven't
released anything yet, but I do actually do game design, locally, at
home. Hoping to get some stuff out there at some point, if my life
will ever let me sit down and learn Pithon.

On 2/10/16, Jeremy Brown <tyr...@gmail.com> wrote:
> Jeremy here.  I'm the design half, so i'm the stupid half as far as code
> goes.
>
> Thanks for all the feedback.  We appreciate it.  As to Interceptor, as
> Aaron pointed out, Interceptor has a plan to go forward which will
> change the options for the game.  One thing we want to do there is to
> change up the fighter some, and have enemies play smarter.  We hadn't
> considered changing what form of ship you fly, but that is certainly a
> possibility worth tihnking about.  Right now, we have two other
> projects in process though.
>
> As to TKS being a multiplayer possibility, that's an interesting idea.
> If we went that route, we'd probably go the network route just to help
> justify the GDG connection.  You're not the only person in the world
> with wonky internet that dislikes that issue.  However, that said, we
> also want to move forward with making GDG more interesting as an
> option by adding some sort of leader boards or the like as well.  Any
> work in that direction will have to wait until Dentin has more time,
> so while we liked your ideas, it'll be a while before GDG gets a major
> overhaul.
>
> Our primary reason for using GDG, though many people seem to think
> it's the security, is also to avoid a lot of the hassal from the
> player's side about getting product keys, paying for games, and having
> access to a game years after the fact.  Dentin requires companies that
> use GDG to submit copies of the current stable code, so that he has a
> way to continue providing product to customers who have legitimately
> purchased a game.  As we have all seen on this list, sometimes real
> life interferes with a developer's life or other issues come up that
> make getting game keys or buying an old game impossible.  This system
> avoids some of that.  Don't get me wrong, we want to protect our work,
> but for us the ability to have a quick, easy, and safe credit card set
> up and a way for our customers to retain the rights to the games they
> have purchased outweighed the security issues.
>
> If GDG is not allowing you to continue the game once you reestablish
> contact, then something may be acting weird.  It was supposed to allow
> you to continue the game once it had reestablished that you were
> playing a legitimate copy.  That said, we'll look into it.
>
> We hope to be releasing our current project later this year, and we
> hope, it will continue to live up to the comments we've received about
> the current crop of games.  Keep the critiques coming, they help us
> improve the games, and we appreciate your input.  Take care,
>
> Jeremy
>
>
>
> --
> In the fight between you and the world--back the world! Frank Zapa
>
> ---
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[Audyssey] AudioQuake

2016-02-17 Thread Dakotah Rickard
Hi everyone.
I recently found the new, better way to play AudioQuake, the newer
version that's a zipped archive.
The difficulty is this. It don't understand how to add and play mods.
I changed the qmod to a zip and extracted it into its own sub
directory of the audioquake directory, but I don't know how to make it
play from within the launcher, and I don't know if I'm doing it all
the steps.
Hope for the help.

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Re: [Audyssey] a few space games

2016-02-09 Thread Dakotah Rickard
or concerns regarding the management of the
>> list,
>> please send E-mail to gamers-ow...@audyssey.org.
>
>
> ---
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>


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Re: [Audyssey] Any news on aprone.

2016-01-29 Thread Dakotah Rickard
I hope everything's peachy with him, honestly. I did, however,
register for a swamp account and that got taken care of without
anything. However, I sent him a personal email which had no reply. I
hope he and his family are well.

On 1/29/16, jacob Kruger <ja...@blindza.co.za> wrote:
> I 'see' his last post on audiogames.net was in November last year?
> (according to his forum profile)
>
> Jacob Kruger
> Blind Biker
> Skype: BlindZA
> "Roger Wilco wants to welcome you...to the space janitor's closet..."
>
> On 2016-01-29 8:07 PM, loriduncan wrote:
>> I do too, it's very worrying.
>>
>> -Original Message- From: john
>> Sent: Friday, January 29, 2016 5:30 PM
>> To: Gamers Discussion list
>> Subject: Re: [Audyssey] Any news on aprone.
>>
>> Aprone hasn't been heard from for a while actually, though I'd find it
>> hard
>> to believe he'd back out of the audiogames scene.
>>
>> --
>> From: "loriduncan" <lori_dunca...@hotmail.com>
>> Sent: Friday, January 29, 2016 12:26
>> To: <gamers@audyssey.org>
>> Subject: [Audyssey] Any news on aprone.
>>
>> Hi, is there any word on where Aprone is with developing the next Swamp
>> update, or indeed if he's even still game developing?  I have sent him
>> emails reguarding bugs in both Swamp and Castaways, but have had no
>> response, and he doesn't seem to be on the forrums either.
>>
>> Hopefully he hasn't gone the way of so many other developers and
>> backed out
>> through lack of money or interest.  That would be a terrible shame.
>>> From Lori.
>>
>>
>> ---
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>>
>
>
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Re: [Audyssey] gaming on windows tablets?

2016-01-24 Thread Dakotah Rickard
Or cycling through a case of sd cards. That's a slightly frustrating
experience, but it works.

On 12/17/15, john <jpcarnemo...@gmail.com> wrote:
> You will not get a large amount of storage with a tablet. If that's a major
>
> point for you, its laptop or external hdd only.
>
> --
> From: "Darren Harris" <darren_g_har...@btinternet.com>
> Sent: Thursday, December 17, 2015 10:16
> To: "'Gamers Discussion list'" <gamers@audyssey.org>
> Subject: Re: [Audyssey] gaming on windows tablets?
>
> Hi,
>
> Thanks for this.
>
> Do you know how well window eyes would work on 1 of these tablets? This is
> the screen reader that I use.
>
> In addition, have you seen a surface? Are they any good?
>
> I've had laptops over the years and whilst I do like them, the biggest
> problem I think for me with laptops is that they are quite heavy and the
> battery never seems to last that long.
>
>
> Having been an iPad user for around 3 years now I've gotten used to the
> long
> battery life an iPad bosts. I do use a Bluetooth keyboard with my iPad.
>
> So yes I'm looking for something that's small ish but not too small as to
> not be compatible with things, pretty powerful obviously with plenty of
> space on the drive.
>
> -Original Message-
> From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Dakotah
> Rickard
> Sent: 17 December 2015 15:03
> To: Gamers Discussion list
> Subject: Re: [Audyssey] gaming on windows tablets?
>
> Hi. I have used a Dell Venue 8 Pro 64 GB tablet now as my primary Windows
> device for about a year.
> It has the Atom processor they all have, which escapes my memory at the
> moment, but I know it's a z something. They either all have the f or g
> varient of that processor until you get into the laptop price point, where
> you start seeing intel Core brand.
> The thing is the one I've tried is a 2 GB ram variety. I wanted to see what
> a 1 GB was like, but I imagine it makes much more use of the page file and
> therefore suffers a little.
> They all use MMC, which is like an sd card, until you get into big name
> ones
> like the Ms Surface. I can tell you this right now. We do not have any
> games
> that will tax the system. If you want to play Swamp, either get a bluetooth
> mouse or something similar, and you'll be fine.
> I'm about to go into technical stuff. I've finished my basic info packet,
> so
> if you're not interested in product reviews and recommended configurations,
> you can stop here.
> As I said, I used the Dell Venue 8 Pro. I bought it as an early adopter.
> The
> Windows tablet market has exploded at this point manufatcturers popping up
> with new ones fairly frequently. When I bought in, there were just a few:
> the Dell Venue 8 Pro series (one with 32 gb and 1 gig of ram, the other,
> mine, with 64 gb and 2 gigs of ram), the Toshiba Encore 2 (with similar
> specs), the Lenovo Miix2 which was in my oppinion, the worse buy), and the
> TransformerBook by either Asus or Acer (I have a hard time with keeping
> those straight).
> My Dell has served me well. I bought a Fintie Folio case which came with a
> bluetooth 3.0 keyboard. It basically was a laptop when unfolded. I also
> bought a bluetooth mouse. Both are sufficient for gaming, though the
> keyboard is a little bit truncated. If you take gaming very seriously, I
> suggest a workstation setup at home with a dedicated Bluetooth keyboard and
> mouse, or a keyboard with trackpad if you prefer.
> Please be aware that any of those early adopters tend to have some slight
> issues. My Dell wireless card occasionally decides to flip out, taking the
> bluetooth with it. A quick restart generally fixes this, but It's something
> to be aware of, especially if you don't take the time to learn how to use
> your touchscreen with a screen reader. Speaking of screen readers, I
> haven't
> used the Jaws For Windows screen reader in several years. NVDA is my
> current
> preference, and it works well enough on my tablet. In fact, I strongly
> suggest the touchscreen add-on, as the tablet's touchscreen can actually be
> quite useful. Aside from this, I have used Microsoft Narrator with great
> success on a keyboard and on the touchscreen. Far gone are the days where
> Narrator is a joke. NVDA is better, but Narrator is far from crap. It's
> probably right around as good as Talkback, if you use Android, though not
> quite so good as Voiceover. It has the advantage of always working in every
> prompt, something which NVDA (and JAWS for Windows, as I understand) don't.
> It is good, in my oppinion, to learn Narrator at least a little. It's on
> every Windows computer, and it's good t

Re: [Audyssey] gaming on windows tablets?

2016-01-15 Thread Dakotah Rickard
The plain fact is that the Windows on these is generally 32-bit.
Also, as for "running stuff off an sd card" that's just how these are made now.
As for the surface, as I said you might be better off going with a laptop if 
you're getting into that price point. It's not that the surface is bad. Far 
from it. It's just that the Surface is kind of like the ultrabook of tablets. 
What I mean is that its footprint is good. If you get the Surface or Surface 
Pro 3, you're not looking at dealing with Windows RT, which we can't really 
use. It's just that the surface is generally several hundred dollars. At that 
point, you could just get a laptop with a decent battery and an ssd which might 
suit your needs better.
I have several games, dropbox, and basic productivity stuff on my tablet, and 
that does take me past the 32 gb mark. However, I was floating beneath that for 
a good while. You also must remember that you can install games to sd cards. 
It's not a bad setup, just one you should consider carefully.

Sent from my iPhone

> On Dec 17, 2015, at 10:28, john <jpcarnemo...@gmail.com> wrote:
> 
> The idea of running an OS off an sd card is rather scary to me. Also, 32 gb 
> is barely enough to run windows itself for any length of time - the only 
> major games I have on this laptop are a couple of GMA titles, mush-z and 
> swamp, and I'm already passed (well past) that point. I'd also note that any 
> modern windows will practically require 4gb of ram - you may be able to get 
> away with 2, but I pitty you if you try to do more than one or two things at 
> a time.
> 
> ----------
> From: "Dakotah Rickard" <dakotah.rick...@gmail.com>
> Sent: Thursday, December 17, 2015 10:02
> To: "Gamers Discussion list" <gamers@audyssey.org>
> Subject: Re: [Audyssey] gaming on windows tablets?
> 
> Hi. I have used a Dell Venue 8 Pro 64 GB tablet now as my primary Windows 
> device for about a year.
> It has the Atom processor they all have, which escapes my memory at the 
> moment, but I know it's a z something. They either all have the f or g 
> varient of that processor until you get into the laptop price point, where 
> you start seeing intel Core brand.
> The thing is the one I've tried is a 2 GB ram variety. I wanted to see what 
> a 1 GB was like, but I imagine it makes much more use of the page file and 
> therefore suffers a little.
> They all use MMC, which is like an sd card, until you get into big name ones 
> like the Ms Surface. I can tell you this right now. We do not have any games 
> that will tax the system. If you want to play Swamp, either get a bluetooth 
> mouse or something similar, and you'll be fine.
> I'm about to go into technical stuff. I've finished my basic info packet, so 
> if you're not interested in product reviews and recommended configurations, 
> you can stop here.
> As I said, I used the Dell Venue 8 Pro. I bought it as an early adopter. The 
> Windows tablet market has exploded at this point manufatcturers popping up 
> with new ones fairly frequently. When I bought in, there were just a few: 
> the Dell Venue 8 Pro series (one with 32 gb and 1 gig of ram, the other, 
> mine, with 64 gb and 2 gigs of ram), the Toshiba Encore 2 (with similar 
> specs), the Lenovo Miix2 which was in my oppinion, the worse buy), and the 
> TransformerBook by either Asus or Acer (I have a hard time with keeping 
> those straight).
> My Dell has served me well. I bought a Fintie Folio case which came with a 
> bluetooth 3.0 keyboard. It basically was a laptop when unfolded. I also 
> bought a bluetooth mouse. Both are sufficient for gaming, though the 
> keyboard is a little bit truncated. If you take gaming very seriously, I 
> suggest a workstation setup at home with a dedicated Bluetooth keyboard and 
> mouse, or a keyboard with trackpad if you prefer.
> Please be aware that any of those early adopters tend to have some slight 
> issues. My Dell wireless card occasionally decides to flip out, taking the 
> bluetooth with it. A quick restart generally fixes this, but It's something 
> to be aware of, especially if you don't take the time to learn how to use 
> your touchscreen with a screen reader. Speaking of screen readers, I haven't 
> used the Jaws For Windows screen reader in several years. NVDA is my current 
> preference, and it works well enough on my tablet. In fact, I strongly 
> suggest the touchscreen add-on, as the tablet's touchscreen can actually be 
> quite useful. Aside from this, I have used Microsoft Narrator with great 
> success on a keyboard and on the touchscreen. Far gone are the days where 
> Narrator is a joke. NVDA is better, but Narrator is far from crap. It's 
> probably right around as good as Talkback, if you use Andr

Re: [Audyssey] gaming on windows tablets?

2015-12-17 Thread Dakotah Rickard
Hi. I have used a Dell Venue 8 Pro 64 GB tablet now as my primary Windows 
device for about a year.
It has the Atom processor they all have, which escapes my memory at the moment, 
but I know it's a z something. They either all have the f or g varient of that 
processor until you get into the laptop price point, where you start seeing 
intel Core brand.
The thing is the one I've tried is a 2 GB ram variety. I wanted to see what a 1 
GB was like, but I imagine it makes much more use of the page file and 
therefore suffers a little.
They all use MMC, which is like an sd card, until you get into big name ones 
like the Ms Surface. I can tell you this right now. We do not have any games 
that will tax the system. If you want to play Swamp, either get a bluetooth 
mouse or something similar, and you'll be fine.
I'm about to go into technical stuff. I've finished my basic info packet, so if 
you're not interested in product reviews and recommended configurations, you 
can stop here.
As I said, I used the Dell Venue 8 Pro. I bought it as an early adopter. The 
Windows tablet market has exploded at this point manufatcturers popping up with 
new ones fairly frequently. When I bought in, there were just a few: the Dell 
Venue 8 Pro series (one with 32 gb and 1 gig of ram, the other, mine, with 64 
gb and 2 gigs of ram), the Toshiba Encore 2 (with similar specs), the Lenovo 
Miix2 which was in my oppinion, the worse buy), and the TransformerBook by 
either Asus or Acer (I have a hard time with keeping those straight).
My Dell has served me well. I bought a Fintie Folio case which came with a 
bluetooth 3.0 keyboard. It basically was a laptop when unfolded. I also bought 
a bluetooth mouse. Both are sufficient for gaming, though the keyboard is a 
little bit truncated. If you take gaming very seriously, I suggest a 
workstation setup at home with a dedicated Bluetooth keyboard and mouse, or a 
keyboard with trackpad if you prefer.
Please be aware that any of those early adopters tend to have some slight 
issues. My Dell wireless card occasionally decides to flip out, taking the 
bluetooth with it. A quick restart generally fixes this, but It's something to 
be aware of, especially if you don't take the time to learn how to use your 
touchscreen with a screen reader. Speaking of screen readers, I haven't used 
the Jaws For Windows screen reader in several years. NVDA is my current 
preference, and it works well enough on my tablet. In fact, I strongly suggest 
the touchscreen add-on, as the tablet's touchscreen can actually be quite 
useful. Aside from this, I have used Microsoft Narrator with great success on a 
keyboard and on the touchscreen. Far gone are the days where Narrator is a 
joke. NVDA is better, but Narrator is far from crap. It's probably right around 
as good as Talkback, if you use Android, though not quite so good as Voiceover. 
It has the advantage of always working in every prompt, something which NVDA 
 (and JAWS for Windows, as I understand) don't. It is good, in my oppinion, to 
learn Narrator at least a little. It's on every Windows computer, and it's good 
to know it in case a better option is unavailable for whatever reason.
Frankly, I strongly recommend a different tablet. The Nextbook Flexx 10.1 and 
11.6 inch are both good. Both come with a keyboard that sticks on with a 
latching connection. It includes a trackpad, and the keyboard has two standard 
size usb ports, if you want to plug stuff in. Both the 10 and 11 inch varients 
come with 2 gigs of ram and the same intel Atom processor.
However, generally the reasons for getting a tablet are multiple. Price is 
generally a factor, as is portability. I have loved my Dell for that. It's an 
8-inch tablet, so there've been plenty of times where I could put it in a 
pocket. That's freedom.
The other reason is price. The Intel Atom equipped tablets are generally 
cheaper than laptops all-round.
Let's keep these in mind. If you look into the Nextbooks, there are 7 and 8 
inch varieties. These do have 32 gb of internal storage which is fine, I'll get 
to that in a second, but they both only have a gig of ram. 1 gb of ram is, by 
me at least, untested. As for space, 32 gb can fill up pretty fast, but 
frankly, most of our games deal best with being installed to a non-default 
location, so using sd cards just makes sense. All Windows tablets support up to 
64 gb micro sd cards, and 32 gb cards are particularly cheap right now. Be 
careful and selective, and you'll have plenty of space. I have appreciated my 
64 gb tablet, but having 32 gb of space is not a dealbreaker. Just keep in mind 
the ram.
The other reason I mentioned was price. There's no doubt. If you shop around 
and buy new, tablets are generally cheaper until you get into  Microsoft 
Surface territory and similar. That 11-inch Nextbook two-in-one (tech speak for 
a tabletish laptop or a laptopish tablet) is, right now, a little over $200. It 
gets cheaper. I've seen it down hovering 

Re: [Audyssey] DMNB questions

2015-11-11 Thread Dakotah Rickard
I actually really support him in this, as long as he's careful.
In the mainstream game Skyrim, people complained the world was small.
Actually, it was really quite large. The problem is, people had a way
to travel quickly from place to place. DMNB was the same. The ships
all had unique layouts, but people just teleported from place to
place. If he's into the game, it'll be better.
Personally, I think he'll do it, but dm is an active universe project
with lots of entries. Let's see what happens.
Also, I really hope someone else will make another MMO. It's awesome
to see us slightly move away from muds and more toward realtime MMO
style gameplay. I only wish I had the skill to do it myself. It would
be awesome. Maybe when my kids are older, or maybe if the moon turns
blue.

On 11/9/15, Shaun Everiss <sm.ever...@gmail.com> wrote:
> Well it got unstable and died to much and had to many features and stuff
> so it was shelved.
> Aparently the new one will be more exploration based with no teleports
> and stuff to put it in line with the sidescroler project alpha.
> Aparently it was to much like a mud.
> I am sure  it will eventually be payed, but will it die?
> Probably the thread has really dried up now and I am not sure if it will
> actually be that good.
> I don't want a game b exactly like entombed 1 where I spend 5 days
> moving from place to place, and several hours exploring everywhere by
> myself.
> There will be crewed missions to but who knows.
> The game for me is dead, it may come back but if you were looking for
> the standard game thats gone.
> I am not sure when the new vversion will come, but it probably won't last.
>
>
>
> On 9/11/2015 4:42 p.m., ishan dhami wrote:
>> Hi
>> so this time DMNB will not run any more.
>> O I love this game.
>> shon will he is making a paid version of this?
>> Thanks
>> Ishan
>>
>> On 11/6/15, Shaun Everiss <sm.ever...@gmail.com> wrote:
>>> Well danny and myself have parted ways some time back.
>>> He was responding to to many user suggestions.
>>> And so decided to shelve the game and switch to this newer one.
>>> However thats where I drop out sadly.
>>> I kept going with it till life got in the way, I hoped in vain I'd
>>> actually get back into it but suddenly after being away from the game
>>> for some time realised that while I pretended to like it and want to
>>> play that it was not my life anymore.
>>> I am not sure if I will return to it.
>>> If its a pay once game maybe I will buy it just to support him but if
>>> its like swamp subscription then I don't know.
>>> I have issues trying to stay undestracted at the best of times.
>>> I know for example that I havn't really finnished everything I planned
>>> to do today or other days and to be honest people are pushing me to not
>>> be on the computer.
>>> That really means I can't play online games all the time or in fact stay
>>> online all the time.
>>> At any rate games are a winter thing and as long as it stays hot like
>>> this I actually will eventually like to shut down my computer time to
>>> the minimum over the summer months.
>>> I have just been told that there is an unschedualed holiday in june.
>>> June is winter and winter is when I will be most active.
>>> With one of those months out of circulation with all the backlog it may
>>> take me a little while to get back on so at most I don't know.
>>> The reason I am active over the winter is because its cold and I have
>>> nothing to do, but in summer the house bakes.
>>> My computer bakes and so do I.
>>>
>>>
>>>
>>> On 6/11/2015 5:22 p.m., Dakotah Rickard wrote:
>>>> Actually, he did say he was pulling the game for a major overhaul.
>>>> Leaving the stable version up posed two problems:
>>>> 1: The version up still produced significant errors, and keeping track
>>>> of that was consuming too much time.
>>>> 2: the rewritten version is going to be significantly different from
>>>> what is currently available. Thus, he's not continuuing the legacy
>>>> edition.
>>>>
>>>>
>>>> On 11/5/15, ishan dhami <ishan1dha...@gmail.com> wrote:
>>>>> hi friends!
>>>>> where is the science fiction audio mud DMNB goes?
>>>>> I mean in audiogames.net data base the game is still available but in
>>>>> the reality softwares site it is not available.
>>>>> the strange thing is that the author of this game Mr danny wrote about
>>>>> various changes in the latest new

Re: [Audyssey] DMNB questions

2015-11-05 Thread Dakotah Rickard
Actually, he did say he was pulling the game for a major overhaul.
Leaving the stable version up posed two problems:
1: The version up still produced significant errors, and keeping track
of that was consuming too much time.
2: the rewritten version is going to be significantly different from
what is currently available. Thus, he's not continuuing the legacy
edition.


