Re: [Audyssey] I am able to run the game Bokurano daiboukenn but Ihaveno speach.

2012-12-05 Thread Kevin (Ghorthalon) W.
Once you've pressed enter on the sapi option, try pressing the down arrow to 
switch voices. If this still doesn't work, instead of pressing end, try 
arrowing down three times, as far as I know that's the screen reader option. 

--
Kevin (Ghorthalon) W.

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Sent from my iPhone


On Dec 5, 2012, at 12:49 PM, Mich mi...@eastlink.ca wrote:

 ok I tryed that and still no luck. I arrowd down 3 timesto options hit enter 
 then arrowd down twice to speech and hit enter then I hit end to get to the 
 sapi and still no luck all I got was beaping sounds when I hit enter 
 constintley and this was with jaws still loaded. I also tryed it with jaws un 
 loaded and still nothing. what elts can I try? from Mich.
 - Original Message - From: Clement Chou chou.clem...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, December 05, 2012 12:57 AM
 Subject: Re: [Audyssey] I am able to run the game Bokurano daiboukenn but 
 Ihaveno speach.
 
 
 Go down three times to options. Hit enter, and go down twice more for the 
 speech selection. Press enter there, then hit end which'll take you to the 
 sapi option... then just keep pressing enter. Once you hit enter on the sapi 
 option it should start talking.
 - Original Message - From: Mich mi...@eastlink.ca
 To: gamers @audyssey.org gamers@audyssey.org
 Sent: Tuesday, December 04, 2012 3:32 PM
 Subject: [Audyssey] I am able to run the game Bokurano daiboukenn but I 
 haveno speach.
 
 
 Hi I am able to run the game Bokurano daiboukennafter running the 
 update and then hitting enter on the play.exe file i hear music and stuff 
 but there is no speach. I have tryed reading through the instructions for 
 inabeling sapi for my speach but I can't seem to find it or make sapi work. 
 many thanks for any help with this. so far all I have dun is run the game 
 hit e for english and then that is as far as I have gotten. from Mich.
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Re: [Audyssey] problum running play.exe Bokurano daiboukenn

2012-12-05 Thread Kevin (Ghorthalon) W.
To clear things up, the temporary file, or files I was talking about are update 
data. As an example, the updated game engine, etc. 

--
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On Dec 4, 2012, at 11:51 PM, Hunter Jozwiak potbelliedj...@aol.com wrote:

 Erm, what temporary file do you speak of?
 
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Re: [Audyssey] problum running play.exe Bokurano daiboukenn

2012-12-04 Thread Kevin (Ghorthalon) W.
Are you sure you have write access to the folder of the game? As I
understand it, this is where it downloads a temporary file, removes
play.exe, and then replaces it.
But then again, this could only work if you're running vista or above.


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Re: [Audyssey] free bbs

2012-10-31 Thread Kevin (Ghorthalon) W.
Hi,

In this case, I'd advise using PUTTY from putty.org. It's a nice client, and 
seems to have worked with this BBS... At least the little I played with it. 
Which isn't that much really. Yet.

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Re: [Audyssey] Moderator reminder: Trimming messages

2012-07-24 Thread kevin lyon
hi all, it's also to encourage people to think about what their posting and
take responsibility for it.
 
the rule's been there since the year dot, so people really should be aware
of it by now. 
and i won't be removing the size limit on messages.
so take responsibility for your posts because those that do exceed the size
limit will be deleted and you'll only have to post your message again, thus
creating more work for the moderators, and yourselves. :)

it's not difficult to do really folks! :)

kevin
kr...@eklyon.co.uk


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Dennis Towne
Sent: 25 July 2012 00:18
To: Gamers Discussion list
Subject: Re: [Audyssey] Moderator reminder: Trimming messages

I would prefer that the rule be kept.  While bandwidth and storage really
isn't an issue anymore, trimming conversations is just plain polite, and
keeping them trimmed helps keep conversations on track.

Dennis Towne

Alter Aeon MUD
http://www.alteraeon.com


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[Audyssey] Miriani soundpack

2012-06-24 Thread Kevin Andrews

Hi all,

I have a friend who has been trying to get the Miriani soundpack for the 
VIP MUD client. I used to have it, but it was on another machine I had 
that has since been formatted, etc. Anyway, could someone point me to a 
URL with a good soundpack for the client? I've already done some 
hunting, and most of them suggest going to the Miriani boards online or 
in game, and I think my account has since been purged because I can't 
log in via the web. Anyway, any help is appreciated.


Thanks.

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Re: [Audyssey] Top Speed Discovery

2012-06-03 Thread Kevin Andrews

Alfredo,

It is possible to play top speed even if you're behind a router. If the 
host is behind a router they simply need to forward the correct port, 
and the process for doing this varies slightly depending on the 
configuration of the router. I've played with friends, and the host was 
behind a router. If you're all on the same network then obviously none 
of that needs to be done. As far as your suggestion, I do agree that 
would be a nice feature - perhaps they'll add it in a future release.


On 6/3/2012 4:01 AM, Alfredo Castaneda wrote:

Corrected Subject Line:
Hello guys,
Whilst in a game of Top Speed, something occurred to me as being 
something quite interesting to those of you who have a passion for 
communication other than casual means. I wondered why I did not think 
of it before. I was in a mufti-player race. You all know that the 
space bar acts like a horn, right? Well, I discovered that you can 
send messages over the wire by tapping on the bar as if it were a 
telegraph key. I thought it was a really interesting way to 
communicate, and I found the process to be quite slow, as the players 
of course did not know what Morse code is.
I do not know if this has already been suggested, but is it possible 
that there could be chat communications, such as those set in Acefire, 
where one could type a message for all players to see, and it could 
read something like, Player X says: Message.
Anyhow, I thought I might point this out. This was with Top Speed III 
by the way.
On a side note here: My friends and I are finding out that when you 
are using a computer that is receiving internet from a router, you 
cannot host a game, but if you are on a computer that is on a LAN 
connection, and also broadcasting the wireless signal, then you can 
host games. Is this true?

Alfredo-




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[Audyssey] a bug in Swamp

2012-05-06 Thread Kevin Andrews

Hi Jeremy and all,

I'd just like to confirm what some others have reported with Swamp. 
There seems to be an issue with the growling of zombies and panning. For 
example, I'll hear a growl say, for the sake of this example, 45 degrees 
off to my right. If I turn 45 degrees to my right, I sometimes still 
hear it in the same position, as if I hadn't turned at all in the first 
place.


Hope I am making sense here.

Thanks for such a cool game! Keep up the great work!

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[Audyssey] BGT interview

2012-05-02 Thread Kevin Andrews

Hello all fellow audio game enthusiasts,

I recently conducted an interview with Philip Benefall, from Blastbay 
Studios, about his game creation tool called the Blastbay game toolkit, 
or BGT for short. With his permission I have put it up on my website, at 
http://techwizard.info and just thought I'd share the direct link with 
everyone if you wish to check it out. The mp3 file can be found at:

http://techwizard.info/technology_wizard_bgt.mp3

Enjoy, and feedback is welcome!

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[Audyssey] concerning the BGT interview from my last post

2012-05-02 Thread Kevin Andrews
Heh, apologies for the typo in my last message. It's thanks to Philip 
Bennefall. Again, your feedback is most appreciated!


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Re: [Audyssey] swamp problem

2012-04-26 Thread Kevin Andrews

Hey Michael,

I also noticed this. What's up?

On 4/26/2012 4:40 PM, Michael Taboada wrote:

Hi,
I tried connecting to swamp, and it went like it did, saying “this day on the 
server is sponsored by...” but I only have an axe, and all my stats are reset. 
Anyone have any idea?
Also the graphics did not show up.
Thanks,
-Michael.
P.S. My friend also had this problem.
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[Audyssey] Swamp down?

2012-04-25 Thread Kevin Andrews

Hi all,

I've tried connecting to swamp a couple of times this evening, betwen 
say, 9:30 and 10 pm Eastern. Just wondering if Swamp is down. It was 
also down for a friend of mine. we've not been able to access it. Any 
news on when we can expect it back up?


Thanks!

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Re: [Audyssey] Playing the Spaceship Game

2012-04-06 Thread Kevin Andrews

Hello,

I agree with Michael. This isn't to say that he couldn't release a patch 
after the competition has finished and we find out the winner.


On 4/6/2012 2:04 AM, Michael Taboada wrote:

Hi,
You said you hope he releases a patch -- I understand this, so you can 
use the page up and page down, but remember that philip doesn't want 
that considered in the ratings if he does release a patch, as that 
would be like giving him more time than 2 months to work on the game 
-- this is why he is hosting them himself, so they can't be changed 
after they've been released for the competition.

Just figured I'd throw that out there.
-Michael.


-Original Message- From: Thomas Ward
Sent: Friday, April 06, 2012 12:39 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Playing the Spaceship Game


Hi Michael,

I've been trying to give Spaceship a chance, but I am continually
frustrated by the game. I just can't seem to figure it out.

However, you did answer one of the problems I was having. I was running
it on a laptop, which unfortunately didn't have a numpad, so page up and
page down weren't working. I wish Claudio would have thought of problems
like this before releasing Spaceship as that is a pretty common issue. A
lot of blind gamers have laptops, netbooks, etc and assuming the target
system has a full sized keyboard is a big mistake.


Anyway, I haven't voted yet because I am trying to keep an open mind
about the game, see if I can get into it, and hope Claudio releases a
patch to fix some of these issues like the page up or page down keys. In
the mean time I plan to play with it over the Easter holidays. I'll
probably turn in my ratings early next week once I have had time to get
use to the game.

On 4/5/2012 10:54 PM, Michael Feir wrote:

I play the game while using Jaws and found that only the pageup and
pagedown keys on the numberpad worked. There's also a sort of double
swish alert sound when an enemy is close or in the same passage or
something like that. I'm pretty impressed with this game overall
considering its short development time. Give it a chance. It grows on
you.



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Re: [Audyssey] playmania, bgt competition collection

2012-04-05 Thread Kevin Andrews

Hi Christopher and others,

I have to agree with the said comments here. I also had difficulty 
pouring into the glass. I think that sound was in stereo so it was 
extremely difficult to determine where exactly it was in relation to 
where you are. Also I have to agree with the dice game. It quickly 
became a very monotonous task of just rolling the dice and being moved a 
random position and random events possibly happening. It has potential 
for younger audiences though so perhaps try to target these specific 
groups of people.


On 4/5/2012 8:33 AM, Christopher Bartlett wrote:

I've commented on the bgt topic on audiogames.net.  Here is a longer set of
comments as I was commenting on all three submissions at the time.

I like that you packaged everything in a nice installer.  I think I would
remove the help text from the installer though, as at least for me running
NVDA, the text was a jumble due to formatting and I ended up having to read
it all over anyway to understand it properly.

In the pouring game, I found it difficult to center the glass sound for some
reason.  My accuracy in Swamp hovers around 75% so I don't think it's me.

The snowball fight portion of the game is the most interesting, but we need
some more behaviors from the bully, as, once you get the rhythm, it is
possible to hit him with two snowballs every time he approaches without him
being able to touch you.

The animals game needs something more than simply rolling dice and moving
through randomly determined obstacles.  There are no decisions to be made in
this game, which for me makes its replay value nil.

Is this game pack intended for young children?  It has that feel and frankly
they would be the only ones interested in any of these games for any length
of time.  That's ok, if that's your goal.

Christopher Bartlett



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Re: [Audyssey] playmania, bgt competition collection

2012-04-05 Thread Kevin Andrews

Hello,

If I can speak for the group who gave feedback, I believe we were simply 
giving some pointers and some suggestions. I don't believe we were 
demotivating him at all. It's just how the criticism was interpreted then.


On 4/5/2012 2:14 PM, Milos Przic wrote:

Hey all,
But let's support Nikola. As I know, this is his first experience in 
creating games. The things of the kind are normal when one is beginner 
in certain aspects. If I did it a few years ago, when I had his age, I 
would have done the same mistake. If we demotivate him, he will stop 
working on possible new games. if we encourage him now, we will 
probably get a new developer that, believe me, has the potential to 
bring us some inovations. Nikola, keep up your work!

Best!
 Milos Przic
msn: milos.pr...@gmail.com
skype: Milosh-hs
- Original Message - From: Kevin Andrews 
kevin.andrew...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, April 05, 2012 3:14 PM
Subject: Re: [Audyssey] playmania, bgt competition collection



Hi Christopher and others,

I have to agree with the said comments here. I also had difficulty 
pouring into the glass. I think that sound was in stereo so it was 
extremely difficult to determine where exactly it was in relation to 
where you are. Also I have to agree with the dice game. It quickly 
became a very monotonous task of just rolling the dice and being 
moved a random position and random events possibly happening. It has 
potential for younger audiences though so perhaps try to target these 
specific groups of people.


On 4/5/2012 8:33 AM, Christopher Bartlett wrote:
I've commented on the bgt topic on audiogames.net.  Here is a longer 
set of

comments as I was commenting on all three submissions at the time.

I like that you packaged everything in a nice installer.  I think I 
would
remove the help text from the installer though, as at least for me 
running
NVDA, the text was a jumble due to formatting and I ended up having 
to read

it all over anyway to understand it properly.

In the pouring game, I found it difficult to center the glass sound 
for some
reason.  My accuracy in Swamp hovers around 75% so I don't think 
it's me.


The snowball fight portion of the game is the most interesting, but 
we need

some more behaviors from the bully, as, once you get the rhythm, it is
possible to hit him with two snowballs every time he approaches 
without him

being able to touch you.

The animals game needs something more than simply rolling dice and 
moving
through randomly determined obstacles.  There are no decisions to be 
made in

this game, which for me makes its replay value nil.

Is this game pack intended for young children?  It has that feel and 
frankly
they would be the only ones interested in any of these games for any 
length

of time.  That's ok, if that's your goal.

Christopher Bartlett



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Re: [Audyssey] playmania, bgt competition collection

2012-04-05 Thread Kevin Andrews

Hi all,

I think that we can all come to terms with and understand the fact that 
everyone's input regarding this is to be taken constructively. No one 
meant to hurt or defile their creation, but rather I think we are all 
just trying to help, and if you ask people for their opinion you can't 
take it to heart.


On 4/5/2012 5:40 PM, Christopher Bartlett wrote:

Hey Nikola, as one of those who have offered constructive criticism, I do
not mean to insult you or your creation.  When I say that these games would
work well if aimed at children, I'm actually trying to provide you with a
suggestion for what to do with the filled-out project.  As Dark said in his
critique over on audiogames.net, you have done well with your use of sounds.


Also, whether you win or not should not decide whether you continue working
on the games or not.  And if we can't provide honest feedback, how are we
going to help you improve, which is what getting feedback is all about.  I
think you'd agree Aprone aka Jeremy is a current rock star in the developer
set right now, having possibly the hottest game out ever, and certainly the
current title with the most buzz.  Those of us who have been fans have
certainly submitted a lot of feedback, and not all of it complimentary.
We've called out what we feel are poor choices.  But he has developed a
rapport with much of his fan base, and one reason is his ability to accept
criticism and either work to change something or explain why he chose what
he did and why he isn't going to change it.  I'm an Aprone fan-boy and I
don't even like all his choices, but I trust him to produce something of
high quality with repeated feedback and change cycles.

So please accept what we say without taking it for more than it is.  I did
not call your games stupid, and my question about your audience was meant to
help you market future games of this kind if that's the direction you want
to go.  Your games are not my cup of tea, but that's my opinion and does not
mean I don't appreciate the effort that went into creating them.  Hell's
bells, I didn't get my submission in, and while I will release that game,
it's going to be quite different than my original design.

So cheer up, if I didn't care, I wouldn't comment.

Christopher Bartlett



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[Audyssey] a possible game from me in the future

2012-03-26 Thread Kevin Andrews

Hello all list members,

I've been considering writing a game in the future. I've done a few 
small and rather trivial projects with myself and a friend, but nothing 
too significant. I'm wondering, from the VI gaming community, what your 
thoughts are on a game idea. I've thrown some ideas around in my head. 
Basically you're in a city environment... New York or Chicago for the 
sake of practicality. You've got to get past stuff, perhaps gang 
members, careless drivers or maybe even bikers, etc. You've got to watch 
out for the cops, etc. You have weapons, for example a pistol, your 
fists, and a switchblade you can steal from someone. I'm thinking 
something along the lines of Grand Theft Auto, so it would have some 
violence and maybe that type of action. There would be various levels, 
and the end you have to deal with a boss-type situation. The premise of 
the game might be you have to give the boss money or do a kill. You're 
involved with a gang and therefore have to do a deed for this guy.


Obviously one can tell just by reading this that this would require a 
lot of time and effort, and a bit of spending on my part for sounds, 
music, etc. Does this sound remotely interesting to anyone? I've 
considered a side-scroller, but in my opinion we've got an overabundance 
of side-scrolling games, so perhaps a 2d environment would be more suitable.


Thoughts? This is no way in any stage of development right now, as I've 
got other things I'm preoccupied with, but I may consider this if the 
interest is sufficient. Thanks and take care all.


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Re: [Audyssey] a possible game from me in the future

2012-03-26 Thread Kevin Andrews

Hi Thomas,

Thanks for the pointers. Those were indeed the games I was indirectly 
referring to when mentioning side-scrollers. i know Philip Benefall does 
some of the things you mention in his game Perilous Hearts, like there 
is side to side stuff as well as jumping on and climbing vines, falling 
back down, etc.


Take care!

On 3/26/2012 10:32 PM, Thomas Ward wrote:


Hi Kevin,

What exactly do you mean by I've considered a side-scroller, but in 
my opinion we've got an overabundance of side-scrolling games, so 
perhaps a 2d environment would be more suitable?


First, a properly written side-scroller is a 2d environment. It has an 
x axis, left to right, and a y axis, up and down. So what do you mean 
by a 2d game given side-scrollers are 2d to begin with?


Second, is if you mean by side-scroller games like Super Liam, Q9, etc 
those are very poor examples of side-scrollers, and should not be 
representative of the style. True side-scroller games like Megaman, 
Castlevania, Montezuma's Revenge, etc have a vertical element as well 
as a horizontal element. Both the x and y axis are used for navigation 
as well as combat. We don't have too many true side-scrollers 
available in accessible form that equals mainstream games.


For example, in the 1989 Batman game there are a number of thugs on 
the ground to beat up with punches and kicks, but there are also 
enemies up on walls and on telephone polls Batman can't reach. The way 
to take them out is by aiming Batman's batarang up into the air and 
knocking them down. In later stages you have to keep an eye out for 
enemy robots and traps that fall down from the ceiling when you pass 
under them. No audio side-scroller has even attempted to add this kind 
of combat system, and there are plenty of other thins common to 
mainstream side-scrollers no audio game developer has tried in audio yet.


Basically, what I am saying is before you make a comment like there 
are too many side-scrollers I think you need to step back from what 
is being presented to the blind as the real deal and educate yourself 
to aspects of that type of game that haven't been explored. Once you 
forget about Super Liam, Tarzan Junior, and Q9 you'll see there really 
aren't that many side-scrollers. Especially, those that make use of a 
full 2d environment with the ability to move left/right, climb 
up/down, fight enemies up in the air as well as those on the ground, 
jump on moving platforms, and 100 other things that just haven't been 
tried in an audio side-scroller before.


To give you a brief idea of what I mean let's talk about your game 
idea a moment. You say its in a major city like New York or Chicago. 
Well, this gives us a perfect 2d environment to work with.


I can see something similar to the first stage of Ninja Turtles where 
you have an upper area, the street, and a lower area, the city sewers. 
This would give you a choice how to get from point A to point B. You 
can walk along the street level beating up enemy gang members, or you 
can descend a ladder into the sewer and avoid them. However, if you 
take the sewers there would be rats that you would have to avoid or 
kill so there would be challenges either way. That's one possibility 
of making use of a 2d environment.


Another idea is to have an upper area, the roofs of various buildings, 
and a lower area, the street level. As you move along there might be 
enemies on the ground trying to kill you while there are snipers 
hiding on the tops of certain buildings. To kill them you can either 
add an ability to target up into the air to shoot them from sniper 
positions, or you add some realistic way such as ladders here and 
there to climb up onto the roof and then fight them on the rooftops. 
That's another idea that hasn't been used in an audio side-scroller 
before.


If you have a factory or warehouse type level there could be conveyor 
belts that cause you to move from place to place, lifts to jump on and 
get carried up to higher levels, and thins like that. If you think 
about it and get creative here I'm pretty sure you could turn out a 
decent side-scroller with this game if you wanted to go that route. 
Its just that many blind audio game developers are just so misinformed 
on what is out there for the mainstream gamers that they have no real 
sense of comparison. So I thought I'd give you a few pointers here on 
mainstream side-scrollers to help let everyone know that Super Liam, 
Q9, etc is not the be all and end all of side-scrollers by any means.


Cheers!

