Re: [Audyssey] preludeamals solved (woohoo, so happy)

2017-02-03 Thread Richard Claridge
Hi. 
Any tips for level 10, I've been stuck there for a few days. 
Richard

Sent from my iPhone

> On 12 Feb 2002, at 06:29, Travis Siegel  wrote:
> 
> I finally finished preludeamals, all 24 levels.  I need to go back and alter  
> my solution for level 18, because I accidentally took advantage of a bug when 
> solving that one, but otherwise, all levels are solved, and I had a blast.  
> Unfortunately, I didn't start saving my solutions until I was at level 16, so 
> have to go back and solve the early levels again (did some of that, but still 
> don't have solutions saved for levels 7 through 15), but otherwise, if folks 
> want assistance, I can provide hints here and there.  I'm wracking my brain 
> to come up with some fun levels for this game as well, but so far I've not 
> managed to come up with anything as challenging as the default levels, but 
> I'm still working on it.  (Btw, level 24 took me 21 bounces/redirects).  Had 
> a tough time coming up with a charging station layout that worked for me.  
> Took me 3 days to come up with a solution for that level.  Would be nice if 
> the game kept track of bounces/redirects, so you could try to beat your score
  with different layouts.  I took 55 bounces/redirects for one level (don't 
remember which one), and that has to be too high, but ... Really enjoyed the 
story that unfolded with each level completion as well, quite amusing.
> This one was a lot of fun, and if I can manage to build some fun levels for 
> it, I'll consider my conquering of the game complete. *grin*
> Anyway, just wanted to let folks know it is possible to beat the game, 
> although it takes quite a bit of work on some of those levels.
> 
> 
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Re: [Audyssey] star traders rpg now accessible on Ios

2014-02-15 Thread Richard Claridge
I believe this is something he's working on in a future update. The ability to 
replace an upgrade with another one at cost.
Thanks
Richard

Sent from my iPhone

 On 12 Feb 2014, at 08:14, dark d...@xgam.org wrote:
 
 That is true, but I  believe that is how the game works, since I think ship 
 types are a little more  flexible than in smugglers, so you trade in  your 
 ship instead of getting an upgrade to your sales etc.
 
 Beware the grue!
 
 Dark.
 - Original Message - From: Darren Harris 
 darren_g_har...@btinternet.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, January 31, 2014 10:07 AM
 Subject: Re: [Audyssey] star traders rpg now accessible on Ios
 
 
 No not yet. Another thing I found, is that when you buy an upgrade and 
 install it, you can't buy any improvement to the upgrade. In other words, 
 once you have bought that upgrade no other upgrades show up. So I'm 
 wondering if there is a way of selling that upgrade to get an improved 
 version?
 
 Sent from my iPhone
 
 On 30 Jan 2014, at 20:48, dark d...@xgam.org wrote:
 
 Yep the report is  useful for trading, though i actually like the need to 
 visit different planets.
 
 Have you discovered any way of telling which faction the different planets 
 are other than going there?
 
 Beware the grue!
 Dark.
 - Original Message - From: Darren Harris 
 darren_g_har...@btinternet.com
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Thursday, January 30, 2014 6:51 PM
 Subject: Re: [Audyssey] star traders rpg now accessible on Ios
 
 
 Ah right.
 
 Well I just got killed doing a spy mission lol. not fun although because
 I've learned a we bit I think I can do a bit better second time round lol.
 for example, am now using roomers to trade. Also I found out what the 
 report
 thing is for on each of the comodities. Click it and it brings up a list of
 places and prices for that commodity. But I think it only lists the places
 you've been to.
 
 -Original Message-
 From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
 Sent: 30 January 2014 16:25
 To: Gamers Discussion list
 Subject: Re: [Audyssey] star traders rpg now accessible on Ios
 
 Hi Darren.
 
 That is it, however note that the cargo you find  is  of the very expensive
 sort, weapons, electronics and artifacts. The more crew you commit the more
 you will find although you also risk having your crew killed by nasty 
 things
 on the planets as well, so it's something of a gamble albeit a rather good
 one especially if you have a trade permit so you can sell unrestricted
 items.
 
 Beware the grue!
 
 Dark.
 - Original Message -
 From: Darren Harris darren_g_har...@btinternet.com
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Thursday, January 30, 2014 4:18 PM
 Subject: Re: [Audyssey] star traders rpg now accessible on Ios
 
 
 Hi dark,
 
 You've obviously done exploring, what's the benefit to it? apart from
 finding the odd bit of cargo to sell?
 
 -Original Message-
 From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
 Sent: 30 January 2014 11:30
 To: Gamers Discussion list
 Subject: Re: [Audyssey] star traders rpg now accessible on Ios
 
 Hi Shane.
 
 Looting ships works very much the same way that exploring, harvesting, or
 indeed trading do.
 
 When you hit the loot cargo button you will be presented with a list of
 cargo types. flicking through them you'll find something like Water-fuel
 10
 0, Lux food 5 0, crystals 0 6 etc.
 
 Each of the names of the goods such as water-fuel or crystals is a button
 to
 click on, and the two numbers after refer to what is in your ship's hold
 and
 what is available to take. Just so long as you remember the first number
 after each button as you flick through is the  quantity in your hold and
 the
 second is the amount you can take you should be fine.
 
 To actually do the looting, it's very similar to buying stuff. You hit the
 button and then have a screen with the numbers in hold and available, and
 a
 slider, this is where what I was saying earlier about the sliders comes
 into
 play. set the slider to %100, you grab everything, set it to %0, you drop
 everything. So if  you have 6  lux food in your ship and there is 4
 available to take the slider will start at %60 since you currently have
 %60
 of the  available amount. bang it up to %100 to grab the other four.
 
 the only other thing to note is that  sometimes, when you have four or
 less
 of a given good available, simply flicking up and down the slider won't do
 it. In these situations you need to double tap on the slider and then
 slide
 your finger across the screen. Go all the way right to set to %100, or all
 the way left to set to %0.
 
 Actually I've taken to using the double tap and slide method myself
 regularly, since it is a far quicker way to instantly set a slider to one
 end or the other and most of the time I want to take everything or sell
 everything.
 
 Btw,  the fastest way 

[Audyssey] Star Traders

2014-02-10 Thread Richard Claridge
Hi all.
I just had a couple of questions regarding this game, to see if others had the 
same experiences as me.
Firstly are people able to read the notifications that regularly pop up on the 
screen, because I cannot. My friend who plays the game on android says that 
these are quite important in many situations and I can see that they pop-up 
on-screen, but cannot read them either by site or with voice over.
Secondly when a combat situation pops up are people able to see the level of 
the opponent, again my friend says that the android version has this, but I 
cannot see it on my iPhone version. I would've thought this was quite important 
to see the level of enemy you're up against.
Thirdly the log always appears to be empty for me no matter what I do, and my 
friend has told that on android this is a very interesting screen which 
basically tells you what you doing. I know that this game on the iPhone has 
only recently had the accessibility updates, but I was wondering if others were 
aware of these and Had made the developer aware, especially as I have Had my 
head bitten off for previously asking people to contact the developer.
Hope to hear from you soon.
Richard

Sent from my iPhone
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Re: [Audyssey] star traders rpg now accessible on Ios

2014-01-30 Thread Richard Claridge
Hi all.
I have found a workaround, not ideal, but manageable to help in working out 
distances for locations on the navlist.
Unfortunately it does involve a bit of faffing, as you have to select one of 
the locations and then at the top of your screen where it has the date it will 
have the distance to that location.
Hope this is helpful and I have explained it okay.
Richard

Sent from my iPhone

 On 30 Jan 2014, at 11:30, dark d...@xgam.org wrote:
 
 Hi Shane.
 
 Looting ships works very much the same way that exploring, harvesting, or 
 indeed trading do.
 
 When you hit the loot cargo button you will be presented with a list of cargo 
 types. flicking through them you'll find something like Water-fuel 10 0, Lux 
 food 5 0, crystals 0 6 etc.
 
 Each of the names of the goods such as water-fuel or crystals is a button to 
 click on, and the two numbers after refer to what is in your ship's hold and 
 what is available to take. Just so long as you remember the first number 
 after each button as you flick through is the  quantity in your hold and the 
 second is the amount you can take you should be fine.
 