On 11/5/15, ishan dhami <ishan1dha...@gmail.com> wrote:
> hi friends!
> where is the science fiction audio mud DMNB goes?
> I mean in audiogames.net data base the game is still available but in
> the reality softwares site it is not available.
> the strange thing is that the author of this game Mr danny wrote about
> various changes in the latest news section. but after downloading this
> game from AG this game is not working.
> My internet connection is fully supportable to the game
> so why it is not working?
> another question
> if a person is giving the news of latest changes in DMNB why he will
> discontinue this game to download?
> Have he talked about this in audiogames.net forum?
> Thanks
> Ishan
>
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Re: [Audyssey] QR Codes

2015-10-18 Thread Dakotah Rickard
First of all, I can't help you with your question. However, I'm
tremendously curious: 64-oz games? What and where?

On 10/18/15, Christina <greensleev...@wind-haven.net> wrote:
> Hello.  I just got a game and accessibility kit from 64-OZ Games.  Some of
> the cards have QR codes on them that I can scan with my iPhone.  What is a
> good app that will do this?
> Thanks.
> Christina
>
>
>
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Re: [Audyssey] Fwd: A Blind Legend, New Audio Game, Now On Google Play

2015-10-18 Thread Dakotah Rickard
Now if they'll just put out a Windows Phone version...

On 10/6/15, Josh K <joshknnd1...@gmail.com> wrote:
>
>
> follow me on twitter @joshknnd1982
>
>
>
>  Forwarded Message 
> Subject:  A Blind Legend, New Audio Game, Now On Google Play
> Date: Tue, 6 Oct 2015 04:58:55 -0700 (PDT)
> From: Trenton Matthews <trentonthet...@gmail.com>
> Reply-To: eyes-f...@googlegroups.com
> To:   eyes-free <eyes-f...@googlegroups.com>
>
>
>
> Before we go on, the "inapp purchase," is for buying more lives. That's
> it. Anyway, on with the link and description!
>
> https://play.google.com/store/apps/details?id=com.dowino.ABlindLegend
>
> It’s the first-ever mobile action-adventure game without video – where
> ears replace eyes!
> Discover the original, innovative sensory experience of binaural 3D sound.
>
> HEADPHONES ARE COMPULSORY!
> AUDIO GAME FULLY ACCESSIBLE TO BLIND AND VISUALLY IMPAIRED PEOPLE
>
> Your eyes will be of no help.
> So close them, sharpen your hearing and your blade…
> And embark on an epic, perilous rite of passage.
>
> How do you play?
>
> Put on your headphones and use your smartphone’s touchscreen like a
> joystick:
>
> - to move around freely;
> - to fight using your sword;
> - to defend yourself and protect yourself with your shield during epic
> fights;
> - to repel your enemies and perform combos!
>
> Live the adventures of Edward Blake, the famous blind knight! Guided by
> your daughter Louise, you must find your way and avoid the many traps
> that lie in store in the High Castle Kingdom, while confronting
> dangerous enemies!
>
> This serious game is fully accessible to visually impaired people, and
> is aimed at anyone who’s eager for an original, immersive sensory
> experience through a ground-breaking video game. And because the player
> is the character, it will help raise public awareness of this kind of
> disability.
>
> It is free to download and was co-created thanks to support from a
> community of fans who helped with the crowdfunding campaign
> (www.ulule.com/a-blind-legend) and in a co-production with France
> Culture, a Radio France station.
>
> This hack-and-slash game, with a heroic-fantasy flavour, harnesses the
> innovative technology of binaural sound, which delivers a gripping 3D
> soundscape and brings characters and actions vividly to life around the
> player – as if they were actually in the game!
>
>
> Updated
> September 30, 2015
>
> Size
> 25M
>
> Installs
> 100 - 500
>
> Current Version
> 1.1.3
>
> Requires Android
> 4.2 and up
>
> Content Rating
> Teen
> Violence, Blood, Language
> --
> To report violations of our ground rules or content guidelines, contact
> eyes-free+own...@googlegroups.com. -- https://goo.gl/rDveM8
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Re: [Audyssey] iPhone game controllers for games like Zombie Arena, BlindSide, and A Blind Legend.

2015-10-16 Thread Dakotah Rickard
-
> From: "Charles Rivard" <wee1s...@fidnet.com>
> To: "Gamers Discussion list" <gamers@audyssey.org>
> Sent: Wednesday, October 07, 2015 5:24 PM
> Subject: Re: [Audyssey] iPhone game controllers for games like Zombie
> Arena,BlindSide, and A Blind Legend.
>
>
>> Only thin, though, is that the motion sensors are in the device, not the
>> controller.  That would be kind of like trying to tilt your phone with a
>> Bluetooth keyboard, wouldn't it?  It won't work.
>>
>> ---
>> Be positive!  When it comes to being defeated, if you think you're
>> finished, you! really! are! finished!
>> - Original Message -
>> From: "Dakotah Rickard" <dakotah.rick...@gmail.com>
>> To: "Gamers Discussion list" <gamers@audyssey.org>
>> Sent: Wednesday, October 07, 2015 9:24 AM
>> Subject: Re: [Audyssey] iPhone game controllers for games like Zombie
>> Arena,BlindSide, and A Blind Legend.
>>
>>
>>> For Blindside and Audio Defense, at least, it would be interesting to
>>> have these controlers. I haven't played Blind Legend, so ... no opinion.
>>>
>>> It's always nice to have multiple options.
>>> Still, the two games I have played offer the most emersion with the
>>> accelerometer option. The finger swipe option is workable, as (I suppose)
>>>
>>> is the tilt option for some, but the motion control option feels most ...
>>>
>>> interactive. I think that adding the controlers to these titles would be
>>>
>>> cool, but I'd also like, maybe like more, if the developers were simply
>>> more aware of our interest in these devices. IF people are more aware of
>>>
>>> our interest and the devices's availability, I'm sure they could come up
>>>
>>> with even more interesting and appropriate titles for the controler style
>>>
>>> of gameplay.
>>>
>>>
>>> Signed:
>>> Dakotah Rickard
>>>
>>>> On Oct 6, 2015, at 13:26, Charles Rivard <wee1s...@fidnet.com> wrote:
>>>>
>>>> I think that your iDevice should be the controller.  That's what the
>>>> motion sensors are for.
>>>>
>>>> ---
>>>> Be positive!  When it comes to being defeated, if you think you're
>>>> finished, you! really! are! finished!
>>>> - Original Message - From: "Gmail" <englishride...@gmail.com>
>>>> To: "Gamers Discussion List" <gamers@audyssey.org>
>>>> Sent: Tuesday, October 06, 2015 12:05 PM
>>>> Subject: [Audyssey] iPhone game controllers for games like Zombie
>>>> Arena,BlindSide, and A Blind Legend.
>>>>
>>>>
>>>>> Accessible games on iOS probably don't have any support for ^these
>>>>> controllers, but wouldn't it be cool if they did? It would be awesome
>>>>> to get controller support for titles like Zombie Arena, BlindSide, and
>>>>>
>>>>> A Blind Legend. I'm not sure how this all works, but I ink the
>>>>> developer has to support individual controllers. Having never used any
>>>>>
>>>>> of these devices, I can't speak to the quality or usability of any of
>>>>> them.
>>>>>
>>>>> What do you all think? Would having controller support for any of these
>>>>>
>>>>> games be something you'd like to see?
>>>>>
>>>>>
>>>>> Thanks,
>>>>> Ari
>>>>> ---
>>>>> 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.
>>>>>
>>>>>
>>>>> -
>>>>> No virus found in this message.
>>>>> Checked by AVG - www.avg.com
>>>>> Version: 2015.0.6140 / Virus Database: 4435/10768 - Release Date:
>>>>> 10/06/15
>>>>
>>>>
>>>> ---
>>>> Gamers mai

Re: [Audyssey] A blind legend.

2015-10-15 Thread Dakotah Rickard
Just finished it.
Really wishing there was more to see. Also, I wanted to learn more about Blake.

On 10/15/15, loriduncan <lori_dunca...@hotmail.com> wrote:
> Hi not sure how large the actual game is, but when you start it up for the
> first time it takes a few minutes to download the game's audio files.  It'll
>
> last for much longer than 20 minutes and is very emersive.
>
> -Original Message-
> From: Darren Harris
> Sent: Wednesday, October 14, 2015 8:22 PM
> To: 'Gamers Discussion list'
> Subject: Re: [Audyssey] A blind legend.
>
> Hi,
>
> Was just wondering how large this game is. I mean is it 1 of tthese games
> that is over in 20 minutes? What's its replay value?
>
> -Original Message-
> From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Dakotah
> Rickard
> Sent: 14 October 2015 20:18
> To: Gamers Discussion list
> Subject: Re: [Audyssey] A blind legend.
>
> Hi. You earn lives back at a rate of one per twenty minutes.
> As for the sword, have you tried using your shield to protect
> yourself, to get an idea of when to swing? You can also use it to bash
> opponents' weapons aside, letting you get a couple hits in. Not every
> enemy will let you hit them as they shout or strike.
>
> On 10/15/15, loriduncan <lori_dunca...@hotmail.com> wrote:
>> Hi guys, I'm having problems fighting in the game A Blind Legend.  When
> I'm
>>
>> swiping to aim my sword, I hear the merceneries on my right, but when I
>> swipe right I'm unable to hit them and only end up being hit instead and
>> eventually end up dying.  I'm really loving this game and am totally
>> captivated by the story, pluss I want to slit that king's throat from ear
> to
>>
>> ear lol.  I have no trouble killing the cave monsters with my sword, it's
>> just the bandets I met on the road which I can't seem to hit.  I usually
>> strike after I hear them shout something, or when I hear their grunt as
> they
>>
>> take a swing at me, but I still can't seem to find the right balance.
>> Hopefully someone could give me some tips.  Also when I died the game
>> told
>> me I have 4 lives left, but then I got a message saying next life in 20
>> minutes?  Thanks from Lori.
>>
>>
>> ---
>> Gamers mailing list __ Gamers@audyssey.org
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>> gamers-unsubscr...@audyssey.org.
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>> If you have any questions or concerns regarding the management of the
> list,
>> please send E-mail to gamers-ow...@audyssey.org.
>>
>
>
> --
> Signed:
> Dakotah Rickard
>
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Re: [Audyssey] A blind legend.

2015-10-14 Thread Dakotah Rickard
Hi. You earn lives back at a rate of one per twenty minutes.
As for the sword, have you tried using your shield to protect
yourself, to get an idea of when to swing? You can also use it to bash
opponents' weapons aside, letting you get a couple hits in. Not every
enemy will let you hit them as they shout or strike.

On 10/15/15, loriduncan <lori_dunca...@hotmail.com> wrote:
> Hi guys, I'm having problems fighting in the game A Blind Legend.  When I'm
>
> swiping to aim my sword, I hear the merceneries on my right, but when I
> swipe right I'm unable to hit them and only end up being hit instead and
> eventually end up dying.  I'm really loving this game and am totally
> captivated by the story, pluss I want to slit that king's throat from ear to
>
> ear lol.  I have no trouble killing the cave monsters with my sword, it's
> just the bandets I met on the road which I can't seem to hit.  I usually
> strike after I hear them shout something, or when I hear their grunt as they
>
> take a swing at me, but I still can't seem to find the right balance.
> Hopefully someone could give me some tips.  Also when I died the game told
> me I have 4 lives left, but then I got a message saying next life in 20
> minutes?  Thanks 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
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Re: [Audyssey] A blind legend.

2015-10-14 Thread Dakotah Rickard
Don't know if it has replay value, but it's not over in twenty
minutes. I finished Nightjar in about an hour, the oringinal Papa
Sangre in maybe two and a half. I'm still not done with this one, and
it's been several. Now, once I'm done, I may never play it again, but
it's worth playing, at least once.

On 10/14/15, Darren Harris <darren_g_har...@btinternet.com> wrote:
> Hi,
>
> Was just wondering how large this game is. I mean is it 1 of tthese games
> that is over in 20 minutes? What's its replay value?
>
> -Original Message-
> From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Dakotah
> Rickard
> Sent: 14 October 2015 20:18
> To: Gamers Discussion list
> Subject: Re: [Audyssey] A blind legend.
>
> Hi. You earn lives back at a rate of one per twenty minutes.
> As for the sword, have you tried using your shield to protect
> yourself, to get an idea of when to swing? You can also use it to bash
> opponents' weapons aside, letting you get a couple hits in. Not every
> enemy will let you hit them as they shout or strike.
>
> On 10/15/15, loriduncan <lori_dunca...@hotmail.com> wrote:
>> Hi guys, I'm having problems fighting in the game A Blind Legend.  When
> I'm
>>
>> swiping to aim my sword, I hear the merceneries on my right, but when I
>> swipe right I'm unable to hit them and only end up being hit instead and
>> eventually end up dying.  I'm really loving this game and am totally
>> captivated by the story, pluss I want to slit that king's throat from ear
> to
>>
>> ear lol.  I have no trouble killing the cave monsters with my sword, it's
>> just the bandets I met on the road which I can't seem to hit.  I usually
>> strike after I hear them shout something, or when I hear their grunt as
> they
>>
>> take a swing at me, but I still can't seem to find the right balance.
>> Hopefully someone could give me some tips.  Also when I died the game
>> told
>> me I have 4 lives left, but then I got a message saying next life in 20
>> minutes?  Thanks from Lori.
>>
>>
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Re: [Audyssey] iPhone game controllers for games like Zombie Arena, BlindSide, and A Blind Legend.

2015-10-11 Thread Dakotah Rickard
The controllers that I'm aware of connect via bluetooth.
They are generally a little limited in scope. There aren't that many
games, that I'm aware of, that actually use them. it's the trouble
with these controllers. I don't know how they're implemented, if
there's a common library for their use, if they give the same data to
the device, anything.
Also, Shawn, iOS is a little picky about what it lets connect via
bluetooth. In theory, you could use a wii controller, though I think
that the app would have to handle the connection, as the phone would,
I think, not allow it.

On 10/10/15, Scott Chesworth <scottcheswo...@gmail.com> wrote:
> So far as I know, the genres that got third party iOS controllers to
> market was remakes and emulations of retro titles, where there was no
> support for the motion sensors in newer devices. Most of those early
> models of controller had either a slot or some form of mounting so
> that your iPhone or iPod Touch sat securely atop the controller
> positioned in such a way that its screen became the screen of what was
> intended to be a makeshift handheld game console. I haven't kept up
> with the market since investigating a few of the early options, but
> would be surprised if the manufacturers have abandoned that approach
> entirely. Point being that if newer games supported the controller
> hardware and also motion sensors, you could in theory have the best of
> all three forms of interaction... gestures, motion, and buttons. Only
> difference from now is that you'd potentially be making the motions
> with something more ergonomic in your hand than an iPhone. It's
> already in effect on mainstream consoles, so why not iOS next I guess.
>
> Interesting topic. I'll probably look more into this soon to see
> whether there's a form of entertainment I've missed out on that'd make
> time pass quicker on my way back from the day job.
>
> Scott
>
>
> On 10/7/15, Charles Rivard <wee1s...@fidnet.com> wrote:
>> Only thin, though, is that the motion sensors are in the device, not the
>> controller.  That would be kind of like trying to tilt your phone with a
>> Bluetooth keyboard, wouldn't it?  It won't work.
>>
>> ---
>> Be positive!  When it comes to being defeated, if you think you're
>> finished,
>>
>> you! really! are! finished!
>> - Original Message -
>> From: "Dakotah Rickard" <dakotah.rick...@gmail.com>
>> To: "Gamers Discussion list" <gamers@audyssey.org>
>> Sent: Wednesday, October 07, 2015 9:24 AM
>> Subject: Re: [Audyssey] iPhone game controllers for games like Zombie
>> Arena,BlindSide, and A Blind Legend.
>>
>>
>>> For Blindside and Audio Defense, at least, it would be interesting to
>>> have
>>>
>>> these controlers. I haven't played Blind Legend, so ... no opinion. It's
>>> always nice to have multiple options.
>>> Still, the two games I have played offer the most emersion with the
>>> accelerometer option. The finger swipe option is workable, as (I
>>> suppose)
>>>
>>> is the tilt option for some, but the motion control option feels most
>>> ...
>>>
>>> interactive. I think that adding the controlers to these titles would be
>>> cool, but I'd also like, maybe like more, if the developers were simply
>>> more aware of our interest in these devices. IF people are more aware of
>>> our interest and the devices's availability, I'm sure they could come up
>>> with even more interesting and appropriate titles for the controler
>>> style
>>>
>>> of gameplay.
>>>
>>>
>>> Signed:
>>> Dakotah Rickard
>>>
>>>> On Oct 6, 2015, at 13:26, Charles Rivard <wee1s...@fidnet.com> wrote:
>>>>
>>>> I think that your iDevice should be the controller.  That's what the
>>>> motion sensors are for.
>>>>
>>>> ---
>>>> Be positive!  When it comes to being defeated, if you think you're
>>>> finished, you! really! are! finished!
>>>> - Original Message - From: "Gmail" <englishride...@gmail.com>
>>>> To: "Gamers Discussion List" <gamers@audyssey.org>
>>>> Sent: Tuesday, October 06, 2015 12:05 PM
>>>> Subject: [Audyssey] iPhone game controllers for games like Zombie
>>>> Arena,BlindSide, and A Blind Legend.
>>>>
>>>>
>>>>> Accessible games on iOS probably don't have any support for ^these
>>>>> controllers, but wouldn't it be cool if they did? It would be awesome
>>>>> to
>>&

Re: [Audyssey] games for IOS?

2015-10-07 Thread Dakotah Rickard
;>>>>>> If you have any questions or concerns regarding the management of the
>>>>>>> list,
>>>>>>> please send E-mail to gamers-ow...@audyssey.org.
>>>>>>>
>>>>>>>
>>>>>>> -
>>>>>>> No virus found in this message.
>>>>>>> Checked by AVG - www.avg.com
>>>>>>> Version: 2015.0.6140 / Virus Database: 4435/10774 - Release Date:
>>>>>>> 10/07/15
>>>>>>
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>>>>>> Gamers mailing list __ Gamers@audyssey.org
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>>>>>> If you have any questions or concerns regarding the management of the
>>>>>> list,
>>>>>> please send E-mail to gamers-ow...@audyssey.org.
>>>>> Sent from a Braille Sense
>>>>>
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>>>>> please send E-mail to gamers-ow...@audyssey.org.
>>>>>
>>>>>
>>>>> -
>>>>> No virus found in this message.
>>>>> Checked by AVG - www.avg.com
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>>>>> 10/07/15
>>>>
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>>> Sent from a Braille Sense
>>>
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Re: [Audyssey] games for IOS?

2015-10-07 Thread Dakotah Rickard
Honestly, if your district has restricted it you're pretty much out of luck. 
You can't sideload apps on an apple device the same way you can on an Android 
one. Even if you had the app store icon (which you probably do somewhere 
because there's no multi-user support as I know of), but even if you had the 
icon, you'd need an ID and password. That's just the plain facts.
Trying to get around that somehow might, possibly, work, depending on how it's 
been restricted, but they'll know, and you'll probably lose the device, and 
more importantly, their trust.