On 3/26/2012 6:42 PM, Kevin Andrews wrote:

Hello all list members,

I've been considering writing a game in the future. I've done a few 
small and rather trivial projects with myself and a friend, but 
nothing too significant. I'm wondering, from the VI gaming community, 
what your thoughts are on a game idea. I've thrown some ideas around 
in my head. Basically you're in a city environment... New York or 
Chicago for the sake

Re: [Audyssey] side scrolling robot game concept clarification... what are your thoughts

2012-03-16 Thread Kevin Andrews

Hi Ben,

This is what I have to say for your developer.

I think this game has a lot of potential. I think that, from what you 
have told us, the logistics are down. I'd say go ahead with it. A few 
pointers though: Make sure you use high-quality audio. This includes 
sounds and vocals. Nothing detracts from the gameplay of an audio game 
quicker than crappy or poorly produced audio. Depending on what you 
require and the quantity of those requirements, sounds can get fairly 
expensive but like I said it all depends on what you're looking for and 
what you need.


Once you've finished coding, get a good beta team. Test, test, test, 
test! Try to find as many bugs as you can before you release. Even 
though you might not be able to find every single bug, users will 
respect you if they know you took the time to continuously test for 
problems rather than just compile and hope for the best.


Good luck!

On 3/16/2012 5:26 PM, Ben wrote:

Hi listers,

If you've heard of real steel, and transformers, this idea, as it stands,
might give you both.  Can't say too much right now but tell me what you
think: [this storyline is merely a paraphrasing of the full thing as it is
currently, although as with everything that follows, it is subject to
change]



You play a robot on the side of good, made so by the Japanese developer of
high-grade military hardware Kendo ukasawa. in 21 15, going through the
streets of futura city, you are tasked with recalibrating (killing) the
evil meks that have rebelled against their human masters.  The meks were
designed with the aim of making the humans live's easier, but that was only
true for 2 years.

Who is behind the transformation of these everyday robots?  Fight your way
through the war-torn streets of futura in this action-packed side scroller,
with quick-time events, a level designated as the active tutorial, and
possibly other features.



The health system is what will be the most confusing probably, to most
people.  You have 5 power cells, which reduce in halves - this is your
health.  It will reduce obviously if you take damage.  You can have as many
powe cells as you want collected on your way, but you can only plug a max of
4 in - because you can't lose all your power cells unless you get hit
through all 5.  Take the scenario. You have half a cell left, you plug 4 in,
you press the I key (if you guys ever get to play it you'll see why that key
is used), you'll have 4 and a half. And you can't have half power cells.

You'll have your fists, left/right, guns (2 of those) and your cannons
(which need to be recharged after a number of shots), and your guns aren't
limitless either - they must be reloaded.



Tell me what you think and I'll relay your thoughts to my fellow developer.
[note]: please keep this message and all subsequent replies - don't delete
them, as my friend isn't subscribed to this list.





I know what you said Thomas, but a project like this needs to see a reaction
before it goes ahead any further, in my opinion at least.

Thanks in advance for your help in this project, all of you.  All questions
are welcome, although you may not get a straight answer.

Ben.



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Re: [Audyssey] road splat

2012-03-03 Thread Kevin Andrews
Hi, while we're on the topic of Roadsplat, there is a pretty big bug 
that I think should be addressed. When a car is coming, one can simply 
pause and unpause the game and the car is gone. That needs to be fixed.


On 3/3/2012 1:46 PM, Curt Taubert wrote:
Hi all, I don't no if this is a bug in the game or, my computer acting 
up like it always does.  Anyway, sometimes when I'm at the bomb it'll 
just sit their making that clicking sound and, I wind up having to 
exit the game via the task manager.


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Re: [Audyssey] BGT: why not?

2012-02-09 Thread Kevin Andrews
You need to put a return after the {

Kevin J. Andrews
Sent from my iPhone

On Feb 9, 2012, at 9:14 AM, Il primo cittadino ilprimocittad...@yahoo.it 
wrote:

 Hi. I'm at the very first step on it.
 Why this little script doesn't work?
 It gives me an error: { Unexpected token.
 ***
 void main();
 {sound suono;
 suono.load(1sec_beep.ogg);
 suono.play();
 }
 ***
 
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Re: [Audyssey] BGT: why not?

2012-02-09 Thread Kevin Andrews
Oops! I forgot that, yes you must remove the semicolon from the function 
definition line as that's causing the run error too. I apologize, I was 
on my iPhone and missed that apparently :)


Take care.

On 2/9/2012 11:00 AM, Rynhardt Kruger wrote:

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hi,

You must remove the semicolon ; from the first line. A function definition 
doesn't have a semicolon at the end.

Take care,

Rynhardt

* Il primo cittadinoilprimocittad...@yahoo.it  [120209 16:19]:

Hi. I'm at the very first step on it.
Why this little script doesn't work?
It gives me an error: { Unexpected token.
***
void main();
{sound suono;
suono.load(1sec_beep.ogg);
suono.play();
}
***

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[Audyssey] regarding Bavisoft

2012-02-08 Thread Kevin Andrews
Hi all audio gamers. I was just wondering about the status on Bavisoft. 
Can one still purchase Grizzly Gulch and Chillingham? I used to have 
Grizzly but I don't anymore and I'd love to get a copy of it. Are they 
still in business, or did they just sorta fall off the face of the Earth 
which seems the case.


Thanks.

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Re: [Audyssey] Alter Aeon and Disappearing Items

2012-02-08 Thread Kevin Andrews
Hi Kelly. I'm not familiar with the quest that you are talking about, 
however you may wish to consult the help files in game, or ask on one of 
the various channels. Newbie, gossip, or if you're part of a clan, do ct 
then your message and they can help.


Sorry I couldn't be of further assistance.

On 2/8/2012 6:25 PM, Kelly Sapergia wrote:

Hi,

I'm trying to complete a quest in Alter Aeon. I found and killed the 
required enemy, and was told there were some items I could loot, 
including a key. Unfortunately, I was also under attack from a zombie 
or something. Basically, once everyone was defeated, I tried to get 
the key from the main enemy, and was told it wasn't there. Sure 
enough, the items that had been there were gone, and I'm pretty sure 
that key was needed to unlock a chest I found later. If that's the 
case, I'm stuck. Is there any way I can recover the key, or do I have 
to reset my character and try again?


Thanks.

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

Personal Website: www.ksapergia.net
Business Website: www.kjsproductions.com


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Re: [Audyssey] RS Games Battleship Released!

2011-06-19 Thread Kevin Weispfennig
Hi,

How cool is that. Maybe we should call this either 1000 ships or battle miles?
Well, this surely got me thinkking what one could do to merge those two games. 
And if I ever come up with anything, I'll most likely try to code it myself. 
This is interesting, thanks for the mind boost. Lol

Sent from my iPhone

On 19.06.2011, at 06:13, Ryan Smith computerwi...@gmail.com wrote:

 Hi All,
 
 Due to popular demand, RS Games has released a version of the wildly
 popular game 1000 Miles. It's available now when you log in to RS
 Games. To read the instructions, head over to
 http://zanosoft.net/zgp/doc/miles.html or simply press Control+F1 from
 within the game. If you find any bugs, discrepancies in the rules, or
 have any suggestions, feel free to let us know. Enjoy the game!
 Thanks.
 -Ryan
 
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Re: [Audyssey] Airik the Cleric a scam?

2011-06-14 Thread Kevin Weispfennig
Hi,

*sighs*
That was so totally not what I was trying to say.
All I really wanted to do is add my opinion on the scam deal, and not talk 
about Autoit's Problems (Which I'm fully aware about BTW). 
I was just trying to say that it is possible to throw something together, 
promissing 
Enouhg for someone to preorder anything. 



Sent from my iPhone

On 14.06.2011, at 16:07, Thomas Ward thomasward1...@gmail.com wrote:

 Hi,
 
 I don't want to get into the which language is better than language x
 debate again, but I do want to say that I've also tried AutoIt, and
 its really not ideal for any serious game development. There is the
 speed critical issues like Philip said, and there is security issues
 that need to be taken into consideration too. If you are a commercial
 developer like Philip and I a developer needs a language that can't
 easily be reverse engineered and converted back into readable code,
 and unfortunately AutoIt apps can be hacked very easily. A number of
 runtime languages have this issue, and a commercial developer ends up
 having to pay extra money on development tools to obfuscate or some
 other method of keeping the code from being cracked.
 
 For instance, take Java. It is a language I rather like because it is
 fast, portible, and is fairly easy to learn compared to something like
 C++. One of its down sides though is security. A developer needs an
 obfuscation tool to scramble the compiled *.class files otherwise a
 cracker can simply unpack the jar files with jar, run the class files
 through a decompiler, convert them back to readable Java source code,
 make whatever changes are needed, recompile the class files with
 javac, repack the jar file with jar, and have himself or herself a
 free software product. AutoIt has similar security risks for a
 developer, and and is why I would not recommend it for anyone looking
 at creating commercial games.
 That's not to say C++ apps can't be reversed engineered, but it takes
 a bit more technical skill to do it. A lot of times a cracker has to
 read the actual assembly code which is harder than C or C++. This can
 be prevented by encrypting the binary.
 
 Then, there are the speed critical issues Philip mentioned. The reason
 why Philip and I both picked C++ is it  runs faster, has  better
 low-level access to the hardware and APIs for the target platform, and
 you can always wrap that engine using a high-level scripting language
 like Angelscript, TCL, whatever. Angelscript just doesn't quite cut it
 when it comes to issues like that.
 
 Cheers!
 
 On 6/13/11, Philip Bennefall phi...@blastbay.com wrote:
 Hi Kevin,
 
 I actually tried AutoIt for game development but found that it doesn't work
 too well. Sure you can make a few simple things with it, but it seriously
 falls behind if you start getting into speed critical things because it does
 no pre-compilation into an instruction tree/intermediate byte code set, it
 interprets everything on the fly. That is why I built BGT in the first
 place, because I wanted a high level game engine that ran fast.
 
 And just like Thomas mentions regarding his engine, BGT is pretty much the
 same in that regard. The components do work together in a few cases, but for
 the most part they are separate little libraries that are all linked into
 the same executable in the end. The latest version has seen significant
 improvements both in the feature set and in the over-all performance, and
 therefore I am using it for all of my own games now.
 
 Kind regards,
 
 Philip Bennefall
 
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Re: [Audyssey] looking for terraformers audio game

2011-06-13 Thread Kevin Weispfennig

Hi,

To be honest, I never had a problem with the game at all.
I loved playing it (When I still had it). I loved the thrill of always 
finding your way quickly because of all the random health drops, 
touching walls and still standings. The sounds are great, too.
Of course there were some little minor things (For example, pressing the 
in game hotkeys in the main menu would cause errors), and in one 
instance I've seen it just not working at all on a friends' system, 
where no keys were accepted, no graphics were shown, etc.
But the time it did work for me, I really liked it and would hope that 
something like this would be recreated and sold.
Now that's just me. I seem to prefer FPS games over any other. Since I 
play quite a lot of mainstream games, I seem to be OK with that. 
However, I'm not saying that I don't like Side scrollers. I do enjoy 
those, but I just seem to prefer FPS type games.

So, my view on the whole topic.

Kevin
On 6/13/2011 1:19 AM, shaun everiss wrote:

well to be fair I think the game needs a full rewrite.
On some systems especially thse with hd cards, I trialed the 
registered game on a friend's system with an hidef card and the same 
on my system and to be honest its never worked right.
There is one room between the one with the mines in the lab and 
another door that keeps going on and on.
The game was programed in macromedia procrapper, and while good, 
crashed even on my analog system, with the pack and stuff.
It was a good try at a concept hybred but I think its reaching the 
limitations of  its current engine myself.


To play this game you really need a non hd sound card on a single core 
with 512mb of ram for best performance.

The game is playable but if not you can play it but stabality hmmm.
The graphics and sounds are top notch but I still don't aggree with 
health dropping when you move round or stand still.
I know that mainstreams may have this stuff but since it takes ages 
for us to really move without losing our way well.

Also hitting walls shouldn't make you loose power either.
Also the power stations were really annoying, if you could pick up 
items like in sod and use them wheen needed as well that would rock.
I have a full coppy somewhere but I have not touched it much because 
of all this.

At 08:58 a.m. 13/06/2011, you wrote:

Hi Michael.

there is nothing on the blog or anywhere else saying that the game is 
freeware, and the version and setup file seem the same as they always 
were, but equally your right, there are no links to buy it anymore 
either.


I personally think it's just that they haven't finished with the site 
and haven't put a paypal button there, sinse if the game was freeware 
I assume there would be some sort of message, but I suggest you check 
to be certain either by leaving a comment on the blog or by e-mailing 
thomas with the address in the terraformers' manual.


Beware the grue!

Dark.
- Original Message - From: Michael Gauler 
michael.gau...@gmx.de

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 12, 2011 9:20 PM
Subject: Re: [Audyssey] looking for terraformers audio game



Hi all,
I have a question regarding the game.
Originally it was Shareware, where you needed to buy it and would 
get a file you had to copy somewhere.
Then the original site went offline for a while. And now they are 
back, but when I went to it there were download links, but no info 
or warning that what I could download was shareware.
So, what is the current status of the game? Can it now be played 
without limits, or is there still the need to buy it and if so, 
where is it done?


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Re: [Audyssey] Games we'd like to play, scammers 4

2011-06-13 Thread Kevin Weispfennig
Hi,

All things considered, it sounds really neat. Funny, of course. But... I feel 
specially drawn to the idea. I really don't know why. But... But it sounds like 
something to be done when extremely bored and having nothing to do. Lol! :)



Sent from my iPhone

On 13.06.2011, at 18:41, Jeremy Kaldobsky jer...@kaldobsky.com wrote:

 I Love it!
 Dark, your posts are always fun to read.  :)
 
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Re: [Audyssey] golf course for fun

2011-06-13 Thread Kevin Weispfennig
Hi,

I'm not sure if this was planned, but I can't really see any message body. Is 
this supposed to be?



Sent from my iPhone

On 13.06.2011, at 20:23, dark d...@xgam.org wrote:

 
 All the best, 
 
 Dark.
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Re: [Audyssey] Airik the Cleric a scam?

2011-06-13 Thread Kevin Weispfennig
Hi,

This is a really, really nice explanation and sum-up of everything. Very well 
written, I couldn't have done it any better.
Sure, to write a basic concept of a game very quickly, BGT would be enough. But 
then, to compile it, you would have to purchase the lite version ($30) already. 
Of course you would get that back if you get pre-orders, but still. Then you 
could use Autoit.
In itself, I think Autoit is very neat, I even have seen a couple of games 
including graphics written in it. And as I do use it myself, I can say that 
getting a game up and running is very easy and can be done extremely quickly.
So, it all depends on what you want to use, how much time you have, and pretty 
much that.


Sent from my iPhone

On 13.06.2011, at 20:11, Thomas Ward thomasward1...@gmail.com wrote:

 Hi Dark,
 
 Well, the time it takes to actually create a game depends on a number
 of factors. The development tools,  programming language, plus the
 amount of available free time a developer has on hand in the first
 place.
 
 For example, I am currently writing all of my game code in C++. That
 takes considerably more time than say Visual Basic because there is a
 lot more involved in getting a basic game up and running. C++ is a lot
 more low-level, bare bones, meaning you have to go the extra mile to
 get things done. Using something like DirectSound is a perfect example
 of this.
 
 If you use C++ and Microsoft's DirectSound API there are no native
 functions available to open and load wavs, mp3s, or wma files into a
 sound buffer. Its up to you, the game developer, to write that code
 using something like Microsoft's WinMM.dll  to load that sound data,
 and then pass that off to an available sound buffer. With a language
 like Visual Basic 6 you can just add DX8VB.dll to your VB project, and
 you don't have to worry about  writing your own code to open and load
 sound files. Microsoft has done all the grunt work for you, and have
 wrapped DirectX with a piece of middleware, DX8VB.dll, that simplifies
 the process of initializing DirectX, handling sound data, and you can
 focus on more important things like writing your game. This is why I
 suspect most game developers like Jeremy and Jim Kitchen use VB. Its
 just easier and speeds up time, because it is designed for rapid
 design  and deployment where C++  was not.
 
 That's why Philip Bennefall and I both have written game
 engines/toolkits. Since all the really low-level stuff like audio,
 input, speech, whatever is something we are going to use in every
 single game it makes sense to build some sort of middleware that gives
 a quick and easy interface to DirectX, Sapi, and so on. I'm not sure
 of BGT's over all design, but I  can say G3D is essentually several
 static libraries I wrote to wrap DirectX and the Windows API. For
 instance, input.lib wraps DirectInput, speech.lib wraps MS Sapi,
 window.lib wraps the WWin32 API, and I purchased streemway.lib from
 Philip to wrap DirectSound. All of these libraries gives me that easy
 access you get out of the box with Visual Basic or one of the .Net
 languages because all that work is done for you. So obviously this
 takes us more time in getting started than someone starting out with a
 different language, because we have to write all that initial code,
 helper classes, and functions.
 
 Bottom line, if I want to be a little speed demon like Jeremy I could
 do that too provided I chose to use something else other than C++.
 Give me C# .Net or VB .Net, the open source Slim DX API for DirectX,
 and MS Sapi and I could spend a weekend and crank out a basic game
 with very little time or difficulty just because  the entire purpose
 of Microsoft's .Net Framework is not to have to do all the low-level
 grunt work. The .Net Framework already wraps the Win32 API as well as
 lots of other things and is just sitting there waiting to be used by a
 developer. Diddo for something Like Java which is also another great
 rapid development language and platform because the Java Runtime API
 is fairly complete when it comes to everything you need for a basic
 game.
 
 Which brings us to the third problem, time. Not everyone has the time
 to spend an entire weekend cranking out code. There are often other
 priorities  like work, family, or just some time off to relax that
 factors into a schedule.
 
 If you have some time off on Friday night do you order a pizza, grab a
 bottle of Coke, and sit down to watch WWE Smackdown for a couple of
 hours or do you boot up your laptop and spend that time writing the
 next audio game? The developer certainly needs time to live his or her
 life just like everyone else so that must get factored into any
 schedule for development as well as other things like work and family.
 Oddly its this most basic of human needs, some simple rnr, that
 totally gets ignored by the winers and complainers who don't get their
 game on time.
 
 Cheers!
 
 ---
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Re: [Audyssey] jim kitchen's nfl football

2011-04-18 Thread kevin lyon
Thanks. Got it running now. :)

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jim Kitchen
Sent: 17 April 2011 10:18
To: kevin lyon
Subject: Re: [Audyssey] jim kitchen's nfl football

Hi Kevin,

I have never gotten that error myself, but this seems to fix it for those
who do.

1. uninstall the game by running the uninfoot.bat file.
2. install the game again from my web site.
3. make sure to enter a valid name for your coach.
4. never use alt f4 to exit the game.

I do believe the alt f4 is what causes the error most often.  The game does
not recreate the necessary dat files with the coach name etc and thus it
does not have the data to pass to the variable the next time the game is
played.

I hope that helps.

BFN

 Jim

Watson, the game's afoot!

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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[Audyssey] jim kitchen's nfl football

2011-04-16 Thread kevin lyon
Hi, just tried to play this on my laptop running windows 7. It all seems
fine until the game kicks off, I then get an error saying:
Runtime 13
Type mismatch ... ok button
And the game closes.

Any clues anyone?

kevin
kr...@eklyon.co.uk



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Re: [Audyssey] MOTA help

2011-04-07 Thread kevin lyon
Hi all, stuck again! I've been trying for 24 hours now and I'm at a loss.
I've managed to negotiate the spikes, and the statue opens as I've pulled
the lever back along that same level. But now I've come to a locked door..
The door is at 1:41. Now I'm assuming your supposed to be able to open this
door somehow? As I can't find any other way to proceed. But I've searched
and I've not found any keys or other levers etc. 
Am I right? Should I have found a way to open this door? Or am I missing
something else!


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of kevin lyon
Sent: 06 April 2011 19:04
To: gamers@audyssey.org
Subject: [Audyssey] MOTA help

Hi all, only just starting playing this (yeah I know slow starter! Lol)
On the first level and I've got to the fire pit at roughly coordinates
79:11, and I cannot get over it. I've tried everything I can think of. I'm
thinking it's just bigger than the other couple pits I've got over, but this
one is driving me nuts! Am I missing something?
I've tried a standing jump, I've tried taking a run up etc, and I end up
burning to death whatever!

kevin
kr...@eklyon.co.uk



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Re: [Audyssey] MOTA help

2011-04-07 Thread kevin lyon
Hi all, stuck again! I've been trying for 24 hours now and I'm at a loss.
I've managed to negotiate the spikes, and the statue opens as I've pulled
the lever back along that same level. But now I've come to a locked door..
The door is at 1:41. Now I'm assuming your supposed to be able to open this
door somehow? As I can't find any other way to proceed. But I've searched
and I've not found any keys or other levers etc. 
Am I right? Should I have found a way to open this door? Or am I missing
something else!

kevin
-Original Message-
From: kevin lyon [mailto:kr...@eklyon.co.uk] 
Sent: 07 April 2011 18:29
To: kr...@eklyon.co.uk; 'Gamers Discussion list'
Subject: RE: [Audyssey] MOTA help

Hi all, stuck again! I've been trying for 24 hours now and I'm at a loss.
I've managed to negotiate the spikes, and the statue opens as I've pulled
the lever back along that same level. But now I've come to a locked door..
The door is at 1:41. Now I'm assuming your supposed to be able to open this
door somehow? As I can't find any other way to proceed. But I've searched
and I've not found any keys or other levers etc. 
Am I right? Should I have found a way to open this door? Or am I missing
something else!


