Re: [Audyssey] MindCraft for the blind.

2013-12-30 Thread Mike Reiser
Hopefully someone will consider making a game like that. I personally am tired 
of the usual stuff we get, and would like to see some out-of-the-box thinking. 
For example, I really want to see a call of duty type of game. Or something 
like Rise son of Rome.  I'm not saying that it's easy of course, as I know 
nothing of development. I just would like to see us catch up with the 
mainstream in terms of game titles.  And game types. Another example I think 
would be a game similar to something called world of tanks. I saw a commercial 
for that's this weekend, and really wish I could play.

Mike

 On Dec 30, 2013, at 4:24 PM, Thomas Ward thomasward1...@gmail.com wrote:
 
 Hi Darren:
 
 Not for something like Minecraft. Minecraft has a very huge game
 world, and something like a 10x10 grid or even something as large as
 100x100 isn't big enough for the game world. In Minecraft the game's
 over world contains various types of terrain and areas such as
 forests, deserts, mountains, etc on what I assume to be a very large
 grid. I suppose in theory a level editor would be possible, but it
 would be a lot more complex than just dragging and dropping the
 various elements of the game world on the grid.
 
 I'd have to put more thought into a project like that. I am sure
 something like Minecraft is doable, but it would have to be done
 differently from the mainstream version. It is a fairly complex game
 where you gather resources like wood, stone, ore, etc and then craft
 tools and weapons. You can build houses and other structures while
 trying to fend off giant spiders, skeletons, zombies, and other
 monsters. In short, it is a complex piece of software to write and
 even more complex to make fully accessible.
 
 Cheers!
 
 
 On 12/30/13, Darren Harris darren_g_har...@btinternet.com wrote:
 Hi Tom,
 
 Correct me if I'm wrong, but isn't any game world regardless of game no more
 than a map? Assuming that is the case, could we not just have like a map
 editor in the game? Four example you can have various selections. You would
 choose, whether you would have a 10 x 10 grid orate 100 x 100 great. Then
 you would choose various terrain types. Good something along those lines not
 work?
 
 Sent from my iPhone
 
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Re: [Audyssey] Papa Sangre II Controls Hanging

2013-11-06 Thread Mike Reiser
Just want to confirm that I see this hanging as well.



Mike

 On Nov 6, 2013, at 6:20 PM, Cara Quinn caraqu...@caraquinn.com wrote:
 
 HI Juan,
 
 S
 P
 O
 I
 L
 E
 R
 
 S
 P
 A
 C
 E
 
 Make sure you start using your hands as soon as you know that you have fallen 
 through the floor. (even before the announcement tells you that you have 
 fallen)
 
 Hope this helps.
 
 Cara :)
 ---
 View my Online Portfolio at:
 
 http://www.onemodelplace.com/CaraQuinn
 
 Follow me on Twitter!
 
 https://twitter.com/ModelCara
 
 On Nov 5, 2013, at 1:10 PM, Juan Pablo jpcula...@gmail.com wrote:
 
 Here looks ok. However, I am really locked at level nine. Ideas when step up 
 the second stair?
 Best,
 Juan.
 
 -Original Message- From: Scott Chesworth
 Sent: Tuesday, November 05, 2013 6:20 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Papa Sangre II Controls Hanging
 
 Working fine and dandy on a 5 here, but I'm not turning VO off. It
 means touching the screen one time after each level loads, but then
 you're into direct touch so I figured I wouldn't bother turning VO
 off.
 
 Wonder if that'll make any difference to what you're seeing?
 
 Scott
 
 On 11/5/13, Cara Quinn caraqu...@caraquinn.com wrote:
 I'm actually turning VO off while the load happens. So I'll tap on a level,
 and then turn VO off while the level loads.
 
 I'll try waiting until the level loads and see what happens.
 
 Thanks so much for the tip and will try this out later today!
 
 Have a great day!
 
 Cara :)
 ---
 View my Online Portfolio at:
 
 http://www.onemodelplace.com/CaraQuinn
 
 Follow me on Twitter!
 
 https://twitter.com/ModelCara
 
 On Nov 5, 2013, at 6:57 AM, Ulysses C. Garcia birdlover2...@hotmail.com
 wrote:
 
 Hi, are you turning Vie Over off and on before the game loads? I discovered
 that if you wait until it loads before turning it on and off it will work
 fine.
 On 11/5/2013 6:52 AM, Carla Quint wrote:
 Hi All,
 
 To those playing Papa Sangre II, as mentioned before, in addition to the
 difficulty walking in the game, I also seem to be finding pretty serious
 issues with the controls locking / hanging in general.
 
 I'm wondering, is anyone else seeing this? People had mentioned others are
 having some issues walking but do you find you're also having issues
 occasionally with just general use of the controls as well?
 
 As I've said, I've had a super easy time using the Papa and NightJar
 controls before, and my touches are really pretty precise as I've used the
 iPhone for quite some time, but it just seems that the simplest actions
 with a single touch are just not registering when I need them to. It's
 like something in the game is hanging but I cannot work out a pattern yet
 at this point. I'll be walking along just fine, and then suddenly for no
 reason that I can discern, the controls will lock, and the game will not
 allow me to move anymore for a few seconds. The closest I can come to a
 profile for this behavior would be that it seems to happen while using
 Gyro mode when several sounds are playing or when speech is happening
 during active play. I.E. not during instruction or cut scenes where the
 controls are obviously meant to be locked.
 
 I was thinking this was just my own adrenaline perhaps causing me to get a
 bit sloppy with my control of the game but after having this happen on
 some very simple actions, such as doing a single tap to work with one's
 hand in the game, and having it just not respond for several single
 discreet taps, (even done slowly / extra carefully) this really does seem
 to be a game issue.
 
 Also, in my own development experience, I know it is possible to get
 single taps to respond extremely quickly (much much faster than in this
 game) I've done it. :) (Adventure game in LookTel VoiceOver Tutorial)
 
 So the Papa II controls seem to be really annoyingly hanging at some
 points which is causing me to not be able to complete some levels due to
 running out of time at crucial sections of the game. This is just
 obnoxious and makes the game more frustrating than fun, unfortunately!
 lol! :)
 
 This is a great game and I'd really like to finish it. :)
 
 Anyway, if anyone knows of a way to offer feedback or possible
 suggestions, I'd love to. This is definitely the best game from Somethin'
 Else at this point, in my opinion. So I'd really like to see this working
 well. So anything I can do, I'd be happy to.
 
 Just for info, I'm running this on an iPHone 5.
 
 Thanks All, and have a great day!…
 
 Smiles,
 
 Cara :)
 ---
 View my Online Portfolio at:
 
 http://www.onemodelplace.com/CaraQuinn
 
 Follow me on Twitter!
 
 https://twitter.com/ModelCara
 
 
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Re: [Audyssey] A Note to XP users

2013-09-13 Thread Mike Reiser
Hey Tom,

Just wanted to comment.  I really hope that at least some games will work with 
OSX, as I really want to use that as much as I can.  I still have to use 
Windows for office tasks but I'm hopping iWork will solve that.  I really feel 
that the voiceover interaction model where you interact with individual objects 
is truly revolutionary.  I know this is off topic so this is all I'll say on 
this for now.  

Mike
On Sep 13, 2013, at 12:51 PM, Thomas Ward thomasward1...@gmail.com wrote:

 Hi Josh,
 
 I know it is quite sad that Mac OS has had many of the features
 Microsoft is just now getting to in Windows 7 and Windows 8. It goes
 to show that Microsoft has been caught up in Windows XP far too long,
 and now Microsoft is far behind the competition in terms of features.
 They are just now getting to features Mac OS has had for five or more
 years, and it is clear that Windows 8 is really Microsoft's attempt to
 catch up.
 
 For what it is worth Linux has come a long ways as well the last
 couple of years and Ubuntu has tried to become more Mac-like with
 their Unity desktop. Many of the features present in Mac OS and
 Windows 8 are showing up on the Unity desktop. For example the Dash
 allows users to search and run programs just by pressing the super
 key, AKA the Windows key, and then typing in the name of a file or
 program to run. The Launcher is a bit like the Task bar which allows
 users to lock favorites to the Launcher instead of searching for them
 in the Dash. There is no doubt though in anyone's mind where all these
 new ideas came from and they all came from Apple.
 
 So I too have to laugh a bit at other operating systems, because they
 are so far behind Apple and its clear that Apple is the big innovator
 today. Its one of the major factors why my wife and I are looking into
 switching to Apple when we have the money to invest in new laptops in
 the next couple of years or so.
 
 Cheers!
 
 On 9/13/13, Draconis i...@dracoent.com wrote:
 Hi Tom,
 
 I couldn't resist responding to this with a little humor, and a prime
 example of why Microsoft is so far behind. My responses throughout your
 message…
 
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Re: [Audyssey] A Note to XP users

2013-09-12 Thread Mike Reiser
Running Windows 8 here, so I'm ready to go whenever the new games come out. 
Definitely can't wait to play with tomb  hunter again.

Twitter michaelsreiser

Skype michael-rei...@comcast.net

Facebook mikereiser08@gmail.netSent from my iPhone

On Sep 12, 2013, at 4:38 PM, Thomas Ward thomasward1...@gmail.com wrote:

 Hi,
 
 My thoughts exactly. Sure, most of the people here are running XP
 right now, but what are they going to do when that machine finally
 bites the dust. Not a single person has answered that question yet,
 nor have the addressed the problem of if I write games for XP now they
 are going to want me to support Windows 8 and beyond  in the future.
 Right now I can do both, but if there comes a time where that changes
 well I'll just have to pick the newer technology and tell the XP
 users, too bad so sad.
 
 Cheers!
 
 
 On 9/12/13, Bryan Peterson bpeterson2...@cableone.net wrote:
 Again, what happens to XP users when circumstances, as they inevitably will
 
 in time, force them to switch to a newer OS?
 
 
 
 Bueller? Bueller? Bueller?
 
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[Audyssey] Ice road trucker mod for trucker

2011-12-24 Thread Mike Reiser
A while back I watched a show on the History channel called Ice Road Truckers.  
This show detailed the dangers and other things faced by truckers as they tried 
to drive across the arctic ice somewhere in Canada.  I was wondering Jim if you 
thought about either adding a level to Trucker where you try to navigate the 
ice roads, or maybe creating a game like that?  Thanks,

Mike
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Re: [Audyssey] Ice road trucker mod for trucker

2011-12-24 Thread Mike Reiser
Must confess I never saw that show. I quit watching ice road truckers after the 
first season as it got repetitive.  Thanks,

Mike
On Dec 24, 2011, at 4:41 PM, Jim Kitchen wrote:

 Hi Mike,
 
 Truthfully, no, I had not thought of making an ice road trucker version.  
 Might be fun though.  Hey how about an alligator hunting game?  That's a 
 crazy history channel show as well.
 