Signed:
Dakotah Rickard

> On Oct 7, 2015, at 07:32, rajmund <brajmund2...@gmail.com> wrote:
> 
> Hello,
> Let me just clear up something.  I did think about downloading things with a 
> PC, it would work, they couldn't tell, but no PC.  I have also thought of 
> making an ID, for things like IMessage and that, but not sure whether a note 
> taker could do it.  But back to the topic, I can't reformat it, it wants a 
> password.  Although, I'm not completely restricted, things could be put onto 
> it.  And I wouldn't lose anything, since I'm not putting anything personal on 
> it, because they can see it.  So I guess the question here is, is there a way 
> of getting games, without an ID?
> 
> Sent from a BrailleNote
> 
> - Original Message -
> From: Shaun Everiss <sm.ever...@gmail.com
> To: Gamers Discussion list <gamers@audyssey.org
> Date sent: Thu, 8 Oct 2015 00:11:12 +1300
> Subject: Re: [Audyssey] games for IOS?
> 
> Hmmm thats a problem.
> So you can't have an app store.
> Hmmm, if you have a standard computer you can get an apple id, buy all
> the games you want and just put them via sync to your pad.
> Now obviously this being a maybe school system they may or may have ways
> to detect you doing this and it may not work.
> To be honest unless they have locked you out totally you could probably
> restore the thing from itunes even reformat the unit but I don't know if
> you will loose things.
> On some routers I got I got them from isps set up only for these isps.
> I was able to download the legal unlocked firmware and then was able to
> just install that and it was fully unlocked.
> I have had a situation where while a router was locked, that someone was
> able to hack into the system via telnet and make it do whatever but the
> unit was locked to web configuration.
> 
> 
> 
> On 7/10/2015 9:15 p.m., rajmund wrote:
> Hello there,
> 
> 
> So, I have recently got an IPad.  Because the device is from my
> district, I have certain restrictions.  One of them is no app store.  Is
> there a way to get games onto it, without having an own ID?
> 
> Sent from a BrailleNote
> 
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Re: [Audyssey] iPhone game controllers for games like Zombie Arena, BlindSide, and A Blind Legend.

2015-10-07 Thread Dakotah Rickard
For Blindside and Audio Defense, at least, it would be interesting to have 
these controlers. I haven't played Blind Legend, so ... no opinion. It's always 
nice to have multiple options.
Still, the two games I have played offer the most emersion with the 
accelerometer option. The finger swipe option is workable, as (I suppose) is 
the tilt option for some, but the motion control option feels most ... 
interactive. I think that adding the controlers to these titles would be cool, 
but I'd also like, maybe like more, if the developers were simply more aware of 
our interest in these devices. IF people are more aware of our interest and the 
devices's availability, I'm sure they could come up with even more interesting 
and appropriate titles for the controler style of gameplay.


Signed:
Dakotah Rickard

> On Oct 6, 2015, at 13:26, Charles Rivard <wee1s...@fidnet.com> wrote:
> 
> I think that your iDevice should be the controller.  That's what the motion 
> sensors are for.
> 
> ---
> Be positive!  When it comes to being defeated, if you think you're finished, 
> you! really! are! finished!
> - Original Message - From: "Gmail" <englishride...@gmail.com>
> To: "Gamers Discussion List" <gamers@audyssey.org>
> Sent: Tuesday, October 06, 2015 12:05 PM
> Subject: [Audyssey] iPhone game controllers for games like Zombie 
> Arena,BlindSide, and A Blind Legend.
> 
> 
>> Accessible games on iOS probably don't have any support for ^these 
>> controllers, but wouldn't it be cool if they did? It would be awesome to get 
>> controller support for titles like Zombie Arena, BlindSide, and A Blind 
>> Legend. I'm not sure how this all works, but I ink the developer has to 
>> support individual controllers. Having never used any of these devices, I 
>> can't speak to the quality or usability of any of them.
>> 
>> What do you all think? Would having controller support for any of these 
>> games be something you'd like to see?
>> 
>> 
>> Thanks,
>> Ari
>> ---
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>> 
>> -
>> No virus found in this message.
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> 
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Re: [Audyssey] jim kitchen's games

2015-08-06 Thread Dakotah Rickard
I install most of our games to a different directory anyway. Most
stuff I don't let install to program files.

On 8/6/15, john jpcarnemo...@gmail.com wrote:
 You may be able to do it by disabling user account control. If that doesn't

 work, you'll have to install them to somewhere you can write to (all of
 jim's games are simple zip files - location really doesn't matter in the
 slightest).

 --
 From: Josh K joshknnd1...@gmail.com
 Sent: Thursday, August 06, 2015 14:43
 To: Gamers Discussion list gamers@audyssey.org
 Subject: [Audyssey] jim kitchen's games

 hi
 in windows10 when I try installing a game into c:\program files
 x86\kitchensinc\ it says cannot write output files. this is because in
 windos10 and 8 and above it won't let even administrators write to those
 folders. well if i try copying files into those folders it lets me but
 only after i click the continue with automatic administrator rights
 button. so how do i make it like windows7 where i can freely install
 such games? also in regards to espeak this windows10 restricting me from
 modding such files will also prevent me from modifying espeak variant
 files. is there a way to fix this?

 --
 follow me on twitter @joshknnd1982


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Re: [Audyssey] the wastes

2015-07-27 Thread Dakotah Rickard
Hi.
First of all, should I be running this from the command prompt?
Second, I play it with NVDA, and the window doesn't let me look inside to 
scroll about and review text. Any advice?

Signed:
Dakotah Rickard

 On Jul 18, 2015, at 19:18, john jpcarnemo...@gmail.com wrote:
 
 Dark:
 I didn't see this anywhere, but you seem to know more about development than 
 me.
 Do you know if mining's going to be fixed (right now it infinitely scrolls)? 
 The only way I could find to make it stop was to kill the program with ctrl 
 c, which really isn't what I want to do.
 
 
 --
 From: dark d...@xgam.org
 Sent: Saturday, July 18, 2015 19:15
 To: Gamers Discussion list gamers@audyssey.org
 Subject: Re: [Audyssey] the wastes
 
 Hi Jeremy.
 
 The town scrolling thing is a known problem and will e fixed, for now any
 method of emulating mouse wheel movement should do, in supernova I just hit
 w a few times,heck you might even be able to just use your mouse wheel
 anyway.
 
 The towns will be fixed, but right now Huw the developer is working on the
 inventory and lots of fun extra objects like weapons and armour carried by
 your enemies, trading resources, loot, food, plants books to read and lots
 of other good stuff.
 
 Beware the grue!
 
 Dark.
 - Original Message - 
 From: Jeremy Brown tyr...@gmail.com
 To: gamers gamers@audyssey.org
 Sent: Saturday, July 18, 2015 7:25 PM
 Subject: Re: [Audyssey] the wastes
 
 
 I have to second Dark's comments about the game.  I had no problems
 downloading the zip file, and it is a fun game.  I wish the town
 information didn't scroll so much, in larger towns, I was reduced to
 guessing about where shops were as most of the buildings I could see
 were shacks:)
 
 Still, it's a lot of fun, and I was glad to see a game like this still
 being developed and supported.
 
 Take care,
 
 Jeremy
 
 
 -- 
 In the fight between you and the world--back the world! Frank Zapa
 
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Re: [Audyssey] info AudioGames Game Engine

2015-06-21 Thread Dakotah Rickard
 to
 the mainstream games they know and love, but as you can hopefully see
 it is not that simple. There are an entire host of issues unresolved
 in terms of marketing, of developing games for the right age group,
 and so forth that need to be discussed. Programming the game we want
 is only half the story because after some developer does it he or she
 still needs to find a way to market it to the community at large and
 find like minded gamers in the right age group.

 Cheers!


 On 6/14/15, Mohsin Ali sma...@gmail.com wrote:
 Hi Thomas,

 I see your point now, yes, you are right on both accounts, and I agree
 that those are all valid reasons. but, you cant fault a man for hoping
 of better future. we all must put some effort to accomplish this task.
 although, I am studying history, but I did my intermediate in computer
 science, and am trying to make the heads and tails of the game
 programming. the first step is always the most difficult and I hope
 that one day the audio games would be able to compete in normal
 market.

 cheers.
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Re: [Audyssey] info AudioGames Game Engine

2015-06-09 Thread Dakotah Rickard
 wondering if exist a
 Game Engine accessible for blinds, a sort of Unity or UnrealEngine that
 can
 be navigated via Screen Reader.

 The final task is to create an immersive interactive audio game in
 first
 person. Something similar to Papa Sangre.

 During my research I've met Blastbay Studio application (BGT) but it
 seems
 to be more for developer then for designer; a very nice guy has created
 an
 Engine called Heat Engine on the basis of BGT.

 I'd like to know if there's something else too.

 Thank you very much in advance.

 Daniele.
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Re: [Audyssey] Entombed 2 Windows and Mac Test Clients

2015-04-25 Thread Dakotah Rickard
I am curious. The space bar seems to reset your position. Interesting.

Signed:
Dakotah Rickard

 On Apr 22, 2015, at 17:25, dark d...@xgam.org wrote:
 
 Hi Lucky.
 
 No, there arent' many keys in the game, just escape for the menu, enter,the 
 arrows, and the period key to go down stairs. The down stairs key does work, 
 it generates a new dungeon, but there is no message to tell you it's doing 
 it, and indeed not a lot to find in the dungeon besides arch ceilinged rooms 
 anyway, though if you go and look at the arch cieling rooms you'll notice 
 they're in a different place when going down stairs.
 
 This was just a tech demo purely to check if JAson's basics with the engine 
 and making the dungeon were running okay, whether all the sounds played and 
 the text spoke etc. Fortunately it all seems to be in working order so Jason 
 can now start on the game propper.
 
 Beware the Grue!
 
 Dark.
 
 
 There is always more to know, more to see, more to learn. The world is vast 
 and wondrous strange and there are more things benieth the stars than even 
 the archmaesters of the citadel can dream.
 - Original Message - From: lucky luckyci...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, April 22, 2015 9:46 PM
 Subject: Re: [Audyssey] Entombed 2 Windows and Mac Test Clients
 
 
 Seems it's working. I don't know what's already done but if it does mean 
 anything, I tried this with jaws and tried to use some shortcuts like 
 upstair or downstair and all other keyboard commands bbut jaws doesn't speak 
 anything.
 Maybe there're not in the game yet but just reporting.
 
 
 
 - Original Message - From: john jpcarnemo...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, April 22, 2015 12:23 PM
 Subject: Re: [Audyssey] Entombed 2 Windows and Mac Test Clients
 
 
 Seems to have run fine on my windows 7 x64.
 Its awesome to see nvda support!
 --
 From: Jason Allen evildi...@gmail.com
 Sent: Wednesday, April 22, 2015 0:07
 To: Gamers Discussion list gamers@audyssey.org
 Subject: [Audyssey] Entombed 2 Windows and Mac Test Clients
 
 Hello everyone,
 
 I thought I'd post here for feedback on the Windows and Mac test versions
 for Entombed 2. These test versions have no gameplay, but if they run on
 your computer, then the full game should also.
 
 There isn't much to do other than walk around an empty dungeon. If you're
 keen on trying it out, please let me know how it runs.
 
 Windows version: http://endpermian.com/e2/Entombed2Setup.msi
 
 Mac version: http://endpermian.com/e2/Entombed2MacOS.zip
 
 The Windows version works with
 
  - JAWS
  - Window-Eyes
  - NVDA
  - SuperNova
  - System Access
  - ZoomText
 
 and SAPI.
 
 The Mac version will use whatever your default system voice is.
 
 To move around and select menu options use the arrow keys or W,S,A,D. You
 can increase and decrease the voice rate by using the + and - keys. This
 works for Mac and SAPI on windows.
 
 Thanks!
 Jason
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Re: [Audyssey] xbox accessibility?

2015-03-25 Thread Dakotah Rickard
Let's assume that the xBox can run something like NVDA. The
difficulty, then, would be input. NVDA could read and recognize the
text you're on, but you'd have to be pretty careful about creating
non-conflicting NVDA-based input commands, then implementing them in
your xBox's local copy. That's assuming that it would actually run
NVDA at all. I'm actually pretty interested in just how blurred the
lines are between something like an xBox 1 or 3'60 and a standard
windows or windows RT/Phone device.
What with Windows 10 promising a lot of cross-compatibility with the
xBox and what with many games being offered on PC, I see the decline
of the console market as something akin to inevitable. I think the
future of the console is going to be what they tried to do with the
xBox 1, a fully featured entertainment and communications hub,
basically a Microsoft set-top box that could get streaming TV, play
games and music, and could make and receive video calls. The dedicated
console market is basically supplanted by something we can use with at
least some success, the personal computer. Still, if the xBox turned
out to be accessible, or the PS 4 for that matter, that'd be another
reason to consider getting one, if only for the experience of actually
being able to use the thing.
Sorry for what turned out to be a long, slightly rambling message.
Still, here's hoping it was helpful.

On 3/10/15, darren harris darren_g_har...@btinternet.com wrote:
 i was of the understanding that the xbox 1 is already out? so if it can run
 universal apps can it not run things like nvda?

 Sent from my iPad

 On 10 Mar 2015, at 16:37, Piotr Machacz piterm...@gmail.com wrote:

 The dashboard can be memorised. If you get a Kinect with the xbox, then
 you can also use voice commands to navigate the interface and launch
 games, and the success and/or failure of what you asked is indicated with
 audio queues. The newer Kinect games like Kinect sports season 2 also let
 you use voice commands in the game's menus. Downloading digital games is
 accessible because you can do it from the xbox live website. The cconsole
 is smart enough to start downloading new purchases and when they're
 finished you get a sound. You can also use the smart glass app on iOS,
 android or Windows 8 to control the console and launch games.
 Now, for some speculation. The Xbox one is very likely to receive Windows
 10, and it will support running new universal apps, so it's very likely
 it may receive a narrator feature, especially considering that because
 Microsoft is pushing it as a media consumption device it might fall under
 the FCC accessibility regulations.


 On 2015-03-10 11:28, darren harris wrote:
 hi all,

 am at a friends house and he's got an xbox 360. some of the games he
 plays are pretty fun. obviously the games themselves would vary in
 accessibility but overall what about the whole xbox experience? what
 level of accessibility is there currantly? is there work being done to
 make the xbox experience more accessible?

 Sent from my iPad
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Re: [Audyssey] nightjar level 8

2015-03-25 Thread Dakotah Rickard
.



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[Audyssey] PS4 Access?

2015-03-13 Thread Dakotah Rickard
Hi. Someone might have already posted this:

Buried in this announcement is news that might matter to us. Text to
Speech is coming to the PS4. I don't know what this means, but it's
interesting.

http://arstechnica.com/gaming/2015/03/ps4-finally-getting-suspendresume-feature-first-promised-two-years-ago/

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Re: [Audyssey] free accessible ios games

2015-02-23 Thread Dakotah Rickard
I think that if we want a multi-player rpg on the order of what
people're looking at now, we're going to have to make it ourselves, as
the amount of information coming in is a bit staggering for on-screen
Voiceover navigation, especially as many people seem to swipe through
elements rather than locating them onscreen.
Still, the list of accessible free iOS games is growing. Awesome!

On 2/22/15, Travis Siegel tsie...@nfbcal.org wrote:
 I just wanted to let folks know, just in case they didn't know.  Besides
 lords and knights, there are three other games by the same folks that are
 accessible as well.  Celtic tribes, Crazy tribes, and Scary tribes are all
 just as accessible as lords and knights.  I have to say, even though they're
 very similar games, I'm really enjoying the crazy tribes.  It takes place in
 a post apolyptic world, and I think it's the best of all of them.
 It does seem though, that scary tribes and crazy tribes use the same game
 code, so if you have one, you don't need the other, as they access the same
 database on the game server frown

 All of them are accessible, and they all work with game center so you can
 compete against others.
 For those who care, my gamecenter id is WiredForSound, feel free to look me
 up.
 Hope this helps.
 I'm still checking on lords of blood, and panzerwars.  They initially appear
 to be accessible, but I won't know for sure until I get in and actually try
 to play a game with others.
 hth.
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Re: [Audyssey] Audio rpg kickstarter

2015-02-18 Thread Dakotah Rickard
My concern now is that they're so far from their goal.
I've recently exited college and am looking for work. What this means
is that, for now, I'm in the same boat as much of the community:
between/without job.
This game, fortunately, isn't a blind-only thing, but they are
significantly short of their goal, and there's little I can do, at
this point, to assist them. Trust me. Given the choice, I'd put a
thousand stirling toward their goal. I am simply unable to do so.
Still, if I can, I'll do, and I'll certainly spread the word. I'm
looking forward to projects like this, which are becoming more and
more common as game audio gains prevalence.

On 2/16/15, Ian McNamara ianmcnamar...@gmail.com wrote:
 Yes things are moving a bit slowly, me and William Lomas have promoted it
 every where we can so we've done some pretty hard promotion work for them.

 Ian McNamara
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Re: [Audyssey] audio games popularity

2015-01-01 Thread Dakotah Rickard
I play a Bowling game called Strike, though I can't recall the
developer at the moment. That game is all but accessible, the only
thing missing, as in the case of your game, being the pins remaining.
There are several options for this.
I suggest that they be enablable options.
The first is to have the remaining pins announced by number. The
second is to offer a stereo representation of remaining pins somehow.
The least emersive would be to have beeps at the various locations,
lower pitch representing the distance/row. The most emersive would
probably be a little harder to grasp, but it might be something like
this. the pins that are knocked down are taken away. This makes a
slight sound, and wherever the sound isn't, that's where the remaining
pins are. If this process proceeded left to right, back to front, or
some other patern consistently, it would be relatively easy to figure
out the position of the remaining pins with a little practice.

On 12/31/14, Jason Allen evildi...@gmail.com wrote:
 Hi Scott,

 Thanks for the offer. Galaxy Bowling is currently on iOS and Android. I
 think I can make a version for the desktop accessible and go from there.
 I'll see what progress I can make in the next few days.

 Cheers!
 Jason

 On Wed, Dec 24, 2014 at 5:43 PM, ishan dhami ishan1dha...@gmail.com
 wrote:

 Hello micheal sir and all.
 I agree with you gauler sir but can you write scripts for cubis logic
 and nuendo?
 another point is all audio game developer are developing games for
 their fun not for their money.
 high quality games require a massive team work and there are few who
 can contribute to the blind.
 once I was playing entombed and my cousin was watching me and when he
 was not able to understand that what I am doing then he asked to me I
 told him that I am playing a game named entombed he wondered and told
 me are you playing in illusions?
 I said no see this is an audio game
 so the mainstream community don't know about the audio games.
 as far as the point of modification in entombed I disagree with you
 Thomas
 sir
 in entombed you cannot know that you are in a room or in a hall.
 Thanks
 Ishan

 On 12/20/14, Scott Chesworth scottcheswo...@gmail.com wrote:
  Hey Jason,
 
  There's nothing else bowling related that I know of in the mobile
  space, so yeah, could be a cool addition.
 
  What platform is Galaxy Bowling for, and what libraries did you use to
  develop it? I'm asking to see whether there are any resources or
  examples of other developers that've taken the same route and ended up
  with an accessible app that might be worth you checking out for a
  nudge in the right direction.
 
  Cheers
 
  Scott
 
 
  On 12/19/14, Jason Allen evildi...@gmail.com wrote:
  To Scott,
 
  My mobile games aren't accessible, but I'm curious if I could make
  them
  that way. The only one I think might be doable is Galaxy Bowling. It's
  a
  bowling game with many modes and variations. You'd need some way to
  know
  where any remaining pins are and what your score is. Are there any
  existing
  bowling accessible bowling games? How did they manage it?
 
  Thank you,
  Jason
 
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Re: [Audyssey] Fine-tuning Melee Weapon Accuracy in AudioDefenceforiOS

2014-12-24 Thread Dakotah Rickard
.

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Re: [Audyssey] About pc games

2014-12-18 Thread Dakotah Rickard
I'm only the most basic kind of hobbyist programmer right now. I have
the logic, but I don't fully understand the creation tools. However, I
have started and stopped enough projects to understand what Tom is
saying about motivation. Jeremy/Aprone faced the same difficulty with
Swamp.
However, I also understand something else. A team keeps people
motivated by offering support, encouragement, and the occasional kick
in the butt. A team of people is generally listed in the credits for
every indie game out there and every mainstream game.
Our developers seem to occasionally work on teams, but the majority,
the ones as part of this topic, the vast majority, work alone. alone,
there is just that one person doing everything. Not only is the
project their baby alone, their precious work, it is their
responsibility if they lose motivation. If they get  burnt out, then a
lot of people get disappointed.
The fact of the matter is that there's a long history of piracy in our
community to overcome. There are three choices: make a game with
stringent product protection, something that requires a by-Skype or
by-phone activation, keep going with medium protection and hope people
will not pirate it too much, or go with low product protection but
make the kind of smash-hit game that makes people want to pay, the
kind of game that people can really get righteous about.
I think options 1 and 3 are good. However option 3 has the advantage
of guaranteeing us something fantastic. No matter the option, anything
done works better with a team.
Yes, a team means conflict, disagreement, but it also means something
truly memorable. It means that we can have something truly amazing.

On 12/18/14, Jacob Kruger ja...@blindza.co.za wrote:
 Thomas, will do.

 Main things are to rework actual interaction, interface, some of the sort of

 strategy logic, and to add things like sound effects etc.

 Actually quite amusing thinking of how it all seemed to me at the time when

 while OOP was pretty much standard from my side, implementing it properly in

 python was another thing...smile

 Stay well

 Jacob Kruger
 Blind Biker
 Skype: BlindZA
 ...Roger Wilco wants to welcome you, to the space janitor's closet...