 To actually do the looting, it's very similar to buying stuff. You hit the 
 button and then have a screen with the numbers in hold and available, and a 
 slider, this is where what I was saying earlier about the sliders comes into 
 play. set the slider to %100, you grab everything, set it to %0, you drop 
 everything. So if  you have 6  lux food in your ship and there is 4 available 
 to take the slider will start at %60 since you currently have %60 of the  
 available amount. bang it up to %100 to grab the other four.
 
 the only other thing to note is that  sometimes, when you have four or less 
 of a given good available, simply flicking up and down the slider won't do 
 it. In these situations you need to double tap on the slider and then slide 
 your finger across the screen. Go all the way right to set to %100, or all 
 the way left to set to %0.
 
 Actually I've taken to using the double tap and slide method myself 
 regularly, since it is a far quicker way to instantly set a slider to one end 
 or the other and most of the time I want to take everything or sell 
 everything.
 
 Btw,  the fastest way of looting is to simply have more space in your ship's 
 cargo hold than the  max available lootable cargo, then you can just hit the 
 take max button to grab the lot, though this only shows up when  looting 
 ships and not when exploring or  harvesting unfortunately.
 
 Hth.
 
 Beware the Grue!
 
 Dark.
 - Original Message - From: Shane Davidson sh...@shaned.net
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Thursday, January 30, 2014 10:29 AM
 Subject: Re: [Audyssey] star traders rpg now accessible on Ios
 
 
 I'm having issues looting ships. Maybe we need a guide from a VI's
 perspective.
 Shane
 
 -Original Message-
 From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
 Sent: Thursday, January 30, 2014 5:08 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] star traders rpg now accessible on Ios
 
 Well basically the way the unlocks work is by earning awards at difficulties
 of hard or greater, see
 http://www.tresebrothers.com/star-traders-player-guide/ for the full list.
 I must confess since I was having so much trouble with the game I did buy
 the unlock, which is bad and will try to earn more awardsbut while it's
 helped with several things such as a better starting ship, it's not solved
 the problem I'm having with faction ranks.
 
 Maybe I should down grade from normal to easy :d.
 
 Beware the grue!
 
 Dark.
 - Original Message -
 From: Darren Harris darren_g_har...@btinternet.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, January 30, 2014 9:47 AM
 Subject: Re: [Audyssey] star traders rpg now accessible on Ios
 
 
 i wonder if some of those unlocks will apply as you progress further into
 the game though?
 
 Sent from my iPad
 
 On 30 Jan 2014, at 09:44, dark d...@xgam.org wrote:
 
 Hi Shane.
 Well as to the paid stuff being in ap, yes and no.
 
 You can get the free version of star traders from the ap store and then
 pay for the upgrade to Star traders Elite, or you can download and pay
 for star traders Elite   straight from the ap store initially. This is
 what I did since the game is hardly expensive and it's certainly my sort
 of game.
 
 You can also make an in ap  purchice to unlock the items which normally
 only get unlocked by completing the  awards at harder difficulties.
 
 Beware the Grue!
 
 Dark.
 
 - Original Message - From: Shane Davidson sh...@shaned.net
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Thursday, January 30, 2014 8:53 AM
 Subject: Re: [Audyssey] star traders rpg now accessible on Ios
 
 
 It looks like the paid stuff is in app.
 
 
 -Original Message-
 From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
 Sent: Wednesday, January 29, 2014 

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

2014-01-29 Thread Richard Claridge
Hi dark.
I attempted this game a while ago as people may remember, and have just started 
again now with the new update.
Can you tell me how to find this nav helper that has a list of  planets? I 
don't know where to look.
Thanks
Richard

Sent from my iPhone

 On 29 Jan 2014, at 15:35, dark d...@xgam.org wrote:
 
 Just for people on this list, as of yesterday Star traders rpg from trees 
 brothers games is now accessible  on Ios and can be found on the ap store. 
 It's got a nav helper accessed through the menue which gives you a list of 
 planets to travel to, which works well. 
 
 I'm still figuring out the game and how everything  works, but I like what 
 I've seen thus far, certainly worth  the three dolars for the elite version, 
 although there is a free version as well (I bought the elite straight off 
 since this is just my sort of game). 
 
 The game is sort of similar to smugglers or core exiles in that you fly 
 around with a spaceship, there are a number of factions who have wars, you 
 have a crew and engage in space combat. The difference is  that the universe 
 is rather like the  dune books by Frank herbert, galactic houses and politics 
 along with  sindicates,  there are lots of different things to do, exploring 
 planets,  lots of ship combat, boarding and  capturing ships and a lot more, 
 indeed I'm only just starting on the game myself. 
 
 one thing that I do like the look of is that rather  than you just grinding 
 away at the same resource trading, you actually need to research where things 
 are needed for yourself, which makes the game quite unique, as does the fact 
 that while there ar elots of ships and upgrades to buy and awards to earn, 
 the game is pretty open  ended. 
 
 It looks highly interesting and I'd advise any rpg fans to give it a try. 
 
 Beware the grue!
 
 Dark.
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[Audyssey] Star Tradors

2013-12-14 Thread Richard Claridge
Hi all.
I have been interested in discussions about Mac vs Windows and iPhone
vs Android for quality and quantity of games. I have been meaning to
contact the list for a while with this game and a question.
Star Tradors is a game where you take command of a space craft and
crew and have to complete contracts for various factions often against
each other. The game involves resource management, exploration of the
galaxy, and balancing the feelings of various warring factions towards
you. It seems to be a very deep game with a lot to do and good
replayability as you can play as a number of charactor types with
varying advantages and disadvantages such as bounty hunter, merchant
and pirate. Also you can choose different ships with different
charactoristics making each game different.
However the game has been made accessible on android but not on
iPhone. A friend of mine who is an android user was in contact with
the developer to help make it accessible so I have followed his lead
by contacting them about the iPhone version hoping that it would be
relatively simple to port code over or make similar changes to the
iPhone version to make it similarly accessible.
The developer seemed positive on initial communication but has been
quiet over the last 3 months since I contacted him. So I emailed him
again yesterday and got a quick reply, as I always have from him, but
not saying much other than that he is working on it.
The thing I found very interesting about the whole thing is that he
said they focus on their android version of the game as their android
sales far outweigh their iPhone sales. I told him that if the game
became accessible I would imagine he would see a reasonably large
influx of purchases by blind iPhone users as we are always looking for
good deep iPhone games that are accessible.
I was therefore wondering if any other iPhone users would drop him an
eMail to enquire about the possibility of making the iPhone version
accessible in the same way as the android one.
The problem I have is not having an android device I cannot see what
has been done on there to make the game work.
the developer is Trese Brothers, and the eMail address is cory.tr...@gmail.com
Thanks to anyone who can be of assistance in making this game accessible.
Richard

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[Audyssey] Board games

2013-12-14 Thread Richard Claridge
Hi all.
I cannot remember if the discussion of board games is relevant to this
list, so apologies if I have overstepped the mark.
I live in a household with all blind adults but sighted children so I
have a question in a couple of parts. Firstly does anyone know any
good board games, mainstream as braille games are extremely limited
and I| think we have them all, that can easily be adapted to make them
playable by a blind person. I have bought a number of games and made
them accessible by using my penfriend on cards, or using a braille
letter system and then a key of the cards on a seperate reference
sheet.
SImilarly I have labeled squares on boards in the same way, as well as
using sticky velcrow dots on the squares and underside of playing
pieces to great effect.
I wanted to know if anyone had any good family or older games that
could be easily adapted in this way.
Secondly to Dark, you mentioned adapting the game Atmosfear which is a
game I really want to buy but haven't taken the plunge and I haven't
been sure if it would be possible to adapt it easily.
How did you find doing this and was the game any good and playable for
blind people?
Thanks all for any advice.
Richard

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Re: [Audyssey] Strategy games.

2013-04-15 Thread Richard Claridge
Try Tactical Battles at www.blindaudiogames.com
Thanks
Richard

Sent from my iPhone

On 15 Apr 2013, at 21:38, Lindsay Cowell lindsay_cow...@btinternet.com 
wrote:

 Hi all,
 
 I wish there were more sound strategy games. I love SoundRTS and would love 
 to play more like that. Please tell me your favorite blind accessible game.
 
 Lindsay Cowell
 
 
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Re: [Audyssey] Puppet nightmares question

2013-04-02 Thread Richard Claridge
Hi all. I've tried to register for this but I can't understand the audio 
capture at all. How did you all register?
Regards
Richard

Sent from my iPhone

On 2 Apr 2013, at 12:24, Sarah Haake ti...@gmx.net wrote:

 Hi Dark,
 
 sure, I'll add you when I play next time. I also noticed that you can get 
 credits from simply playing the game. I like this system, since you don't 
 have to donate to get anything.
 