 BFN
 
Jim
 
 Tailgater--one who makes ends meet.
 
 j...@kitchensinc.net
 http://www.kitchensinc.net
 (440) 286-6920
 Chardon Ohio USA
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Re: [Audyssey] MOTA Voice Output

2011-06-27 Thread Mike Reiser

I'd say let's stick with Tom.

Mike

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Re: [Audyssey] MOTA Audio Support

2011-06-14 Thread Mike Reiser
I don't have a problem with the current sound system, I would say if you 
needed to convert it to something else later, but I understand that 
would create a lot of work.  Thanks,


Mike

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Re: [Audyssey] The old Pb-games

2010-11-29 Thread Mike Reiser

On 11/29/2010 5:50 AM, Hayden Presley wrote:

Hi,
Personally I like the final fight. Avalanche escape isn't too bad, ifyou
jump correctly.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Monday, November 29, 2010 5:07 AM
To: Philip Bennefall; Gamers Discussion list
Subject: Re: [Audyssey] The old Pb-games

A Resounding yes!

I bought the original game back in 2006, and haven't regretted it at all, in

fact it's a game I've replayed on several occasions.

while some elements are slightly rough, there's a lot of fantastic stuff
there. The Monkeys stage, the Queen bee, the hunt in the mountain and Torgon

battle particularly, in fact I'd say hunt in the mountain stil has some
great concepts for a side scroller such as multiple weapons and the locked
chest and door system which we've not seen much similar too in other games.

Btw, I didn't think the acting was too bad actually, - and if you were
remaking the game I certainly hope you'd preserve some elements, such as the

Torgon voices which were wonderfully done,  I particularly like the one
singing rather badly which also sings as it dies! ;D.

beware the Grue!

Dark.
- Original Message -
From: Philip Bennefallphi...@blastbay.com
To: Gamers Discussion listgamers@audyssey.org
Sent: Monday, November 29, 2010 10:20 AM
Subject: [Audyssey] The old Pb-games



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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Would buy it definitely.

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[Audyssey] tdv tips

2010-11-17 Thread Mike Reiser

Hello all,

I'm very frustrated and would like some tips with tdv.  I'm currently 
playing in raceing m0ode until I get the hang of flying the aircraft, 
then I'll move into mission mode.  Firstly, is there an altitude you 
should try to stay at?  When I go to about 10,000 feet and level off, 
and also when I try to turn left to turn towards the sound from that 
dirrection, I constantly hear we're too loose!  My airspeed will say 
something like 900 notts or 1200 nots due to me running my 
afterburners.  This is even at full throttle.  I'll worry about landing 
later, right now I just have trouble staying in the air as my altitude 
always drops and I always have to pull up again.  Any ideas would be great.


Mike

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Re: [Audyssey] tdv tips

2010-11-17 Thread Mike Reiser
Thanks for that, and is there an optimal airspeed I should try to stay 
at?  Thanks,


Mike

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Re: [Audyssey] MOTA 3D - Re: MOTA Beta 16 Released!

2010-11-08 Thread Mike Reiser

I can help test on mac if needed.

Mike

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Re: [Audyssey] Max Shrapnell

2010-10-18 Thread Mike Reiser
 I'd love to see a game like that, maybe something to consider later on 
tom, who knows.


Mike

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Re: [Audyssey] for all developers, possible games to consider for the future?

2010-10-17 Thread Mike Reiser
 I would love to see something similar to World of War craft, or 
something similar to halo or call of duty.  I'd love to have a taste of 
the excitement my sighted friends have with those types of games.


Mike

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Re: [Audyssey] for all developers, possible games to consider for the future?

2010-10-17 Thread Mike Reiser
 What's the difference between sound rts and wow?  I'd love to see 
online playabilityeither with blind or sighted either one.


Just ready for something different.

Mike

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Re: [Audyssey] re- to all developers, possible games to consider for the future?

2010-10-17 Thread Mike Reiser
 I have entoombed and love it, however I want something more first 
person, more real time based and not turn based.


Mike

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Re: [Audyssey] MOTA Character Comments

2010-10-12 Thread Mike Reiser

 Let's get rid of the comments sence the cues are in place.

Mike

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Re: [Audyssey] mota beta14 absolutely rocks!

2010-10-10 Thread Mike Reiser
 Trying again.  Tom, I've noticed that sometimes Angella will say 
careful now but she's already falling into the pit.  Can this be fixed?


Mike

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Re: [Audyssey] mota beta14 absolutely rocks!

2010-10-10 Thread Mike Reiser

 I'm walking when it happens.

Mike

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Re: [Audyssey] mota beta14 absolutely rocks!

2010-10-09 Thread Mike Reiser

 On 10/9/2010 12:52 PM, Thomas Ward wrote:

Hi all,
For those of you who aren't on the USA Games Listwe have been
discussing some things to make up for the lack of panning in beta 15.
One of thos solutions is a targeting indecator you can turn on/off if
you need it to know when you are in weapons range of an enemy. As I've
gotten many complaints about people not knowing if they are close
enough to shoot, punch, etc I've already added a feature you can use
to get that feedback without necessarily hearing it being panned.  I'm
willing to do whatever it takes to make this game as enjoyable game as
possible for everyone I can with in reasonable means. So I have been
working on various suggestions and have been trying them out in beta
15 to make it a better beta as well as a more enjoyable game.

Smile.

On 10/9/10, clement chouchou.clem...@gmail.com  wrote:

There's a bit of pickiness. Games are suposed to be chalenging... not so
easy you can finish it in the space of 20 minutes. The panning is something
you need to get used to, you don't have it in mainstream games... why
complain?


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The targetting indicator would be great.

Mike

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Re: [Audyssey] mota beta14 absolutely rocks!

2010-10-09 Thread Mike Reiser

 On 10/9/2010 3:33 PM, Thomas Ward wrote:

Hi,
Smile. Well, it was not a big deal really. The target tracking feature
was already more or less a part of the game engine to begin with. It
was just turned off in the MOTA side-scroller, because up until now it
was never really needed. I figured target tracking would be useful in
full blown first-person games but not 2d side-scrollers. So what I did
with beta 15 is simply enable target tracking and asigned it to the s
key to turn the sight on/off as needed.
Plus I've also been adding some extra functions similar to Shades of
Doom where you can press a key and get the name of the nearest
monster, press another and get the distance to the nearest monster,
etc. So beta 15 will be full of alternative ways to get the same
information as well as hopefully be a lot more stable.

Cheers!



On 10/9/10, Charles Rivardwoofer...@sbcglobal.net  wrote:

I sent my message as a reply to the same message Thomas is replying to here.
See?  I told you he'd come up with a solution, didn't I?  Rock! on! Tom!

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Tom,

I've experienced when Angella says careful, she falls into the pit while 
she says it.  Is this being worked on too?


Mike

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Re: [Audyssey] RS client on mac

2010-10-08 Thread Mike Reiser

 On 10/8/2010 6:53 AM, william lomas wrote:

Hi all, has anyone else using macintosh tried the rs games client?
VoiceOver keeps cutting out all the time why i wonder has it not been tested? I 
know it is in beta form so I guess we the end users are testers.
I don't know though how ryan can to be fair sort it out as I don't believe he 
has a mac


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Couldn't get it to work, says unknown all the time and Busy.

Mike

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Re: [Audyssey] MOTA Panning Issues

2010-10-06 Thread Mike Reiser
Let's move forward and stick with what we have.  I'm sure you want to get 
this finished and I personally want the full game so I can play all the 
levels smiles.  I'm not having too much trouble right now with this version. 
There's no point delaying it even further over this issue.


Mike

-Original Message- 
From: Thomas Ward

Sent: Wednesday, October 06, 2010 10:30 PM
To: Gamers Discussion list
Subject: [Audyssey] MOTA Panning Issues

Hi everyone,
Ok, I've basically just spent the better part of today as well as last
night looking into a solution for the panning issues for Mysteries of
the Ancients, and I'm sorry to say so far I'm not coming up with any
viable options or solutions to the problem. As it happpens it is not
just OpenAL that doesn't handle stereo panning well, but most of the
other audio mixing libraries I have tried don't do it either. At least
not the same way it worked in DirectSound. Let me explain the problem
further so we are all on the same page.
As I mentioned earlier on list OpenAL was mainly designed for games
using a 3d audio environment. Therefore sounds are to be renderd using
its 3d renderer. This, however, doesn't translate well into a 2d game
like MOTA because there is no 2d stereo pan control as such for me to
use. Despite a lot of good end user suggestions, e-mailing people, I
haven't found any realistic way to make OpenAL pan sounds the way
DirectSound does. Everyone I've asked pretty much told me to do it the
way I'm already doing it, but the pan effect, as you all know, sounds
nothing like the way it did in DirectSound.
With that in mind I decided to give SDL, the Simple Direct Media
Layer, another try. As it happens SDL Mixer has a stereo pan control,
but it doesn't render sounds the same way as DirectSound does. In
DirectSound you can set the position of the sound to the far left or
the far right and anywhere inbetween by giving it a value between
-1 and 1. With SDL Mixer a sound is either left, right, or
center with nothing in between. SDL Mixer allows you to control the
volume for each speaker individually, but you can't really position
the sound in that speaker. So obviously SDL Mixer really isn't a
solution here either.
In terms of cross-platform audio libraries that leaves us with FMOD by
Firelight Technologies. As some of you might remenber we tried this
already in a previous beta, perhaps beta 11 or beta 12, and while FMOD
does support panning it doesn't exactly sound like DirectSound either.
However, based on my personal experience FMOD is probably the closest
we can get to DirectSounds pan control.
However, FMOD is a commercial library and costs a fortune to license.
A single license for one platform is bad enough, but trying to license
it for Windows, Linux, and maybe eventually Mac is completely out of
my price range. We are talking thousands of dollars for a single game.
So that pretty much makes FMOD beyond a realistic solution here.
Some might say that going back to DirectSound is probably the best
solution, but that too is problematic. First of all by developing
games using DirectSound that would rule out any possability of
creating games for Mac and Linux. For some of us, who aren't Windows
users, this option is unacceptable. Second, even for Windows users
using DirectSound is less than a perfect solution in the long run.
As I mentioned before DirectSound hasn't been updated for ages, is now
deprecated by Microsoft, and is scheduled for removal from the
DirectSound API. It only comes with Windows 7 for backwards
compatibility with older games, but who knows how long that backwards
compatibility will last.  Using DirectSound is probably fine for now,
but what about down the road when XAudio2 eventually replaces
DirectSound on future Windows operating systems?
Actually, as of Windows 7 XAudio2 is now the recommended and prefered
audio mixer for game developers. The only problem is it doesn't have a
stereo pan option either. Like everything else you have to position
sounds through its 3d renderer. There may be a way to create a custom
pan option, but the way to do it is mostly hypathetical at this point.
I'd hate to spend days and even weeks working on trying to research
and create my own stereo pan control for XAudio2 when I'm not even
sure it will work, or that I can even get the desired results by
spending the time and effort.
So bottom line we have a fairly big choice to make. We can either
return to DirectSound for the short term, worry about finding a new
replacement for DirectSound later, or we can just go ahead and cut our
losses and go with OpenAL or something else to begin with. I agree
that panning sounds with OpenAL isn't quite the same, but I think it
is acceptable considering the fact that there really aren't any clear
cut alternatives. Plus since I'm mainly thinking about creating 3d
first-person games anyway, rather than lots of side-scrollers, the
problem we are talking about mainly applies to this single game. Other

Re: [Audyssey] (no subject)

2010-10-04 Thread Mike Reiser

Keep it good quality, have a t3 connection so downloading is fine.