 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, December 18, 2014 12:32 AM
 Subject: Re: [Audyssey] About pc games


 Hi Jacob,

 Definitely keep us posted on that project. I remember when you
 released the original version of your simple RPG engine, and it was a
 cool program if a bit simplistic for a first realize. I'll be looking
 forward to any updates you may have in the future regarding that
 particular project.

 Cheers!


 On 12/17/14, Jacob Kruger ja...@blindza.co.za wrote:
 Thomas/Dark,

 One of my holiday time plans this year is to rework my mapData, simple
 role-playing engine, which I slapped together using python, since while
 I
 originally used it as one of my forms of self-introduction to python
 quite a

 while ago, I have moved a lot farther on - I am nowadays actually working

 on

 an almost fully professional basis as a python programmer - among a
 couple
 of other platforms/languages.

 Stay well

 Jacob Kruger
 Blind Biker
 Skype: BlindZA
 ...Roger Wilco wants to welcome you, to the space janitor's closet...


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[Audyssey] Game Development, Accessibility, and a Future worth Fighting For

2014-12-18 Thread Dakotah Rickard
, and to tie it in with what I'm getting at,
consider the eponymous Audiogames.net. My suggestion that that sight
be about audiogames rather than games for the blind has been shot
down, twice.

So in conclusion, I'm saying two discrete yet poignant things. First,
our developers are indie developers. Almost by definition, that means
they aren't going to make much money off their games, compared to
someone at a major studio. Second, one of the reasons we make so
little money is that we don't try to include sighted persons in our
gaming environment. We have a golden opportunity to change number 1 by
changing number 2. Will it change the way everything is done? No. Will
it do something positive? How could it do anything else?


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Re: [Audyssey] first attempt at Audio Defense

2014-12-13 Thread Dakotah Rickard
I have to laugh at myself. I generally use my iPhone for standing play, my iPad 
for relaxed playgh When standing, I find myself in a relaxed shooter's stance, 
left hand holding the phone,  flat vertically, I use my right hand to fire and 
reload, pointing the narrow profile of the phone at my targets! I also find 
myself chopping at zombies with my melee weapon, rather than shaking the 
device. Maybe I'm getting a little too into it.


Signed:
Dakotah Rickard

 On Dec 13, 2014, at 22:51, dark d...@xgam.org wrote:
 
 Hi Charlse.
 
 Glad you like. I admit audio defense does take getting used to, but Doctor 
 Bastard's comments are a bonus.
 
 What amazed me is that after a while I found myself developing little 
 physical stratogies. For example, instead of turning my hole body, I'd face a 
 given direction and then fine tune my shots by moving my hands as if I were 
 carrying a real gun and picking creatures off, then only move my feet if I 
 heard something behind me.
 
 Beware the Grue!
 
 Dark.
 There is always more to know, more to see, more to learn. The world is vast 
 and wondrous strange and there are more things benieth the stars than even 
 the archmaesters of the citadel can dream.
 - Original Message - From: Charles Rivard wee1s...@fidnet.com
 To: audyssey gamers list gamers@audyssey.org
 Sent: Saturday, December 13, 2014 7:47 PM
 Subject: [Audyssey] first attempt at Audio Defense
 
 
 After spending about 20 to 25 minutes with this game, I've worked my way 
 through the first challenge in which I had to use the shotgun.  So far, I do 
 like this game.  The spectator's comments are entertaining, and the sound is 
 good.
 
 ---
 Be positive!  When it comes to being defeated, if you think you're finished, 
 you! really! are! finished!
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Re: [Audyssey] Fine-tuning Melee Weapon Accuracy in AudioDefencefor iOS

2014-12-13 Thread Dakotah Rickard
I find that it varies a little across weapons. Or maybe that's just me.
Either way, have you guys noticed that the golf club doesn't sound?


Signed:
Dakotah Rickard

 On Dec 13, 2014, at 14:52, Charles Rivard wee1s...@fidnet.com wrote:
 
 I wish the bong sound were more pronounced, just for orneriness.  I'd like 
 to really give the zombie a big time headache!  (evil grin)
 
 ---
 Be positive!  When it comes to being defeated, if you think you're finished, 
 you! really! are! finished!
 - Original Message - From: Teresa Cochran 
 vegaspipistre...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, December 13, 2014 4:42 AM
 Subject: Re: [Audyssey] Fine-tuning Melee Weapon Accuracy in AudioDefencefor 
 iOS
 
 
 Oh, I didn't realize the zombies weren't within melee-weapon range when the 
 heartbeat first sounds. I'll have to play with that' a bit.
 
 Thanks,
 Teresa
 
 Winging its way from my iPod
 
 On Dec 12, 2014, at 11:31 PM, dark d...@xgam.org wrote:
 
 Hi Teresa.
 
 I am not sure of the exact numbers involved, but the first slower heartbeat 
 is when zombies are getting close, but not quite close enough for melee 
 range, thus what I did was heard the first heartbeat, made sure I was on 
 targit and then started swinging when the heartbeat was faster, ie, when 
 the zombie was closer.
 
 All the best,
 
 Dark.
 There is always more to know, more to see, more to learn. The world is vast 
 and wondrous strange and there are more things benieth the stars than even 
 the archmaesters of the citadel can dream.
 - Original Message - From: Teresa Cochran 
 vegaspipistre...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, December 13, 2014 1:29 AM
 Subject: Re: [Audyssey] Fine-tuning Melee Weapon Accuracy in Audio 
 Defencefor iOS
 
 
 Thanks, guys. I always wait for the heartbeat to start before I swing. 
 I've sometimes heard it beat faster, like a second gear. :) I'll try 
 waiting for that, and I'll try making each swing count.
 
 Teresa
 
 Winging its way from my iPod
 
 On Dec 12, 2014, at 3:10 PM, Cara Quinn caraqu...@caraquinn.com wrote:
 
 Hi Teresa,
 
 Have you ever swung and missed? As far as I know, every swing goes toward 
 your accuracy. So if you are hearing every zombie in front of you before 
 you swing, then it is possible that as Phil says, you may perhaps be 
 swinging too early?
 
 I wait until the heartbeat starts and then swing at the zombie when it is 
 right in front of me.
 
 Maybe others have more tips / tricks?…
 
 HTH and have a great weekend!
 
 Cheers!
 
 Cara
 ---
 iOS design and development - LookTel.com
 ---
 View my Online Portfolio at:
 
 http://www.onemodelplace.com/CaraQuinn
 
 Follow me on Twitter!
 
 https://twitter.com/ModelCara
 
 On Dec 12, 2014, at 3:15 PM, Teresa Cochran vegaspipistre...@gmail.com 
 wrote:
 
 Hi, all,I'm trying to clean up in the challenges and get my last two 
 stars. These are in the whack-a-zombie level. You can oarly use your 
 melee weapons here. I can complete this level easily, but always seem to 
 get between 65% and 70% accuracy. I can't think of anything else to try 
 to improve this. What are the criteria for accuracy. Is it the speed with 
 which you dispatch the weapon? I seem to have the zombie right in front 
 of me when I hit it.
 
 Ideas?
 
 Thanks,
 Teresa
 
 Winging its way from my iPod
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Re: [Audyssey] A Brief Tribute; was: Pizza Delivery

2014-12-11 Thread Dakotah Rickard
.


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[Audyssey] A Brief Tribute; was: Pizza Delivery

2014-12-09 Thread Dakotah Rickard
Jim, I thought about sending you this off-list, as it's a bit
off-topic, but I thought, why? It's worth saying publicly.
Anyway, I remember owning my first pc more than 15 years ago (I'm 26
now). I was at first very sad. I couldn't find any games out there for
the blind. I wanted games. I have always loved games. Who hasn't?
Somehow, I'm not sure how anymore, i found your website. I played
every game on that site, played until I knew every part. The original
Mach1 is still, in my humble opinion, a great racing game.
The fact that you have put out so many different kinds of games is
amazing. The fact that they're all free is borderline miraculous.
You may not remember, but I sent you an email a while back, asking
permission to build on a couple of your game concepts if I started
making games. It would have been reasonable, expected, that you would
be upset, but instead, you welcomed my additions. Your openness and
warmth are an important part of what makes you such an admirable
person, a fantastic developer.
Thank you for giving me hope so long ago, for giving me untold hours
of entertainment, for doing an awesome and inspiring job.
-
Signed:
Dakotah Rickard

On 12/9/14, Jim Kitchen j...@kitchensinc.net wrote:
 Hi Josh,

 Thank you very much for saying so.  I do appreciate that very much.

 Have fun.

 BFN

 - Original Message -
 yes thanks jim, your games are lots of fun!

  Jim

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

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

2014-11-23 Thread Dakotah Rickard
Well, I personally like the Choice Of Games and Hosted Games stuff: same style, 
same developer, sort of.  Also, if you just want a casual grinder, try 
Level-Op, I think it's called. The TIconBlue or whatever are supposed to be 
good,, but they're frankly too expensive in my humble opinion.
Hmmm. There aren't too many that I've played at least. King of Dragon Pass 
doesn't really count, because it's more of a civ game, but it's good.
There are more games, but I can't really vouch for them because I haven't 
played them and don't  know anything about them.
HTH

Signed:
Dakotah Rickard

 On Nov 23, 2014, at 03:15, Lindsay Cowell 
 lindsay.cow...@annebill64.plus.com wrote:
 
 What are the best role playing games for the iPhone?
 
 Sent from my iPhone
 
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Re: [Audyssey] Park boss report.

2014-10-05 Thread Dakotah Rickard
Honestly, I've never once generated a park report. Granted, my first
park went bankrupt at sometime around week 65, because I couldn't seem
to balance my prices. My second one... I don't even know what
happened. It went from a balance of about 300,000 pounds to negative
by about that much in two weeks. It was ... I don't even know.

On 10/5/14, hayden presley hdpres...@hotmail.com wrote:
 Hi Thomas,
 You mentioned that after striking, the employees wanted more than they were
 being paid before you dropped your wages--something which brought to mind
 an
 interesting phrase at the end of the strike eMails. If you recall, it is
 mentioned that the wage might be negociable. I can't tell if this is simply
 fluff, or if wage prices are, in some way, actually megociable. Problem is,
 should the latter be true, I see no way of accomplishing that. Have you had
 any experience in negociation with them? Perhaps you can just hold off
 paying them for a week and they will shoot you a new suggestion? I honestly
 am not sure.

 Best Regards,
 Hayden


 -Original Message-
 From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward
 Sent: Saturday, October 04, 2014 10:26 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Park boss report.

 Hi Hayden,

 Same here. The first couple of parks I created I followed the park reports
 rather faithfully and every time I took one of its suggestions I ended up
 making the situation worse instead of better. I found out through a little
 trial and error to use my own common sense and pay people a wage I thought
 they should be making for their current job rather than listening to the
 park reports.

 For example, I remember this one park where I was paying everyone about 8.
 The park reports told me I was paying them too much and I should pay them
 3.
 So I lowered wages to 3 per person. The next thing I knew all of my
 employees were on strike and they now wanted 10 per person. I ended up
 triggering a mass strike all because I followed the park reports' so-called
 expert advice. I'd been better off to go with my own judgment which was
 closer to their demands than the park reports were.

 Cheers!


 On 10/4/14, hayden presley hdpres...@hotmail.com wrote:
 Actually, Charles, those reports generate rather low figures. Just ona
 whim, I did that for my first park one week, and subsequently every
 single employee in my park struck. So those numbers don't' really give
 a realistc report as to what to pay anyone, and that inludes ticket
 prices.

 Best Regards,
 Hayden


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Re: [Audyssey] suggestion for park boss

2014-10-05 Thread Dakotah Rickard
Oh yeah. Also, I think it'd be lovely to be able to rotate the rides.
i'd ove to put som things in sideways.

On 10/5/14, Dakotah Rickard dakotah.rick...@gmail.com wrote:
 Honestly, I agree. I've all but built every ride, and I don't want to
 duplicate things, because I feel awkward about having two ... well,
 anything. I really shouldn't maybe, but I can't help it.

 On 10/5/14, Charles Rivard wee1s...@fidnet.com wrote:
 Different types of roller coasters have different ways to seat you, or
 you
 might be standing.  Carousels have different animals, which can be real
 artwork.  You buy them premade rather than custom built, and they would
 be
 at different costs, set by the ride designer and or vender.

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

 you! really! are! finished!
 - Original Message -
 From: emily fallenange...@mail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, October 05, 2014 12:27 PM
 Subject: Re: [Audyssey] suggestion for park boss


 actually, that's given me an idea.

 wouldn't it be cool if say you could choose what type of seats you use
 on

 the rides.

 an example would be the horses on the merry-go-round, you can theme them
 in to diffrent animals, or if you wanted to objects

 same with rides such as the roller coaster. you could choose a roller
 coaster car, a roller coaster train, etc
 On 05/10/2014 05:10, Thomas Ward wrote:
 Hi Emily,

 Not at all. there is a much easier way to do it. Simply offer the user
 the ability to edit the name of the roller-coaster, boat ride, train
 ride, whatever and have Sapi speak the new name aloud. No need to
 involve the developer in selecting which rides do and don't make it in
 to the game. By having an editable  profile the end user can create
 the rides he/she wants by modifying existing ones.



 On 10/4/14, emily fallenange...@mail.com wrote:
 now their's a real idea!

 how would it work. i guess you'd email the developers with a list of
 the
 rides you're near or the ones you'd like to manage, and then they get
 included. either that, or the developer chooses himself... like, now
 what's a famous rollercoaster... oh yes, magnum force. we can add
 that.
 what about a famous water ride... oh yeah, splash mountain at walt
 disney world. we'll add that. and so on.

 love the idea!
 ---
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 --
 Signed:
 Dakotah Rickard



-- 
Signed:
Dakotah Rickard

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Re: [Audyssey] suggestion for park boss

2014-10-05 Thread Dakotah Rickard
Honestly, I agree. I've all but built every ride, and I don't want to
duplicate things, because I feel awkward about having two ... well,
anything. I really shouldn't maybe, but I can't help it.

On 10/5/14, Charles Rivard wee1s...@fidnet.com wrote:
 Different types of roller coasters have different ways to seat you, or you
 might be standing.  Carousels have different animals, which can be real
 artwork.  You buy them premade rather than custom built, and they would be
 at different costs, set by the ride designer and or vender.

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

 you! really! are! finished!
 - Original Message -
 From: emily fallenange...@mail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, October 05, 2014 12:27 PM
 Subject: Re: [Audyssey] suggestion for park boss


 actually, that's given me an idea.

 wouldn't it be cool if say you could choose what type of seats you use on

 the rides.

 an example would be the horses on the merry-go-round, you can theme them
 in to diffrent animals, or if you wanted to objects

 same with rides such as the roller coaster. you could choose a roller
 coaster car, a roller coaster train, etc
 On 05/10/2014 05:10, Thomas Ward wrote:
 Hi Emily,

 Not at all. there is a much easier way to do it. Simply offer the user
 the ability to edit the name of the roller-coaster, boat ride, train
 ride, whatever and have Sapi speak the new name aloud. No need to
 involve the developer in selecting which rides do and don't make it in
 to the game. By having an editable  profile the end user can create
 the rides he/she wants by modifying existing ones.



 On 10/4/14, emily fallenange...@mail.com wrote:
 now their's a real idea!

 how would it work. i guess you'd email the developers with a list of
 the
 rides you're near or the ones you'd like to manage, and then they get
 included. either that, or the developer chooses himself... like, now
 what's a famous rollercoaster... oh yes, magnum force. we can add that.
 what about a famous water ride... oh yeah, splash mountain at walt
 disney world. we'll add that. and so on.

 love the idea!
 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to
 gamers-unsubscr...@audyssey.org.
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-- 
Signed:
Dakotah Rickard

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Re: [Audyssey] suggestion for park boss

2014-10-05 Thread Dakotah Rickard
How about different kinds of coasters, as in something like Rollercoaster 
tycoon: wood or steel construction, either straight, hilly, curvy, upside down, 
etc. Just a thought of something maybe to add to a great game, unique to 
anything we have on offer. I've been wondering how long it'd take before we got 
a tycoon game of sorts. Please, you guys, keep making them this awesome.

Signed:
Dakotah Rickard

 On Oct 5, 2014, at 16:39, Desiree Oudinot turtlepowe...@gmail.com wrote:
 
 I agree. The way it stands now, even if you put more than, say, one
 roller coaster in, it feels like you're just putting two of the same
 coaster in, because you can't personalize them at all.
 
 On 10/5/14, Dakotah Rickard dakotah.rick...@gmail.com wrote:
 Honestly, I agree. I've all but built every ride, and I don't want to
 duplicate things, because I feel awkward about having two ... well,
 anything. I really shouldn't maybe, but I can't help it.
 
 On 10/5/14, Charles Rivard wee1s...@fidnet.com wrote:
 Different types of roller coasters have different ways to seat you, or
 you
 might be standing.  Carousels have different animals, which can be real
 artwork.  You buy them premade rather than custom built, and they would
 be
 at different costs, set by the ride designer and or vender.
 
 ---
 Be positive!  When it comes to being defeated, if you think you're
 finished,
 
 you! really! are! finished!
 - Original Message -
 From: emily fallenange...@mail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, October 05, 2014 12:27 PM
 Subject: Re: [Audyssey] suggestion for park boss
 
 
 actually, that's given me an idea.
 
 wouldn't it be cool if say you could choose what type of seats you use
 on
 
 the rides.
 
 an example would be the horses on the merry-go-round, you can theme them
 in to diffrent animals, or if you wanted to objects
 
 same with rides such as the roller coaster. you could choose a roller
 coaster car, a roller coaster train, etc
 On 05/10/2014 05:10, Thomas Ward wrote:
 Hi Emily,
 
 Not at all. there is a much easier way to do it. Simply offer the user
 the ability to edit the name of the roller-coaster, boat ride, train
 ride, whatever and have Sapi speak the new name aloud. No need to
 involve the developer in selecting which rides do and don't make it in
 to the game. By having an editable  profile the end user can create
 the rides he/she wants by modifying existing ones.
 
 
 
 On 10/4/14, emily fallenange...@mail.com wrote:
 now their's a real idea!
 
 how would it work. i guess you'd email the developers with a list of
 the
 rides you're near or the ones you'd like to manage, and then they get
 included. either that, or the developer chooses himself... like, now
 what's a famous rollercoaster... oh yes, magnum force. we can add
 that.
 what about a famous water ride... oh yeah, splash mountain at walt
 disney world. we'll add that. and so on.
 
 love the idea!
 ---
 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.
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 ---
 Gamers mailing list __ Gamers@audyssey.org
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 You can make changes or update your subscription via the web, at
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 If you have any questions or concerns regarding the management of the
 list,
 please send E-mail to gamers-ow...@audyssey.org.
 
 
 --
 Signed:
 Dakotah Rickard
 
 ---
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 If you want to leave the list, send E-mail to
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 You can make changes or update your subscription via the web, at
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 If you have any questions or concerns regarding the management of the list,
 please send E-mail to gamers-ow...@audyssey.org.
 
 
 -- 
 Desiree
 
 ---
 Gamers mailing

Re: [Audyssey] status of entombed?

2014-09-20 Thread Dakotah Rickard
All I know is that he said he'd maybe be doing an Entombed II.

On 9/20/14, Bryan Peterson bpeterson2...@cableone.net wrote:
 None that I know of.



 Ash nazg durbatulûk, ash nazg gimbatul,
 Ash nazg thrakatulûk agh burzum-ishi krimpatul.
 -Original Message-
 From: john
 Sent: Saturday, September 20, 2014 7:44 AM
 To: gamers@audyssey.org
 Subject: [Audyssey] status of entombed?

 Does anybody know what the official status of entombed is? I know not much
 has happened development wise in a long time. Is it abandoned, or does the
 dev still have plans for it? Is it in limbo? Is there any official notice at

 all?

 Thanks,
 John
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-- 
Signed:
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Re: [Audyssey] rpg quest game for ios

2014-06-19 Thread Dakotah Rickard
I guess, but the point is that it's not in a browser. It's portable.

Signed:
Dakotah Rickard

 On Jun 17, 2014, at 18:42, dark d...@xgam.org wrote:
 
 To be honest I've seen far too many of these things in browsers to find them 
 interesting unless they either have some exploring or some actually 
 interesting combat, otherwise you may as well be playing process quest.
 
 Beware the gRue!
 
 Dark.
 - Original Message - From: Dakotah Rickard 
 dakotah.rick...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, June 17, 2014 10:12 PM
 Subject: Re: [Audyssey] rpg quest game for ios
 
 
 Maxcraft is pretty stripped down. Level Up, by Ape Apps, is a bit more
 detailed, but not too much.
 It's just that both are a decent to pick up and play.
 
 I'm trying the text rpg. However, I wish that rpg quest was on iOS.
 It's on Android. It's pretty good.
 
 On 6/17/14, dark d...@xgam.org wrote:
 Do either of the ones you mention have any text descriptions or any sort of
 
 real combat? all this you encounter a goblin hit attack games are no less
 
 dull on the  Iphone than they are on the pc.
 