 I can't really say anything about the skills in battle yet, since I didn't 
 play in the last days due to lack of time. But I'll take a look at it and 
 then I'll probably see what you mean. I don't think it's too bad if you have 
 to look something up when you first get a skill, I think after some time you 
 remember its affect anyway. But maybe more description of the skill in battle 
 would add some athmosphere to it.
 
 Best regards
 Sarah
 
 
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Re: [Audyssey] Robo-E by MPaja software

2013-03-19 Thread Richard Claridge
Hi Ken
I've just over taken you into 4th spot. Race you to the top. 
Rich

Sent from my iPhone

On 19 Mar 2013, at 02:16, Ken The PionEar kenwdow...@me.com wrote:

 Hey guys, just beat level twelve, and I'm number 4 in game center. Remember 
 that sighted folks are playing this too, so when I make number one you can 
 bet I'll *really* be  bragging. (Don't worry, Tom--I'll keep my boasting 
 under 10K. lol) 
 
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[Audyssey] Swamp won't run

2012-02-12 Thread Richard Claridge
Hi Jeremy.
I've just put swamp on my new laptop running windows seven.
I've tried to run the game and when I click on the icon nothing happens at all. 
I've tried opening it from the desktop icon that I created, from the directory, 
and through run. Every time I get absolutely nothing.
Any ideas will be most welcome.
Richard

Sent from my iPhone
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Re: [Audyssey] Mysteries of the Ancients News

2011-12-31 Thread Richard Claridge
Hi all
I don't quite agree with dark on this matter. Although shades of doom is first 
person it is not representative of mainstream first person shooter games.
Although shades of doom is from the first person perspective, it doesn't have a 
third axis and therefore restricts the movement to 2 main directions.
The only game I can think of that uses all directions is lone wolf which isn't 
quite what you would call a first person shooter.
I agree that we have not fully explored what 2D sidescrollers games can do, we 
have not witnessed proper 3D first person either.
At the end of the day, I think Thomas should make the game that he wants, 
rather than the game that even the majority of users will want, as there are so 
few audio games out there, that most who want to play a new game will buy it 
regardless.
None of our first person games even have the ability to jump, if I am correct. 
This is what restricts them to not being full 3-D. There are no ledges, stairs, 
or such like.
This is just my opinion on the matter.
Richard

Sent from my iPhone

On 31 Dec 2011, at 13:35, dark d...@xgam.org wrote:

 As I said william, we actually don't! have side scrollers yet.
 
 this really I think shows the problem with discussion of this issue.
 
 while we have some successful fps games that give an idea of what a true 3D 
 game would be like, we have nothing that gives an idea of what a propper side 
 scroller should be.
 
 As I've said before, Q9 and superliam and the like are in no way 
 representative of the side scroller genre, just as galaxy ranger is not 
 representative of the stratogy genre.
 
 If back before sound rts was developed, Jeanluc turned up and proposed a 
 stratogy game on a grid, there may well have been people who were less keen 
 and believed all stratogy games required only control of one unit at a time 
 and real time arcade style combat like galaxy ranger, which as we know is not 
 the case.
 
 As I said, i'm not in any way aversed to a 3D game if that's the way things 
 go, but in considdering the issue, remember it isn't a case of shades of doom 
 vs superliam here.
 
 Beware the grue!
 
 Dark. 
 
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Re: [Audyssey] Mysteries of the Ancients News

2011-12-31 Thread Richard Claridge
I see what you're saying dark. But I still have to disagree to an extent.
The majority of mainstream games these days are first person perspective games 
rather than 2-D side Scrollers.
Therefore to say that we're much further behind on 2-D games is like saying we 
much further behind on the games from the 80s but closer to the games of today. 
Surely we want to be even closer to modern games. So these other games we 
should be focusing on.
Also Tom is surely going to create more games in the future. So whatever his 
first game is, afterwards he will be able to work on other games like possibly 
a good side scroller. 
I am not totally against side scrollers at all. I remember playing super Mario 
all-stars when I was younger, which was one of the few games mainstream that is 
that I could play by myself because of the easy bright coloured graphics.
I would love a game like this.
As I have said before what I really believe is that Thomas should create a game 
that he once, because that way he will be able to put much more of his heart 
and imagination into it.
Richard

Sent from my iPhone

On 31 Dec 2011, at 14:44, dark d...@xgam.org wrote:

 Richard I do take the point about propper 3D, though actually monkey business 
 and to a lesser extent technoshock both feature a degree of movement in the 
 vertical axis.
 
 However, where as shades of doom represents mainstream 3D games as they were 
 in about 1994, and indeed swamp has taken that even further, I'd say the 
 current state of audio side scrollers is not even into the early 1980's.
 
 another way of putting it would be to say that we are for example fourty 
 percent closer to mainstream 3D games, where as we're probably only about 
 five percent closer to side scrollers.
 
 Beware the grue!
 
 Dark. 
 
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Re: [Audyssey] Mysteries of the Ancients News

2011-12-31 Thread Richard Claridge
This is exactly the point I have been trying to make.
It is true that we haven't got full 2-D side scrollers yet but also we 
definitely do not have full 3D first person shooters like mainstream. These are 
the games that are developed today and therefore these are the games we should 
be aiming towards.

Sent from my iPhone

On 31 Dec 2011, at 14:46, Thomas Ward thomasward1...@gmail.com wrote:

 Hi Dark,
 
 Actually, I disagree. Monkey Business, Sarah, and Shades of Doom are
 good games, but they don't even begin to tap the full potential of
 what a true 3d game is like. I should know since Tomb Raider fan that
 I am I've seen some really interesting stuff never attempted in an
 audio game before. Here is a very simple example.
 
 Let's say you are looking for Queen Nefertiti's golden diadem. Now, it
 happens to be in a wooden box in a niche in the wall high above the
 floor. To get up there you might have to climb Nefertiti's statue,
 jump from the statues head onto the ledge, reach into the niche, and
 pull out the wooden box, open the box, and stash the diadem in your
 bag of treasure. This is pretty common stuff for the Indiana Jones and
 Lara Croft treasure hunting games and takes advantage of the 3d
 environment to hide items where you wouldn't necessarily find them by
 accident.
 
 Another key advantage of 3d FPS not explored is the ability to shoot
 from any angle or position. Using the Nefertiti statue Angela could
 climb up there and fire down at mummies, snakes, crocodiles, and other
 baddies from a snipers position. It gives the player an entirely new
 level of play and strategy not fully realized in any VI accessible FPS
 game to date.
 
 I guess what I'm saying here is while you are making a valid point
 that there are no accessible side-scrollers truly up to mainstream
 quality its also true that there are no accessible FPS games that fit
 that description either. Shades of Doom, Monkey Business,  etc are
 good games, but lack features that were available in many FPS games
 from the 90's let alone fully represent that style of game now.
 
 Cheers!
 
 
 On 12/31/11, dark d...@xgam.org wrote:
 As I said william, we actually don't! have side scrollers yet.
 
 this really I think shows the problem with discussion of this issue.
 
 while we have some successful fps games that give an idea of what a true 3D
 game would be like, we have nothing that gives an idea of what a propper
 side scroller should be.
 
 As I've said before, Q9 and superliam and the like are in no way
 representative of the side scroller genre, just as galaxy ranger is not
 representative of the stratogy genre.
 
 If back before sound rts was developed, Jeanluc turned up and proposed a
 stratogy game on a grid, there may well have been people who were less keen
 and believed all stratogy games required only control of one unit at a time
 and real time arcade style combat like galaxy ranger, which as we know is
 not the case.
 
 As I said, i'm not in any way aversed to a 3D game if that's the way things
 go, but in considdering the issue, remember it isn't a case of shades of
 doom vs superliam here.
 
 Beware the grue!
 
 Dark.
 
 
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Re: [Audyssey] swamp problem

2011-12-08 Thread Richard Claridge
I have also experienced this. 
Richard

Sent from my iPhone

On 8 Dec 2011, at 14:32, Jorge Gonçalves jopo...@hotmail.com wrote:

 Hello. I just wanted to report a problem in swamp:
 Sometimes I just start running and I can't stop at all.
 Normally I only move if i press the right mouse button but sometimes it's 
 like the game gets crazy and I start to run and can't stop at all.
 Cheers,
 Jorge Gonçalves
 jopo...@hotmail.com
 Skype: joport3
 Twitter: www.twitter.com/goncalvesjorge
 Webpage: www.jorgegoncalves.com
 
 On 12/8/2011 2:08 PM, Kai wrote:
 Fair consideration though, Jeremy: If you plan to re-implement
 single-player mode, why bother removing them? They're not terribly big,
 and there's little point in file juggling if you're just going to put
 them back eventually anyway.
 