Mike

-Original Message- 
From: Thomas Ward

Sent: Sunday, October 03, 2010 8:31 PM
To: Gamers Discussion list
Subject: [Audyssey] (no subject)

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

Thanks.

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Re: [Audyssey] MOTA Linux Installation Methods

2010-09-27 Thread Mike Reiser

 So Tom,

Does this mean that with a .deb file we can enter on it like we do a 
.exe file and it will install?


Mike

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Re: [Audyssey] MOTA Linux Installation Methods

2010-09-26 Thread Mike Reiser

 On 9/26/2010 3:31 PM, william lomas wrote:

ah shame beta 14 not mac but can wait, smile

On Sep 26, 2010, at 9:04 PM, Thomas Ward wrote:


Hi everyone,
For the past two months or so I have been engaged in modifying the
Genesis Engine, and have created a cross-platform version called Open
G3D which is Mac OS and Linux compatible. So as a result as of
Mysteries of the Ancients beta 14 there will be an official Linux
version of the game. The only question left to decide upon is what you
would prefer to have in terms of an installation method for the game.
The first possibility is to use a packaging tool like dpkg. The
advantage here is that I could create an official *.deb package for
Debian, Ubuntu, and Vinux distributions of Linux. The advantage here
is that by running a command like
sudo dpkg -i mota-0.14-i386.deb
the package would install everything for you, and would check for
dependencies such as SFML, OpenAL, etc. It would be a surefire way of
knowing if the system requirements were met before installing.
The disadvantage of using a specific package manager like dpkg is that
not every Linux distribution out there uses dpkg. I happen to know a
few who are fans of Fedora Linux which uses rpm instead. Suse Linux
has a different package manager. So if I created a deb package the end
user would likely have to use something like alient to convert it if
they were using a non-Debian based Linux distribution. That's not
quite as good as having a package specifically built for your own
distribution of Linux.
The second possibility is to write a custom installer such as a bash
shell script that simply copies all the libraries, files, and
documentation into the directories where they belong. This way is
obviously the least distribution specific, and would work on just
about any Linux distribution out there with the required dependencies.
The only problem I have with this way is that unlike with a package
manager like dpkg there really isn't a good way to check if all the
requirements are met to install the program.
The final possibility is to do what RS Games does and just create a
zip file of the game, and have the end user extract it into his/her
home directory. This is the absolutely easiest possible installation
method out there, but is also kind of messy too. This method takes the
least amount of work for me, but like I said it is kind of messy.
Generally Linux programs are installed to /usr, /usr/local, or /opt
and are not directly installed to someone's home directory. So this
method of installation is really up to you guys and if you don't mind
creating a Games folder in your home directory to install USA Games
titles.
So if any of you are Linux users and plan to download and run the
Linux version of MOTA beta 14 I'd like to know in advance what is your
prefered installation method. I am willing and able to do any of these
options.

Thanks.

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Hey Tom,

I usually run vinux in a virtual machine and I personally think the 
unzipping method would be fine.  I don't like having to type commands 
just to install a program so this would be very easy smiles.


Mike

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Re: [Audyssey] MOTA Linux Installation Methods

2010-09-26 Thread Mike Reiser
 Understand, makes me feel glad that windows is much easier smiles.  
Like I said I don't use it full time just play with it once in awhile.


Mike

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Re: [Audyssey] osx users wanted

2010-07-04 Thread mike Reiser
Definitely would be interested in testing, let me know if you have anything to 
test.  

Mike
aim screen name: chrchmiker

MSN screen name: blindgu...@gmail.com

yahoo screen name: miker19882001

skype name: miker1988

twitter: http://www.twitter.com/archenemy12

facebook: http://www.facebook.com/blindguy21

On Jul 4, 2010, at 5:45 AM, Travis Siegel wrote:

 Hello all.
 Anyone using osx here willing to test stuff?
 I've got a game or two that needs work, and ideas are plentiful, but game 
 play needs testing.
 Got rpg type stuff mostly atm, but others are in the works,
 so if anyone wants to test these, let me know, and I'll send them along.
 Unfortunately, these are intel only versions, as my cross compiling for ppc 
 machines for some reason isn't working, so folks with older osx machines 
 won't be able touse these.
 But, I do need a small group of testers.
 If the games work out, I will of course crosscompile them for ppc
 as well as linux and windows,
 but for now, osx is what I'm working with, so there we go.
 
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Re: [Audyssey] Bop It with shout mode.

2010-06-03 Thread Mike Reiser

I have this game, pretty fun to play I must say.

Mike

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Re: [Audyssey] Q9 and cracks

2009-11-27 Thread Mike Reiser
I use samnet and system access as my screen reader so when I get a key I 
just forward it to my samnet email and put it in a product keys folder on 
the server.  I also back things up as well but that's the easiest way I've 
found to keep things backed up.


Mike

--
From: Darren Harris darren_g_har...@btinternet.com
Sent: Thursday, November 26, 2009 9:33 PM
To: 'Gamers Discussion list' gamers@audyssey.org
Subject: Re: [Audyssey] Q9 and cracks


Oh I've got my emails auto archiving every 24 hours so it's not backups
that's the issue. All keys and codes are stored in their own folder which 
is
stored on an office data file on another drive. So it's definitely not 
that

which is the issue.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: 27 November 2009 02:31
To: Gamers Discussion list
Subject: Re: [Audyssey] Q9 and cracks


personally, whenever I get a game, I copy the E-mail directly to a text
file, save it in my folder  imaginatively called game keys, and that
folder,  along with just about everything else on my computer's
harddrive which I want to hang on to get's stuck onto my handy backup
external harddrive.

This is a usb drive, which only gets plugged into a computer for purpose 
of

backing stuff up, and usually just sits in the bottom of my draw.

I Also copy across all the game setup files for good measure, as well as
music, audio, any game information like extra rail racer tracks 
Interactive

fiction games or lw missions which could be useful,  not to mention my
thesis and related materials (which I'd be in real! trouble if I lost).

I even copy across my address book and favourites folders too, sinse 
finding


all those sites again and organizing them into the folder structure I like
would be a pest.

A lot of these (including the game keys folder), then get coppied onto my
laptop too for safe keeping,  in fact the only reason not everything
does is because my laptop only has a 36 gig drive,  and my collection 
of


randomly important stuff has now reached about 40 gigs,  which 
includes

about 16 gigs of music and 10 gigs of audio.

This was why even when my desktop's drive exploded in 2008, it wasn't such 
a


major deal to replace things.

Personally, I'd recommend this backup method to anyone. No having to keep
cds or anything else messy, no complications with scanning, just one piece
of equipment, which needs plugging in occasionally.

In fact the only real problem with backing stuff up is waiting for folders
to copy across!

Beware the grue!

Dark.
- Original Message - 
From: Scott Chesworth scottcheswo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, November 27, 2009 12:11 AM
Subject: Re: [Audyssey] Q9 and cracks



Wow, that's 3 games down the pan... quite an expensive pan!  I'm
assuming you're smart enough to be doing so already now but definitely
try and keep backups of your emails with keys in and whatnot.  Having
been denied an extra key for a GMA purchase for a pretty daft reason
myself I feel your pain, but should think if you'd had a copy of the
email where David himself sent you the key he'd have been alright over
it.

On 11/26/09, Darren Harris darren_g_har...@btinternet.com wrote:

Hi

Well I do have a legal copy but David Greenwood can't find me in his
records
so I just haven't ever bothered buying either game again. They're good
and
it's sad that I lost them but I just can't be bothered to shell out more
money for something that I know I did purchase. That's the real danger
with
this method of security it really is unfare on the end user quite
honestly.
I have keys for 2 games that I can no longer play through no fault of my
own. Actually I have sod as well but same problem.

-Original Message-
From: gamers-boun...@audyssey.org
[mailto:gamers-boun...@audyssey.org] On Behalf Of Willem
Sent: 26 November 2009 19:19
To: Gamers Discussion list
Subject: Re: [Audyssey] Q9 and cracks


I agree. I own many games that use this method of registration, but I
didn't email the developers for keys. Among them are all the titles
made with the GMA engine, railRacer and Judgment day. Darren Harris
wrote:

Right. Yes if the devs make it to difficult for people to use their
product then they just won't bother in the end. I've avoided certain
titles for that reason. As good as lw and tank commander are, it's a
pain to put either game on more than 1 system or if there's an issue
with 1 of my pc's and it needs formatting and reinstalling then yeah
it does become a problem and you just don't bother. So now when any
of these blind friendly games come out I tend to look at their
methods of registering the game. If I think it's going to be too
much of a hastle then I simply don't bother because I don't see why
I should have to keep asking and asking for such and such keys all
the time, quite frankly I have 

Re: [Audyssey] My Opinion of Q9

2009-11-16 Thread Mike Reiser
Definitely like this game, now if I can just figure out the trick to jumping 
over these pits that'll be great lol.  

Mike
On Nov 16, 2009, at 12:08 PM, Valiant8086 wrote:

 I'm liking this game myself. Fun stuff.
  - Original Message - 
  From: Thomas Ward 
  To: Charles Rivard ; Gamers Discussion list 
  Sent: Monday, November 16, 2009 12:34 PM
  Subject: Re: [Audyssey] My Opinion of Q9
 
 
  Hi Charles,
  Actually I don't think of my fellow accessible game developers as 
  competition. I think of them in terms of colleagues rather than my 
  competitors. I never got into game development for the money, as you and 
  others know, so my only financial stake in it is to make sure I can 
  cover development expenses and if I get a little extra that's alright by 
  me. I can always use a little spending cash now and then.
  Around 2006 several of us created a mailing list and wiki for the agdev 
  community. Although there was some interest and we got along well enough 
  there wasn't enough interest to keep the agdev site going. However, my 
  point is those of us who do accessible gaming as a hobby generally 
  treated each other as colleagues rather than the competition.
 
  Smile.
 