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of kevin lyon
Sent: 06 April 2011 19:04
To: gamers@audyssey.org
Subject: [Audyssey] MOTA help

Hi all, only just starting playing this (yeah I know slow starter! Lol)
On the first level and I've got to the fire pit at roughly coordinates
79:11, and I cannot get over it. I've tried everything I can think of. I'm
thinking it's just bigger than the other couple pits I've got over, but this
one is driving me nuts! Am I missing something?
I've tried a standing jump, I've tried taking a run up etc, and I end up
burning to death whatever!

kevin
kr...@eklyon.co.uk



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[Audyssey] MOTA help

2011-04-06 Thread kevin lyon
Hi all, only just starting playing this (yeah I know slow starter! Lol)
On the first level and I've got to the fire pit at roughly coordinates
79:11, and I cannot get over it. I've tried everything I can think of. I'm
thinking it's just bigger than the other couple pits I've got over, but this
one is driving me nuts! Am I missing something?
I've tried a standing jump, I've tried taking a run up etc, and I end up
burning to death whatever!

kevin
kr...@eklyon.co.uk



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Re: [Audyssey] Mouse Support in Games

2011-01-09 Thread Kevin Weispfennig

Hi.


On 1/8/2011 11:46 PM, Thomas Ward wrote:

Hi everyone,

This is a friendly notice to let everyone know what we are up to, and
to get a little feedback from those customers planning to purchase our
games. At the time being we at USA Games are involved in adding
multiple input devices to the Genesis 3D engine for Windows which will
include keyboard, mouse, and joystick support for all of our up and
coming Windows titles. For that reason we have just spent the past
week adding and debugging mouse support which will be available in
Mysteries of the Ancients beta 17 once we finalize that branch of the
code. Which brings us to some questions about your mouse setup and
thoughts.

1. As a gamer how important is mouse support to you?


I think it's always nice to have mouse support. I would love it.



2. If supported would you consider purchasing a mouse with five or
more buttons for game input?

Sure, why not? It's not like I could then only use it in this game, so I 
would do that.



3. What type of mouse device/devices do you currently own? (Such
answers may include: none, touch pad, USB optical mouse, wireless
optical mouse, PS2 standard mouse, trackball, etc.)


I have a Touch pad, a wireless, and a standard PS2 mouse.


4. How many buttons does your mouse device have? Is it a two button,
three button, five button, or eight button mouse?

The Touch pad has two, left and right click, the wireless has left, 
right and middle click.



5. Does your mouse device have a scroll wheel?

All do, except the touch pad which apparently has drivers to scroll at 
the most right hand side, but I could never get it to work.



6. What do you think of the following input commands for a
side-scroller like Mysteries of the Ancients?

Menu Next: wheel forward
Menu Prier: wheel backward
Menu Select: left button

Climb Down: wheel backward
Climb Up: wheel forward
Jump Left: left button+mouse left
Jump Right: left button+mouse right
Jump Up: left button+mouse forward
Perform Action: middle button
Run Left: right button+mouse left
Run Right: right button+mouse right
Walk Left: mouse left
Walk Right: mouse right
For a side scroller it sounds nice. I would definitely make use of it.



Thanks

Kevin

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Re: [Audyssey] Mouse Support in Games

2011-01-09 Thread Kevin Weispfennig

Hi,

I myself never used an xBox 360 controller with a windows PC, but I 
would like to. What I did use though is some standard controllers that 
either plug in via USB and stay connected with a cable, or a wireless 
one, but I wasn't that impressed as I always had some lag. I don't know 
if it was with the controller itself or a thing in general, but would 
love to try out an xBox controller as my brother has one and I felt one 
of their controllers.


Kevin




On 1/9/2011 1:54 AM, Thomas Ward wrote:

Hi Dark,

Well, as I just explained in my prier e-mail the mouse has its
advantages even with generic actions like walking/running. Instead of
having to press and hold down two keys like shift+right arrow I can
just hold down the right mouse button and drag the mouse to the right
to run while leaving my left hand free for checking status, firing a
weapon, whatever. Too me it feels both more natural since all I really
have to do is slightly move my hand to the left or to the right to get
Angela to do something. However, if I have my choice I'd take a
joystick or game pad over the mouse for this type of game. Which is on
my schedule for this up and coming week.

I understand what you are saying about game pads, but I rather enjoy
game pads myself. In fact, I happen to like the XBox 360 controllers
and probably will use them in playing games like Mysteries of the
Ancients since I'd like to support them directly. That to me gets a PC
as close to a game console as humanly possible without actually
porting the games to the XBox etc.

Anyway, my thinking about supporting the mouse is more for
completeness in this case. Since the engine has mouse support I might
as well include the additional support to Mysteries of the Ancients
which will not only provide end users with another choice for input,
but any feedback the community can give will only help us improve,
debug, and fix mouse support so that we can depend on it in games
where mouse support might be more specialized and necessary.

Cheers!


On 1/8/11, darkd...@xgam.org  wrote:

Hi Tom.

This is my point. i'm afraid I don't see the need to have a mouse in a agme
like mota unless it's specifically controlling a weapon with that sort of
output, where as rail racer you get distinct advantage from the more
analogue control of the vehicle.

this is what I mean. I really don't see what using a mouse would add to a
bog standard game with actions like walk left, walk right shoot etc, to me
in fact, it would be adding an extra layer of complexity, sinse I am most
used to using the keyboard. However, an analogue control, such as a light
saber, or using the mouse in a 3d game to targit a weapon precisely while
you moved your char with the arrow keys, thus meaning fluid moving and
shooting,  that to me would! be a bennifit of using a mouse and
deffinately add something to a game.

Btw, my absolute preferd in put device is a good, hefty fighting game style
joystick in the style of late 80's and early 90's arcade games like
streetfighter 2 or mortal combat.

i stil have a fantastic capcom arcade stick for my snes and mega drive,
which work amazingly well to say they're nearly 20 years old. For my
gamecube (and gba player), i have an X arcade stick, which is literally what
would happen if you got the top of an arcade cabinet and sliced it off.

Playing original final fight on my big stick with my 36 inch monitor is
awsome!

The x arcade stick also has a usb in put,  I really7 ought to try it in
my pc at some stage.

As a random fact, i hate joypads, sinse I always want to use more fingers
for the majority of the buttons than just my thumb (I never really got that
design point), that's why when a big stick isn't available, i prefer
keyboard, sinse I can use many fingers together smoothly even whe multiple
keys are needed for different actions.

Beware the grue!


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Re: [Audyssey] mysteries of the syth

2010-12-12 Thread Kevin Weispfennig
Hi,

I also love the mouse as a gaming device. For example, if it allows you to 
turn by moving the mouse around, sometimes it just can be hours faster 
than with the keyboard.

Kevin

- Original Message -
From: Shiny protector muhamme...@googlemail.com
To: Gamers Discussion list gamers@audyssey.org
Date: Sun, 12 Dec 2010 11:07:56 -
Subject: Re: [Audyssey] mysteries of the syth

 Your right. But would you implement a feature that which will allow Mara 
to 
 use her fists? Maybe I could launch some cool attacks with the mouse.
 - Original Message - 
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, December 12, 2010 1:23 AM
 Subject: Re: [Audyssey] mysteries of the syth
 
 
  Hi Muhammed,
 
  What's wrong with a mouse? You seam rather viament against the idea of
  using a mouse for game play.  However, as several game developers have
  shown the the mouse is a rather nice gaming device, and is very
  accessible in games too. You guys are going to have to face it if you
  want games on par with the mainstream PC games you are going to have
  to get use to a mouse sometime.
 
  No offense, this isn't directed at you personally, but I've seen far
  to many VI users throw an unbelievable fit over an input device like a
  mouse. Some act as though it will kill them to actually buy or own one
  for a change. Besides I thought one shipped with every computer, but I
  guess some people throw them away or give them away believing them not
  to be important, and the minute a game developer says one is required
  they begin wining. They start in with the I'm blind and can't use a
  mouse crap. This has no bearing on weather you can or can not use a
  mouse in games do to blindness because the programmer programs how the
  input device reacts so therefore it is or can be just as accessible as
  a keyboard.
 
  Anyway, to get to my pointthe the keyboard is extremely limited in
  what it can and can not do. This game is a classic case in point.
  There is no way to move a light saber around the screen quickly and
  more naturally than with a mouse or joystick. With a mouse you can
  swing the saber left, right, up, or down spin it in a circle, or
  invent some other complex fighting moves just by pretending the mouse
  under your fingers is a light saber. It allows for complex moves you
  simply can not immitate using keys like alt+left, alt+right, alt+up,
  alt+down, etc. This is a fact the mainstream PC gaming market have
  known for years, and some accessible game developers are just now
  beginning to figure out that a mouse is and can be essential for
  complex game play. Why  fight what is obviously an improvement?
 
  Cheers!
 
 
  On 12/11/10, Shiny protector muhamme...@googlemail.com wrote:
  Mouse, no! I think a keyboard would be fine. Lets say, keyboard and 
  mouse.
 
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Re: [Audyssey] more news about the papa

2010-12-06 Thread Kevin Weispfennig
Hi,

I am really really dissapointed by this. I was looking forward to the game 
for many many months. And now this info? Does this mean, all this waiting 
was for nothing?

This leaves me in great sadness and many many more months to wait until I 
can get my iPhone. I am really unhappy with this info.

Why exactly does this not work? Why won't they give us more info? Maybe 
something like The processor is to bad would help, though this can't be 
since the iPhone 3GS is exactly the same than the iPod touch 3G 32 gig or 
higher. This means me to wonder, and I will, if there is such thing, get 
a lite version to try this out. This is unsatisfying, because most people 
still do have the iPod 3G, but most people have an iPhone 3GS or 4 
anyway. But this is really odd, since the processor on the iPhone 3GS is 
just the same than the one on the iPhone 3GS.

This is weird.Kevin
- Original Message -
From: Darren Duff duff...@gmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Date: Mon, 6 Dec 2010 13:55:58 -0500
Subject: [Audyssey] more news about the papa

 Hi guys.
  
 I just read the following info from the papa sangre blog. According to the
 entry, those of us that have the 3rd generation iPod touches are out of
 luck. All they say is they can't make it work on these devices. I don't
 really understand why it would run fine on an iPhone 3gs and not on the 
3rd
 gen iPod touch. Guess it's got something to do with the processor. IN any
 case I am very disappointed, as I was really looking forward to this game
 but I do not have the funds to run out and buy the 4th gen iPod.
  
 Anyway, here's the entry.
  
 
 Will My Device Play  http://www.papasangre.com/blog/#post-300 Nice With
 Papa?
 
 December 6th, 2010 
 
 We've had a lot of contact recently asking if people will be able to use
 Papa Sangre on their device - so here's the coup.
 
 First of all, you'll need an iOS device - we will not initially be
 supporting Android devices at all. This is because the binaural engine we
 are using in the game is incredibly demanding on a processor. Apple's iOS 
4
 includes a maths library called Accelerate, which helps programmers 
speed
 up their floating point calculations. Without this, we couldn't bring Papa
 Sangre to you at all. Once version 1 is out, we're going to look at 
porting
 Papa Sangre to Android - we're more likely to do so if you tell us you 
want
 it!
 
 Secondly, you'll need to be running iOS v4.1 at least. Fire up iTunes,
 connect your device, and under the Info pane for your device, check you 
have
 the latest version of iOS.
 
 Thirdly, you'll need to be running an iPhone 3GS, iPhone 4, iPod touch 
(4th
 generation) or iPad .
 
 . to be clear, Papa Sangre does NOT support the original iPhone, iPhone 3G
 or any iPod touch but the current version. We wish it did, but we just 
can't
 make it work with stability on those devices.
 
 If you have a 4th generation device, we're able to unlock even more audio
 goodness, similar to how powerful graphics cards on computers give you
 greater textures or frame rates. In our case this means 'procedural 
reverb'
 that gives you more detail and realism about the size and shape of room
 you're in. Papa Sangre is super-cool without this, but super-cooler on an
 iPhone 4 basically.
 
 Watch this space for pricing and exact release date information.
 
 
  http://www.papasangre.com/blog/#post-293 
 
  
 Darren Duff.
 
 Drummer for The Overflow worship band!
 
 Band web site http://www.theoverflowband.com
 http://www.theoverflowband.com/ 
 
 Personal Phone: (678)936-6113
 
 Mobile E-mail mobiledu...@gmail.com
 
 personal E-mail duff...@gmail.com
 
 windows live messenger *no mail please* darren...@hotmail.com
 
 skype contact duffman31279
 
  
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Re: [Audyssey] Color idenfitying program

2010-12-04 Thread Kevin Weispfennig
Hi,

Nice idea. I am testing it out right now. And as far as I have tested it, 
it works great. And, it is free! That is cool.

Kevin

- Original Message -
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: 'Gamers Discussion list' gamers@audyssey.org
Date: Sat, 4 Dec 2010 01:49:00 -0800 (PST)
Subject: [Audyssey]  Color idenfitying program

 My wife and I were talking and we came up with a fun little idea. For all 
of you severely Vi/blind guys who have a webcam, or a laptop with a 
webcam mounted on it, this is a small program for identifying colors. 
Lets say you are picking out clothes to wear. You hold the shirt in front 
of the laptop (or camera), press the Space bar, and a voice tells you 
what color it is as well as the next 2 most likely colors. I say most 
likely because webcam settings, room lighting, and even the types of 
light bulbs in the room can tint objects and offset the color a little. 
From my testing at home, it is pretty accurate. I was just wondering if 
something like this would be useful.
 
 www.kaldobsky.com/audiogames/ColorWatcher.zip
 
 If anyone wants to give it a try, here it is. Press Space bar to check a 
color and press Escape to end the program. As a tip, hold the item close 
to the camera lens before you press the Space bar, and keep it there 
until the color is spoken. It works best this way.
 
 The original thread can be found here:
 http://forum.audiogames.net/viewtopic.php?pid=42977#p42977
 
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Re: [Audyssey] The old Pb-games

2010-12-01 Thread Kevin Weispfennig
Hi,

Well I am not sure if $30 wouldn't be to high?
On the easy difficulty it takes me about 25 minutes to finish the game
This says nothing about the other difficulty levels, but just saying.
I would get the game however, since I enjoy playing TJ as it is already. 
*smiles*.
Yeah, the thing I don't like about it is the slow game play. But other than 
that

Kevin

- Original Message -
From: Shiny protector muhamme...@googlemail.com
To: Gamers Discussion list gamers@audyssey.org
Date: Wed, 1 Dec 2010 16:37:25 -
Subject: Re: [Audyssey] The old Pb-games

 Maybe I'd be good, you can't judge on that.
 - Original Message - 
 From: Hayden Presley hdpres...@hotmail.com
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Tuesday, November 30, 2010 11:39 PM
 Subject: Re: [Audyssey] The old Pb-games
 
 
  Hi Muhammed,
  Let me rephrase...you wouldn't be good for the role of Torgan leader.
 
  Best Regards,
  Hayden
 
 
  -Original Message-
  From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
On
  Behalf Of Shiny protector
  Sent: Tuesday, November 30, 2010 12:37 AM
  To: Gamers Discussion list
  Subject: Re: [Audyssey] The old Pb-games
 
  I am always the good ones in drama. Anyways, I want to have my first 
try.
  - Original Message - 
  From: Hayden Presley hdpres...@hotmail.com
  To: 'Gamers Discussion list' gamers@audyssey.org
  Sent: Tuesday, November 30, 2010 12:25 AM
  Subject: Re: [Audyssey] The old Pb-games
 
 
  Hi Muhammed,
  No offense, but I'm not sure you'd sound very threatening.
 
  Best Regards,
  Hayden
 
 
  -Original Message-
  From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
On
  Behalf Of Shiny protector
  Sent: Monday, November 29, 2010 2:58 PM
  To: Gamers Discussion list
  Subject: Re: [Audyssey] The old Pb-games
 
  I am happy to help Philip with the acting. Maybe I could act as the 
boss.
  - Original Message - 
  From: Thomas Ward thomasward1...@gmail.com
  To: Philip Bennefall phi...@blastbay.com; Gamers Discussion list
  gamers@audyssey.org
  Sent: Monday, November 29, 2010 8:47 PM
  Subject: Re: [Audyssey] The old Pb-games
 
 
  Hi Philip,
 
  Definitely. I really think you should create an updated version of
  Tarzan Junior. As has been said the game had a lot of good elements,
  great game play, but it  fell short on some design aspects. The big
  one is that it was written in Javascript which is crap for a game
  development language, and if it were ported to C++ or something would
  be a vast improvement. Replace the Dectalk with some human voice
  overs, perhaps redo some of the acting, etc and you'd have a great
  game. Otherwise it is still one of my favorites and it would be well
  worth buying.
 
  On 11/29/10, Philip Bennefall phi...@blastbay.com wrote:
  Hi all,
 
  I've been following the recent discussion and thought I would jump in
  with a
  few notes and a question. All of my old games from pb-games.com such 
as
  Tarzan Junior, Dark Destroyer, Showdown and 3d Snake were all 
written 
  in
  JavaScript. This is not a good language for even remotely serious 
game
  development, but it was a wonderful sandbox for a curious 12 year 
old 
  to
  take the first staggering steps on the road to programming and
  eventually
 
  Q9
  and BGT. Grin. Anyhow, these games were written with Internet 
Explorer 
  4
  in
  mind and ran very well in that browser, but do not work nearly as 
nice
  in
  newer versions like 7 and 8. The cause of this I know not, I just 
know
  that
  it's a fact.
 
  Now to my question. If I were to rewrite and vastly improve these old
  titles, would you buy them? I am thinking Tarzan Junior especially. 
  That
  game had some good elements in it, underneath all the bad acting that
  I'm
  afraid I was responsible for as well as the now rather sluggish game
  play.
  So in short, if I rewrote this game into a good product, would any of
  you
  want to spend $30 on it?
 
  Kind regards,
 
  Philip Bennefall
 
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Re: [Audyssey] star wars

2010-12-01 Thread Kevin Weispfennig
Hi,

I also find the prices you have to pay redicolously high.
Question
Why does it have to be open source for them to ignore the fact that you 
made the game? What if you make it freeware?

Kevin

- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date: Wed, 1 Dec 2010 11:57:58 -0500
Subject: Re: [Audyssey] star wars

 Hi Josh,
 
 Based on my personal experience calling Lucas Film, Lucas Arts, etc
 about licensing the Star Wars trademark commercially is a lost cause.
 We are quite frankly beneath them, and unless you have a company like
 Hasbro or Activision behind you they aren't even going to give you the
 time of day. Our only choice is to create free open source games, and
 hope they ignore us.
 
  In fact, that's pretty much what I will do as soon as MOTA is
 complete. I've decided to eventually make accesssible remakes of Star
 Wars Dark Forces, Dark Forces II, Mysteries of the Sith, and Jedi
 Outcast simply because I loved those games and Lucas can go jump in a
 river. I shouldn't have to put my own enjoyment and happiness aside
 because some greedy fortune 500 company doesn't want to be reasonable
 and share the Star Wars trademark or accessible games with a minority
 group who can't see to play their official games.
 
 On 12/1/10, Josh Kennedy jkenn...@gmail.com wrote:
  Hi
 
  so what exactly happened to lite-tech-interactive? is there a 1-800
  number for lucas arts that anybody knows of? oh my if I only were a
  programmer I would make star wars games, put them out as free open
  source and just ignore lucas arts stupid cease and desist letters. dumb
  old sue happy winey copyright happy company! well maybe when bgt comes
  out I'll test my luck with lucas arts put out some free open source star
  wars games and see what happens.
 
  Josh
 
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Re: [Audyssey] Extant - game feadback

2010-10-31 Thread Kevin Weispfennig
Hi,

I kind of agree here, but for now that there is not much to do, I would 
respawn the enemies, so that there is some point of staying alive. Or 
actually trying to do so, because it would be boring if, well in this 
concept demo, tech demo thing, everything would be empty. 

Kevin

- Original Message -
From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Date: Sun, 31 Oct 2010 03:52:42 -
Subject: Re: [Audyssey] Extant - game feadback

 I don't like the idea of all storage locations being zombi free, but I do 
 agree once destroyed they should be empty.
 
 
 then again, i'm not sure what Richard and Sander are planning for the 
story 
 or progression in the game.
 
 Beware the Grue!
 