 Beware the grue!
 
 dark.
 - Original Message -
 From: goshawk on horseback goshawk_on_horseb...@fastmail.co.uk
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, June 17, 2014 11:26 AM
 Subject: Re: [Audyssey] rpg quest game for ios
 
 
 would you happen to know the developer of the levelup one please?
 I ask, as several possibilities came up, so I need to know which is the
 right one, thanks.
 
 Simon
 
 
 - Original Message -
 From: Devin Prater r.d.t.pra...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, June 17, 2014 10:26 AM
 Subject: Re: [Audyssey] rpg quest game for ios
 
 
 There's always frotz
 
 Sent from my iPod 5
 
 keychat/google talk:
 r.d.t.pra...@gmail.com
 primary email:
 d.pra...@me.com
 facebook/iMessage:
 devinpra...@live.com
 
 
 On Jun 16, 2014, at 20:47, Dakotah Rickard dakotah.rick...@gmail.com
 wrote:
 
 If you guys can't find those, let me know.
 
 On 6/16/14, Dakotah Rickard dakotah.rick...@gmail.com wrote:
 Try maxcraft, I think it's called, and levelup or level up. Those are
 both free monster bashers. Text only, but hey.
 
 On 3/11/14, Paul Lemm paul.l...@sky.com wrote:
 Thanks Dark, found it now.  Even though it's just constant monster
 bashing,
 since its free that's my favourite kind of monster bashing so I'll
 give
 it
 ago.
 
 Thanks for letting us know about the game.
 
 Paul
 
 
 -Original Message-
 From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
 Sent: 11 March 2014 13:34
 To: Gamers Discussion list
 Subject: Re: [Audyssey] rpg quest game for ios
 
 Hi Paul.
 
 Nope, it seemed a pretty continous monster slay grinder I'm afraid.
 
 The  title is a little weerd, sinse when I looked on the ap store it
 ws
 called rpg quest, but when I looked on my perchiced menue it was
 called
 rpg
 text adventure.
 
 Either way the developer is frocco  inc and the game is free.
 
 Hth.
 
 All the best,
 
 Dark.
 - Original Message -
 From: Paul Lemm paul.l...@sky.com
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Monday, March 10, 2014 6:26 PM
 Subject: Re: [Audyssey] rpg quest game for ios
 
 
 Hi Dark,
 
 Did this game  end up getting any more in depth than just killing
 monster
 after monster?  I looked for it on the app store but couldn't find
 it.
 Did
 you say it was just called RPG quest?
 
 Paul
 
 -Original Message-
 From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
 Sent: 09 March 2014 02:57
 To: Gamers Discussion list
 Subject: Re: [Audyssey] rpg quest game for ios
 
 Rpg quest is the name, it was free and by someone called frocko
 software
 or
 something along those lines.
 
 All the best,
 
 Dark.
 - Original Message -
 From: Ian McNamara ianmcnamar...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, March 08, 2014 11:10 PM
 Subject: Re: [Audyssey] rpg quest game for ios
 
 
 So is the game just called quest RPG?
 
 Ian McNamara
 
 ---
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 list,
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 If you have any questions

Re: [Audyssey] rpg quest game for ios

2014-06-17 Thread Dakotah Rickard
Maxcraft is pretty stripped down. Level Up, by Ape Apps, is a bit more
detailed, but not too much.
It's just that both are a decent to pick up and play.

I'm trying the text rpg. However, I wish that rpg quest was on iOS.
It's on Android. It's pretty good.

On 6/17/14, dark d...@xgam.org wrote:
 Do either of the ones you mention have any text descriptions or any sort of

 real combat? all this you encounter a goblin hit attack games are no less

 dull on the  Iphone than they are on the pc.

 Beware the grue!

 dark.
 - Original Message -
 From: goshawk on horseback goshawk_on_horseb...@fastmail.co.uk
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, June 17, 2014 11:26 AM
 Subject: Re: [Audyssey] rpg quest game for ios


 would you happen to know the developer of the levelup one please?
 I ask, as several possibilities came up, so I need to know which is the
 right one, thanks.

 Simon


 - Original Message -
 From: Devin Prater r.d.t.pra...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, June 17, 2014 10:26 AM
 Subject: Re: [Audyssey] rpg quest game for ios


 There's always frotz

 Sent from my iPod 5

 keychat/google talk:
 r.d.t.pra...@gmail.com
 primary email:
 d.pra...@me.com
 facebook/iMessage:
 devinpra...@live.com


 On Jun 16, 2014, at 20:47, Dakotah Rickard dakotah.rick...@gmail.com
 wrote:

 If you guys can't find those, let me know.

 On 6/16/14, Dakotah Rickard dakotah.rick...@gmail.com wrote:
 Try maxcraft, I think it's called, and levelup or level up. Those are
 both free monster bashers. Text only, but hey.

 On 3/11/14, Paul Lemm paul.l...@sky.com wrote:
 Thanks Dark, found it now.  Even though it's just constant monster
 bashing,
 since its free that's my favourite kind of monster bashing so I'll
 give
 it
 ago.

 Thanks for letting us know about the game.

 Paul


 -Original Message-
 From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
 Sent: 11 March 2014 13:34
 To: Gamers Discussion list
 Subject: Re: [Audyssey] rpg quest game for ios

 Hi Paul.

 Nope, it seemed a pretty continous monster slay grinder I'm afraid.

 The  title is a little weerd, sinse when I looked on the ap store it
 ws
 called rpg quest, but when I looked on my perchiced menue it was
 called
 rpg
 text adventure.

 Either way the developer is frocco  inc and the game is free.

 Hth.

 All the best,

 Dark.
 - Original Message -
 From: Paul Lemm paul.l...@sky.com
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Monday, March 10, 2014 6:26 PM
 Subject: Re: [Audyssey] rpg quest game for ios


 Hi Dark,

 Did this game  end up getting any more in depth than just killing
 monster
 after monster?  I looked for it on the app store but couldn't find
 it.
 Did
 you say it was just called RPG quest?

 Paul

 -Original Message-
 From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
 Sent: 09 March 2014 02:57
 To: Gamers Discussion list
 Subject: Re: [Audyssey] rpg quest game for ios

 Rpg quest is the name, it was free and by someone called frocko
 software
 or
 something along those lines.

 All the best,

 Dark.
 - Original Message -
 From: Ian McNamara ianmcnamar...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, March 08, 2014 11:10 PM
 Subject: Re: [Audyssey] rpg quest game for ios


 So is the game just called quest RPG?

 Ian McNamara

 ---
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 All messages are archived and can be searched and read at
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Re: [Audyssey] rpg quest game for ios

2014-06-17 Thread Dakotah Rickard
To provide more detail, I encountered it on Android. I think it was
RPG quest. I haven't had an android device in about six months, but I
think that was the name. It's pretty neat and very accessible.

On 6/17/14, Dakotah Rickard dakotah.rick...@gmail.com wrote:
 Maxcraft is pretty stripped down. Level Up, by Ape Apps, is a bit more
 detailed, but not too much.
 It's just that both are a decent to pick up and play.

 I'm trying the text rpg. However, I wish that rpg quest was on iOS.
 It's on Android. It's pretty good.

 On 6/17/14, dark d...@xgam.org wrote:
 Do either of the ones you mention have any text descriptions or any sort
 of

 real combat? all this you encounter a goblin hit attack games are no
 less

 dull on the  Iphone than they are on the pc.

 Beware the grue!

 dark.
 - Original Message -
 From: goshawk on horseback goshawk_on_horseb...@fastmail.co.uk
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, June 17, 2014 11:26 AM
 Subject: Re: [Audyssey] rpg quest game for ios


 would you happen to know the developer of the levelup one please?
 I ask, as several possibilities came up, so I need to know which is the
 right one, thanks.

 Simon


 - Original Message -
 From: Devin Prater r.d.t.pra...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, June 17, 2014 10:26 AM
 Subject: Re: [Audyssey] rpg quest game for ios


 There's always frotz

 Sent from my iPod 5

 keychat/google talk:
 r.d.t.pra...@gmail.com
 primary email:
 d.pra...@me.com
 facebook/iMessage:
 devinpra...@live.com


 On Jun 16, 2014, at 20:47, Dakotah Rickard dakotah.rick...@gmail.com
 wrote:

 If you guys can't find those, let me know.

 On 6/16/14, Dakotah Rickard dakotah.rick...@gmail.com wrote:
 Try maxcraft, I think it's called, and levelup or level up. Those are
 both free monster bashers. Text only, but hey.

 On 3/11/14, Paul Lemm paul.l...@sky.com wrote:
 Thanks Dark, found it now.  Even though it's just constant monster
 bashing,
 since its free that's my favourite kind of monster bashing so I'll
 give
 it
 ago.

 Thanks for letting us know about the game.

 Paul


 -Original Message-
 From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
 Sent: 11 March 2014 13:34
 To: Gamers Discussion list
 Subject: Re: [Audyssey] rpg quest game for ios

 Hi Paul.

 Nope, it seemed a pretty continous monster slay grinder I'm afraid.

 The  title is a little weerd, sinse when I looked on the ap store it
 ws
 called rpg quest, but when I looked on my perchiced menue it was
 called
 rpg
 text adventure.

 Either way the developer is frocco  inc and the game is free.

 Hth.

 All the best,

 Dark.
 - Original Message -
 From: Paul Lemm paul.l...@sky.com
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Monday, March 10, 2014 6:26 PM
 Subject: Re: [Audyssey] rpg quest game for ios


 Hi Dark,

 Did this game  end up getting any more in depth than just killing
 monster
 after monster?  I looked for it on the app store but couldn't find
 it.
 Did
 you say it was just called RPG quest?

 Paul

 -Original Message-
 From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
 Sent: 09 March 2014 02:57
 To: Gamers Discussion list
 Subject: Re: [Audyssey] rpg quest game for ios

 Rpg quest is the name, it was free and by someone called frocko
 software
 or
 something along those lines.

 All the best,

 Dark.
 - Original Message -
 From: Ian McNamara ianmcnamar...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, March 08, 2014 11:10 PM
 Subject: Re: [Audyssey] rpg quest game for ios


 So is the game just called quest RPG?

 Ian McNamara

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Re: [Audyssey] rpg quest game for ios

2014-06-16 Thread Dakotah Rickard
If you guys can't find those, let me know.

On 6/16/14, Dakotah Rickard dakotah.rick...@gmail.com wrote:
 Try maxcraft, I think it's called, and levelup or level up. Those are
 both free monster bashers. Text only, but hey.

 On 3/11/14, Paul Lemm paul.l...@sky.com wrote:
 Thanks Dark, found it now.  Even though it's just constant monster
 bashing,
 since its free that's my favourite kind of monster bashing so I'll give
 it
 ago.

 Thanks for letting us know about the game.

 Paul


 -Original Message-
 From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
 Sent: 11 March 2014 13:34
 To: Gamers Discussion list
 Subject: Re: [Audyssey] rpg quest game for ios

 Hi Paul.

 Nope, it seemed a pretty continous monster slay grinder I'm afraid.

 The  title is a little weerd, sinse when I looked on the ap store it ws
 called rpg quest, but when I looked on my perchiced menue it was called
 rpg
 text adventure.

 Either way the developer is frocco  inc and the game is free.

 Hth.

 All the best,

 Dark.
 - Original Message -
 From: Paul Lemm paul.l...@sky.com
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Monday, March 10, 2014 6:26 PM
 Subject: Re: [Audyssey] rpg quest game for ios


 Hi Dark,

 Did this game  end up getting any more in depth than just killing
 monster
 after monster?  I looked for it on the app store but couldn't find it.
 Did
 you say it was just called RPG quest?

 Paul

 -Original Message-
 From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
 Sent: 09 March 2014 02:57
 To: Gamers Discussion list
 Subject: Re: [Audyssey] rpg quest game for ios

 Rpg quest is the name, it was free and by someone called frocko software
 or
 something along those lines.

 All the best,

 Dark.
 - Original Message -
 From: Ian McNamara ianmcnamar...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, March 08, 2014 11:10 PM
 Subject: Re: [Audyssey] rpg quest game for ios


 So is the game just called quest RPG?

 Ian McNamara

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 --
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Re: [Audyssey] rpg quest game for ios

2014-06-16 Thread Dakotah Rickard
Try maxcraft, I think it's called, and levelup or level up. Those are
both free monster bashers. Text only, but hey.

On 3/11/14, Paul Lemm paul.l...@sky.com wrote:
 Thanks Dark, found it now.  Even though it's just constant monster bashing,
 since its free that's my favourite kind of monster bashing so I'll give it
 ago.

 Thanks for letting us know about the game.

 Paul


 -Original Message-
 From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
 Sent: 11 March 2014 13:34
 To: Gamers Discussion list
 Subject: Re: [Audyssey] rpg quest game for ios

 Hi Paul.

 Nope, it seemed a pretty continous monster slay grinder I'm afraid.

 The  title is a little weerd, sinse when I looked on the ap store it ws
 called rpg quest, but when I looked on my perchiced menue it was called rpg
 text adventure.

 Either way the developer is frocco  inc and the game is free.

 Hth.

 All the best,

 Dark.
 - Original Message -
 From: Paul Lemm paul.l...@sky.com
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Monday, March 10, 2014 6:26 PM
 Subject: Re: [Audyssey] rpg quest game for ios


 Hi Dark,

 Did this game  end up getting any more in depth than just killing monster
 after monster?  I looked for it on the app store but couldn't find it.
 Did
 you say it was just called RPG quest?

 Paul

 -Original Message-
 From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
 Sent: 09 March 2014 02:57
 To: Gamers Discussion list
 Subject: Re: [Audyssey] rpg quest game for ios

 Rpg quest is the name, it was free and by someone called frocko software
 or
 something along those lines.

 All the best,

 Dark.
 - Original Message -
 From: Ian McNamara ianmcnamar...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, March 08, 2014 11:10 PM
 Subject: Re: [Audyssey] rpg quest game for ios


 So is the game just called quest RPG?

 Ian McNamara

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Re: [Audyssey] Braille Dice

2014-06-11 Thread Dakotah Rickard
Not that I'm trying to be a jerk, but I hope you guys will remember
that I did try to get something like this started.
Hopefully, she has better luck than I did.


On 6/9/14, Nancy Feldman nancy.feld...@centurylink.net wrote:
 Hi,

 As has been discussed on this list recently, there aren't currently the
 Braille dice needed to play a game like DD or Pathfinder, Savage Worlds,
 World of Darkness games or numerous other RPGs. Below is a link to a
 Kickstarter doing Braille dice. It has reached its funding goal. She's going
 to use a 3D printer to create the dice.

 If you're interested, take a look:

 https://www.kickstarter.com/projects/1704875037/rpg-dice-for-the-visually-impaired

 Nancy


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[Audyssey] BGT Gaming SourceCode

2014-06-11 Thread Dakotah Rickard
Hi guys.

Is there anyone who has written a game or tech demo in BGT who would
be willing to let me see the source code? I'm really thinking about
moving forward with this, at least until I get better at c-sharp and
visual studios, but I don't get a good idea of a language from
tutorials alone. I'd like to see how stuff comes together with an
actual example.
If there is a full example in the BGT documentation, I missed it.
Please point it out to me.

Hopefully, any help you provide will later result in a game that
people might enjoy.



-- 
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Re: [Audyssey] Braille Dice

2014-06-11 Thread Dakotah Rickard
Oh. I quite agree. It's very optimistic.
I'm just frustrated because I put the idea out here, before I would
have put it on Kickstarter, and I got a lukewarm reception.
I hope this woman gets a better turnout.

On 6/11/14, Zachary Kline zkl...@speedpost.net wrote:
 This isn't the first such project to be Kickstarted, but as far as I'm aware
 it is the first to reach its initial funding goal. I feel that is perhaps a
 bit optimistic, but we'll see.
 Thanks for mentioning it on here, Nancy :)

 On Jun 11, 2014, at 12:51 PM, Dakotah Rickard dakotah.rick...@gmail.com
 wrote:

 Not that I'm trying to be a jerk, but I hope you guys will remember
 that I did try to get something like this started.
 Hopefully, she has better luck than I did.


 On 6/9/14, Nancy Feldman nancy.feld...@centurylink.net wrote:
 Hi,

 As has been discussed on this list recently, there aren't currently the
 Braille dice needed to play a game like DD or Pathfinder, Savage
 Worlds,
 World of Darkness games or numerous other RPGs. Below is a link to a
 Kickstarter doing Braille dice. It has reached its funding goal. She's
 going
 to use a 3D printer to create the dice.

 If you're interested, take a look:

 https://www.kickstarter.com/projects/1704875037/rpg-dice-for-the-visually-impaired

 Nancy


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Re: [Audyssey] BGT Gaming SourceCode

2014-06-11 Thread Dakotah Rickard
Wait. Aprone used BGT to write that?

On 6/11/14, john jpcarnemo...@comcast.net wrote:
 If you're looking for a full game, you might check out Aprone's obsessive
 compulsive, which (last I checked) was open source.

  - Original Message -
 From: Dakotah Rickard dakotah.rick...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Date sent: Wed, 11 Jun 2014 16:52:56 -0400
 Subject: [Audyssey] BGT Gaming SourceCode

 Hi guys.

 Is there anyone who has written a game or tech demo in BGT who would
 be willing to let me see the source code? I'm really thinking about
 moving forward with this, at least until I get better at c-sharp and
 visual studios, but I don't get a good idea of a language from
 tutorials alone. I'd like to see how stuff comes together with an
 actual example.
 If there is a full example in the BGT documentation, I missed it.
 Please point it out to me.

 Hopefully, any help you provide will later result in a game that
 people might enjoy.



 --
 Signed:
 Dakotah Rickard

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Re: [Audyssey] Braille Dice

2014-06-11 Thread Dakotah Rickard
Makes sense. This has become an audiogaming and mudding list,
primarily. It makes sense, sort of, but...

Well, maybe this will make the whole thing a bit easier.

On 6/11/14, Zachary Kline zkl...@speedpost.net wrote:
 Part of the problem might be that the number of tabletop gamers on this list
 is quite small, compared to the number of audio gamers. I think a lot of
 people don't know much about non-traditional board and card games, let alone
 roleplaying games like the ones Nancy mentioned.
 This might also explain why my query about hex maps has gone unanswered here
 too. Not complaining, just pointing out a possible reason :)
 All the best,
 Zack.
 On Jun 11, 2014, at 1:59 PM, Dakotah Rickard dakotah.rick...@gmail.com
 wrote:

 Oh. I quite agree. It's very optimistic.
 I'm just frustrated because I put the idea out here, before I would
 have put it on Kickstarter, and I got a lukewarm reception.
 I hope this woman gets a better turnout.

 On 6/11/14, Zachary Kline zkl...@speedpost.net wrote:
 This isn't the first such project to be Kickstarted, but as far as I'm
 aware
 it is the first to reach its initial funding goal. I feel that is perhaps
 a
 bit optimistic, but we'll see.
 Thanks for mentioning it on here, Nancy :)

 On Jun 11, 2014, at 12:51 PM, Dakotah Rickard
 dakotah.rick...@gmail.com
 wrote:

 Not that I'm trying to be a jerk, but I hope you guys will remember
 that I did try to get something like this started.
 Hopefully, she has better luck than I did.


 On 6/9/14, Nancy Feldman nancy.feld...@centurylink.net wrote:
 Hi,

 As has been discussed on this list recently, there aren't currently
 the
 Braille dice needed to play a game like DD or Pathfinder, Savage
 Worlds,
 World of Darkness games or numerous other RPGs. Below is a link to a
 Kickstarter doing Braille dice. It has reached its funding goal. She's
 going
 to use a 3D printer to create the dice.

 If you're interested, take a look:

 https://www.kickstarter.com/projects/1704875037/rpg-dice-for-the-visually-impaired

 Nancy


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Re: [Audyssey] Virtual hex maps, an audio game aid

2014-06-11 Thread Dakotah Rickard
I can say this. The problem with a hex map is the fact that it's a hex map.
Consider this. Grids are easy, because they're 90-degree matrices or
arrays of coordinates. I was just thinking about how to make a hex
map.
How would you describe the coordinates? Would you use coordinates? I
mean, I could make a program, but it's a bit odd.
For example: imagine a brief hex setup.

A is at 1, 1. B is at 2, 1, which is either above or below 1, 1. It's
offset, too. 1, 2 is below 1, 1 and 2, 1 is between and to the right.
See the problem?
1, 1 could be next to 2, 2, and 1, 3 is below 1, 1. Is that sufficient?
I mean, I could totally  do that, and then maybe we could set up a
model positioning system, but I want to know if that's sufficient, and
I want to know if you find the 1 1, 2 2, 3 1 positioning system
sufficient. It sounds a lot like the spreadsheet thing.