  Charles Rivard wrote:
 We, the gamers who buy games, get this from the competition??  Heh heh heh. 
 Good post, Tom.  This is high praise, indeed.
 ---
 In God we trust!
 
 
 
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Re: [Audyssey] New release - The Q9 Action game!

2009-11-16 Thread Mike Reiser
Just bought the game, keep up the great work!  

Mike
On Nov 16, 2009, at 4:06 PM, dark wrote:

 Well, that's to me another good point about the game,  deciding when to 
 go after bonsues and when not to.
 
 Beware the gRue1
 
 Dark.
 - Original Message - From: shaun everiss shau...@xtra.co.nz
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, November 16, 2009 8:24 PM
 Subject: Re: [Audyssey] New release - The Q9 Action game!
 
 
 yeah I had to read that part of the menu about the pits.
 objects can sometimes come down in places where you really can't just get em.
 you have a pit on the left and some enemies on the right and well you get 
 the picture.
 At 08:26 a.m. 17/11/2009, you wrote:
 Will just say very cool, and suppose it helped to go read the manual after 
 falling down the pits a few times so that I knew should jump first and then 
 hit the right/left arrow key to make it over them...LOL!
 
 Stay well
 
 Jacob Kruger
 Blind Biker
 Skype: BlindZA
 '...fate had broken his body, but not his spirit...'
 
 - Original Message - From: Philip Bennefall phi...@blastbay.com
 To: A public mailing list for Blastbay Studios. t...@blastbay.com
 Cc: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, November 16, 2009 4:00 AM
 Subject: [Audyssey] New release - The Q9 Action game!
 
 
 Hello everyone,
 
 I wish to officially announce the release of the Q9 Action Game. For those 
 of you not familiar with it, it's a sidescroller entirely based on sound 
 with 12 exciting levels containning a hoard of enemies and other dangers 
 to make your way through.
 
 You have to guide the little alien Q9 through four different worlds with 
 three levels in each, and help him to find his spaceship so that he can 
 return back to his own planet. The game features a lot of high quality 
 sound effects, an original orchestral score as well as numerous cut scenes 
 with slightly morbid humor.
 
 For more information, please visit us on the web at www.blastbay.com.
 
 Enjoy!
 
 Kind regards,
 
 Philip Bennefall
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Re: [Audyssey] USA Games News 7/2/2009

2009-07-02 Thread Mike Reiser

Tom,

Great news on the decition to go to c++.  I'm glad that cross  
platform, especially mac support is comeing.  I'll definitely load  
windows on my mac to play mota but I'll definitely be happy when the  
games are natively supported.  Keep up the great work,


Mike
On Jul 2, 2009, at 4:24 PM, Thomas Ward wrote:



USA Games News

July 2, 2009

Introduction

Hello gamers,
Welcome to the July edition of the USA Games News. A lot has been  
happening on the programming front, and I think we have some late  
breaking developments that many of you may be interested in.


Genesis 3D

In our previous news letter we mentioned we were testing a cross  
platform version of the Genesis Engine written in Java. Do to  
technical details the Java version of the engine ran fairly poor on  
our testers computers. As a result we have decided to discontinue  
development of the Java based Genesis Engine, and have made the  
decision to completely rewrite the Genesis Engine from scratch in C+ 
+. While this is going to be a lot of work it will eventually be  
worth it in the long run.
One of the reasons we have decided to make the switch officially to C 
++ is the fact our future games will no longer be tied to a specific  
runtime environment like the Java Runtime Environment, .NET  
Framework, Mono, Python, etc. Instead each version of the Genesis  
Engine will be specially designed and compiled for each target  
operating system. This will have serious advantages over the C# .NET  
and Java based engines.
First, since each version of the engine will be designed for the  
specific operating system and target platform we can take advantage  
of each operating systems game programming development libraries. On  
Linux we could use the SDL API, perhaps use OpenAL for 3d audio  
support, and take advantage of the Gnome-Speech service natively. On  
Windows we could use DirectX and Sapi. By having the core of the  
engine specifically designed for the operating system at hand we can  
take full advantage of its game programming libraries, accessibility  
services, and so on directly.
Second, by compiling the program as a native Windows, Mac, or Linux  
executable we will be able to get the maximum speed and system  
performance out of our future games. No matter how much goes into  
optimizing runtime environments like the .NET Framework, Sun Java  
Runtime Environment, Python, etc they still have too much over head  
to compare with a native C++ application. Sometimes some Java  
and .NET applications are close to native speeds, but they have a  
long way to go to being equal to a well written native application.
Third, by using C++ we will drastically be reducing the size of our  
software installations. For example, in the passed if an end user  
needs to upgrade to the .NET Framework 3.5 and include Managed  
DirectX that means he/she will have to download and install nearly  
500 MB of additional software with our games. Not to mention one of  
our number one technical support issues has been helping end users  
get those two dependencies installed and running correctly. So we  
feel the easiest solution will be to eventually drop support for  
those technologies and use native Windows, Linux, and Mac  libraries  
directly.
Fourth,  one of the main reasons we have decided to switch is that  
Microsoft has made things difficult for us to continue using C# .NET  
for future game development. Back in 2004 when we started developing  
games Managed DirectX for .NET was brand new, was being heavily  
promoted, and we decided to begin writing our games using C# 2003  
and Managed DirectX. By 2007 Microsoft announced Managed DirectX was  
being phased out, and they were replacing it with the Managed XNA  
Framework. Unfortunately, the Managed XNA Framework requires a  
developer to use an audio tool called XAct that is fairly  
unaccessible for a blind developer. However, the core C++ XNA  
libraries don't have this problem. So it only makes sense to design  
games using C++ which is a more accessible alternative all around.
Finally, if we decide to use the SDL sound mixer we will be able to  
support compressed file types such as mp3or  ogg for large  
background music and ambience loops. Obviously if we can use mp3 and  
ogg for large files we will be able to make our future games not  
only smaller, but easier to download and install. Which I think will  
agree with everyone regardless if they are on dial up access or on a  
high speed connection.
I know it probably seams like we have been going round and round in  
circles about what programming language, APIs, etc we will be using  
for the final Genesis release, and in a sense you would be right. It  
has taken us a long time to experiment with programming languages  
and APIs to find something that works with Mac, Windows, and Linux  
equally. At last I think we have done it. Admittedly it is more work  
than I had planned on, but I think it will be well worth it 

Re: [Audyssey] MOTA Beta 5 Released!

2009-06-10 Thread Mike Reiser
Really hope the mac version of this comes soon as I can't get windows  
at this time.


Mike
On Jun 10, 2009, at 5:09 PM, Thomas Ward wrote:


Greetings gamers,
At long last Mysteries of the ancients beta 5 has been released. Do  
to technical details we were unable to make available the cross  
platform version at this time so we have elected to go ahead and  
release the Windows only version instead. Please, remember to  
uninstall beta 4 before upgrading to this release.


What's New

Arcade mode is no longer available in this release.
Several keyboard commands have been changed.
Most menus now have keyboard shortcuts.
Fixed several miner bugs.
Updated the game documentation.

Download
http://www.usagamesinteractive.com/products.php

Happy Gaming.


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Re: [Audyssey] MOTA beta four impressions.

2009-04-15 Thread Mike Reiser
Really love the beta.  Just wanted to report a very small bug which has 
been in from the beginning.  When you die and the game ends, it sounds 
like the torch your burning before it happens is still burning when the 
main screen comes up.  Thanks,


Mike

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Re: [Audyssey] MOTA Beta 3 Released

2009-03-19 Thread Mike Reiser
Congrads Tom this is awesome, can't wait for the new levels smiles.  Keep it 
up,


Mike

--
From: Cory Kadlik ckadl...@verizon.net
Sent: Thursday, March 12, 2009 7:32 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] MOTA Beta 3 Released


as always tom, keep up the great work!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, March 12, 2009 7:04 PM
Subject: [Audyssey] MOTA Beta 3 Released



Greetings gamers,
Tomb Hunter Mysteries of the Ancients Beta 3 has been released. This all 
new test release includes several bug fixes, updates, and new features. 
So what is new in this release?


Increased speech rate and smoothness when speaking player status 
messages.

Updated User's Guide.
Renamed view high scores menu to high scores menu.
Renamed shotgun to 12 gage shotgun.
Updated  footstep and swim sounds.
Raised the internal volume for enemy sound effects.
Fixed bug with delay between enemy attack and player pain sounds.
Removed minimum range restriction for all weapons.
You can now press escape to exit the intro message.
Renamed arrows to enchanted arrows.
Now announces all items when multiple items are picked up at one time.
Updated land water sound.
Updated Angela death sounds.
Placed speech code in a separate thread.
Control key now silences speech during game play.
Fixed bug where the player's footstep sounds are not always updated after 
restoring from a saved checkpoint.

Torches now go out when swimming in the water.
Updated duck/stand up sounds.
Updated enemy AI.
Restored the ability to remain in a ducked position wwhile the duck 
action keys are being held down. Release the duck action keys to return 
to a standing position.

Disabled .NET Framework detection during install.

As always uninstall Beta 2 before installing this release to insure the 
upgrade is successful. You can download Mysteries of the Ancients Beta 3 
from our product catalog.

http://www.usagamesinteractive.com/products.php

Sincerely,
Thomas Ward
President of USA Games Interactive
http://www.usagamesinteractive.com

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Re: [Audyssey] Installing DirectX Updates

2009-02-28 Thread Mike Reiser

I too would vote for option 1.

Mike

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[Audyssey] a couple mota bugs and a question

2009-02-26 Thread Mike Reiser
Hello TOm,

A few things to report and a question.  

1.  When I try to read section 6 of the user's guide I get a file not found 
message.  
2.  While running the game before I disabled my screen reader, it kept giving 
me errors about a dat file to do with scoring denying permissions.  I installed 
it to the c:\program files\usa games interactive \toomhunter folder before I 
read that we needed to install it in a local folder, can the installer possibly 
do this automatically? I'm running vista ultimate.   Also I read in the guide 
about game registration, I pre ordered it when it was still montazooma's 
return, do I need to repurchase this game or will I get a regestration code 
soon?  Thanks,

Mike
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Re: [Audyssey] second life

2009-01-10 Thread Mike Reiser
I'm a tester basically.  It's been decided that once we polish some 
things and get it useable and stable we'll release a beta and I'll email 
the list about it.  I haven't been able to test yet.  The only thing 
done so far has been a script that will get you passed the inaccessible 
login screen.  Acording to the team we are waiting to get to talk to 
lindon labs them selves.  I will skype the developer today and see 
what's happening.


\Mike

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Re: [Audyssey] second life

2009-01-07 Thread Mike Reiser
I am in contact with the developers with the virtual guidedog project.  
We will be in contact with Lindon labs soon to hopefully contenue work 
on makeing the client more accessible, I will provide more info when we 
have something ready for testing.