 Kai
 - Original Message - From: Jeremy Kaldobsky
 jer...@kaldobsky.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, December 08, 2011 5:27 AM
 Subject: Re: [Audyssey] swamp, a few thoughts
 
 
 I would be very happy to receive some donated game music. You can hear
 Che's music if you don't have music muted and are in the game's menu.
 That's a good suggestion with the unneeded files.
 
 I just wanted to say, I haven't been
 able to play the new version. A couple
 of things though:
 1. I'm willing to do music, since I have composed for BPC
 programs TDV in
 the past, and also would love some more chances to get
 known lol.
 2. where is che's lovely music that you noted about?
 Lol
 3. You might want to remove the man files for now in the
 route directory
 since for now at least single player is unplayable.
 Hope you will keep on devving, as usual.
 Ben.
 
 
 
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[Audyssey] Swamp doesn't work

2011-11-03 Thread Richard Claridge
Hi Jeremy and all.
I have finally decided to give Swamp a go, but have got no further
than the first menu.
I tried it once and got an error, so I registered the dx7vb.dll as
instructed in the readme, but the same error came up. The registration
definitely worked as it told me it was successful.
I open the game, type my name as requested, toggle graphics on and
then enter on begin game and get the following.

Swamp
Run-time error '339':
Component 'mswinsck.ocx' or one of its dependencies not correctly
registered: a file is missing or invalid
OK

any help would be great.
Richard

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Re: [Audyssey] Swamp doesn't work

2011-11-03 Thread Richard Claridge
Thanks mate, that did it

Sent from my iPhone

On 3 Nov 2011, at 22:05, Jeremy Kaldobsky jer...@kaldobsky.com wrote:

 Richard, follow those same registration instructions for the file 
 mswinsck.ocx.  It seems that on your system that file isn't registered 
 either.  Please let me know if that doesn't solve the issue.
 
 
 Hi Jeremy and all.
 I have finally decided to give Swamp a go, but have got no
 further
 than the first menu.
 I tried it once and got an error, so I registered the
 dx7vb.dll as
 instructed in the readme, but the same error came up. The
 registration
 definitely worked as it told me it was successful.
 I open the game, type my name as requested, toggle graphics
 on and
 then enter on begin game and get the following.
 
 Swamp
 Run-time error '339':
 Component 'mswinsck.ocx' or one of its dependencies not
 correctly
 registered: a file is missing or invalid
 OK
 
 any help would be great.
 Richard
 
 
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Re: [Audyssey] Orogon trale online game

2011-09-06 Thread Richard Claridge
I got to 1099 but ran out of everything. 
It certainly is an interesting one
Richard 

Sent from my iPhone

On 6 Sep 2011, at 08:27, dark d...@xgam.org wrote:

 My best is just over 700, however the thing i'm finding is that how much amo 
 you use changes, I used 350 bullits in one go and didn't hit anything hunting 
 so ended up starving to death, which wasn't good.
 
 It is an interesting game though.
 
 Beware the grue!
 
 Dark.
 - Original Message - From: Ron Kolesar kolesar16...@roadrunner.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, September 05, 2011 11:16 PM
 Subject: Re: [Audyssey] Orogon trale online game
 
 
 Thanks.
 It is a cool game to waste the time away with.
 Even though it has no sound effects.
 At least it is blind friendly.
 I got as far as roughly 650 to 700 miles out of the 2,040 mile long trip.
 So I need to practice some more.
 Ron
 
 -Original Message- From: dark
 Sent: Monday, September 05, 2011 4:48 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Orogon trale online game
 
 funny, I thought I typed a message.
 
 Anyway it's at http://www.apolitical.info/webgame/westward/?fr= and it's
 called westward.
 
 All the best,
 
 Dark.
 - Original Message - From: Ron Kolesar 
 kolesar16...@roadrunner.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, September 05, 2011 9:47 PM
 Subject: Re: [Audyssey] Orogon trale online game
 
 
 Ok, where's the online blind friendly version of the classic Oregon Trails 
 game?
 Please let me have a copy of the URL.
 Thanks.
 
 -Original Message- From: dark
 Sent: Monday, September 05, 2011 3:57 PM
 To: Gamers@audyssey.org
 Subject: [Audyssey] Orogon trale online game
 
 all the best,
 
 Drk.
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[Audyssey] This is all crazy

2011-07-20 Thread Richard Claridge
Hi all.
I cannot believe what has gone on here, and really how blinded people have been.
Many of the responses in the last couple of hours since Thomas left I
just can't understand. I think people need to reread what has
happened.
The person I feel most sorry for is Che. From what I understand and
have read this all kicked off because of Thomas having his opinion on
programming languages, which he messaged about in terms that were
misunderstood by many. To be honest I do think the way Thomas writes
can very often seem like he is coming across as superior because of
his college training in programming and years of experience etc. I
know he offers lots of people advice and fully respect this, but he
does preach a lot as well. So Che wrote back expressing his
displeasure at Thomas's words and his way of writing. Now if people
read Che's message or messages back they will hopefully see that
nowhere in this did he personally attack Thomas, just the way Thomas
wrote and how it came across to him. Then Thomas basically flew off
the handle and started swaring and personally insulting Che, which I
thought was disgusting. I wouldn't be at all surprised if we lose
another developer here in Che because of Thomas's reaction and others
later support for him and open hostilitytowards Che.
I think Thomas is really a great guy who has been put under pressure
by people too much with regards to bringing out MOTA etc. I do believe
this community has itself to blaim a lot for winding up developers and
expecting too much. But Thomas's reaction was so over the top and out
of order from a list member, but a moderator as well, well frankly its
not on.
I think its a real shame that MOTA is not going to be worked on for a
while at least, and we could lose it forever, as I like the game and
was looking forward to it. Thomas has always informed the community
too much in a way of what has been going on with MOTA and taking too
many suggestions etc on board in my opinion. Making the game how
people wanted it not how he wanted it. This has been a lot of his
problem, and he has lost the excitment and enjoyment of creating this
game because of this.
I think Darren in a way has got it spot on about him bringing up a
load of stuff in his last message or two, Thomas I mean, about his
marriage etc, this is unnecessary and is intentionally or not, an
attempt to put the blaim on certain people other than himself.
Che, you never personaly insulted Thomas, and I hope otheres realise
this. I hope you stay with us and don't take Thomas's disgusting words
and personal attacks to heart.
Damien I think as a moderator you are being too biast, Thomas is a
good guy yes, but he has been totally out of order here regardless of
which buttons have been pushed. I am a personal friend of yours and
don't wantt to fall out over this but I think you've got it wrong, an
you should be discouraging people from attacking Che whether by name
or not, and be as objective as you possibly can.
I will stop now, for now, I am upset by this whole thing, and hope
people will really look at the entire situation rather than just
taking sides with the developer who was here first. I think many of
you have got it wrong.
Cheers
Richard

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Re: [Audyssey] This is all crazy

2011-07-20 Thread Richard Claridge
Hi Jeremy.
Thanks for agreeing with me lol, I did think my email might jst get
shot down by everyone and that I would be attacked for writing it.
People seem to have totally forgotten or never noticed the way Thomas
preaches to other developers, and it is always him who seems to bring
up or start these discussions about programming languages. But there
we go.
Jeremy you were the other developer after Che that I had in mind as
one who we might lose over this as I felt you were the next one who
got attacked by Thomas, but not as directly and not as personally
today anyway. I hope you keep bringing out great game forus. I
absolutely love Castaways mate, probably my favourite audiogame along
with Lonewolf and Entombed. I still am rubbish at it but there we go.
Any tips welcome :).
Anyway I will keep this one short, after my last long rambling message.
Laters
RIch

On 7/20/11, Willem Venter dwill...@gmail.com wrote:
 For the most part I agree with you Jeremy, but what did you acumplish
 by  saying something like I think thomas feels left out and needs more
 attention in the thread of castaways you refer to. It could not
 convince him or change anything he already said.

 I hope we can get back to gaming now.

 On 7/20/11, Jeremy Kaldobsky jer...@kaldobsky.com wrote:
 Richard, I am completely behind you on this!  Well written, and I was
 personally surprised when I started seeing the messages changing in
 Thomas'
 favor on this.  Whether intentional, or not, the extra drama put into his
 last post seems to have blinded people from what was really going on.  If
 Thomas was being harassed off-list, by people expecting his games to be
 finished, then that is very unfortunate, but also totally unrelated to any
 of what has just happened between him and Che.

