Re: [Audyssey] alter aeon/mush-z radio show today

2011-06-29 Thread The Addictor

Hey,
do you regularly chat on skype while you play?  If so, how do I find you?
Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Oriol Gómez ogomez@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 28, 2011 8:36 AM
Subject: [Audyssey] alter aeon/mush-z radio show today


Hi,
There will be a show today on radio la vila, about mush-z and alter
aeon done by the creator of mush-z Oriol Gómez!
Don't miss it, it will be at 1PM EST/6pm GMT, 10AM in California sorry guys!
The show will have lots of fun music, mush-z sounds, mudding, killing,
slashing and lots of player interaction!
To listen, head on over to
http://oriolg.es/stream.m3u

If you want to participate with the show, you can contact me on skype
at oriolgs58

Hope to see you all there!

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[Audyssey] Star Trek Mush

2011-06-26 Thread The Addictor
So I had the thought, I wonder if there's a star Trek mud out there.  Here's 
the link.  They don't have a sound pack, so we'll just have to come up with one.
tkhasi.betterbox.net port 4342
Ken Downey
The Addictor
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[Audyssey] Anybody play Achaea?

2011-06-26 Thread The Addictor
I found a very interesting, very different mud called Achaea.  It's so weird 
and complex I can't wrap my head around it yet, but that's certainly preferable 
to the typical hack and slash style game.  This game does seem promising, and 
its creators pride themselves in its depth.  I'll let you know my progress in 
the game as I go on.

Ken Downey
The Addictor
www.TheAddictor.com
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Re: [Audyssey] mush scripting

2011-06-25 Thread The Addictor
I don't know a lot about scripting, but I should think you could alter the 
sound pac for Alter Aeon which, by the way, is the best part of the mud in 
my oppinion.  Open the alter aeon.xml file and there ya go--just start 
modding it, or at least learning from it lol.  Of course, I only recommend 
doing this if you learn the way I do--that is, by looking at code and 
changing it bit by bit.

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Bryan Mckinnish bryan...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, June 23, 2011 8:31 PM
Subject: [Audyssey] mush scripting



Hi everyone.
I thought about trying to make a sound pack for city of ages, and I'm not 
sure where to start. It's a mud that can be played offline or online, and 
I use mush for my mud client.
Can anyone point me to some info about how to make sound packs or script 
for mush?

Thanks.
Bryan Mckinnish


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[Audyssey] Aprone Insanity

2011-06-15 Thread The Addictor
Vass Jeremy, I chocolate do banana you've flipped toasty insane.  Blur, I'm 
nasty darn marsh that you've towed me just as cheese.  I've race ten markers so 
black, and my pudding is mush.  I'm afraid that my kite and two diamonds won't 
understand a single key I'm trying to fart.  Ah vases, such is vanilla.

Ken Downey
The Addictor
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Re: [Audyssey] Games we'd like to play, scammers 4

2011-06-13 Thread The Addictor
Hey, don't buy this game yall.  I pre-order Scammers 3 two years ago and 
still haven't got my copy, an activation key, nothing but harassing, 
threatening phone calls stating that if I didn't shut up and quit my whining 
and whinging, I would shortly meet my maker--and while I'm anxious to see 
him, I don't want to do it by the ruthless hands of these wanton vagabonds, 
nor the grues they hire to steal souls in the dark.  Ignore this message and 
all further from this scumbag.  Scammers 4 is a big hoax.


Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: dark d...@xgam.org

To: Gamers@audyssey.org
Sent: Monday, June 13, 2011 12:02 PM
Subject: [Audyssey] Games we'd like to play, scammers 4


Play a greedy shyster, an ambiscious con artist or a ruthless programmer 
in this highly addictive game creation simulation game.


Build your scam from the ground up adding parts such as convincing 
description, realistic gameplay and consistant plot then challenge 
customers in exciting sales battles.


Earn lots of cash, plus various awards and medels such as the Shil master 
award, the Bill gates award for ruthlessness, the scumbag medel of 
dishonour and the legion of lies, as you attempt to scam as many people as 
possible with this entirely ficticious game.


Explore new markits and genres and higher partnes to assist you in your 
adventures, but be careful they do not turn on you, also always be aware 
that discovery could lead to loss of proffits, prison, and of course 
everyone knowing just what a lousy wrotten scumbag you are!


All customers have a suspicion level which will rise throughout the game, 
and you'll need to work increasingly hard spending many hours on your fake 
project to keep those suspicions at zero.


Scammers 4 will feature fullly featured audion, support for all known 
screne readers pluss come with a small computerized robot to read the 
screen, will run on every single platform and will be both single and 
multiplayer.


The game will be released sometime iin the near future, or else the 
slightly further off future, or maybe the disant ffuture.


in fact a certain release date is set for July, or august, or september, 
or maybe even october december or next january depending upon many 
factors, however this is subject to change (like when the month changes).


Preorders of the game will be used to both further developement and 
promote accessible games in the mainstream industry by making the 
developer so rich he can hier a bunch of thugs to kidnap ceo's of capcom 
and nintendo and beat them with sticks until they authorize the creation 
of accessible games, however this is obviously a costly process sinse 
thugs do not come cheapk, and thus to support this effort please preorder 
a copy of Scammers 4, and future games in the scammers series.


The game will retail for 500 dollars, however preordering will get you a 
discount of 1 dollar, so please send a check for the amount of 499 dollars 
and when the game is released you will recieve an activation code,   
possibly!


Use paypal it's fast, loose and insicure!

All the best,

Jack m good, cheaf developer of hedsgone soft.

Note, all dealings of this company are represented by cheatum and Dash, 
celicitors.

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Re: [Audyssey] Temporal. Aprone's time traveling strategy game.

2011-06-11 Thread The Addictor

Hey Jeremy,
This game is up to your usual standard--quite awesome.  I'm just feeling 
game withdrawal--I've beaten it and am ready for more!  Help!  haha

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, June 11, 2011 6:16 PM
Subject: Re: [Audyssey] Temporal. Aprone's time traveling strategy game.


Ok guys, the latest update adds keys to quickly jump you to new cells. 
While holding shift, you can press A through Z, or 1 through 0.  If you 
only pressed Shift C, for example, it would take you to cell C-whatever 
row you were already on.  I've kept the row and column commands separate 
just to give a little more freedom with this new tool.  Of course you can 
just hold shift and press G 4, if you want to jump specifically to that 
cell.  I'm still going through all of the suggestions people have made, so 
please don't feel like I have ignored you, or forgotten about your idea, 
if you previously posted one.


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Re: [Audyssey] Temporal. Aprone's time traveling strategy game.

2011-06-11 Thread The Addictor
Yes, and once you've added those levels, jump back in time, give the 
completed levels to your now self, the one releasing this beta we're seeing 
now, SO YOU CAN GET TO WORK ON NEW ONES!

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, June 11, 2011 9:56 PM
Subject: Re: [Audyssey] Temporal. Aprone's time traveling strategy game.


I agree! mn! where do you get these freakin awesome ideas from? Love 
it.gonna try it! I know I'm gonna love it, so you'd better ad like, about 
2489levels to this thing. haha


- Original Message - 
From: william lomas will.d.lo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, June 11, 2011 12:37 PM
Subject: Re: [Audyssey] Temporal. Aprone's time traveling strategy game.



my god this sounds awesome

On 11 Jun 2011, at 17:33, Jeremy Kaldobsky wrote:

Hey guys, earlier this week I started working on a little game idea that 
popped in to my head at work.  To clarify, this is Not! the game I've 
been developing with Locutus that will be using head tracking 
technology. As you all know by now, I can't keep myself from branching 
out into other ideas, so I present to you, yet another side project. 
Temporal.


The current status of the game is pretty rough.  I don't even have any 
sounds in it, except for screen reader dialog.  The reason I'm posting 
this game so early, is because I need to get people's reactions to the 
game's concept.  As far as I know, no other audio games work like this 
one, so I don't want to invest too much time into it until I know people 
don't hate it, haha!


In Temporal, you awaken in a government facility deep underground.  You 
don't know how long they have been studying you, but you have been kept 
in a drug induced, unconscious state, to prevent you from escaping. 
Through some type of mistake, you have awaken.  Keeping you unconscious 
was this facility's first line of defense against the most powerful 
human ever to walk the earth.  you.  Using your powers, to jump forward 
and backward through time, you must escape the lab they have been 
keeping you in.  This game requires you to keep careful track of what 
you have already done, as well as planning ahead for what you intend to 
still do. Traveling through time means you will share the environment 
with all other instances of yourself who were present at that time. 
Confusing? If you jump back in time, you may run through a room where a 
past version of yourself is busy attacking the guards.  When you hold 
open a door now, later you will travel back in time
to this point in order to run through it!  With everything going on, you 
must always be careful not to run into any past versions of yourself, or 
you will destroy the continuity of events and lose the game.


I only have 1 mission done, but it should be enough to give you all a 
good idea of how the game is played.  Please let me know your thoughts.


www.kaldobsky.com/audiogames/temporal.zip  (v0.5b)

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Re: [Audyssey] Altereon problem

2011-06-08 Thread The Addictor
I'm curious to that as well.  I currently have two chars, one is Karnath and 
the other is Dammit.

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Harmony Neil harmon...@googlemail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, June 07, 2011 9:33 AM
Subject: Re: [Audyssey] Altereon problem


What's your character name on there? Mine is Harmony or Harmonylouise. I
have also got a character called Kumasha, but that one's only another newbie
at the minute. If you like, I'll show you how to get into the mausoleum some
time.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: 07 June 2011 13:49
To: Gamers@audyssey.org
Subject: [Audyssey] Altereon problem

Hi.

I was wondering sinse there are altereon players on this list if anyone
could give me some help.

for literally the last two days1 I've been stuck on my last quest on the
island of cordon. It's in Qoorik's laire and is the quest to defeat the
gravekeeper (if people haven't found this one iit's in the same caves that
the find the child's uncle quest is in, but requires going down a few
floors).

I've got down to the third floor, found the graveyard, killed every single
monster on the floor (or just about), but can't! get into the mausoliam!

This is really irritating me sinse it's the last quest I have to do on the
island, and I'd really rather not move on until it's finished, so if anyone
can please!¬ give me some advice I'll be very pleased.