On 5/29/14, Zachary Kline zkl...@speedpost.net wrote:
 Hi All,

 Long time since I posted here. :) I've become intrigued by StarFire, an old
 tabletop strategy game, which happens to use hex maps for movement and
 positioning. It strikes me some kind of audio hex grid shouldn't be too
 difficult to design for computerized play.
 I can simulate a hex grid with spreadsheets, but it isn't quite the same.
 I'm envisioning a program which would let me move a cursor around a virtual
 grid, placing textual markers for various pieces, much as a sighted person
 might move counters.
 This game seems as though it would otherwise be quite fun, and while i'm not
 averse to setting up spreadsheets and pretending, something a bit more
 featureful would be nice. This is the kind of thing sighted board and
 computer gamers deal with on a regular basis, as many strategy and war games
 are hex-based.

 Do any of the programmers here, Tom for instance, have any input?
 All the best,
 Zack.
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Re: [Audyssey] menus was: Re: game taste was: Re: regarding temporal disturbance

2014-05-21 Thread Dakotah Rickard
I'm afraid I came to this topic really late. I have no idea what's
being developed or the questions asked so far.
However, like a complete whacko, I'll post my two cents anyway.
First of all, menus are an awesome tool. They are useful, in fact I'd
go as far to say a necessary standard part of most games. The problem
I find, in our games, is that what starts out as a simple menu end up
becoming this god-awful, holy crap, when will it end affair. To that
end, I suggest what I feel to be several important things to keep in
mind in menu creation.
First, if you have a menu, make sure that speech is interruptable.
Second, context menus with keyboard shortcuts are really awesome where
possible.
Third, and this one is often overlooked, how would it be to have menus
as a grid rather than a list? Swiping/hitting down/whatever cycling
method we're discussing might make it work like a list (if end of
column, then next column at 0) or something, but the thing that I
think we lack, most of all, is a sense of immediacy in our games, and
that is at least in part because of the amount of menus and such we
typically have to navigate.

This is a bit rambling, and it may be unhelpful, impractical, or
unwelcome, but I do hope it helps.
Please feel free to be more specific, and I'll do that also.

On 5/21/14, dark d...@xgam.org wrote:
 Hi.

 I don't see a problem with menue driven interfaces for the sort of tactical

 combat type game your developing, or indeed for various other sorts of
 games. Entombed for example uses a very minimal walking system for moving
 around the dungeon, but everything like equipping your characters, deciding

 on actions and targets in battle and grabbing loot is all menue driven.

 My only personal issues with menus as the only interface, are firstly, the
 time it takes to go through them, and secondly, that in some situations
 (particularly in games like adventure games), with heavy item management
 they can be rather clunky and limit the games' content.

 For example in the now defunked game from bavisoft chillingham, every action

 takes going through at least two menus. If you are in a room and want to
 travel somewhere else, you need to arrow across to go and then across to
 the direction. if you want to tie rope onto a hook to create a grapling hook

 you have to arrow across to use in the main menu, arrow across a list
 composed of both your inventory and objects in the room to rope, then be
 asked with and arrow across your inventory to hook.

 Similarly, if you examine a desk and find a secret draw, you have to arrow
 across to examine, arrow across to desk, get the description of the draw,
 then repeat the process and look in the draw. this also provides complexity

 for the programmer having to continually add items to the menus, complexity

 that could easily be fixed with a limited parza system, sinse it's much
 quicker to typ x desk than go through all those menus.

 That being said this is a very specific issue with adventure games, and
 possibly rpgs with multiple characters, attacks and weapons. It does not
 affect other games at all, for example yesterday i was playing a quick hand

 of spoonbill's blind gamers nomination whist, which just involves menus for

 looking through your cards and deciding what to play, (you also hit the
 number for the number of tricks to bid).

 so yes, menus are an okay idea, but depending upon game complexity they may

 run into issues of being overly clunky.From reading the documentation for
 your first game I don't think that will be the case, (we'll see for certain

 when it's released), but that might not be so of some of the more complex
 things your doing in the future.

 As regards pausing the game, well to be honest Shades of doom already has an

 instructional menu, and the game pauses freely while your in it. It's true
 it's not context sensative, but it is well laid out enough to give a very
 quick overview.

 Context sensative help is of course a great idea for none real time games,
 and indeed something which is really taking off in ios games which don't
 usually come with manuals. Pausing a real time game is for me just par for
 the course, it then depends upon the quality of the help system and how easy

 it is to navigate to find the information you want quickly. One reason why
 shades of doom and the quickhelp with F1 is such a good idea.

 Beware the grue!

 Dark.


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Re: [Audyssey] The door on level 5 of SOD.

2014-05-20 Thread Dakotah Rickard
SPOILERS.
SPOILERS.
SPOILERS.
Wait. Isn't that the door at the coordinates something by 2? I thought
there was a trick door somewhere in SOD.

On 5/20/14, Thomas Ward thomasward1...@gmail.com wrote:
 Hi Lindsay,

 Yes, you do. Behind that door is the elevator to level 6.

 s
 p
 o
 i
 l
 e
 r


 To open the electrified door you need a security chip to unlock and open
 it.

 Cheers!


 On 5/20/14, Lindsay Cowell lindsay.cow...@virginmedia.com wrote:
 Hi, do I need to go through that door on level 5 that gives you an
 electric
 shock, and if so, how do you open it?

 Lindsay Cowell.


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Re: [Audyssey] Grail to the Thief reaches KickStarter goal.

2014-05-20 Thread Dakotah Rickard
 us on our
 quest to bring the game to market. Thanks to Greg Moore, who's invaluable
 testing methodologies allowed us to identity and address potential problems

 early in the production process.

 To build this game, we need to reach our fundraising goal of $8,000. Your
 funding will help cover the costs of software licensing, game development,
 backer reward fulfillment, and Kickstarter and Amazon credit card processing

 fees.

 Stretch Goals

 $10,000 (Mobile Versions)
 We can afford to port Grail to the Thief to iPhone, iPad, Android, Windows
 Phone 8, and Windows RT devices. The additional funds raised will cover the

 costs of licensing add-ons for Unity Pro (iOS Pro, Android Pro), app store
 developer licenses, and additional programming and quality assurance
 efforts.

 $15,000 (Playable Female Character)
 We can afford to add a playable female character to Grail to the Thief. The

 additional funds raised will cover the costs of writing, editing, voice
 acting, programming and quality assurance efforts.

 $25,000 (Spanish Localization)
 We can afford to add Spanish localization support to Grail to the Thief. The

 additional funds raised will cover the costs of English to Spanish
 translation of the script, Spanish voice acting, and additional programming

 and quality assurance efforts.

 As of May 1, 2014 207 Backers
 $9,184 pledged of $8,000 goal


 3 days to go

 This project will be funded on Sun, May 4, 2014 12:29 PM EDT.
 https://www.kickstarter.com/projects/foralltoplay/grail-to-the-thief-an-interactive-audio-adventure



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[Audyssey] MUD clients with NVDA

2014-02-04 Thread Dakotah Rickard
Hi guys.

Besides VIPMud, are their any clients which anyone has made work
successfully with NVDA?

I'd really like to do some MUDing but frankly don't want to have to
pay thirty bucks for VIPMud.
Yeah yeah. I'm cheap and broke. Still, any help would be nice.

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Re: [Audyssey] Steam Website

2014-02-03 Thread Dakotah Rickard
Welcome to Valve.

I'm pretty frustrated with them myself.



On 2/3/14, Hunter Jozwiak potbelliedj...@aol.com wrote:
 Hi all.  I am using the FireFox browser and the Steam Community
 website, and I can't, no matter how hard I try, log into the
 service.  I fill out their captcha by using Webvisum, and I get
 error verifying humanity.  I try six or seven times, but to no
 avail.  Is there a workaround?

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Re: [Audyssey] star traders rpg now accessible on Ios

2014-02-02 Thread Dakotah Rickard
First of all, in the contracts screen, it lists the planets'
locations, but in the nav screen it doesn't.

Second, the music appears to be stuck for me. The android version has
several different music, but the iOS version seems stuck on the combat
music after you begin the game.

Have you guys seen all the games on Android? There are so many by
these guys. Unfortunately, I think only Star Traders really works, but
there are a plenty. I wish they'd port those to iOS for us.

Also, one thing to consider. I have a friend who recently reported
that Voiceover doesn't always let you increment and decrement the
sliders with a swipe gesture. This is true. Just double tap and hold
and slide slowly. It's a VO thing, not a game thing.

Signed:
Dakotah Rickard

On 1/31/14, Christina greensleev...@wind-haven.net wrote:
 Thanks.


 -Original Message-
 From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
 Sent: Friday, January 31, 2014 2:51 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] star traders rpg now accessible on Ios

 Yes, and the music is rather cool as well, though all of the game's events
 take place with text.

 All the best,

 Dark.
 - Original Message -
 From: Christina greensleev...@wind-haven.net
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Friday, January 31, 2014 2:19 AM
 Subject: Re: [Audyssey] star traders rpg now accessible on Ios


 Cool.
 Does this game have music and/or sound effects?
 Christina


 -Original Message-
 From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
 Sent: Thursday, January 30, 2014 9:15 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] star traders rpg now accessible on Ios

 Just had some news back from the developer.

 he stated that he will indeed  improve the nav screen to show faction
 info,
 apparently he tried this but it's not been %100 successful with vo, but
 he
 asks people to bare with him as it's a work in progress. He also will fix
 the conflict screen so it's possible to see what  wars are with whom,
 since
 at the moment while you can see what conflicts are happening, you can't
 tell

 who they are between.

 The one thing he does ask is could  people please give 5 * reviews and
 ratings to help him make the game more  visible in the ap store, which is
 fair enough.

 All the best,

 Dark.


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Re: [Audyssey] star traders rpg now accessible on Ios

2014-02-02 Thread Dakotah Rickard
Right, but if you're planning a route, it's nice to know where things
are, so you can then make jumps that are more efficient.

I love their games, what I've played of them, and I'm looking forward to more.



On 2/2/14, dark d...@xgam.org wrote:
 Hi Dacota.

 Firstly, Yes I've noticed the combat  music issue. Secondly, to be honest
 planet's actual coordinates don't really matter in the game, since once
 you've selected a planet from the nav screen it'll tell you the distance and

 that's really all you need to know,  THOUGH i AM LOOKING FORWARD TO THE
 POINT THAT THEY FIX THE NAV SCREEN TO SHOW FACTIONS FOR EACH PLANET.

 With the sliders, well they're a little different from the ones in Kodp
 where you have to  slide slowly. Double tap and slide fully to the right for

 %100, ie, almost with your finger to the edge of  the display, or fully to
 the left for %0. The  these  days I actually use that method with most
 things even when  I could  use the flick gesture flicking seems disabled
 when you have less than 4 total items, though as I said double tap and slide

 I find quicker.

 Regarding their other games, I do believe they plan ios ports and  they have

 said they'll considder access perhaps for their cyber knights or age of
 piracy game, though  unfortunately their only other Ios title, heroes of
 steel is apparently heavily  graphical and real time.

 One advantage though is if they're porting to Ios directly they can fix
 access at the same time, which also makes fixing star traders access a good

 investment and is another reason  it'd be good if people could 5 star rate
 the game too to give them some encouragement and let them know  Vi users
 would like games like this accessible, since while there are! Vi users of
 android, there are far more on Iphone (lets not get into the debate as to
 why or wherefore just acept that is the current state of play), so there is

 more potential exposure for a developer in access for Iphone games,
 especially Rpgs.

 Btw, another interesting fact is  apparently a lot of sighted users didn't
 like the graphical touch map either and prefer the navigator, which is a
 very nice case of access adjustements doing general good for everyone.

 Beware the grue!

 Dark.
 - Original Message -
 From: Dakotah Rickard dakotah.rick...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, February 02, 2014 2:42 PM
 Subject: Re: [Audyssey] star traders rpg now accessible on Ios


 First of all, in the contracts screen, it lists the planets'
 locations, but in the nav screen it doesn't.

 Second, the music appears to be stuck for me. The android version has
 several different music, but the iOS version seems stuck on the combat
 music after you begin the game.

 Have you guys seen all the games on Android? There are so many by
 these guys. Unfortunately, I think only Star Traders really works, but
 there are a plenty. I wish they'd port those to iOS for us.

 Also, one thing to consider. I have a friend who recently reported
 that Voiceover doesn't always let you increment and decrement the
 sliders with a swipe gesture. This is true. Just double tap and hold
 and slide slowly. It's a VO thing, not a game thing.

 Signed:
 Dakotah Rickard

 On 1/31/14, Christina greensleev...@wind-haven.net wrote:
 Thanks.


 -Original Message-
 From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
 Sent: Friday, January 31, 2014 2:51 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] star traders rpg now accessible on Ios

 Yes, and the music is rather cool as well, though all of the game's
 events
 take place with text.

 All the best,

 Dark.
 - Original Message -
 From: Christina greensleev...@wind-haven.net
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Friday, January 31, 2014 2:19 AM
 Subject: Re: [Audyssey] star traders rpg now accessible on Ios


 Cool.
 Does this game have music and/or sound effects?
 Christina


 -Original Message-
 From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
 Sent: Thursday, January 30, 2014 9:15 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] star traders rpg now accessible on Ios

 Just had some news back from the developer.

 he stated that he will indeed  improve the nav screen to show faction
 info,
 apparently he tried this but it's not been %100 successful with vo, but
 he
 asks people to bare with him as it's a work in progress. He also will
 fix
 the conflict screen so it's possible to see what  wars are with whom,
 since
 at the moment while you can see what conflicts are happening, you can't
 tell

 who they are between.

 The one thing he does ask is could  people please give 5 * reviews and
 ratings to help him make the game more  visible in the ap store, which
 is
 fair enough.

 All the best,

 Dark.


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Re: [Audyssey] MindCraft details.

2014-01-30 Thread Dakotah Rickard
 - (Layer ÷
 8). At level 8 and below, mobs could spawn even in sunlight. Notch
 reverted mob spawning to the original method in version 1.2.1 (Alpha)
 saying, It was far too annoying. I have plans on what to do with
 this.[9]
 Hostile mobs and players can hear up to 16 blocks away. Therefore, if the
 player hears a hostile mob, it is likely that the mob is aware of the
 player.
 Players can approach a hostile mob without being detected if they ensure
 that there are solid blocks between them and the mob.
 After killing a player, or if a player dies while hostile mobs are
 pursuing the player, the hostile mobs will gather around the player's
 deathplace, attempting to attack the player. This is because the player
 has been made invisible and non-solid, but still exists in that position.
 (evident by the You Died! screen still remaining in that position). The
 hostile mobs' heads will spazz out, a humorous glitch caused by the
 pathfinding of the mobs so it looks like the hostile mobs are eating the
 player. A player can use this to their advantage by holding a large number
 of hostile mobs over their deathplace while another player may pass by
 unnoticed. This quirk can also work against the player in the case of
 death by ghast, since (if there is another player present to keep the
 chunk loaded) the ghast will continue to fire at the player, possibly
 destroying more of the player's constructions or dropped items. The
 targeting of the player by the hostile mob is canceled once the player
 logs out, quits, or respawns.
 If a hostile mob has found a player and has activated hostile mode, the
 player can separate him or herself and the mob through a wall, relog, and
 the mob will no longer be in hostile mode.
 Hostile mobs still spawn on peaceful, but disappear too quickly for most
 players to notice.
 Due to the Skeleton's tendency to shoot instantly on sight, players
 standing near a skeleton spawner on peaceful may be struck by an arrow
 during the instant when a skeleton spawns and disappears. This does not
 always happen but is more evident on a server due to lag.
 On Halloween, 2012, Zombies, Zombie Villagers, Skeletons, Wither Skeletons
 and Zombie Pigmen had a chance of spawning a pumpkin on their head, with
 the rare chance of spawning with a Jack-O-Lantern instead.
 As of snapshot 13w04a mobs will not walk on top of rails unless pushed on
 to the rails by another mob. This can be used to trap small amounts of
 mobs, to create a wall between the player and a mob, or to prevent mobs
 from interrupting minecarts as they went down rails.
 When a mob enters hostile mode in the Pocket Edition, they will chase the
 player relentlessly, regardless of distance or if attacked by other mobs.
 Johan stated in the issue tracker in response to this Hum, I'll look into
 this.[10]
 'Mob' appears as a summonable object, but when attempted, the command will
 fail with 'Unable to summon object'
 http://minecraft.gamepedia.com/Minecraft_Wiki



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Re: [Audyssey] MindCraft for the blind.

2014-01-08 Thread Dakotah Rickard
Hi guys.

First of all, there's a sort of minimalist trend in the sighted gaming
community. There're a lot of fake 8-bit offerings and offerings with
minimal sound and graphics, primarily because independent developers
and very small studios are really driving the community at this point.
Minecraft was developed by, I think, five guys or so. It's made them
millionaires many times over, and frankly I don't like the concept. I
rather like Terraria, and I wish more people played it. It's different
from Minecraft, the music and feeling of the game are different, the
mechanics are different.
Will we ever be able to play this precise kind of game? No. There're
too many chances of missing something important, but there are other
and varied ways to make the same thing work.Soundscaping, terrain
blocks making different sounds, adaptive music, etc.
If someone wanted me to brainstorm for them on how to make a game like
Terraria work for the blind, I will happily do so. I don't have the
coding skills to actually make it work (my best and only computer game
to date is a crappy port of Lunar Lander I put together in a C-Sharp
class).
I have the knowledge of what is possible to code and a vague idea of
how to do it though, so I probably wouldn't be asking for anything too
radical.
I'm eager for this style of game, among others. I've talked to a
couple of developers privately about them, but nothing has panned out.
I wish someone would play to my strengths and recruit me for ideas,
story, and a bit of pseudocode.

The offer is open.


On 1/8/14, dark d...@xgam.org wrote:
 Hi jim.

 That reminds me of the old Amigar workbench  synthesisor. Again it wasn't a

 screen reader but could read out what you typed, and also be recorded if you

 were programming for the  Amigar and ddn't want to use a full size sound
 sample which obvious took up lots of memory at the time.

 Workbench sounds pretty dire compared to sapi, and I never actually used it

 to do any serious computer things myself me being about 8-11 when we had the

 Amigar and never having used a propper computer, but I do remember playing
 some public domain games that used the synth in some fun ways.

 There was a port of the old (and very difficult), platformer hunchback which

 had a sampled version of the music with Workbench wrapping quasy modo is a

 nice man, quasy modo is a nice man which was funny, (it also had lots of
 amusing game text before levels too).

 Probably the best use I saw of workbench was in a public domain game called

 war.  This was a mix of stratogy and action. So you would have a map with
 planets to move to, resources to build fleets, research etc, however
 whenever you got a battle you'd  have to physically fight it in a 2D
 spaceship game style. Actually thinking about it it   would make a pretty
 awsome audio game :D.

 The thing I remember best is that the amigar workbench voice was used to
 play the evil aliens, the Zargans who were fighting against the  player
 controled vaigans, and so when it was your turn to place fleets or alocate
 resources it'd say things like try your best hu mon (and yes, it did say
 Hu mon well before Quark in ds9), or over to you,embryo head

 the best was when you lost battles however as the voice would make comments

 like the Vaigan fleet has been destroyed, I am so sad I think I will commit

 suicide  or the vaigan fleet has been destroyed, ha ha ha

 or even the vaigan fleet has been destroyed, I think your joystic is made
 of concrete

 What was so funny about  these is they were all in a dead flat, very robotic

 monotone, which  naturally made them very hilarious to hear.

 My brother also claimed that if you destroyed enough  enemy fleets  it'd say

 the zargan fleet has been  destroyed you bastard but I never heard this
 myself.

 Very much a case though of a bad synth actually being hilarious in the way
 it contributed to the game.

 Beware the grue!

 Dark.


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Re: [Audyssey] king of draggon pass help please

2014-01-07 Thread Dakotah Rickard
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Re: [Audyssey] king of draggon pass help please

2014-01-07 Thread Dakotah Rickard
I've been putting this one off for a while, but it went on sale, and I
couldn't miss my chance.

On 1/7/14, dark d...@xgam.org wrote:
 Unfortunately Lindsay yes, it's an Ios game, though good it is, it was
 partly because of Kodp and games like it that I considdered getting an
 Iphone in the first place myself.

 Beware the grue!

 Dark.
 - Original Message -
 From: Lindsay Cowell lindsay.cow...@virginmedia.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, January 07, 2014 5:20 PM
 Subject: Re: [Audyssey] king of draggon pass help please


 Is this game on IOS,it sounds good, and I can't afford an Iphone.

 Lindsay Cowell.

 -original message-
 Subject: Re: [Audyssey] king of draggon pass help please
 From: Dakotah Rickard dakotah.rick...@gmail.com
 Date: 07/01/2014 5:13 pm

 I just grabbed this game and have found it to be very interesting.
 As for exploring east or some other direction, I think it's as vague
 for us as it is for our sighted counterparts.
 I rather enjoy the fact that everything is just a bit uncertain.

 I have a rather embarrassing question though. How do you get to the
 manual once you're in the game? Can you?



 On 1/7/14, dark d...@xgam.org wrote:
 Hi Ken.
 You need to get the gift giving amount exactly right, since you don't
 want
 to look like either a fool or a miser. If I remember rightly 10 cows is
 a
 fair gift and 20 is a generous one, (ie one for a clan who are really!
 pissed off at you), but check the manual section on relations for the
 exact

 numbers.