 I think people are taking sides, because they aren't paying attention to
 what the issue has been.  I'll give an example, that will hopefully
 illustrate the point I am trying to make.  If my neighbor was a racist,
 and
 he was unjustly hurtful to people, it would be wrong of me to stand by his
 side if one of those people started to argue with him.  Even though he was
 never mean to me, I have to look at the current situation, and admit that
 he
 Was! doing wrong to that person, or group of people.  When people take
 Thomas' side on this, because he was wrote helpful posts, because he
 worked
 on games they enjoy, or because he is a nice person, then they are making
 this very same mistake.  This argument is a result of how he speaks to
 other
 programmers, so if you are not one, you can't use the fact that he was
 kind
 to you as defense for his actions.

 Excuses have been made, that Thomas is simply misunderstood, but I doubt
 that is the case most of the time.  Before I Ever! had any personal
 dealings
 with Thomas, I read posts where he clearly put down other developers, and
 made himself seem like their superior.  I had seen this done to other
 people, and eventually I stepped in to defend someone who I felt was being
 treated especially bad by Thomas.  I can't remember who it was now, but at
 the time they were so fed up with his posts, that they were considering
 giving up programming altogether.  By stepping in to the conversation, I
 became a target myself, and I had Thomas criticizing how I do things.  He
 wouldn't stop posting more, so eventually I told him off, and vowed never
 to
 argue with him about programming languages again!

 Since that time, I've seen him poke at a few other people, but as soon as
 the castaways game started to get popular, there was Thomas, posting a
 huge
 put down of my methods, for no reason whatsoever.  Many of you probably
 remember it, as it was not posted long ago.  There was no reason to post
 anything about programming languages, but Thomas decided to go off on a
 familiar rant, presumably to point out that my game's success wasn't as
 deserving because it was not done his way.  Several people openly posted
 about how inappropriate he was with his negative comments.

 Like it or not, Thomas seems to believe that he is better than many other
 developers around here.  Instead of letting people do things their own
 way,
 he insists on pressuring others do follow in his footsteps, and won't stop
 even if you tell him you are happy with your own choice.

 Please keep this in mind before you take sides.  Be fair, and remember
 that
 even if someone wasn't bothering You! personally, it doesn't mean he/she
 wasn't bothering other people in an unfair way.  Sorry if people don't
 agree
 with me, but that is how I see it.

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Re: [Audyssey] This is all crazy

2011-07-20 Thread Richard Claridge
Hi Jeremy
I totally agree again. 

The key difference for me is that Che was using slightly strong language to 
have a go at Thomas's words in previous posts whereas thomas was in extreme 
language attacking Che personally. 
Cheers
Richard

Sent from my iPhone

On 20 Jul 2011, at 19:06, Jeremy Kaldobsky jer...@kaldobsky.com wrote:

 Don't worry Richard, I intend to stick around.  I have been badgered by 
 Thomas, but fortunately I was never openly sworn at, and personally attacked 
 like he did to Che!  I personally believe that, no matter what happened 
 before it, Thomas' post to Che was stepping way over the line.  If he hadn't 
 left voluntarily, I would have expected other moderators to ban him over it.  
 Swearing at someone, and attacking them personally is never the answer, no 
 matter what they've said.
 
 I also support Che's statements.  He was a little harsh, but it wasn't 
 personal attacks.  He was standing up against a bully, and I respect that.
 
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Re: [Audyssey] going off list

2011-07-20 Thread Richard Claridge
Hi Dark.
Hopefully you are still reading long enough to see these replies from people.
I am to be totally honest with you, slightly alarmed by your message.
You are, in my opinion, a key member of this list and a great
moderator of the Entombed discussion list. I can't say anything about
audiogames forum as I never use it.
I for one would be disappointed if you took your suggested action.
You had nothing to do with the arguement, it just happened to kick off
on a thread that you had started, but you asked a perfectly alright
question and never antaganised or upset anyone. From what I can see
you never sent a message during the whole thing that offended or at
least should have offended anyone. And you can not be blaimed in any
way at all for what happened. I think its a crying shame mate that you
can even considder holding yourself in any way responsible.
Cheers
Richard

On 7/20/11, Jeremy Kaldobsky jer...@kaldobsky.com wrote:
 Dark, I think you're misplacing blame on yourself.  I was following all of
 the posts during all of this mess, and I never thought your questions or
 comments played any part in how things turned out.  I Still! don't!  To me,
 it was pretty clear that you were asking legitimate questions, and when you
 were given answers, you responded to them appropriately.  I never saw you
 arguing, and I never saw you pushing your own opinions onto others.  The
 Only! thing that someone could even possibly point out, is that you made a
 comment that cross platform didn't seem like a good enough reason to stick
 to using C++.  Once you said your opinion, you simply left it at that.  I
 think you should come back, and I'm sure my response will be followed by
 others that are just as encouraging.


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Re: [Audyssey] Star Wars Game Thoughts/Ideas

2011-05-10 Thread Richard Claridge
Hi Thomas
I think we really need a fps personally.
I've always thought you do what others want regardless of what you want from 
your games far to much.
Cheers
Rich

Sent from my iPhone

On 10 May 2011, at 14:22, Thomas Ward thomasward1...@gmail.com wrote:

 Hi Clement,
 
 While I agree a game based on the Yuuzan Vong war would be cool I
 don't believe I could come up with any sounds that would  fit. Its one
 thing to read about organic weapons etc in a book and quite another to
 invent sound effects from scratch to try and emulate what the books
 describe.
 
 Besides as I said I'm personally getting just a bit tired of the main
 characters. I grew up with Luke Skywalker, Han Solo, Leia, and they
 have been the main focus for over 30 years. I'm  finding the Old
 Republic series etc a nice refresh from all that because there are all
 new characters and situations available to read and write about that
 take place thousands of years before Luke, Han, Leia, etc were born. I
 think this apeals to my historian side. I like exploring what life
 might have been like thousands and thousands of years before the
 modern era.
 
 As far as your suggestion goes basically what you are saying is start
 small and think bigger. That makes sense, but it also has to be
 something I have to be happy with too. Something I'll commit too for
 the long hall.
 
 For instance, I've never been completely happy with MOTA. Its not a
 bad game, but my principle complaint is it wasn't written the way I
 wanted it to be written. I wanted a full blown FPS like Tomb Raider
 not a side-scroller. As a result of this I'm now having to split my
 time between writing the side-scroller the community wants and the FPS
 that I want. Its taking a lot out of me physically, emotionally, and
 financially and you can see it has been a month-and-a-half since beta
 18 just because I'm spending time with essentually two games instead
 of one. I'll never ever do it again for anyone. From now on I'll
 decide on a single format and run with it when it comes to game
 projects.
 
 Basically, what I'm saying is I'll certainly listen to suggestions
 etc, but in the end I'll be making the final calls on format etc. I'm
 just finding out where the lists interests are right now. Which styles
 etc people would prefer before I start into this projectin the future.
 
 
 On 5/9/11, Clement Chou chou.clem...@gmail.com wrote:
 Honestly, I'd like to see this grow. Start simple, maybe a beat em up
 with cutsceens to explain a basic plotline and see how far you cfan
 go with that. Then, once you've done everything possible with that
 beat em up, move to a different genre. As an avid star wars fan I
 like all your ideas... and although it would be hard to find sound
 effects to fit, I would really, really like to see a game based in
 the NJO timeline.
 
 
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Re: [Audyssey] bug in mota

2011-05-05 Thread Richard Claridge
Hi Tom.
I have also experienced this a couple days ago.
Also while playing yesterday my health was poor so I took a potion which didn't 
work 
as sometimes happens, then I found some armour which returned my health to 
excellent. Is this supposed to happen, because it didnt make sense to me. Then 
I became invincible to attack until I fell in a pit lol.
Hope this makes sense.
Thanks
Richard

Sent from my iPhone

On 4 May 2011, at 23:20, Thomas Ward thomasward1...@gmail.com wrote:

 Hi lori,
 
 Well, I really don't know what to tell you. I have tried a number of
 times today to reproduce that problem and it works perfectly here.
 Maybe uninstall MOTA and reinstall it fresh?
 
 As you are the only one so far to report this problem I'm given to
 believe it could be a bad install or something. Especially, since I've
 got beta 18 here, and can't reproduce the problems you have mentioned
 yet. Although, I'll keep looking for a possible source of the problem.
 
 
 Cheers!
 
 On 5/4/11, Lori Duncan lori_dunca...@hotmail.com wrote:
 Hi it's at excelent, but there's no noise at all when I hit spacebar.
 