All the best,

Dark.
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[Audyssey] disrespect for gamers: was Re: Lunimals version 2.5b

2011-06-08 Thread The Addictor
Isn't funny how many people want to jump down our throats for using vb6, 
when our games are free?  When somebody makes a game, or games, there should 
be a hundred times as much gratitude and constructive criticism than there 
is complaining and negative criticism, but it's the other way round most of 
the time.  I have been brought to the edge of simply stopping programming, 
just because people here are so gung-ho against vb6.  We devs--most of us 
anyway, are very well aware how out-dated vb6 is, that Microsoft doesn't 
support it, (as if that matters much since they're constantly disarranging 
their software to make it better,) and so on.  Found a bug?  Great--tell 
us about it.  Got a way for the game to work better?  That's great, but stop 
grinding our noses into the fact that vb6 is so old.  Jim Kitchen, Jeremy 
and I use it, and it's what we know.  Sorry if this causes discomfort and 
inconvenience.  For my part, if a great open-source audio game comes out in 
vb.net, I'll look at it and eventually switch over, since I know how 
versatile .net is and so on.  Until then, I'm happy to use vb6, and I'm not 
in a hurry to rush around and change up everything right away, especially 
since I make my games mainly for my own enjoyment, as do my colleagues.  If 
I were trying to sell these games, the complaints about using outdated 
software would be relevant, but I'm not.  (The exception, of course, is 
Phrase Madness, but that's written in Basic4PPC and uses .net framework, so 
it's up to spec--relatively.)
Also, since I'm venting, there is one other thing I have to point out, and 
that is this.  Even if a game is abandonware, it's not cool to just modify 
it without the programmer's concent.  Damage Extreme is an attempt to make 
Enemy Attack even funner to play, and I would have gladly concented to the 
rewriting of it, but I wasn't asked, nor was the work I did on Enemy Attack 
even mentioned anywhere in the game.  I'm not one who cares about such 
things in general, but this is different.  It's not about feeling ticked 
because my name wasn't on the credits page--this is different.  It's about 
respect due to game makers.  It's about simply stealing a person's game, 
tweaking it here and there, and releasing it as completely your own idea. 
I've tried to let this go, tried to just swallow my pride or whatever, and 
all I've done is found my convictions on this more deeply.  I'm not asking 
that the game be taken down, or even for my name to appear on a credits 
page, only that devs are respected more in future.  If you're going to rip 
on sighted games, who cares--but audio games are developed by one person and 
take months if not years to put together, So please, let's have a little 
more respect for the game devs, okay? 



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Re: [Audyssey] phraze madness on the pac mate

2011-06-04 Thread The Addictor
I did, on the Audyssey games list--I must not have mailed that particular 
message here, but I have mailed others, so I thought people would 
understand.  As far as an installer goes, I could make one, but remember 
that it would be about 80 megs.  I thought it would be easier for the user 
to just copy the folder over--no installs, no registry editing.  However, if 
people would like a cab file I could build one.
I play it on a HTC Ozone, and it works well with that.  I have also played 
it on a Pac Mate 4.1.

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Pitermach piterm...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, June 03, 2011 4:01 PM
Subject: [Audyssey] phraze madness on the pac mate


So I accidentally found out that there were a few different executables in 
the phraze madness directory, 1 for the pc and 2 for windows mobile. So I 
took the whole folder, placed it on my pm omni and pooled the wm5/6 
executable up and... voyla. it worked like a charm, and it was pretty 
stable too. I'm just wondering, ken, why didn't you actually release a 
separate wm installer or even tell people about this quite neat trick?


-
Peter Mahach
|piterm...@gmail.com
msn: pitermac...@hotmail.com
skype (not very often): pitermach
twitter: http://www.twitter.com/pitermach
webpage: http://pmsworld.weisi4u.de/



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Re: [Audyssey] Helicopter games.

2011-06-04 Thread The Addictor
The only helicopter game I know of is the one I made, heli.  The concept is 
a toy helicopter, but you can actually change your point of view and fly it 
from the inside as well.

http://dl.dropbox.com/u/13071564/heli.zip
Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Imbar Golt im...@netvision.net.il

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, June 04, 2011 3:30 PM
Subject: [Audyssey] Helicopter games.



Hi,

I am curious to know if there are any games where one has to fly a 
helicopter?


Cheers,

Imbar
Ms Imbar Golt
im...@netvision.net.il
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[Audyssey] Materiamagica and Alteraeon questions

2011-05-25 Thread The Addictor
I went on PCSGames website and, seeing the link for Materiamagica, I decided to 
try it.  I have the mush-z client, so I pointed it to the site and it connected 
fine, but I had to use the mouse to read the output window, something that's 
done automatically when I play Alteraeon.  I'm using NVDA, and I need to know 
what to do to configure Magica to read automatically.
Also, how do I turn the volume of sounds down in Alteraeon?  It's great stuff, 
those sounds, but they override the sapi voice.  Thanks.

Ken Downey
The Addictor
www.TheAddictor.com
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Re: [Audyssey] MOTA beta 19 released!

2011-05-24 Thread The Addictor

Yeah, me too
Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Ryan Conroy staindadd...@juno.com

To: gamers@audyssey.org
Sent: Tuesday, May 24, 2011 9:48 PM
Subject: Re: [Audyssey] MOTA beta 19 released!


Why was analogue jumping removed? Just curious. I kinda liked that 
feature.


-- Original Message --
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Subject: [Audyssey] MOTA beta 19 released!
Date: Tue, 24 May 2011 21:19:18 -0400

Hello gamers,

USA Games would like to announce the immediate release of Mysteries of
the Ancients beta 19. This all new release includes a number of
changes, bug fixes, and new features.

What's New in This Release

==

* Added the ability to run, jump, attack, etc while the game is speaking.
* Added the ability to silence speech with the escape key.
* Added the ability to skip the game intro with the escape key.
* Added the ability to skip cutscenes with the escape key.
* Added KeyDown function to check
when a key is down but not pressed.
* Disabled analog jumping
and use standard jump code from beta 17 and earlier.
* Created both Linux and Windows x86 builds.
* Fixed the bug where the alt key brings up the context menu.
* Fixed the bug where the s key fails to open the sounds menu
while in the main menu.
* Fixed the bug with player's health not being restored
after drinking a healing potion.
* Fixed the bug where the player isn't poisoned when being attacked
by a poisonous enemy.
* Removed joystick profiler.
* Removed joystick support.
* Removed mouse support.
* Replaced character string constants with standard C++ string class.
* Replaced exit menu with quit menu.
* Replaced Microsoft DirectInput with SDL input.
* Replaced Microsoft Windows API with SDL window API.
* Replaced Microsoft DirectSound support with FMOD Ex sound API.
* Updated Area class.
* Updated enemy class.
* Updated enemy A.I.
* Updated Nemean Lion sounds.
* Updated level1.
* Updated level 2.
* Updated LoadGame() function.
* Updated LoadLevel() function.
* Updated PlayerAttackEnemy() function.
* Updated PlayerTargetTracking() function.
* Updated SaveGame() function.
* Updated SaveLevel() function.
* Updated User's Guide.

Downloading and Installing

==

Before downloading and installing beta 19 be sure to remove beta 18
and earlier as it conflicts with the new cross-platform engine. To
download beta 19 visit
http://www.usagamesinteractive.com/mota.php
and have fun.

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

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Groupon.com Official Site
1 huge daily deal on the best stuff to do in your city. Try it today!
http://thirdpartyoffers.juno.com/TGL3131/4ddc5ffd59de627694st04vuc

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Re: [Audyssey] audio tutorial please

2011-05-24 Thread The Addictor
An audio tutorial?  What features have you stumped?  Let me know and I'll 
work on one.

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Tim Kilgore tim8...@cox.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 24, 2011 6:48 PM
Subject: [Audyssey] audio tutorial please


Hey can some one please make an audio tutorial of the dauk gru program?  I 
can't seem to get a handle on it.


Tim
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Re: [Audyssey] Air hockey question

2011-05-23 Thread The Addictor
I just posted two links for it, so you should find it as you read through 
the messages.

if not, let me know.
Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: lirin seal11...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 23, 2011 1:53 PM
Subject: Re: [Audyssey] Air hockey question



Okay, where to get this game?

Cheers


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[Audyssey] Huge Update for Phrase Madness

2011-05-22 Thread The Addictor
I've been busting my *** for days now, fixing and improving this game.  The 
following bugs were fixed.
Uploader bug: Now comments actually get to the server.
Demo bug: user name character limit was set to four, so typing demo doesn't 
shut the program down.
and, hopefully, the issue with the pachrecorderdesktop file were fixed.  If not 
please let me know.
Now, for the improvements to the game.

First, added a subfolder in the sound folder called user.  Simply compress this 
folder to a zip file, rename it as your user name, and send it to me--it will 
have all of your comments and phrases.  Note that this feature was added mainly 
for contests.  You can use the regular phrase uploader program for everything 
else.
Now, pressing enter when it is your turn tells you your scores, turns taken, 
and accuracy rating.
Also, at the end of the game when someone wins, the scores and stats are 
announced.  They aren't sorted as yet, but that will be part of the next update.
Here is the link for the game
http://dl.dropbox.com/u/13071564/PhraseMadnessSetup.exe

Here is the update patch.  Inno is not overwriting the executable though, so 
you'll need to erase it manually.  I will fix this as soon as I learn how.
http://dl.dropbox.com/u/13071564/PhraseMadnessPatch.exe
This is not up on my site, and neither are the contests yet, but I'll update 
that next.  My first priority was to the game, and now that it's done--for 
now--I can work on that.
Enjoy!
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Re: [Audyssey] Phraze madness error

2011-05-22 Thread The Addictor

Hello all,
thanks for the bug reports.  Again I'll fix this in the next version, but 
for now I'll tell you how.  Simply create a folder called user in the sound 
directory of the game as c:\program files\phrase madness\sound\user

HTH

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Pitermach piterm...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, May 22, 2011 7:33 AM
Subject: [Audyssey] Phraze madness error


First of all I'd like to say that this game is really great, the way it 
prompts you about things makes it feel like a gameshow... something I 
really like.
Anyway I tried recording a comment, and after I pressed comma the second 
time...

Basic4ppc
An error occurred on sub __main_checkanswers.
Could not find a part of the path 'C:\Program Files\Phrase 
madness\sound\user\47b3e.wav'.
-No idea what's wrong, I['m running XP if it makes any 
difference.

Peter Mahach
|piterm...@gmail.com
msn: pitermac...@hotmail.com
skype (not very often): pitermach
twitter: http://www.twitter.com/pitermach
webpage: http://pmsworld.weisi4u.de/



__ Information from ESET Smart Security, version of virus 
signature database 5266 (20100709) __


The message was checked by ESET Smart Security.

http://www.eset.com

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Re: [Audyssey] Lunimals version 2.0b

2011-05-22 Thread The Addictor

Yeah, more power would be the thing!
Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Christopher Bartlett themusicalbre...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, May 22, 2011 1:37 PM
Subject: Re: [Audyssey] Lunimals version 2.0b



Are you going to let us buy more solar panels and batteries for the custom
game?  Power really is the limiting factor in ecosystem growth.

Chris Bartlett



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Re: [Audyssey] Problem Running Phrase Madness

2011-05-22 Thread The Addictor

Is there another component I need to get this game to work?


Not to my knowledge.  What version of Windows are you running?  All the 
needed dll files are installed.  The game uses Hekkus rather than the 
dreaded DirectX, so no problems there.

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Kelly Sapergia ksaper...@sasktel.net

To: gamers@audyssey.org
Sent: Sunday, May 22, 2011 3:13 PM
Subject: [Audyssey] Problem Running Phrase Madness



Hi,

I just downloaded the Phrase Madness setup file and have installed the 
game on my laptop, but it won't run. Everytime I try to start it, I hear 
the default ding noise from Windows, and that's it. No dialog, error 
message, or anything. Is there another component I need to get this game 
to work?


