Re: [Audyssey] Beta version 0.1 of the blastbay GameToolkitreleased!

2010-03-24 Thread James Dietz
A lot of archiving programs support extraction of chm files similar to
zips or cabs. Try opening it up in your favorite unzipping program.

On 3/24/10, dark d...@xgam.org wrote:
 Ah, I didn't know about the F6 thing.

 Short answer though,  yes indeed.

 Html help doesn't have a standardized application curser. This means, though
 it's readable on continuous read, doing things like reading character by
 character, searching for single key word or phrase (handy if for instance I
 want to look at how many brackits or braces I want to use around things), or
 indeed copy and paste.

 So yes, a standard html document help would be nice if you don't mind.

 All the best,

 Dark.
 - Original Message -
 From: Philip Bennefall phi...@blastbay.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, March 24, 2010 1:02 PM
 Subject: Re: [Audyssey] Beta version 0.1 of the blastbay
 GameToolkitreleased!


 Hi Dark,

 Currently the documentation is only available in the Microsoft help
 format, as I figured that it was quite easy to use. Pressing F6 on a topic

 will give you a regular HTML layout, just like you'd get with Internet
 Explorer so you can copy and paste text etc like on a normal web page. Do
 you think I should provide the documentation as separate html documents as

 well?

 Kind regards,

 Philip Bennefall
 - Original Message -
 From: dark d...@xgam.org
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, March 24, 2010 1:54 PM
 Subject: Re: [Audyssey] Beta version 0.1 of the blastbay Game
 Toolkitreleased!


 Hi Philip.

 Do you have an html,  or at least txt version of the documentation
 kicking around anywhere?

 The mp3 tutorial is great, but I'd like to read individual bits and I've
 never particularly been a fan of the bog standard windows help
 system,   particularly for quick reference (ie, using find
 functions)paste code or read example code character by character.

 just a personal preference of course.

 Beware the grue!

 Dark.
 - Original Message -
 From: Philip Bennefall phi...@blastbay.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, March 24, 2010 9:57 AM
 Subject: [Audyssey] Beta version 0.1 of the blastbay Game Toolkit
 released!


 Hi all!

 I am very happy to announce the availability of beta version 0.1 of the
 Blastbay Game Toolkit (BGT). This tool allows users with no prior
 programming experience to dive in and create audio games from the ground

 up, using an incredibly versatile scripting language that in turn
 controls the powerful Blastbay game engine that you've already seen in
 titles such as Q9 and Kringle Crash. The tool ships with extensive
 documentation as well as an in-depth language tutorial, which also is
 available in audio form narrated by a professional voiceover artist.

 The tool is still in testing and active development, and so I would love

 to hear your thoughts, suggestions and any other feedback that springs
 to mind... So head over to www.blastbay.com right now! I will be
 patrolling the forum there, ready to answer any questions that you may
 have. So don't hesitate to sign up and ask questions if you get stuck
 and, above all, have lots of fun making new and exciting games!

 Kind regards,

 Philip Bennefall
 ---
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Re: [Audyssey] Beta version 0.1 of the blastbay GameToolkitreleased!

2010-03-24 Thread James Dietz
Philip I think Dark is using Hal or Supernova which works differently
than JAWS for Windows.

On 3/24/10, Philip Bennefall phi...@blastbay.com wrote:
 Hi Dark,

 I don't quite understand what you mean there. When pressing F6 to pull up
 the document view after selecting the topic you want, you can use your four
 arrow keys to navigate the content just like you would any other document.
 It will display and function just like a normal web page in that you can
 read it line by line as well as copy and paste etc, and then pressing F6
 again will get you back to the contents list.

 I could provide the documentation as separate html files, but one large file
 would get too difficult to manage as you have a carefully categorized
 reference guide etc.

 Kind regards,

 Philip Bennefall
 - Original Message -
 From: dark d...@xgam.org
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, March 24, 2010 2:10 PM
 Subject: Re: [Audyssey] Beta version 0.1 of the blastbay
 GameToolkitreleased!


 Yep, but that uses the annoying windows help system, which isn't great for

 finding stuff in or displaying.

 As far as personal preference goes, i'd much rather have something as a
 streight html document,  or even a text file, especially if I'm going
 to need to look at a lot of things very caefully, and possibly cut and
 paste.

 Afterall, html help doesn't have an actual moving curser which makes
 navigating it and performing functions less easy than with normal document

 types.

 Beware the Grue!

 Dark.
 - Original Message -
 From: Bryan Peterson bpeterson2...@cableone.net
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, March 24, 2010 12:59 PM
 Subject: Re: [Audyssey] Beta version 0.1 of the blastbay
 GameToolkitreleased!


 It's in the BGT program group on the start menu. It's Help.
 Homer: Hey, uh, could you go across the street and get me a slice of
 pizza?
 Vender: No pizza. Only Khlav Kalash.
 - Original Message -
 From: dark d...@xgam.org
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, March 24, 2010 6:54 AM
 Subject: Re: [Audyssey] Beta version 0.1 of the blastbay Game
 Toolkitreleased!


 Hi Philip.

 Do you have an html,  or at least txt version of the documentation
 kicking around anywhere?

 The mp3 tutorial is great, but I'd like to read individual bits and I've

 never particularly been a fan of the bog standard windows help
 system,   particularly for quick reference (ie, using find
 functions)paste code or read example code character by character.

 just a personal preference of course.

 Beware the grue!

 Dark.
 - Original Message -
 From: Philip Bennefall phi...@blastbay.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, March 24, 2010 9:57 AM
 Subject: [Audyssey] Beta version 0.1 of the blastbay Game Toolkit
 released!


 Hi all!

 I am very happy to announce the availability of beta version 0.1 of the

 Blastbay Game Toolkit (BGT). This tool allows users with no prior
 programming experience to dive in and create audio games from the
 ground up, using an incredibly versatile scripting language that in
 turn controls the powerful Blastbay game engine that you've already
 seen in titles such as Q9 and Kringle Crash. The tool ships with
 extensive documentation as well as an in-depth language tutorial, which

 also is available in audio form narrated by a professional voiceover
 artist.

 The tool is still in testing and active development, and so I would
 love to hear your thoughts, suggestions and any other feedback that
 springs to mind... So head over to www.blastbay.com right now! I will
 be patrolling the forum there, ready to answer any questions that you
 may have. So don't hesitate to sign up and ask questions if you get
 stuck and, above all, have lots of fun making new and exciting games!

 Kind regards,

 Philip Bennefall
 ---
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 If you have any questions or concerns regarding the management of the
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Re: [Audyssey] free games

2010-03-24 Thread James Dietz
What are you talking about?

On 3/24/10, Josh jkenn...@gmail.com wrote:
 Hi

 I figure they're less likely to come after me if all my games are free. If I
 sold the games then they'd be really really mad and stuff but if the games
 are free whaat'll they do, sue me for distributing free games? I guess I'll
 just have to be careful.

 Josh Kennedy jkenn...@gmail.com http://jkenn337.klangoblog.net
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Re: [Audyssey] free games

2010-03-24 Thread James Dietz
Forgive me. This message didn't show up in the thread about
copyrighted material in free games for some reason. Anyway I think
it's kind of corny to use material from other series unless you can do
it justice.  I'm not a big fan of licensed games anyway. I'd rather
have a new story. Then again it doesn't take much story for me to
become interested in a game as I'm not into RPGs and most story-driven
types of games.

On 3/24/10, James Dietz james.j.di...@gmail.com wrote:
 What are you talking about?

 On 3/24/10, Josh jkenn...@gmail.com wrote:
 Hi

 I figure they're less likely to come after me if all my games are free. If
 I
 sold the games then they'd be really really mad and stuff but if the
 games
 are free whaat'll they do, sue me for distributing free games? I guess
 I'll
 just have to be careful.

 Josh Kennedy jkenn...@gmail.com http://jkenn337.klangoblog.net
 ---
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Re: [Audyssey] bgt engine

2010-03-24 Thread James Dietz
No!!

The multiplatform question has been brought up a couple of times.

A Playstation SDK license is obnoxiously expensive. All of the
blastbay stuff (streamway etc) exclusively makes use of
Windows-specific code.

On 3/24/10, Josh jkenn...@gmail.com wrote:
 Hi

 are there bgt compilers that will compile a game for x-box, joystick
 functions, compiler for mac, perhaps or playstation compilers?
 so my free games could run on several platfoorms?


 Josh Kennedy jkenn...@gmail.com http://jkenn337.klangoblog.net
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[Audyssey] blindgamers forum

2010-03-24 Thread James Dietz
There has been a lot of list traffic lately, much of which consists of
short messages followed by more short messages answering the simple
questions asked in the original short messages (read the
documentation, stop asking inane questions and look something up for
yourself for once, etc).
How about a forum?
Here are some key benefits:
- We'd all have less clutter in our inboxes.
- Message length, quotation and other list requirements would no
longer be an issue
- Accounts can be locked, possibly liimiting spoofing and other internet garbage
- Some forums have mailing-list interfaces allowing those who wish to
follow (and possibly respond to) traffic to do so through email.

Let's do it! To put it bluntly I'm sick of mailing lists.  Let's take
the blindgamers discussion group into the 21st freakin' century.

Thoughts?
Feel free to be less biased and/or inflamatory than I am.

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Re: [Audyssey] blindgamers forum

2010-03-24 Thread James Dietz
A google group would be a good idea. It provides a forum-like
interface to a group. I think it'dl et you post to a list even ifyou
aren't subscribed.

There is already a forum discussing similar topics on audiogames.net.
I'd like an official gamers forum to replace the gamers list because
not everyone who is on the list is signed up for the audiogames.net
forum,  nor would they necessarily sign up to a forum created by you
or I. Of course this would mean that everyone would have to learn to
interact on a forum instead of a mailing list. Now I know it might be
scary at first, but it's really easy when you used to it, and you'll
eventually find it quite fun! Try it. It won't bite.

On 3/24/10, Muhammed Deniz muhamme...@googlemail.com wrote:
 James, I don't mean to be rude or anything, but if you want, go and create
 your own forom. If you also want, I could also create a group on google. I
 think I know some of the options when you subscribe. Just let me create a
 group, and lets close this matter.
 Contact info.
 email:
 muhamme...@googlemail.com
 msn:
 muhammed123...@hotmail.co.uk
 Skype:
 muhammed.deniz
 Klango username.
 muhammed
 - Original Message -
 From: James Dietz james.j.di...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, March 24, 2010 3:25 PM
 Subject: [Audyssey] blindgamers forum


 There has been a lot of list traffic lately, much of which consists of
 short messages followed by more short messages answering the simple
 questions asked in the original short messages (read the
 documentation, stop asking inane questions and look something up for
 yourself for once, etc).
 How about a forum?
 Here are some key benefits:
 - We'd all have less clutter in our inboxes.
 - Message length, quotation and other list requirements would no
 longer be an issue
 - Accounts can be locked, possibly liimiting spoofing and other internet
 garbage
 - Some forums have mailing-list interfaces allowing those who wish to
 follow (and possibly respond to) traffic to do so through email.

 Let's do it! To put it bluntly I'm sick of mailing lists.  Let's take
 the blindgamers discussion group into the 21st freakin' century.

 Thoughts?
 Feel free to be less biased and/or inflamatory than I am.

 ---
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Re: [Audyssey] free games

2010-03-24 Thread James Dietz
I don't think you can GPL something which uses copyrighted sounds.
Best just distributed it license-free with the sounds. Licenses are
confining anyway. If you can get creative with sound effects; edit and
combine them in interesting ways to give your game a unique
atmosphere. It'll sound odd with sounds coming from all sorts of
games. That or worse: it'll sound just like another game.

On 3/24/10, Josh jkenn...@gmail.com wrote:
 Hi thomas,

 there's a program called ragon unpacker that will let you rip sounds from
 many types of games. I plan on using that to get some or many sounds, and
 then make my games free using the gnu general public license and give em
 out! I'm gunnahave to re-read some of the looping stuff, but I find that
 setting my screen reader to read all punctuation and examining code a bit at
 a time I'm slowly getting the hang of this. as in its starting to really
 make sense. Philip did a great job and when it comesout he's getting my
 money for the lite version! I hope it costs $60 or so. hopefully it'll be
 under $100.

 Josh Kennedy jkenn...@gmail.com http://jkenn337.klangoblog.net
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Re: [Audyssey] USA Games News 3/18/2010

2010-03-23 Thread James Dietz
I'm glad you're making progress. THough I voted for mac compatibility
I'm glad to sacrifice it for a fun and enjoyablefinished product.
Keep it up.

James

On 3/23/10, Thomas Ward thomasward1...@gmail.com wrote:
 Hi Bryan,
 Actually, I'd say cross-platform development of games is more a matter
 of finding comprable cross-platform game programming APIs rather than
 how hard or easy it is. Oh, if I want to use SDL for cross-platform
 development then it is easy enough to create Mac, Linux, and Windows
 games, but you lose a good deal of features available in a pro game
 API like DirectX in the process. Something like SDL is for all intents
 and purposes a case of choosing the lowest common denominator verses
 platform specific tools and APIs  that can give your game product
 truly outstanding performance and special features. Mac and Linux game
 APIs are a good generation behind what's available for the Windows
 platform that is a huge disadvantage for those platforms.
 There are commercial APIs such as FMOD Ex that closes the gap between
 Windows and Mac rather nicely, but then again it is a commercial
 third-party product. As I am all to aware there are licenses involved
 with something like FMOD that aren't really well suited for a small
 game studio like USA Games. It is expensive enough to license FMOD for
 one platform, but if you license it for multiple platforms the price
 goes up dramatically making it not financially feasable. There has to
 be a large enough Mac or Linux market out there for accessible games
 to make the use of FMOD  and other commercial cross-platform APIs
 finantially viable alternatives to the free native APIs.
 So in the end you might have to settle on something decent like OpenAL
 that is good, but not particularly over the top. However, as the past
 couple of days has shown XAudio2 is emerging as a rather revolutionary
 and powerful API for Windows and the XBox. So I think as XAudio2
 continues to be developed creating games with XAudio2 may offer me,
 the game developer, more advanced features and render some truly
 amazing audio environments. With something like OpenAL it will just
 offer me somewhat basic and rather generic audio support. In a feature
 by feature run down XAudio2 probably is the superior and more logical
 choice for future audio games. So cross-platform games, using
 cross-platform APIs, will only hold the games back from obtaining
 their maximum potential. At least that's how I see things currently.
 Now, I do know Draconis Entertainment is working on porting their
 games to Mac, but our situations are slightly different. Currently
 Draconis Entertainment's games such as Aliens in the Outback don't
 require a lot of high end features. For audio basically all they need
 to do is have some simple stereo panning and the ability to change the
 pitch of the starships as they land. Joystick support in Aliens in the
 Outback was always pretty generic so SDL probably could handle similar
 joystick support as the existing game now. Basically, what I am saying
 is Draconis can slide by on Mac's existing APIs because they aren't
 looking for or particularly need cutting edge audio and input support
 for a majority of their existing titles.
 However, I'm trying to create the next generation of audio games with
 highly professional 3d audio, support special game controllers, and
 basically pull out all the stops. Mac APIs don't really impress me,
 and aren't up to handling the kinds of games I want to begin creating
 in the next couple of years. For that reason cross-platform
 development isn't necessarily feasable in all cases.

 Cheers!

 On 3/20/10, Bryan Peterson bpeterson2...@cableone.net wrote:
 At least not right at first. Apparently there's no easy way to do this.
 Homer: Hey, uh, could you go across the street and get me a slice of
 pizza?
 Vender: No pizza. Only Khlav Kalash.

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Re: [Audyssey] old games

2010-03-23 Thread James Dietz
JAWS for Dos is freeware. Apparently a version of espeak has been
ported to DOS. I read about it on a forum but don't have any further
details nor have I followed it up with a google search.  I played PCS'
Shooting Range, Mobius Mountain and Fox and Hound when they came out
in 1996 and 1997 (I was 7).  Shooting range was especially fun. I was
amused when my robotic smartalk synthesizer (think accent PC with less
intonation) told me that I had hit the target in the crotch. Mobius
was great with all the sound effects.

On 3/23/10, Josh jkenn...@gmail.com wrote:
 Hi

 In order to play old dos games in the windows98 virtual machine I need a
 licensed copy of keynote gold multimedia multilingual, keysoft gold and asap
 screen reader for dos. Windows98 is unsupported. you can get install disks
 on ebay for really really cheap. also for dos there was a pack of 11 games
 called vipGames and it had word scramble and stuff in it. oh and the
 baseball game had weather stuff like it said it's sunny and a good day for
 baseball or something like that.

 Josh Kennedy jkenn...@gmail.com http://jkenn337.klangoblog.net
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Re: [Audyssey] the voice for troopanum2 - Re: Mota and tts

2010-03-19 Thread James Dietz
Troop 1 had his wife. Troop 2 had some woman credited in the readme. I  
haven't played troop 2 since I lost my activation (more like the  
machine it belonged to).  THat'd be a fun trip down memory lane.



On Mar 19, 2010, at 8:09 PM, Hayden Presley wrote:


Hi Thomas,
When you mean the yoongwoman sounds pretty hot, are you talking  
about

Troopnam or Troopaam 2?
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers- 
boun...@audyssey.org] On

Behalf Of Charles Rivard
Sent: Friday, March 19, 2010 10:19 AM
To: Gamers Discussion list
Subject: [Audyssey] the voice for troopanum2 - Re: Mota and tts

I believe that you are right.  It was his wife.
---
In God we trust.
- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 19, 2010 6:08 AM
Subject: Re: [Audyssey] Mota and tts



Hi,
Didn't Justin use his wife's voice for Troopenum? I'm not sure about
that, but whoever did the voice work did a darn good job of it. The
young woman who did the voice overs for Troopenum sounds pretty hot,
and she sounded very professional to boot. Definitely can't complain
about that voice for the game.
However, finding good professional voice talent is hard to find as  
you
pointed out. The need time to record the voice overs, have to have  
the

right voice for the job, and not expect much in return as payment.
That's a pretty unlikely set of job descriptions, and is hard to come
by.  You pretty much have to have the money or know someone willing  
to

do that sort of thing for free.

On 3/19/10, Bryan Peterson bpeterson2...@cableone.net wrote:
Oh I don't disagree with you. It's just that it's one thing for a  
guy

with
only himself and/or a furry little child to support to be able to  
afford

to
use professional voice talent in his projects and quie another for
someone
with a wife and kids to support. True Justin Daubenmire of BSC Games
generally uses human speech but he usually uses his own voice or  
that of

a
close friend as I understand it. I don't know how often, if ever,  
that

he's
actually able to pay those who lend their voices to his titles.
Homer: Hey, uh, could you go across the street and get me a slice of
pizza?
Vender: No pizza. Only Khlav Kalash.


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Re: [Audyssey] Entombed

2010-03-04 Thread James Dietz
Check that you've installed all the system requirements.