Mike

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Re: [Audyssey] vip mud

2008-11-18 Thread Mike Reiser
Do you need to do anything to get the sounds working or will they just work 
when you start the game?


Mike
aim screen name: chrchmiker.
MSN screen name: [EMAIL PROTECTED]
Yahoo screen name: miker19882001.
Skype screen name: miker1988

--
From: michael maslo [EMAIL PROTECTED]
Sent: Saturday, November 15, 2008 3:20 PM
To: 'Gamers Discussion list' gamers@audyssey.org
Subject: Re: [Audyssey] vip mud

I play a mud called dragon swords which have sounds and it rocks. I love 
the
mud and also different mud is miriani. There are others such as midievia 
and

some others. Go to www.mudconnector and select advanced search and then
check the box that says msp support and then search It will give you a 
list

of muds which offer that.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Mike Reiser
Sent: Saturday, November 15, 2008 12:13 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] vip mud

I would love to know how to take advantage of muds that have sound. 
That's
one of the things that kind've put me off of mudding but if I can find 
some

with sounds that would be good.

Mike
aim screen name: chrchmiker.
MSN screen name: [EMAIL PROTECTED]
Yahoo screen name: miker19882001.
Skype screen name: miker1988

--
From: Chris Hallsworth [EMAIL PROTECTED]
Sent: Friday, November 14, 2008 3:40 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] vip mud


Macros in Vip are called Keys.

--
Chris Hallsworth
e-mail: [EMAIL PROTECTED]
MSN: [EMAIL PROTECTED]
skype: chrishallsworth7266
klango: chrishallsworth
- Original Message - 
From: Kirstan Mooney [EMAIL PROTECTED]

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, November 14, 2008 8:40 PM
Subject: Re: [Audyssey] vip mud



I haven't looked at Vip for a while, but one thing that *really* puts me
off, is the need of having to know a little scripting to make even the
easiest Trigger.  I remember it seemed very difficult, but I sure would
love
to know how, to give this client a decent go.  I currently use Gmud,
which
is such an easy client to make triggers, alias's and macros in.  I also
got
a bit lost, when I tried to figure out, if Vip could have macros too?
So, any help with these things would be greatly appreciated.
Kirstan.

[EMAIL PROTECTED]
- Original Message - 
From: Kellie and my lovable Lady J. [EMAIL PROTECTED]

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, November 15, 2008 9:35 AM
Subject: [Audyssey] vip mud


Hey all,
I know there are many people who have asked questions or don't 
understand

the use of vip mud. I am willing to try and put together a tutorial for
it
since I use it frequently. I can't promise how good it will be written
since
I am not the greatest at writing but I understand vip mud a least a bit.
What I want to know is what sort of trouble is everyone having? what
questions are there or what are people unsure of? This way I can work 
off
that and address the issues. I do not understand how to actually write 
my

own scripts yet. though I would like to learn, but the rest of the stuff
I
am comfortable with.
Kellie and my lovable Lady J.
Canine Welfare technician/resident adviser
Guide Dogs for the Blind, Oregon campus
wwwguidedogs.com


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Re: [Audyssey] WWW.blind-games.com down

2008-11-18 Thread Mike Reiser

Jason,

am I subscribed to the google group?  I got a message asking me to join and 
I replied or whatever but haven't seen any trafic on there.


Mike
aim screen name: chrchmiker.
MSN screen name: [EMAIL PROTECTED]
Yahoo screen name: miker19882001.
Skype screen name: miker1988

--
From: Jason Allen [EMAIL PROTECTED]
Sent: Sunday, November 16, 2008 3:10 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] WWW.blind-games.com down


Oh great. This is why I don't like using open source software. I hope the
website content is still there. I don't have an internet connection to 
work

on it yet. I've moved house and the phone and internet connection is still
being set up. I'm still working on the next build of Entombed and nothing
else has changed. If the website content is gone, I might just stick with
the Google group.

Anyway, other than that, work on the game continues as normal.

Jason
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Re: [Audyssey] Hello and some information

2008-11-15 Thread Mike Reiser

Anyway to access this and get the sounds with vipmud?  Thanks,

Mike
aim screen name: chrchmiker.
MSN screen name: [EMAIL PROTECTED]
Yahoo screen name: miker19882001.
Skype screen name: miker1988

--
From: Tristan B [EMAIL PROTECTED]
Sent: Tuesday, November 11, 2008 6:07 AM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Hello and some information


Hi Kerry,
The mailservers aren't in working order at the moment ;)

Regards, Tristan Bussiere - Head Developer, and founder/owner of 
Accessible Computer Entertainment Games. ACEGamesOnline.net - Accessible 
Computer Entertainment Games' Website. Contact info: Skype: Add me to your 
skype contacts. Skype me (tristanbussiere) Add the ACEGames support team 
skypeline to your skype contacts. Skype ACEGames (acegamessupport) E-mail: 
Email me. MSN: Add me to msn.
- Original Message - 
From: kerry [EMAIL PROTECTED]
To: Tristan B [EMAIL PROTECTED]; Gamers Discussion list 
gamers@audyssey.org

Sent: Tuesday, November 11, 2008 7:02 AM
Subject: Re: [Audyssey] Hello and some information


Any one tried to sign up with  this game  triston is the creator of? well 
mud? i tried and never got on. help?


- Original Message - 
From: Tristan B [EMAIL PROTECTED]

To: gamers@audyssey.org
Sent: Friday, November 07, 2008 8:10 PM
Subject: [Audyssey] Hello and some information



Hello,
My name is Tristan Bussiere. Most of you if not all of you, have seen me 
before on this mailing list. I would like to introduce you to a new MOO 
(mud object oriented) that I and my devoted team of staff have been 
working on for the passed few months.
It is called Cosmos. As you may have realised, it is space-related, and 
has starships, stun weaponry, and much more. The very much so 
in-development website where you can download a soundpack and a client 
is at:

www.acegamesonline.net/cosmos
the connection info is as follows.
address: cosmos.mcp-server.com
port: 1123

Hope you check it out,

Regards,
Tristan Bussiere
- Head Developer, and founder/owner of Accessible Computer Entertainment 
Games.


ACEGamesOnline.net - Accessible Computer Entertainment Games' Website.

 Contact info:


 Skype: Add me to your skype contacts. Skype me (tristanbussiere) Add 
the ACEGames support team skypeline to your skype contacts. Skype 
ACEGames (acegamessupport)


 E-mail: Email me.

 MSN: Add me to msn.
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Re: [Audyssey] MOTA Clasic vs New Levels

2008-11-15 Thread Mike Reiser

I agree, let's have a fresh startr with the new levels.

Mike
aim screen name: chrchmiker.
MSN screen name: [EMAIL PROTECTED]
Yahoo screen name: miker19882001.
Skype screen name: miker1988

--
From: Bryan Peterson [EMAIL PROTECTED]
Sent: Tuesday, November 11, 2008 7:27 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] MOTA Clasic vs New Levels

Personally, I'd prefer the newere levels. I've been looking forward to 
that since you first announced what direction you were going to take the 
game.
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]

To: gamers@audyssey.org
Sent: Tuesday, November 11, 2008 6:24 PM
Subject: [Audyssey] MOTA Clasic vs New Levels



Hi everyone,
Since the recent USA Games news letter has brought the subject up of 
classic verses the new game levels I thought I would open this topic up 
to the entire community for discussion. Since this game has nearly 200 
pre-orders awaiting to be filled your input on this matter is very 
important to me.
As some of you correctly guessed I had initially planned on redesigning 
all of the levels from scratch. To give the game a complete new look and 
feel. However, the new levels aren't set in stone so to speak. I am 
willing to do some compromising on this matter.
Some of you who are interested in the project would like to see the 
classic Montezuma's Revenge levels return to the game. I can certainly do 
that, but I might have to make a few miner modifications to them to 
include some of the new features I have added to the game such as locked 
statues, new traps, etc. So the first question is, how many of you are 
interested in seeing the classic Montezuma's Revenge levels return to 
MOTA?
On the other hand the new levels I have been drafting are specifically 
tailored for MOTA and it's unique style of game play. If we decide to go 
with all new levels that gives me a lot of room to be more creative and 
give the game a fresh look and feel so to speak. So the second question 
is, how many of you are in favor of all new levels?

Thanks.


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Re: [Audyssey] MOTA Random items.

2008-11-15 Thread Mike Reiser

Wow, definitely makes me want this game even more.  Definitely keep it up,

Mike
aim screen name: chrchmiker.
MSN screen name: [EMAIL PROTECTED]
Yahoo screen name: miker19882001.
Skype screen name: miker1988

--
From: Yohandy [EMAIL PROTECTED]
Sent: Saturday, November 15, 2008 9:25 AM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] MOTA Random items.


awesome! can't wait to play this thing!

- Original Message - 
From: Lisa Hayes [EMAIL PROTECTED]

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, November 15, 2008 2:16 AM
Subject: Re: [Audyssey] MOTA Random items.


Thomas, bring it on man, bring it on.  I want this game so much now and I 
can't wait to get my ears round the sound or my hands round the keyboard 
to play.

Lisa Hayes
skype name, lisa12257
join my chat list subscribe at [EMAIL PROTECTED]
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, November 15, 2008 6:08 PM
Subject: [Audyssey] MOTA Random items.



Hi everyone,
I know earlier I said I wouldn't add random monsters and items to 
Mysteries of the Ancients, but I think I just changed my mind. I have 
done some experimental testing with randomly placing a monster in a room 
and as it turns out I don't think it is going to be all that difficult 
to do after all. I have added some experimental code to the game engine 
to randomly generate an enemy when the player activates a trigger. Right 
now I have only tested this with a couple of monsters, but it works 
fine. I like the new trigger method of doing things so well I am going 
to add the new code to the main engine as a full feature.
Once I get random monsters working I can do the same with randomly 
triggering gold coins, healing potions, ancient scrolls, etc. Bottom 
line now that I figured out an easy and sane way to do it for Mysteries 
of the Ancients I plan to work on it this weekend. By Monday, luck be 
with me, I will have a game complete with random items and enemies. I 
don't know about you guys, but I am suddenly very excited. When the new 
random generator goes in this game it will blow Montezuma's Revenge away 
in replay value.

Cheers.



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Re: [Audyssey] MOTA Trailer Released!

2008-11-15 Thread Mike Reiser

Wow that trailer rocks, definitely will be worth the wait.

Mike
aim screen name: chrchmiker.
MSN screen name: [EMAIL PROTECTED]
Yahoo screen name: miker19882001.
Skype screen name: miker1988

--
From: Charles Rivard [EMAIL PROTECTED]
Sent: Friday, November 14, 2008 5:39 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] MOTA Trailer Released!


It was gold coins.