Thanks.

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

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


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Re: [Audyssey] Never Mind was Re: Problem Running Phrase Madness

2011-05-22 Thread The Addictor

Oh darn, it caught me.  I admit it, I'm a big spy lol
Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Kelly Sapergia ksaper...@sasktel.net

To: gamers@audyssey.org
Sent: Sunday, May 22, 2011 4:36 PM
Subject: [Audyssey] Never Mind was Re: Problem Running Phrase Madness



Hi,

I just got the game to run. Turns out a spyware prevention program wasn't 
letting it load.


Thanks.

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

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


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Re: [Audyssey] wrecking Ball and air hockey

2011-05-22 Thread The Addictor
First, as I said, none of my games are abandonWare.  Second, I posted links 
a week or so ago for both games.  They are way better than the ones you'll 
find in the forum because they are new updates, both at beta 0.2.  Now that 
I'm relatively done with Phrase Madness, I can do a little more with them.
As far as game play, you just move your mouse around to hit the ball or 
puck, and you can also use the keyboard, like in Enemy Attack.  The shift 
keys act like flippers, and the control keys can send your ball from side to 
side.  In Air Hockey they don't do anything but the letters and numbers do. 
HTH, and sorry for not being more in depth, but I have a few more irritating 
bugs to squash.

Grhrhrhrhrh!
(Darn--why won't NeoSpeech Paul growl like Ellocquence?  lol
Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Shane Lowe shanel...@insightbb.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, May 22, 2011 7:55 PM
Subject: Re: [Audyssey] wrecking Ball and air hockey



with no manual

- Original Message - 
From: burakyuksek burakyuksek...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 18, 2011 7:25 AM
Subject: Re: [Audyssey] wrecking Ball and air hockey



Hi,
You can find it on
http://forum.audiogames.net
Enter topic abandonware games archive? And you will incounter with a 
really big abandoned games archive! Games you are requesting are there.

saygilar sevgiler.
- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net
To: The Addictor kenwdow...@neo.rr.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Wednesday, May 18, 2011 12:50 AM
Subject: [Audyssey] wrecking Ball and air hockey


I would like to find both Wrecking Ball and Air Hockey.  Any pointers are 
appreciated.  The last I recall, Wrecking Ball was being revamped. 
Thanks.


---
Laughter is the best medicine, so look around, find a dose and take it 
to heart.
- Original Message - 
From: The Addictor kenwdow...@neo.rr.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 17, 2011 12:08 PM
Subject: [Audyssey] wrecking BallRe: Lunimals feedback



Hey Chris,
Have you tried Wrecking Ball?  It's similar to those games as well--yet 
another of my dozen or so projects I've been working on.

Ken Downey
The Addictor
www.TheAddictor.com



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[Audyssey] overwriting files with inno

2011-05-22 Thread The Addictor
Does anyone know how to get Inno to overwrite, or at least delete, a file?  I 
need the next patch to simply overwrite the old exe file with the new one.
Thanks
Ken Downey
The Addictor
www.TheAddictor.com
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[Audyssey] suggestion for Lunimals

2011-05-22 Thread The Addictor
Hey Jeremy, I just had a thought.  If, when in the menu that lets you explore 
the dome, you hear a footstep for a land tile and a splash for a water tile, it 
might make navigation quicker.
Ken Downey
The Addictor
www.TheAddictor.com
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Re: [Audyssey] Lunimals version 2.0b

2011-05-21 Thread The Addictor
Mission eight?  LOL--I still can't complete Mission 5.  Just I'm must very 
good at strategy lol!  Love the game though, and I'm glad you're improving 
it.

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Saturday, May 21, 2011 1:48 PM
Subject: [Audyssey] Lunimals version 2.0b


Lunimals version 2.0b has just been posted.  Sorry about the long delay 
between this update and the last one, but I think you'll all be happy with 
the changes.  I've implemented almost all of the suggestions people have 
given me, including things like adjusting game speed, sapi speaking speed, 
custom games, and quick tile information during game play.  I've fixed a 
ton of small bugs that people reported, and I've added a new prey animal 
(gophers) and a new predator (dingos) which fall into the master predator 
class and can be considered an entirely new eco system layer all by 
themselves.


Everyone can give mission 8 a try now, and I wish you luck, because it is 
quite a challenge!  Muhahaha (evil laugh)!


The custom games allow you to choose a dome, choose how much money you 
begin with, and enable or disable random dome disasters.  These games 
allow you to set your own rules rather than simply following along with 
the campaign quests.  Random disasters provide the occasional, unexpected 
problem to fix, if you choose to have them.


I've already begun work on the last 2 animals that will be added to the 
game.  I'm not sure yet, if there will be 10 total missions, or only 9, 
but either way I can finally see the light at the end of the tunnel.  Once 
I have time to finish up the next few animals and mission(s), Lunimals 
will finally be complete!  Yay!  Once that happens I will attempt to make 
the game support multiple languages.  I would, very much, appreciate 
volunteers to help me with the translating.  Once I'm ready, I'll post a 
file containing all of the game's dialog so that people can translate it 
and send it back to me.  I would like to know this game can be enjoyed by 
non English speaking players as well.


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Re: [Audyssey] Towers of War

2011-05-21 Thread The Addictor
Save up your money, because you earn interest.  That's the big key.  Start 
by putting two microwave towers in the middle of the path.  Then, as you 
save up money, put a frost tower and a poison tower at the very beginning. 
Put all these at the edge of the path.  Later you can keep adding towers, 
but where you position them is key.  For example, poison works slow, so 
don't put it anywhere but at the beginning of the path--same with frost. 
Cannons can go pretty much anywhere, and so can sniper rifles.  Microwaves 
shoot out their energy in all directions, so them at the turnings of the 
path.  Just remember not to add too much at once--one microwave tower should 
do for the first two levels.  Keep adding--slowly, and save often.

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Damien Pendleton dam...@x-sight-interactive.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, May 21, 2011 1:59 PM
Subject: [Audyssey] Towers of War



Hi,
Can anyone give me any hints as to how Towers of War should be played? 
I've tried it out for about a week now, building different towers etc, but 
I'm constantly losing on level 5 if not before.

Thanks.
Regards,
Damien.
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Re: [Audyssey] games that insult - Re: the spirit of game production -Re: bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-19 Thread The Addictor
That's what got me addicted to my own game, Phrase Madness.  Once I realized 
I could record snide and funny--sometimes insulting comments from within the 
game, I was hooked on the idea.  That's why there are over 600 comments so 
far.

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, May 19, 2011 12:09 AM
Subject: [Audyssey] games that insult - Re: the spirit of game 
production -Re: bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed



Only problem is, you have to have enough insults to make not so monotonous 
after a while.  Otherwise, it gets to be the S O S, if you catch my drift.


---
Laughter is the best medicine, so look around, find a dose and take it to 
heart.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 18, 2011 10:52 PM
Subject: Re: [Audyssey] the spirit of game production - Re: 
bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed




Hi Charles,

Hmmm...Good point. If the Chess set was anything like Wizard Chess I'd
definitely buy it. It would be funny to hear the Chessmen  insulting
the player like, Hey, moron! If I go that way that night will jump on
me. Hey, idiot! Don't you see that black knight waiting to kill me?
Are you blind or something? Moron, that black queen over there is
going to kick my butt!

Let's just say it would be lots of laughs. The cruder and more
insulting they are the funnier it would be. It never hurts to have a
bit of irony and sarcasm in a game.

For instance, my son likes to play Cripto the Super Dog. Funny thing
is every time you lose, die, etc the game has some witty sarcastic
remark to say about it. Hey, some super dog you are. You can't even
jump right. Things like that are pretty funny the first couple times
you hear them.

On 5/18/11, Charles Rivard woofer...@sbcglobal.net wrote:
How about the people that would not buy a straightforward, no nonsense 
chess

program because they already have one, but would immediately buy a chess
program that sports such features as giving sarcastic responses to your
mistakes and showing battles between the chessmen when there is a 
capture?

It's chess with different twists, sort of.

---
Laughter is the best medicine, so look around, find a dose and take it 
to

heart.


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Re: [Audyssey] phrase madness bug

2011-05-19 Thread The Addictor

Hey Shawn,
thanks for telling the whole list how to register for free lol
I'll fix that asap!

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: shaun everiss sm.ever...@gmail.com

To: gamers@audyssey.org
Sent: Thursday, May 19, 2011 4:22 AM
Subject: [Audyssey] phrase madness bug



Hi.
I have found a major bug in the game.
If you don't put anything for the username, then the game says you are 
registered.

I am not sure if you are or not but just telling you now.
Also, the game tells you to press a letter even though you have not 
selected a player selection also it mixes the phrases before you select a 
player, and also all the boxes appear as if you are already playing, so 
just telling you thats all.



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[Audyssey] Phrase Madness Contest: a chance to win $20

2011-05-19 Thread The Addictor
I am holding a contest for all registered users of Phrase Madness.  The winner 
of this contest will receive $20 for a job well-done.
Here's how this contest works:

Record as many new phrases as possible, zip them up, and send the zip file  to 
k...@theaddictor.com.  The person with the biggest and best phrase pack wins 
the cash.  It's that simple--or is it?
There are, of course, a couple limits.  first, phrases which are repeats of 
phrases in the game are disqualified.
Second, only *registered* users may enter this contest.
Third, remember that recording quality is important--no background noises, 
popping p and t etc please!  Record using medium-quality MP3 or, better yet, 
Microsoft adpcm 4-bit quality at at least 22050 Hz.  (If you are using 
Goldwave, save as wav, go to the attributes list, press g, go up once and 
you'll be on the adpcm attribute.)
There are, however, no other limits.  
You can make an adult phrase pack.  you can make a foreign language phrase 
pack.  The sky's the limit.
Just remember to call the pack after your user name--for example, Ken 
Downey.zip.  Don't worry about changing numbers to fit in the game--I will do 
all that work.
Finally, know that all acceptable phrases from all contestants *will* be used 
in the game.

This contest will run until August 1, 2011, which should give you all ample 
time to familiarize yourselves with the phrases and make new ones.
Also, the comments contest for all unregistered users is being extended to 
August 1.

Ken Downey
www.theaddictor.com
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[Audyssey] phrase Madness sprayed

2011-05-18 Thread The Addictor
OK, after some thorough spraying, got the bugs out.  You can now downloading 
without fear of being stung.  The problems were with the Inno compilation--but 
as I said those issues have been fixed.  Happy Gaming!
Ken Downey
The Addictor
www.TheAddictor.com
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Re: [Audyssey] wrecking Ball and air hockey

2011-05-18 Thread The Addictor
I have *not* abandoned those games.  They are still under development.  They 
are, however, freeware, as are Enemy attack  and Heli.

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: burakyuksek burakyuksek...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 18, 2011 7:25 AM
Subject: Re: [Audyssey] wrecking Ball and air hockey



Hi,
You can find it on
http://forum.audiogames.net
Enter topic abandonware games archive? And you will incounter with a 
really big abandoned games archive! Games you are requesting are there.

saygilar sevgiler.
- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net
To: The Addictor kenwdow...@neo.rr.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Wednesday, May 18, 2011 12:50 AM
Subject: [Audyssey] wrecking Ball and air hockey


I would like to find both Wrecking Ball and Air Hockey.  Any pointers are 
appreciated.  The last I recall, Wrecking Ball was being revamped. 
Thanks.