On 3/3/10, Tristan B theblinddj...@gmail.com wrote:
 Hi,
 I launch Entombed and for some  reason it instantaniously comes up with
 Entombed.exe has encountered an error and needs to close. What's going on.
 Thanks.


 --

 Tristan B

 TrekGames.net

 Administrator and Maintainer

 Contact information:
 Skype: Tristanbussiere
 MSN: tris...@acegamesonline.net
 follow me on twitter
 http://twitter.com/blindtrek/

 E-mail: theblinddj...@gmail.com

 or
 email TrekGames.net support
 trekga...@gmail.com

 AOL Instant Messenger: Theblinddj360

 Klango ID:
 Tristan

 Connect to cosmos and join the fun. Point your MUD client to the following
 address and port:
 Address: TrekGames.net
 Port: 1234
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Re: [Audyssey] has anyone tried the following USB device?

2010-03-04 Thread James Dietz
RCA inputs mean you can hook the two audio cables from your console
right up to this device.  Just set your recording software to the
device as input.

On 3/3/10, Yohandy yohand...@gmail.com wrote:
 this question is mainly directed to those who own laptops, and can't use
 line-in. I've been trying to record some audio samples of mainstream games,
 but since I don't have line-in on this laptop I haven't been able to. I've
 been looking for a USB device, and I've found this one. Has anyone tried, or
 know if the following USB item will work for such purpose? according to the
 description, it works for recording from cassette decks, but not sure what
 else you could do with it. if anyone has more info, I'd sure appreciate it.
 Here's the link to the product in question. thanks for any help!
 http://www.thinkgeek.com/electronics/digital-conversion/c8b7/?cpg=tw


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Re: [Audyssey] has anyone tried the following USB device?

2010-03-04 Thread James Dietz
Almost forgot: be *SURE* to switch the input switch from phono to
line-in when you're recording sources which aren't record players or
you might fry it.

On 3/4/10, James Dietz james.j.di...@gmail.com wrote:
 RCA inputs mean you can hook the two audio cables from your console
 right up to this device.  Just set your recording software to the
 device as input.

 On 3/3/10, Yohandy yohand...@gmail.com wrote:
 this question is mainly directed to those who own laptops, and can't use
 line-in. I've been trying to record some audio samples of mainstream
 games,
 but since I don't have line-in on this laptop I haven't been able to.
 I've
 been looking for a USB device, and I've found this one. Has anyone tried,
 or
 know if the following USB item will work for such purpose? according to
 the
 description, it works for recording from cassette decks, but not sure
 what
 else you could do with it. if anyone has more info, I'd sure appreciate
 it.
 Here's the link to the product in question. thanks for any help!
 http://www.thinkgeek.com/electronics/digital-conversion/c8b7/?cpg=tw


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Re: [Audyssey] Problem with L-Works Game

2010-03-02 Thread James Dietz
Headers show that these are still coming from trekgames.net

On 3/3/10, Bryan Peterson bpeterson2...@cableone.net wrote:
 I think what happened with RS games has happened with L-Works. Someone could
 have hacked the site.
 Homer: Hey, uh, could you go across the street and get me a slice of pizza?
 Vender: No pizza. Only Khlav Kalash.
 - Original Message -
 From: shaun everiss shau...@xtra.co.nz
 To: gamers@audyssey.org
 Sent: Tuesday, March 02, 2010 9:11 PM
 Subject: [Audyssey] Problem with L-Works Game


I tried to find Liam's Hairy Butthole on l-works.net. I can't find it
someone help me. I want to lick Liam's butthole
 virtually. it will be fun to listen to liam come all over the place.

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Re: [Audyssey] tecnoshock

2010-02-28 Thread James Dietz
Technoshock is best enjoyed without music in my humble opinion.  I'm
sure you can find some on the given site. You know what you like.

On 2/28/10, Josh jkenn...@gmail.com wrote:
 Hi

 does anyone have any good background music for technoshock? maybe from
 www.magnatunes.com ?

 Josh Kennedy jkenn...@gmail.com
 my blog is at http://jkenn337.klangoblog.net (updated frequently). Tired of
 Microsoft Windows and paying thousands for screen-readers? try out NVDA, get
 a mac--, nvda--for Windows, or try out and switch to grml, Ubuntu, Vinux, or
 knoppix-adriane Linux desktops. Knoppix ubuntu and vinux-cli-max are the
 most accessible for beginners. also try vinux-gui and encourage those at
 www.cherrypal.com to use windows-xp and nvda knoppix-adriane Vinux-cli-max
 or grml so all blind people can have an accessible computer.
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[Audyssey] blind monks society: an accessible Half-life 2 Mod

2010-02-22 Thread James Dietz
Hey.

A friend told me about this mod for half-life 2.  You play as a blind
monk retreiving wind chimes for the Blind Monks society.  There's a
youtube video; I think the link is on this page:
www.moddb.com/mods/blind-monks-society
I don't know if players can try the mod with a trial of half-life 2
but it definitely works with the full version as I played it on my
friends' copy.  It's pretty neat.  I have yet to beat it.

James

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Re: [Audyssey] blind monks society: an accessible Half-life 2 Mod

2010-02-22 Thread James Dietz
Apparently. I wasn't playing for very long myself. It's a neat game  
though. It was reviewed in a mainstream gaming magazine. It could be  
great exposure.

On Feb 22, 2010, at 4:20 PM, william lomas wrote:


oh it only takes half an hour to play?

On 22 Feb 2010, at 20:33, shaun everiss wrote:


well I am getting the installer.
I had to find the download link in jaws then use the list viewer on  
hal to get the file and find a link that worked.

this site is really crappy visual wise.
I have managed to get a link to the installer though.
lets see if it runs it said it was a full version not sure if this  
one is standalone.

At 08:16 a.m. 23/02/2010, you wrote:

Hey.

A friend told me about this mod for half-life 2.  You play as a  
blind

monk retreiving wind chimes for the Blind Monks society.  There's a
youtube video; I think the link is on this page:
www.moddb.com/mods/blind-monks-society
I don't know if players can try the mod with a trial of half-life 2
but it definitely works with the full version as I played it on my
friends' copy.  It's pretty neat.  I have yet to beat it.

James

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Re: [Audyssey] blind monks society: an accessible Half-life 2 Mod

2010-02-22 Thread James Dietz
You can use the arrow keys to navigate the menus. Perhaps you can run  
it by memorizing how many arrow-downs it takes and such, similar to  
the way lots (including myself) play mainstream console games.

On Feb 22, 2010, at 4:51 PM, Oriol Gómez wrote:


Well if anyone finds out how to integrate this mob into the full half
lfie withotu visual help... let me know, thanks

On 2/22/10, william lomas lomaswill...@googlemail.com wrote:
if i can get the trial of halflife 2 i will play it since why buy  
the full

half life if we can't play this game without the mod

On 22 Feb 2010, at 21:53, James Dietz wrote:


Apparently. I wasn't playing for very long myself. It's a neat game
though. It was reviewed in a mainstream gaming magazine. It could  
be great

exposure.
On Feb 22, 2010, at 4:20 PM, william lomas wrote:


oh it only takes half an hour to play?

On 22 Feb 2010, at 20:33, shaun everiss wrote:


well I am getting the installer.
I had to find the download link in jaws then use the list viewer  
on hal

to get the file and find a link that worked.
this site is really crappy visual wise.
I have managed to get a link to the installer though.
lets see if it runs it said it was a full version not sure if  
this one

is standalone.
At 08:16 a.m. 23/02/2010, you wrote:

Hey.

A friend told me about this mod for half-life 2.  You play as a  
blind
monk retreiving wind chimes for the Blind Monks society.   
There's a

youtube video; I think the link is on this page:
www.moddb.com/mods/blind-monks-society
I don't know if players can try the mod with a trial of half- 
life 2
but it definitely works with the full version as I played it on  
my

friends' copy.  It's pretty neat.  I have yet to beat it.

James

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Re: [Audyssey] I think Bavisoft went belly up.

2010-02-17 Thread James Dietz
This has been said in the past. Some way or other he/they would  
resurface, giving us all a little bit of hope only to disappear again.  
I'm not being taken in anymore (even if he does respond).

On Feb 17, 2010, at 6:01 PM, The Kolesar Brothers wrote:


Hi to all, from Ron and Boz.
My brother Matt and I enjoyed Grizzley Gulch.
We helped beta tested the Chillingham game.
There for a while we even had the private address.
It was just one man in a small business.
I think he just had it and couldn't go on anymore.
So I hope that helps.
We too haven't heard from the man in a long long time.
So once again. I hope this helps.
Ron and his four pawed h to e game cheater Boz.
Have a good day,

From the Kolesar brothers and our puppies

kolesar16...@roadrunner.com


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Re: [Audyssey] usagamesinteractive.com

2010-02-16 Thread James Dietz
All you need to send an email are headers stating who the email is
from, the subject and a couple of other things.  Those are the bare
minimum. I don't think there's any technical requirement stating that
an email even needs to come from a valid address.  Email wasn't built
to be secure. Of course all sorts of headers have been added since the
internet exploded in popularity.

On 2/17/10, shaun everiss shau...@xtra.co.nz wrote:
 well I just wandered if this is how this attacker is doing this.
 you would still need to log in using an account though.
 still trying to piece this.
 This guy then is not directly hacking, but then the only way is that he is
 redirecting something somehow, but thats probably only part of it.
 I'd still like a header and footer or several of these no message obviously
 already know about this.
 in fact sent that to the guy I am doing this with.
 investigation with.
 hmmph.
 At 05:27 p.m. 17/02/2010, you wrote:
Hmmm...we are getting devious aren't we Shaun? Grin
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Tuesday, February 16, 2010 9:57 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] usagamesinteractive.com

aah.
I wander if you could impersonate someone on a list that way.
At 04:36 p.m. 17/02/2010, you wrote:
Hi,
It is a free web based proxy service. Basically you use that web site
if you want to mask your computer's identity on the internet.  In any
case Hayri shouldn't have to go through a proxy service to access my
web site. Something is definitely wrong on his end if he has to do
that.


On 2/16/10, Hayden Presley hdpres...@hotmail.com wrote:
 Um? What is that? I can just use the standard adres bar/open dialog.
 Best regards,
 Hayden

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Re: [Audyssey] programming

2010-02-14 Thread James Dietz
A PROFESSIONAL PROGRAM WOULD NOT HAVE TO LOOK UP HOW TO CREATE A GAME  
WITH A SHIP MOVING LEFT TO RIGHT. SHE HAS ALREADY HAD EXPERIENCE  
SOLVING PROBLEMS.  WHEN YOU LEARN HOW TO PROGRAM YOU ALSO LEARN HOW TO  
SOLVE A PROBLEM OR CREATE SOMETHING. THERE IS NOT ONE WAY TO WRITE ANY  
PROGRAM.

On Feb 14, 2010, at 6:27 AM, Claudio Zeni wrote:


Dear members

I haad the following idea today:

To learn a programming language, you have houndreds of tutorials an   
books

on the net.
But there are some things you just can't easily learn from the net.
For example:
How to make an audiogame with a ship that goes from left to right.
I am sure that a professional programmer has to look before he can  
program

it.
That's just because you don't learn it in the standard programming  
books.

So my question to audiogame developrs:
Would it be possible for you to create some programming tutorials,  
with a

bit basic and also with audio related things?
Every developer can write the tutorial in  his preffered language.
Jim in VB, Thomas or Philip in C++ etc...
What do you think?

Best regards

Clauido


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Re: [Audyssey] programming language (powerbasic classic for $49)

2010-02-09 Thread James Dietz
Python is awesome. Check out SFML (sfml-dev.org). You won't be able  
how to learn to make games from that site, but python + sfml are the  
two reasons why my project is moving forward at all. THey don't have a  
mac build on the site, but I think one can be built from source.


The one thing about Python (python.org) is that it uses indentation  
for most code. NVDA announces tabs whe you turn punctuation on, and  
I'm sure there's something in JAWS to announce formatting changes.  
JAWS is probably more flexible in that regard (announcing multiple  
spaces for instance). I don't know about other windows screenreaders.


James
On Feb 9, 2010, at 7:53 PM, Orin wrote:

I really wish they had a language like Basic that I can make games  
that could be cross platform so I could make them for both Windows  
and Mac. Now that'd rule.



On Feb 9, 2010, at 10:58 AM, Travis Siegel wrote:

Since powerbasic has a new version, (9.0) , the old version 8.0 is  
on sale now.

Initially $169, you can buy the classic version for just $49 now.
You can read all about it at
http://www.powerbasic.com
Anyone who wants a modern fully operational powerful language, but  
the simplicity of basic really should check this one out.

You'll see why after you read it's description.
I've been a user of their products for many many years, and have  
had nothing but excellent results.
(unfortunately) I don't work for them, so this is not a promotion,  
simply an attempt to inform.



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Re: [Audyssey] Judgement Day: The Weapon Search Bonus Game

2010-01-11 Thread James Dietz
Each alarm represents a weapon. YOu want to center the weapon in your  
stereo field by walking towards it.  The pitch of the weapon's beep  
will lower when it's behind you.  Up/down move forward and back, left/ 
right walk left and right.

On Jan 11, 2010, at 2:37 PM, Renéwrote:


Hi,

how does work this bonus game?
If I go through the area and find a lot of these alarm sound things  
and when the game is finished, every time I always have got zero  
points.


--
Kind Regards,
René

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Re: [Audyssey] Games for the IPhone/ipod touch

2009-12-30 Thread James Dietz
Try 'Ping Pong.' It's moderate fun.  You flail the ipod like a paddle
when the ball comes towards you.  Unlike Pong or Showdown you don't
move the paddle back and forth.  It along with other accessible apps
are listed on the Accessible Apps page at maccessibility.net.

On 12/30/09, christopher.h...@blueyonder.co.uk
christopher.h...@blueyonder.co.uk wrote:

 Hi aden i have also been baught am ipod touch for christmas amd whilst
 trying to get my way around it i went in to the apple store there is a link
 there that takes you to a page where you can download games. Unfortunately i
 dont know if the games are access. Hope this helps. Regards christopher huby
 -original message-
 Subject: [Audyssey] Games for the IPhone/ipod touch
 From: Aiden Gardiner aiden.gardiner@googlemail.com
 Date: 30/12/2009 5:44 pm

 Hi All,

 Are there any games that are usable on the Ipod Touch or the IPhone? I just
 got an ipod touch for christmas, so i'm looking for games and so on to use
 on it.

 Aiden
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Re: [Audyssey] Missile Command was Triple J Shooter

2009-12-30 Thread James Dietz
Brian I ran across a pac-man record. It sounds like the same one; the
voice acting is tacky kid poor with cute track names like take the
fruit and scoot. It's hard to find a physical copy now but youtube
has a couple of tracks.  I had the Microsoft Arcade version of Missile
Command about 10 years ago (I go it on a floppy from a friend along
with the PC version of Mortal Kombat 1).  You used A S and D to choose
which missile bass you shot from and the mouse to aim.  Thanks for
clearing up how it actually worked as I really didn't have any idea.

On 12/30/09, Bryan Peterson bpeterson2...@cableone.net wrote:
 You can't. THey're talking about remaking an old Atari 2600 game in audio
 only form. THe oly way you could download the original game is illegally,
 but I won't go into that since A. it's against list guidelines and B. I
 don't do that anyway.
 Homer: Hey, uh, could you go across the street and get me a slice of pizza?
 Vender: No pizza. Only Khlav Kalash.
 - Original Message -
 From: Spencer Miranda spencer...@terra.com.br
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, December 28, 2009 2:31 PM
 Subject: Re: [Audyssey] Missile Command was Triple J Shooter


 Hi David. Wher can I make the download of missile command? Is this game
 free? Thank's.
 - Original Message -
 From: David Chittenden dchitten...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, December 28, 2009 6:49 PM
 Subject: Re: [Audyssey] Missile Command was Triple J Shooter


 Hello Jim,

 For the incoming missile, how about a windy mild whistling sound which is

 descending in pitch. This sound would be placed somewhere in the stereo
 field. If it is at an angle, it would move across the stereo field as it
 descends.

 For the targeting pointer, use a solid quiet beeping which pans across
 the stereo field and rises or lowers in pitch depending on where you move

 it. The missiles would be an explosion sound which is at the pitch of
 where the targeter was when it was fired, and covers the pitch and pan
 range of the explosion. Any missiles which enter the explosion radius
 would then vanish.

 If it could track my touch pad or mouse input, it would really be like
 the original game. To fire the missiles from the three bases, give each
 base a key. Just have all three keys next to each other.

 The targeter could also be moved using the four arrow keys.

 That sounds like a cool and challenging game.

 David Chittenden, MSc, CRC, MRCAA
 Email: dchitten...@gmail.com



 Jim Kitchen wrote:
 Hi Richard,

 Thanks for the description of Missile Command.  That is pretty much like

 how I remember playing it back when I had sight.  Now just for finding
 sounds that won't be too annoying for the incoming missiles and your
 targeting pointer.

 BFN

 Jim

 Consciousness: that annoying time between naps.

 j...@kitchensinc.net
 http://www.kitchensinc.net
 (440) 286-6920
 Chardon Ohio USA
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Re: [Audyssey] shades of doom, anyone?

2009-12-29 Thread James Dietz
THere is plenty to help you get used to the game environment.  The
wind and path ambience is wonderful. The best example of navigational
aid in an audio game. If you want step-by-step instructions turn on
the audio navigator in options (press F1).  I just got my key again;
I'm rediscovering what a wonderful game this is.  Technoshock
definitely has the better level designs, but SOD's enemies are far
more threatening and fun to face. Sounds are better than TS though
they're not that great. Man if SOD had the sound track of a mainstream
fps I think it'd be unbeatable.

On 12/29/09, Bryan Peterson bpeterson2...@cableone.net wrote:
 I agree. More sounds would have just meant more to learn. Some people
 complain about that quite enough as it is.
 Homer: Hey, uh, could you go across the street and get me a slice of pizza?
 Vender: No pizza. Only Khlav Kalash.
 - Original Message -
 From: Raul A. Gallegos r...@asmodean.net
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, December 29, 2009 7:38 PM
 Subject: Re: [Audyssey] shades of doom, anyone?


 Hi. I thought the game had more than enough sounds. I made a recording of
 this game where I walk through the different levels and I include
 explanations as well. I believe that Liam Erven is still hosting those for

 me at www.liamerven.com/games

 Many thanks.

 On 12/27/2009 1:57 PM, Mauricio Almeida wrote:
 hi list
 for those who plaied shades of doom, didn't you think the game should
 have some more sounds for player guidance? i found myself lost several
 times going back and forth in there.. hints?

 thanks,

 mauricio

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Re: [Audyssey] l-works?

2009-12-28 Thread James Dietz
As far as I know Liam is still taking orders.  He has a job now which
slows development of new games down considerably.