---
Pretty is as pretty does.
- Original Message - 
From: Phil Vlasak [EMAIL PROTECTED]

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, November 14, 2008 1:13 PM
Subject: Re: [Audyssey] MOTA Trailer Released!



Hi Tom,
I really liked the new MOTA trailer.
There was only one thing I didn't understand.
What sounded like Gold Boys
Could it have been gold coins?
I noticed the pistol ammo didn't sound like it should but think that is 
probably a placeholder sound.

It would be nice to identify what she is shooting at or killing such as
skeleton in 30 feet.
and after killing it
dead skeleton.
Good work!
Phil

- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]

To: gamers@audyssey.org
Sent: Friday, November 14, 2008 3:46 PM
Subject: [Audyssey] MOTA Trailer Released!



Greetings gamers,
USA Games Interactive would like to announce the release of the long 
awaited audio trailer for Mysteries of the Ancients Alpha 1. In this 
trailer you will follow Angela Carter as she explores an underground 
temple. However, unlike the full game Angela Carter has been given most 
of her weapons at the beginning of the game so that we might better show 
off some of her new weapons, attacks, and what is in store for later 
levels of the game
Developers note. .Do to financial reasons we have not been able to 
purchase original music and  have not yet completed adding original 
sound effects to MOTA. Music and player sounds for the trailer have been 
borrowed from Tomb Raider Angel of Darkness.
Finally, if you would like to listen to the Tomb Hunter trailer click 
the following link to begin the download.

http://www.usagames.us/downloads/trailers/MOTA.mp3
Games Beyond Imagination
USA Games Interactive
http://www.usagames.us


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Re: [Audyssey] vip mud

2008-11-15 Thread Mike Reiser
I would love to know how to take advantage of muds that have sound.  That's 
one of the things that kind've put me off of mudding but if I can find some 
with sounds that would be good.


Mike
aim screen name: chrchmiker.
MSN screen name: [EMAIL PROTECTED]
Yahoo screen name: miker19882001.
Skype screen name: miker1988

--
From: Chris Hallsworth [EMAIL PROTECTED]
Sent: Friday, November 14, 2008 3:40 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] vip mud


Macros in Vip are called Keys.

--
Chris Hallsworth
e-mail: [EMAIL PROTECTED]
MSN: [EMAIL PROTECTED]
skype: chrishallsworth7266
klango: chrishallsworth
- Original Message - 
From: Kirstan Mooney [EMAIL PROTECTED]

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, November 14, 2008 8:40 PM
Subject: Re: [Audyssey] vip mud



I haven't looked at Vip for a while, but one thing that *really* puts me
off, is the need of having to know a little scripting to make even the
easiest Trigger.  I remember it seemed very difficult, but I sure would 
love
to know how, to give this client a decent go.  I currently use Gmud, 
which
is such an easy client to make triggers, alias's and macros in.  I also 
got

a bit lost, when I tried to figure out, if Vip could have macros too?
So, any help with these things would be greatly appreciated.
Kirstan.

[EMAIL PROTECTED]
- Original Message - 
From: Kellie and my lovable Lady J. [EMAIL PROTECTED]

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, November 15, 2008 9:35 AM
Subject: [Audyssey] vip mud


Hey all,
I know there are many people who have asked questions or don't understand
the use of vip mud. I am willing to try and put together a tutorial for 
it
since I use it frequently. I can't promise how good it will be written 
since

I am not the greatest at writing but I understand vip mud a least a bit.
What I want to know is what sort of trouble is everyone having? what
questions are there or what are people unsure of? This way I can work off
that and address the issues. I do not understand how to actually write my
own scripts yet. though I would like to learn, but the rest of the stuff 
I

am comfortable with.
Kellie and my lovable Lady J.
Canine Welfare technician/resident adviser
Guide Dogs for the Blind, Oregon campus
wwwguidedogs.com


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Re: [Audyssey] second life questions

2008-10-30 Thread Mike Reiser
Haven't talked to the developer in awhile, I'll get intouch and update when 
I find out something.


--Mike
From: nicol [EMAIL PROTECTED]
Sent: Wednesday, October 29, 2008 2:32 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] second life questions


Is this a game?

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
Behalf Of Juan Hernandez
Sent: Saturday, October 25, 2008 8:27 AM
To: gamers@audyssey.org
Subject: [Audyssey] second life questions

Hello All,
I'm new to this list, and I've been reading archives about second life. 
so,

how
accessible is second life?  can I move around the world? I heard there
objects such
as a cane and dog and a sl screen reader called EVA?
Thanks.

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Re: [Audyssey] Mainstream games was sl accessibility contact details

2008-09-27 Thread Mike Reiser
I posted a request to test the game in the intumbed topic on the 
blind-games site, was that the right place?  THanks,


Mike

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Re: [Audyssey] sl accessibility contact details

2008-09-25 Thread Mike Reiser
Yes have looked at it, runs slowly on my pc due to me having only a gig 
of ram.  It doesn't give you any feedback as to whether your character 
was created successfully.  Anyone we can contact to give feedback to 
about this? 


Mike

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Re: [Audyssey] sl accessibility contact details

2008-09-25 Thread Mike Reiser
Don't really care for the theme my self, prefer sl which is general 
purpose.  Still at least this is something. 


Mike

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Re: [Audyssey] Mainstream games was sl accessibility contact details

2008-09-25 Thread Mike Reiser
Agreed.  I do think once the flight game from bpc is released we'll have 
something and also the rpg game, but I've wanted to take advantage of sl 
and other virtual worlds for years, thuss my willingness to test and 
give feedback when I can. 


Mike

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[Audyssey] sl accessibility contact details

2008-09-24 Thread Mike Reiser
Re: SL coder and volunteers contact info
Hello all,

I've been given permission to give out Louise and Charles Morris, the 
developer of the guide dog  script's contact details.  First I'm going 
to provide links of interest to Charles Morris personal  wiki and the 
organization he works with.  


The site for info about Charles Morris AKA  Charles Mountain is  
https://wiki.secondlife.com/wiki/User:Charles_Mountain

The organization he is co-founding can be found at:  
https://wiki.secondlife.com/wiki/SecondAbility_Mentors
[EMAIL PROTECTED]

.  He's looking for testers and generally anyone who can help.  He's 
especially looking for c++  coders to help with the programming involved 
with this project.  I hope this helps,

Mike
  

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Re: [Audyssey] problem signing up to second life

2008-09-23 Thread Mike Reiser
The developer has some ideas on how to fix the log on screen problem, 
stay tuned. 

Mike

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Re: [Audyssey] Second Life accessibility Updates

2008-09-22 Thread Mike Reiser
You'll need to have sighted help to get started.  We're in an early 
stage of beta right now.  The dog has the ability to speak chats and 
that's it.  I'm talking with the author currently.  If you can have 
someone help you get started that would be great. 

Mike

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Re: [Audyssey] Second Life accessibility Updates

2008-09-22 Thread Mike Reiser
unfortunately, you'll need sighted help until you get the dog

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Re: [Audyssey] Second Life accessibility Updates

2008-09-22 Thread Mike Reiser
Just a cautionary note.  There is no access whatsoever to the log on 
screen, or any other part of the program using a traditional reader such 
as jaws.  I'm currently working with Louis and some other people to try 
to figure out a temperary solution for this.  The guide dog, max, can 
now read text chat which is what eva can do at this time.  I have louis, 
the developer of max, and some others on my skype list.  I'll ask if I 
can give there names to you if you'd like.  Thanks,

Mike

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Re: [Audyssey] Second Life accessibility Updates

2008-09-22 Thread Mike Reiser
I have no experience with eva or the cane.  The guidedog, max, will read 
text chats and will soon be able to speak your current location, and 
hopefully things arround you.  This is still at a very early I'd call it 
alpha stage at the moment, text chat was just put in last night.  Hope 
this helps,

Mike

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Re: [Audyssey] Second Life accessibility Updates

2008-09-22 Thread Mike Reiser
I suggest you go to www.virtualability.org first and fill out the form 
to create an account.  I suggest you use webvisum with firefox if you 
have it to solve the captcha as the audio captcha is barily 
understandable.  My aim screen name is chrchmiker, add me and I can send 
you what you need.  Please note you will need sighted help to log in and 
stuff at this time. 

Mike

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Re: [Audyssey] Second Life accessibility Updates

2008-09-22 Thread Mike Reiser
Rather than using eva, max can do this without a serial.  If you have 
aim or something add me and I will send you max, the msi file.  I 
suggest that if we want to make this useable and accessible we should 
try to stick with this and test any way we can. 

Mike

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Re: [Audyssey] problem signing up to second life

2008-09-22 Thread Mike Reiser
The names combo box is for selecting a lastname which will be used in 
the game world.  Webvisum should work for solving the captcha.  When the 
script is given to you, it will be stored in your account not on your 
comp.  If your willing to get sighted help to get started then it would 
be great if you could help test and give feedback.  THanks,

Mike

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Re: [Audyssey] Second Life accessibility Updates

2008-09-22 Thread Mike Reiser
Not sure about the cane.  The dog will allow you to chat, however 
navigating via the arrow keys isn't there yet and there's no sound to 
signify this.  The coder is trying to get funding from lindin lab so he 
can work on this.  THe goal is to eventually create a custom client, 
however, this will take some time.  I'm just trying to give him ideas as 
to how to make the dog more windows like for a blind user. 

Mike

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Re: [Audyssey] interesting info for those wishing to get the cane and guide dog in second life

2008-09-22 Thread Mike Reiser
This does wor, in myu case, louis gave me the guide dog and I had help 
whereing it and stuff.  For anyone interested, my skype name is 
miker1988.  You can add me and I can help maybe if possible. 

Mike

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Re: [Audyssey] my thoughts on second life so far

2008-09-22 Thread Mike Reiser
It is no longer required to use eva for text chatting which is basically 
what Max the dog does.  Once you get on, either Louis, or someone will 
be there and can give you the script for max the dog.  After this, there 
is an installation package which will install an executable on your 
machine that will interface with sapi.  I can't remember the url but if 
you add me on skype I can get it to you.  Once you are logged in, start 
this max program.  Your default sapi voice will prompt you for your 
name, type the name which youregestered with in SL.  Press enter and it 
will say Your name is logged in after this in the client type /2 speak 
on and press enter.  At this point you won't here it say that it is 
enabled but hopefully we can fix this at some point.  However, it should 
start reading you messages people send to you.  Hope this helps,

Mike

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Re: [Audyssey] my thoughts on second life so far

2008-09-22 Thread Mike Reiser
At this point it will speak chat messages.  Soon it will have the 
ability to tell you your current location.  There is an executable you 
need to install which will interface max with sapi.  Add me on skype if 
you have it and I can send it, my skype name is miker1988.  Thanks,

Mike

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Re: [Audyssey] Second Life accessibility Updates

2008-09-22 Thread Mike Reiser
I have the msi installer.  My skype name is miker1988 so you can add me 
and I can send it if you'd like. 