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Re: [Audyssey] bug in mota

2011-05-03 Thread Richard Claridge
Hi
Last night for the first time I also played without losing health.
I was going to let you know but was beaten to it lol.
cheers
Richard

Sent from my iPhone

On 3 May 2011, at 14:31, Lori Duncan lori_dunca...@hotmail.com wrote:

 Hi I'm reluctent to report this bug as it's really cool, but whenever I get 
 hit my health stays at excelent and never drops, but when I played the game 
 for the first time I did lose health, not sure where that bug has come from, 
 but am happy to have it Smile  Also not sure if this is a bug or not, but 
 I've just been poisoned by a spider thing I think, the only problem is he's 
 lined up in my sights but whatever I do nothing seems to kill him, is there a 
 special wepon I need?  Thanks from Lori
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Re: [Audyssey] Possible WWE Roster

2011-04-13 Thread Richard Claridge
Hi Thomas.
I personally would prefer you to do the game that you want to do, and
for me the simpler the better, because it takes less work and
therefore will be with us quicker and wont take too much time out of
other development of yours. I've said before and I will say again, its
important that you makethe game you are happy with.
I am really looking forward to playing this game, and hope it wont be
long until you do a game around the late 90s as this was my main WWF
period, during the early to mid 90s I mainly watched WCW and was too
young to watch any wrestling in the 80s, but do have knowledge of most
of the names in your rostr.
Thanks
Richard

On 4/13/11, Phil Vlasak p...@pcsgames.net wrote:
 Hi Thomas,
 We had a similar debate when I worked on Harry Hollingworth's World Series
 Baseball.
 There was a core group of fans that played only teams from the same year and
 even did a 165 game season to determine who was in the world series.
 But most of the game players didn't care to be realistic and enjoyed playing
 any two teams against each other.
 Some even requested that they be able to add themselves into the game as a
 player and give themselves stats to rival the greatest.
 I did get a special thrill when the game said that Phil Vlasak hit a home
 run to win the game.
 We found that at least ninety percent of the game owners played it as
 fantasy baseball rather than the purists who played it as a real game.
 Phil

 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, April 12, 2011 10:04 PM
 Subject: Re: [Audyssey] Possible WWE Roster


 HI Dark,

 Yeah, well one thing is for certain regardless what I do I can't
 please everyone. That's true with every game a developer creates, and
 it becomes more of an issue any time a game features something like
 Star Trek, Star Wars, wrestling, etc as hard core fans see it as a
 type of fan fiction where those who aren't hard core fans just see it
 as another game.

 For instance, let's take Trek 2000 verses Final Conflict. Well, when
 David Greenwood wrote his Star Trek game, Trek 2000, it is pretty
 obvious he wasn't interested in making it too technical. I.E. doing
 everything achording to cannon. As a result the game was ok, but
 wasn't great. My biggest complaint was that it lacked a lot of
 technical details from the original Star Trek series, and it was
 dumbed down to help novis gamers.

 For example, i know for a fact that the original Enterprise had 100
 photon torpedoes. The Enterprise in Trek 2000 only carried 10. On Star
 Trek, as in real life, they had to set a course like (0, 9, 0) rather
 than north, south, east , west. I thought the north, south, east, west
 directions in Trek 2000 was really hoky. I.E. not at all realistic or
 technically accurate.

 Basically, because I was a big Star Trek fan, follow cannon the way
 some people might follow their favorite sports team, I had all these
 expectations what a Star Trek game would and should be like. These are
 details that would only be of concern to a hard core Trek fan, but not
 matter to your average gamer who maybe purchased the game just for a
 little fun. Someone who isn't up on Trek cannon wouldn't care, but
 those who know the cannon would find it disappointing. Which is what
 happened.

 So my first project for USA Games was to basically rewrite Trek 2000
 my way which resulted in the creation of Final Conflict. Admitedly it
 wasn't my best work, I could have done better, but I did my best to
 write it using actual facts and cannon based on the television series.
 Plus instead of using generic names like navigation, scanning, and
 weapons I used the actual names of those stations like Helm, Ops, and
 Tactical. Trek fans loved it, but some people who tried the game who
 didn't know anything about Star Trek asked me why I called it Ops
 instead of Sensors or Scanning or something self-explanitory.  Which
 brings us directly to the heart of the matter.

 One of the things I set out to do when starting USA Games is to write
 games based on cannon. Weather I write a Star Trek game or write a
 wrestling game I do my best to make the game as true to the cannon as
 possible which generally is widely accepted as a good thing by
 dedicated fans. However, someone like yourself, who doesn't know
 wrestling cannon well, that obviously isn't a good thing.

 I guess it is kind of like coming into a movie half way through and
 asking everyone,  who is this or that character, what is going on,
 why is he/she doing this or that?  All are valid questions, because
 you simply don't know the back story, and you aren't going to enjoy it
 as much as the guy sitting next to you who watched it from the moment
 the movie started.

 I think this is actually where our diference of opinion originates.
 I'm the guy who has been watching the movie from the beginning, so to
 speak, and you just entered after missing a good portion of 

Re: [Audyssey] Quick MOTA Announcement

2011-03-03 Thread Richard Claridge
Hi Thomas.
I personally think your far too kind in this. Yes I am greatful you
have informed the community why Beta18 hasn't been released as
announced previously. But asking the community whether they want it
now unfinished or to wait I feel is unnecessary. You as the developer
should do as you wish and what you need to do to satisfy yourself. I
honestly believe this decision should be purely down to you, and agree
that you should not release anything, any betas, any finished product
or anything until you are as happy with it as you ar going to be. Yes
people will mown and complain, but at the end of the day you create
these games in your spair time, for your enjoyment as much if not more
than to make money, so I think your satisfaction is key.
I think you've given the community far too much freedom in saying what
they want from this game etc, and believe it should be your project,
and people will buy it when its ready, regardless of if they have had
input into the game or not.
Sorry for that rant, but this pandering to blind gamers too much gets
on my nerves, mainstream developers wouldn't dream of asking their
customers such a question and people still buy their games. Yes keep
us up to date with progress, but no more.
THanks
RIchard

On 3/3/11, Lelia Struve leliastr...@samobile.net wrote:
 I agree, and also I don't think there should be any hurry, bring it out
 when you can. Remember this too, always have fun with what your doing.
 Original message:
 Personally I'd rather wait till it's complete to your satisfaction and we
 have level two.
 We are the Knights who say...Ni!
 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, March 02, 2011 9:24 PM
 Subject: [Audyssey] Quick MOTA Announcement


 Hi everyone,

 I know I told a lot of you that Mysteries of the Ancients beta 18
 would be done about the end of February. A lot of you  have started
 asking questions off list what is going on, why isn't the beta ready,
 etc and I thought I'd make a quick public announcement explaining
 where we stand on things. As so often happens with creating accessible
 games  as a side venture in our free time real life problems and
 issues simply get in the way. This case is no different.

 Around a week ago my wife got really sick. We took her to the hospital
 where they gave her some antibiotics, and strict orders to stay in bed
 for seven to ten days until she felt well enough to get out of bed.
 As a result I've had to take over all of the house hold duties such as
 cooking, cleaning, and doing simple tasks like fetching my wife a
 glass of water when she needs to take a pill etc. The end result of
 all of this is absolutely no time to work on MOTA at all. So our beta
 18 release schedule is pretty much shot to pieces.

 So here is the thing. I could go ahead and release beta 18 now, as is,
 but it isn't complete so to speak. Most of the upgrades are done,
 level 1 has been updated, but we don't yet have level 2 added to the
 demo. So it is really your choice if you want to wait a few days for
 me to add level 2 to the game, when I have the time to do so, or if
 you would rather just have the beta now without level 2. Any thoughts?

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

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Re: [Audyssey] my frustrations with the blind gaming community

2011-02-08 Thread Richard Claridge
Hi Dark.
What do you mean about th graphics of Megaman? Its a game I have never
played before? Is iton the WII and is it graphically simple?
I always used to play SNES games well because the graphics were so
simple, games like Super Mario All Stars was great for me because it
was basically 2D with good bright colours and clear contrasts. I wish
I could still play that game, or games similar.
Can you explain to me aboutMega Man either here or offlist?
Cheers
Richard

On 2/7/11, dark d...@xgam.org wrote:
 Primarily I'd be considdering the wii for wii ware stuff which I'd find
 graphically accessible, such as Mega man 9 and 10.

 The menue system precludes this though.

 I've been toying with getting a ps2 or ps3 for a while, and indeed if the
 ps2 were backwards compatible with ps1 games I might well have done already
 as there are various accessible ps1 games too.

 however, sinse this isn't the case I haven't as yet, and I stil cannot think
 of enough accessible games on the ps3 to make me want to pay over 150 quid
 in order to get one.