 Dark.
 - Original Message - 
 From: shaun everiss sm.ever...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, October 30, 2010 9:25 PM
 Subject: Re: [Audyssey] Extant - game feadback
 
 
  well I never used the dog.
  I found health in the  restroom, and weapon pickups in church.
  can we have these locations zombie free after you have killed them off 
in 
  fact can all storage locations be zombie free so you can have safe 
places.
  Can we have random items to pick up to.
  At 02:28 a.m. 31/10/2010, you wrote:
 Hi Shaun,
 
 Thanks for your feedback and also for your gameplay-suggestions. 
Multiple 
 weapons and such is already way up in the pipeline, so no worries ;) 
This 
 tech-demo already allows you to reload your gun with pick-ups. Have you 
 tried searching for a gun-pickup with Moby, your dog? There are three 
 gun-pickups in the game, one of which is inside the church. Also, when 
a 
 zombie attacks you, it does not only do instant damage but you've been 
 bitten too. This means that you will slowly become infected over time. 
And 
 you will die* if you don't find the health-pickup to save you. Unlucky 
for 
 you, Moby is not able to locate the health-pickup so you have to find 
it 
 yourself ;) So that all is already present in the Extant tech demo.
 
 Greets,
 
 Richard
 http://audiogames.net
 http://forum.audiogames.net/viewforum.php?id=24
 http://creativehero.es
 
 * and become undead, but that's another game ;)
 
 
 
 - Original Message - From: shaun everiss 
sm.ever...@gmail.com
 To: gamers@audyssey.org
 Sent: Friday, October 29, 2010 9:10 PM
 Subject: [Audyssey] game feadback
 
 
 Hi.
 the extant demo rocks.
 Ok I never played a game with mono before.
 at full graphics my pc didn't even do much with fan speed.
 Footsteps could be a bit lower.
 some target scope for zombie targeting would rock.
 The ability to have a club as an alternit weapon.
 The ability to have more than one gun.
 the ability to reload your gun with amo and either to pick it up or  
just 
 limitless reloading.
 I am listening to a podcast called on the edge of darkness  which is 
 about zombie hunters and their job, so playing as a leader or as a new 
 person in a team such as this interests me as the cust is on that 
 subject.
 podcast is ontheedge of darkness I tnink is the site search for it on 
 google.
 http://ontheedgeofdarkness.com/wordpress
 If interested.
 Its good.
 anyway the game does rock.
 I couldn't find much I think we need a object locator.
 also the dog should attack to.
 Also it should get bitten to, also we need some sort of medkit system 
but 
 if we are hunters then obviously if you are bitten you become a zombie.
 In which case you should be able to play a zombie except you will get 
 hunted and terminated though.
 other wise things rock.
 what is the difference betwene windowed and non windowed mode.
 
 
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Re: [Audyssey] Extant - game feadback

2010-10-31 Thread Kevin Weispfennig
Hi,

The beeping only is for the health. The ammo packs, unfortunately, don't 
seemt o be making any sort of noise, unless you picked one up.

Kevin
- Original Message -
From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Date: Sun, 31 Oct 2010 03:51:36 -
Subject: Re: [Audyssey] Extant - game feadback

 there are amo packs for instance in the rest room, just listen for the 
 beeping sound.
 
 You'll know when you pick one up because you'll hear a gun cocking sound.
 
 likewise, you'll know when you've picked up a health restore by your 
 character sighing in releaf.
 
 Hth.
 
 Beware the Grue!
 
 Dark.
 
 hth.
 - Original Message - 
 From: Ben gamehead...@aol.co.uk
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Saturday, October 30, 2010 9:13 PM
 Subject: Re: [Audyssey] Extant - game feadback
 
 
  Its cool really.  Just to ask how do you find more ammo?  Also... can 
you
  place the generic footsteps with louder and higher quality ones and do 
you
  still have terasonica?
 
 
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Re: [Audyssey] Extant - game feadback

2010-10-31 Thread Kevin Weispfennig
Hi,

This concept confused me at first, but now I kind of like it. The only 
thing you could do is possibly move the buildings a bit on the X-axes, a 
bit to the left or right, so that you can't just walk forward and enter 
the buildings. I like it if you have to search what you are looking for. 
At least in a 3d Shooter like this. Also, I am not a great fan of the gun 
sound. *smiles*. 


- Original Message -
From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Date: Sun, 31 Oct 2010 03:49:05 -
Subject: Re: [Audyssey] Extant - game feadback

 Well, with the deffinitions of sound and objects, there is no trouble 
with 
 getting lost, and actually with the zombies and very evil sfx, it gives 
the 
 game something of a lovecraft feeling, being stuck in a sphere that you 
 can't get out of because you get back to the beginning each time.
 
 with the buildings to enter, you have nested areas, giving the game the 
 feeling of exploration it needs, and with no corners or mucking about 
with 
 turns, there is no problem with getting lost after combat or even with 
what 
 direction your going, you just need to concentrate on the sounds, and 
given 
 that the sound positioning is excellent, this is fine.
 
 Beware the Grue!
 
 Dark. 
 
 
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Re: [Audyssey] Extant - game feadback

2010-10-31 Thread Kevin Weispfennig
Hi,

This menu works like this. You hold control, and while still holding 
control you press up and down, or left and right arrow, until you hear 
the option you want to find. If you then release, it will for example 
say: mobi, find the gun.. You just follow the barks, and when the barks 
stop, and you heard the ammo reloading sound, you picked it up. With 
buildings, the dog will guide you to the sound the building makes, or 
maybe even inside. It's easy if you understood it once.

Kevin

- Original Message -
From: shaun everiss sm.ever...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date: Sun, 31 Oct 2010 15:27:36 +1300
Subject: Re: [Audyssey] Extant - game feadback

 I just got find I never was able to select anything.
 At 12:10 p.m. 31/10/2010, you wrote:
 I don't understand the Dog. I tell him to find the gun for example. How 
do
 I know when he's found something? I tried following him and I also tried
 just waiting and all he did was bark. I think it's going to be a good 
game.
 
 For The Best In music Please Listen to the Legend.
 http://legend-oldies.com
 Please feel free to follow me on Twitter
 http://twitter.com/djc500
 
 
 
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Re: [Audyssey] Extant - game feadback

2010-10-31 Thread Kevin Weispfennig
Hi,

The PC version is at http://audiogames.net/download/6.
The mac version is at http://audiogames.net/download/5
HTH

Kevin

- Original Message -
From: Jose Lomeli joselomel...@lavabit.com
To: Gamers Discussion list gamers@audyssey.org
Date: Sat, 30 Oct 2010 17:14:47 -0700
Subject: Re: [Audyssey] Extant - game feadback

 Where can you download this game? I looked at www.audiogames.net 
 and I couldn't find it! Thanks in advance!
 Jose Lomeli
 Email: joselomel...@lavabit.com
 Website: http://all4webs.com/q/2/jlomeli9393
 
  - Original Message -
 From: AudioGames.net rich...@audiogames.net
 To: Gamers Discussion list gamers@audyssey.org
 Date sent: Sun, 31 Oct 2010 01:19:39 +0200
 Subject: Re: [Audyssey] Extant - game feadback
 
 Hi DJC,
 
 Thanks for your message! This is how Moby, your dog, works:
 
 When you give a command, such as Moby, find the gun, Moby will 
 start
 barking from a certain direction - for example to your right.  
 This means
 that what you aim to find, in this case the gun, will be 
 somewhere to your
 right.  So what you do is turn towards Moby, so that you face him 
 directly
 and then start walking.  Moby will continue to bark untill you 
 reach what
 you're looking for.  With buildings, Moby will bring continue to 
 bark inside
 untill you reach the center of the building.
 Moby will always find the most direct route, even if it's through 
 a
 building.  And to hush Moby, press the alt-key one time.
 
 Greets,
 
 Richard
 
 
 
 - Original Message -
 From: djc dcoc...@comcast.net
 To: gamers@audyssey.org
 Sent: Sunday, October 31, 2010 1:10 AM
 Subject: Re: [Audyssey] Extant - game feadback
 
 
 I don't understand the Dog.  I tell him to find the gun for 
 example.  How do
  I know when he's found something? I tried following him and I 
 also tried
  just waiting and all he did was bark.  I think it's going to be 
 a good
  game.
 
 
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Re: [Audyssey] Extant - game feadback

2010-10-31 Thread Kevin Weispfennig
Hi,

yeah, sometimes it is hard to know when you have killed it, but if you do 
it for a bit, you don't even need steps, since that adds to the 
creepyness factor. Also, it is kind of hard to know when they are dead, 
but again, after doing it for a while, you get to know how monsters die 
and it will be easy.

Kevin

- Original Message -
From: shaun everiss sm.ever...@gmail.com
To: Lori Duncan lori_dunca...@hotmail.com, Gamers Discussion list 
gamers@audyssey.org
Date: Sun, 31 Oct 2010 15:12:16 +1300
Subject: Re: [Audyssey] Extant - game feadback

 oh and the monsters need steps.
 I can see aprox where they are but hmmm to get em.
 If they die they should thud.
 At 02:45 a.m. 31/10/2010, you wrote:
 Hi Richard I think more navigation keys are needed such as H to 
 check out your health, s for a scope for targeting monsters, some 
 sort of scan to scan what's all around yu and also a way to see what 
 monster is attacking you. Also maybe a learn sounds menu for the full 
game.
 - Original Message - From: AudioGames.net 
rich...@audiogames.net
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, October 30, 2010 2:28 PM
 Subject: [Audyssey] Extant - game feadback
 
 
 Hi Shaun,
 
 Thanks for your feedback and also for your gameplay-suggestions. 
 Multiple weapons and such is already way up in the pipeline, so no 
 worries ;) This tech-demo already allows you to reload your gun 
 with pick-ups. Have you tried searching for a gun-pickup with Moby, 
 your dog? There are three gun-pickups in the game, one of which is 
 inside the church. Also, when a zombie attacks you, it does not 
 only do instant damage but you've been bitten too. This means that 
 you will slowly become infected over time. And you will die* if you 
 don't find the health-pickup to save you. Unlucky for you, Moby is 
 not able to locate the health-pickup so you have to find it 
 yourself ;) So that all is already present in the Extant tech demo.
 
 Greets,
 
 Richard
 http://audiogames.net
 http://forum.audiogames.net/viewforum.php?id=24
 http://creativehero.es
 
 * and become undead, but that's another game ;)
 
 
 
 - Original Message - From: shaun everiss 
sm.ever...@gmail.com
 To: gamers@audyssey.org
 Sent: Friday, October 29, 2010 9:10 PM
 Subject: [Audyssey] game feadback
 
 
 Hi.
 the extant demo rocks.
 Ok I never played a game with mono before.
 at full graphics my pc didn't even do much with fan speed.
 Footsteps could be a bit lower.
 some target scope for zombie targeting would rock.
 The ability to have a club as an alternit weapon.
 The ability to have more than one gun.
 the ability to reload your gun with amo and either to pick it up 
 or  just limitless reloading.
 I am listening to a podcast called on the edge of darkness  which 
 is about zombie hunters and their job, so playing as a leader or 
 as a new person in a team such as this interests me as the cust is 
 on that subject.
 podcast is ontheedge of darkness I tnink is the site search for it 
 on google.
 http://ontheedgeofdarkness.com/wordpress
 If interested.
 Its good.
 anyway the game does rock.
 I couldn't find much I think we need a object locator.
 also the dog should attack to.
 Also it should get bitten to, also we need some sort of medkit 
 system but if we are hunters then obviously if you are bitten you 
 become a zombie.
 In which case you should be able to play a zombie except you will 
 get hunted and terminated though.
 other wise things rock.
 what is the difference betwene windowed and non windowed mode.
 
 
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Re: [Audyssey] Extant - game feadback

2010-10-31 Thread Kevin Weispfennig
Hi,

I do agree here in most points. I love the spherical world, I like the fact 
that you can re-configure the keyboard.
I play with headphones, and it is pritty cool.
The only thing I am missing is turn with mouse. You can't move the mouse 
left or right to turn, you can just shoot. Could that be implemented? I 
would love that feature!

Kevin
- Original Message -
From: shaun everiss sm.ever...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date: Sun, 31 Oct 2010 15:11:30 +1300
Subject: Re: [Audyssey] Extant - game feadback

 wow thats a load of questions.
 To be honest I have tested loads of stuff.
 not just games.
 I have done goverment tests, and even trouble shot new classified 
hardware.
 This stuff you have been working with is real good.
 No faults have been found it even works on my realtech sound card 
 which teraformas has real issue with.
 Being a macromedia flash style game.
 I use headphones.
 THe game's circular nature seems quite cool
 HOwever having louder steps and some sort of object locater would be cool.
 Finding buildings seem quite natural.
 The landscape is quite quiet and has the scary noise I would never 
 play otherwise without headphones.
 Can you use the mouse to navigate?
 I have a mouse I use for railracer, however there is not enough room 
 on this here desk to properly use the mouse and I use an external 
 keyboard for navigation.
 
 At 02:45 a.m. 31/10/2010, you wrote:
 Hi Lori et al,
 
 Thanks Lori, we'll definitely consider adding extra targeting feedback.
 
 For all of you trying out the Extant tech demo, we're very 
 interested in details such as if you:
 
 - are playing the PC or the Mac version?
 - are using headphones, stereo desktop speakers, 5.1, 7.1, etc.?
 - just use keyboard input or also use a mouse?
 - reconfigured the original control scheme yet (you can if you want to)?
 - can't get anything to work?
 - etc.
 
 This can help us establish with for instance why footsteps may 
 appear too loud for one player but soft for someone else. I can tell 
 you, using headphones or speakers makes quite a difference.
 
 Also, we interested of what you think of the design of the 
 gamespace. What do you think of:
 
 - how the world, the environment sounds?
 - the different acoustics based on your current location (which is 
 all realtime dynamic reverberation by the way ;)
 - how buildings work (finding them, entering and leaving them, etc.)?
 - how pickups work?
 - how fighting work (thanks again for those who already expressed 
 their feedback on this issue)?
 - how orientation and navigation works, incl. Moby?
 
 And did anyone already notice something peculiar about the gameworld? ;)
 
 Thanks for your feedback, keep 'em coming. Please post either to 
 this list or join us on the Extant-forum:
 
 http://forum.audiogames.net/viewforum.php?id=24
 http://forum.audiogames.net/viewtopic.php?id=4310
 
 And for those interested in the download links - here they are again:
 Extant - Download for PC
 http://www.audiogames.net/download/6
 
 Extant - Download for MAC
 http://www.audiogames.net/download/5
 
 Best regards,
 
 Richard
 http://audiogames.net
 http://creativehero.es
 
 
 
 - Original Message - From: Lori Duncan 
lori_dunca...@hotmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, October 29, 2010 11:26 PM
 Subject: Re: [Audyssey] game feadback
 
 
 Sorry, were your steps sounds loud?  Mine werre really quiet for 
 some reason and when the monster thing attacked me I couldn't tell 
 if i'd hit him with my gun or not.  I heard the sound of my heart 
 beat but there wasn't a health stats key to see how it was doing.
 
 
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Re: [Audyssey] Extant - game feadback

2010-10-31 Thread Kevin Weispfennig
Hi,

What do you mean with semi-blue screen? I am interested since I never get 
any errors, what's o ever.
Kevin
- Original Message -
From: shaun everiss sm.ever...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date: Sun, 31 Oct 2010 15:05:17 +1300
Subject: Re: [Audyssey] Extant - game feadback

 I have several crash reports generated by the game.
 every time you die the  game has a semi blue screen but doesn't it 
 generates an error.
 anyway it must happehn loads there are several crash folders and 
 dumps where do I upload these at.
 At 02:28 a.m. 31/10/2010, you wrote:
 Hi Shaun,
 
 Thanks for your feedback and also for your gameplay-suggestions. 
 Multiple weapons and such is already way up in the pipeline, so no 
 worries ;) This tech-demo already allows you to reload your gun with 
 pick-ups. Have you tried searching for a gun-pickup with Moby, your 
 dog? There are three gun-pickups in the game, one of which is inside 
 the church. Also, when a zombie attacks you, it does not only do 
 instant damage but you've been bitten too. This means that you will 
 slowly become infected over time. And you will die* if you don't 
 find the health-pickup to save you. Unlucky for you, Moby is not 
 able to locate the health-pickup so you have to find it yourself ;) 
 So that all is already present in the Extant tech demo.
 
 Greets,
 
 Richard
 http://audiogames.net
 http://forum.audiogames.net/viewforum.php?id=24
 http://creativehero.es
 
 * and become undead, but that's another game ;)
 
 
 
 - Original Message - From: shaun everiss sm.ever...@gmail.com
 To: gamers@audyssey.org
 Sent: Friday, October 29, 2010 9:10 PM
 Subject: [Audyssey] game feadback
 
 
 Hi.
 the extant demo rocks.
 Ok I never played a game with mono before.
 at full graphics my pc didn't even do much with fan speed.
 Footsteps could be a bit lower.
 some target scope for zombie targeting would rock.
 The ability to have a club as an alternit weapon.
 The ability to have more than one gun.
 the ability to reload your gun with amo and either to pick it up 
 or  just limitless reloading.
 I am listening to a podcast called on the edge of darkness  which 
 is about zombie hunters and their job, so playing as a leader or as 
 a new person in a team such as this interests me as the cust is on 
 that subject.
 podcast is ontheedge of darkness I tnink is the site search for it on 
google.
 http://ontheedgeofdarkness.com/wordpress
 If interested.
 Its good.
 anyway the game does rock.
 I couldn't find much I think we need a object locator.
 also the dog should attack to.
 Also it should get bitten to, also we need some sort of medkit 
 system but if we are hunters then obviously if you are bitten you 
 become a zombie.
 In which case you should be able to play a zombie except you will 
 get hunted and terminated though.
 other wise things rock.
 what is the difference betwene windowed and non windowed mode.
 
 
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Re: [Audyssey] Extant - Control Configuration Feedback

2010-10-31 Thread Kevin Weispfennig
Hi,

Just curious, since there are graphics options, how do the graphics look 
like?

Kevin

- Original Message -
From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Date: Sun, 31 Oct 2010 14:36:24 -
Subject: Re: [Audyssey] Extant - Control Configuration Feedback

 Hi.
 
 found the control dialogue fine with Hal, just a question of using the 
bog 
 standard switch page controls to switch to the in put page.
 
 Beware the Grue!
 
 Dark.
 - Original Message - 
 From: AudioGames.net rich...@audiogames.net
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, October 31, 2010 1:53 PM
 Subject: [Audyssey] Extant - Control Configuration Feedback
 
 
  Hi Ben,
 
  Good question! Because I don't know how accessible this functionality 
is. 
  So all feedback on this topic is welcome!
 
  When you start the game, there's a configuration dialog. This dialog is 
  not self-voicing or anything, so your screen reader still needs to be 
  activated. The dialog contains two tabs: graphics and input. Click 
  input and you'll find a table of all the functions in the game with 
the 
  primary control scheme and the alternative control scheme. You're 
supposed 
  to double-click an entry to change a function's control.
 
  Since I don't use a screenreader I've only tested 
keyboard-accessibility. 
  To change tabs I tabbed towards the tab named graphics and than 
pressed 
  the cursorkey-right, which took me to the tab input. Then I tried 
  tabbing through the control scheme table but that didn't work. So - can 
  anyone tell me if they can reconfigure the controls of Extant using a 
  screenreader? If it's inaccessible, than that is something we really 
need 
  to know!
 
  Best regards,
 
  Richard
 
  http://audiogames.net
 
 
 
  - Original Message - 
  From: Ben gamehead...@aol.co.uk
 
 
  How do you reconfig the keys?
 
 
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Re: [Audyssey] Extant - game feadback

2010-10-30 Thread Kevin Weispfennig
Hi,

I seriously really badly love this concept and it should be continued. It 
should never be forgotten about, or stopped in the middle of development. 
You guys have to make something out of this. The sounds are amazing, the 
gameplay is amazing, and it is crossplatform from what I gather. It is 
damn amazing!

Kevin

- Original Message -
From: AudioGames.net rich...@audiogames.net
To: Gamers Discussion list gamers@audyssey.org
Date: Sat, 30 Oct 2010 20:38:11 +0200
Subject: Re: [Audyssey] Extant - game feadback

 Hi,
 
 Yes, that's right. The world is actually a sphere (like a very big ball 
or a 
 very tiny planet) - similar to the planets in Nintendo's Super Mario 
 Galaxy - and all buildings are circular/spherical as well - meaning that 
you 
 can enter through any direction.
 
 It is a concept I came up with after developing an audio game prototype 
 called Dark - A Garden Wander back in 2002, which was right after Drive 
 actually. The game was never published but was very similar to Extant in 
 style and atmosphere, which still uses some of the same sounds ;) The big 
 difference was that in Dark, we used square buildings with walls and an 
 entrance which you had to find. The world itself (a square park) also had 
 boundaries in the form of walls. This approach caused a lot of design- 
and 
 navigational problems and for me it ruined the prototype, which otherwise 
 was of the same quality as Extant is now.
 