On 12/28/09, mauricio almeida mauricio...@uol.com.br wrote:
 hi all.

 i was looking at the l works website and it seems like everything ahs been
 abandonned? no places to order, updates last on 2007?.. is everything free
 now, or what?

 mauricio
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Re: [Audyssey] The future of Blastbay Studios

2009-12-26 Thread James Dietz
There is a lot involved in programming a computer program, especially
a game. Game engines make it easier to program games, giving you
pre-made objects which handle things like physics and level creation
as well as lower-level details like speech and menus.

On 12/26/09, Hayden Presley hdpres...@hotmail.com wrote:
 Hi Thomas,
 This might be the wrong thread, but I have a question about the Genesis
 Engine. What, exactly, is its purpose? I did at first think it was a new
 computer language, but when you mentioned porting it from C #.net to C ++...
 What does it do that the basic languages don't? Don't mean to pry, but I am
 curious.
 Best Regards,
 Hayden

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Thomas Ward
 Sent: Saturday, December 26, 2009 2:18 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] The future of Blastbay Studios

 Hi Dark,
 I beg to differ with you about Shades of Doom, Sarah, etc being 3d.
 Technically they are not 3d. Although they are FPS games they have 3d
 audio systems, but the movement still is restricted to an x/y axis. None
 of the games have an x, y, and z axis of movement making them only 2d in
 nature. If you want to count how many true 3d games we have the answer
 is 0. We don't have any, because true 3d movement and game worlds have
 never been done yet by any developer for the VI gaming community. That
 is one reason I am so excited to actually do it once the Genesis engine
 is created. No one besides me has been willing to step forward and take
 this next step in audio game development.


 dark wrote:
 I'm afraid this confuses me a litle.

 Thus far, the only serious side scroller we've got with full 2D
 vertical movement is Mota.

 Q9 Tarzan jr and superliam are fun games,  but they aren't
 precisely on a level with side scrollers even of the late 1980's such
 as mega man or mario brothers.

 3D games we have shades of doom, audio quake, terraformers, sarah, gma
 Tank commander and monkey business,  pluss, depending upon your
 deffinition treasurehunt and night of parasite (though i'd personally
 class those as top down rather than 3D owing to the movement system
 and lack of character perspective)..

 while i certainly agree adding another to the list would not be a bad
 thing, - basic arithmetic shows that we certainly don't! have more
 side scrollers than 3D games.

 beware the Grue!

 Dark.


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Re: [Audyssey] The future of Blastbay Studios

2009-12-26 Thread James Dietz
Tom, I look forward to see how you're going to approach a fully 3d
game.  I'm not sure it can be as viseral as it is for the sighted
because 3d sound technology isn't really at a level where it's easy to
distinguish whether something is above or below you (unless you have
one of those fancy 8.1 setups which I don't nor do I really have
interest in getting one; too involved).

On 12/26/09, dark d...@xgam.org wrote:
 True about lw,  I'm not sure about puppy 1 I'm afraid though, sinse you
 obviously can't go forward or backwards.

 Beware the grue!

 Dark.
 - Original Message -
 From: Jim Kitchen j...@kitchensinc.net
 To: Thomas Ward Gamers@audyssey.org
 Sent: Sunday, December 27, 2009 2:15 AM
 Subject: Re: [Audyssey] The future of Blastbay Studios


 Hi Thomas,

 Not A FPS game, but isn't Lone Wolf truly 3d with 360 degrees and the
 depth of the ocean.

 Again not a FPS but all of the airplanes and bullets in Puppy 1 have
 constantly changing X, Y and Z coordinates.

 I drove a car until I was 21 and could still see until I was about 31.  I
 do not do well with Shades of Doom.  So I do not believe that it is
 because you had sight at one time.  Just different people have different
 abilities.

 BFN

 Jim

 check my web site for my new personal information page

 j...@kitchensinc.net
 http://www.kitchensinc.net
 (440) 286-6920
 Chardon Ohio USA
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Re: [Audyssey] The future of Blastbay Studios

2009-12-25 Thread James Dietz
I'm with dark; we need more actual 2-dimentional side-scrollers.  I
wouldn't object to a 3d game of the type you suggest though I do find
walking around a ritch environment a little wrird without the ability
to turn my virtual head.

On 12/25/09, Hayden Presley hdpres...@hotmail.com wrote:
 Hi Sharon,
 Regarding your question regarding Sidd Scrollers, no, crazy tennis is not at
 all a good example-that's actually nmre of a space invaders type feel. A
 side Scroller is literally a character moving from left to right across the
 screen, thinking of walking sideways instead of forwards.
 Best Regards,
 Hayden

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Sharon Hooley
 Sent: Friday, December 25, 2009 7:55 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] The future of Blastbay Studios

 What is a side-scroller, exactly?  Is CrazyTennis a good example of this,
 going left to right to center?


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Re: [Audyssey] clause victorious!

2009-12-21 Thread James Dietz
I usually try and stay on the right side of the screen, knocking out
elves before they can deliver their payloads to the trash disposal.
My highest gicts cap[tured was 50 (with 19 broken). Recently I got 45
recorered with 11 broken.

On 12/21/09, lelia struv...@yahoo.com wrote:
 Hey now that is a cool game.

 My first game I recovered 22 and llost 40 oops he did split his pants lol!!!

 Lelia
 - Original Message -
 From: dark d...@xgam.org
 To: Gamers@audyssey.org
 Sent: Monday, December 21, 2009 6:14 AM
 Subject: [Audyssey] clause victorious!


 Well, i did it, second game 36 gifts recovered, 16 broken.

 I'm afraid I did use a rather crazy tactic, once i'd filled the slay
 enough I went and just stood in front of the desposal, knocking out elves
 so they couldn't break anymore presents!

 Nice game indeed!

 I'm not sure if developement is finished yet or not, but if you were
 planning to add anything, an extra sample when santa's got a full load of
 three presents would help, so that you don't need to press the C key, 

 as I did rather find myself sometimes running around trying to pick things

 up even with a full load.

 then, you might considder having difficulty modes,  not anything
 drastic, just playing around with the total of presents needed to collect,

 and the amount of time required to collect them.


 Whether this is possible or not though, it's a really nice game, 
 though it does rather offend my left wing sentiments to play the evil
 capitalist oppressive Santa clause! ;D.

 Beware the grue!

 Dark.
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Re: [Audyssey] the SOD beginnings - Re: Q

2009-12-19 Thread James Dietz
I remember reading in one of the later issues (after your excerpt)
that he originally developed a DOS prototype. It was broken and slow
and weird so he had to make the decision to switch to windows.  I
don't actually remember playing a DOS prototype though - was that ever
released?
Anyway I think SOD is the most incredibly revolutionizing accessible
game yet. Engrossing atmosphere and slightly random for high replay.

On 12/19/09, Thomas Ward thomasward1...@gmail.com wrote:
 Hi Charles,
 No, Shades of Doom was a Windows game from the beginning. Lonewolf and
 Trek 99 were originally Dos games. However, he went back and wrote those
 games in Visual Basic 6 to run on Windows 95/98 later on.

 Charles Rivard wrote:
 As I recall, SOD was comprised of 4 files that you installed in sequence.
 Also, was it a DOS game?, or was that Lone Wolf's first version.
 ---
 In God we trust!



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[Audyssey] Later PCS DOS Games (was Re: the SOD beginnings - Re: Q)

2009-12-19 Thread James Dietz
Hey,

Reading back on issues of audyssey I remember PCS had a lot of more
complex maze-type games out.  David Greenwood did Lone Wolf back in
1998, but PCS had a Pac-Man game, Tank Game, Cops N' Robbers game (I'm
not sure if I'm making that one up) and everything. I remember playing
Fox N' Hounds when I was 7; that was a very early map-based game with
no directional sound or anything. Anyway did anyone ever get into
those versions of Pac-Man? Listening to the sounds I can tell things
were just panned out beforehand because there was no way to pan sounds
in DOS.  Did people really get into these? There were a lot of them.

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Re: [Audyssey] Games and atitudes was: was:Screen Readers and Games

2009-12-03 Thread James Dietz
Yeah America rocks. U.S.A!

Most of the voc rehab people I know deal with people who are
significantly older and thus less interesting... ehem... interested in
Audio Games.  IT people stack money by teaching people the same basic
screenreader skills over and over.  I'm sure there are some who show
their patrons something a little more interesting.

On the other hand, my first introduction to modern audiogames was
when I found some of Jim Kitchen's games (the old Mach 1 and Pong) as
well as Shades of Doom in 2002 on a Lighthouse lab computer. (the
Lighthouse is a non-prophet providing services and training to
blindies in New York and maybe Chicago)

On 12/3/09, Darren Harris darren_g_har...@btinternet.com wrote:
 Dear father dark,

 Lol sorry I couldn't resist smile.

 You're absolutely right though. The attitudes in this country amaze me. Take
 people in america for example they just get on with it as best they can. Ok
 you get the organizations that go a little too far like the nfb who think
 that effectively nobody should have help but there's plenty of people that
 think that help is only good if you want to help yourself. Which is right. I
 agree with that. The problem over here is the attitude that if we do it for
 you then there's no accidents so there's no liability. Unfortunately that's
 the long and the short of it. Honestly I think this country should become
 the next state of america. Throw the EU out completely and just convert the
 whole thing into the way you guys do things state side.

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of dark
 Sent: 03 December 2009 17:00
 To: Gamers Discussion list
 Subject: [Audyssey] Games and atitudes was: was:Screen Readers and Games


 Hi Tom.

 What you say about lack of experience sounds familiar indeed. To an extent
 it seems to be a general problem,  but one which is 100 times worse for
 someone with a disability,  and I have to say, an atitude which is
 probably worse in this country than in the states.

 I've just found generally the wha! he's blind syndrome of your average

 Britain seems to be far more serious than that of other nations I've either
 been in,  like America and Norway.

 What I was thinking here though, is about atitudes of blind people
 themselves.

 Today, I met two representatives from Guide dogs to start off the
 application process. When discussing what sort of mobility commitments my
 dog might have, one of the guide dog trainers freely said your not like
 most blind people,  you go out and do things and want to do more, 
 most have to be told what it's possible for them to do

 I know myself I have a tendency to pre-judge blind people into the I can't
 do X because I'm blind, or learn how to do X myself catagory.

 This comes from too much experience of specialized schools and agencies
 where that was very much the atitude, and meeting too many blind people who
 have similar thoughts.

 On one occasion for instance, one blind person told me not to apply to a
 certain university because they had a very bad disability service and one
 blind student had fell in the lake!

 While there are issues it's necessary to have independence for,  mostly
 if you fall in a lake it's your own fault! Also,  if the disability
 service is good, --- that's a bonus. If (as is the case in Durham), it
 isn't,  then can't you sort things out yourself?

 It wasn't until I actually started talking to blind people from other parts
 of the world, --- -and ones who'd had enough gumption to go out and find
 this list, that I realized i was making a mistake in classifying all blind
 people this way.

 I do wonder though if,  while certainly not all, a significant majority
 of blind people do have this I cannot do X attitude which also applies to
 gaming.

 I've certainly spoken to people who tried a brief free audio game, couldn't
 get the hang and so stopped bothering with games in general,  or found
 one game they liked, and never tried to see if there were more games out
 there or not,  simply assuming that was the end of things. Then,  as
 I believe phil has commented in the passed, there is the
 codling atitude of agencies and organizations.

 In trying to obtain some braille lables, I phoned durham society for the
 blind this afternoon and spoke to a chap there.

 For interests' sake i mentioned audio games. He said the Durham society
 certainly neither stocked them nor provided information on them (they didn't

 stock braille lables either as it happened, so this wasn't a huge surprise).

 The really interesting thing this chap said though, was that the only audio
 games he'd heard of were Azabat's and he assumed all other games to be
 similar.

 While there is probably a place for simple, easy to use no tech skills
 required simplistic games,  if this is the only impression people get of

 audio games,  it's not any wonder 

Re: [Audyssey] draconis update?

2009-11-30 Thread James Dietz
I'd be very interested to hear about Draconis' progress. They were
working on a new registration system over the summer. It was completed
(I haven't witnessed it) and since then I've heard nothing. Last
twitter says great things are afoot from mid-august.

On 11/30/09, Mauricio Almeida mauricio...@uol.com.br wrote:
 you need to understand that things do not go as we want sometimes. thats
 probably their case. but indeed, dont promise what you cant fullfill
 -Mensagem original-
 De: william lomas lomaswill...@googlemail.com
 Para: Gamers Discussion list gamers@audyssey.org
 Data: Segunda, 30 de Novembro de 2009 22:20
 Assunto: [Audyssey] draconis update?

 HI, I noted at the start of the year we received this update, frm
 draconis:

 A new year has begun for Draconis Entertainment, and we’ve got tons of
 exciting projects in the works. We will be releasing several new
 titles, updating existing titles, and developing our next generation
 gaming engines. These new engines will allow us to release titles
 under both Mac OS X and Windows simultaneously, which is something
 we’ve been working toward for quite some time. These new technologies
 should also mean that we can get new games to you more quickly.
 2009 should prove to be a big year for us, and we look forward to
 offering you the best in accessible games.

 so no news on any of the mentioned titles coming out before the end of
 2009?
 Just curious
 I know release dates are not given but why make bold statements if
 they can not be met


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Re: [Audyssey] Screen Readers and Games

2009-11-30 Thread James Dietz
When I began regularly using NVDA I was thrilled to find out that it
didn't conflict with games at all.  JFW hogs the keyboard, making
working with programs slow and uncomfortable at times especially if
they're memory-intensive (Sound Forge).  There are ways to subdue JFW
programatically. Maybe developers should investigate them as I think
JFW is the only screenreader which really makes it hard to play games
without putting it to sleep or unloading.

On 11/30/09, Jacob Kruger jac...@mailzone.co.za wrote:
 http://www.empowermentzone.com/saysetup.exe

 Stay well

 Jacob Kruger
 Blind Biker
 Skype: BlindZA
 '...fate had broken his body, but not his spirit...'

 - Original Message -
 From: shaun everiss shau...@xtra.co.nz
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, November 30, 2009 10:43 PM
 Subject: Re: [Audyssey] Screen Readers and Games


 weird where do you get the say tools from? I have most of the
 empowermentzone tools thanks to top tech tidbits but hmmm.
 At 06:32 a.m. 1/12/2009, you wrote:
The one thing is I've played around with Jamal Masry's SayTools where you
can get a program to talk using their screenreaders voice, or sapi if you
want to.

Other joke is thought about creating a game using actual jaws scripts,
but, for example, to generate a random number, you'd have to make a call
to an external DLL or something.

Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

- Original Message - From: Bryan Peterson
bpeterson2...@cableone.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 30, 2009 12:44 AM
Subject: Re: [Audyssey] Screen Readers and Games


I've never actually tried using Window-Eyes with Lone Wolf. I tend to use

Sapi. But I am glad the game offers that option in case I ever decided to

mix things up a bit for variety. And if I was to start developing games I

would try to include options for as many screen readers as I could right
from the outset so as not to seem like I was targetting one specific
group of users.
Homer: Hey, uh, could you go across the street and get me a slice of
pizza?
Vender: No pizza. Only Khlav Kalash.
- Original Message - From: Thomas Ward
thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 29, 2009 3:32 PM
Subject: Re: [Audyssey] Screen Readers and Games



Hi Bryan,
Well, don't forget GMA. As of Lonewolf 3.5 the game has Window Eyes  API

support. That happened because us non-Jaws users nagged David Greenwood
until he realized not all of his Lonewolf customers are Jaws users, and
we want the same access to the game as Jaws users. If he could use the
JFW API for the game he could use the same for Window Eyes too.

In the end he finally added Window Eyes and Sapi 5 support in version
3.5. However, that might not have happened if there were not enough
non-Jaws users to maret such an upgrade. However, this is clearly a good

case of how the developer uses Jaws, developed the game initially for a
Jaws user base, and finally was asked to include other screen readers as

part of the games speech output.

Cases like this sets a president that we can't assume what access
technology, if any, is present on the target computer. These days it
could be a free and open source solution like NVDA for all we know.
Therefore the game itself should provide all that is necessary for
providing accessibility to itself independant of any specific screen
reader or speech software that may or may not be present.

Bryan Peterson wrote:
The only company I've seen make allownaces is BSC Games, and that
wasn't even a game. It was actually one of their Blindsoftware
products, that Day-by-day Professional which offers support for
Window-Eyes. But I still don't think they realize how well Window-Eyes
meshes with games. I remember I forgot to unload WIndow-Eyes, which as
I said I still do out of habbit, and I played a full game of Classic
Pipe and didn't even realize Window-Eyes was still running until I'd
quit Pipe. That was a welcome surprise. So I'm trying to unload
Window-Eyes less when I play most audio games.
Homer: Hey, uh, could you go across the street and get me a slice of
pizza?
Vender: No pizza. Only Khlav Kalash.


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Re: [Audyssey] Q9 version 1.1 released!

2009-11-25 Thread James Dietz
You should unregister the game before you sell your key to someone (if
that's allowed in thefirst place).

On 11/25/09, Bryan Peterson bpeterson2...@cableone.net wrote:
 That's not entirely unheard of. I believe you can unregister the Draconis
 games as well, though I agree that at first glance it doesn't make sense why
 someone would actually want to do that. But I imagine there are some
 situations...
 Homer: Hey, uh, could you go across the street and get me a slice of pizza?
 Vender: No pizza. Only Khlav Kalash.
 - Original Message -
 From: Yohandy yohand...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, November 25, 2009 1:02 PM
 Subject: Re: [Audyssey] Q9 version 1.1 released!


 heh the ability to unregister the game? now why would someone want to do
 that? Lol did people actually request that?

 - Original Message -
 From: Philip Bennefall phi...@blastbay.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, November 25, 2009 12:22 PM
 Subject: Re: [Audyssey] Q9 version 1.1 released!


 Hi Thomas,

 I agree, it was definitely quick. It was about 6 hours between the two.
 However I should clarify that when I said no more updates for quite some
 time, that meant any major ones. The feature that you are suggesting is
 nothing major, and so since it's added in some 5 minutes I'll put that
 into the next release. I do have one or two fixes planned such as the
 ability to unregister the game, but none of these are major things which
 is what I was refering to when I said no more updates. And so, you'll
 most likely see that in the next minor change version.

 I hope that clears things up a bit.

 Kind regards,

 Philip Bennefall
 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, November 25, 2009 6:10 PM
 Subject: Re: [Audyssey] Q9 version 1.1 released!


 Hi Philip,
 Sheesh, that was quick. I just got the 1.1 change log e-mail this
 morning asking for any comments or suggestions, and now 1.1 is out. In
 the future please give us more time to add our suggestions before
 releasing an update, and then saying development is closed.
 I would really really like the ability to check Q9's direction. I know
 that is a very easy update, and one you could add today if you wanted
 to. I do plan on buying the game soon, as soon as I get my next check
 weather that feature gets added or not, but I'm a bit anoyed I had no
 chance to ask about this feature before 1.1 just suddenly appears on the
 seen with a statement no more updates will be up and coming for quite a
 while. I have to say honestly that's something of a huge deterrent from
 buying it in my mind.
 As a developer myself I can understand your desire to release 1.1, and
 call it quits, but there are several improvements which I think could or
 would make Q9 a little more enjoyable for me at least. By your polacy
 there will be no more updates for quite a while what does that mean
 exactly? Does that mean I have to wait weeks, months, years, maybe never
 to see an update containing such simple upgrades like the ability to
 check my direction or to find out how far away the nearest enemy is?