 I do agree though,  some exact  recommendations of amounts for
 gifting,
 trade and sacrifice would be helpful to have in the game.

 Beware the grue!

 Dark.
 - Original Message -
 From: Ken Downey kenwdow...@thepionear.net
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, January 07, 2014 2:16 PM
 Subject: Re: [Audyssey] king of draggon pass help please


I never was able to make a tribe because something always went wrong in
the

gift giving part, so it would just turn down prospect after prospect no
matter what I did. I haven't played in quite some time because of that.
 Check out my games at
 www.ThePionEar.net
 and my music, and that of my band, at
 www.ThePionEar.net/BlindLabyrinth.html .
 Also, check out, The Believer and Skeptic Show, at iTunes!
 If you want to reach me, you can call 419-744-0517, friend me on
 Facebook,

 (KenWDowney,) or write me at kenwdow...@me.com .
 - Original Message -
 From: dark d...@xgam.org
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, January 06, 2014 2:16 PM
 Subject: Re: [Audyssey] king of draggon pass help please


 Hi Darren.

 once you've done making of the storm tride, options to make a tribe
 will

 turn up, it's actually a really interesting bit of the game.

 I managed to get a tribe formed in the twelth year,  and  then was
 lucky

 enough that my chief got to be King. I actually really liked him, he
 started off worshipping heumact, but failed a hero quest and ended up
 worshipping orlanth, but had really high leadership and battle skills,
 sort of the  perfect king :D.

 I've not tried the long game yet since after finishing the short game
 I
 wanted a bit of a break, though I might try another short game  just
 to
 get back into the wing of things.

 Beware the grue!

 Dark.
 - Original Message -
 From: Darren Harris darren_g_har...@btinternet.com
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Monday, January 06, 2014 5:55 PM
 Subject: Re: [Audyssey] king of draggon pass help please


 Hi dark,

 Yeah I've finally managed to do 2 quests now. am doing the long game.
 How
 long did it take you to do the short game? My clan is nearly 20 years
 old at
 the moment. Am now trying to get a few clans together to form a tribe
 now
 I've done the making of the stormtribe quest. I haven't seen any
 options
 that ask clans to go for a tribe moot or anything. am trying to work
 it

 out.

 -Original Message-
 From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
 Sent: 06 January 2014 17:42
 To: Gamers Discussion list
 Subject: Re: [Audyssey] king of draggon pass help please

 Hi Darren.

 There's no other wayof saying it, hero quests are hard and take lots
 of
 preparation.

 Firstly you need to make sure you've got a worshipper of the right
 God
 on
 the ring, and one with good stats. Then you need to have a couple of
 magic
 points in quests just to make sure. Asking aide from anothe  another
 tribe
 can help too.

 Finally you really! need to make sure you have read the tail of the
 hero
 quest quest you want to do and are certain of what actions to take,
 since
 it's possible to completely mess up hero quests if you choose the
 wrong
 choice.

 While I completed the  short game and have thus done a few quests,
 (particularly the making of the storm tribe),  they're certainlly not
 easy
 to do and even with all the best  preparations your chances of
 success
 aren't

Re: [Audyssey] MindCraft for the blind.

2014-01-07 Thread Dakotah Rickard
Hi guys.
I'm not sure how open this topic is anymore, but there's another game
that I think you guys should be aware of. It's a bit like Minecraft,
but it's in a 2d setting, a side scroller.
That would be both a lot more doable and a lot easier to actually pull
off as an accessible game.

I'm not suggesting that we could play Terraria either, but it's a
concept worth looking at, and frankly I think it's a much better game
than Minecraft.

On 1/7/14, Jim Kitchen j...@kitchensinc.net wrote:
 Hi Ken,

 I did not do as well as you did at Donkey Kong.  Not sure that I ever even
 beat level one.

 Pole Position might have been my favorite as well.  Pretty sure that I used
 to get pole position.  I even liked the time trial or practice mode.  I
 would practice taking the best lines through the turns etc.  You know trying
 to get better and better lap times.

 I forget though which Atari games were for my 2600 and which were for my 800
 XL home computer.

 BFN

  Jim

 Ohio is so friendly that Hi is it's middle name.

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

2014-01-07 Thread Dakotah Rickard
Consider this.

Right now, most of the info on Android that you find on the net is
outdated and not really workable in terms of research. For current
data, check out the eyes-free google group. It's active, open, and
friendly.

Furthermore, Ice Cream Sandwich, Android 4.0, is really making strides
in terms of market numbers, and 4.2 Jellybean isn't terribly far
behind.

Sure, you see a bunch of people running older stuff, but that's not
really the fault of the people or the device. Most Android devices
have been phones and similar, devices whose upgrades aren't at
consumer discression. In fact, there is good info that if carriers and
device-makers would allow it, Android 4.4 would actually run pretty
well even on older tech.

Finally, there's the issue of suspending and reactivating Talkback.
When I was a total Android newb, I didn't know how it could be done
easily, but then I figured it out, and now I'm as contented with the
Android market as with the iOS one. In fact, I'm starting to see some
of the glaring holes in iOS that I missed before.

I suppose my basic point is this. Why not try it? Why not develop a
simple game, charge a buck for it, and see if people take the bait.
Better yet, get people interested with a completely awful free game,
then just increase your price point from there.
The time and energy involved wouldn't be too large a commitment, as
Android development can easily be done in Java, a program language
both familiar and relatively easy to use and implement.

Don't give up on Android just yet, and don't assume that anything you
find out, unless it's both current and first-hand is an accurate
portrayal of the capabilities of Android.

I don't know if this will change your mind, but I hope it will open
the door and plant a seed.

On 1/6/14, Thomas Ward thomasward1...@gmail.com wrote:
 Hi Josh:

 Well, $400 is better than nothing to be sure, but if you had to pay
 out #$400 for sounds, music, and acting, which is typical for an audio
 game, you will actually end up with nothing for your labor. That is
 why I hesitate to venture into the Android market at this time,
 because I'd end up getting little payment for the time and energy
 involved and would probably only make barely enough to cover the costs
 for the minimum sounds, music, and probably some voice acting. Of
 course, that assumes I use commercial sound libraries, musicians, and
 voice actors rather than volunteer work which varies in quality from
 person to person.

 What you choose to do with your time is another matter. If this is
 something you really want I suggest you get a book on Java programming
 and study it. The only way the Android audio games market will grow is
 by people who are dedicated to the platform and who have no interest
 in making a large financial profit off of it. Like Linux Android is
 more or less for those who like the operating system enough to develop
 apps and games for it as well as be an end user of the software.

 Cheers!

 On 1/6/14, Josh joshknnd1...@gmail.com wrote:
 if only I were good at programming I would do it. I would take on the
 challenge. $400 is better than nothing. But wait, I can advertise. I may
 not be good at all at programming but I can advertise. I'm good at
 writing adds. I have an idea I'm gunna try in a day or so maybe even
 today.

 Josh

 using windows7 laptop

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[Audyssey] Newest Swamp

2013-12-20 Thread Dakotah Rickard
Hi gamers.

I read that Swamp 3.0 is the latest and greatest in terms of the Swamp
game, but on www.kaldobsky.com, the latest version is 2.9D.

Any thoughts on this? Where can I get the newest release?

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Re: [Audyssey] Civilization games on PC or iPhone

2013-12-07 Thread Dakotah Rickard
Lords and knights isn't really a civ builder game. It's a castle
builder, and it does that remarkably well, even down to the jerks who
send thousands of troops against you without warning or provocation:
that's a tiny personal rant. And you find that in pretty much every
online game of the type.
As for civ games, we don't really have so much, but one game I wish we
could have ported was Alpha Centauri, another cid Mayers game where
you and other groups of settlers land on a planet and colonize it.
Everyone is unique, every leader is different, and there's a lot of
flavor in the game. I don't think it would be unportable, though I
doubt that acquiring the rights to do so or getting anyone corporate
to do so would really work.
The thing is, civ games aren't really that hard to set up, in terms of
the internal mechanics. It's the interface that would take most of the
time. They're really ust a list of stats with perks and penalties.
It's not hard. I just don't know enough about interface development to
pull it off, but maybe someone would work with me and we could put it
all together.
The sad thing is that it's easy to code but hard to brainstorm, though
I'm a really good brainstormer and a really lousy coder. If anyone's
interested in actually making one, i'll sit down and talk with you
about anything you migt want or need.



On 12/7/13, K ks.steinbac...@gmail.com wrote:
 sid meiers made some great games.  I believe he made the civilization games,

 plus a game called Pirates!  that had you start out as either an English
 privateer, a spanish merchant, a dutch  trader or a frnech buccaneer.  in
 the carrabean, you'd sail around, attack other ships, hire more men, buy
 cannon for your ships, and then attack island cities and try to become the
 best or worst pirate depending on your state of mind, you can be.  you'd
 marry, make diplomatic treaties with other countires, etc.  very visual so I

 don't know if it could be ported to a blind verison, but it took up most of

 my free time when I was in junior high and hich school

 K
 - Original Message -
 From: Ken Downey kenwdow...@thepionear.net
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, December 07, 2013 2:41 AM
 Subject: [Audyssey] Civilization games on PC or iPhone


 Lords and Knights was good, but its time frame was really limited, and
 there were only a dozen or so research projects you could do. It would be

 great if we could start with little more than fire, and end up in the
 space age if we play it right. It would be nice if the game had good sound

 also.
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Re: [Audyssey] Any Accessible Android Games

2013-12-03 Thread Dakotah Rickard
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Re: [Audyssey] Hack and Other Simple Games

2013-11-25 Thread Dakotah Rickard
,
 please send E-mail to gamers-ow...@audyssey.org.



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Re: [Audyssey] Draconis Releases DoItWrite 1.0

2013-11-25 Thread Dakotah Rickard
I chose at an early age to learn how to write, and though I haven't
used this app, I have played around with Voiceover's handwriting
function.
I can pretty much get it to recognize everything except a couple of
punctuation marks, and yes. The letters look like letters, or at
least, the way I write my letters gets recognized by voiceover, so ...
uh, maybe I'm not actually answering your question.

On 11/19/13, Teresa Cochran vegaspipistre...@gmail.com wrote:
 Keep in mind that there is a disclaimer that this method of writing on paper
 is legible, but “not very attractive”. Have you found that people can read
 this writing on paper?

 Teresa

 We're made of star stuff.--Carl Sagan

 On Nov 19, 2013, at 2:29 AM, Chris christopher.h...@blueyonder.co.uk
 wrote:

 Good Morning all,

 I must say i love this app.

 Even though i am the grand old age of 40 i am finding it very useful as i
 do try and hand write cardds to family and friends even though i can't see
 at all.

 I have found that this app has been a fantastic help as my school only
 taught me how to create a signature for life after school.

 well done to the creaters *smile*

 regards
 Christopher huby
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Re: [Audyssey] Any Accessible Android Games

2013-11-25 Thread Dakotah Rickard
Android is really starting to get a good bit of momentum behind it in
terms of accessibility and interesting accessible titles. The problem
is, you're really only going to see those for a bit on really good
phones or nexus devices.
That's why, in my opinion, getting an iPhone is your best bet, if you
haven't made your choice yet. Also, as a note, if you're in the U.S.,
as I think you are, try checking out Wal-Mart's Black Friday stuff. I
think I remember seeing that you could get an iPhone 5c on the big two
mobile carriers for $45 and a 5s for $100. I might be wrong, but if
I'm not, that's really really good.

On 11/15/13, dark d...@xgam.org wrote:
 Hi Tom.

 Well I've mentioned the things I personally like about he Iphone, however I

 do see the point, and even for me as a windows user I frankly find Itunes
 very annoying, simply because all the careful file organization I've done of

 my books and music collection over the last few years, some of which are old

 audio books, it utterly Ignores!

 Also I'll say however good Itunes is with vo on mac, on windows it's not
 exactly friendly, not with it's tree views, multitudes of buttons etc. It's

 certainly usable, but compared to something like winamp it's accessibility
 is waaay off, probably because Apple didn't spend much time doing windows
 access.

 All that being said I have noticed a lot of bennifits, and some of them,
 like Siri and the very inervative use of Iphone technology in games like
 Papasangre seems very Iphone specific, or at least we've not yet seen
 anything like it on Android.

 Beware the Grue!

 Dark.


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Re: [Audyssey] Hack and Other Simple Games

2013-11-24 Thread Dakotah Rickard
I have a good suggestion. I know it's good because I've used it a lot.
Don't overcomplicate things. The more you add, the more you'll want to add.
Having various skills as buyables, having various weapons and shields
and armor and such as another type of buyable, all that sounds not
only feasible but relatively easier to code. If you end up working out
how fight differs from fight, how opponent differs from opponent, then
you'll have to create a rather larger interface than maybe you
intended.

On 11/24/13, dark d...@xgam.org wrote:
 Hi Tom.

 I agree on your skills ideas and varieties of upgrades,  whether warriors or

 robots, but I was also thinking in terms of what was actually happening in!

 battle, so that when fighting the player actually had different options to
 choose than just hitting the attack button over again.

 So just to take a simple example, rather than just role dice with all
 correct weaponry skills and do damage accordingly, have a number of
 defensive styles to choose before using each attack which can be used a
 limited number of times in the fight. Lets say for example, you see your
 opponent is using a dodge defense. well your obviously going to want a wide

 slash to be more likely to hit, so you might choose to hack with your
 sword.

 On the other hand, if your fighting someone with a sword and shield who
 chooses to block with their shield, well hacking away won't do much good so

 you might decide to try striking at their legs and putting them offbalance,

 so you'd choose an unbalancing attack which would make your next attack
 stronger.

 thinking of a fighting game this way, asmore of a card game where you choose

 to play different cards from your hand according to your oponent's stratogy

 rather than a dice  game of  who can roll the highest would make for a much

 more intereactive game, and   also something where the randomness of the
 opponents you fight makes a major difference.

 of course this is just a suggestion and there are doubltess other possible
 systems, but I will confess it is one of the things that  irritates me in so

 many  rpg games, whether browser based, old text based ones or even simple
 battle affairs like Hack or tournament from bpc that basically  all the
 stratogy  comes from  what  stuff you buy or train with experience, and none

 is  applied in the actual fight itself. After all in a real! fight,  it's
 far more likely to be the person with the better stratogy, experience and
 instincts who wins, not just the one with the best equipment or the biggest

 muscles for all both are important.

 all the best,

 Dark.


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Re: [Audyssey] Hack and Other Simple Games

2013-11-24 Thread Dakotah Rickard
But I'd love, love to play something like this.

On 11/24/13, Dakotah Rickard dakotah.rick...@gmail.com wrote:
 I have a good suggestion. I know it's good because I've used it a lot.
 Don't overcomplicate things. The more you add, the more you'll want to add.
 Having various skills as buyables, having various weapons and shields
 and armor and such as another type of buyable, all that sounds not
 only feasible but relatively easier to code. If you end up working out
 how fight differs from fight, how opponent differs from opponent, then
 you'll have to create a rather larger interface than maybe you
 intended.

 On 11/24/13, dark d...@xgam.org wrote:
 Hi Tom.

 I agree on your skills ideas and varieties of upgrades,  whether warriors
 or

 robots, but I was also thinking in terms of what was actually happening
 in!

 battle, so that when fighting the player actually had different options
 to
 choose than just hitting the attack button over again.

 So just to take a simple example, rather than just role dice with all
 correct weaponry skills and do damage accordingly, have a number of
 defensive styles to choose before using each attack which can be used a
 limited number of times in the fight. Lets say for example, you see your
 opponent is using a dodge defense. well your obviously going to want a
 wide

 slash to be more likely to hit, so you might choose to hack with your
 sword.

 On the other hand, if your fighting someone with a sword and shield who
 chooses to block with their shield, well hacking away won't do much good
 so

 you might decide to try striking at their legs and putting them
 offbalance,

 so you'd choose an unbalancing attack which would make your next attack
 stronger.

 thinking of a fighting game this way, asmore of a card game where you
 choose

 to play different cards from your hand according to your oponent's
 stratogy

 rather than a dice  game of  who can roll the highest would make for a
 much

 more intereactive game, and   also something where the randomness of the
 opponents you fight makes a major difference.

 of course this is just a suggestion and there are doubltess other
 possible
 systems, but I will confess it is one of the things that  irritates me in
 so

 many  rpg games, whether browser based, old text based ones or even
 simple
 battle affairs like Hack or tournament from bpc that basically  all the
 stratogy  comes from  what  stuff you buy or train with experience, and
 none

 is  applied in the actual fight itself. After all in a real! fight,  it's
 far more likely to be the person with the better stratogy, experience and
 instincts who wins, not just the one with the best equipment or the
 biggest

 muscles for all both are important.

 all the best,

 Dark.


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 Signed:
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Re: [Audyssey] Godville.

2013-11-24 Thread Dakotah Rickard
Yeah. You can totally ignore Godville and things will still get done.
I'm trying for the achievement where I ignore my hero for an entire
year.

On 11/24/13, dark d...@xgam.org wrote:
 Well Lindsy, As Austin said, the point of Godville is basically to just
 watch what your hero does. You can punish or reward them,  or resurrect, but

 essentially those things just speed up progress, you can actually do
 nothing at all and your hero will still go on quests, fight monsters etc.

 Indeed, I confess I wondered whether to include Godville in the
 audiogames.net database because! it could be played as a zero player game,
 ie, a game that required no input from the player. I did however decide to
 in the end because you could affect progress of the game and because there
 was a rather good Iphone ap version that gave you notifications and such.

 Interestingly enough however, Godville was based on an older game (well joke

 really), called progress quest, which is! zero players and offers no
 introduction, for all that the text, monsters etc are very humourus. Indeed,

 I rather thought progress quest was a little more humourus than Godville,
 albeit the lack of  interaction did go against me giving it a db page.

 You can find Progress quest at http://www.progressquest.com/

 As I said, if you enjoy Godville,  you'll most certainly enjoy pq.

 Beware the grue!

 Dark.
 - Original Message -
 From: Lindsay Cowell lindsay_cow...@btinternet.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, November 24, 2013 11:50 AM
 Subject: Re: [Audyssey] Godville.


 Ah, it seems good fun, actually.

 -Original Message-
 From: austin pinto
 Sent: Sunday, November 24, 2013 11:46 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Godville.

 no godville is a rpg in which u must only see your hero play and if he
 loses his health u must encarage or punish him and if he dies u must
 resurect him and some thing more

 On 11/24/13, Lindsay Cowell lindsay_cow...@btinternet.com wrote:
 Hi all

 Is it me, or is godville a very weird game, you don’t seem to have to do
 anything?

 Lindsay Cowell
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 austinpinto.xavi...@gmail.com
 follow me on twitter.
 austinmpinto
 contact me on skype.
 austin.pinto3

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Re: [Audyssey] Draconis Releases DoItWrite 1.0

2013-11-17 Thread Dakotah Rickard
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Re: [Audyssey] Any Accessible Android Games

2013-11-13 Thread Dakotah Rickard
There's one more thing.

If you buy an app on the Apple App store, and it turns out not to be
accessible, as I understand it, there's no refund. However, if you buy
an app from the Google Play store, and it doesn't work or you don't
like it or what have you, you can uninstall the app within 24 hours
and you get a full refund.

This means that people can explore apps with greater security on
Android than on iOS.

this is definitely a boon for the Android platform.



On 11/12/13, Dakotah Rickard dakotah.rick...@gmail.com wrote:
 Ok. I'm grabbing onto this topic a bit late, but here goes.

 I have used an iPhone 5 for a year now, and it's changed my life. I
 grabbed up a cheap crappy Android device at the beginning of April
 this year, but it ran I think Android 2.6, so it wasn't very fun.
 Still, finding that I could actually use it gave me hope. About two
 months ago, I bought a Nexus 7 FHD and have been slowly gaining in
 both proficiency and respect for the Android platform.

 Here's my take on the main issue, games, with some sub-issues below.

 First, there's a game, Star Traders, which I really like. It's
 available on both iOS and Android, though there are some slight
 differences. The Android version does some odd stuff, but it's
 useable. I haven't figured out how to make the ChoiceOfGames games
 work, and I've tried several of them. I can't read the pages and I
 can't seem to find the radio buttons, but if some people say they
 work, they work.

 As for other games, the big problem is that the ExploreByTouch feature
 of Android was added in 4.0 Ice Cream Sandwich, and some games were
 developed before that, so you either have to turn off Explore By Touch
 or suspend Talkback, Android's native screen reader. IOS offers the
 triple click home command to enable and disable Voiceover, but Google
 hasn't implemented anything like that for Talkback, so you have to do
 a bit of fiddling to make it work.