 Right after the Dark-project I started thinking about simply get rid of 
 walls and entrances for buildings. Then I realized something along the 
line 
 of the old riddle that goes (for you, Phil ;): How many sides does a 
circle 
 have?. The answer is two: inside and outside. I found that for our game, 
 for our gamespace, it was far more important to have the experience of 
going 
 and being inside and outside, than to actually experience the shape or 
 layout of the building. So I did a test in Dark and it worked brilliantly.
 
 But this still left me with the boundaries of the world (in this case, 
the 
 park), because I wanted to avoid players wander off. A very old audio 
game, 
 Terra Sonica, used silence as a natural boundary. When you wandered off 
all 
 sound would disappear and you'd have to walk back to where sound was - 
sort 
 of like swimming away from a sounding island in an endless ocean of 
silence. 
 But I didn't really like these solution. What I really wanted was to just 
 get rid of the boundaries of the world altogether, similar to how I'd 
done 
 with buildings. And then I found that the solution was not imagining the 
 game world as a flat plane, but as a seamless round world, allowing 
 characters to simply walk around and end up where they started... like a 
 small planet :)
 
 And that was part of the inspiration for Extant. Due to other priorities 
and 
 the course of our lives, we only started building Extant a couple of 
weeks 
 ago - the tech demo being produced in 3*2 days = 6 days with two people 
 total. Part of what we want to find out in our tech demo is how you guys 
 experience this spherical-based game space. We ourselves find it to work 
 very natural and intuitive. Since so far nobody really mentioned having 
any 
 odd feelings with circular buildings or a continuous spherical world, can 
I 
 assume that you guys agree?
 
 Greets,
 
 Richard
 
 http://audiogames.net
 
 
 
 
 
 - Original Message - 
 From: dark d...@xgam.org
 
 
  yes, I believe all spaces in the game are spherical and there are 
actually 
  no walls, which actually makes navigation much easier.
 
  Beware the grue!
 
  Dark./
 
 
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Re: [Audyssey] Extant - game feadback

2010-10-30 Thread Kevin Weispfennig
Hi,

well, I wouldn't say just let them be killed. I would say respawn them, but 
at a random location, not at the same one everytime. 

Kevin

- Original Message -
From: shaun everiss sm.ever...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date: Sun, 31 Oct 2010 10:25:04 +1300
Subject: Re: [Audyssey] Extant - game feadback

 well I never used the dog.
 I found health in the  restroom, and weapon pickups in church.
 can we have these locations zombie free after you have killed them 
 off in fact can all storage locations be zombie free so you can have 
 safe places.
 Can we have random items to pick up to.
 At 02:28 a.m. 31/10/2010, you wrote:
 Hi Shaun,
 
 Thanks for your feedback and also for your gameplay-suggestions. 
 Multiple weapons and such is already way up in the pipeline, so no 
 worries ;) This tech-demo already allows you to reload your gun with 
 pick-ups. Have you tried searching for a gun-pickup with Moby, your 
 dog? There are three gun-pickups in the game, one of which is inside 
 the church. Also, when a zombie attacks you, it does not only do 
 instant damage but you've been bitten too. This means that you will 
 slowly become infected over time. And you will die* if you don't 
 find the health-pickup to save you. Unlucky for you, Moby is not 
 able to locate the health-pickup so you have to find it yourself ;) 
 So that all is already present in the Extant tech demo.
 
 Greets,
 
 Richard
 http://audiogames.net
 http://forum.audiogames.net/viewforum.php?id=24
 http://creativehero.es
 
 * and become undead, but that's another game ;)
 
 
 
 - Original Message - From: shaun everiss sm.ever...@gmail.com
 To: gamers@audyssey.org
 Sent: Friday, October 29, 2010 9:10 PM
 Subject: [Audyssey] game feadback
 
 
 Hi.
 the extant demo rocks.
 Ok I never played a game with mono before.
 at full graphics my pc didn't even do much with fan speed.
 Footsteps could be a bit lower.
 some target scope for zombie targeting would rock.
 The ability to have a club as an alternit weapon.
 The ability to have more than one gun.
 the ability to reload your gun with amo and either to pick it up 
 or  just limitless reloading.
 I am listening to a podcast called on the edge of darkness  which 
 is about zombie hunters and their job, so playing as a leader or as 
 a new person in a team such as this interests me as the cust is on 
 that subject.
 podcast is ontheedge of darkness I tnink is the site search for it on 
google.
 http://ontheedgeofdarkness.com/wordpress
 If interested.
 Its good.
 anyway the game does rock.
 I couldn't find much I think we need a object locator.
 also the dog should attack to.
 Also it should get bitten to, also we need some sort of medkit 
 system but if we are hunters then obviously if you are bitten you 
 become a zombie.
 In which case you should be able to play a zombie except you will 
 get hunted and terminated though.
 other wise things rock.
 what is the difference betwene windowed and non windowed mode.
 
 
 ---
 Gamers mailing list __ Gamers@audyssey.org
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Re: [Audyssey] update on papa sangre

2010-10-23 Thread Kevin Weispfennig
Hi,

I seriously have to get that game.

Kevin


- Original Message -
From: michael barnes c...@samobile.net
To: gamers@audyssey.org
Date: Fri, 22 Oct 2010 22:29:25 -0400
Subject: [Audyssey] update on papa sangre

 Hey everyone that have an iphone,  the makers of papa sangre told me 
 that this game should be release next month.
 
 -- 
 Email services provided by the System Access Mobile Network.  Visit 
 www.serotek.com to learn more about accessibility anywhere.
 
 
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Re: [Audyssey] MOTA suggestion

2010-10-23 Thread Kevin Weispfennig
Hi,

I would say that feature adds a bit more to the realism of the game. I 
would find it interesting to have it.
Also it helps not getting lost sometimes. If you for example don't have a 
torch and walk through one room and into the next, it is hard to tell 
when the old room ends and the new room begins. Just close the door, and 
you already know where you are.

Kevin
- Original Message -
From: Charles Rivard woofer...@sbcglobal.net
To: Sky Taylor s...@shaw.ca, Gamers Discussion list 
gamers@audyssey.org
Date: Sat, 23 Oct 2010 08:58:59 -0500
Subject: Re: [Audyssey] MOTA suggestion

 Why would you want that feature?  Just leave it open and move on.
 
 ---
 Shepherds are the best beasts!
 - Original Message - 
 From: Sky Taylor s...@shaw.ca
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, October 22, 2010 10:47 PM
 Subject: [Audyssey] MOTA suggestion
 
 
  Hello Thoas, I have been playing you're beta of Mota and I absolutely 
love 
  it. the pan works as expected. oddly enough, in the previus beta that I 
  played, no blue screen happened on when I exited the game. I do have a 
  suggestion for the next BETA which I believe is beta16. Could you add 
in 
  the ability to close doors? what I mean is, when you've exited a room, 
  could you have the ability to press the enter key on a statue or a door 
to 
  move it back into place?
 
  ---
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Re: [Audyssey] MOTA suggestion

2010-10-23 Thread Kevin Weispfennig
Hi,

though I think this is a bug and will be fixed in a later release, so this 
might not always be available.

Kevin

- Original Message -
From: Charles Rivard woofer...@sbcglobal.net
To: Gamers Discussion list gamers@audyssey.org
Date: Sat, 23 Oct 2010 12:44:53 -0500
Subject: Re: [Audyssey] MOTA suggestion

 I pointed out the use of the r key merely to verify that you can tell, by 
 closely listening, that you have entered another room through an open 
 doorway.  In some rooms, this can be verified by, let's say, the sound of 
 fire pits, a swinging rope, a statue, or other sounds.  If you are 
walking, 
 and you take a step but hear nothing, then take another step and hear the 
 step, you have entered another room.  To verify this, press r, back up 2 
 steps and press r, and you will find that you are in the previous room.
 
 ---
 Shepherds are the best beasts!
 - Original Message - 
 From: Ryan Strunk ryan.str...@gmail.com
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Saturday, October 23, 2010 12:33 PM
 Subject: Re: [Audyssey] MOTA suggestion
 
 
 I think the point is that he, and I for that matter, don't want to use 
the 
 R
  key. I don't want my emersion interrupted by a lot of spoken text.
 
  -Original Message-
  From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
On
  Behalf Of Charles Rivard
  Sent: Saturday, October 23, 2010 9:38 AM
  To: weis...@googlemail.com; Gamers Discussion list
  Subject: Re: [Audyssey] MOTA suggestion
 
  If you listen closely, you can tell when you enter another room.  If 
you 
  use
 
  the r key as you walk, you will notice that a step is missing.  That is 
  the
  point at which you move from one room into another through an open 
  doorway.
 
  ---
  Shepherds are the best beasts!
  - Original Message - 
  From: Kevin Weispfennig weis...@googlemail.com
  To: Gamers Discussion list gamers@audyssey.org
  Sent: Saturday, October 23, 2010 9:28 AM
  Subject: Re: [Audyssey] MOTA suggestion
 
 
  Hi,
 
  I would say that feature adds a bit more to the realism of the game. I
  would find it interesting to have it.
  Also it helps not getting lost sometimes. If you for example don't 
have a
  torch and walk through one room and into the next, it is hard to tell
  when the old room ends and the new room begins. Just close the door, 
and
  you already know where you are.
 
  Kevin
  - Original Message -
  From: Charles Rivard woofer...@sbcglobal.net
  To: Sky Taylor s...@shaw.ca, Gamers Discussion list
  gamers@audyssey.org
  Date: Sat, 23 Oct 2010 08:58:59 -0500
  Subject: Re: [Audyssey] MOTA suggestion
 
  Why would you want that feature?  Just leave it open and move on.
 
  ---
  Shepherds are the best beasts!
  - Original Message - 
  From: Sky Taylor s...@shaw.ca
  To: Gamers Discussion list gamers@audyssey.org
  Sent: Friday, October 22, 2010 10:47 PM
  Subject: [Audyssey] MOTA suggestion
 
 
   Hello Thoas, I have been playing you're beta of Mota and I 
absolutely
  love
   it. the pan works as expected. oddly enough, in the previus beta 
that 
   I
   played, no blue screen happened on when I exited the game. I do 
have a
   suggestion for the next BETA which I believe is beta16. Could you 
add
  in
   the ability to close doors? what I mean is, when you've exited a 
room,
   could you have the ability to press the enter key on a statue or a 
   door
  to
   move it back into place?
  
   ---
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   If you want to leave the list, send E-mail to
   gamers-unsubscr...@audyssey.org.
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   http://www.mail-archive.com/gam...@audyssey.org.
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the
   list,
   please send E-mail to gamers-ow...@audyssey.org.
 
 
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Re: [Audyssey] MOTA suggestion

2010-10-23 Thread Kevin Weispfennig
Hi,

No, I didn't say it was a bug to not be able to close doors, but the one 
step missing when you switch rooms. But if you don't want to implement 
closing doors, that's fine.

Kevin

- Original Message -
From: Bryan Peterson bpeterson2...@cableone.net
To: Gamers Discussion list gamers@audyssey.org
Date: Sat, 23 Oct 2010 13:32:47 -0600
Subject: Re: [Audyssey] MOTA suggestion

 That would be my thought as well, especially since overall you've had 
this 
 on your back for more than four years now.
 We are the Knights who say...Ni!
 - Original Message - 
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, October 23, 2010 1:30 PM
 Subject: Re: [Audyssey] MOTA suggestion
 
 
  Hi,
  Right. It is not a bug. I never added the ability to close doors,
  because it never occurred to me anyone would want or need a feature
  like this in a side-scroller. Most side-scrollers I've played,
  mainstream ones that is, don't have you closing doors so I didn't do
  it either. Now, though, I've spent so much time on writing and
  rewriting the engine etc I need to get a move on with the game itself.
  I'd still like to have it completed or near complete by Christmas
  time, and we've got a lot of work to go before that happens.
 
  On 10/23/10, Bryan Peterson bpeterson2...@cableone.net wrote:
  I don't think it's a bug.
  We are the Knights who say...Ni!
 
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Re: [Audyssey] singing synthesizers

2010-10-22 Thread Kevin Weispfennig
Hi,

as far as I remember, this technique has been around 2008. I got my demo in 
2008, in the summer of 2008 actually. It is not accessible, I tried it 
with the newest jaws version then, and sonar 6. I couldn'T get it to work.
I hope someone get's it working, as I have some audio samples and like it 
personally.

Kevin

- Original Message -
From: Phil Vlasak p...@pcsgames.net
To: Gamers Discussion list gamers@audyssey.org
Date: Fri, 22 Oct 2010 11:50:35 -0400
Subject: [Audyssey] singing synthesizers

 Hi Folks,
 Here are three singing synthesizers!
 LOLA, LEON, and MIRIAM.
 VOCALOID is an entirely NEW kind of instrument, that uses the natural 
tone 
 and articulation of a real human voice as its source - allowing the user 
to 
 synthesize incredible vocals, the like of which have never been 
experienced 
 before. It can also sound remarkably like a real singer if required, with 
an 
 unprecedented degree of realism for a synthesizer.
 
 VIRTUAL FEMALE VOCALIST, powered by Yamaha VOCALOID 1 Singing Synthesis 
 Technology
 Although the DOWNLOAD version is $79.99
 there is a free demo.
 It may not be screen reader accessible but maybe someone can try it and 
tell 
 us.
 http://www.zero-g.co.uk/index.cfm?articleid=802
 
 
 
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Re: [Audyssey] to email change?

2010-10-21 Thread Kevin Weispfennig
Hi,

if you read under each e-mail, it tells you to send a message to 
gamers-unsubscr...@audyssey.org.

HTH

Kevin

- Original Message -
From: Castanedagarcia_Alfredo casta...@hsd.k12.or.us
To: Gamers Discussion list gamers@audyssey.org
Date: Thu, 21 Oct 2010 14:12:32 -0700
Subject: [Audyssey] to email change?

 Hello,
 I would like to know how do I unsubscribe from this Email so I can change 
the mailing list to the other Email?
 Thanks,
 A
 
 
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Re: [Audyssey] I Notice the following for Jim Kitchen's casino game.

2010-10-20 Thread Kevin Weispfennig
Hi,

You can get those voices on nextup.com. And no they are not free, but I 
think they should be reasonably priced.

Kevin

- Original Message -
From: Ron Kolesar kolesar16...@roadrunner.com
To: Gamers Discussion list gamers@audyssey.org
Date: Wed, 20 Oct 2010 14:42:21 -0400
Subject: Re: [Audyssey] I Notice the following for Jim Kitchen's casino 
game.

 hi tom, where can you get, the att natural voices,  are they free?
 Thanks!
 Ron Kolesar
 kolesar16...@roadrunner.com
 
 --
 From: Thomas Ward thomasward1...@gmail.com
 Sent: Monday, October 18, 2010 11:41 PM
 To: Gamers Discussion list gamers@audyssey.org
 Subject: Re: [Audyssey] I Notice the following for Jim Kitchen's casino 
 game.
 
  Hi Ron,
  Unfortunately, Microsoft Anna isnt very loud to start with. While the
  voice is certainly better sounding than Mike, Mary, or Sam the volume
  is extremely low for a Sapi voice.  There isn't much you can do than
  to turn your speakers up louder, or switch to a different Sapi voice.
 
  HTH
 
 
  On 10/18/10, Ron Kolesar kolesar16...@roadrunner.com wrote:
 
  Ron Kolesar
  Hi to all.
  I am using a new windows seven machine.
  I fired up the casino game. The wave files are nice and loud and clear.
  Its like the sapi five voices that tells you what your cards are is 
awful
  low.
  Is there any way of turning the voices up a little?
  Thanks.
  Ron
  kolesar16...@roadrunner.com
 
 
 
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Re: [Audyssey] for all developers, possible games to consider for the future?

2010-10-18 Thread Kevin Weispfennig
Hi,

Moosic is weird, I still have it. In fact you could just jump over the 
whole level without doing anything. You just would have to watch out  
where you come back down to finish the level. 
Kevin
- Original Message -
From: shaun everiss sm.ever...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date: Mon, 18 Oct 2010 16:34:56 +1300
Subject: Re: [Audyssey] for all developers, possible games to consider  for 
the future?

 actually there was a game now dead called moosic but I never got round 
that.
 would be cool if the game used the spc nes files or something, or 
 mp3s of the nentendo files.
 duckhunt sounds exactly like its game system.
 At 11:24 a.m. 18/10/2010, you wrote:
 An audio Mario game was attempted but to be quite frank it was a 
 flop since the developer went about it entirely the wrong way. He 
 had it set up so that the enemies would make a sound five steps from 
 you. So then you'd have to move four more steps in order to get 
 close enough to kill them so the gameplay just didn't work. Then he 
 made the mistake of using Midi music files which don't lend 
 themselves well to use in games since they don't loop well. So when 
 the Midi file for the current level ended there would be a brief 
 pause while it reloaded and the game would hang during that time, 
 usually just long enough for you to die. And if I'm not mistaken all 
 the other ideas you've suggested have been attempted in some form or 
another.
 We are the Knights who say...Ni!
 - Original Message - From: Chastity MORSE 
chastitymo...@msn.com
 To: Gamers Discussion list Gamers@audyssey.org
 Sent: Sunday, October 17, 2010 1:09 PM
 Subject: [Audyssey] for all developers,possible games to consider 
 for the future?
 
 
 Hey, I've a few suggestions for those that are good at developing 
 games, which I'm not as I'm still working on learning the gaming code.
 I am wondering if anyone has thought of trying some sort of 
 versions of the following in an audio format?
 
 Mario Brothers game, the original since its probably the easiest
 you could still jump over the bad creatures and instead of stomping 
 on them to kill them, shoot them, gain different weapons through 
 different levels and accumulate points to gain extra lives. Collect 
 coins/gold for points, jump lava pits, climb ladders, I don't know 
 something like that
 
 checkers
 basic checkers on standard square board where each person tries to 
 get to the other side of the board to get kinged and then they try 
 to take out the opponents pieces to win
 
 my yong/majong
 I don't know how this is really spellt, but it's a tile game with 
 numbers and symbols in colors that have to be matched or something, 
 not to sure of the concept quite yet
 
 The last two might be good projects for kitchensink or spoonbill 
 software games?
 
 trivial pursuit
 go around the board answering questions, but if you land on a pie 
 wedge question you have to guess that right to get your pie wedge 
 color and game continues until you fill your entire pie, can't 
 remember 5 or 6 slices. Questions are random, but divided into 
 categories like science, health, history and so on. Roll of dice 
 determines how far your piece moves over the board. Could use the 
 monopoly dice concept along with triva questions with multiple choice 
answers.
 
 Otholo
 similar to checkers in basic concept in a square board divided into 
 squares. Each player has 32 pieces one person white, one black. 
 Haven't played in a while, but I think object is to get all your 
 pieces across to other side of board and turned over.
 
 backgammon
 another board game with round pieces to move across, but can't 
 remember concept of this one, I think no dice though, so like 
 checkers in that way.
 
 oregon trail
 remember the ole classroom game most of us probably played as kids, 
 well that's the one. This probably could be done with a mix of 
 text, sounds and action. Text for picking your equiptment and 
 reading the panels of what happens along the trail. Sound for the 
 nature, indians, guns shooting, horses and whatever else could make 
 sound. Action by shooting the deer, turkeys and fishing.
 
 there was another one, but can't think of it right now.
 Anyway, thought I'd just mention these in case anyone's interested.
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Re: [Audyssey] Super Tennis Gamers Reunite!

2010-10-18 Thread Kevin Weispfennig
Hi,

No, crazy tennis is the offline game, super tennis is online.

Kevin

- Original Message -
From: Harmony Neil harmon...@googlemail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Date: Mon, 18 Oct 2010 12:37:42 +0100
Subject: Re: [Audyssey] Super Tennis Gamers Reunite!

 I thought super tennis was just a single player game.
 
 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of David Chung
 Sent: 18 October 2010 12:27
 To: gamers
 Subject: [Audyssey] Super Tennis Gamers Reunite!
 
 Hi friends, this is David from Los Angeles.
 I am noticing that the Super Tennis server is mostly being neglected
 by many gamers.
 I think Vip Gameszone did a fantastic job in creating this game and we
 should enjoy it a bit more.
 So, here is my idea.
 I believe that one of the many reasons that Super Tennis is being
 neglected is because  we do not know who to play with.
 Would all of you who have a super tennis key reply to this thread with
 your name, e-mail address, and user id so that we can bring Super
 Tennis back to life?
 Here is mine.
 David Chung
 chara...@gmail.com
 Charis
 I hope to see you on the courts soon!
 Ciao,
 David
 
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Re: [Audyssey] Max Shrapnell

2010-10-18 Thread Kevin Weispfennig
Hi,


That is kind of sad. I wouldn't actually never do preorders for something 
that isn't even released yet. I would wait uintil beta or osmething until 
I would take pre-orders, because then it is fact that the thing will most 
likely be released.