 Thanks.

 Philip Bennefall wrote:
 Hi all,

 I'm happy to announce the release of version 1.1 of the Q9 Action Game!

 You may get it at www.blastbay.com.

 Please note that saved games from older releases are not compatible
 with version 1.1, however all the registration data for existing
 customers will remain intact.

 The change log is provided in the manual for those who are curious.

 This is the last update that I will be releasing for quite a while,
 unless some serious bugs are found. Score posting will be added but I
 cannot say exactly when.

 Enjoy, and give my greetings to the mini demons.

 Kind regards,

 Philip Bennefall
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 No virus found in this 

Re: [Audyssey] Introduction and Questions

2009-11-08 Thread James Dietz
The save game feature in Descent in to Madness is permanently broken.

On 11/8/09, Sharon Hooley shool...@q.com wrote:
 Hi!

 My name is Sharon Hooley from Idaho.  I've enjoyed playing some of the
 accessible games.  I'm especially hooked on Crazy Tennis!  I like games that
 require actions and being able to tell where things are, but now I have the
 cochlear implant on one side, and a hearing aid on the other, so it's a bit
 of a challenge.

 One game I enjoy is Descent into Madness, but I see a couple of problems.
 At the beginning of the game, where the menu options are available, I can
 choose to quit.  But when I'm playing the game, I don't see that option and
 I have to force it down with the task manager.  the other problem is that
 when I try to save the game in a slot using myself on the journal, I get an
 error message, and it seems I have to start all over again.  Does anyone
 have a clue as to how to avoid these things?

 thanks much!

 Sharon
 SkypeName:
 sharon.hooley43
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Re: [Audyssey] Original Games was Why can't we get a challenging game

2009-10-06 Thread James Dietz
A lot of people on-list ask for an accessible version of Mario or
Asteroids or some other well-known game.  While some explicitly ask
for a replica of the original (yawn), I think most would be content
with something with similar gameplay.  Developers are creative by
nature, so they naturally want to spice up something like Mario with
new ideas and gameplay elements. From Montezuma's Revenge we have
Mysteries of the Ancients, while other games like Shades of Doom and
Super Liam bare obvious similarities to their old-school prototypes
but still manage to provide unique experiences (SL with cutscenes and
SOD with awesome audio atmosphere).  Heck... DynaMan is a near-exact
replica of Pacman with regenerating power pills and the ability to
create unique maps (rather than just reiterating the 4 rings over and
over).

On 10/6/09, Ryan Strunk ryan.str...@gmail.com wrote:
 Right on. There are only 38 basic plots and 5 basic conflicts. There's bound
 to be plenty of overlap.

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Thomas Ward
 Sent: Tuesday, October 06, 2009 9:22 AM
 To: Gamers Discussion list
 Subject: [Audyssey] Original Games was Why can't we get a challenging game

 Hi,
 When you think about it most games, books, movies, etc are inspired by
 previous works created by someone else. It is very rare to encounter a
 really unique or original idea for a book, movie, game, whatever.
 Let's take an author like Stephen King who is widely regarded as one of
 the greatest authors of horror and suspense of our time. Yet many of his
 works are inspired by something he has read, watched, etc. According to
 Stephen King himself Salem's Lot was inspired by Bram Stoker's Dracula
 and the horror comics he read as a kid. His short story Home Delivery
 was in large part inspired by George Romero's Night of the Living Dead.
 The Dark Half is not exactly an original idea either. The idea that
 someone can be split into two individual people, one good one evil, is
 hardly new. Regardless how or why he got the inspiration he still can
 spin a good story out of it.
 In 1984 George Lucas released Indiana Jones and the Temple of Doom. This
 movie inspired a developer to create a game called Montezuma's Revenge
 which was later released by Parker Brothers. The developer admitted the
 inspiration for the game and his lead character Panama Joe were based on
 Temple of Doom. Years later Edos Interactive would release a famous
 series of games called Tomb Raider which were also inspired by Indiana
 Jones. Only this time instead of a male leading character they came up
 with a woman named Lara Croft. Regardless of the characters involved in
 these games they were both inspired by Indiana Jones. As it happens
 George Lucas got the idea for Indiana Jones from an old movie, actually
 a weekly adventure serial, he had watched as a kid. I'm sure the
 original writer who wrote that weekly adventure serial had no idea the
 extent of how many spin offs and millions of dollars that would come of
 his original idea. Yet the fact remains the Tomb Raider books, games,
 and movies are like a great grand child of some weekly adventure serial
 I can't even tell you the name of off the top of my head.
 So to get back to the point when we talk about originality there is
 rarely such a thing. Most of the time it is inspiration, ideas, and some
 creativity based on someone else's work who has long been forgotten in
 the sands of time. Even though we might not know the name of the person
 who dreamed up the first vampire we do know that Bram Stoker is the man
 who created Dracula which has been converted to books, movies, toys,
 games, cartoons, you name it. In turn other people like Stephen King
 have been inspired by Dracula to go off and tell his own dark tail of
 vampires and doomed little towns in Southern Maine. Nintendo made
 Dracula the boss for their Castlevania series. On and on we could go.

 Smile.

 Johnny Tai wrote:
 That'd be a tall order I'd think, since in one way or another most
 games are inspired by several earlier ones- for example, call it what
 you would, tekken, soul edge, king of fighters, whatever...they all
 took the original idea from Street Fighter.
 So you can change the sounds, the themes, the name, but to come up
 with something totally new as far as idea goes...very hard.
 No one ever kicked ass by saying I can't.

 Johnny ST Tai

 LIVE AND WALK WITH CONFIDENCE.

 Interpersonal and Social Relationship Counselling-also offering
 private, one on one self defense training- call or email to book your
 appointment today!

 johnnyti...@shaw.ca


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Re: [Audyssey] liam's judgement day---some suggestions

2009-10-05 Thread James Dietz
Try losing and winning under different circumstances. Explore the
game; play bonuses when you get 'em. Try and do exceptionally well and
exceptionally porly at most tasks.q

On 10/5/09, Hayden Presley hdpres...@hotmail.com wrote:
 Rofl! So do I, though I certainly hope that kind of thing never happens,
 lol. I have a question about the trophy stystem in this game. I managed to
 unlock nine trophies...but I'm stuck after that. I have nothing to work
 with...any suggestions besides those mentioned in the documentation? Also, I
 know there was supposed to be a Super Liam 2...is this still supposed to
 happen?
 Hayden

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Johnny Tai
 Sent: Sunday, October 04, 2009 11:54 AM
 To: Gamers Discussion list
 Subject: [Audyssey] liam's judgement day---some suggestions

 Been enjoying this game for the last few days...the demo anyway. I love it.
 Alot of replay values and nice sounds.
 I wonder, if it's possible to change the machinegun sound to a heavier
 machinegun- you know how they say, 'the heavy machinegun roars...' well,
 this doesn't exactly roar, it's more like a medium machinegun heh.

 Also, for those of us with hearing issues, is it possible to add in an
 aiming aid like SOD? At the hardest level it gets very frustrating, and also

 the game starts to get a bit old when one/I, have to mostly rely on sweeping

 the gun from one end to the other rofl.
 The helicopter and the ships at least can be chanced, but those darn rockets

 moves about and when you can't aim right in the first place...well you get
 the picture.
 Also might be neat if you get a special sound when your at the end of a
 turn, like a click or something when you reach the far right or left.
 For aiming aid, I suggest using the shift key already built in...just have
 it beep differently when the gun is pointing at something.

 So far the highest I've reached is 9000 or so points on the hardest level
 which is around the seventh wave...but I have to admit, that's alot of fluke

 on my side.

 That's it for now.

 P.S:
 I love the theatre thing, especially 'Living with Liam!' rofl


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Re: [Audyssey] tekken versus Mortal Kombat

2009-10-05 Thread James Dietz
One can't button mash their way to success through 2d fighters. New
MKs, tekken  and practically all 3d fighters have characters which are
really well suited to button mashers (maxi in sol calibur, law in
tekken).  SF and the capcom/snk series require lots of skill and
precision.  Tekken is fun and there is a deeper level there but also
that easy buttonmashing level to get beginners excited.

On 10/5/09, Clement Chou chou.clem...@gmail.com wrote:
 Actually, not true. MK came out in 93, and the original tekken came out in
 95. So it wasn't that far apart. And let's be fair. MK does have its
 pluses... I can't deny that deception was a pretty good game... gameplay
 wise, even though none of the characters performed a single move from the
 actual martial art that they were reputed to have.

 But yhou're right. Taking the time to sum up Tekken's plot at even half way
 would take a decent-sized book. But I left out the ogre part and his
 consuming people because I figured that would be way too much information.
 Took me 20 minutes just to write down the amount I did. lol.


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Re: [Audyssey] tekken versus Mortal Kombat

2009-10-05 Thread James Dietz
Which tekken is currently playable online? I thought Tekken 6 was
supposed to be the first.

On 10/5/09, Clement Chou chou.clem...@gmail.com wrote:
 I've played tekken online a few times... against very skilled people. Trust
 me. Just because you can pull off moves by mashing like with law, you're not
 going to get anywhere in case you know how to use those moves. But I will
 agree that Capcom, arc system works and SNK have always been better about
 this.


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Re: [Audyssey] Fw: Super Street Fighter 4!

2009-09-29 Thread James Dietz
Oh... great... I guess.  I actually thought Capcom would steer future
upgrades to online purchases rather than make an entire new game.

On 9/29/09, Clement Chou chou.clem...@gmail.com wrote:

 - Original Message -
 From: Clement Chou
 To: brandonsl...@freelists.org
 Sent: Tuesday, September 29, 2009 8:07 AM
 Subject: Super Street Fighter 4!


 So in typical capcom fashion, another SF game is set for release is spring
 of 2010. New characters and gameplay tweeks are all the  confirmed details
 at the moment. I'm looking forward to this!
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Re: [Audyssey] Fw: Super Street Fighter 4!

2009-09-29 Thread James Dietz
I'm sure they're right. That doesn't stop me from disliking updated
editions of games. Why would I invest in a game if a better version
will come out within a year or so? (Yes I know that SFIV owners will
be getting something extra, but in the long run I think it might've
been better and less of a money-grabbing strategy to save those
characters for the mentioned new installment)

On 9/29/09, Yohandy yohand...@gmail.com wrote:
 apparently they made some upgrades to the engine that prevents them from
 making the content downloadable. here's the gamespot article
 http://tgs.gamespot.com/story/6230625/super-street-fighter-iv-impressions-first-look?tag=topslot;thumb;1

 - Original Message -
 From: James Dietz james.j.di...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, September 29, 2009 10:29 PM
 Subject: Re: [Audyssey] Fw: Super Street Fighter 4!


 Oh... great... I guess.  I actually thought Capcom would steer future
 upgrades to online purchases rather than make an entire new game.

 On 9/29/09, Clement Chou chou.clem...@gmail.com wrote:

 - Original Message -
 From: Clement Chou
 To: brandonsl...@freelists.org
 Sent: Tuesday, September 29, 2009 8:07 AM
 Subject: Super Street Fighter 4!


 So in typical capcom fashion, another SF game is set for release is
 spring
 of 2010. New characters and gameplay tweeks are all the  confirmed
 details
 at the moment. I'm looking forward to this!
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Re: [Audyssey] the game zone

2009-09-16 Thread James Dietz
Woo phone show! Is there an online version by chance?

On 9/16/09, michael barnes c...@samobile.net wrote:
 have you ever wanted a show for all gamers of different kind of games
 will i have a show just forr that reason it call the game zone.  it is
 free to call and listen to it the show is only 30 minutes long
 and on this show we talk about audio games video games text games and
 other kind of games please check out my new show and tell me what you
 think here is the number 206-426-3790
 i also plan to have game makers on the show some time and talk about
 things that was talk about on this list

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Re: [Audyssey] Monte Level Editor was super liam versus danger city

2009-08-06 Thread James Dietz
Hey Thomas,

I'd actually be interested to know some of the technical details
behind that editor. I've been contemplating a side-scroller engine for
a while. I'm currently creating a maze game in Lua using a 2d array to
represent the tile/ground data, and a table of objects/tables with x
and y coordinates among its' fields for each non-tile object. (this
game is being written in Lua for the Klango environment; tables are
basically associative arrays or dictionaries... structs if you will).
It would be cool if my sidescroller could somehow support images, or
at least represent each enemy as a rectangle or square.  As I
understand it, most sidescrollers use tile-based maps, where each
tile is a set width and height (32x32 usuauly) and one just drops them
in a level.  Tiles would represent ground types (acid, lava, etc). Is
this how James handled the original Monty levels?  I think such an
editor could be easily doable using audio, as unless I'm mistaken, the
tiles just need to be placed rather than actually drawn. Objects (like
weird-shaped enemy creatures) are usually drawn once and re-used (much
like sounds are created once and re-used).  Sometimes one might draw a
weird looking entity and use it only once or twice in a level.  I
think they use colision boxes where the player picture is checked to
be hitting a box belonging to the picture of the level or the enemy.
In a perfect world I'd look at the monty source, but NDAs and legal
issues would probably get in the way even if you did want to release
it.  I know this is scattered, but I'm still a little confused on
this, and the Alchemy Monty (despite glitches related to passing
through walls) seemed pretty well coded to support a visual display as
well as more realistic handling of objects and movement.

Thanks,
James

On 8/6/09, Thomas Ward thomasward1...@gmail.com wrote:
 Hi Bryan,
 yes, James North was sighted. His level editor was completely mouse
 driven. you used the mouse to draw the level maps, and then it would be
 saved to an array. Which could be serialized and saved to a binary map
 file. AS a result I couldn't use it.



 Bryan Peterson wrote:
 I assume then that he was sighted if he was working on a graphical
 level editor? I imagine one of those would be hard to design with
 sound only. You'd probably have to make it screen reader friendly I'd
 imagine.
 You have acquired the skill of Weaponry Theremin.
 Your current level of mastery is 10 Apprentice.


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Re: [Audyssey] super liam versus danger city

2009-08-05 Thread James Dietz
The landmines play in sync with one another. This makes it difficult
to distinguish individual landmines especially when they are placed as
close together as they are in level 1 act 3.  Perhaps staggering some
of the mine sounds (or jumping to a different position) would make it
more apparent that there are actually lots of mines within a small
area.

On 8/5/09, Bryan Peterson bpeterson2...@cableone.net wrote:
 Ah that's right. You took over DC a while back. I do hope we'll eventually
 see a full game as I've always thought it had a great deal of potential.
 You have acquired the skill of Weaponry Theremin.
 Your current level of mastery is 10 Apprentice.
 - Original Message -
 From: Damien C. Sadler dam...@x-sight-interactive.net
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, August 05, 2009 11:49 AM
 Subject: Re: [Audyssey] super liam versus danger city


 Hi,
 As I am working on Danger City I am aware of these movement issues and
 will fix them in the next release, though I can't give an exact date for
 that yet as I am still attempting to work out what certain functions and
 variables mean. Variables such as uw, cdir, l, ltype and tdg don't mean a
 lot to me in the first stages of development.
 Regards,
 Damien.


 - Original Message -
 From: Nicol Oosthuizen noosthui...@sars.gov.za
 To: gamers@audyssey.org
 Sent: Wednesday, August 05, 2009 7:54 AM
 Subject: [Audyssey] super liam versus danger city


 HI liam and all

 My compliments goes to liam for creating a really comfortable game.

 I played danger city again last night and its really next to impossible.

 And the bad thing is.

 Eventually I managed to complete act3 but the bomb still went off.

 I heard the intro to level2  which does not exist, but at the same time
 I heard a mine in front of me which means there is a big bug in the
 game.

 For those of you who haven't played danger city, level2 is where the
 character meets an elderly man who is about to tell him how to start his
 new mission.

 And the game character is walking in water.

 And then a car   passes.

 The sound of a land mine is not suppose to be there.

 Although I like the  sound of the land mines its much more difficult to
 jump over a land  mine in ddanger city than it is  to   jump over
 obstacles in super liam.

 And the game gives me enough time to complete the escape levels such as
 the volcano and water escape.

 Thus super liam is light years easier and  more comfortable than danger
 city.

 Well  done liam.


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Re: [Audyssey] Super Liam Error

2009-08-03 Thread James Dietz
Technobabble:
Some libraries super liam uses are dx8vb.dll (the directx 8 vb
runtime) and another ActiveX control used for sending scores (either
wininet.ocx or msinet.ocx). If the installer isn't setting them up
propperly you should transfer them from another machine with them
installed by finding them in windows\system32 and. Place them in the
same folder on your vista machine (windows\system32) and run regsvr32
on them like so:
regsvr32 c:\windows\system32\dx8vb.dll
regsvr32 c:\windows\system32\msinet.ocx
You probably need to be admin to do this, or respond to a UAC prompt.
I run Liam ' free games under Windows 7. I installed Shades of Doom
and stopped getting errors afterwards. Unfortunately I can't run them
from the desktop shortcuts as I get a could not load
sounds/soandso.ogg. the error code was 6. Fix it now! error; I have
to manually navigate to the folder I installed them to and run the
executable.

James

On 8/3/09, Thomas Ward thomasward1...@gmail.com wrote:
 Hi Liam,
 No, it doesn't have to do with DirectX. It has to do with the fact that
 there is a VB 6 runtime library missing. I can't remember which one is
 missing that causes that particular error, but it is fixable. Although,
 even when you do fix it there are other issues when running SL on Vista
 if User Account Control is active.



 Liam Erven wrote:
 I wonder if that's a direct x issue. Does anyone have any ideas as I
 honestly don't run vista here.



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Re: [Audyssey] Raul's Pinball Extreme recording

2009-07-07 Thread James Dietz
There's a shorter sample of Pinball Party Pack on dracoent.com. I
never heard Raul's version, but the sample is pretty tasty
none-the-less. Makes me wish I hadn't lost my pinball key (I have the
party pack key though).

James

On 7/7/09, piotr machacz piterm...@gmail.com wrote:
 wish I did.

 On 7/7/09, Davy Kager m...@davykager.nl wrote:
 That's why I was wondering if anybody had it.
 - Original Message -
 From: piotr machacz piterm...@gmail.com
 To: Charles Rivard woofer...@sbcglobal.net; Gamers Discussion list
 gamers@audyssey.org
 Sent: Tuesday, July 07, 2009 5:10 PM
 Subject: Re: [Audyssey] Raul's Pinball Extreme recording


 yes, yes, there was this recording of old man stanley's house, but it
 was uploaded after the backup we have on liamerven.com so it's not
 there.