---
Laughter is the best medicine, so look around, find a dose and take it to 
heart.
- Original Message - 
From: The Addictor kenwdow...@neo.rr.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 17, 2011 12:08 PM
Subject: [Audyssey] wrecking BallRe: Lunimals feedback



Hey Chris,
Have you tried Wrecking Ball?  It's similar to those games as well--yet 
another of my dozen or so projects I've been working on.

Ken Downey
The Addictor
www.TheAddictor.com



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Re: [Audyssey] wrecking Ball and air hockey

2011-05-18 Thread The Addictor

   Here are the links, both beta 0.2.
Wrecking ball: http://dl.dropbox.com/u/13071564/WreckingBallSetup.exe
Air Hockey:
http://dl.dropbox.com/u/13071564/AirHockeySetup.exe

Air hockey comes with source code, by the way.
Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: The Addictor kenwdow...@neo.rr.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 18, 2011 3:02 PM
Subject: Re: [Audyssey] wrecking Ball and air hockey


I have *not* abandoned those games.  They are still under development. 
They are, however, freeware, as are Enemy attack  and Heli.

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: burakyuksek burakyuksek...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 18, 2011 7:25 AM
Subject: Re: [Audyssey] wrecking Ball and air hockey



Hi,
You can find it on
http://forum.audiogames.net
Enter topic abandonware games archive? And you will incounter with a 
really big abandoned games archive! Games you are requesting are there.

saygilar sevgiler.
- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net
To: The Addictor kenwdow...@neo.rr.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Wednesday, May 18, 2011 12:50 AM
Subject: [Audyssey] wrecking Ball and air hockey


I would like to find both Wrecking Ball and Air Hockey.  Any pointers are 
appreciated.  The last I recall, Wrecking Ball was being revamped. 
Thanks.


---
Laughter is the best medicine, so look around, find a dose and take it 
to heart.
- Original Message - 
From: The Addictor kenwdow...@neo.rr.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 17, 2011 12:08 PM
Subject: [Audyssey] wrecking BallRe: Lunimals feedback



Hey Chris,
Have you tried Wrecking Ball?  It's similar to those games as well--yet 
another of my dozen or so projects I've been working on.

Ken Downey
The Addictor
www.TheAddictor.com



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[Audyssey] Reuploading my games again... grr! No bugs though, just desktop shortucs added

2011-05-18 Thread The Addictor
OK, I'm uploading the games yet again.  This time, it's not because of bugs 
though, but rather because of a neat little trick I just learned--that is, how 
to install icons on the desktop with Inno Installer.  Now, when you install my 
games icons will always be placed on the desktop for easier access.  Enjoy, and 
sorry for the mountain of inconveniences!
Ken Downey
The Addictor
www.TheAddictor.com
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[Audyssey] Phrase Madness Online

2011-05-18 Thread The Addictor
Currently I have no knowledge of how to write an online game.  However, PM is 
so simple that it shouldn't be hard to implement.
Ken Downey
The Addictor
www.TheAddictor.com
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[Audyssey] Phrase Madness Comments Contest and easter egg

2011-05-18 Thread The Addictor
In the interest of community excitement, I have decided to hold a contest.  
Here's how it will work.
All of you who play the demo of Phrase madness can make your own comments.  
Make as many as you like, then zip them all up.  Do this by going into the 
sound folder under Phrase Madness under program files.  Sort by date modified, 
and you'll see your comments at the bottom of the list.  They will look 
something like b5e23.wav. Zip them up and send the file to k...@theaddictor.com.
  Have the zip file named after yourself--for example, Ken Downey.zip, so I 
know who made the comments.  I'll give you 60 days to do your best.  At the end 
of that time I will evaluate the comments files.  Whoever has the funniest or 
most apt comments will win a working serial number for the game.
Remember that the formula for knowing how many possible phrases exists is 
simple--just square the available number of phrases.  In the case of the demo 
version, there are 50 phrases, making 2500 possible combos.  Even if you 
already hear a comment from me when you find a combo I commented on, feel free 
to come up with something better.

Oh, and by the way, I have placed an eastern egg in the game.  I'm curious to 
know how long it takes you to find it...
Good luck!
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Re: [Audyssey] Air hockey question

2011-05-18 Thread The Addictor

Hey Chris,
Glad you like the air hockey game.
First, the paddle used to be constant, but it got annoying if I wanted to 
switch to keyboard for a while.  However, I can see you point and will loop 
it again for the next release.
As for announcing the score, I'll have to turn it into a self-voicing game 
for that, because I get a run-time error when the mouse is moving at the 
same time sapi is speaking.  No idea why.  For now, use the mouse wheel to 
announce scoring.
The up and down arrows control how much friction there is between the puck 
and table.  The lower the number, the more air is being pumped out and 
therefore, the less friction you have.  High numbers mean the puck slows 
down rapidly.
What do the rest of you think?  What else do you want in this game--and if 
you say online play, then one of you other vb6 experts will have to handle 
it, because I have absolutely no clue how to set that kind of thing up.

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Christopher Bartlett themusicalbre...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Wednesday, May 18, 2011 5:59 PM
Subject: [Audyssey] Air hockey question



Hey Ken, just tried your air hockey game.  Some thoughts and a question.



I never really knew where I was in the game until the score was announced 
at

the end.  It might be nice to have goals announced with the score.



And what is happening if you hit up and down arrow and are hearing 
numbers?

Is this some sort of mouse speed thing?



Also, it might be nice to have a constant sound for the paddle; I found
myself not always knowing where I was in relation to the goal and the 
puck,

since I couldn't hear the paddle unless I moved it, and there was a
noticeable delay between gestures and the sound.



   Chris Bartlett



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Re: [Audyssey] Air hockey question

2011-05-18 Thread The Addictor
That's weird--I'm using the exact same version you are, and it starts okay. 
Is your sapi 5 working?

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 18, 2011 6:14 PM
Subject: Re: [Audyssey] Air hockey question


How did you get the game started?  I clicked on the desktop icon and it 
does nothing at all.  Same thing happens on Wrecking Ball.


---
Laughter is the best medicine, so look around, find a dose and take it to 
heart.
- Original Message - 
From: Christopher Bartlett themusicalbre...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Wednesday, May 18, 2011 4:59 PM
Subject: [Audyssey] Air hockey question



Hey Ken, just tried your air hockey game.  Some thoughts and a question.



I never really knew where I was in the game until the score was announced 
at

the end.  It might be nice to have goals announced with the score.



And what is happening if you hit up and down arrow and are hearing 
numbers?

Is this some sort of mouse speed thing?



Also, it might be nice to have a constant sound for the paddle; I found
myself not always knowing where I was in relation to the goal and the 
puck,

since I couldn't hear the paddle unless I moved it, and there was a
noticeable delay between gestures and the sound.



   Chris Bartlett



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[Audyssey] wrecking BallRe: Lunimals feedback

2011-05-17 Thread The Addictor

Hey Chris,
Have you tried Wrecking Ball?  It's similar to those games as well--yet 
another of my dozen or so projects I've been working on.

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Christopher Bartlett themusicalbre...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, May 16, 2011 7:31 PM
Subject: Re: [Audyssey] Lunimals feedback


One game that several of my family members play is called peggle.  It's 
kind

of a weird combination of pinball and breakout.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Monday, May 16, 2011 6:19 AM
To: The Addictor; Gamers Discussion list
Subject: Re: [Audyssey] Lunimals feedback

Ken, would an accessible Chuzzles game be interesting to you?  I have a
huge, (and I do mean huge), list of games I want to make, but time
constraints limits how fast I can produce them.  On that list, I was going
to make accessible versions of Chuzzles and Bejeweled since they are so
popular among mainstream casual gamers.  I don't want to make it sound 
like

I'll be producing those next or anything, I am just interested to know if
someone actually would like to have those made.  When I know there would 
be

people interested, I tend to move those games higher up on my list of what
to work on next.

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Re: [Audyssey] Lunimals v1.9b

2011-05-17 Thread The Addictor

Hey Jeremy, I just looked at all your games.  Rock on!
Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 17, 2011 4:41 AM
Subject: [Audyssey] Lunimals v1.9b


Version 1.9b is released.  I'm still not done with custom games, I know, I 
know, why is it taking me so long?!  Well, the custom game code was done 
just enough to include 1 sample map, even though this does not truly 
reflect what I want to do with the custom games.  For now, it'll do.


I've added artwork for any sighted Lunimals players.  They aren't award 
winning graphics, lol, but they are enough that young kids should be able 
to tell what's going on even if they can't read.  The Control button stops 
the message that is currently being spoken, I've fixed several bugs, and I 
put something in the information section about my website.  The read me 
file has been updated a bit too.  I think that's it, boy it feels like 
I've done so much more than that short sentence of changes!  I guess 
that's how it goes though.


Ever since Daytona was released, I've had different people telling me I 
should set up a web page, and that the web page should have a donation 
button.  Even though my games are free, apparently some people want to be 
able to donate and help support my work.  I can't stress this enough, do 
not feel obligated to donate anything to me people.  Of course, donations 
would rock, and I would appreciate it, but I make my software free because 
I am just looking to contribute to the community in my own way.  With that 
said, I have finally set up a web page to house my audio games, and there 
is a donation button at the bottom for anyone who wants to use it.

www.kaldobsky.com/audiogames

I also wanted to say that I've deleted all of the old emails where people 
asked me to set up a donation button, so even if you actually told me you 
were going to donate, you can change your mind and I won't even know that 
you did.  Haha.


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[Audyssey] Phrase Madness is Here!

2011-05-17 Thread The Addictor
Phrase Madness is finally here!  you can download it here. 
http://dl.dropbox.com/u/13071564/PhraseMadnessSetup.exe
or just get it from www.theaddictor.com.
the game costs $10.  It starts by asking for your user name and serial number, 
but if you want you can play it in demo mode by typing the word demo at the 
username prompt.
Have fun!
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Re: [Audyssey] Dark Grue

2011-05-17 Thread The Addictor

Wow--that was fast.  You rock!
Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 17, 2011 4:50 PM
Subject: Re: [Audyssey] Dark Grue



Thanks you Jacob, I've saved your link and I'll take a look at it later.

DarkGrue version 1.9 is posted.  I've added in better screen reader 
support, better sapi, and the ability to use custom music at different 
points in the story.


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[Audyssey] alice down the dome hole: was Re: Things I've learned from Lunimals

2011-05-17 Thread The Addictor
Hey Jeremy, I think it would be fun to shrink down Alice and put her in one 
of these domes lol
Wonder what she'd do as she saw the rabbits and mice died out or worse, 
getting killed by cruel robot arms...


Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 17, 2011 5:20 PM
Subject: [Audyssey] Things I've learned from Lunimals


Just stuff that has popped into my head.  I felt like sharing, and feel 
free to add your own lol.