Kevin

- Original Message -
From: william lomas lomaswill...@googlemail.com
To: Gamers Discussion list gamers@audyssey.org
Date: Mon, 18 Oct 2010 15:04:24 +0100
Subject: Re: [Audyssey] Max Shrapnell

 didin't even get released though the bastard has my money for it
 
 On Oct 18, 2010, at 3:01 PM, NIcol wrote:
 
  HI list
  Where can I download Max Shrapnell?
  There is no link on audiogames.net and pcsgames.net.
  Is it still available for purchase?
  If it is abandon whare, and if James  North gave permission to 
distribute it
  for free,  is it possible to download it somewhere?
  Many thanks for any help.
  
  
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Re: [Audyssey] Q9 upcoming patch

2010-10-18 Thread Kevin Weispfennig
Hi,

They do. They are not always at the same position, but if there are two 
items, they are at the same position.
Take room 2 and 3 for example. The coordinates where they appear are the 
same. There could be a potion and a scroll, but both would be at the same 
position. 

Kevin

- Original Message -
From: Bryan Peterson bpeterson2...@cableone.net
To: Gamers Discussion list gamers@audyssey.org
Date: Mon, 18 Oct 2010 11:54:45 -0600
Subject: Re: [Audyssey] Q9 upcoming patch

 Actually they don't.
 We are the Knights who say...Ni!
 - Original Message - 
 From: Karl Belanger karl.belan...@comcast.net
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Saturday, October 16, 2010 9:10 PM
 Subject: Re: [Audyssey] Q9 upcoming patch
 
 
  Speaking of vanishing platforms, they are one thing I have always wished
  there was a way to add into MOTA. For realism, maybe you could have 
them 
  be
  rock slabs that slide back into the wall at certain times. Also, the 
items
  always spawn at the same spot in a room. In other words, the items may
  appear anywhere in the room, but both of them always appear together.
  Karl
 
  -Original Message-
  From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
On
  Behalf Of Thomas Ward
  Sent: Saturday, October 16, 2010 9:01 PM
  To: Gamers Discussion list
  Subject: Re: [Audyssey] Q9 upcoming patch
 
  Hi,
  Agreed. One of the things I liked about Montezuma's Revenge before I
  gave up that project do to copyrights is that a lot of items such as
  juels could be in rather difficult places to get at. You might have to
  climb up a rope and swing off to catch it in mid air, or a bunch of
  them might be suspended over an open pit or something. Vanishing
  platforms etc were a nice touch as well. Many of those little touches
  were introduced into several mainstream games that came after
  Montezuma's Revenge.
  So if we have falling items over pits or having to jump up to grab
  something makes it more fun in my book. The more difficult and
  challenging the item is to get the more fun the game is. It gives it
  something extra in replay value.
 
  Smile.
 
 
  On 10/16/10, dark d...@xgam.org wrote:
  I agree ryan items appearing over pits deffinately adds variety and
  challenge to the game., it's also similar to many mainstream games 
where
  you'd have to grab items over dangerous drops.
 
  If any change should be made, i'd suggest the possibilitiy of getting
  something better from a pit falling item thus giving players more
  insentive
  to grab them.
 
  Beware the grue!
 
  Dark.
 
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Re: [Audyssey] Q9 upcoming patch

2010-10-18 Thread Kevin Weispfennig
Hi,

Woops, I screwed up. I am getting confused with the two games being talked 
about. Of course they do.

Kevin

- Original Message -
From: Bryan Peterson bpeterson2...@cableone.net
To: Gamers Discussion list gamers@audyssey.org
Date: Mon, 18 Oct 2010 11:54:45 -0600
Subject: Re: [Audyssey] Q9 upcoming patch

 Actually they don't.
 We are the Knights who say...Ni!
 - Original Message - 
 From: Karl Belanger karl.belan...@comcast.net
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Saturday, October 16, 2010 9:10 PM
 Subject: Re: [Audyssey] Q9 upcoming patch
 
 
  Speaking of vanishing platforms, they are one thing I have always wished
  there was a way to add into MOTA. For realism, maybe you could have 
them 
  be
  rock slabs that slide back into the wall at certain times. Also, the 
items
  always spawn at the same spot in a room. In other words, the items may
  appear anywhere in the room, but both of them always appear together.
  Karl
 
  -Original Message-
  From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
On
  Behalf Of Thomas Ward
  Sent: Saturday, October 16, 2010 9:01 PM
  To: Gamers Discussion list
  Subject: Re: [Audyssey] Q9 upcoming patch
 
  Hi,
  Agreed. One of the things I liked about Montezuma's Revenge before I
  gave up that project do to copyrights is that a lot of items such as
  juels could be in rather difficult places to get at. You might have to
  climb up a rope and swing off to catch it in mid air, or a bunch of
  them might be suspended over an open pit or something. Vanishing
  platforms etc were a nice touch as well. Many of those little touches
  were introduced into several mainstream games that came after
  Montezuma's Revenge.
  So if we have falling items over pits or having to jump up to grab
  something makes it more fun in my book. The more difficult and
  challenging the item is to get the more fun the game is. It gives it
  something extra in replay value.
 
  Smile.
 
 
  On 10/16/10, dark d...@xgam.org wrote:
  I agree ryan items appearing over pits deffinately adds variety and
  challenge to the game., it's also similar to many mainstream games 
where
  you'd have to grab items over dangerous drops.
 
  If any change should be made, i'd suggest the possibilitiy of getting
  something better from a pit falling item thus giving players more
  insentive
  to grab them.
 
  Beware the grue!
 
  Dark.
 
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Re: [Audyssey] What happened to Sound RTS?

2010-10-18 Thread Kevin Weispfennig
Hi,

try going to http://jlpo.free.fr/soundrts and try downloading it from there

Kevin

- Original Message -
From: Sarah Haake ti...@gmx.net
To: Gamers Discussion list gamers@audyssey.org
Date: Mon, 18 Oct 2010 22:49:17 +0200
Subject: [Audyssey] What happened to Sound RTS?

 Hi,
 I just tried to download sound rts, but I get an error 500 when visiting 
the 
 page or the downloadlink on audiogames.net.
 Is the game still available? Has the homepage for the game changed maybe?
 Help is much appreciated!
 
 Best regards
 Sarah 
 
 
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Re: [Audyssey] MOTA Good News/Bad News

2010-10-17 Thread Kevin Weispfennig
Hi,

But that would look a little odd to me. A powerful, awesome game, in a 
boring Commandline window? With probably status reports floating the 
way... Oh wait, you could turn them off. Never mind. I like the window as 
it is. Nice black background... 

Kevin

- Original Message -
From: clement chou chou.clem...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date: Sun, 17 Oct 2010 00:14:17 -0800
Subject: Re: [Audyssey] MOTA Good News/Bad News

 Actualy, I tend to agree.. I wouldn't have a problem wit that either.
 - Original Message - 
 From: shaun everiss sm.ever...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, October 16, 2010 11:27 PM
 Subject: Re: [Audyssey] MOTA Good News/Bad News
 
 
  what would happen if you did it that way, we don't need the window 
really 
  as long as it appears as a task and not something else i have no issue 
  with it.
  At 07:33 p.m. 17/10/2010, you wrote:
 Hi,
 Haha. Not going to happen. Basically, all I use SFML for is to create
 an empty window which accepts keyboard, mouse, and joystick input.  If
 I didn't need the GUI for the Windows look/feel I'd probably just run
 it from a command prompt. Grin.
 
 
 On 10/16/10, Phil Vlasak p...@pcsgames.net wrote:
   Hi Thomas,
   Wouldn't be funny if the missing memory was for loading and playing 
   files
   that you removed such as the title file and the cut scene?
   smiles,
   Phil
  
  
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Re: [Audyssey] MOTA Good News/Bad News

2010-10-17 Thread Kevin Weispfennig
Hi,

I think the graphics engine is what makes my computer go literarely hot. 
The fan starts kicking in as if I were playing a super-high quality 
graphic and video video game.

Kevin

- Original Message -
From: shaun everiss sm.ever...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date: Sun, 17 Oct 2010 20:30:45 +1300
Subject: Re: [Audyssey] MOTA Good News/Bad News

 get rid of the stupid window I wouldn't care at all.
 I wouldn't care if it looked like a terminal.
 Hmmm if it is an issue with the graphics engine though that probably 
 needs fixing.
 On that note if all you want is a window is there something generic 
 you can use just for that?
 if not kill it as long as it runs as a normal task, ie alt tab does 
 not get me out of it then do it.
 If this requiring it to look like a window is crashing the game, 
 unless we need our readers active then I have no issue make it shove 
 totally off.
 At 07:45 p.m. 17/10/2010, you wrote:
 Hi,
 Well, even though i don't actually use any drawing and rendering
 graphics with the game engine I still need to depend on the graphics
 libraries to draw a simple Window to the screen. Otherwise you would
 be playing the game in a Windows command prompt or a Linux terminal
 window. That would be fine I suppose, but most people expect a Windows
 application to, well, have a window of some kind rather than being
 played
 through a command prompt window, or via a terminal window on Linux. If
 it were up to me personally I'd just get rid of the window and play it
 through a command prompt window/terminal window as the GUI is only
 there to look like a Windows application. Beyond that the graphics
 engine does nothing useful for us.
 
 
 
 On 10/16/10, clement chou chou.clem...@gmail.com wrote:
   Okay, I thought it'd be the other way around. But at least we know 
what the
   problem is. Though I would think because there are graphics the 
graphics
   engine wouldn't be involved.
  
  
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Re: [Audyssey] MOTA Good News/Bad News

2010-10-17 Thread Kevin Weispfennig
Hello,

I am wondering... Just curious, what makes the arrow keys so non-responcive 
in the main menu? Not that I have a problem with it, which I don't, but I 
am just wondering as to why this is...

Kevin

- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date: Sat, 16 Oct 2010 21:43:22 -0400
Subject: Re: [Audyssey] MOTA Good News/Bad News

 Hi,
 Well, before we completely rule out the input as sucky let's
 remember this is a beta. That means I'm testing and trying different
 things to see how they work. I've already made a few changes to the
 input system in beta 16 that has improved input and made it a bit
 smoother and responsive than beta 15. A lot of what is needed here is
 fine tuning of the code, but I can't do that with this stop error
 hanging over my head.
 Fortunately, I have an idea as to what is happening, but still not
 exactly certain as to what is causing it. I'm looking at various
 possibilities which hopefully bare fruit soon. I've got a possible
 patch in the works for the beta testers which might, repete might, fix
 it, but we won't know until it gets tested.
 
 Cheers!
 
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Re: [Audyssey] super egghunt

2010-10-17 Thread Kevin Weispfennig
Hi,

there are programs which allow you to change memory locations. They find 
the location that contains your score, and edit them to a higher value. 
Or they could just search the location for the time, and increase the 
number on that, so they get a longer time.
Programs to do those are all over the net. 

Kevin

- Original Message -
From: Lori Duncan lori_dunca...@hotmail.com
To: Gamers Discussion list gamers@audyssey.org
Date: Sun, 17 Oct 2010 15:21:09 +0100
Subject: Re: [Audyssey] super egghunt

 How can you cheat with Super Egg Hunt though, it doesn't make sense to me.
 - Original Message - 
 From: Yohandy yohand...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, October 17, 2010 3:12 PM
 Subject: Re: [Audyssey] super egghunt
 
 
  Yes Liam, but can you be 100% certain it wasn't done through cheating? 
  that's the big question. and we won't know unless this cheating issue 
is 
  fixed. for all we know the person inflated the score to a reasonable 
level 
  to give off the impression that they're good without really doing any 
  work. It's exactly what I'd do if I was a cheater. see you're even 
saying 
  some people are that good, which is exactly the ego stroking these 
  cheaters would enjoy.
 
 
 
 
  - Original Message - 
  From: Liam Erven liamer...@gmail.com
  To: 'Gamers Discussion list' gamers@audyssey.org
  Sent: Sunday, October 17, 2010 10:06 AM
  Subject: Re: [Audyssey] super egghunt
 
 
  Highest score right now is 197.  which is atainable.  I have no idea 
how
  you'd do it though. Some people are that good.
 
 
  -Original Message-
  From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
On
  Behalf Of Shane Lowe
  Sent: Sunday, October 17, 2010 7:29 AM
  To: weis...@googlemail.com; Gamers Discussion list
  Subject: Re: [Audyssey] super egghunt
 
  I agree
  Have you seen the reasont scores?
  One guy got 700
  Defenitly a score increase.
 
  - Original Message -
  From: Kevin Weispfennig weis...@googlemail.com
  To: Gamers Discussion list gamers@audyssey.org
  Sent: Saturday, October 16, 2010 11:12 AM
  Subject: Re: [Audyssey] super egghunt
 
 
  Hi,
 
  Yeah, they probably used game cheater, cheetahpack or something to
  increase
  the value of the score. I wouldn't do that since it takes away all the
  fun.
 
  Kevin
 
  - Original Message -
  From: Hayden Presley hdpres...@hotmail.com
  To: 'Gamers Discussion list' gamers@audyssey.org
  Date: Sat, 16 Oct 2010 08:39:16 -0500
  Subject: Re: [Audyssey] super egghunt
 
  Hi,
  My first guess is: cheaters?
 
  Best Regards,
  Hayden
 
 
  -Original Message-
  From: gamers-boun...@audyssey.org 
[mailto:gamers-boun...@audyssey.org] 
  On
  Behalf Of Liam Erven
  Sent: Wednesday, October 13, 2010 1:40 PM
  To: 'Gamers Discussion list'
  Subject: Re: [Audyssey] super egghunt
 
  I've seen people get 220.
  I have no idea how.
 
 
  -Original Message-
  From: gamers-boun...@audyssey.org 
[mailto:gamers-boun...@audyssey.org] 
  On
  Behalf Of shaun everiss
  Sent: Wednesday, October 13, 2010 1:31 PM
  To: Gamers Discussion list
  Subject: Re: [Audyssey] super egghunt
 
  this guy got 179 170 I think 160 and maybe higher.
  At 07:12 a.m. 14/10/2010, you wrote:
  The most I've ever got is 172, but mostly about 150 or something.
  
  -Original Message-
  From: gamers-boun...@audyssey.org 
[mailto:gamers-boun...@audyssey.org]
  On Behalf Of shaun everiss
  Sent: 13 October 2010 19:07
  To: gamers@audyssey.org
  Subject: [Audyssey] super egghunt
  
  Hi.
  to the guy that posted the big wav file of the game how did you get
  things to go that fast.
  did you run 2 or more versions of the program together to simulate 
  this.
  if not then you are a real fast person, I have never gotten that 
fast 
  I
  always need to pause.
  If you are this fast then you are faster than me wow.
  
  
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Re: [Audyssey] super egghunt

2010-10-17 Thread Kevin Weispfennig
Hello,

The problem is they will come back cracking the game. And do it over, and 
over, and they won't stop until they had enough and are on number one 
everywhere.

Kevin

- Original Message -
From: Yohandy yohand...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date: Sun, 17 Oct 2010 10:19:49 -0400
Subject: Re: [Audyssey] super egghunt

 and this hurts cheaters how? they take great satisfaction when you say 
this. 
 cheaters are out there to ruin everyone else's gaming fun and nothing 
else. 
 You can't punish the innocent, you gotta punish the cheaters! I bet if 
you 
 did something similar to what psn or xbox live do, which is ban that 
player 
 from ever playing that game online again, this will stop. if you can't do 
 that then just unregister their copy if it's a paid game we're talking 
 about. let's see them cheating after that... when these cheaters get 
banned 
 on psn or xbox I get a big smile on my face just knowing their consoles 
are 
 totally worthless now. I get great enjoyment of seeing them go down.
 
 
 
 - Original Message - 
 From: Liam Erven liamer...@gmail.com
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Sunday, October 17, 2010 10:09 AM
 Subject: Re: [Audyssey] super egghunt
 
 
  The huge problem is. Since people cheat, I refuse to run any sort of
  contests now.  Which is unfortunate for those who play fairly.
 
 
  -Original Message-
  From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
On
  Behalf Of Yohandy
  Sent: Sunday, October 17, 2010 9:06 AM
  To: Gamers Discussion list
  Subject: Re: [Audyssey] super egghunt
 
  and of course all this cheating makes score boards worthless. I don't 
even
  bother posting to them anymore. not as long as people continue cheating 
  and
  devs don't fix the issue. in fact they might as well be taken down. I'm 
  sure
  it'll save up a little cash for the devs.
 
 
 
  - Original Message -
  From: Shane Lowe shanel...@insightbb.com
  To: weis...@googlemail.com; Gamers Discussion list 
  gamers@audyssey.org
  Sent: Sunday, October 17, 2010 8:28 AM
  Subject: Re: [Audyssey] super egghunt
 
 
 I agree
  Have you seen the reasont scores?
  One guy got 700
  Defenitly a score increase.
 
  - Original Message - 
  From: Kevin Weispfennig weis...@googlemail.com
  To: Gamers Discussion list gamers@audyssey.org
  Sent: Saturday, October 16, 2010 11:12 AM
  Subject: Re: [Audyssey] super egghunt
 
 
  Hi,
 
  Yeah, they probably used game cheater, cheetahpack or something to
  increase
  the value of the score. I wouldn't do that since it takes away all the
  fun.
 
  Kevin
 
  - Original Message -
  From: Hayden Presley hdpres...@hotmail.com
  To: 'Gamers Discussion list' gamers@audyssey.org
  Date: Sat, 16 Oct 2010 08:39:16 -0500
  Subject: Re: [Audyssey] super egghunt
 
  Hi,
  My first guess is: cheaters?
 
  Best Regards,
  Hayden
 
 
  -Original Message-
  From: gamers-boun...@audyssey.org 
[mailto:gamers-boun...@audyssey.org]
  On
  Behalf Of Liam Erven
  Sent: Wednesday, October 13, 2010 1:40 PM
  To: 'Gamers Discussion list'
  Subject: Re: [Audyssey] super egghunt
 
  I've seen people get 220.
  I have no idea how.
 
 
  -Original Message-
  From: gamers-boun...@audyssey.org 
[mailto:gamers-boun...@audyssey.org]
  On
  Behalf Of shaun everiss
  Sent: Wednesday, October 13, 2010 1:31 PM
  To: Gamers Discussion list
  Subject: Re: [Audyssey] super egghunt
 
  this guy got 179 170 I think 160 and maybe higher.
  At 07:12 a.m. 14/10/2010, you wrote:
  The most I've ever got is 172, but mostly about 150 or something.
  
  -Original Message-
  From: gamers-boun...@audyssey.org 
[mailto:gamers-boun...@audyssey.org]
  On Behalf Of shaun everiss
  Sent: 13 October 2010 19:07
  To: gamers@audyssey.org
  Subject: [Audyssey] super egghunt
  
  Hi.
  to the guy that posted the big wav file of the game how did you get
  things to go that fast.
  did you run 2 or more versions of the program together to simulate
  this.
  if not then you are a real fast person, I have never gotten that 
fast 
  I
  always need to pause.
  If you are this fast then you are faster than me wow.
  
  
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Re: [Audyssey] Cheet codes for q9 game

2010-10-17 Thread Kevin Weispfennig
Hi,

no, it's not ont eh webpage. But philip posted a link int he klango forums, 
audio games, and then somewhere saying q9 full playthrough.

Kevin



- Original Message -
From: Hayden Presley hdpres...@hotmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Date: Sun, 17 Oct 2010 12:13:57 -0500
Subject: Re: [Audyssey] Cheet codes for q9 game

 HiNicol,
 Is it actually on the site? That's new to me.
 
 Best Regards,
 Hayden
 
 
 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of NIcol
 Sent: Sunday, October 17, 2010 11:29 AM
 To: 'Gamers Discussion list'
 Subject: Re: [Audyssey] Cheet codes for q9 game
 
 If memory serves, I got it from www.blastbay.com hth.
 
 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Shane Lowe
 Sent: 17 October 2010 02:45 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Cheet codes for q9 game
 
 Where is this recording?
 
 - Original Message - 
 From: NIcol nicoljaco...@telkomsa.net
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Saturday, October 16, 2010 4:43 PM
 Subject: Re: [Audyssey] Cheet codes for q9 game
 
 
  Hi Ramy
  Although I play the demo of q9 because I cannot afford the registered
  version at this stage, I can answer your question because I have 
listened 
  to
  Philip benfall's q9 recording.
  Just for the fun of it,  and to listen how Philip Bennfall's voice 
sounds
  like, I have listened to his recording of q9 game play.
  I haven't came across any  huge spoilers in his recording.
  But that's just me.
  Others may want to try  finish the game first before listening to 
Philip's
  recording.
  The cheets is only available if you purchased the registered version.
  And the cheets is only available once you completed the game.
  So once you completed the game, you  will be told that the cheets file 
is
  placed on your desktop.
  Hth.
 
 
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Re: [Audyssey] Q9 change log again

2010-10-17 Thread Kevin Weispfennig
Hi,

I assume Bats cannot fall into pits, as they fly overhead. And the rynos 
are a bit to fast, I believe.