 On 7/7/09, Charles Rivard woofer...@sbcglobal.net wrote:
 I don't recall any such recording.  You might check for some reference
 to

 it
 at

 www.draconisentertainment.com

 though.  Just a thought.

 ---If it weren't for the United States military, there would be NO
 United
 States of America.

 - Original Message -
 From: Davy Kager m...@davykager.nl
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, July 07, 2009 6:56 AM
 Subject: [Audyssey] Raul's Pinball Extreme recording


 Hi,

 Today I was being a little bored and thought I'd listen to some game
 recordings --- you can't just program everyday, now can you? And while
 looking for a MP3 one to listen to today, I remembered that somebody
 did

 a

 recording of ESP Pinball Extreme quite a while ago. Wasn't that one of
 the

 moderators of this list, Raul?
 Anyway, does someone still have this recording? I'm not even sure if it
 really exists, now that I'm writing this. But who knows... I'd love to
 find it again! It's fun to listen to somebody getting toasted by Good
 Ol'
 Stanley.
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Re: [Audyssey] Blazblue

2009-07-02 Thread James Dietz
60 bucks? It had better be the best fighting game ever.

On 7/2/09, Clement Chou chou.clem...@gmail.com wrote:
 A new fighting game for the ps3 and xbox360 from the creators of guilty
 gear. This is a must buy for fighting fans and although a bit quirky,
 definitely worth the buy. Better yet, the limitted edition is the same price
 as the standard edition of the game, 60 bucks. Until the 28th, all who buy
 it first get the limitted edition. The edition comes up with the game of
 course, a two-disk soundtrack, and a bonus blue ray or DVD that gives
 tutorials on gameplay, as well as detailed character strategies. I hope
 everyone will give this a look, and hopefully buy it. I know I certainly
 plan to get it.

 Now I have a video from youtube, of course, and I hope everyone watches this
 one and gets the game or at least likes it. This is certainly a unique game,
 and deserves a lot of attention.
 http://www.youtube.com/watch?v=1sF2q_sf7NA

 I hope to get opinions on the game. Take care everyone.
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Re: [Audyssey] Trucker3

2009-06-17 Thread James Dietz
You could run the chasing offender off the road... not without some
damage to both your vehicle and your cargot. Personally I'd rather go
out in a blaze of glory (literally) than yet another speeding ticket.

James

On 6/17/09, shaun everiss shau...@xtra.co.nz wrote:
 I never ment the prices, just adding events to the list already there.
 At 09:29 p.m. 17/06/2009, you wrote:
Hi Shaun,

I'm sorry, but as I have said I will not be modifying trucker.  Not even to
 up date it.  Just keeping the gas prices current would be a full time job
 as they are constantly changing.  And if you change the gas price, you
 then need to change all costs and profits.  I have never even analyzed the
 original source code enough to do that, just enough to add the sounds to
 the game.

BTW If anyone would like the original dos source code to modify, I would be
 happy to send it to them.

BFN

Jim

I started out with nothing still have most of it left

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] New L-works Games Are Awesome.

2009-06-16 Thread James Dietz
If a pause feature is added to the game one could check to see when
the window loses focus and pause the game. Resume it when focus is
regained.

On 6/16/09, Damien C. Sadler dam...@x-sight-interactive.net wrote:
 Hi Louise,
 Being a user of Streemway myself I think I can safely say that there is no
 way to have the sounds stop when switching windows. I must confess I was
 partly the cause of this removal.
 I suggested it to Philip, though I rather hoped he'd put both in as options,
 though at the moment no such option exists.
 Hope this helps.
 Regards,
 Damien.



 - Original Message -
 From: Louise Keel louise.k...@comproom.co.uk
 To: Gamers@audyssey.org
 Sent: Tuesday, June 16, 2009 11:15 PM
 Subject: [Audyssey] New L-works Games Are Awesome.


 Hi everyone.

 I just thought I'd give you my thoughts on the new games from l-works.
 Super egg hunt has been updated, as you will have seen, and I'm loving the

 new version.  I've heard accusations of dumbing down, as I think I've said

 in a previous mail, I think this is silly.  There are more eggs, which
 means it's more difficult to here what's where, you move slower and thus
 the chicken, christened by one of my friends Gregory Peck, has more time
 to get you. In this latest version a bug has been fixed, and my scores are

 going up nicely accordingly!

 I also love the fact that the horible hip-hop music which I used to find
 very aggrivating on Migraine days, has now been replaced by a lovely
 outdoor background sound. Also the chicken has changed.  Different sound,
 and now this is where you're going to think I'm cracked.  i used to find
 McChicken scary, honest I did. it had a sort of malevolent sound to it, I
 hated the peck sound, and the way it would suddenly unfreeze and jump out
 at you after a clock sometimes.  Now Gregory you can be annoyed with, cos
 in this new game, you have to do a fair bit of jinking around to collect
 the eggs, and moving from the straight line is what attracts his
 attention.  He comes flapping and fussing at you, but he's more cartoony,
 and I much prefer the new peck sound we have now. I like the fact you can
 hear him moving, and that if you freeze him he still clucks, so you can
 hear where he is. He's still wicked fast though, you have to watch him.

 Ok, new GTR, as I shorten the Great Toy Robbery.  First, I didn't realize
 I was playing anything new.  I'd rather hoped to have some updated toy
 sounds.  You find it much easier to pick the toys up though, and there are

 more, though not berzillions. Where the real change comes is in the elves.

 I used to find the old elves much easier to deal with than old chicken,
 and could steal stuff right out from under their stupid pogo sticks. Um,
 not any more I can't.  They're wicked fast and lethal, and hunt in packs,
 or they have so far on my game.

 The other change is when dealing with the fat jelly belly bean bag! Now in

 the old game, when I heard the thunder, I'd breathe a sigh of relief.  Now

 was the time to start poking fun at the lumbering old idiot, if I ran a
 certain way, he'd never get me. Um, not now. I've got stomped twice. That.

 never. happened. to me.

 Ways the games could be improved? two I can think of only. A pause feature

 would be good.  I hate it if I'm playing a real wopper, and the phone
 goes, or someone messages, and I have to stop and lose a really great
 score. Next, I don't like the way you can still hear the music when you're

 not in the game window. It makes sending a quick message between games
 without closing stuff down like I used to, at least in S E H, impossible
 really, and it's not necessary, I don't think.

 Sorry to have gone on so long, I'll be interested to see what anyone else
 thinks. Thanks, Liam, for all your hard work on your terific games.

 Best

 Lulu.
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Re: [Audyssey] FMOD was Draconis Entertainment News

2009-06-11 Thread James Dietz
If you check down the sales page (below the other licenses and some
extra info) you'll find a license for shareware/hobbiest developers.
It's $100 per title. No source code is provided, but it's definitely
worth it. I think most if not all accessible developers could apply
for this.

On 6/10/09, Thomas Ward thomasward1...@gmail.com wrote:
 Hi James,
 Yeah, I know FMOD has some advanced features. As I said up thread I've
 played with the FMOD library some in C-Sharp and C++ and I like the API,
 and it has a lot going for it. The only deal breaker for me is cost.
 As for if FMOD is off topic I'd say it is boarderline. It is a game
 technology so in that sense it is game related, but since this is more
 in the development relm it is likely more appropriate on a list such as
 my game developers list. Although, at the moment I am allowing it here
 as this is something new and old game developers should at least be made
 aware of. Like Josh said earlier on list while it costs for commercial
 development it is free for non-commercial games. So as long as a
 developer is willing to give a game away for free there is no cost. I
 could, for example, use it in STFC since that game is a freeby.


 James Dietz wrote:
 It has advantages over directsound; if you use software stuff and
 model your world with polygons you can use the geometry engine,
 meaning that objects will muffle/occlude others. Lots of other cool
 things you can do, and the fact that it has it's own software 3d
 engine means that it sounds the same on all platforms and soundcards
 (face it: hardware sound is going away). Feel free to yell at me if
 this is considered off-topic. I'm excited about FMOD because I'm
 working with a friend on figuring out it's more advanced features
 (geometry and reverb engine - multiple reverbs in one room etc). If
 the fmod designer was at all accessible it opens up even more
 possibilities for controling how things sound (basically an event is
 one or more sounds which can follow behaviors when triggered or played
 - crossfading between multiple loops to more accurately simulate a car
 speeding up, or adding looped layers to a 3d sound when the user comes
 within a certain distance of it).

 James



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Re: [Audyssey] FMOD was Draconis Entertainment News

2009-06-11 Thread James Dietz
It does. I had forgotten to mentiont hat it wouldn't work for you as
you want to resell your engine. I didn't read (or remember) that part
of the terms which said no more than $10. That's unfortunate.

James

On 6/11/09, Thomas Ward thomasward1...@gmail.com wrote:
 Hi James,
 Yes, I know about the shareware license for FMOD, but there is much more
 to it than just dropping down $100.00 for a shareware license. If you
 look at the terms more closely you would see why I can't use a shareware
 license for my games.
 First, according to the license my products can cost no more than
 $10.00  to qualify for shareware licence status. Since all of my
 commercial games, MOTA and Raceway, are being sold at $35.00 they
 wouldn't qualify. So in order to meet the terms of the shareware license
 I have to cut my prices by a third, and then I need to sell ten copies
 just to cover the license. That doesn't even count how much money I have
 shelled out of my pocket for music, sounds, and time I have spent on
 developing these games. In short I can't sell my games for $10.00, and
 make a dime off of them. There is a reason my games are priced around
 $30 to $35, and it is a combonation of time and money spent creating them.
 Second, as you probably already know I have been developing a game
 engine, called Genesis 3D, for some time. Eventually, i hope to sell it
 to third-party game developers as well as use it to build my  future
 game titles. The problem is in order to license FMOD for Genesis 3D it
 requires a more expensive license than the shareware licence. The
 shareware license is only for single one man operations, and isn't to be
 used by a game engine shared among several third-party developers. So
 FMOD becomes a lot more expensive than $100.00 per title in this case.
 What Josh said yesterday is true. FMOD is very expensive for a small
 game company like Draconis or USA Games, because a $100.00 shareware
 license doesn't quite cover all of the necessities of running a game
 company. If a game company like USA Games or Draconis is restricted to
 sell games for $10.00 then there isn't going to be enough money there
 for sounds, music, and to pay the developers for countless hours of hard
 work. Since Draconis and USA Games are developing high quality game
 engines that only further complicates the issue, because under the
 license terms of the sshareware license it is to be used by one
 developer and not by a group of developers. I hope this clears up why
 both Josh and I have not invested in FMOD for commercial development.
 HTH



 James Dietz wrote:
 If you check down the sales page (below the other licenses and some
 extra info) you'll find a license for shareware/hobbiest developers.
 It's $100 per title. No source code is provided, but it's definitely
 worth it. I think most if not all accessible developers could apply
 for this.



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Re: [Audyssey] Draconis Entertainment News

2009-06-10 Thread James Dietz
FMODEX AT FMOD.ORG IS ROBUST AND AWESOME, AND SUPPORTS ALL 3 PLATFORMS
AND MORE (GAME CONSOLES, SOLARIS IPHONE ETC).  AGAIN GET GOING ON SOME
MAC ACTION GUYS; I'M EXCITED.

JAMES

On 6/10/09, Thomas Ward thomasward1...@gmail.com wrote:
 Hi,
 Yeah, I was wondering the same thing. As a devoted Linux user it would
 be nice to see more developers targeting Linux rather than just Windows.
 However, Draconis is making a big step forward by making there games Mac
 compatible as well as Windows.
 As for the Hekkus Sound System that sounds interesting. If it is
 supported by .NET then the Mono Platform should support it as well.
 There is very little difference between .NET Framework 3.0 and the
 latest Mono releases for Linux. Most C-Sharp code should be easy to port
 between them.

 Louis Bryant wrote:
 Hi. Why not Linux? If it's audio games all of you are struggling with,
 check out this awesome library I use and love, for now at least, wish
 it had MP3 support. It is called Hekkus Sound System for Developers of
 various languages, it let's you use .wav and .ogg which actually seems
 to be 3 times better than MP3, and you can learn more about it at
 shlzero.com. It works with apps written for Symbian, Windows, Linux
 with OpenAl as the sound engine, Pocket PC/Smartphones running Windows
 Mobile, Mac OS, and many others! It basically lets you mix sounds and
 speed them up, slow them down, adjust volume, pan them, ETC. all at
 the same time, or whenever your programs must do so. I used it to
 build Showdown on Pocket PC. The library works with any language that
 let's you interact with DLLS including .NET and possibly Mono. HTH.


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Re: [Audyssey] Draconis Entertainment News

2009-06-10 Thread James Dietz
I get where they're coming from though - Linux can be a pain to
support what with different distros and configurations, though
stereotype dictates that linux users are more knowledgable about how
to fix problems. Give them a list of required libraries and they'll
figure it out (even if it takes a million tarballs and other
dependencies).

James

On 6/10/09, Thomas Ward thomasward1...@gmail.com wrote:
 Hi,
 Yeah, that makes sense. Although from a development standpoint I don't
 think it would be all that difficult to put out a Linux port if you ever
 decided to change your mind. Most of the underlying game libraries such
 as OpenAL, LibSDL, etc are supported onMac and Linux so you might not
 even have to change anything other than path names for files. Although,
 as you have already pointed out that is just that much more overhead to
 deal with, and with little financial gain as well.
 Cheers.

 Draconis Entertainment wrote:
 Hi,

 We actually have nothing against Linux. Orca is a capable screen
 reader, and the OS is an excellent alternative. At this time, however,
 we do not believe the overhead involved in supporting a third OS would
 be worth the very small number of users who would benefit. For now, we
 are focused on Windows and OS X.


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Re: [Audyssey] Draconis Entertainment News

2009-06-10 Thread James Dietz
There are 3 categories of licensing: commercial, budget and
shareware/hobbiest. You guys might be able to qualify for the second
type (only $3,000... yay?), but if it's just one guy a shareware
license might be best (which is only $100 for all flavors of PC).

On 6/10/09, Draconis Entertainment gene...@draconisentertainment.com wrote:

 Not to burst a bubble or anything, but FMOD is extremely expensive for
 commercial products. None of the professional accessible game
 companies would find the $9000 price tag to license the engine very
 palatable. The engine is free for non-commercial use, so if you're
 just looking to dabble, it might be for you.

 On Jun 10, 2009, at 11:58 AM, James Dietz wrote:

 FMODEX AT FMOD.ORG IS ROBUST AND AWESOME, AND SUPPORTS ALL 3 PLATFORMS
 AND MORE (GAME CONSOLES, SOLARIS IPHONE ETC).  AGAIN GET GOING ON SOME
 MAC ACTION GUYS; I'M EXCITED.

 JAMES

 On 6/10/09, Thomas Ward thomasward1...@gmail.com wrote:
 Hi,
 Yeah, I was wondering the same thing. As a devoted Linux user it
 would
 be nice to see more developers targeting Linux rather than just
 Windows.
 However, Draconis is making a big step forward by making there
 games Mac
 compatible as well as Windows.
 As for the Hekkus Sound System that sounds interesting. If it is
 supported by .NET then the Mono Platform should support it as well.
 There is very little difference between .NET Framework 3.0 and the
 latest Mono releases for Linux. Most C-Sharp code should be easy to
 port
 between them.

 Louis Bryant wrote:
 Hi. Why not Linux? If it's audio games all of you are struggling
 with,
 check out this awesome library I use and love, for now at least,
 wish
 it had MP3 support. It is called Hekkus Sound System for
 Developers of
 various languages, it let's you use .wav and .ogg which actually
 seems
 to be 3 times better than MP3, and you can learn more about it at
 shlzero.com. It works with apps written for Symbian, Windows, Linux
 with OpenAl as the sound engine, Pocket PC/Smartphones running
 Windows
 Mobile, Mac OS, and many others! It basically lets you mix sounds
 and
 speed them up, slow them down, adjust volume, pan them, ETC. all at
 the same time, or whenever your programs must do so. I used it to
 build Showdown on Pocket PC. The library works with any language
 that
 let's you interact with DLLS including .NET and possibly Mono. HTH.


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Re: [Audyssey] FMOD was Draconis Entertainment News

2009-06-10 Thread James Dietz
It has advantages over directsound; if you use software stuff and
model your world with polygons you can use the geometry engine,
meaning that objects will muffle/occlude others. Lots of other cool
things you can do, and the fact that it has it's own software 3d
engine means that it sounds the same on all platforms and soundcards
(face it: hardware sound is going away). Feel free to yell at me if
this is considered off-topic. I'm excited about FMOD because I'm
working with a friend on figuring out it's more advanced features
(geometry and reverb engine - multiple reverbs in one room etc). If
the fmod designer was at all accessible it opens up even more
possibilities for controling how things sound (basically an event is
one or more sounds which can follow behaviors when triggered or played
- crossfading between multiple loops to more accurately simulate a car
speeding up, or adding looped layers to a 3d sound when the user comes
within a certain distance of it).

James

On 6/10/09, Thomas Ward thomasward1...@gmail.com wrote:
 Hi James,
 FMOD happens to be something I am currently looking at for the cross
 platform Genesis Engine. Although, licensing it could be tricky if I
 ever decided to resell the Genesis Engine to third-party developers as
 their games would increase the number of licenses I need for FMOD. As a
 result I'd have to pass those costs off to the game developers using
 Genesis which would up the cost considerably. Though, I agree it sounds
 awesome, as good as DirectSound, and works on everything just about.
 Cheers.

 James Dietz wrote:
 FMODEX AT FMOD.ORG IS ROBUST AND AWESOME, AND SUPPORTS ALL 3 PLATFORMS
 AND MORE (GAME CONSOLES, SOLARIS IPHONE ETC).  AGAIN GET GOING ON SOME
 MAC ACTION GUYS; I'M EXCITED.

 JAMES



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Re: [Audyssey] AGRIP project future

2009-06-09 Thread James Dietz
You can buy Quake as well as some other retro games as a download from
ID's site or Steam (though I don't think Steam is accessible). It
costs $20 or there abouts.

James

On 6/9/09, piotr machacz piterm...@gmail.com wrote:
 I wish there was a star trek mod for quake if we have jedi. something
 like phasers, or a warp core that works like a bomb. you set it and
 after some time ka boom! lol. too bad I can't program  I would
 certainly attempt it for I got a lot of ideas.

 On 6/9/09, shaun everiss shau...@xtra.co.nz wrote:
 well I got my version for 25 bucks from idsoftware but I don't know if
 thats
 soled anymore.
 At 04:28 a.m. 10/06/2009, you wrote:
  Hi Nick, all the info you need is at the site. I'd really prefer
people go and have a read there, as you'll find out everything you
need to know to get started playing.  smile

  AQ is self-contained to a degree, so you'll find a complete
downloadable package on the site.

  I.E. the package itself will download the shareware version of
Quake which will allow you to play the first episode of the game along
with unlimited deathmatch, both online and off.