 Finally, as for development, you're absolutely right. It is very
 possible to make accessible apps on Android; it's just that most
 people don't really bother. It can even be free to make said apps,
 which is great. Why throw down cash if you don't have to.
 However, to be fair to the iPhone, there are other options to buying a
 Mac and learning Objective C. The easiest is using a port of C#, a
 programming language with which you are either familiar or can easily
 become familiar, as it's rather like Java. There are other options,
 though they escape me for now. The port of C# does cost money, but
 it's $400 or $450, I think, rather than thousands.
 Also, there's the pickiness of Apple's App store, and the developers'
 program charges, but it's a question. There are plenty of people using
 Android devices successfully, as it's now a much more accessible
 platform than it was, but the majority still use Apple's product
 lines. That means that you'd maximize profits, even given the
 additional costs, by going the iOS route. Still, if you go with
 Android, you'll be putting little money down, eaning you can charge
 less and still profit.

 In my humble opinion, the best solution would be play the fence, as
 I'm doing. Essentially, if you can afford to do so, buy both.

 finally, some cautionary advice that you probably already know.
 The most wonderful thing about Android is that it's got a lot of open
 source elements, though some of the elements most crucial to Android
 are being swallowed up by Google and made closed source. Android
 transitions smoothly between various apps providing various functions,
 whereas Apple has each app sandboxed, meaning that even a simple thing
 like sending an email with an attachment is pretty nearly impossible.
 However, Android is highly fragmented. Many, many people still use
 older devices (before 4.0) with crappy accessibility and poor support.
 The only devices which are guaranteed an update are Nexus devices, and
 even these aren't sure things, as the recent drop of the Galaxy Nexus
 shows.

 The safest bet, in my opinion, is to buy an iPhone and a Nexus tablet,
 as I've done. First and foremost, they are both at the beginning of
 their current tech cycles, and secondarily, this allows you to have
 the portability of the iPhone for day to day tasks like calling and
 navigation, but it allows you to have a dedicated amusement device in
 the Nexus. Given that a new 16 GB nexus is $230 or so, and given that
 a new 16 GB iPhone 5s is $200 or so on contract, you're throwing down
 a little under $500 for the devices and gaining a foothold on both
 markets.

 Still, whatever choice you make, I'm sure that great things are to come.

 I wish you luck.



 On 11/10/13, Charles Rivard wee1s...@fidnet.com wrote:
 Actually, this method is, I suppose, a way for us to drag and drop.  I
 would like to be able to do it in apps such as a chess app.  Double tap
 and

 hold the piece you want, slide to the square you want to move to, and
 release.

 ---
 Shepherds are the best

Re: [Audyssey] Any Accessible Android Games

2013-11-13 Thread Dakotah Rickard
-mail to gamers-ow...@audyssey.org.


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[Audyssey] Games on Android

2013-10-07 Thread Dakotah Rickard
Hi there.
I'm the proud owner of the 2013 Nexus 7 FHD, and I think it's quite a
neat little tablet. It runs pretty well, and Android 4.3 is neat, but
I, as is my wont, would like to load the device up with games and
neato stuff like that.
I've done some googling, and I found a couple of titles, but nothing
too spiffy, and I figured that some of you guys would be gamer gurus
of the Android order, so here I am, humbly requesting your
suggestions, ideas, oppinions, app recommendations, and so forth.
Granted, I could e-mail the Eyes Free group, but hey. I figured I'd
start here for games, and some of you guys are on Eyes Free anyhow, so
why double up?


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Re: [Audyssey] Solara

2013-10-03 Thread Dakotah Rickard
Landscape mode is where your phone's screen is sideways, and Voiceover
will announce when your home button should be to the left or right.
Also, try touching the screen in different places to allow you to
learn where things are. This will be important in iOS 7, as it has
messed up several things to do with Solara.
Still, it's a great game.

On 10/3/13, loriduncan lori_dunca...@hotmail.com wrote:
 Thanks Christina, do I hold my phone with the home button pointing away from

 me, at the moment I'm holding it with the lock switch furthest away and the

 2 bollume buttons on the left.

 -Original Message-
 From: Christina
 Sent: Thursday, October 03, 2013 4:17 PM
 To: 'Gamers Discussion list'
 Subject: Re: [Audyssey] Solara

 Hi.
 Yep, Solara only works in Landscape mode so you'll have to turn your phone
 to play more effectively.
 You might want to build before going on any quests.  Buildings accumulate
 gold and/or food.
 When you double tap on a quest, swiping should then bring up a blurb about
 what you're fighting.  You hit Fight and then select any hero/s you want
 on the quest.  You start with one hero and one hero slot available.
 Double-tapping on the hero's name brings up his/her info and the option to
 add him to the group.
 To remove him, you must double-tap on the hero slot number.
 HTH,
 Christina


 -Original Message-
 From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of loriduncan
 Sent: Thursday, October 03, 2013 10:44 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Solara

 Hi Dark, when I first start the game the phone goes into landscape mode,
 and

 I'm having trouble swiping to find the different options.  I found the
 quests button and got something called Slicing and Dicing, but when I
 double-tap it nothing happens.   Otherthan that the sounds and music are
 really good.  I just need help navigating around the screen which seems
 harder in landscape mode than normal.  From Lori.

 -Original Message-
 From: dark
 Sent: Thursday, October 03, 2013 3:10 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Solara

 Hi Lori.

 Sadly no audio demo, but hopefuly the audiogames.net page is reasonably
 informative.

 About paying, well on solara the in ap perchice store is very clearly
 labled, and completely separate from where you pay for in game upgrades to
 your tower etc, so there's absolutely no worries with paying for something
 by mistake.

 Also, I'll add that on the iphone before making any in ap perchice you need
 to enter your name and password anyway.

 Start the game, and use the quests button. This is where you cary on
 missions for the story, but also the first few missions will take you
 through the game basics like a tutorial.

 Hth.

 All the best,

 DArk.


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Re: [Audyssey] Lords and Knights map and reports

2013-09-03 Thread Dakotah Rickard
As for the map, if scrolling and touching aren't enough, that's all anyone has. 
Sighted folks don't get a distance reading either. I suggest using the Send 
Resources or Support options when you tap a castle to get a direct time 
reading.
As for the alliance, castle, and player links, double tap and hold to activate 
them.

Signed:
Dakotah Rickard

On Sep 3, 2013, at 9:21, Denny Schwab denny.sch...@gmail.com wrote:

 Hi,
 
 I am playing the Lords and Knights game and was wondering if anyone
 had any suggestions for getting around the map better.  I can go up,
 down, left, and right with three-finger swipes, but am having a hard
 time figuring out distances.  My alliance is a bit away from me and I
 am trying to figure out just how many fields.
 
 Additionally, I get report and castle links in my alliance, but it all
 just looks like a few digits plus a series of numbers.  Does anyone
 have any suggestions of how to read these?
 
 Any suggestions would be great!
 
 Denny
 
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[Audyssey] AppleVis.com and AudioGames.net in a new world

2013-07-27 Thread Dakotah Rickard
I'm sorry, but I finally have to post on this.
AppleVis is a terrific resource. It's a place to find out which apps are 
accessible and which are not, though I questioned the wisdom of having a 
category of completely unusable apps, unless the apps are going to be the 
subject of one of their petitioning campaigns, as it.ought to be inferred that 
if an app isn't listed as accessible, it's either not accessible or the 
community doesn't know about it.
Frankly, I'm more than a little fed up with all iOS questions getting the 
catch-all answer of Go check AppleVis. First of all, AppleVis is a resource, 
not the only resource. Second, people seem to read that the message is about 
Apple products and automatically mention AppleVis, no matter what the message 
is actually about, like some sort of broken pop-up ad. Many of the messages 
are, in fact, looking for relevant human advice on a forum specifically created 
to talk about gaming within the visually impaired community.
Now, I could understand if the person sending the query had just purchased a 
new Apple device. In fact, I would support mentioning AppleVis at that point, 
because it's a great resource, which everyone should know about.
The other problem with so heavily relying on AppleVis is that Apple isn't the 
PC, and AppleVis isn't AudioGames.net. What I mean is this:
Apple itself, and therefore its partners, subsidiaries, and developer 
community, are more conscious of accessibility as an on-going concern than are 
the respective Windows and PC equivalents. What I'm getting at is that, simply 
because accessibility is both more conscious and easier, people are more likely 
to add it, purposefully or not, as a product feature. Except for MUDs and 
similar niche market text adventures and the occasional browser game, 
AudioGames.net is largely populated by purpose-built games, usually but not 
always developed by people in our blind community. The Games that aren't on 
AudioGames.net aren't usually playable for us, or playing them is quite a bit 
more difficult, simply due to lack of sight.
AppleVis is a bit like AudioGames.net, in that it too is a community of mostly 
visually impaired people discussing games. Granted, AppleVis has a larger 
scope, including all AppStore categories, but they are similar as relates to 
games.
The difference, as I have  illustrated, is that in relying on only one PC 
resource, we aren't really missing out on any accidentally discovered gold 
mines, but we will be, if we treat Apple resources similarly, and the 
autopilot, Everyman answer to just check AppleVis is a big step down a short 
road in that direction.
Please don't waste this golden opportunity which we now have, to integrate our 
isolated community into the world at large by falling into the comfortable 
prison of old habit. 

Signed:
Dakotah Rickard


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Re: [Audyssey] a suggestion for Jim Kitchen's golf game

2013-07-23 Thread Dakotah Rickard
Good idea, Charles. Have a tour of the courses.

Signed:
Dakotah Rickard

On Jul 21, 2013, at 15:46, Charles Rivard wee1s...@fidnet.com wrote:

 Jim:  If this already exists, where can it be found?  If not, how about an 
 option in the next update that marks, in the list of golf courses to choose 
 from, whether a course has been played?  Using this feature, you could play 
 all of the courses available without replaying any.  Then you could look at 
 the records to see how you did.
 
 Another feature that might be a cool addition would be a running average 
 score in comparison to what par would be after that many holes.  For example, 
 if you play a course that has 72 as par and score 70, then a course that has 
 70 as par, and you shoot a score of 70, the average par would be 71 and you 
 have shot an average of 70.  Overall, so far, you're shooting 1 under par.  
 Over time, you could combine these 2 features and see how you did as far as 
 par for all courses.  After all courses have been played at least once, 
 select the random course choice and see if you can beat your overall 
 performance.
 
 ---
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Re: [Audyssey] Kintchens Inc Game Request

2013-07-21 Thread Dakotah Rickard
I can attest to that. I'm looking at writing games in c# with xna, and it's 
gonna be rough. That's why I try to at least put implementation details in with 
requests. Also, as Jim has made several successful local multiplayer games, I 
didn't find it too awkward to write out my requests.
By the way, if someone made that cost/feature site thing I talked about a 
couple months ago, putting in descriptions of each feature and its required 
components and workload might help non-programmers more easily comprehend the 
scope of the requests they're making. Also, just a quick thought/tip that I 
keep running across, unless the game's design specifically precludes it, design 
the game's back-end as though their will be some kind of multiplayer, because 
then if people want it, implementation doesn't mean a rewrite of huge chunks of 
your code. Everybody wins, and it usually doesn't require a great divergence 
from standard design principles.

Signed:
Dakotah Rickard

On Jul 21, 2013, at 10:48, Thomas Ward thomasward1...@gmail.com wrote:

 Hi James,
 
 The sad part is BGT is relatively simple compared to writing a game
 completely from scratch in C++ or another advanced programming
 language. The interfaces to things such as DirectSound are very very
 difficult without a wrapper library like Streemway to provide high
 level access. I only wish that more gamers could appreciate the sheer
 amount of work that goes into a single audio game.
 
 Cheers!
 
 On 7/21/13, James Bartlett jab8...@gmail.com wrote:
 Hi there
 
Tell me about it. I'm working on a game with BGT. It's my first time
 programing so it's a good program to start with, but I just didn't know how
 
 much work went into making a game.
 
 bfn
 James
 
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Re: [Audyssey] Kintchens Inc Game Request

2013-07-21 Thread Dakotah Rickard
In researching the various languages I could utilize, I found that C++
doesn't seem to offer much in the way of advantage over C# in terms of
what you can actually do with it, especially when you weigh it against
the difficulties inherent in programming in that language.

On 7/21/13, Thomas Ward thomasward1...@gmail.com wrote:
 Hi Dakotah,

 Well, even there C# is much easier to work with than C++. While XNA
 would not be my first choice for a .NET game programming API its
 nothing like trying to access those libraries such as dinput, xaudio2,
 xinput, etc directly through C++ primarily because libraries like
 xaudio2 does not have functions to load and decode wav files, mp3s,
 wma files, ogg files, etc on its own forcing you to have to write your
 own custom load functions even for uncompressed sounds like wav files.
 With something like SlimDX, which I think blows XNA away, it has
 functions to load and process wav files in xaudio2 and does a decent
 job of simplifying access to dinput, xinput, and the rest of the
 DirectX API.

 On 7/21/13, Dakotah Rickard dakotah.rick...@gmail.com wrote:
 I can attest to that. I'm looking at writing games in c# with xna, and
 it's
 gonna be rough. That's why I try to at least put implementation details
 in
 with requests. Also, as Jim has made several successful local multiplayer
 games, I didn't find it too awkward to write out my requests.
 By the way, if someone made that cost/feature site thing I talked about a
 couple months ago, putting in descriptions of each feature and its
 required
 components and workload might help non-programmers more easily comprehend
 the scope of the requests they're making. Also, just a quick thought/tip
 that I keep running across, unless the game's design specifically
 precludes
 it, design the game's back-end as though their will be some kind of
 multiplayer, because then if people want it, implementation doesn't mean
 a
 rewrite of huge chunks of your code. Everybody wins, and it usually
 doesn't
 require a great divergence from standard design principles.

 Signed:
 Dakotah Rickard

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Re: [Audyssey] Kintchens Inc Game Request

2013-07-20 Thread Dakotah Rickard
Did this last message get through?

On 7/19/13, Dakotah Rickard dakotah.rick...@gmail.com wrote:
 Hi Jim.

 I generally try to keep my two cents to myself, unless I'm asked for
 it or I've had too much caffeine or alcohol, but I've finally decided
 that I can't keep it in any longer.
 You have several awesome games under your auspices, and I would like
 to request an update to two of them. tHe update is similar in both
 games, although a couple of thoughts on implementation are provided:
 The first, and in my opinion easiest, is an update to your golf game
 to include local multiplayer. No no. I'm not asking for the big giant
 doozie of them all, network communications. I just want to sit around
 and play a nice game of pass the keyboard Golf. It seems to me that
 standard golfing rules would be pretty easy to throw in: farthest from
 the hole gets to stroke, ties broken by accuracy or at random, and
 maybe a stroke limit of something like 10 strokes over par to stop
 your friend from harassing you too badly.

 The other game I'd like to talk about is Trucker.
 You guessed it. I'd love to have multiplayer added in for that too,
 and again, this is local multiplayer, so it'd be pretty easy to do.
 The hard part would be slightly reworking the interface to account for
 more than one driver at a time, but I figure it could work something
 like this.
 No matter what happens, you have to press enter to allow an hour to
 pass in multiplayer mode, so say Bob and Jake are driving. Jake goes
 to sleep in the truckstop, but Bob wants to keep on going.
 Traditionally, Jake would hear a bunch of snoring, followed by an
 alarm, but in multiplayer Bob drives however fast he wants to go and
 so forth, while Jake has to press enter for each hour of sleep. Of
 course, you could just decide that he's opted in for the full eight
 hours, nothing can change that, or you could offer him the opportunity
 to end his sleep early, just as a nice little change.

 I love both of these games, and my friends and I would love to play
 them together, but the prospect of having five computers in a circle
 and trying to hear hour own thing and not the other guys' and trying
 to keep relatively synchronized... no fun.

 The only other game that even remotely makes sense to be multiplayer,
 in my opinion, is Starmule, and that one seems most fun alone, but
 that's personal.
 Football involves a little too much rock paper scissors style and
 secret strategy to make an effective local multiplayer, and I can't
 think of any other games that aren't and ought to be, in my opinion.

 I hope that you will seriously consider adding local multiplayer to
 Golf and Trucker, as I feel it would add a whole new dimension to some
 already great games.
 For added fun, it might even be nice to have computer controlled players,
 too.



 --
 Signed:
 Dakotah Rickard



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Re: [Audyssey] Kintchens Inc Game Request

2013-07-20 Thread Dakotah Rickard
I hate forums. They're too much of a pain, because of all the threads.
gah!

On 7/20/13, Trouble troub...@columbus.rr.com wrote:
 Yep, guess everyone is on the audio-games.net forms. Lists die when
 forms come to play.

 At 04:33 PM 7/20/2013, you wrote:
Did this last message get through?

On 7/19/13, Dakotah Rickard dakotah.rick...@gmail.com wrote:
  Hi Jim.
 
  I generally try to keep my two cents to myself, unless I'm asked for
  it or I've had too much caffeine or alcohol, but I've finally decided
  that I can't keep it in any longer.
  You have several awesome games under your auspices, and I would like
  to request an update to two of them. tHe update is similar in both
  games, although a couple of thoughts on implementation are provided:
  The first, and in my opinion easiest, is an update to your golf game
  to include local multiplayer. No no. I'm not asking for the big giant
  doozie of them all, network communications. I just want to sit around
  and play a nice game of pass the keyboard Golf. It seems to me that
  standard golfing rules would be pretty easy to throw in: farthest from
  the hole gets to stroke, ties broken by accuracy or at random, and
  maybe a stroke limit of something like 10 strokes over par to stop
  your friend from harassing you too badly.
 
  The other game I'd like to talk about is Trucker.
  You guessed it. I'd love to have multiplayer added in for that too,
  and again, this is local multiplayer, so it'd be pretty easy to do.
  The hard part would be slightly reworking the interface to account for
  more than one driver at a time, but I figure it could work something
  like this.
  No matter what happens, you have to press enter to allow an hour to
  pass in multiplayer mode, so say Bob and Jake are driving. Jake goes
  to sleep in the truckstop, but Bob wants to keep on going.
  Traditionally, Jake would hear a bunch of snoring, followed by an
  alarm, but in multiplayer Bob drives however fast he wants to go and
  so forth, while Jake has to press enter for each hour of sleep. Of
  course, you could just decide that he's opted in for the full eight
  hours, nothing can change that, or you could offer him the opportunity
  to end his sleep early, just as a nice little change.
 
  I love both of these games, and my friends and I would love to play
  them together, but the prospect of having five computers in a circle
  and trying to hear hour own thing and not the other guys' and trying
  to keep relatively synchronized... no fun.
 
  The only other game that even remotely makes sense to be multiplayer,
  in my opinion, is Starmule, and that one seems most fun alone, but
  that's personal.
  Football involves a little too much rock paper scissors style and
  secret strategy to make an effective local multiplayer, and I can't
  think of any other games that aren't and ought to be, in my opinion.
 
  I hope that you will seriously consider adding local multiplayer to
  Golf and Trucker, as I feel it would add a whole new dimension to some
  already great games.
  For added fun, it might even be nice to have computer controlled
  players,
  too.
 
 
 
  --
  Signed:
  Dakotah Rickard
 


--
Signed:
Dakotah Rickard

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[Audyssey] Kintchens Inc Game Request

2013-07-19 Thread Dakotah Rickard
Hi Jim.

I generally try to keep my two cents to myself, unless I'm asked for
it or I've had too much caffeine or alcohol, but I've finally decided
that I can't keep it in any longer.
You have several awesome games under your auspices, and I would like
to request an update to two of them. tHe update is similar in both
games, although a couple of thoughts on implementation are provided:
The first, and in my opinion easiest, is an update to your golf game
to include local multiplayer. No no. I'm not asking for the big giant
doozie of them all, network communications. I just want to sit around
and play a nice game of pass the keyboard Golf. It seems to me that
standard golfing rules would be pretty easy to throw in: farthest from
the hole gets to stroke, ties broken by accuracy or at random, and
maybe a stroke limit of something like 10 strokes over par to stop
your friend from harassing you too badly.

The other game I'd like to talk about is Trucker.
You guessed it. I'd love to have multiplayer added in for that too,
and again, this is local multiplayer, so it'd be pretty easy to do.
The hard part would be slightly reworking the interface to account for
more than one driver at a time, but I figure it could work something
like this.
No matter what happens, you have to press enter to allow an hour to
pass in multiplayer mode, so say Bob and Jake are driving. Jake goes
to sleep in the truckstop, but Bob wants to keep on going.
Traditionally, Jake would hear a bunch of snoring, followed by an
alarm, but in multiplayer Bob drives however fast he wants to go and
so forth, while Jake has to press enter for each hour of sleep. Of
course, you could just decide that he's opted in for the full eight
hours, nothing can change that, or you could offer him the opportunity
to end his sleep early, just as a nice little change.

I love both of these games, and my friends and I would love to play
them together, but the prospect of having five computers in a circle
and trying to hear hour own thing and not the other guys' and trying
to keep relatively synchronized... no fun.

The only other game that even remotely makes sense to be multiplayer,
in my opinion, is Starmule, and that one seems most fun alone, but
that's personal.
Football involves a little too much rock paper scissors style and
secret strategy to make an effective local multiplayer, and I can't
think of any other games that aren't and ought to be, in my opinion.

I hope that you will seriously consider adding local multiplayer to
Golf and Trucker, as I feel it would add a whole new dimension to some
already great games.
For added fun, it might even be nice to have computer controlled players, too.



-- 
Signed:
Dakotah Rickard

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