Kevin

- Original Message -
From: Ryan Conroy staindadd...@juno.com
To: phi...@blastbay.com,  gamers@audyssey.org
Date: Sun, 17 Oct 2010 19:27:52 GMT
Subject: Re: [Audyssey] Q9 change log again

 Hey Philip,
 
 What enimies can fall into pits? You said some, so I'm assuming not all 
of them can. I hope Rhynoes can, that'd be funny.
 
 
 
 -- Original Message --
 From: Philip Bennefall phi...@blastbay.com
 To: Gamers Discussion list gamers@audyssey.org
 Subject: Re: [Audyssey] Q9 change log again
 Date: Sun, 17 Oct 2010 21:24:24 +0200
 
 Hi Karl,
 
 Yes, this will certainly be added but I don't know exactly when. It's not 
a 
 feature that I personally find exciting or rewarding in any way, but I 
know 
 that it is a feature that many are asking for and so it'll be added in 
due 
 time, I just cannot say precisely when this will be. When it does happen, 
 however, I'll be adding it to all my other games at the same time and not 
 just Q9.
 
 Kind regards,
 
 Philip Bennefall
 - Original Message - 
 From: Karl Belanger karl.belan...@comcast.net
 To: phi...@blastbay.com; 'Gamers Discussion list' 
gamers@audyssey.org
 Sent: Sunday, October 17, 2010 8:06 PM
 Subject: RE: [Audyssey] Q9 change log again
 
 
 Do you know if or when you will be adding score posting?
 
 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Philip Bennefall
 Sent: Sunday, October 17, 2010 1:19 PM
 To: Gamers Discussion list
 Subject: [Audyssey] Q9 change log again
 
 Hi gang,
 
 Thank you for all the great suggestions! I have implemented a few of them.
 The change log now looks like this:
 
 Version 1.2:
 Added: It is now possible to get the secret weapon from within the actual
 game, rather than as a cheat code only.
 Added: Some enemies can now fall into pits.
 Added: Randomly appearing Mini Demons in the boss battle.
 Changed: The club can now attack slightly faster.
 Changed: Fortune fields now have a higher chance of giving rather than
 taking away strength.
 Changed: In the regular playing mode, extra strength as well as extra 
rocks
 and shields are now more common bonus items.
 Fixed: Fortune fields will no longer appear in the middle of pits.
 Fixed: The bonus level will no longer be triggered when starting a new 
game,
 if the previous game had been canceled during a bonus level.
 Fixed: Fortune fields can no longer make bats mysteriously vanish, they 
now
 fail to affect the bats at all as they can fly above them.
 
 I think this is all I'll do for this 1.2 release, but if the majority of 
you
 are in favor of a future paid upgrade then I would seriously consider
 revamping and adding a bunch of other things as well.
 
 Kind regards,
 
 Philip Bennefall
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Re: [Audyssey] MOTA Good News/Bad News

2010-10-17 Thread Kevin Weispfennig
Hi,

Nope it won't at all, since it is only one picture, which is like for us a 
background sound. And if a background sound helps you identify that the 
next room you will fall down a pit, then I would be scared.

Kevin
- Original Message -
From: Charles Rivard woofer...@sbcglobal.net
To: Gamers Discussion list gamers@audyssey.org
Date: Sun, 17 Oct 2010 14:59:06 -0500
Subject: Re: [Audyssey] MOTA Good News/Bad News

 Would this give a partially sighted player, or a sighted one for that 
 matter, any advantage over a totally blind player?
 
 ---
 Shepherds are the best beasts!
 - Original Message - 
 From: Thomas Ward thomasward1...@gmail.com
 To: weis...@googlemail.com; Gamers Discussion list 
gamers@audyssey.org
 Sent: Sunday, October 17, 2010 2:32 PM
 Subject: Re: [Audyssey] MOTA Good News/Bad News
 
 
  Hi,
  Lol! Actually, I've been thinking of loading a jpg  file of a temple
  or tomb to make the main window a little more apealing. Yeah, It
  wouldn't do us any good, but for sighties that come over and want to
  see what you are doing will have something more interesting to see
  than an empty black window. Either that or scroll text on the screen
  using the graphics engine that mirrors the speech output.
 
  Smile.
 
 
  On 10/17/10, Kevin Weispfennig weis...@googlemail.com wrote:
  Hi,
 
  But that would look a little odd to me. A powerful, awesome game, in a
  boring Commandline window? With probably status reports floating the
  way... Oh wait, you could turn them off. Never mind. I like the window 
as
  it is. Nice black background...
 
  Kevin
 
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Re: [Audyssey] MOTA Good News/Bad News

2010-10-17 Thread Kevin Weispfennig
Hi,

Oh my god, imagine playing mota without any control.
That would be not, fun, at all.

Kevin

- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date: Sun, 17 Oct 2010 15:50:02 -0400
Subject: Re: [Audyssey] MOTA Good News/Bad News

 Hi Shaun,
 Well, as I said in my earlier post the window does two things. It
 provides a Windows look and feel to the game, and the second is I use
 it for capturing keyboard, mouse, and joystick input.  If we remove
 the window we also lose the input support it provides as well. Not
 cool.
 
 On 10/17/10, shaun everiss sm.ever...@gmail.com wrote:
  what would happen if you did it that way, we don't need the window
  really as long as it appears as a task and not something else i have
  no issue with it.
  At 07:33 p.m. 17/10/2010, you wrote:
 Hi,
 Haha. Not going to happen. Basically, all I use SFML for is to create
 an empty window which accepts keyboard, mouse, and joystick input.  If
 I didn't need the GUI for the Windows look/feel I'd probably just run
 it from a command prompt. Grin.
 
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Re: [Audyssey] Q9 change log again

2010-10-17 Thread Kevin Weispfennig
Hi,

look at it's speed. It calllops once, and then is airborn for a few 
seconds. Well, no, not seconds but long enough to go over a pit.

Kevin
- Original Message -
From: Yohandy yohand...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date: Sun, 17 Oct 2010 16:32:11 -0400
Subject: Re: [Audyssey] Q9 change log again

 how can you galop over a pit? if you walk into empty space you're dead, 
 plain and simple. lol
 
 - Original Message - 
 From: matthew shifrin matshif...@aol.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, October 17, 2010 4:00 PM
 Subject: Re: [Audyssey] Q9 change log again
 
 
  Charles,
  I'd think so, unless they were rhinos because rhinos  possiby could 
gallop 
  quickly over the pits? Do they do so? Bats could fall in, if a 
whirlwind 
  in the pit pulled them in (highly unlikely but possible)
  Matthew
 
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Re: [Audyssey] MOTA beta 15 question

2010-10-17 Thread Kevin Weispfennig
Hi,

as I find answers like check the users guide unpolite, I'll tell you.
First you have to jump on it. You stand under it and hit alt up arrow, left 
of it and hit alt right arrow, or right of it and hit alt left arrow. You 
haear a rope swinging sound. Now hit up and down arrows to climb. Hit alt 
left or right when you want to stop climbing.

Kevin

- Original Message -
From: Charles Rivard woofer...@sbcglobal.net
To: Gamers Discussion list gamers@audyssey.org
Date: Sun, 17 Oct 2010 16:32:52 -0500
Subject: Re: [Audyssey] MOTA beta 15 question

 The best way is probably found in the user's guide or in the help feature 
of 
 the game, which, by the way, is also mentioned in, you guessed it, the 
 user's guide.  That should be your first place to look for answers to 
such 
 questions.  HTH.
 
 ---
 Shepherds are the best beasts!
 - Original Message - 
 From: Shane Lowe shanel...@insightbb.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, October 17, 2010 4:03 PM
 Subject: Re: [Audyssey] MOTA beta 15 question
 
 
  Forgot how to climb.
  Would you mind telling me how to do that
 
  - Original Message - 
  From: Hayden Presley hdpres...@hotmail.com
  To: 'Gamers Discussion list' gamers@audyssey.org
  Sent: Sunday, October 17, 2010 1:26 PM
  Subject: Re: [Audyssey] MOTA beta 15 question
 
 
  Hi Shane,
  Ahem...what? The windy thing you're hearing is a statue. But you don't 
  need
  your torch on to open anything. As for the harpie, it won't always be 
  that.
  Could be a skeleton, or a centaur, or a zombie. But the rope is meant 
for
  climbinb, not for swinging on.
 
  Best Regards,
  Hayden
 
 
  -Original Message-
  From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
On
  Behalf Of Shane Lowe
  Sent: Sunday, October 17, 2010 7:34 AM
  To: Gamers Discussion list
  Subject: Re: [Audyssey] MOTA beta 15 question
 
  You start the game
  A ways forward there is a rope but nothing to swing over.
  There is a windy sound on forward and you need your torch on to open 
it.
  Once you go threw that there is a harpy you have to kill then some 
gold.
  After that you run in to something that I can't get past.
 
  Shane
 
  - Original Message - 
  From: Bryan Peterson bpeterson2...@cableone.net
  To: Gamers Discussion list gamers@audyssey.org
  Sent: Saturday, October 16, 2010 2:02 PM
  Subject: Re: [Audyssey] MOTA beta 15 question
 
 
  Could you be a bit more specific?
  We are the Knights who say...Ni!
  - Original Message - 
  From: Shane Lowe shanel...@insightbb.com
  To: Gamers Discussion list gamers@audyssey.org
  Sent: Saturday, October 16, 2010 7:18 AM
  Subject: [Audyssey] MOTA beta 15 question
 
 
  Once you get past the rope after a ways you run in to something and I
  can't get past it.
  Anyone know what this is?
 
  Shane
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Re: [Audyssey] Something to try

2010-10-16 Thread Kevin Weispfennig
Hi,

This was the first thing I did when hearing others get blue screens. I 
personally never got one, and didn't get a single error. I also 
redirected the output to a file, though that was completely empty and no 
errors occured.

Kevin

- Original Message -
From: Willem Venter dwill...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date: Sat, 16 Oct 2010 16:37:57 +0200
Subject: Re: [Audyssey] Something to try

 Hi thomas.
 
 I went to the sidescroler directory and did a tomb.exe error.txt, but
 the file was empty when the computer rebooted. If it writes to stderr
 then I'm not sure how to get at it.
 
 On 10/16/10, Shane Lowe shanel...@insightbb.com wrote:
  Nothing wrong with it on my end.
 
  - Original Message -
  From: Thomas Ward thomasward1...@gmail.com
  To: Gamers Discussion list gamers@audyssey.org
  Sent: Saturday, October 16, 2010 12:26 AM
  Subject: [Audyssey] Something to try
 
 
  HI all,
  Tonight while debugging/testing Mysteries of the Ancients I realised
  there is still something we haven't tried to do in order to track down
  that blue screen error. Most of you don't know this but cross-platform
  libraries such as SFML often out put error messages directly to the
  console, or in Windows the command prompt. Since most of us are use to
  dialog boxes, message boxes, and all the other Windows trappings I
  doubt it ocurred to anyone before now to try and launch the program
  from the command prompt to see if there are any error codes etc
  printed to the screen. So that's what we need to do.
  What I would do if I were you guys is copy the installation files to a
  test directory like c:\test
  and then open the command prompt window by typing cmd into the run
  dialog box and pressing enter. Now, for you Windows newbies that know
  nothing about Dos commands change to the test directory we created by
  doing a
  cd\test
  and pressing enter. Now, simply type tomb and press enter. The game
  should launch and play. When you exit the game there should be error
  messages printed to the screen if there were any encountered. Let me
  know your results.
 
  Thanks.
 
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Re: [Audyssey] super egghunt

2010-10-16 Thread Kevin Weispfennig
Hi,

Yeah, they probably used game cheater, cheetahpack or something to increase 
the value of the score. I wouldn't do that since it takes away all the 
fun.

Kevin

- Original Message -
From: Hayden Presley hdpres...@hotmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Date: Sat, 16 Oct 2010 08:39:16 -0500
Subject: Re: [Audyssey] super egghunt

 Hi,
 My first guess is: cheaters?
 
 Best Regards,
 Hayden
 
 
 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Liam Erven
 Sent: Wednesday, October 13, 2010 1:40 PM
 To: 'Gamers Discussion list'
 Subject: Re: [Audyssey] super egghunt
 
 I've seen people get 220.
 I have no idea how.
  
 
 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of shaun everiss
 Sent: Wednesday, October 13, 2010 1:31 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] super egghunt
 
 this guy got 179 170 I think 160 and maybe higher.
 At 07:12 a.m. 14/10/2010, you wrote:
 The most I've ever got is 172, but mostly about 150 or something.
 
 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
 On Behalf Of shaun everiss
 Sent: 13 October 2010 19:07
 To: gamers@audyssey.org
 Subject: [Audyssey] super egghunt
 
 Hi.
 to the guy that posted the big wav file of the game how did you get 
 things to go that fast.
 did you run 2 or more versions of the program together to simulate this.
 if not then you are a real fast person, I have never gotten that fast I 
 always need to pause.
 If you are this fast then you are faster than me wow.
 
 
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Re: [Audyssey] my riport on the blue screen arror in moda

2010-10-16 Thread Kevin Weispfennig
Hi,

As far as I am aware, you canot read blue screen with any screen reader, as 
everything stops working as soon as the blue screen comes up, I guess for 
security reasons.

Kevin

- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date: Sat, 16 Oct 2010 14:27:11 -0400
Subject: Re: [Audyssey] my riport on the blue screen arror in moda

 Hi Mich,
 If you could turn automatic reboot off in XP you should be able to use
 Jaws, Window-eyes, etc to read that blue screen. Either way if you can
 have a friend get the stop error code which is a hexidesimal number
 beginning with 0x that would help bunches.
 
 On 10/16/10, Mich m...@ntl.sympatico.ca wrote:
  Hi Tom and all. I have good news I was able to open moda using the  
command
  prompt. the problem is this when I exited the game by pressing x my pc 
re
  started and I couldn't tell what the error coad was. any help with 
trying to
  figger this out to send you the error coad? I could get a friend of 
mine to
  take a pick of the arror coad and then read it off to me and I could e 
mail
  you what it said.  many thanks. from Mich.
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Re: [Audyssey] Q9 upcoming patch

2010-10-16 Thread Kevin Weispfennig
Hi,

Philip was talking about fortune fields, so you would have to literarely 
jump in the pit and lose to get it.

Kevin

- Original Message -
From: Ryan Strunk ryan.str...@gmail.com
To: 'Philip Bennefall' phi...@blastbay.com, 'Gamers Discussion list' 
gamers@audyssey.org
Date: Sat, 16 Oct 2010 18:33:39 -0500
Subject: Re: [Audyssey] Q9 upcoming patch

 Personally I like items appearing over pits. It adds challenge.
 
 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Philip Bennefall
 Sent: Saturday, October 16, 2010 4:06 PM
 To: Gamers Discussion list
 Subject: [Audyssey] Q9 upcoming patch
 
 Hi all,
 
 I am making a little Q9 patch, version 1.2. I was wondering if there are 
any
 small changes that you would like to see? The change log currently looks
 like this:
 
 Version 1.2:
 Added: It is now possible to get the secret weapon from within the actual
 game, rather than as a cheat code only.
 Changed: Fortune fields now have a higher chance of giving rather than
 taking away strength.
 Changed: In the regular playing mode, extra strength as well as extra 
rocks
 and shields are now more common bonus items.
 Fixed: Fortune fields will no longer appear in the middle of pits.
 Fixed: The bonus level will no longer be triggered when starting a new 
game,
 if the previous game had been canceled during a bonus level.
 Fixed: Fortune fields can no longer make bats mysteriously vanish, they 
now
 fail to affect the bats at all as they can fly above them.
 
 Not very impressive as you can see, which is why I'm putting out the
 question. Thoughts, anyone?
 
 Kind regards,
 
 Philip Bennefall
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Re: [Audyssey] voice in mota menus

2010-10-15 Thread Kevin Weispfennig
Hi,

The voice he uses is the acapella heather voice.

You could buy it on nextup I do believe.

Kevin

- Original Message -
From: Ben gamehead...@aol.co.uk
To: 'Gamers Discussion list' gamers@audyssey.org
Date: Fri, 15 Oct 2010 11:48:02 +0100
Subject: Re: [Audyssey] voice in mota menus

 What voice do you use in the mota menus' its really cool.
 
 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Jorge Gonçalves
 Sent: 14 October 2010 06:52
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Problem with sapi voices of my games
 
 Hi friends. I have a problem here and because of that I can't play a lot 
 of games.
 My sapi voices simply stopped talking.
 For my screen reader, NVDA I use Espeak and works fine.
 But for games I use sapi and the voice that I normal use stopped talking.
 I go to control painel, voice and the voice is still the same but if I 
 try to test it with the text  that is available there, the system tells 
 me that it can't reproduce this voice.
 I try other sapi voice that I've installed and it happens the same.
 Does anyone have an idea how could I solve this problem?
 Thank you very much for any help!
 
 Jorge Gonçalves
 jopo...@hotmail.com
 Skype: joport3
 Twitter: www.twitter.com/goncalvesjorge
 Webpage: www.jorgegoncalves.com
 
 Em 12-10-2010 0:27, dark escreveu:
  Hi Ian.
 
  i believe there are several, notably hattric, the famous football game.
  go to www.whitestick.co.uk and look under the games to play online
  section for some notable ones.
 
  The only reason these aren't in the audiogames.net database is that both
  Cx2 and I know very litle about sport so wouldn't really be great at
  writing reviews of online sports management games which are often highly
  detailed (I can get away with things like super football).
 
  In fact if anyone on the lists wants to submit information about a game
  not in the audiogames.net database just drop me an E-mail.
 
  though note good command of English and fairly decent grammar is
  essential if your review is to be put on site so that others may read
  it, though there is no need for html code if you don't know it, sinse
  I'll be glad to add that if you can write a decent review.
 
  For what sort of thing is required, just check the audiogames.net
  website entries.
 
  Beware the Grue!
 
  Dark.
  - Original Message - From: Ian McNamara
  ianandri...@googlemail.com
  To: Gamers Discussion list gamers@audyssey.org
  Sent: Monday, October 11, 2010 8:51 PM
  Subject: [Audyssey] on line sports games that are accessable.
 
 
  Hi all, does any one know of any on line sports games are accessable.
 
  Ian McNamara
 
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Re: [Audyssey] MOTA beta 15 issue

2010-10-15 Thread Kevin Weispfennig
Hi,

if you notice, listen while you are walking. sounds do pan, even though you 
do not hear your footstep. If you are walking, you do continuasly move 
forward. It would be so iritating only hearing things pan while your foot 
is on the ground. For me, this adds more to the realism.

Kevin

- Original Message -
From: Ben gamehead...@aol.co.uk
To: 'Gamers Discussion list' gamers@audyssey.org
Date: Fri, 15 Oct 2010 11:34:40 +0100
Subject: Re: [Audyssey] MOTA beta 15 issue

 Hi, just a couple things.  When i'm walking or running the steps are too
 fast but the movement doesn't go as far as the steps sound if you get my
 drift.  Second, would it not be a good idea to have a voice speak tomb
 hunter mysteries of the ancients on the intro?
 
 
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Re: [Audyssey] MOTA Preliminary Comments

2010-10-15 Thread Kevin Weispfennig
Hello,

I also find it a pitty. I really liked the keys being as they were.
As I run most of the time and only slow down when I really must, since that 
makes a hell of a lot more fun, and you don#t get bored so easily.
Couldn't be there an option to toggle that in the future? Or maybe even to 
reassign the whole keyboard? I know this is not easy, and I don't request 
it for now. But I personally would like it. Just my oppinion on things.

Of course, I am not everyone, so we'll see how things work out.

Kevin

- Original Message -
From: Hayden Presley hdpres...@hotmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Date: Fri, 15 Oct 2010 17:25:59 -0500
Subject: [Audyssey] MOTA Preliminary Comments

 HiThomas,
 
 I just got your BETA, and I can't wait to play it. Just a couple of 
comments
 and questions. Firstly, it's a pity you had to reassign run and walk, I
 rather enjoyed the old setup. Secondly, why did you remove playercomments
 and training mode?
 
  
 
 Best Regards,
 
 Hayden
 
  
 
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[Audyssey] My Mota beta 15 impressions

2010-10-14 Thread Kevin W.
Hello,

I must say that the improvements on beta 15 are drumatic! The panning is 
fixed, the new targeting system, faster keyboard input, over all, well 
done!
I like the new intro-sound that plays, when you first start the game. I 
have a little question about that: Since the field is brighter in the 
intro than elsewhere in the game, I wonder if there is some kind of 
annimation or logo displayed? Just curious.
Also, I started  a let's play mota audio thing. If you guys would like 
that, I could post it up here.

I am really impressed with the new beta.