  As for you locating a version yourself, that may be a bit of a
trick, as Quake 1 is over 12 years old at this point! lol!  You can
sure try though!…

  Quake 1, as you may know, is open source at this point, and the
engine itself, or some variety thereof, is used in many other
mainstream games even today.  this is partially why Quake 1 was chosen
for the AGRIP proof-of-concept.

  It's certainly possible to implement this kind of technology into
other games but for now, the version of Quake currently supported is
1. -or more aptly, 1.06.

  HOpe this answers your question, and please do go up and visit the
site if you would.  There's a lot there you might find interesting…

  Have a great day and chat witcha soon!…

Smiles,

Cara  :)
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On Jun 9, 2009, at 7:38 AM, Nick Helms wrote:

What version of quake do I need to run audio quake?



On 6/9/09, Cara Quinn caraqu...@draconisentertainment.com wrote:
  Hey Dark, Constantine, and Nick!


  there isn't currently a podcast or such for the game, however that
is something I've thought about for quite some time, so we'll see…

  Thanks Dark, for the offer of posting details to AudioGames.net.
I'll be sure to take you up on that…

  Now, as for where to find out more info and / or download any / all
of the AGRIP software, visit:

http://agrip.org.uk

  You should find out all the info you would want to know on the
project / Audio Quake there…

  We may possibly see some reorganization of the stats servers and
wiki and such, but no worries, as I'll definitely keep you all posted
if / when that is the case…

  Have a great day / evening and happy gaming!…

Smiles,

Cara  :)

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On Jun 8, 2009, at 8:17 AM, dark wrote:

Good news Cara,

And best of luck to you with the project. please report any
interesting developements, to either myself or Cx2, and we'll be glad
to advertise and make information available on audiogames.net.

Hope it goes well,  personally, I'd really love to see more levels
with monsters and such introduced to the game,  but there you go.

Beware the grue!

Dark.
- Original Message - From: Cara Quinn
caraqu...@draconisentertainment.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, June 08, 2009 7:26 AM
Subject: [Audyssey] AGRIP project future


 Hello All, it's been a while once again since I've been involved
with the list.

 In light of Matthew's recent posting (yesterday) concerning the
AGRIP project, I wanted to let you all know that I'll officially be
taking charge of the project so as to actively keep it alive.

 The AGRIP direction / goals have always meant a lot to me, as well
as the Audio quake proof of concept itself, as many of you know…

 I feel it will definitely take me a while to become comfortable
heading up the project, as Matthew and Sebby's commitment /
determination / efforts have been, in my opinion, quite honestly
immense.

 They've made a terrific contribution to the accessible gaming world
and have continued to support that work over several years.  So for
myself, even having some experience developing for the project, I feel
it may take me just a bit of time to completely acclimate as it were…

 I'm saying all this to let you know that while I'm more than happy
to field any questions / comments regarding the project / Audio quake,
I'd ask for your patience / understanding during this settling in
period, if you would…  smile

 If all goes well, I hope to revitalize the project a bit, and once
again, bring it a bit more foremost into the active gaming community.

 I, like Matthew and Sebby, do have a busy life / various other
commitments, but I'll 

Re: [Audyssey] Draconis Entertainment News

2009-05-28 Thread James Dietz
Perhaps a collection of casino games grizzly gulch-style.

I'm looking forward to cross-platform fun. FInally, some non-emulated
fun on my mac mini.

James

On 5/28/09, Bryan Peterson b-peter...@hotmail.com wrote:
 My guess is it has something to do with the Silver Dollar Saloon.
 Time is an illusion, lunchtime doubly so.
 - Original Message -
 From: william lomas lomaswill...@googlemail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, May 28, 2009 3:12 PM
 Subject: Re: [Audyssey] Draconis Entertainment News


 is silver dollar an arcade game? will more info onw aht this game be  on
 the site soon?

 On 28 May 2009, at 20:35, Draconis Entertainment wrote:

 Will,

 We hope to have at least one other title out before the end of the  year,

 but no promises. We're trying to lay the foundation for more  frequent
 releases by developing robust frameworks, engines, and  automated much of

 the manual labor that is involved in the  development and maintenance of
 Draconis Entertainment. It's been a  long, long road, and we've been
 working on other projects as well  besides strictly games...but we do
 hope to release them more  frequently soon.

 On May 28, 2009, at 12:13 PM, william lomas wrote:

 Hi Josh, this is fantastic news, and I look forward to Silver Dollar.
 Do you envissage any full blown games i.e. not free ones to be out  for
 mac by the end of 2009?
 not expecting dates smile, but is silver dollar the only new game  out

 this year for both windows and mac or do you hope that 2009 is  the year

 for the beginning of cross platform titles
 Will

 On 27 May 2009, at 04:28, Draconis Entertainment wrote:

 Greetings gamers,

 This note is a quick sneak peek at a few items that will be  announced
 officially on the Draconis web site soon.

 While news has been slow in coming, we're still working hard to
 deliver new games for both Mac and Windows.  We're sorry it is  taking
 so long.

 We've not been idle here. In addition to the future titles,  Draconis
 has decided to change things just a little bit.  Here are  some
 particular items of note.

 1. We don't want to do a development blog, like many have  suggested.
 For one thing, it reveals too much of what we're  working on, something

 that we have a longstanding policy of not  doing. But we do understand
 how nice it would be for gamers to  know how things are progressing.
 To that end, we've decided that  we will keep gamers informed on the
 day-to-day happenings at  Draconis to some extent. Don't expect the top

 secret details, but  do expect to have a better idea of what is being
 worked on.  Draconis has opened a Twitter profile and account that
 gamers can  follow to find out a little about what's happening behind
 the  scenes at Draconis.  Follow us, and see our Twitter page at
 http://twitter.com/DracoEnt

 2. We are currently building an automated key generation system.  This
 means that, when you purchase our games, you will receive  your
 registration for the game immediately. No more human  processing will
 be required. The new system will be employed for  all existing and
 future titles. This will dramatically change how  we do things, as
 we'll be able to spend far more time on  development, and less time on
 processing orders.

 3. We've expanded our offerings to include music. We're proud to  bring

 you a new band called Stage 19. Consisting of two blind  musicians,
 Molly McClenahan and Josh de Lioncourt, Stage 19 is  celebrating its
 first release. It's an EP entitled Opening Act,  and is available on
 iTunes, Amazon MP3, and other digital music  shops under the Draconis
 Entertainment label. Incidentally, one of  the tracks on the EP is the
 instrumental piece that serves as part  of the Draconis audio logo. The

 band site is http://stage19music.com

 4. We have two developers working on the new titles. Silver Dollar  is
 nearing completion and will be a free offering for both Mac and
 Windows users.

 Thanks for your continued support. The best years are still ahead  of
 us. In the end, it'll be worth the wait. Thanks for sticking  with us.


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 If you have 

Re: [Audyssey] any recommendations for a good gaming joystick?

2009-05-05 Thread James Dietz
I use a logitec wingman rumblepad.  As the name implies the controller
includes motors for force feedback. You need to install the software
from the cd or internet in order for games to pick up on its force
feedback qualities.  It's a nice gimic but the rumble isn't very
powerful.  I got the controller cerca 2001. It looks kind of like a
hybrid between the ps2 and dreamcast/xbox1 controllers - two wacky
looking protrusions out front, 2 decent (if a little flimsy) analog
sticks, 6 main buttons (which are a little small), a d-pad and a few
other buttons for switching control from d-pad to left analog stick
and back and toggling force feedback on/off.  It isn't the best
controller - I used to have a microsoft sidewinder whose buttons and
dpad were a little more solid and big - but it's fun to use with games
especially top speed.  One advantage resultant of joystick use in-game
is that you don't have to shut down your screenreader (and in some
cases, you don't even have to have the game window in focus - I can
play topspeed while chatting in an msn window though I won't be able
to hear the other cars on the track).

James

On 5/5/09, The Kolesar Brothers kolesar16...@roadrunner.com wrote:
 Most of us, myself included are using the sgz2909 retractable controller by
 philips.
 Hope this helps you out.
 Ron and Leader dog boz who said that a dog beats a cane any day of the week.
 Matt  Ron Kolesar  there great Dogs!

 kolesar16...@roadrunner.com
 - Original Message -
 From: Bryan Peterson b-peter...@hotmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, May 05, 2009 2:14 PM
 Subject: Re: [Audyssey] any recommendations for a good gaming joystick?


 I'd appreciate that as well. I'd like to buy a racing wheel for the racing
 games and at some point a joystick for other games.
 I want you...to go upstairs...and kill that boy!
 - Original Message -
 From: Yohandy yohand...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, May 05, 2009 9:54 AM
 Subject: [Audyssey] any recommendations for a good gaming joystick?


I really want to buy one of these. Any ideas? Also if you have a site where
I can buy it from it'll be even better. thanks guys!


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Re: [Audyssey] MOTA Arcade mode.

2009-05-04 Thread James Dietz
I personally wouldn't miss arcade mode, but Idon't think William's
argument holds up. If someone paid for something, they shouldn't need
to program it themselves - you don't need to pay anyone else to
program anything for yourself. Plus, not everyone can program a game,
never mind one of the quality they would expect by paying however much
they did for this one.

On 5/4/09, william lomas lomaswill...@googlemail.com wrote:
 yeah i wouldn't bother. It was only because of a select few that you
 couldn't make your intended game in the first place some people are
 just never grateful for what others do for them. if they want the game
 they paid for, program it themselves and stop moaning

 On 4 May 2009, at 00:38, shaun everiss wrote:

 then don't bother I actually am getting used to saving games.
 At 10:36 a.m. 4/05/2009, you wrote:
 Hi Ryan,
 Actually, when I originally came up with the idea for Mysteries of
 the Ancients I never intended it to be a side-scroller or arcade
 game to begin with. When I found out I wasn't going to be able to
 release Montezuma's Revenge do to copyright issues I began working
 on Tomb Hunter Mysteries of the Ancients. When I announced the new
 game would be a 3d FPS title instead of a classic side-scroller I
 got quite a lot of heated replies back on the subject. Some felt I
 was being dishonest or at the very least I would be creating a game
 they neither wanted or paid for etc. So the compromise was to add
 the arcade mode into the Genesis Engine, something I absolutely
 hated from the start, and modify the engine to handle 2d side-
 scroller levels instead of a full 3d environment. That really
 soured me on the project from the outset, and i decided when
 creating the cross platform engine to remove everything I didn't
 like about the Windows Engine. Now, that I have decided to port
 Mysteries of the
 Ancients over to Mac OS it appears most of the people are in favor
 of putting all that code back into the engine. I can do it, but it
 will take time adding all that extra code, and it will take time
 yanking every single line of it back out when the game is released.
 Sorry about the rant, but I'm not overly thrilled about adding code
 in to my game engine, and then have to spend just as much time
 yanking it all out again a few months later. It is fairly well known
 that i am not a huge fan of arcade games these days, and what I
 really want is a good high quality Ferst Person Shooter, and I've
 been denied that all thanks to taking orders for a game I can not
 legally create now.
 Smile.

 Ryan Conroy wrote:
 Hi Tom,

 I prefer the Arcade mode when I'm trying to get used to the game.
 Plus, I feel that if you take away arcade mode, it'll take away
 from some classic feeling of the game.
 Ryan
 
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Re: [Audyssey] Mach 1 tts

2009-05-04 Thread James Dietz
Am I right in guessing that any type of joystick will due (not just
one of those fancy racing steering wheels which I've never really had
a good look at)? If so I will promptly kick myself for not digging
mine up before leaving for school. Oh well, 2 weeks until I'm home.

On 5/4/09, Jim Kitchen j...@kitchensinc.net wrote:
 Hi Shaun,

 Mach 1 tts is way different than v6c.  Ok some of the track names are the
 same and a couple of the sound files, but there are now 94 sound files 9.4
 meg and none of them are speech files.  And then there is the whole thing
 that you can turn the steering wheel a little bit or a lot.  And the same
 for pressing the gas and brake peddles.  It is really very much more like
 driving a real car.

 Like I said though because you can not press a key a little bit or a lot,
 some of the tracks maybe very difficult if not impossible to drive via the
 keyboard.  You know because I designed them so that you need to do the
 little bit or a lot thing.

 BFN

  Jim

 But officer, I was only trying to gain enough speed so I could coast to the
 nearest gas station.

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

2009-05-01 Thread James Dietz
Standard all the way for me. It's too much of a bother to start from
the beginning of a level in arcade after losing a life - I'd rather
just die for good. I think lives are oudated anyway.

On 5/1/09, Jeremy Hartley jeremyhart...@comcast.net wrote:
 I mainly use arcade mode when I am trying to figure out  how to play Mota.
 But recently, I have just been playing first person mode, now that I have a
 better handle on how the game is layed out.

 For me, having arcade mode is not a must, but I will admit it helps when
 trying to figure out a game since you don't have to restart from the main
 menu everytime you die.  But really, it isn't a big deal.

 Jeremy

 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, May 01, 2009 10:19 AM
 Subject: [Audyssey] MOTA Arcade Mode


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


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Re: [Audyssey] Getting target distance and direction.

2009-04-14 Thread James Dietz
How about an option where your radar/scope targets the closest enemy
automatically? While playing Tank Commander I often found myself
wanting to destroy another target while forgetting that n was the
key to switch (either that or I'd need to switch through too many
before I found my mark). This would make things more intuitive
(depending on how it's implemented).

On 4/14/09, Thomas Ward thomasward1...@gmail.com wrote:
 Hi Lukas,
 Good point. One thing to keep in mind here is because we are dealing
 with an actual 3d environment, not just 3d audio, that is definitely
 going to add complexity to my future titles.
 For example, targeting is going to be a bit more complex then most
 accessible game players are certainly use to. Depending on if the enemy
 is above, below, or level with you your weapon has to be raised or
 lowered in addition to facing the target. Lining up a target can be
 tricky, and I hope the additional complexity there doesn't throw too
 many people off.
 Another area of complexity is just navigation itself. I don't know how
 many times I've read complaints from gamers who have difficulty with a
 game such as Shades of Doom, Sarah, or Teraformers. Well, if they are
 having difficulty with a 2d level layout adding a full 3d level layout
 is going to be more difficult for them. Not only will they have the
 typical north, south, east, and west directions but have to climb up and
 down on ropes, vines, ladders, staircases, whatever as well. Thus moving
 around is not only more realistic, but much harder to present in an
 audio only format.
 Let's say you want to give the player a really tricky room. Maybe you
 need to skale a wall to get to a lever that releases a trap door in the
 floor. Once you climb up there, pull the lever, jump back to the floor,
 you can open the trap door and descent into a room below the one you are
 in to get the gold and gems hidden there. Sounds cool here, but imagine
 trying to let the gamer know all that with audio only. Especially, if
 you can't just skale straight up the wall, and instead have to climb
 left and right looking for handholds to pull yourself up to the lever.
 That's not easy to clearly communicate to a totally blind player.
 Smile.

 Lukás Hosnedl wrote:
 Hi,
 yeah, I would definitely prefer the second, more involved way for
 separate commands for each particular piece of information, and maybe
 one overal review command to get a view of the entire situation, maybe
 when the game is paused, or you are simply in no immediate danger of
 being killed while listening to the long list of the various enemy's
 positions. :-D
 I don't mind a more complex and detailed interface to control the
 game, even if it's not common among the blind gaming community yet and
 requires a steeper learning curve and more getting used to than is
 usual, if only it can provide me with exactly what I need effectively
 and quickly. It wasn't probably even needed to include a more thorough
 targetting or other systems in games like SOD, GTC, etc, since they
 aren't as complex as you probably intend to make your ffuture
 creations. But I do certainly think that an engine like Genesis 3D,
 with all its potential and usage possibilities, should definitely
 handle targetting and information presentation in general in such a
 proficient way.
 Lukas


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Re: [Audyssey] The fun little mouse, was:: MOTA Mouse Support

2009-03-27 Thread James Dietz
Using the mouse in situations more appropriate (such as
gestures/fighting/targeting etc) would make it seem like less of a
chore to some.  Showing gamers how awesome the mouse is would be
better than cramming it in somewhere where it might not fit so well.
I don't think it'd be such a good idea to force people to use the
mouse - if it's awesome and easy to apply in a certain situation,
people will realize it, especially if it's in tandom with something
familiar like the keyboard.  Alchemy had a really cool little mouse
demo a while ago; the keyboard was used to walk back and forth (w and
s) and the mouse was used to turn the character and his gun.  The
little feedback I remember hearing was negative, which is unfortunate.
 If the user can switch between exclusive keyboard and mouse use they
might want to use keyboard as it's familiar, but if the mouse can
supplement tthe keyboard then we got something.  Tom, don't you have
the mouse demo? I can zshare or sendspace it if people want to try it
out, but perhaps you could put it up to wet people's appetite.

James

On 3/27/09, Thomas Ward thomasward1...@gmail.com wrote:
 Hi Dark,
 Yeah, I see your point. You are aiming for speciality rather than
 generality. The only disagreement I have with that point is this.
 Currently there are a lot of gamers out there who are afraid to try the
 mouse, uncertain about using it as an input controller, and just
 hesitate to try it for one reason or another. Maybe they see it as
 confusing, difficult, whatever do to their lack of experience using a
 mouse in general. As a result if mouse support is only used for
 specialized purposes such as a gestures game, a fighting game, etc it is
 going to give off the impression using the mouse is hard and tricky to
 use, and maybe that is all a mouse can be used for. Giving someone a
 simple game to try the mouse with might get them use to using a mouse,
 let them relax, and learn very basic mouse techniques before trying a
 game where the mouse support is harder/trickier to use.
 Then, there is the side issue that I am currently performing research on
 cross platform games. Based on that research thus far keyboards and mice
 are universally supported on Windows, Linux, and Mac computers. However,
 joysticks, game pads, and so on are not. On Linux, for example, I've
 found joysticks is very hit or miss. Some work fine with the generic
 Linux joystick drivers and some don't work at all. Point is universal
 joystick support is unreliable outside the Windows environment were the
 mouse is very reliable. As a result when i do begin work on cross
 platform games I'll have to take that into account.
 Finally, I think the mouse is fairly comfortable to use. Sometimes when
 holding down the arrow keys to run, walk, etc my fingers cramp up. That
 hasn't happened when moving left or right with the mouse. So again this
 might come down as a deciding factor for someone playing agame.
 Smile.

 dark wrote:
   As I said Tom, this probably will just end up being a suck it and see
   type of question.
  
   currently my opinion is that the mouse is a more specialized form of
   control and useable for specific sorts of in game challenges, 
   precise targiting or use as a throtle. If people would prefer to use a
   mouse in a space invaders game,  fair enough if the option is there.
  
   Currently though, I'm less keen on the mouse being simply a substitute
   control method. Just as the mouse requires different sorts of physical
   action, it should be suted to those sorts of actions.
  
   if the mouse is used in a game, i'd prefer it to be used with a distinct
   and definite use in mind specific to the control method of a mouse, 
   such as that seen in the gestures game, or planned in Che's fighting
   game. It just strikes me using the mouse to move in streight lines in a
   game with basic controls and targiting is something of overkill.
  