Mike

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Re: [Audyssey] Second Life accessibility Updates

2008-09-22 Thread Mike Reiser
That's fine, my msn is [EMAIL PROTECTED]  Hope this helps,

Mike

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Re: [Audyssey] Entombed RPG Progress

2008-09-21 Thread Mike Reiser
Is there any way one can try the alphas would love to test. 

Mike

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Re: [Audyssey] USA Games News 8/20/2008

2008-08-22 Thread Mike Reiser
Or use wubi like I do, it creates a linux system in a virtual like 
inviornment and creates a boot option for it.

Mike

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Re: [Audyssey] USA Games News 8/20/2008

2008-08-21 Thread Mike Reiser
I dunno, I just like that at least with win I can press enter and it 
goes after a few questions.  With a .deb file in linux this can be done 
also and after the password is entered it will just extract it.  That's 
what I like.

Mike

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Re: [Audyssey] USA Games News 8/20/2008

2008-08-20 Thread Mike Reiser
SOunds great.  One request, please make the game easy to install on 
linux.  Too often the new linux user has to compile sources and I think 
the installer should be as automatic as it is on windows.  Just my thought.

Mike

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Re: [Audyssey] Quick USA Games Survey.

2008-05-13 Thread Mike Reiser
Personally, I'd rather get the games released so I think you should 
release them with what you started using.  You can program future titles 
in c++.  I've been hopeing for raceway for several years now and also I 
was one of the preorderers of monty and I want what I payed for.  Not 
trying to sound rude but let's finish things up and start from scratch 
with other titles.

Mike

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Re: [Audyssey] Speaking of Linux and Games.

2008-01-02 Thread Mike Reiser
Kuvvosh wrote:
 Where Oh Where do I get a Linux that has a talking installer?  I've looked
 up and down for a copy, and yet not  found one.  I used to use linux back in
 the days but, have yet found one with a talking installer.  I hope there is
 one of Mandrake I love that disco.

  

 Kuvvosh

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buntu is quite good, comes with espeak and orca. 

Mike

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Re: [Audyssey] MUD clients for Vista which are accessible

2008-01-01 Thread Mike Reiser
Michael Maslo wrote:
 Hi everyone:
 H
 Appy New Year's and a question.

 Does anyone know a mud client I can use with windows Vista? I use monkey
 term with my xp system with the scripts for self  speaking with Jaws.
 However when I installed Monkey Term as administrator that worked perfectly
 but when I tried to run the monkey lib file it would not register the
 regsrvr.dll file.

 Any ideas of what I can try to do this or install it? If not, does anyone
 know a mud client I can use with Jaws and windows vista?

 Thanks in advance.  If scripts are needed also, where can I get them at?

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
 Behalf Of Willem
 Sent: Sunday, December 30, 2007 11:29 AM
 To: Gamers Discussion list
 Subject: [Audyssey] Woo! I bought monty

 I just bought Montezuma's Return. I look forward to playing.

 Good luck to you Thomas on this and all your projects.
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 Any stndrd mud client should work, including monkey term.  The GMA mudclient 
 should be out within a month or so in beta.  Hope this helps,
   

Mike

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[Audyssey] monty ledge bug

2007-12-26 Thread Mike Reiser
I can't remember if this has already been posted but just in case i 
figured I'd post this bug.  The last two times I stepped onto a ledge I 
died.  the first time I thought maybe it had been because I was walking 
to fast, but the second time i stepped onto it to wait for the vanishing 
platfomr and immediately died.  She immediately fell onto the spikes.  
Just figured i'd share this.  Thanks,
Mike

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Re: [Audyssey] bob it multyplayer

2007-12-11 Thread Mike Reiser
can't even get the game to start, otherwise I would.

Mike
- Original Message - 
From: Claudio Zeni [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 11, 2007 2:48
Subject: [Audyssey] bob it multyplayer


 Hello all!
 Has anyone tryed the multyplayermode in bob it?
 Hhas anyone time to play a bob it with mee?
 Regards, Claudio.

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Re: [Audyssey] Bop It Ultimate

2007-12-11 Thread Mike Reiser
When I start the game I get the following error, running windows vista and I 
think I have what's required.  bop it ultimate
Run-time error '429':
ActiveX component can't create object
OK Thanks,

Mike
- Original Message - 
From: Robjoy [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Tuesday, December 11, 2007 10:27
Subject: [Audyssey] Bop It Ultimate


 Hello all,
 Some answers for bop it questions and complaints:
 Quote
 hi all, what is the server i connect too to play one on one?  I'd like to 
 beat rob joy in bopet.
 End quote
 You need to know the person's ip address, or if he/she has a dns host it's 
 address.
 While that person stands on one on one, you have to enter the ip or host 
 address. To do that, bop it on the one on one theme, enter the address and 
 press
 enter. The game will connect to him/her, and if he/she
 accepts your request, the game will begin.
 Quote
 the twest it key is too far away and would like to see it moved up a bit.
 End quote
 The layout of the action keys are layed out in a position which is quite 
 challenging, but once you get used to it it'll be logical.
 Quote
 can't even get the game to start, otherwise I would.
 End quote
 Mike, could you explain why can't you start it please?
 Quote
 I actually like how the keys are configured, it feels a bit like the
 original bop it. my only complaint is that f5 for push it is extremely
 annoying. I have to swing my hand all the way up there each time. arg.
 wouldn't the insert key on the numpad be a better option? I'm also 
 wondering
 if anyone got the one on one option to work? my game crashes each time I
 try.
 End quote
 Push it is indeed anoying, but it's there to pull you out from the mode 
 when you put your hands on the lower keys, grin. It's part of the 
 challenge.
 I might have a theory why your game crashes on one on one, and if it 
 becomes true, it'll be fixed in the next release.
 Try checking your firewall or router if it blocks the required port 
 (2300). If it does, the game might won't notice it, and it'll try starting 
 the server (without any
 response).
 Quote
 easy difficulty?
 thought there were no difficulty levels in bop it ultimate?
 End quote
 Indeed, however trickbop is harder than bop or one on one.
 Quote
 Has anyone managed to connect to another person successfully in this game? 
 If so, how do you do it, and how to you host a game...
 End quote
 See the first quote.
 Quote
 I only have one complaint about this game: the twist it sounds and spin it 
 sounds should be reversed so that the twist it sounds in this game are the 
 twist it
 sounds in the real bop it game--that keeps throwing me off.  I'd also like 
 to see configurable keys--using the number pad keys makes more sense to me 
 than
 flinging my hands all across the keyboard.
 End quote
 We tried to not follow the original bop it sounds scheme, so we made new 
 sounds which are similar, but not exactly the same, thus, adding our own
 touches. I'm sorry, but i don't think so we will reverse the two sounds.
 Quote
 One more comment about Bop it: you might consider a shared directory for 
 all your programs so that once you've configured it for one, you don't 
 have to run
 it for each additional program--a shared directory plus optional 
 individual directories if people do want different configs for each 
 program.  Question: when I
 play this game, and run other software as well, I keep getting the windows 
 installer trying to install a program I don't even use or have any more. 
 I tried
 uninstalling and reinstalling msiexe a few times, and it seems to work 
 until I restart the computer, but it's not permanent.  It's getting really 
 annoying really fast.
 Any ideas?  I keep escaping out of this game trying to bypass the prompts. 
 Oh yes, an are you sure message before quitting would be handy.
 End quote
 To make a shared directory, you can install the games you want in the same 
 folder specifying the same path when installing, and leaving or specifying
 another path for the other games.
 It seems something calls the windows installer and tries to configure 
 something. I am not sure if it is bop it specific.
 There is only one disadvantage of adding a prompt when you'd like to quit 
 from the game. It'd pause the game, and it means some rest for the lazy 
 ones,
 smiles.

 Rob

 Rob

 ---
 Lighttech Interactive
 http://www.lighttechinteractive.com

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Re: [Audyssey] monte beta7 impressions

2007-12-09 Thread Mike Reiser
Congrads on an awesome game.  When I first started playing I thought I 
wouldn't enjoy it but now I'm hooked.  I just completed the first level 
yesterday and will purchase the game tomorrow..  I like the sounds just 
fine, I'm to young to remember consel games so can't comment on it feeling 
like an atari game.  Thanks for an awesome game and keep up the good work.

Mike
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, December 09, 2007 10:37
Subject: Re: [Audyssey] monte beta7 impressions


 Hi Nicol,
 I know where you are coming from with the end of level sounds and menu
 beeps, but I removed them, because they didn't really seam to fit in
 with the other high quality sound effects. It is not really a console
 game, and I felt using gongs and things like that would fit in better
 with the temple of doom type of theme Angela apparently is in.
 As for the menu sounds I am examining possibilities. Allot of people
 didn't like the step sounds for menus, which is an idea I got from Tomb
 Raider, so I am looking at other possabilities for Beta 8.

 nicol wrote:
 Thom I like beta7. the screaming sound is cool.
 Its much better than the screaming sound used in alpha1.
 Also I like the sound when angela is   injured by electricity. The sound
 used in the previous betas was frightening.
 I  strongly feel you should revert back to the previous sound used for
 completing a level.
 That sound gave me the feeling I'm playing an Atari game.
 When I played tv games way back with the help of my sighted friends many 
 of
 those games made more or less the same sound when completing a level than
 was used in betas 1 to 6. the blind gamer must have the feeling that he 
 is
 playing a console game and  the end of level sound used in betas 1 to 6
 gives that feeling.
 I also feel the  menu sound used in previous betas  sounds better than 
 the
 step sound.
 The menu sound used in previous betas  gives a feeling of playing a 
 console
 game. If I hear the  menu and end of level sounds used in betas 1 to 6 
 it
 feels like I'm sitting in front of a console. I'm living myself into it, 
 it
 doesn't feel like I'm sitting in front of my pc. That sounds lets me feel
 I'm in the console game world, that moment my pc feels like a console to 
 me.
 Those sounds makes the accessible  Atari  gaming experience more natural.
 But I like the drum beat and intro sound, its cool.
 I also like the new warp sound and invincibility music.
 And please keep the sound when angela dies as its currently, I really 
 like
 it a lot.
 Great job!


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Re: [Audyssey] James North?

2007-11-02 Thread Mike Reiser
Tom, since James didn't sell you Max, would you consider doing something 
like max but with a different name?  I think it would be cool to see what 
max would have been if it had been finished.  The trailors I read about it 
sounded really awesome.


Mike
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, November 02, 2007 5:50 PM
Subject: Re: [Audyssey] James North?