 Beware the grue!

 Dark.
 - Original Message -
 From: Clement Chou chou.clem...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, February 07, 2011 11:11 PM
 Subject: Re: [Audyssey] my frustrations with the blind gaming community


 Well, for wii games... there's Tatsunoko VS. Capcom... but the wii isn't
 where I'd go for accessible games. You'd be better off with the ps2 or
 ps3. Start with the ps2 first, I would say.


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Re: [Audyssey] my frustrations with the blind gaming community

2011-02-08 Thread Richard Claridge
Thats all well and good saying tht, but I already have my WII which
was a present. I have no space or cash for a PS2 or 3, so need to find
games on my WII.
Either games with simple graphics or that are playable by the sound
with some limited sight.
I do love my WII just need more games for it.
Cheers
Rich

On 2/7/11, Clement Chou chou.clem...@gmail.com wrote:
 Well, for wii games... there's Tatsunoko VS. Capcom... but the wii
 isn't where I'd go for accessible games. You'd be better off with the
 ps2 or ps3. Start with the ps2 first, I would say.


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Re: [Audyssey] my frustrations with the blind gaming community

2011-02-07 Thread Richard Claridge
Hi all.
This is a very interesting topic for me.
I have always tried to play mainstream games and infact until about 5
years ago that was all I did play.
I was brought up on the SNES and played games like Supermario
Allstars, Mariocarts, Super Star Wars and Donkey Kong. I would say
that I managed this with reasonable success although never complted a
game like donkey kong or mario. But the graphics were limited enough
to make it possible fo me to have some success. I then moved on to a
playstation and played games such as WWF Smackdown, GTA (The original
that is), and others.
I think I even had a copy of SF2 on my SNES but I may be mistaken about that.
I loved these games and wish I could play them or similar now. I am
sure its possible but I know nothing about getting hold of them or if
its possible to work them through a PC or similar.
I was bought a WII for Christmas by my wife and love it, although the
only games I have atm are the sports game that comes with the WII. I
want to know what other games may be possible to play on the WII, but
never asked here as this is an audiogame forum, so I thought I might
be told I was off topic by asking such questions. But now we are on
the mainstream topic I am asking if anyone knows of any games that I
may be ble to play on my WII? Any games really, any type is worth
trying.
I also play football manager onmy PC, a very complex strategy
management simulation. Probably the best on the market. However I need
to use Supernova's magnification for this, and unfortunately the more
recent versions of this game don't allow me to use this. Very odd as
no games in the past have allowed my screenreaders magnification to
work with them, until i found Football Manager, and then after FM 2008
the magnification no longer worked, and behaved like it oes on other
PC games.
I must say that even games like Mario and Donkey Kong for the SNES in
my opinion are just as if not more complex than all audiogames we have
now. Tom Ward with MOTA is doing a good job to change this, but even
this game is nothing to the old games I used to play on the PC like
Redneck Rampage, Duke, Doom, Star Wars Dark Forces etc. The Beta17
level 1 is good but took me an hour to complete at most. This wouldn't
happen with a mainstream game at all.
And the biggest problem I think we have with VI community trying
mainstream games is that they don't even seem to try at their own
games. MOTA Beta17 was out, and by the next morning my inbox was fll
of eMails from people asking for help with this or the other, so they
obviously didn't give it a good go. Mainstream gamers just don't do
this. They will try something for a good while before going on the net
or onto a forum to get help. And even worse than these peopleasking
for help in my opinion is the people that come straight back with
spoilers etc to help them. I would personally just say try again and
keep trying and if your still stuck in a week or two then come back
and we might help. People don't try hard enough, and don't give things
a chance. That really gt on my nerves all these pleas for help without
really trying, and this overwillingness to help without letting peole
try.
Sorry for this long rant, I got started and couldn't stop.
So if anyone has any advice on WII games I maybe able to play or ways
I can access old games like Mario Allstars then pease contact me on or
off lis.
Thanks
Richard

On 2/7/11, Clement Chou chou.clem...@gmail.com wrote:
 So I decided to wait til everyone addressed their views before I
 jumped in. Here goes..

 Yohandy, while I feel the same frustration as you do though not quite
 to that level, I do think that people will only be willing to go so
 far. I do think, however, that most people here are a bit mistaken on
 how long it takes to learn a mainstream game whether you're blind or
 not. Sighted people take just as long as we do to familiarize
 themselves with the game, it's just in different ways. As many people
 know, I am a huge, huge fighting game enthusiast, with rock band as a
 close second. The thing with fighting games, I find, is that there is
 so much replay value that isn't appreciated, by blind or sighted
 folks alike. Any fighting game fan knows that there are more than
 just combos to a fighting game. There's mind games, spacing, bating,
 mix ups... so much to deal with, yet noone thinks about it. All
 people play fighters for is the graphics and audio, and strategy and
 gameplay at a deeper level is almost completely overlooked. These are
 the same people who list anime-based games as fighting games, and
 those are more considered brawlers and yes, there is a difference.
 Anime-based games, though they appear to be complicated, are actually
 a lot more basic than most fighting games. As an example, at Evo
 which is the biggest fighting game tournament and convention held in
 the world, you will never see something like Dragon Ball Z: Budokai.
 Why? Because the controls are simple, and strategy is only minimally 

Re: [Audyssey] RSW strategy game

2011-01-29 Thread Richard Claridge
Hi David
I would be interested.
Richard


Sent from my iPhone

On 28 Jan 2011, at 22:39, David Rose drokaudysseygam...@ddrose.com wrote:

 My previous email in this thread was lost, perhaps because the mail server 
 software didn't like my attachment.  (I had attached a sample order sheet.)
 
 But the more important part of that email was this: Why don't I create a 
 private game for all the possibly-interested people on this list, just to try 
 out the rules and see how the game works?  I can set up a Core game, which 
 is usually a better choice for a beginner because the rules are a bit simpler.
 
 How many people would be interested?  Zack, Dark, Sarah?  Anyone else?
 
 David
 
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Re: [Audyssey] bundger.

2010-12-05 Thread Richard Claridge
Hi dark
Gosh 2XL I loved that, a genius toy for it's day
Cheers
Rich


Sent from my iPhone

On 5 Dec 2010, at 11:04, dark d...@xgam.org wrote:

 Well, remembering it would be hard, sinse I've absolutely, positively never 
 heard of it!
 
 Failing some sort of alien or magical mind control that wiped all memory of 
 it from my brain, I am absolutely certain I've never heard of, much less 
 played a game by the name of bundger (and with a name like that, odds are I'd 
 deffinately remember).
 
 Even a search on wikipedia turned up nothing.
 
 Muhammed, while I have played a fair few game books and such in my time, I 
 never pretended to have an encyclopedic knolidge on the subject.
 
 In fact if, as it sounds, this was a hand held electronic game aimed at kids 
 released in the last few years, odds are I probably wouldn't have come across 
 it sinse I am 28,  the only vaguely similar thing I remember from when i 
 was around 9 or 10 was the 2xl robot, which used 4 track tapes to ask 
 questions or play trivia games,  now that was! awsome!
 
 Beware the grue!
 
 Dark. 
 
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Re: [Audyssey] MOTA Beta 16 Released!

2010-11-07 Thread Richard Claridge
Hi thomasi haven't downloaded beta 16 but have played 15.
I haven't seen any water or spikes etc. I've only seen 1 level and only up to 
room 20.
Am I missing anything?
Cheers
Rich



Sent from my iPhone

On 7 Nov 2010, at 12:10, Thomas Ward thomasward1...@gmail.com wrote:

 Hi Liam,
 
 Oh, I bet. Wel,i have some good news for you on that score. Since
 Christmas is just around the corner, so to speak, we are now looking
 at adding the game registration system, new levels, etc in beta 17.
 Basically, over the course of the next two months are goal is to work
 towards wrapping this game up, and getting on to our next project. As
 the engine is more or less stable at this point we are in the final
 stages of MOTA development.
 
 On 11/7/10, Liam Erven liamer...@gmail.com wrote:
 Oh. I know it's in demo mode, but since it's a test, we can't even register
 if we'd like to.
 Thus. No saving, and death is about 50 times more frustrating.
 