   Just my opinion though, and if a game is developed with mouse support
   I'm always ready to give it a try,  I'd just prefer it personally if
   mouse support was used to it's fullest extent in games, not merely
   becoming a substitute for keyboards.
  
   Beware the Grue!
  
   Dark.



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All messages are 

Re: [Audyssey] The fun little mouse, was:: MOTA Mouse Support

2009-03-25 Thread James Dietz
I'm actually curious to find out how Thomas implemented the mouse to
control the character's running. Would I continuously have to move the
mouse to the right? If so I don't think I'd have a large enough desk
to avoid the need to pick it up occasionally. That'd obviously work
better with a trackball, but I'd rather use a keyboard or joystick for
something like character movement if I'd have to continuously move the
mouse in the direction I want to move.

On 3/25/09, Che c...@blindadrenaline.com wrote:
   Crissy wrote:
 in regular games for sseing gamers the mouse is never used for moving your
 character but more for aimimg and shooting and such. so to me it would not
 make a lot of sense to try and navigate with a mouse at all.
   end quote

  Although most sighted games use the mouse for aiming, that shouldn't
 preclude us from using it for other purposes.  I realize not a lot of you
 have used the mouse to play games, given the very few available, but I can
 tell you, we're missing out on a very good input device for the blind, and I
 really don't understand why the resistance.
   Is it just because it is something different that folks haven't done
 before?  Are folks afraid they can't learn to use it?
   What is the thinking out there?  I for one hate playing exclusively with
 the keyboard, there is just no subtlety of control there, but with the mouse
 you have an entirely new dimension of control if it is programmed right.
   For instance, I am still kicking around the idea of doing a mouse driven
 golf game.  Imagine how cool it would be to have control of your golf club
 speed depending on how fast you moved the mouse. It would feel a lot more
 like actually playing golf instead of trying to hit a moving target with a
 dart, as is the case with a keyboard setup.  No slam meant to Jim's golf
 game here, obviously what he has created has been accepted and played by
 throngs of accessible gamers and my hats off to him for providing it for
 free, and coming up with an interface that works very well.
   But my point is, we're limiting ourselves for no good reason here, and I
 wish someone would explain to me why it is taking so long to get accessible
 gamers to accept the mouse as a primary input device.
   I'm not trying to come down on anyones opinions here, but when I see folks
 not taking advantage of something that is capable of improving things on any
 level, I just have to scratch my head and wonder why.
   Thoughts?
   Thanks for reading my diatribe here, ehahah,
   Che



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Re: [Audyssey] rail racer key

2009-03-24 Thread James Dietz
Shouldn't these sorts of questions be directed towards the game
developer himself? Even if others on list have tried any of these,
he'd be well-equipped to answer any of them, plus you avoid the minor
irritation of others and thus don't have to read messages like this.

On 3/24/09, Constantine tcwoo...@shaw.ca wrote:
 Hi,

 Fraid not, you can ask for a new key and Che will most likely give you a new
 one.

 Another question here, can I copy the xml file from one computer to another,
 even though they have different keys?
 Backing up player settings to the web doesn't do me much good, since its
 tied to one computer, I think?
 So what I'm saying is I'd like to be synchrinized with both computers.

 thanks

 contact details:

 email: tcwoo...@shaw.ca

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

 system details:
 Hp pavillion dv5220CA notebook pc
 AMD Turion(tm) 64 Mobile Technology ML-37 2.0 GHZ, 1024 mb DDR ram, Fujitsu
 100 gb 4500 RPM Hard Drive, connecsant AC-link audio
 - Original Message -
 From: william lomas lomaswill...@googlemail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, March 24, 2009 4:10 PM
 Subject: [Audyssey] rail racer key


 hi i ahve my key for rail racer will it work on my netbook that i
 primarily use for windows gaming now, or is the key toed to the  original
 computer i put it on i.e. windows on my mac?
 will


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[Audyssey] Holstering Weapons in MOTA

2009-03-21 Thread James Dietz
I just realized this:
Where does the protagonist store weapons when they're holstered?
Assuming they're stored on her person, why is it easier to jump when
they're holstered? One doesn't need hands to jump across a pit (ropes
I understand).  I'd think the more weapons and items she'd have on her
person the slower and heavier she'd be.

Please don't crucify me. This isn't a request to change the gameplay
(as it is already quite fun) but more of a funny observation I thought
I'd share.

James

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Re: [Audyssey] Surround Sound HeadPhones and soundcard issues was a thought about MOTA

2009-03-13 Thread James Dietz
Check out the creative sb audigy (sp probably) zs notebook soundcard.
If your laptop has a pc card slot it will work just fine.  It has a
cable with the 3 necessary jacks for surround sound goodness.  I don't
think it's possible to get an sinternal oundcard replacement as it'd
be difficult to find a way to expose a headphone jack (also it'd
likely be very difficult to impossible to rewire the internal speaker
to use the new card). The audigy zx notebook is awesome. I don't know
if it's still in production but it was about $90 or so.  My Realtak
AC97 could record stereo mix but couldn't record both stereo mix and
line-in/microphone at the same time under XP. I haven't gotten the
intel/realtek (?) hd audio line-in/internal mic working under linux.
Perhaps it is just a crappy soundcard.

On 3/12/09, Thomas Ward thomasward1...@gmail.com wrote:
 Hi Yohandy,

 Yohandy Asked:
 first, is there a fix
 for this issue I'm  having? is it my soundcard acting up, or is it Vista
 itself?

 Tom Says:
 Well, you aren't the first person who has had issues with that specific
 brand and model of sound card. I've basically heard those sound cards
 are trouble no matter if you are using XP, Vista, or Windows 7. i don't
 have one myself, but the word is those sound cards have technical
 issues. My best educated guess is it is your sound card not Vista.

 Yohandy Said:
 I've heard many  rumors that vista doesn't support line-in and that it
 also lacks
 the ability  to record both microphone output and stereo mix, so I'd
 like confirmation
 from people using other cards with vista.

 Tom Says:
 Well, it does and it doesn't. It really depends on what sound card you
 have, if the Vista drivers supports those features, and if you enable
 those mixer settings in the control panel. I can say first hand it is a
 serious pain to get working under Vista, because it isn't as easy to get
 setup as it was under XP. I'm unhappy to say it is just as bad with
 Windows 7 Beta.
 However, I can confirm the stereo mix still works under Vista with the
 right sound card. it does work if your sound card supports it, and if
 you get Vista setup correctly. As i said before it isn't as easy to get
 correctly setup as XP.

 Yohandy Asked:
 and second, do you guys know if  this card
 supports surround sound? Thomas, I know you said the headphones  have 3
 jacks you
 can plug into the card. only problem here is I only have a  headphone
 jack, and another
 jack to the left which I presume is for the  microphone. I'm using an
 internal mic.

 Tom Says:
 Well, since i don't know the specific model, serial number, etc of your
 card I can't look it up and give you an absolute answer. However, what I
 can tell you is that it does not have the correct outputs to do anything
 remotely like surround sound using headphones or a set of 5.1 surround
 sound speakers. So I'm guessing no.
 The desktop I am sitting at now has a creative Labs Soundblaster Audegy
 2 card installed. It has a mic jack, a line-in jack, and then three
 output jacks. They are labeled front, center, and rear. If I am using a
 set of 5.1 surround sound speakers or headphones I plug the three
 headphone inputs into these three jacks on the sound card.  I doubt
 plugging only one input into a headphone jack would reproduce a full 5.1
 surround sound effect.

 Yohandy Said:
 btw. If Vista's the  culprit, then I'll most likely uninstall it since
 all these
 audio problems  are really getting on my nerves.

 Tom Says:
 Well, all i can say is I have been running Vista successfully since
 March 2007 and I really haven't had much problems with the OS myself
 audio or otherwise. I've recorded the Mysteries of the Ancients game
 trailers using a Windos Vista system so I know for certain I can record
 using stereo mix obviously. However, I can say I've got stereo mix
 working on my desktop, the computer with the Audegy card, but it won't
 work on my laptop which has a Realtek AC-97 card in it. So it is the
 sound card not Vista being the problem there.
 HTH


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Re: [Audyssey] Chat Rooms was Game Chat Reminder

2009-03-12 Thread James Dietz
Ok... I can bust out the windows laptop fi need be.  I can use FTP or
teamtalk, but since ventrilo is benig ported to linux (and a mac port
already exists - apparently it's accessible) it might be a better
plan. I think all ports of vent support positional audio too (I'm
pretty sure the windows one does), but it's a pretty unessential
feature as far as I am concerned.  Anyway I can dust off the laptop if
people want to meet up (but not sure if I'd come any old time -
talking on list is usually good enough for me to tell the truth).  It
might be fun to try out.

On 3/12/09, Cory Kadlik ckadl...@verizon.net wrote:
 I like teamtalk cuz it uses positional audio
 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, March 12, 2009 12:29 PM
 Subject: [Audyssey] Chat Rooms was Game Chat Reminder


 Hi,
 Hmm...Interesting. That is one possability. Tjhough before making any
 changes like this we need to find out how many people are still interested

 in the game chat rooms etc.

 shaun everiss wrote:
 hmm forget ventrilo, what about teamtalk thats newer than ventrilo,


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Re: [Audyssey] Chat Rooms was Game Chat Reminder

2009-03-12 Thread James Dietz
bearware.dk says client is available for windows and windows mobile
while the server is available for windows, linux and freebsd. The
client is used to do the actual talking.

On 3/12/09, shaun everiss shau...@xtra.co.nz wrote:
 teamtalk is on linux at least I think it is.
 sertainly the server is.
 I have ventrilo which is like teamtalk but uses an older protocal.
 we can use either.
 At 07:34 a.m. 13/03/2009, you wrote:
Ok... I can bust out the windows laptop fi need be.  I can use FTP or
teamtalk, but since ventrilo is benig ported to linux (and a mac port
already exists - apparently it's accessible) it might be a better
plan. I think all ports of vent support positional audio too (I'm
pretty sure the windows one does), but it's a pretty unessential
feature as far as I am concerned.  Anyway I can dust off the laptop if
people want to meet up (but not sure if I'd come any old time -
talking on list is usually good enough for me to tell the truth).  It
might be fun to try out.

On 3/12/09, Cory Kadlik ckadl...@verizon.net wrote:
 I like teamtalk cuz it uses positional audio
 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, March 12, 2009 12:29 PM
 Subject: [Audyssey] Chat Rooms was Game Chat Reminder


 Hi,
 Hmm...Interesting. That is one possability. Tjhough before making any
 changes like this we need to find out how many people are still
 interested

 in the game chat rooms etc.

 shaun everiss wrote:
 hmm forget ventrilo, what about teamtalk thats newer than ventrilo,


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Re: [Audyssey] Game Chat Reminder

2009-03-11 Thread James Dietz
Not sure who manages this, so I'm sending this to the list: Since FTP
only works on WIndows it excludes us non-windows people.  Has a
ventrilo option ever been considered?  FTP doesn't have such high
quality last time i checked.  Sorry if this is sloppy - it's late.

On 3/12/09, Gamers Chat Robot gamers-ro...@audyssey.org wrote:
 Ever wanted to hear what a certain gamer really sounds like? Ever wanted
 to ask the developer a question about that cool game?

 Developers, ever wanted to get to know your players? Ever wanted to be
 able to answer questions asked by your players?

 Here is your chance to do all these things and more. All you need is a
 Windows system with a working sound card and microphone. The service is
 free to use after you complete the simple registration process.

 The site is http://www.for-the-people.com and the chat room is the Games
 People Play.

 This notice reminder is for the Thursdays gamer chat which goes on until
 when ever.

 The Time: Well, that depends on where you are at. Below is a simple
 chart showing time zones in the US as well as universal time.

 Thursdays starting at:
 6PM Pacific
 7PM Mountain
 8PM Central
 9PM Eastern
 1AM Friday morning Universal

 Hope to see you there.

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Re: [Audyssey] Game Chat Reminder

2009-03-11 Thread James Dietz
As far as I know, teamtalk also works exclusively with windows (and
Windows Mobile).

On 3/12/09, shaun everiss shau...@xtra.co.nz wrote:
 hmm forget ventrilo, what about teamtalk thats newer ventrilo, At 06:32 p.m.
 12/03/2009, you wrote:
Not sure who manages this, so I'm sending this to the list: Since FTP
only works on WIndows it excludes us non-windows people.  Has a
ventrilo option ever been considered?  FTP doesn't have such high
quality last time i checked.  Sorry if this is sloppy - it's late.

On 3/12/09, Gamers Chat Robot gamers-ro...@audyssey.org wrote:
 Ever wanted to hear what a certain gamer really sounds like? Ever wanted
 to ask the developer a question about that cool game?

 Developers, ever wanted to get to know your players? Ever wanted to be
 able to answer questions asked by your players?

 Here is your chance to do all these things and more. All you need is a
 Windows system with a working sound card and microphone. The service is
 free to use after you complete the simple registration process.

 The site is http://www.for-the-people.com and the chat room is the Games
 People Play.

 This notice reminder is for the Thursdays gamer chat which goes on until
 when ever.

 The Time: Well, that depends on where you are at. Below is a simple
 chart showing time zones in the US as well as universal time.

 Thursdays starting at:
 6PM Pacific
 7PM Mountain
 8PM Central
 9PM Eastern
 1AM Friday morning Universal

 Hope to see you there.

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Re: [Audyssey] Linux Gaming was Windows/Linux Interactive Fiction Interpretors

2009-03-07 Thread James Dietz
If a game doesn't make use of the gtk.net stuff, it'd probably run
fine just as long as you have x and sdl compiled and installed.
Unless you need text boxes and buttons, I see no need to install gnome
to play games as SDL can probably operate with it's own window manager
(or one you install on your own - perhaps one comes with X).  Anyway,
just theorizing htat it might not be necessary to install gnome.
Registration can easily be done using the command line - just make a
console app.

On 3/7/09, shaun everiss shau...@xtra.co.nz wrote:
 hmm if you are going to ubuntu then you probably should go for vibuntu, I
 think its called vinix or something vinux somelike that.
 At 06:45 a.m. 8/03/2009, you wrote:
Hi Tom,
Multiboot is definitely a posibility.  I've installed Gnome under
Slackware before actually, not compiled from source (thank God.)  Ubuntu
might make things a little more streamlined though.
Thanks for the suggestion.  Yeah, I'm sure targetting linux at all can
be a problem.  I'm glad you're doing it at all.
All the best,
Zack.

Thomas Ward thomasward1...@gmail.com writes:

 Hi Zack,
 Yes, I am beginning to see the problem. Slackware's lack of Gnome
 support is one of the reasons I totally stay clear of that distro. It
 is alright if all you want is a command line only environment, but if
 you want to play games that requires Gnome, use Open Office, Firefox,
 or a hundred other Gnome based applications you are basically
 screwed. Compiling Gnome from scratch, plus mono, gnome-sharp, etc is
 not something I would want to wish on my worst enemy let alone a
 potential customer.
 Have you considered some sort of multiboot setup. You could keep
 Slackware on one partition since you favor that distro, but install
 something like Ubuntu on another so you could access a fully
 operational Gnome environment, easily install Mono, etc for any
 graphical applications?
 I'm just throwing this out there as a suggestion as I know from
 first-hand experience compiling a fully working Gnome desktop, mono,
 bla by hand is very very painful. Plus there is a boatload of Mono and
 Gnome dependancies MOTA requires that are native to Fedora and Ubuntu,
 and some distributions such as Slackware lack. It is things like this
 that makes targeting Linux difficult. No two distros are a like, and
 while one might have everything you need right out of the box the next
 distro doesn't have it at all. it is enough to drive a developer
 insane.
 Smile.

 Zachary Kline wrote:
 Hi Tom,
 I suppose the best reason I can give for not switching to Gnome is that
 I find the command line quite powerful enough.  I have Emacspeak
 installed on this machine, which lets me send email, read Usenet news,
 etc.  Speakup lets me play all the linux compatible games I want.
 edbrowse and Emacs/w3 provide web browsers, LaTeX is my word/math
 processor.
 All this being the case, I might be persuaded to install Gnome over here
 if MOTA came out for it.  This is a Slackware system, which doesn't make
 Gnome easily available by default, but I can get it if I want it.
 Hope this explaination makes sense.
 Best,
 Zack.



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When you like to think of someone on days that begin with a morning.

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Re: [Audyssey] Bug in MOTA.

2009-03-06 Thread James Dietz
Should we be able to walk through monsters? I often find that I've
inadvertantly walked through a centaur (sp) if it was right at the
opening to a new room.  It's very confusing.  On a related note, the
footstep sounds for most enemies are pretty quiet.  THey should all at
least be normalized to a similar level - the skeleton is the only one
I can consistently hear (when not firing their weapon).

On 3/6/09, Charles Rivard woofer...@sbcglobal.net wrote:
 A thought, and a possible s
 p
 o
 i
 l
 e
 r!!  So, for those who don't want it, delete or save for later.

 :  When you get to the top of that staircase, keep in mind that a monster
 can come at you from either direction.  Maybe it is on your right, maybe it
 is on your left.  HTH

 ---
 If guns cause crime, pencils cause misspelled words.
 - Original Message -
 From: Ryan Conroy staindadd...@juno.com
 To: Gamers@audyssey.org
 Sent: Thursday, March 05, 2009 5:00 PM
 Subject: [Audyssey] Bug in MOTA.


 Hi Tom,

 This one is going to be hard to reproduce, but when you encounter an enemy

 at the top of the first staircase you always die. You can not kill him
 like normal enemies.
 Hope you can fix it.
 Ryan C.
 
 Click here to get you high school diploma (GED) in days
 http://thirdpartyoffers.juno.com/TGL2131/fc/BLSrjnsC5USBtUfy9H0YyGdC4ybFjwG3qqvNC4IiApJ8eyYAwMgXhGZml6A/
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Re: [Audyssey] Windows/Linux Interactive Fiction Interpretors

2009-03-06 Thread James Dietz
I've tried to use Frotz with gnome and orca under linux.  THe only
problem is the entire screen changes or refreshes so that after a
command I hear the entire screen read back to me, including past moves
and score.  There's probably some config option nestled deep within
the .frotzrc which I haven't investigated.  THe man page didn't hint
at any which sounded appropriate... maybe it's a color thing.
Adventure (sudo apt-get install bsdgames on ubuntu) works fine and is
a lot of fun.

Gnome works decently but it's significantly slower than the shell even
with Orca.  to be fair, my netbook isn't very powerful, and gnome+orca
runs a lot faster on my other laptop.  Emacspeak sounds attractive
because it's an audio desktop specifically talored for the blind, but
a lackluster web browser (according to the author - unless the firefox
interface works now) and the fact that I haven't got it running yet
means I'm still with Gnome.