1) People will watch anything on TV.
2) I'm willing to sit through a thousand tick tock sounds, as long as 
you say the word mouse here and there.
3) When I hear about huge locust swarms on TV, and wonder where they came 
from and where they disappear to, I'll think about my dome's unstable fish 
populations.
4) When people around me complain about hunting season, I know that you 
don't sell animals during their natural population crashes.
5) The famous natural selection example, where the longer necked giraffes 
get all the food has now been replaced in my mind by mice stealing acorns 
from rabbits.



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Re: [Audyssey] Things I've learned from Lunimals

2011-05-17 Thread The Addictor
Well, that's some advanced genetic engineering, but I guess it could be done 
lol

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 17, 2011 7:20 PM
Subject: Re: [Audyssey] Things I've learned from Lunimals


It's true that in real life, rabbits prefer grass over eating moss.  I had 
to bend reality a bit to balance the game out during development.  In 
Lunimals rabbits do eat grass, but I just moved it down on their list of 
preferences more than it is in reality.


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Re: [Audyssey] phrase madness

2011-05-17 Thread The Addictor

OK, spraying...
Sizzle sizzle snap pop...

Oh dang!  I guess I shouldn't have used the flame thrower.  My computer is 
melting...  Help!  Help!


Seriously though, I found a bug--it was in the Inno installer.  For now, 
change your sounds directory to sound (without the s) and it should run 
fine.  New version up in about fifteen minutes.

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: shaun everiss sm.ever...@gmail.com

To: gamers@audyssey.org
Sent: Wednesday, May 18, 2011 12:45 AM
Subject: [Audyssey] phrase madness



Hi.
YOur game installed fine, however I found it full of bees, wasps and 
cockroaches.


The program is the default my program shortcut, the program itself can't 
part of its sounds and even after fixing that it can't find part of its 
libraries.

Can you please spray this program or something.


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[Audyssey] Darkgrue questions

2011-05-16 Thread The Addictor
Hey Jeremy, I have some questions about Darkgrue.
I'm making a simple game book with it--a Superman.  Since I only have my 
memories of Superfriends TV shows it'll be horribly inaccurate, but I am making 
it to read to the kiddies and they won't care.
Anyway, a couple questions.  First, you hit plus to make a new choice, but I 
don't see a way to link the choice to a section.  The only way I know how to do 
that is memorize then paste, but it might be quicker just to type in the 
section number.
Also, how do I make new sections?  There are only six, and when I go to next 
storyless section it seems to take me to one at random.
I'm really liking this though--it rocks!
Ken Downey
The Addictor
www.TheAddictor.com
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[Audyssey] Dark Grue

2011-05-16 Thread The Addictor
Hey Jeremy,
never mind about typing in section names. I just didn't get that when you hit 
plus to add a choice, that it automatically made a new section and linked to 
it.  My mistake--don't worry about having to type in section numbers unless you 
see a benefit.  By the way, what's the matter with SAPI--mine works fine.
Ken Downey
The Addictor
www.TheAddictor.com
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[Audyssey] dark grue suggestion

2011-05-16 Thread The Addictor
Hey Jeremy, I have another suggestion.  Can you make the game so that it can 
play more than one music file--perhaps the person could name his music files 
after the four-digit number of each section as the text file is?  That way, you 
can have a theme song for the first page, the sound of a robot tearing things 
up for another and so on.
Just a thought.  I'm liking this Darkgrue project a lot.
Ken Downey
The Addictor
www.TheAddictor.com
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Re: [Audyssey] Luminals, version 1.6b

2011-05-15 Thread The Addictor
NVDA works wonderfully.  Hey Jeremy, is there any way you could put simple 
graphics in so my kids can play too?  Thanks!

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Friday, May 13, 2011 7:13 PM
Subject: Re: [Audyssey] Luminals, version 1.6b



Hi,
Sorry but I do not like thatidea: you are going to force someone to 
download

a screenreader, other than the one they already have, to play the game?
Sheesh!

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Brandon Misch
Sent: Friday, May 13, 2011 5:48 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Luminals, version 1.6b

either that or use system access wich has a lot of plans available.

On May 13, 2011, at 3:58 PM, darren harris wrote:


Or even better simply don't bother and let people use the far superior
screen reader that is window eyes lol.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Matheus Rheine
Sent: 13 May 2011 20:00
To: gamers@audyssey.org
Subject: Re: [Audyssey] Luminals, version 1.6b


hi aprone.
when you restart your computer you will have 40 more minuts to use it. i
don't see a problem with not having jaws support, peoples can just

download

nvda which is totaly free and easy to use, heck, there's even a portable
version, but it's just my opinion. will download and check it out, 
thanks!

-Mensagem original-
De: Jeremy Kaldobsky jer...@kaldobsky.com
Para: Gamers Discussion list gamers@audyssey.org
Data: Sexta, 13 de Maio de 2011 12:43
Assunto: [Audyssey] Luminals, version 1.6b

I've just uploaded version 1.6b which has mission 7, the piranha species,
and limited JAWS 12 support.  I downloaded their 40 minute trial but the
darn thing expired
before I could finish.  As long as people are willing to hear Title is

in

front of each spoken sentence, it does work.  If I'd had only a little

more

time I would
have finished it, so I'm wondering if I can just uninstall it and get
another 40 minutes.  Has anyone tried that before?

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Re: [Audyssey] Lunimals feedback

2011-05-15 Thread The Addictor
I remember when my wife and kids were playing Tropix 2 last year, and how 
much I wanted to try it out.  Of course, this year they've moved on to 
Chuzzles...

but I agree--this is one heck of a game!  Keep it up Jeremy!

By the way, if you want to make this game self-voicing let me and other 
listers know, and we'll do it.


Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Christopher Bartlett themusicalbre...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Saturday, May 14, 2011 1:51 AM
Subject: Re: [Audyssey] Lunimals feedback



Warning: something of a S P O I L E R! S P O I L E R!  Read at your own
risk, this text direct to you from the heart of the Fukushima reactor, 
etc,

etc.

So beating the fish and turtles thing is a bit of a slog, but there's a
consistent setup I use that gets me to the tricky part.  Buy two, and only
two fish.  Monitor their numbers *very* carefully.  When they reach 7, 
sell

the extra 5 to get back down to 2.  (You may find a time where you have 8
because of happy, reproductive fish, sell 6).  You need to do this in 
order

to make sufficient money to get your first turtle.  Keep cycling through
until you have your $160,000.

Buy 1 and only 1 turtle.  Now your fish balancing gets slightly trickier. 
I

found that keeping 4 fish as the minimum to sell down to seemed to work
pretty well.  When you have 9 or 10 fish, sell down to four.  Keep 
bringing

in that advertising and sales money until you are ready for your second
turtle.

Now here's the art, and where my instructions get a little fuzzy.  When
you're about to buy your second turtle, you have to begin letting the fish
population grow a little more.  I think 13 to 15 was the number I chose 
for
the minimum, so let it grow to 18-20 and sell down.  The tricky part is 
that

in this region, reproduction isn't predictably one at a time, so you will
have to catch it quickly.  Too few and the turtles eat them.  Too many, 
and

you have a population explosion and subsequent crash, and with 2 turtles,
that crash might be fatal to your fish.
If you screw up and have an explosion with less than 2 turtles, you'll be
fine, ride it out until the numbers crash back down into the low teens 
then

start over.  Your biggest enemy is power loss and being unable to sell, so
monitor your power consumption carefully.

I'm not seeing a huge effect of bug numbers on the fish cycle.  I think a
large bug reproduction simply lengthens the cycle.  I haven't tried
balancing fish with only algae though so that effect may be more 
significant

than I think.

Note, this same strategy will work in a modified form for the later parts 
of
mission 6, though there, you're working with land animals, and mice are 
more

forgiving than fish.

I'm currently stuck on the part of mission 7 with the added loan.  That
quarter million every 120 ticks is brutal.  I've also had a hell of a time
keeping squirrels alive if there's anything else in the dome.  For fun, I
started rabbits and squirrels to see if I could get a sustainable 
population

before introducing mice.  The mice are too efficient acorn eaters to allow
the squirrels to live in any of my domes so far.  I did get a stable 
rabbit

population to coexist with maximized mice, but it hovered around 5-10
rabbits after the die-off that came with the mouse explosion.

Can you tell I've been thinking a lot about this game?  Well done Jeremy,
and I'm excited to see what comes next.

Chris Bartlett



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Re: [Audyssey] Lunimals feedback

2011-05-15 Thread The Addictor

Lol--that was my strategy too until mission five. Doesn't work there lol!
Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: shaun everiss sm.ever...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, May 14, 2011 6:30 AM
Subject: Re: [Audyssey] Lunimals feedback



Hmmm.
I suppose this game will take me a bit to get used to.
My stratogy has been a bit sloppy.
Usually I have got 2 things to get them to reproduce.
If I can get enough cash, since most missions  from 1-4 were for one 
target, I was basically buying bits and pieces when I was close to a 
target.
Knowing that if I got everything on max they only had to survive for the 
second it took the mission quest to complete.

Ofcause its harder now.

At 07:07 p.m. 14/05/2011, you wrote:
Chris, I absolutely Loved this explanation!  Very well thought out, and 
very well written.  I'm especially happy that you took the time to 
explain, why, the populations should be kept at your suggested levels 
during the process.


I am so incredibly happy to know someone is seeing, and appreciating, the 
complexity I tried to code into this little sim.  You rock!


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Re: [Audyssey] Luminals, version 1.6b

2011-05-15 Thread The Addictor
I'd write JAWS scripts for you but my video intercept doesn't work 
anymore--ever since I got this new video card.  Anyway, I think there are 
two or three others on list that are competent enough to write them.  I 
think delegation is a good thing, especially since the game is freeware, and 
nobody would have to see the code to write the script.

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, May 14, 2011 2:04 PM
Subject: Re: [Audyssey] Luminals, version 1.6b


I've just uploaded version 1.8b.  I'm still having trouble with JAWS, so I 
put something temporary into this version, for JAWS users.  It seems to 
work, but isn't what I want it to be yet.  I haven't found a lot of 
helpful documentation for JAWS scripts.  This version also fixes a bug, 
which made piranha populations sometimes go unstable.


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[Audyssey] Damage Extreme

2011-05-12 Thread The Addictor
Well, I have to say this game sounds very good, and hard.  Y'all thought Enemy 
Attack was extreme--this sounds even crazier.  Glad the keyboard aiming 
technique I came up with is catching on at last.
Ken Downey
The Addictor
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Re: [Audyssey] Destenation mars

2011-05-12 Thread The Addictor
Wow!  I just looked at the infocom site.  What memories some of those game 
names bring back.  I wish they were in tads instead of Inform though, so I 
could play them on my pac mate.

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, May 12, 2011 4:49 PM
Subject: Re: [Audyssey] Destenation mars



I'm not sure tom, sinse the game is s! old.

As I've said before all the old infocom games can be found on 
http://if.illuminion.de/index.html


The webmaster of that site has freely said that should activision ever 
contact him and request he removes the games he'd be happy to do so, but 
as they are no longer available anywhere else he prefers to have them 
available to others.


ditto with fallthru and bramina, both of which i found freely hosted on 
old doss game sites.