 Hi Lisa,
 In the final days of Alchemy James mentioned to me that he was giving
 up, because he was tired of the pressure of dealing with the comunity.
 His problem was that he took preorders and the comunity wanted immediate
 results, a reasonable time frame for release on the games, and he was
 busy dealing with his family issues etc. He had allot going on in his
 private life that he refused to tell the comunity, and so they hounded
 him day and night until he just quit.
 I have the proof on cd he was really working on the games, but he was
 months behind on anything that looked like a final release for Raceway
 or Montezuma's Revenge. He clamed he was unable to work on the games do
 to work, family issues, etc and so he was both unable and unwilling to
 work on the games in the time frame most gamers wanted him to.
 If he would have been more forth coming about his personal issues, not
 taken preorders, a few other bad mistakes I think the comunity would
 have left him alone or slackened off while he worked on the games on his
 own terms and time available.



 Lisa hayes wrote:
 Quite frankly your attitude contributed to his attitude, you guys, or a
 majority of same treated jams like scum, have a think on your own 
 attitudes
 before taking the iron to someone else.
 Lisa Hayes
 skype name, lisa12257
 join my chat list subscribe at [EMAIL PROTECTED]



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Re: [Audyssey] Raceway and Rail Racer

2007-08-07 Thread Mike Reiser
I was really looking forward to max, that sounded like it was going to be an 
awesome game.

Mike
- Original Message - 
From: Trenton Matthews [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, August 06, 2007 9:25 PM
Subject: Re: [Audyssey] Raceway and Rail Racer


 Hmm. Come to think of it, the shopping cart on there seams to have some
 certificate problems.

 - Original Message -
 From: Thomas Ward [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, August 06, 2007 8:10 PM
 Subject: Re: [Audyssey] Raceway and Rail Racer

 Hi Trenton,
 The fact the AGS site is still up doesn't mean anything at all. I
 haven't been able to contact James North in months by email because his
 email addresses have all been closed, and the AGS site hasn't been
 updated for a very very long time.
 I have no idea what happened to his remaining projects Max and the AGS
 game engine,but I suspect we won't be seing them for a very long time if
 at all.


 Trenton Matthews wrote:
 If he's disappeared, then why is his Alchemy Game Studios web site is
 still
 up?




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Re: [Audyssey] Another Monty solution to try.

2007-07-15 Thread Mike Reiser
When I start the game it gives me the microsoft error report.  I ran the 
dirrect X setup program from the microsoft site, I also have .net framework 
2.0.  I also have .net framework 3.0 as well.  In fact I have 1. and 1.1 
also.  Do I need to remove one of these versions?  Running xp pro sp2.

Mike
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, July 15, 2007 2:38 PM
Subject: Re: [Audyssey] Another Monty solution to try.


 Hi Mich,
 Oh, grief. Well, the error you gave below is a general protection fault.
 That means, in non-techno speak, that the application doesn't know what
 crashed the game, and so it gives a very generic error. Those are often
 the worst kinds to debug.
 Does it give you a details button to click on?

 Mich wrote:
 hi tom. I still get this when trying to play monty. graphic 181 
 Montezuma
 Montezuma has encountered a problem and needs to close.  We are sorry
 for the inconvenience.
 If you were in the middle of something, the information you were working 
 on
 might be lost.
 Close  I get thaqt when trying to playit using the ikon on the desk top 
 and
 also when trying to play it by hitting the .exe file in c program files 
 usa
 games monty. I hope this helps. from Mich Verrier.



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Re: [Audyssey] Sapi issues

2007-07-12 Thread Mike Reiser
I'm a little confused where to put t he runtime?  It doesn't give me any 
dirrectory choices so I put it in program files\direct X, is this ok?

Mike
- Original Message - 
From: shaun everiss [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, July 12, 2007 3:02 AM
Subject: Re: [Audyssey] Sapi issues


 reinstall directx 9c
 At 04:13 a.m. 12/07/2007, you wrote:

After updating everything I get the following error when running rail 
racer.
GameEngine.exe - Common Language Runtime Debugging Services
Application has generated an exception that could not be handled.
Process id=0x1660 (5728), Thread id=0x1664 (5732).
Click OK to terminate the application.
Click CANCEL to debug the application.
OK Cancel

Using xp pro sp2.

Mike
- Original Message -
From: Che [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, July 11, 2007 9:58 AM
Subject: [Audyssey] Sapi issues


   If anyone else has been unable to run the Rail Racer demo, or the 
  Monty
  beta, please let us know.
  This is a problem we developers need to get a solid handle on for both
  current and future releases.
   If so, please let us know what version of SAPI you have installed, as
  well
  as any other voices or sapi software that you know of.
   Feel free to write me off list if you like.
   thanks,
   Che
  [EMAIL PROTECTED]
  Blind Adrenaline Simulations
  Games by one of us, for all of us
  www.blindAdrenaline.com
 
 
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Re: [Audyssey] Sapi issues

2007-07-11 Thread Mike Reiser
After updating everything I get the following error when running rail racer. 
GameEngine.exe - Common Language Runtime Debugging Services
Application has generated an exception that could not be handled.
Process id=0x1660 (5728), Thread id=0x1664 (5732).
Click OK to terminate the application.
Click CANCEL to debug the application.
OK Cancel

Using xp pro sp2.

Mike
- Original Message - 
From: Che [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, July 11, 2007 9:58 AM
Subject: [Audyssey] Sapi issues


  If anyone else has been unable to run the Rail Racer demo, or the Monty
 beta, please let us know.
 This is a problem we developers need to get a solid handle on for both
 current and future releases.
  If so, please let us know what version of SAPI you have installed, as 
 well
 as any other voices or sapi software that you know of.
  Feel free to write me off list if you like.
  thanks,
  Che
 [EMAIL PROTECTED]
 Blind Adrenaline Simulations
 Games by one of us, for all of us
 www.blindAdrenaline.com


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Re: [Audyssey] what's going on with bsc?

2007-06-03 Thread Mike Reiser
Yeah I agree, I'm ready for a developer that won't scrap a game after 
putting on a bunch of hipe about it.

Mike
- Original Message - 
From: Bryan Peterson [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Saturday, June 02, 2007 11:56 PM
Subject: Re: [Audyssey] what's going on with bsc?


 The basic jist of it is that BSC got into a disagreement with the folks 
 they
 were working with on the game. Apparently at issue was who was going to
 license the game when it came out, or who would market it or something or
 other. I don't remember exactly but Justin scrapped the idea and we've 
 heard
 nothing about any new titles since. Granted he did say they were working 
 on
 a new title after CQ was scrapped, but the name of the game and even a
 brief, general psynopsis were not forthcoming. All that was nearly two 
 years
 ago. I'm sorry to say this but I've rather lost interest in BSC since that
 whole incident, since it wasn't the first time a title had been scrapped.
 First it was BSC football, which actually stood a chance of getting me
 interested in the sport, then CQ and, on top of that, The Void was also
 scrapped, and at the same time as CQ. Of course The Void sounded to me 
 like
 a modified Troopanum, so I don't know how interested I'd have been if it 
 had
 come out.



 It ain't pretty when the pretty leaves you with no place to go.





From: Andy Smith [EMAIL PROTECTED]
Reply-To: Gamers Discussion list gamers@audyssey.org
To: gamers@audyssey.org
Subject: [Audyssey] what's going on with bsc?
Date: Sat, 2 Jun 2007 17:39:39 -0400

Hi,
I heard about that castle quest. Well... What happened to it! It was
supposed to be a great game!
Thanks,
Andy

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Re: [Audyssey] AJAX MUD client

2007-05-28 Thread Mike Reiser
Also couldn't figure it out.  I tried it with JAWS and NVDA with the same 
results.

Mike
- Original Message - 
From: Kirstan Mooney [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 28, 2007 1:59 AM
Subject: Re: [Audyssey] AJAX MUD client


 Hello there.  I went to the site you suggested below and I am afraid I
 couldn't make out even a thing.  When I went there, it said something 
 about
 color and then a lot about a type of font I think.  Soo, using Jaws 7.0, I
 couldn't understand one thing about your site I am sorry to say.
 Kirstan.

 [EMAIL PROTECTED]
 - Original Message - 
 From: Adam Pecillo [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, May 28, 2007 6:16 PM
 Subject: Re: [Audyssey] AJAX MUD client


 On 5/28/07, ian and riggs [EMAIL PROTECTED] wrote:
 hi addam can this be used by windows users.

 Thats what i hope. Why not try? Point your webbrowser to
 http://pecillo.kicks-ass.org and try.

 /Adam

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Re: [Audyssey] bomb blaster then?

2007-04-08 Thread Mike Reiser
I personally would like a learn game sounds option.  It's the easiest way 
for me to learn the game and get going.

Mike
- Original Message - 
From: damien c. sadler - head of x-sight interactive 
[EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, April 08, 2007 7:10 AM
Subject: [Audyssey] bomb blaster then?


 i've been following this list's opinions on learn game sounds menus then. 
 do you think i should put any sort of learn game sounds in bomb blaster? 
 currently there isn't one but if people want it it's easily added, but 
 through my understanding on what i've just read people aren't really 
 bothered about such a menu.

 regards,

 damien
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Re: [Audyssey] can't start light cars

2007-03-27 Thread Mike Reiser
Thanks, my email address should be listed in the message.


aim screen name: chrchmiker.

MSN screen name: [EMAIL PROTECTED]

Skype name: miker1988.

xanga site: http://www.xanga.com/metalhead1009000
- Original Message - 
From: Robjoy [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 26, 2007 10:39 AM
Subject: Re: [Audyssey] can't start light cars


 Hello,
 This is a bug which we discovered a few days ago, and it appears on some 
 systems with the latest version of the game.
 We'll put up a new version soon, which fixes this problem.
 Until that, i'll send you the appropriate patch file in private.
 If someone else has the problem as well, please send us a mail at 
 [EMAIL PROTECTED] (so this list won't be flooded), and 
 we'll send the
 appropriate information.
 Sorry for the inconveniences.
 Rob

 On Sun, 25 Mar 2007 18:15:46 -0500, Mike Reiser wrote:

Hi all, when I start light cars I get the following error.

lightCars
Run-time error '429':
ActiveX component can't create object
OK

Running xp pro SP2 with the latest dirrect x installed.  Any ideas?


aim screen name: chrchmiker.

MSN screen name: [EMAIL PROTECTED]

Skype name: miker1988.

xanga site: http://www.xanga.com/metalhead1009000
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[Audyssey] can't start light cars

2007-03-26 Thread Mike Reiser
Hi all, when I start light cars I get the following error.  

lightCars
Run-time error '429':
ActiveX component can't create object
OK 

Running xp pro SP2 with the latest dirrect x installed.  Any ideas?  


aim screen name: chrchmiker.  

MSN screen name: [EMAIL PROTECTED]  

Skype name: miker1988.  

xanga site: http://www.xanga.com/metalhead1009000
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