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Re: [Audyssey] Game books

2010-11-06 Thread Richard Claridge
Hi Dark and all.
I personally love gamebooks and cannot get enough of them. I have
played all the books on ffproject and have gone through the Lonewolf
series recently. I have tried to get Arborel to work but have had
trouble, I've downloaded the HTML zip file, but don't know what to do
next. Its just a floder full of files and I don't know hat I a looking
for. This is the Windhammer game btw.
I've looked on the site andit sees like only a couple of the gamebooks
are completed, is this an ongoing project or has it been abandoned
Are there any other gamebooks out there where you have to do your own
charactor sheet etc, I enjoyed this part of doing the onewolf books
and wanted to find some more. ffproject is all well and good but I
like to do the sheets myself if possible which this doesn't allow
unless you download the word or pdf versions.
Thanks for any help.
Rich

On 11/6/10, dark d...@xgam.org wrote:
 Hi.

 well they have their devotees, however sinse unlike interactive fiction you
 often need to write your own character ststats etc, some people don't want
 to put in the work (which is imho a shame).

 There are actually people writing more ameter books, for instance the
 chronicles of arborell runs a competition for one each year. I've always
 considdered entering and in fact do have ideas, but thus far I've just been
 too busy with work on my phd, games, doing stuff for audiogames.net, reading
 a lot, all the things on stage I do and (when I have time to write), more
 conventional forms of writing.

 Hopefully at some stage I'll get the time to sit down and bring my idea
 about, sinse I certainly do have one.

 I agree on the death business, though some ameter books have done a good job
 with this.

 Trials of alabas toom on the ffproject site for instance, has a room near
 the end called the pit of death which has you descending down various poles,
 slides and ladders to the bottom of a large pit.

 there are four or five 50 50 choices with an instant death at each. The
 clever thing however is that throughout the first part of the book, if you
 explore, you will find litle hints on which choice is dangerous and which
 isn't. So for instance I recieved a hint about a box crashing to the ground,
 so when presented with a choice betwene an elivator or a staircase in the
 pit of death, I took the stairs.

 And of course, even if you miss a hint, you are not doomed sinse you stil
 have a chance of survival.

 then, there is also saving, ie by noting down a certain section of the book
 (or by noting the page if it's an html one). Though only supported by some
 books this can be a way of avoiding instant death choices being quite as
 dangerous, particularly in the longer, 500 or 1000 section books (windhammer
 from the chronicles of arborell actually has rules to support this).

 Beware the Grue!

 Dark.
 - Original Message -
 From: neoph...@inthecompanyofgrues.com
 To: gamers@audyssey.org
 Sent: Saturday, November 06, 2010 1:25 AM
 Subject: Re: [Audyssey] Game books



 Hey Dark,

 Thanks for all those thoughts.

 Picking up the old Choose Your Own Adventure books was quite the surprise.
 I had no idea how badly they were written. They just spiral all over the
 place and some of the deaths are so obscure and unexpected. In my opinion,
 ensuring that each choice is informed and conflicted is so important.

 Are game books popular here? I wonder how many of us who read and play
 them would love to write their own. I know I've thought about it many
 times.

 Thanks for the Cerepoc link.

 Cheers,

 Neophyte.


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Re: [Audyssey] game difficulties wasbestsidescroller?-Re:Q9version 1.2.

2010-11-05 Thread Richard Claridge
Hi all
How about keeping the warnings but have them crumble if you stand on them too 
long, so you would fall in if you take too long to make the jump.
Thanks
Rich



Sent from my iPhone

On 5 Nov 2010, at 00:58, Clement Chou chou.clem...@gmail.com wrote:

 That would depend on the surface itself. But in a temple that old, it would 
 logically be pretty reasonable to assume that you would hear it if you 
 stepped on a ledge with bits of broken stone and cracked edges.
 
 At 04:52 PM 04/11/2010, you wrote:
 Hi Charles,
 No, you certainly wouldn't see it, but I would think you would hear it when
 you stepped on it?
 
 Best Regards,
 Hayden
 
 
 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Charles Rivard
 Sent: Thursday, November 04, 2010 7:50 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] game difficulties wasbestsidescroller?-Re:Q9version
 1.2.
 
 You would, if you didn't know where the edge is.  But my thought would be
 that you could see it, and the other items in the room, if a torch were lit.
 
 If the room were still dark, you wouldn't see the treasures or dangers.
 
 ---
 Shepherds are the best beasts!
 - Original Message -
 From: Hayden Presley hdpres...@hotmail.com
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Thursday, November 04, 2010 7:21 PM
 Subject: Re: [Audyssey] game difficulties wasbestsidescroller?-Re:Q9version
 1.2.
 
 
  Hi Charles,
  Personally I think that's a little unrealistic. Granted, we only hear a
  weapon or whatever when the torch is on, but that's just a substitute for
  angela seeing it. But if we had a ledge by a chasm,  you would still
  stepon
  it, would you not?
 
  Best Regards,
  Hayden
 
 
  -Original Message-
  From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
  Behalf Of Charles Rivard
  Sent: Thursday, November 04, 2010 12:10 PM
  To: Gamers Discussion list
  Subject: Re: [Audyssey] game difficulties was
  bestsidescroller?-Re:Q9version
  1.2.
 
  Hmm.  I was thinking it would something as simple as only one variable.
  The
 
  warnings would either be on or off, just like I picture the torches to
  work.
 
  You can still find weapons and treasures whether the torch is lit or not,
  but just have to do it differently.  With the torch lit, you hear that
  something is there, with it not utilized, you hear nothing.  Wouldn't the
  same apply with trap warnings?  Or, I just thought of this, could trap
  warnings be included in what you hear or do not hear, based on whether a
  torch is being used or not?  This would greatly emphasize the torch's
  value.
 
  ---
  Shepherds are the best beasts!
  - Original Message -
  From: Thomas Ward thomasward1...@gmail.com
  To: Gamers Discussion list gamers@audyssey.org
  Sent: Thursday, November 04, 2010 12:01 PM
  Subject: Re: [Audyssey] game difficulties was
  bestsidescroller?-Re:Q9version
 
  1.2.
 
 
  Hi charles,
  Unfortunately, to do that I'd have to redraw multiple versions of the
  same level. Not hard to do, but requires extra work of course.
 
 
  On 11/4/10, Charles Rivard woofer...@sbcglobal.net wrote:
  I wonder if a good compromise would be to eliminate the warnings on the
  highest difficulty and leave them in the lower ones?  Thoughts, Thomas?
 
  ---
  Shepherds are the best beasts!
 
  ---
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[Audyssey] Lonewolf

2010-11-02 Thread Richard Claridge
Hi all.
I have played Lonewolf for many years now, but haven't played for a
while. I installed it on my new computer and started it up. It must be
a newer version than I have played before as it never used to have
Sappy capability, or at least I don't think it did.
I use Hal and cannot get it to work like it used to with this
screenreader. I don't want to use Sappy if I can help it, is there
certain things I need to set in the options or is it just no longer
accessible with Hal.
Thanks
Richard

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[Audyssey] Alteraeon

2010-10-29 Thread Richard Claridge
Hi again.
I have now attempted to use gmud with little success, I think I
imported the map correctly into my Supernova but am not 100% sure as I
don't really understand such things. I have also tried VIP Mud and
have had more success with this.
I have connected to Alteraeon and created a charactor. I get all the
movng around, taking things, talking etc, but combat is beyond me. It
seems to just say that something is around and go through moves before
I have a chance to do anything, I imagined that combat would be
something you controlled. But it happens so fast, faster than I can
read it so I get no chance to do anything. I usually win combats but I
don't know exactly how, as I am ot doing anything,. Is this how it is
supposed to be or am I doing something wrong. I don't understand how I
am supposed to use spells etc if I can't even keep up with all the
moves.
Any help mot welcom, srry if I am being thick.
Cheers
RIchard

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[Audyssey] MUDs

2010-10-28 Thread Richard Claridge
Hi.
MUDs are something I am totally new to but wantto try out.
I don't know how they work or anything about them really.
I wanted to give some a go. I have looked at Alteraeon and it looks
interesing but all this talk about cliens and ports I don't
understand.
I know I need something to run it in or at least thats what I think I
understand. But I also have heard that different clients work better
than others wit screen readers etc.
I use Dolphin Supernova Version 14, I think its 14 anyay.
Anyadvice and information would be much appreciated.
I am also fairly new to this list so should introduce myself, so Hello all.
Thanks
Richard

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Re: [Audyssey] MUDs

2010-10-28 Thread Richard Claridge
Hi 
I do use speech.
Where do I get that and is it free?
Rich


Sent from my iPhone

On 28 Oct 2010, at 20:35, Valiant8086 valiant8...@lavabit.com wrote:

 Hi.
 I know Hal can auto read gMud, but I don't know about supernova. That's
 about all I do know. Do you use speech or just magnification? 
 
 
 
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