While I'm all for respecting the developers of games and seeing their hard 
work isn't sniched by someone for nothing, when this gets to the point of 
disallowing people from playing games just for a vague fear of copywrite 
it strikes me as a litle ridiculous.


Heck, sinse when michael posted the links was the first time I ever played 
destination mars, I probably wouldn't ever have played the game legally as 
it's certainly not being sold anymore.


Beware the grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, May 12, 2011 9:01 PM
Subject: Re: [Audyssey] Destenation mars



Hi,

Same here. Creating a cross-platform or modern Windows remake wouldn't
be a problem, but seeing as it was once retail and its copyright
status is unknown it it wouldn't be wise to just jump in and start
distributing old copies or create a modern remake.

Cheers!


On 5/12/11, Damien Pendleton dam...@x-sight-interactive.net wrote:

Hi Dark,
If it is retail then I don't know whether I would be allowed to control
distribution.
Regards,
Damien.


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Re: [Audyssey] Destenation mars

2011-05-12 Thread The Addictor

Whatever...get that old floppy drive ready lol
I mean 5 and a quarter disks?  wow...

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, May 12, 2011 6:30 PM
Subject: Re: [Audyssey] Destenation mars



Hi Folks,
Here is info about the developer of Destenation mars
From: The Braille Monitor January, 1990
There is a new computer game for IBM and IBM compatible computers. It is 
called CASINO. It actually is three games in one: blackjack; slot machine; 
and a four-card poker game called flash poker. It is fully usable with a 
screen-reading program and a speech synthesizer or by a sighted person 
from the screen. It has sound effects and other features. For your copy, 
send a check in the sum of $15 to:

Richard De Steno,
20 Meadowbrook Road,
Short Hills, New Jersey 07078;
or call (201) 379-7471 for more information.
The game will be sent on a five and a quarter inch diskette unless a three 
and a half inch is requested.



From: The Braille Forum, November 1994
Dodge City Desperados is a new computer adventure game for IBM and IBM- 
compatible computers that works well with speech output. The player 
becomes the sheriff of Dodge City in the days of the wild West, hunting 
down the desperados in town, something that's not so easy to do. For your 
copy, send a $20 check to
Richard De Steno, 20 Meadowbrook Rd., Short Hills, NJ 07078, or call (201) 
379-7471 for more information. Please specify which size disk you want. 
Other games are also available.



From: Future Reflections Fall 1995,
After doing some research with vendors and organizations I have discovered 
that there are a few programs which were written by and for the blind. 
These programs are all text-based programs. These are the titles:

Guess the Capitals,
Atlantic City Black Jack,
Casino,
Destination Mars,
Dodge City Desperado's,
Run for President,
Sounds Like.
These are all IBM compatible programs.  These software programs may be 
purchased through Ann Morris Enterprises, Inc. 1 (800) 454-3175 and/or 
through Ferguson Enterprises (605) 546-2366.



from: Audyssey;
Computer Games Accessible to the Blind
Edited by Michael Feir
Issue 14: September/October, 1998

Destination Mars
Review by Patrick R Davis:

I want to review a game by Richard Destino.  It has been around
for some time, but it is still good.  There is an old version on
Dave
Poehlman's web page at www.clark.net/pub/poehlman/readme.htm and
you can
buy it from Ann Morris Enterprises.  Destination Mars is a game
where you
have to get to Mars, but you have to get through certain hazards
such as
asteroid fields and alien ships.  You can also collect gold,
diamond, and
platinum off some asteroids.  You can use the metals to get fuel,
phaser
power cells, and a new force field generator from space stations.
Also,
things will break on your spaceship and you will have to find a
place to
repair them.  It is pretty good, but there are a couple of things
that I
think he could improve.  The first thing is when firing at alien
ships,
the computer decides whenever you hit them or not.  I think Richard
could
have used audio input to aim and shoot.  For example, he could have
used
some descending tones and put a low tone somewhere in the middle of
it
that someone would have to hit a key on to fire.  Another thing he
could
do to improve it is to put a feature on it that would tell you how
many
repairs are needed.  I also heard that he is going to add some
sounds to
his game.
He has also made a game called Dodge City Desperadoes.
Unfortunately there isn't an older version on Dave's web page, but
you
can buy it from Ann Morris Enterprises.  I haven't won this game
yet.  In
this game, you have to catch 3 desperadoes that are in The town to
cause
trouble.  You also have to find them before your time runs out.
There is
a lot of things you need to look for before you can catch them
however.
The game is okay but I think it needs some extra work done on it.
For
example, it would be easier if he had the word limit for 3 or 4
words
instead of 2.  I also think it would be easier if the game used the
arrow
keys to get around town with instead of always typing.  Other than
that,
it is a pretty good game.  Both of his games cost about $20.00.



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[Audyssey] new heli available

2011-05-11 Thread The Addictor
Hey all, here is the link to the new version of Heli.  The enemy alarm is there 
for debugging purposes, so you won't hear it during the game.  Fixed major bug 
with enemy just freezing up--made him a lot smarter.  Now, if I could just wrap 
my brain around fuzzy and probability logic, I could really make a good AI.  
Also fixed a couple smaller bugs. Enjoy!
http://dl.dropbox.com/u/13071564/heli.zip
Ken Downey
The Addictor
www.TheAddictor.com
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[Audyssey] the fifteenth crystal

2011-05-07 Thread The Addictor
Does anybody know how I can find the fifteenth crystal in Cleric?  I'm sure it 
has something to do with the pet but it's nowhere--I've looked all around. 
Thanks

Ken Downey
The Addictor
www.TheAddictor.com
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Re: [Audyssey] analog Weapons system

2011-05-04 Thread The Addictor

Hey Tom,
Yeah, the analog attack did seem simple, but when you put it that way, just 
skip it.  I won't thinking it would take a whole week to rewrite since I 
haven't seen the code.

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: birdlover2...@hotmail.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Wednesday, May 04, 2011 7:56 AM
Subject: Re: [Audyssey] analog Weapons system



Hi,

Well, in concept it isn't hard to write an analog attack system.
Basically, the way it works is it increases the amount of attack
damage depending on how long the fire key or fire button is held down.
The problem here is not that it is especially difficult to create an
analog combat system, but I didn't write the code with this kind of
combat in mind.  As a result I can't just add a couple of changes and
be done with it. The way the code is written now I would have to
totally yank out the code and rewrite it from scratch. The question
here is would you rather me spend a week adding an analog combat
system or would you rather me complete level 4?

You see, that's where the rubber meets the road. Everyone wants this
or that feature, wants everything under the sun, and then wonder why
1.0 is no sooner of being completed today than it was six months ago.
Rather than completing the core of the game, and going back in adding
features like this after 1.0 is actually released I'm being asked to
go in and write and rewrite the core over and over again to add this
or that feature without adding levels, a product licensing system, and
things that absolutely have to get done before this product goes on
sale. In other words what I'm saying is I've spent a lot of time
working on things that are low priority rather than attending to
things that absolutely do matter. So development has dragged on
indefinately.

Cheers!




On 5/3/11, Alfredo_The_Music_maker birdlover2...@hotmail.com wrote:

Well you would have to add different variables and counts for that to
create an analogue I am not sure if one already exists but it sounds
possible.

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[Audyssey] analog Weapons system

2011-05-03 Thread The Addictor
Hey Tom,
any chance you'll consider adding an analog weapons system to the game?  I had 
several ideas on this.
First, I personally tend to use my fists more than any other weapon--they get 
the job done just as well for me.  I was thinking that you could add a stamina 
counter that goes down the harder you fight, the longer you run, etc.  So to 
deliver a light punch, you would hold space down for a fraction of a second, 
and to give a heavy punch hold it down longer.  The heavier the punch, the 
bigger the drain on the stamina, but one heavy punch would be more effective 
than five light ones.  If you include dexterity later on, it could take out dex 
points if Angela's not wearing gauntlets or gloves.  This would require 
judgment again, as a skeleton might only need two light punches, where it might 
take a heavy punch to knock out a minotaur.
the same could be true if she swings a sword.  Also, if she has any type of 
powered weapon, the longer the button is held down the bigger the charge.  What 
are your thoughts on this?
Ken Downey
The Addictor
www.TheAddictor.com
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Re: [Audyssey] daytona

2011-05-01 Thread The Addictor
I can't believe there are still people on list who believe they have to be 
able to see to use a mouse.  Hey mods, can you add this to the guidelines 
lol?  Users shall not complain about not being able to use a mouse...

smiles

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, May 01, 2011 3:35 PM
Subject: Re: [Audyssey] daytona


The whole point of the game is learning to use the mouse to form the various 
shapes.  You don't need to be able to see to use a mouse, in fact, the game 
is an audio-only game so no one can see what they are doing with the 
mouse.


--- On Sat, 4/30/11, Shane Lowe shanel...@insightbb.com wrote:


From: Shane Lowe shanel...@insightbb.com
Subject: Re: [Audyssey] daytona
To: Gamers Discussion list gamers@audyssey.org
Date: Saturday, April 30, 2011, 8:43 PM
that sucks! Could you add keyboard
support?
I can't see to use the mouse.

- Original Message - From: Jeremy Kaldobsky
jer...@kaldobsky.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, April 30, 2011 12:49 PM
Subject: Re: [Audyssey] daytona


Daytona and the book of gold can only be played if you have
some form of mouse, trackball, touch screen, or track
pad. The new Daytona game I'm working on will have the
same hardware requirement so, unfortunately, if someone
isn't able to play the original Daytona game they won't be
able to play this next one either.

--- On Sat, 4/30/11, Shane Lowe shanel...@insightbb.com
wrote:

 From: Shane Lowe shanel...@insightbb.com
 Subject: Re: [Audyssey] daytona
 To: Gamers Discussion list gamers@audyssey.org
 Date: Saturday, April 30, 2011, 12:15 PM
 does this game have keyboard
 support?

 - Original Message - From: Jeremy Kaldobsky
 jer...@kaldobsky.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, April 30, 2011 12:12 PM
 Subject: Re: [Audyssey] daytona


  Have you tried following this set of instructions
for
 registering the driver? The read me file for the game
 has instructions for 64 bit windows, but these
instructions
 should work for the 32 bit version.
  Put dx7vb.dll into the c:\windows\system32
folder. The
 file to copy can be found within the game's folder.
After
 copying, open command prompt as an administrator. Go
to
 c:\windows\system32 and type regsvr32 dx7vb.dll
  I hope this helps.
 
  --- On Sat, 4/30/11, william lomas will.d.lo...@gmail.com
 wrote:
 
  From: william lomas will.d.lo...@gmail.com
  Subject: [Audyssey] daytona
  To: Gamers Discussion list gamers@audyssey.org
  Date: Saturday, April 30, 2011, 9:23 AM
  hi all has anyone else on windows
  seven 32 bit gotten daytona and the book of
gold
 to work?
  When i register the mentioned dll it is
failing
 
 
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Re: [Audyssey] protection for games

2011-04-28 Thread The Addictor
Yes, that's true, and some PDAs do not have wifi built in, at least the 
older ones like Pac Mate don't.