Kevin


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[Audyssey] Miriani Vipmud Sound pack

2010-07-29 Thread Kevin Weispfennig
Hello,

Yesterday I said I was going to upload a Miriani sound pack for VipMud. 
Well, after a night and some hours, I Finally have gone through the 
process of looking and seeing that the upload is complete. So, here ishte 
link, for anyone who wants it. Readme's are included as far as I know, if 
not though, just message and I will telly ou how to install. Here is the 
link:
http://dl.dropbox.com/u/1617788/Miriani.rar
You need Winrar, or 7-zip to open this file. If you have problems doing 
that and finding hte app, for example on google or anything, send me a 
message and I will upload iwnrar or 7zip.

Kevin

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[Audyssey] Macromedia

2010-07-29 Thread kevin Weispfennig
Hello,
I have  a question. The codefactory games, as some of the other 
experimental audio games, like drive and some others, including the audio 
game maker, are written in something related with macromedia projector, 
and I believe  flash. And I have a question:
Does someone have a 
tutorial or a functionr eference with some example code for it, I really 
want to look on how this works?

Kevin

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[Audyssey] Short messages

2010-07-24 Thread Kevin Weispfennig
Hello everyone,

I have seen this going through the list, but I wanted to say it again, 
since I am kind of getting annoyed at this. As Thomas Ward stated, 
E-Mails are not Short messaging systems. E-Mail is just like writing a 
letter to somebody over the internet. Now, I gotta ask you: 
If you write a letter to, for example, your mom, would you just write one 
line? With  No Greetings, no Hi, and no bottom line, like Regards, Wish 
you well, or whatever?
This is something to be considered about. Yes, I know, I have been doing 
this too. But I have realized that it is not the way to go. This mailing 
list is to speak about games, yes, but it's not a group chat where people 
write their answers in 160 Chars or less. I always try to explain 
whenever I am talking about something over 160 Characters, and a Hi and a 
Good bye. If I want to ask something, for example if I am having trouble 
with a game, if someone could help me, if it is an outside-game error, I 
write exactly what I have, installed, and how I did to run it, not just:
Hey, it doesn't work, how can I fix it?, since, that sounds kind of... 
Not plesent, I guess. Also, if someone asks something, like What does BGT 
stand for, for example, I don't just write in one  line:
Blast bay game toolkit.
I would probably add some more information. Well, that's been it for me.
Oh, yeah, and if you really want a gamers chat, why not make one at 
groupsim? We already have one, and we are happy if you join.
Oriol is
 the Admin and creator of this one:
group1230...@groupsim.com
Audiogames planet.
There you could go and ask short questions, and give short answers, but 
please, not through E-Mail, since I bet no body is writing a simple 
letter saying:
How are you doing?
And sends it.

Kevin

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Re: [Audyssey] suggestion for the people who makes games.

2010-04-27 Thread Kevin Weispfennig
HI there,

Yeah, that is... I mean talking about cracks on a list where even devs read 
with, I mean... Hello?
My thoughts.
Kevin

- Original Message -
From: Bryan Peterson bpeterson2...@cableone.net
To: Gamers Discussion list gamers@audyssey.org
Date: Sat, 24 Apr 2010 14:04:08 -0600
Subject: Re: [Audyssey] suggestion for the people who makes games.

 My last message goes for you too Muhamed. Don't ruin any respect I might 
 have for you by egging that sort of behavior on.
 He who is valiant and pure of spirit may find the holy grail in the 
castle 
 of ggh.
 - Original Message - 
 From: Muhammed Deniz muhamme...@googlemail.com
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Saturday, April 24, 2010 1:55 PM
 Subject: Re: [Audyssey] suggestion for the people who makes games.
 
 
  Mikle, all they have to do is share keys around or create reg files to 
  crack
  games. Maybe or wurser, they create a regerstation file of the games
  regerstation. Even more eseier, what they also could do is just make a 
new
  exe file of the game, then what happens is they paste the original file 
in
  to the prodact's diricktory. I'm not going to offend anyone though, but
  hopefully its not anyone on this list, I bet new  cracks would come out 
  when
  its next year probably. If the system was like entombed, they seriously 
  have
  know chance of cracking entombed Because its tied with your email 
address.
  BTW, if you are looking for new versions, here is some advice. 
Subscribe 
  to
  the mailing list which has the game. Hth.
 
  -Original Message-
  From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
On
  Behalf Of michael barnes
  Sent: 24 April 2010 20:49
  To: gamers@audyssey.org
  Subject: Re: [Audyssey] suggestion for the people who makes games.
 
  hey brian.  how in the world can you hack a audio game?  one of the 
reason 
  i
  mention this is because i have not still got my key for treasure hunt. 
  here
  the thing when i paid for the game it sent me a email saying that it 
wants
  to confirm that i'm a real human.  so i confirm it.  but i have not got 
  any
  thing back with my key.  the other reason i mention this on the list is
  because some have said that i should look on the different sites for
  updates.  but on some sites you can't find them.  for exsample you find 
  the
  update of entombed 1.01 in the manuel when it should be on the site.  so
  that is the other reason for this.  that is why i get on here and ask 
for
  current versions of games to make sure i have the latest version and if 
  not
  how to get them.
 
  --
  Email services provided by the System Access Mobile Network.  Visit
  www.serotek.com to learn more about accessibility anywhere.
 
  ---
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Re: [Audyssey] BGT Beta Version 0.2 released!

2010-04-11 Thread Kevin Weispfennig
HI,

Yeah, I am definetaly going to try the Wave form tone generator. I love 
playing with such stuff. So amazing!

- Original Message -
From: Casey Mathews csm...@cfl.rr.com
To: Gamers Discussion list gamers@audyssey.org
Date: Sat, 10 Apr 2010 22:32:15 -0400
Subject: Re: [Audyssey] BGT Beta Version 0.2 released!

 I just downloaded it, but I just want to say Thanks very much for all of 
the 
 hard work you've put into this. I've tried several programming languages 
to 
 try and find the one that I could best work with/understand, and I may 
have 
 a chance at creating some good stuff with this. So thanks very much again.
 
 --
 From: Philip Bennefall phi...@blastbay.com
 Sent: Saturday, April 10, 2010 8:49 PM
 To: Gamers Discussion list gamers@audyssey.org
 Subject: [Audyssey] BGT Beta Version 0.2 released!
 
  Hi all,
 
  After roughly a month of intensive work, I am very pleased to announce 
the 
  availability of BGT beta version 0.2. The new changes are as follows:
 
  * Updated the script interpreter to the latest version which fixes some 
  more bugs found by users.
  * File reading and writing support has been added, both for binary and 
  text files.
  * Properties to get the current position and total length of a sound 
have 
  been added to the sound object, along with a method to set the position 
as 
  well.
  * Partial support for Microsoft Sapi 5.1 text to speech has been added.
  * A fully featured waveform tone generator has been added which allows 
the 
  creation of musical compositions using sine, sawtooth and square waves.
  * Fixed a few minor errors in the tutorial.
  * The error edit control now uses word wrap rather than a scroll bar.
  * Switched from the MinGw C++ compiler to Visual Studio 2008, which 
brings 
  us up to date with all the latest Microsoft features, and which also 
  produces an executable that is roughly 400 kb smaller and runs 
  considerably faster.
  * Fixed a few object methods where I had forgotten to set the global 
error 
  flag based on the results.
 
  The beta can be found in the same location as version 0.1, which is to 
  say:
  http://www.blastbay.com/bgt_beta_setup.exe.
 
  Enjoy, and let me know how it goes!
 
  Kind regards,
 
  Philip Bennefall
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Re: [Audyssey] direckts.

2010-04-11 Thread Kevin Weispfennig
Hi,

For some reason I start laughing whenever I read that message.
I should stop doing so! 

- Original Message -
From: shaun everiss shau...@xtra.co.nz
To: Gamers Discussion list gamers@audyssey.org
Date: Sun, 11 Apr 2010 13:29:36 +1200
Subject: Re: [Audyssey] direckts.

 phill lol.
 At 11:58 a.m. 11/04/2010, you wrote:
 Dear Friends,
 I'm sorry to hear that Philip Bennefall has decided to
 throw the next public build of BGT out the door.
 Does this mean he copied it to a CD and it now lays on his doorstep for 
anyone to pick up?
 Is this a new way of distributing software? Go to the developers' house 
and grab the program as it lays in the gutter?
 Will he decide to go out the door and bring it back for more development 
or will he leave it out there to be rained and stepped on?
 Or is he considering the internet as a door to the rest of the world to 
try it out?
 Concerned game players want an explanation of the concept of throwing 
things out the door.
 What will he do next, throw it against the wall to find out if it sticks?
 smiles,
 Phil
 
 
 
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Re: [Audyssey] wagt

2010-04-11 Thread Kevin Weispfennig
What is WAGT anyway?
*smiles*
Aaaiiieee? Weird noise. Lol!

- Original Message -
From: Hayden Presley hdpres...@hotmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Date: Sat, 10 Apr 2010 23:26:22 -0500
Subject: Re: [Audyssey] wagt

 Hi,
 Lol? That is strange.
 Best Regards,
 Hayden
 
 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Thomas Ward
 Sent: Wednesday, April 07, 2010 7:55 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] wagt
 
 Hi,
 Now, that we all know that I'm certainly not going to try it. Speaking
 of headaches that little bit with the a's and i's gave me one. Please,
 don't do that again. Wasn't expecting that at all. I just got up not
 long ago, and my little brain couldn't handle that noise.
 
 On 4/7/10, shaun everiss shau...@xtra.co.nz wrote:
  Hi all.
  well wagt is useless.
  most games   did not run, the program tried its best but said that it
 found
  an general protection error and died.
  correction all I tried  did not run.
  cosmoserve tried to run but at first wrunb.exe could not be found and 
so I
  made a copy of wrun and named it wrunb and then it ran.
  I got aaiiieee
  then the title of the game with loads of blank space.
  I pushed enter
  hal said then
 
 
aaaiieee
 e
  then the program crashed.
  So again something weird there again.
  Though I really can't be bothered looking at it all much now I have one
  headake.
 
 
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Re: [Audyssey] direckts.

2010-04-11 Thread Kevin Weispfennig
Hi,

Exactly what I would have said. In Audio-gaming-terms, BGT si way way 
more... Let's say advanced than AutoIT. I mean in GUI... But I wouldn't 
use AutoIT even for gui stuff, It is to slow. But yeah. BGT si cool as it 
is and I am gonna buy it right away.

- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date: Sat, 10 Apr 2010 22:23:56 -0400
Subject: Re: [Audyssey] direckts.

 Hi,
 I just call them as I see them. As I've mentioned before if I hadn't
 already had a game engine of my own in development I would certainly
 buy BGT Pro myself and use it. I've written a few practice
 applications with 0.1 and over all it is a pretty nice engine for what
 it does. Stuff like Autoit doesn't cut it in my book, never did, but I
 think once BGT is fully developed it will blow everything else away in
 features.
 Let's face it the only other tool out there like it is the GMA Engine,
 and that was written in Visual Basic 6 where BGT is written in C++.
 Just using  a C++ core alone is a major advantage because it isn't
 linked to deprecated libraries and a language that is all but dead.
 Then, BGT uses Angelscript which is better suited to my C/C++
 background that is rather nice to have. the PB Streamway library looks
 pretty nice from the docs you sent me, and does a decent job of sound
 encryption. So I really can't complain too much with BGT so far. It
 has some limitations, of course, but I'm sure those will get addressed
 in future versions.
 
 Smile.
 
 On 4/10/10, Philip Bennefall phi...@blastbay.com wrote:
  Thank you Thomas, for the complement. I'm happy to hear that you think 
so
  highly of the tool even in this early stage. I'm just about to throw the
  next public build out the door.
 
  Kind regards,
 
  Philip Bennefall
 
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Re: [Audyssey] Megaracer problem

2010-04-11 Thread Kevin Weispfennig
Wow, FIle has invalid data? SOunds like he used some illegal software... 
Nah, just joking. It might be that not every system comes with the 
components to run ClickTeam software, as the INstallation is made out of 
that. Or does the install work and the game doesn't?
- Original Message -
From: Hayden Presley hdpres...@hotmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Date: Sat, 10 Apr 2010 22:19:46 -0500
Subject: [Audyssey] Megaracer problem

 Hi all,
 
 I keep getting the following message when trying to install megaracer. 
this
 file has invalid data. Any suggestions?
 
 Best Regards,
 
 Hayden
 
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Re: [Audyssey] direckts.

2010-04-11 Thread Kevin Weispfennig
HI there,

Actually, why not? This could be considered... Distributing software. I am 
going to try that. I will throw a CD of... Let's say DOS 6.1 or GMA Mine 
buster out the door. I wonder what would happen if someone tries to put 
it in their Computer... Well, not much intrest I guess. And then ifhte CD 
does have a completely wrong name printed on it... I'm going to far. I 
guess.

- Original Message -
From: Hayden Presley hdpres...@hotmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Date: Sat, 10 Apr 2010 21:40:33 -0500
Subject: Re: [Audyssey] direckts.

 Hi,
 Lol? That would be interesting; my prediction is that the CD would be 
ripped
 to shreds and nobody would get it.
 Best Regards,
 Hayden
 
 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of shaun everiss
 Sent: Saturday, April 10, 2010 8:30 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] direckts.
 
 phill lol.
 At 11:58 a.m. 11/04/2010, you wrote:
 Dear Friends,
 I'm sorry to hear that Philip Bennefall has decided to
 throw the next public build of BGT out the door.
 Does this mean he copied it to a CD and it now lays on his doorstep for
 anyone to pick up?
 Is this a new way of distributing software? Go to the developers' house 
and
 grab the program as it lays in the gutter?
 Will he decide to go out the door and bring it back for more development 
or
 will he leave it out there to be rained and stepped on?
 Or is he considering the internet as a door to the rest of the world to 
try
 it out?
 Concerned game players want an explanation of the concept of throwing
 things out the door.
 What will he do next, throw it against the wall to find out if it sticks?
 smiles,
 Phil
 
 
 
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Re: [Audyssey] frogger game

2010-04-11 Thread Kevin Weispfennig
HI,

But the description is a bit... Well, it sucks. Up and down arrow keys? 
That is no description of a game, now is it? *lols* WIll try this game 
out though.


- Original Message -
From: Ken kenwdow...@neo.rr.com
To: Gamers Discussion list gamers@audyssey.org
Date: Sun, 11 Apr 2010 03:32:06 -0400
Subject: Re: [Audyssey] frogger game

 It's not nearly as advanced as a real frogger game though--just back and 
 forth movements, and only cars as far as I know.  I think it's a mod of 
the 
 curb game unless there's a new one out I haven't seen.
 
 
 
 
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 Call 419-577-7973
 I'll ease your pain and discomfort, loosen and mobilize your stiff 
joints, 
 relax your achy muscles, and help you let go of stress, depression, and 
 nervous anxiety...
 Ken Downey, LMT
 
 President of Blind Comfort!
 The Caring Without the Staring
 and
 DreamtechInteractive
 - Original Message - 
 From: Phil Vlasak p...@pcsgames.net
 To: kevin.weispfen...@gmx.net; Gamers Discussion list 
 gamers@audyssey.org
 Sent: Thursday, April 08, 2010 8:56 AM
 Subject: [Audyssey] frogger game
 
 
  Hi Folks,
  There already is an accessible frogger game.
  Frogger
  Description: Audio version of frogger
  Developer: Nikki Kuppens
  Requirements: Flash
  Instructions: Up and down arrow keys
  Link: Play
  http://www.audiogames.net/playcenter/index_exp.php
 
 
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Re: [Audyssey] frogger game

2010-04-11 Thread Kevin Weispfennig
Hi there,

I just wanted to give my honest opinion:
I have no clue!
All you can do is press UP arrow until you hear a beep. You can be driven 
over as many times as you would ever have enagined, and the cars get so 
fast you don't hear them anymore... Nothing against it but I don't get 
it. Can someone please explain?


- Original Message -
From: Ken kenwdow...@neo.rr.com
To: Gamers Discussion list gamers@audyssey.org
Date: Sun, 11 Apr 2010 03:32:06 -0400
Subject: Re: [Audyssey] frogger game

 It's not nearly as advanced as a real frogger game though--just back and 
 forth movements, and only cars as far as I know.  I think it's a mod of 
the 
 curb game unless there's a new one out I haven't seen.
 
 
 
 
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 and
 DreamtechInteractive
 - Original Message - 
 From: Phil Vlasak p...@pcsgames.net
 To: kevin.weispfen...@gmx.net; Gamers Discussion list 
 gamers@audyssey.org
 Sent: Thursday, April 08, 2010 8:56 AM
 Subject: [Audyssey] frogger game
 
 
  Hi Folks,
  There already is an accessible frogger game.
  Frogger
  Description: Audio version of frogger
  Developer: Nikki Kuppens
  Requirements: Flash
  Instructions: Up and down arrow keys
  Link: Play
  http://www.audiogames.net/playcenter/index_exp.php
 
 
  ---
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  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 you have any questions or concerns regarding the management of the 
  list,
  please send E-mail to gamers-ow...@audyssey.org.
 
 
 

 
 
 
 No virus found in this incoming message.
 Checked by AVG - www.avg.com
 Version: 9.0.801 / Virus Database: 271.1.1/2803 - Release Date: 04/10/10 
 14:32:00
 
 
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Re: [Audyssey] i agree

2010-04-11 Thread Kevin Weispfennig
HI there,

There is also a BGT version of Frogger, called RoadSplat done by the one in 
all, umm nope. But done by Oriol Gomez, who did an awesome job on coding 
that game. I have no idea if I should share it, but if one does then it 
should be him because he is on this list too. So, there are many requests 
I guess, so I think it shall be shared.


- Original Message -
From: michael barnes c...@samobile.net
To: gamers@audyssey.org
Date: Sun, 11 Apr 2010 04:36:27 -0400
Subject: [Audyssey] i agree

 yes the frogger game that is over there on audio games do suck.  i know 
 that someone could make a remake of the atari frogger.  i mean someone 
 made the arcade game of pac man so why not.  it could be done.  i could 
 give some input to the game on how to make it.  the way you would do it 
 is have the sound of cars and trucks come from left to right and have 
 the frog make a sound.  this is some ideas if someone would like to 
 hear my idea then i'll be happy to share.
 
 -- 
 Email services provided by the System Access Mobile Network.  Visit 
 www.serotek.com to learn more about accessibility anywhere.
 
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Re: [Audyssey] curious about terminology - Re: Football game please

2010-04-10 Thread Kevin Weispfennig
*lols*
Exactly, well said. Actually, it might be...

- Original Message -
From: Phil Vlasak p...@pcsgames.net
To: Gamers Discussion list gamers@audyssey.org
Date: Fri, 9 Apr 2010 23:06:20 -0400
Subject: Re: [Audyssey] curious about terminology - Re: Football game please

 So the motorbike  might have had a flat tire in his flat.
 They lifted the parts on the lift to his flat and instead of using the 
lift 
 to get it down they had to lift it up to carry it down the stairs.
 
 What an up lifting story.
 It was so uplifting that I may have to lie flat on my bed in the flat.
 
 - Original Message - 
 From: Jacob Kruger jac...@mailzone.co.za
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, April 09, 2010 10:04 PM
 Subject: Re: [Audyssey] curious about terminology - Re: Football game 
please
 
 
 I had a friend who was rebuilding a motorbike in his 3rd floor flat, and
  while he took the various parts up inside the lift, when it was put
  together, it was a bit long to fit inside the lift, so him and a few 
  friends
  ended up taking it down the stairs quite slowly, having to sort of 
  manually
  lift the ends up every now and then on the landings to get it down to 
the
  parking area to take it for a test run...don't think his neighbours 
liked
  him too much...
 
  Stay well
 
  Jacob Kruger
  Blind Biker 
 
 
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Re: [Audyssey] Battle boomer question

2010-04-10 Thread Kevin Weispfennig
Hi,

Yeah, You don't have to. I will look for myself then sometime. But right 
now, BGT is enough for me I guess.

- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date: Sat, 10 Apr 2010 10:15:12 -0400
Subject: Re: [Audyssey] Battle boomer question

 Hi Kevin,
 HmThat's problematic. It isn't that I can't show you how to do
 all that, but I really don't have time to write sample programs and
 explain them to you at this time. While I do have source for a number
 of games in C# .NET I am reluctant to just hand them over to a virtual
 stranger as they're essentually my property and will be commercially
 sold when completed. So I'm not sure how I can help presently.
 
 Cheers!
 
 On 4/8/10, Kevin Weispfennig kevin.weispfen...@gmx.net wrote:
  HI there,
  C# .net looks like it would be a great idea, but I need some examples. 
You
  see, it is more difficult for me to learn by tutorials. I use them, yes,
  I also use function references, Indeed, but I always find it much more
  easy to learn by looking at example codes. What I need here is Audio 
Game
  developtment examples, like loading audio files, checking and declaring
  variables, and that basic kind of thing, I guess I can go from there. 
But
  I need to start slow and over all, at the beginning. I know some of
  programming but am still nto advanced. I like looking at example codes
  because I can mostly think of what does what myself.
 
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