On 3/6/09, Kelly Sapergia ksaper...@sasktel.net wrote:
 Hi,
For ZMachine games, I use an interpreter called Filfre. While you have to
 use your screen reader's review cursor, such as the JAWS cursor, to read the
 text, it works considerably better than Winfrotz. I used to use the TTS
 version of that program, but after trying Filfre, I immediately removed it.
 I don't think Filfre has SAPI5 capabilities, but I don't mind using the JAWS
 cursor anyway. I also use the HTML TADS Player's kit for TADS games, and the
 ADRIFT interpreters for those games, but after reading about SCARE I'm going
 to try the Windows version and see how well it works.
Thanks.

 Yours Sincerely,
 Kelly John Sapergia
 Personal Website: http://www.ksapergia.net
 Need to relax and unwind? Listen to Northern Lights, Thursdays from 01:00
 to 03:00 GMT (Wednesdays in North America) on ACB (American Council of the
 Blind) Radio Interactive at http://interactive.acbradio.org
 Visit the show's website at http://nl.ksapergia.net
 If you need jingles, voiceovers and music for your project at an affordable
 price, visit KJS Productions at: http://www.kjsproductions.com


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Re: [Audyssey] MOTA starting over when you die

2009-02-26 Thread James Dietz
It sounds like everyone is suggesting different things while
agreeing with each other.  THis is confusing.  Personally I am not a
fan of walking through an empty level so you can fight the monster who
killed you.  Either repopulate the levels (while getting rid of our
inventory we collected for that particular level), or give us
checkpoints... or get rid of arcade mode altogether.  I find standard
to be more fitting for this type of game anyway.

P.S.,
I like the beeta. You're definitely better at this type of game than a
game I originally invisioned. THis is lots better than your iteration
of montezuma's anything.

On 2/26/09, Liam Erven liamer...@gmail.com wrote:
 Hey.  I'm just doing my job.  Heh


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Thomas Ward
 Sent: Thursday, February 26, 2009 8:01 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] MOTA starting over when you die

 Hi,
 Good lord, I've already got enough requests to fix this and that as it is.
 Are you guys trying to kill me? Lol!
 Seriously, it might ad rreplay value if the level gets reset with more
 monsters, gold coins, whatever to find basically doing the entire level over
 again. However, I do see the point that some people just want to fly through
 the game, and not go back to the beginning. This is not a simple decision.
 Though, I think like you said a saved checkpoint is probably the best way to
 satisfy most of the people here.


 Liam Erven wrote:
 Please.  No no.  The last thing I want to do is get to the last room,
 die, and have  to retrace my steps.
 That is one of the things that really puts me off about the demo Why
 not do what other games do.  If you die, you start at the beginning of
 the room, but you have five seconds to get your berrings, so let's say
 a skeleton kills you, you'd start back in that previosu room, but
 would have a couple seconds to acclimate yourself.  During that time
 to be fair you could not attack anything, so that way it couldn't be used
 as a strategy.
 Or.  You could always have check points or safe rooms that would let
 you start from there if you died.  It just seems ridiculous to have to
 retrace ones steps through an empty level.


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Re: [Audyssey] mota demo

2009-02-24 Thread James Dietz
Come again?

On 2/24/09, william lomas lomaswill...@googlemail.com wrote:
 o ran oh i cant see!! emark or something

 On 24 Feb 2009, at 18:34, Michael Feir wrote:

 I think what's confusing people is that you have to select the torch
 and then light it by using the space bar. Thanks to a hint from
 Charles, I just figured that out. Things are working much better
 now. I prefer that method of using torches to having them
 automatically light. However, there should perhaps be more of an
 indicator that one is in a dark place. Perhaps, a spooky undertone
 or something of that sort would work there. It should be
 recogniseable as a darkness indicator without overpowering what you
 could still hear around you.
 Michael Feir
 Author of Personal Power:
 How Accessible Computers Can Enhance Personal Life For Blind People
 2006-2008
 www.blind-planet.com/content/personal-power

 A Life of Word and Sound
 2003-2007
 http://www.blind-planet.com/content/life-word-and-sound

 Creator and former editor of Audyssey Magazine
 1996-2004
 Check out my blog at:
 www.michaelfeir.blogspot.com


 - Original Message - From: Charles Rivard
 woofer...@sbcglobal.net
 
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, February 24, 2009 3:23 PM
 Subject: Re: [Audyssey] mota demo


 s
 p
 o
 i
 l
 e
 r


 s
 p
 a
 c
 e


 Pick up all items and use what is in your inventory.

 ---
 If guns cause crime, pencils cause misspelled words.
 - Original Message - From: Angellko21 lukas86.kak...@seznam.cz

 
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, February 24, 2009 9:53 AM
 Subject: Re: [Audyssey] mota demo


 Object are invisible,ok,but when I go forward (right) and press
 enter,without the object sound I take it.But we must be
 optimistic,it is beta and Tom makes good work and this problems
 will be deleting.:)Oh,sorry for my English.:)Greetings.
 - Original Message - From: Bryan Peterson
 b-peter...@hotmail.com
 
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, February 24, 2009 6:30 PM
 Subject: Re: [Audyssey] mota demo


 AllI  can say is I'm excited for the full version.
 Eeny meeny miney mo. Is Homer a hero? The answer is...no.
 - Original Message - From: Scott Chesworth
 scottcheswo...@gmail.com
 
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, February 24, 2009 9:59 AM
 Subject: Re: [Audyssey] mota demo


 That's not an issue you're seeing mike, it's that the rooms are
 dark.
 if you light one of the enchanted torches objects like that become
 visible so you get clues as to where they are.  Assuming Tom
 doesn't
 go overboard on torches, this is gonna be a frustrating and very
 welcome way of doing things in my book, because it might mean
 doubling
 back on yourself and having to remember the way you've come to
 go back
 and check for items you need if you've run out of torches.

 This is cool.  I don't dig side scrollers at all, but this is
 s
 cool.  Played it right through a few times now, and it's still
 cool.

 On 2/24/09, Michael Feir michael.f...@gmail.com wrote:
 I think there might be a problem with the object viewing. I've
 hit the enter
 key in various places and picked up items which I have no way
 of knowing
 were there. I got an enchanted sword that way which never made
 any sound to
 let me know it was anywhere near me. I also found a healing
 potion that way.
 This is going to be a stupendously excellent game when Tom gets
 it all
 worked out.
 Michael Feir
 Author of Personal Power:
 How Accessible Computers Can Enhance Personal Life For Blind
 People
 2006-2008
 www.blind-planet.com/content/personal-power

 A Life of Word and Sound
 2003-2007
 http://www.blind-planet.com/content/life-word-and-sound

 Creator and former editor of Audyssey Magazine
 1996-2004
 Check out my blog at:
 www.michaelfeir.blogspot.com


 - Original Message -
 From: Angellko21 lukas86.kak...@seznam.cz
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, February 24, 2009 11:22 AM
 Subject: Re: [Audyssey] mota demo


 Hm,i have the same problem,but if I climbed the rope twice or
 once,I got
 to the stone statue.It is very special,oh.:)Try climb up once
 more and
 have lightning torche.
 - Original Message -
 From: Clement Chou chou.clem...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, February 24, 2009 5:05 PM
 Subject: [Audyssey] mota demo


 Anyone know where to go after the first door? The statue
 seems to be a
 dead end and the rope doesn't lead anywhere, and torchlight
 or viewing
 the room helps nothing. Tips? Thanks.
 ---
 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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 All messages are archived and can be searched and read at
 http://www.mail-archive.com/gam...@audyssey.org.
 If 

Re: [Audyssey] mota demo

2009-02-24 Thread James Dietz
Hey,

I haven't tried the beta yet, but on the torches:
I personally think having torches automatically light is helpful in
several ways; since they cannot be used at your disgression their
placement is a clue to the location of a dark area.  You can be pretty
sure that it's close to where you got the torch.  If there isn't any
sound indicating a dark area (or any special announcement when viewing
the map) then I think being able to use torches later is more of a
frustration as you'd have to guess which areas are dark.  Say you ran
back and forth across a room not finding anything interesting. You
assume it's dark and light your torch, only to discover you had missed
a ladder. You continue through the level, letting the torch burn out
until you come across a room with lots fo treasure but fwoof! the
torch goes out and all the treasure disappears.  Speaking of items,
I'm not sure I like the idea of hitting enter near an item to pick it
up.  From the demos and trailers (as well as past iterations of the
game) it doesn't seem like you'd ever want to skip or avoid an object.
 It sounds to me like lots more complexity has been added to the
game, which in the end doesn't achieve anything but a multitude of
additional keypresses.

James

On 2/24/09, Michael Feir michael.f...@gmail.com wrote:
 I think what's confusing people is that you have to select the torch and
 then light it by using the space bar. Thanks to a hint from Charles, I just
 figured that out. Things are working much better now. I prefer that method
 of using torches to having them automatically light. However, there should
 perhaps be more of an indicator that one is in a dark place. Perhaps, a
 spooky undertone or something of that sort would work there. It should be
 recogniseable as a darkness indicator without overpowering what you could
 still hear around you.
 Michael Feir
 Author of Personal Power:
 How Accessible Computers Can Enhance Personal Life For Blind People
 2006-2008
 www.blind-planet.com/content/personal-power

 A Life of Word and Sound
 2003-2007
 http://www.blind-planet.com/content/life-word-and-sound

 Creator and former editor of Audyssey Magazine
 1996-2004
 Check out my blog at:
 www.michaelfeir.blogspot.com


 - Original Message -
 From: Charles Rivard woofer...@sbcglobal.net
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, February 24, 2009 3:23 PM
 Subject: Re: [Audyssey] mota demo


 s
 p
 o
 i
 l
 e
 r


 s
 p
 a
 c
 e


 Pick up all items and use what is in your inventory.

 ---
 If guns cause crime, pencils cause misspelled words.
 - Original Message -
 From: Angellko21 lukas86.kak...@seznam.cz
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, February 24, 2009 9:53 AM
 Subject: Re: [Audyssey] mota demo


 Object are invisible,ok,but when I go forward (right) and press
 enter,without the object sound I take it.But we must be optimistic,it is
 beta and Tom makes good work and this problems will be
 deleting.:)Oh,sorry for my English.:)Greetings.
 - Original Message -
 From: Bryan Peterson b-peter...@hotmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, February 24, 2009 6:30 PM
 Subject: Re: [Audyssey] mota demo


 AllI  can say is I'm excited for the full version.
 Eeny meeny miney mo. Is Homer a hero? The answer is...no.
 - Original Message -
 From: Scott Chesworth scottcheswo...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, February 24, 2009 9:59 AM
 Subject: Re: [Audyssey] mota demo


 That's not an issue you're seeing mike, it's that the rooms are dark.
 if you light one of the enchanted torches objects like that become
 visible so you get clues as to where they are.  Assuming Tom doesn't
 go overboard on torches, this is gonna be a frustrating and very
 welcome way of doing things in my book, because it might mean doubling
 back on yourself and having to remember the way you've come to go back
 and check for items you need if you've run out of torches.

 This is cool.  I don't dig side scrollers at all, but this is s
 cool.  Played it right through a few times now, and it's still cool.

 On 2/24/09, Michael Feir michael.f...@gmail.com wrote:
 I think there might be a problem with the object viewing. I've hit the

 enter
 key in various places and picked up items which I have no way of
 knowing
 were there. I got an enchanted sword that way which never made any
 sound to
 let me know it was anywhere near me. I also found a healing potion
 that way.
 This is going to be a stupendously excellent game when Tom gets it all
 worked out.
 Michael Feir
 Author of Personal Power:
 How Accessible Computers Can Enhance Personal Life For Blind People
 2006-2008
 www.blind-planet.com/content/personal-power

 A Life of Word and Sound
 2003-2007
 http://www.blind-planet.com/content/life-word-and-sound

 Creator and former editor of Audyssey Magazine
 1996-2004
 Check out my blog at:
 www.michaelfeir.blogspot.com


Re: [Audyssey] about torches - Re: mota demo

2009-02-24 Thread James Dietz
Guys,

Having a torch which is constantly running out would give the game a
sense of urgency - especially if most of the rooms are dark as Tom
says.  Besides... when would you really think to blow out your torch?
In my opinion, this is just another feature the game doesn't need to
be fun (I guess I'm going to have to agree to disagree with Tom about
enter-to-pick-up-stuff).  Too many keys and featuresto remember result
in a less fluid and enjoyable experience.  Remember the player is
going to be jumping around, killing monsters and scooping treasure.
Are they going to take the time out to remember to blow out their
torch (or hit enter to pick up an item, holster their weapon to jump
over a pit)?  Keeping track of such boring figures isn't exciting,
it's tedius.  The realism (or ... unrealism for this feature I
suppose) argument doesn't fly with me.

James

On 2/24/09, Phil Vlasak p...@pcsgames.net wrote:
 Hi Charles,
 You could use t as a toggle to light and put out the torch with appropriate
 sound effects, and control t to tell how much torch life you have left.

 - Original Message -
 From: Charles Rivard woofer...@sbcglobal.net
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, February 25, 2009 12:04 AM
 Subject: [Audyssey] about torches - Re: mota demo


 This brings up a thought about torches:  Could a feature be incorporated
 into the game that allows the torch to be blown out, the remainder of the
 torch being saved for later?  It could be useful, but how realistic would
 it
 be?  The cool thing about this feature would be that it is up to your
 judgment as to whether you want to do it, as it may fizzle out when you
 could really use it, and it might be your only torch.  Now, it has
 fizzled,
 and you're S! O! L!!



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Re: [Audyssey] about torches - Re: mota demo

2009-02-24 Thread James Dietz
Hey,

It's no big deal to be honest.  I don't wantitems to be picked up
automatically so badly thta I wouldn't consider buying the game if
enter was used.  Besides, this game is closer to being done than ever
before, so just finish the game.  I might branc this out into a more
general discussion about realism vs. fun (which was the original
intention to be honest - you're obviously trying to make a slower game
than I invisioned).

James

On 2/24/09, Thomas Ward thomasward1...@gmail.com wrote:
 Hi James,
 Ok, I guess i can meet you part way here. What I can do is leave the
 enter key as is, but add an automatic pickup feature if you happen to
 get near any item. Does that suit you?

 James Dietz wrote:
 Guys,

 Having a torch which is constantly running out would give the game a
 sense of urgency - especially if most of the rooms are dark as Tom
 says.  Besides... when would you really think to blow out your torch?
 In my opinion, this is just another feature the game doesn't need to
 be fun (I guess I'm going to have to agree to disagree with Tom about
 enter-to-pick-up-stuff).  Too many keys and featuresto remember result
 in a less fluid and enjoyable experience.  Remember the player is
 going to be jumping around, killing monsters and scooping treasure.
 Are they going to take the time out to remember to blow out their
 torch (or hit enter to pick up an item, holster their weapon to jump
 over a pit)?  Keeping track of such boring figures isn't exciting,
 it's tedius.  The realism (or ... unrealism for this feature I
 suppose) argument doesn't fly with me.

 James


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Re: [Audyssey] about torches - Re: mota demo

2009-02-24 Thread James Dietz
It's a matter of what type of game is being made.  If we're talking
fast arcade action, I'd think that most challenge should come from
clever level design rather than the player remembering to change some
setting or other.  The original alchemy monty (when it wasn't
crashing) ran at a much faster pace than anything I've seen from
Thomas Ward.  You guys are talking about a slower fps game.  Though
you mentioned this was based off of Tomb Raidor, I guess I'm still
clinging onto the idea of an arcade-style platformer.  It has nothing
to do wtih mainstream or blindne - plenty of games have players
pick up items by stepping on them - doom and metal slug (pretty sure
about the second one anyway) are two examples.  It sounds like you're
looking to keep up with modern trends towards realism in games.
That's obviously a whole other can of worms, which I might break open
in a fresh new thread.  In the mean time, if the game's fun I won't
complain.  I don't care if a game complies to standards set by our
mainstream peers - for me to like it it has to be fun.  Just to make
it clear: I'm just saying that I have a different preference when it
comes to 2d games (like the o/g monty).  I'm a big fan of FPS', and
that sounds more like your cup of tea tom as it allows for more
realism without sacrificing fun, so I can't wait to see what you come
up with in that area.

On 2/25/09, Thomas Ward thomasward1...@gmail.com wrote:
 Hi Yohandy,
 Well said. I think, just possibly, our friend James doesn't own some
 cool PS2 games. I have the Tomb Raider series of games, at least most of
 them, and you definitely have to draw and holster weapons, pick up items
 manually, and so on. This is exactly the kinds of things that are
 missing in the blind gaming market, and far too many are getting set in
 their ways not having had the opportunity to play mainstream games and
 get use to this or that way of doing things. I'm trying to breath some
 new innovations into the accessible game market.
 Smile.

 Yohandy wrote:
 this is precisely why we need complexity. nothing more fun like chasing
 a monster around and having to pick up an item while trying to escape.
 when you play games for the sighted, the player doesn't pick stuff
 up by stepping on them, or automatically holsters weapon. you need to do
 all this stuff manually.


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Re: [Audyssey] An idea for a new game

2009-02-23 Thread James Dietz
How do you invision it working?  I'm imagining a game where you might
hit space as rapidly as possible within five seconds - the more hits
the higher score.  Maybe a quick timewaster.

On 2/23/09, rrhopki...@verizon.net rrhopki...@verizon.net wrote:
 Hello.  Just an idea for a game.  You know those carnival games where you
 have to hit something with a hammer to make a bell ring, would be a fun game
 i would thihnk.
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[Audyssey] Intro and random linux tips

2009-02-15 Thread James Dietz
Hey,

I'm James.  I've been an audiogamer for a while now.  My first was
PCS' shooting range, mobius and foxhounds back in 1997.  Grizzly Gulch
came 3 years later, and only in 03 did I discover companies like ESP
and Lworks.  I've been hooked ever since.

My favorite game is technoshock, followed by SOD.  Sidescrollers are
fun, and the original alchemy monty showed a lot of promise.  Tom's
version sounds fun too.

Instead of waiting for a time when this might apply, I thought I'd
throw this at the end of my message, as I just discovered this and
wouldn't want to forget it.  If anyone attempts to play games under
linux (soundrts is the only linux-native game I've tried), be sure to
disable or uninstall PulseAudio if you have it.  SDL and other sound
mixing apps use ALSA, and there is a noticable amount of lag when
using pulse with these apps (SoundRTS played a sound from 1-3 seconds
after a keypress on my 1.6 ghz netbook).  Speaking of linux gaming,
wine is definitely not out of the question - I've managed to run
superdeekout, some lworks free games (betas of super egg hunt and toy
robbery) almost entirely successfully after registering dlls (lworks
games drop out some sounds like chicken clucking or flapping or your
footsteps but they're still playable).  I have had more trouble before
wine 1.0 was released late last summer, but now more programs run than
ever (unfortunately technoshock plays intro and menu sound, but
keyboard input doesn't work at all *WHY?*).  I've shifted
completely away from windows (haven't used it since the beginning of
the year), and darwine on the mac works a little less well than it's
linux equivalent.  Despite that, Super Deekout runs perfectly on both.

James

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