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Pitermach piterm...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, April 28, 2011 4:15 AM
Subject: Re: [Audyssey] protection for games


while that'd work, ken is also porting this game to portable devices 
that'll frequently not be with in internet connectivity range. My pm 
definitely isn't most of the time.
- Original Message - 
From: Dennis Towne s...@xirr.com
To: The Addictor kenwdow...@neo.rr.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Thursday, April 28, 2011 4:45 AM
Subject: Re: [Audyssey] protection for games


In this day and age, I'd go with online authentication similar to how
Steam does their protection.  No internet connection?  No game.  It's
basically that simple.


__ Information from ESET Smart Security, version of virus 
signature database 5266 (20100709) __


The message was checked by ESET Smart Security.

http://www.eset.com




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Re: [Audyssey] bavisoft is alive (i think but am not sure)!

2011-04-28 Thread The Addictor

Oh my!  Hahahaha!  Oh my sides ache!  Thanks for the laugh Roflol
Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: bryant walker bryantwalk...@hotmail.com

To: gamers@audyssey.org
Sent: Thursday, April 28, 2011 12:07 PM
Subject: [Audyssey] bavisoft is alive (i think but am not sure)!




Hello everyone
Recently on the audiogames forum there was a message from an audiogamer 
who recently sent a message to bavisoft and he actually got a reply. But 
judging from the many gramatical errors in the email message, i'm begining 
to think this may not be bavisoft that actually replyed. I'm begining to 
also wonder if someone has taken over there company.
ANyway, the email is below for those of you who want to read it. Feel free 
to leave your thoughts in this topic. But if this is indeed bavisoft, 
well, we at least know they are alive. Note again, this email was not 
directed to me, but to someone else.


hi sid.
we have read your email and would not like to say anything much.
bavisoft was a fair enterprise, commited towards the development of high 
quality computer games for the blind.
we received a rather favulous feedbacks regarding the both games we have 
created

certainly, we had plans for the future.

so initially, we started as a rather fine business, managing to get enough 
proffits to meet the costs involved in the process of development.


in addition, we had also drawn certain plans for the future about 
development of new games and continution of old or existing games .


with the progressing years, our potential kept falling down, plus we had 
to face a lot of extreme financial,  residential, and social crisis.


for sure, that was a period of uncertainty, for all of us in fact, but we 
couldn't do anything when we find ourselves burried in a really outragious 
heap

of troubles, through wich, it was almost impossible to get out of it.

as the time advanced, our managing system kept falling like a soap from 
wett hands.


around the time in mid-2010, the things had totally gone out of hands.

so finally, we had to give up, i hope that we will soon get rid of all the 
crisis that we have to face around.


as for the concern, bavisoft may seem to be currently absorved below in 
the heaps of marshes, but one day, it will surely be on the top audio 
games development.


we know that what exactly a newer audiogamer feels when they are 
discouraged from trying our games,

but in that case, nothing much could be done right at this moment.

we are still recovering from all these crisis, but we promise to release 
chillingham2, and a few more titles in the audiogaming industry, in the 
later coming

years.

acknowledgements,
the bavisoft team

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[Audyssey] can't make account: was Re: Quentins playroom documentation?

2011-04-28 Thread The Addictor

I couldn't even get as far as making an account
Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: René Linke rene.li...@blindzeln.de

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, April 28, 2011 4:19 PM
Subject: Re: [Audyssey] Quentins playroom documentation?


On 4/28/2011 9:50 PM, Sarah Haake wrote:

I downloaded the playroom installer and created an account, but I can't
find any documentation of the games which are playable in the playroom.
All there is is a textfile with general keystrokes for the playroom and
a webadress, but when I try to go on the site mentioned in the readme it
gives me a 404 not found error.
Can someone please give me the correct webadress for the game
documentations please?


No, not text files separately. Press after logging in of QuentinC's
PlayRoom the F1 key ofrom the mainmenu. There're some a list of all
hotkeys and further instructions to control the client.
After create a playroom and you have selected a game you wanna play,
here you can hit the F1 key again for reading that game instruction.

With the Tab key you can toggle between the read-only text window and
the action list.

HTH

--
Best regards,
René

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Re: [Audyssey] can't make account: was Re: Quentins playroomdocumentation?

2011-04-28 Thread The Addictor
Let me specify.  I push the make account button, and Internet Exploder pops 
up.  There is no address in the address bar, and it just says connecting... 
That's all it does.  It never goes beyond that.

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: The Addictor kenwdow...@neo.rr.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, April 28, 2011 9:41 PM
Subject: [Audyssey] can't make account: was Re: Quentins 
playroomdocumentation?



I couldn't even get as far as making an account
Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: René Linke rene.li...@blindzeln.de

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, April 28, 2011 4:19 PM
Subject: Re: [Audyssey] Quentins playroom documentation?


On 4/28/2011 9:50 PM, Sarah Haake wrote:

I downloaded the playroom installer and created an account, but I can't
find any documentation of the games which are playable in the playroom.
All there is is a textfile with general keystrokes for the playroom and
a webadress, but when I try to go on the site mentioned in the readme it
gives me a 404 not found error.
Can someone please give me the correct webadress for the game
documentations please?


No, not text files separately. Press after logging in of QuentinC's
PlayRoom the F1 key ofrom the mainmenu. There're some a list of all
hotkeys and further instructions to control the client.
After create a playroom and you have selected a game you wanna play,
here you can hit the F1 key again for reading that game instruction.

With the Tab key you can toggle between the read-only text window and
the action list.

HTH

--
Best regards,
René

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[Audyssey] protection for games

2011-04-27 Thread The Addictor
I am looking for a way to protect Phrase Madness the way GMA games protects 
their stuff.  Does anybody know it's done?  I thought of generating a random 
number and putting it in the registry, then writing an algorithm to combine the 
number with a name to get a key, but it seems people could easily find the 
number and share it with friends.  In all, a pretty weak protection system.  
Any thoughts?Ken Downey
The Addictor
www.TheAddictor.com
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[Audyssey] The Science Invasion Cycle

2011-04-27 Thread The Addictor
This game is certainly not the best I've ever played, though it's better than 
many.  So why do I keep playing this instead of Mota?
It all started with that dang jingle the taxi driver sing.  I start humming it, 
then singing it, then before I know it I'm off to the desktop for another round 
of getting creamed by the zombies in the bar--even with cheats on, cuz you 
can't use your bazooka in there.  One time I actually did make it to the hotel 
and, stupid fool, ate the poisoned food.  Should have known when they asked if 
I wanted to eat lol
anyway I gotta break this crazy cycle...
Attention everyone!  Attention everyone!  Who wants to go by my car...
Off to play again
help
help!

Ken Downey
The Addictor
www.TheAddictor.com
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Re: [Audyssey] the fun of slot machines - Re: USA Blackjack

2011-04-26 Thread The Addictor

Hey Jim,
If you wanna be up to date about slots, you'd just have to talk to my 
mother.  She knows all the newest games.  Course, that'd just make her wanna 
gamble and blow all the money she has, so better not lol


Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Jim Kitchen j...@kitchensinc.net

To: Charles Rivard Gamers@audyssey.org
Sent: Tuesday, April 26, 2011 5:27 AM
Subject: Re: [Audyssey] the fun of slot machines - Re: USA Blackjack



Hi Charles,

Yeah, I hear that one can sometimes find an old coin operated slot 
machine, but that they are rare.  I haven't been to Laughlin since about 
1993.  I do believe that they still had some then.


BTW When I wrote my Windows casino games I had not yet learned how to use 
DirectX joystick input, so the slot machine does not have  the pull the 
joystick like my dos version did.  Now if DirectX also had a coin slot 
option, I would be all set. grin


BFN

Jim

Cranial Input Error: Line Status Register 02

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

2011-04-26 Thread The Addictor
I don't think that the computer chose the direction of the ball--it is 
served toward where it was going when it reached a goal.

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Jorge Gonçalves jopo...@hotmail.com
To: Philip Bennefall phi...@blastbay.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Tuesday, April 26, 2011 9:10 AM
Subject: Re: [Audyssey] Showdown online?


Also another suggestion:
Instead of the actual game where when you press space, the computer
chooses the direction of the ball, it could be nice if we are able to
choose it for our own. I would suggest 3 keys where you could choose if
you want to send the ball either to the right, centtre or left.
Cheers,

Jorge Gonçalves
jopo...@hotmail.com
Skype: joport3
Twitter: www.twitter.com/goncalvesjorge
Webpage: www.jorgegoncalves.com

On 4/25/2011 11:52 AM, Philip Bennefall wrote:

Hi all,

I am just writing to ask whether any of you would be interested in an 
online version of the Showdown game? Naturally you would also be able to 
play against the computer on many difficulty levels, but the main 
atraction of the game would be that you could play online. I would use 
some techniques to bypass firewalls so that even people behind routers 
could connect to one another, and the game would most definitely use human 
speech. Would this be something that you might consider purchasing if it 
sold for something like 10 dollars?


Thanks in advance for your feedback.

Kind regards,

Philip Bennefall
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[Audyssey] windows mobile games

2011-04-26 Thread The Addictor
Hey all,
I'm looking for any games for the Windows Mobile 6 platform.  Currently the 
only one I have is Phrase Madness.  The Braillesoft site has a lot but none of 
them work because JAWS reads differently than this awful Talks program.  Any 
thoughts?  I heard there was a golf game but haven't heard anything about it 
since.
Ken Downey
The Addictor
www.TheAddictor.com
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[Audyssey] help with science invasion

2011-04-26 Thread The Addictor
Hey all,
how do I get the taxi driver out of the street before the motorcycle driver 
kills him?  I'm not usually one to ask for spoilers, but I've tried 
everything--sicking the dog on the driver, running out in front of the bike to 
save the drivers life etc.  Thoughts?
Ken Downey
The Addictor
www.TheAddictor.com
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[Audyssey] how to stop the whining: was Re: Derek the Claric

2011-04-25 Thread The Addictor
Well, you know how to stop all that whining and complaining?  Simple.  Just 
abandon your game.  Then you'll hear how great and wonderful it is.  As much 
as I like Self District for example, it's nothing compared to current 
projects such as MOTA or even Battle Zone--but since it's gone people want 
it bad.  I remember the big deal people were making about Science Invasion. 
Then I played it and thought how much better that new game is--can't 
remember its name, but it has a dog that can guide you to different places, 
and everything is round--and no doors.  You don't hear that game mentioned 
on list hardly at all--people too busy praising and looking for Science 
Invasion.
Of course, I'm not really suggestion that developers abandon their games, 
I'm just being sarcastic.  Have to point that out though or we'll hear 
complaints about this post.

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Angela Lerma amle...@roadrunner.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, April 23, 2011 9:19 PM
Subject: Re: [Audyssey] Derek the Claric


I had no trouble at all.  I'm so tired of everybody whining and complaining 
like babies on this list.  People go to lots of trouble to create games and 
all everyone on here does id complain and whine and gripe about this and 
that.  Nobody is ever happy.


Just for you game developers out there, I say keep up the great work and 
just ignore all the babies and whiners.


Angela


- Original Message - 
From: Shane Lowe shanel...@insightbb.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, April 23, 2011 1:27 PM
Subject: Re: [Audyssey] Derek the Claric



I aggree. I use to have an acount on 4 shared and I hated it.

- Original Message - 
From: Darren Duff duff...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Saturday, April 23, 2011 1:26 PM
Subject: Re: [Audyssey] Derek the Claric


This game really needs a better download site. IT took me for ever to 
find

the download link and I almost gave up.

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

Behalf Of Phil Vlasak
Sent: Saturday, April 23, 2011 8:54 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Derek the Claric

Hi Folks,
Searching the forum for a game that is miss-spelled is no fun.
it is,
Airik the Cleric,

It also has a home page at,
http://pawlosoft.webs.com/airikthecleric.htm
Home of Airik the Cleric, the Demo version.
A new Audio Adventure game series! Featuring an all new real-time 
navigation

and platforming system.
As Airik, you can collect treasures, fight enemies and earn abilities.
The game is entirely self read, and the characters are easily 
identifiable.

This game is one hundred percent accessible to visually impaired gamers.
The game allows visually impaired gamers the chance to play closely to 
the

elements of a 3D platform game with the four way navigation of a classic
RPG.
Airik is a young Cleric Apprentice. He lives in a small village on the
outskirts of the great Sky Kingdom.
He wishes more than anything to become a real Cleric. With the help of 
his
robot friend Scout, Airik must fight off a group of mysterious 
adversaries

and reclaim the items which they stole.
Only Airik can save the people from the darkness that has befallen them 
and

unearth the reason why it must be him.
Is there any hope? Perhaps, if Airik can find a way to keep Scout from
opening his big mouth and talking up a storm at every corner.


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Re: [Audyssey] Python resources, possibly somewhat o/t

2011-04-25 Thread The Addictor
Well, as for me, the only reason I want to learn a new language is because 
the 3d audio for Directx with vb6 sucks... real bad... and Doppler doesn't 
work, and neither do the sound cones.  I'm just not really up for learning a 
whole new language honestly.  There are things I really want to see 
programmed, but I do a lot more than program games, and I still haven't come 
up with a good protection system for Phrase Madness... or whatever the final 
name of the game will be.  I like the idea of the interactivity of Python. 
I'm just not sure I'm up to the task of learning it.  I also write books and 
have kids to raise, so I'm not bored to tears any more, the way I was when I 
was eighteen.  So the long and short of it is, if I could get some good, 
solid, foundational code--like Justin did, in another language I might 
experiment--tweak it here, change something there, and after a while have a 
whole new and better game.  Till then I'll be using both vb6 and Basic4PPC, 
and probably Basic for Droid if I ever get rich enough to buy one of those 
lol.

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, April 23, 2011 9:28 PM
Subject: Re: [Audyssey] Python resources, possibly somewhat o/t



AMEN Che!  I agree 100%

--- On Sat, 4/23/11, Che blindadrenal...@gmail.com wrote:


From: Che blindadrenal...@gmail.com
Subject: Re: [Audyssey] Python resources, possibly somewhat o/t
To: The Addictor kenwdow...@neo.rr.com, Gamers Discussion list 
gamers@audyssey.org

Date: Saturday, April 23, 2011, 9:17 PM
 As a developer that looked into many
programming options before making my choice, I feel the need
to respond to this thread in order to possibly prevent other
potential programmers from being angled away from python
based on thomases post.
 I rarely post to list here, but I do check in from time to
time, so please don't take my lack of posts as any
indication that I don't stay in tune with the community I
partially serve.
 I realize thomas is seen as a voice of authority here on
list, but I think on this subject, he is very very wrong.
 Thomas has put down other programming languages before as
well, such as VB 6 for being outdated, etc.
 but I say let the work stand for itself. look at what jim
kitchen and David Greenwood have done with vb 6,
regarding python, look at sound RTS, or qwittter, on
and on.
 To say python is only for amateur programmers is
ridiculous to be sure. Also, I have to question thomases
authority on this subject, as he has yet to release a game
for profit, so up to this point, he is by definition an
amateur programmer himself.
 I realize MOTA will be sold for a profit, and Thomas has
collected money for pre sales, but to this point, no final
product has ben released for commercial sale, thus seriously
diluting his point about professional development with
python in my opinion, especially considering the vast number
of projects out there that have been released for a profit
using python.
 This post isn't to flame on Thomas, he has worked hard on
his games, most very especially MOTA, but for him to crap on
python on this list given the attention his posts receive is
irresponsible and not well thought out in my opinion.
 From what I've seen and tested, I don't think python would
have any trouble running MOTA, or most any other audio game
out there, given current system specs.
 And I am not talking out of my rear end here either. I've
done one of the most complex audio games out there with Rail
Racer, I know what I speak of.
 But to me, the most important things involved in creating
a good audio game, or any other program for that matter is
being an inventive, efficient and dedicated developer.
 No matter what language you use, if your idea sucks, it
won't matter.
 If your skills suck, it won't matter.
 If your dedication sucks, it won't matter.
 The skills learned by teaching yourself a language such as
python will carry over to any other language, picking up the
syntax is the easy part, learning how to efficiently make
code do what you want, that’s the magic, and learning to
think that way will be greatly advanced by using python or
any other language for that matter.
 I want to reiterate, this post isn't here to flame anyone
else, but I know a lot of you guys on list here follow
thomas' posts closely, and as a fellow quote unquote
professional developer, I just think he is dead wrong about
the downside of python, and I would hate to see someone not
use python because they have heard it can't do what they
want.
 check the programming options out yourself, and make a
balanced opinion for what works for you, your idea and
implementation will be the reason your game succeeds or
fails, not the language you choose.
Lord knows, we need as many creative game developers out
there as we can get for the audio game community, and no
matter what you use to create it, if its fun

Re: [Audyssey] Unleash Your Potential!

2011-04-25 Thread The Addictor

Hey now,
punching your computer just before you are knocked out does not count as 
victory.  If there is an online mode, I'll se you in the ring lol

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Shiny protector muhamme...@googlemail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, April 24, 2011 5:28 AM
Subject: Re: [Audyssey] Unleash Your Potential!


Ah, I shall not lose! I am sorry to say that I will not be defeated in 
combat! I am itching to get in a fight, once you get the game up and 
running. But no this. I will be the most skilled, skilled above others.


Ryan, will you add online mode? That would be cool, as we could compete 
against other members.
- Original Message - 
From: GreyMatter Info i...@greymatterproductions.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, April 24, 2011 12:30 AM
Subject: [Audyssey] Unleash Your Potential!



Inside every one of us is a warrior just itching for a fight.
It is powerful.
It is swift.
It is eager for battle.
I will set your warrior free ...

My name is Ryan Strunk, and I am the lead designer for Grey Matter
Productions, a new company dedicated to producing high-quality audio 
games.

In the near future, we will be releasing our first offering: a game which
will allow you to step into the ring against some of the meanest, 
toughest,

and craziest boxers this side of your cerebral cortex. For details on the
game as they become available, check out our official blog at
www.greymatterproductions.com/blog or follow us on twitter at gmpupdates.
Otherwise, you'll hear from us when it's time to strap on your gloves.

Until then ...
Ryan


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Re: [Audyssey] Derek the Claric

2011-04-25 Thread The Addictor


1. I go into the cave and find one of the power cubes and kill one of the
two bats usually and get another power cube but it appears that the door
needs five of them. Where do I find the others at?

You don't--it's a demo.
Also does anyone else have this problem? If I move to fast and walk into 
the

cave wall it sometimes sticks and does not stop saying cave wall. It just
repeats it over and over and over and the only way of it stopping is by
escaping out of the game.
Yes, I've had the exact same issues.  Nasty bug that, or maybe those 
thieves just stole the code that would have fixed it. 



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Re: [Audyssey] Derek the Claric

2011-04-25 Thread The Addictor

s
p
o
i
l
e
r

s
p
a
c
e
There is only one, then you get past the floor switch and you'll find the 
boss.

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, April 24, 2011 6:03 PM
Subject: Re: [Audyssey] Derek the Claric



I've only found one bat.
We are the Knights who say...Ni!
- Original Message - 
From: Mike Maslo mmaslo1...@swbell.net

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, April 24, 2011 9:10 AM
Subject: Re: [Audyssey] Derek the Claric



A couple of questions on this game.

1. I go into the cave and find one of the power cubes and kill one of the
two bats usually and get another power cube but it appears that the door
needs five of them. Where do I find the others at?

Also does anyone else have this problem? If I move to fast and walk into 
the

cave wall it sometimes sticks and does not stop saying cave wall. It just
repeats it over and over and over and the only way of it stopping is by
escaping out of the game.

Any help on these issues would be appreciated.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Phil Vlasak
Sent: Sunday, April 24, 2011 5:20 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Derek the Claric

Hi Dark,
I added the audio games forum link to my games list to make it easier to
find.
Phil

- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, April 21, 2011 9:30 AM
Subject: Re: [Audyssey] Derek the Claric



It's not listed mich because I haven't yet written a game entry (or even
some news), about it, that'll wait until I've tried it myself.

However, a topic and links were posted on the forum, see
http://forum.audiogames.net/viewtopic.php?id=5137 for details.

I'm actually off to try it myself now.

Hth.



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Re: [Audyssey] Derek the Claric

2011-04-25 Thread The Addictor

s
p
o
i
l
e
r

s
p
a
c
e

Get all 15 crystals.  Then go up to the switch, hit space and press control 
as fast as you can to shock it.  Then you can get by.  Calling it a switch 
was a bit of a misnomer.

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Darren Duff duff...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, April 24, 2011 6:51 PM
Subject: Re: [Audyssey] Derek the Claric


Where do you find the bos? I am not sure what to do with the flor swich. 
IT

doesn't seem to do anything.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Sunday, April 24, 2011 11:57 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Derek the Claric

I haven't experienced the sticking, but the power cube issue is simply 
that

you can't open that door in the demo (though apparently another demo is in
the works which is a bit longer).

you can however find enough sky crystals and take on the boss.

Beware the Grue!

Dark.
- Original Message -
From: Mike Maslo mmaslo1...@swbell.net
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, April 24, 2011 4:10 PM
Subject: Re: [Audyssey] Derek the Claric



A couple of questions on this game.

1. I go into the cave and find one of the power cubes and kill one of the
two bats usually and get another power cube but it appears that the door
needs five of them. Where do I find the others at?

Also does anyone else have this problem? If I move to fast and walk into
the
cave wall it sometimes sticks and does not stop saying cave wall. It just
repeats it over and over and over and the only way of it stopping is by
escaping out of the game.

Any help on these issues would be appreciated.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Phil Vlasak
Sent: Sunday, April 24, 2011 5:20 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Derek the Claric

Hi Dark,
I added the audio games forum link to my games list to make it easier to
find.
Phil

- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, April 21, 2011 9:30 AM
Subject: Re: [Audyssey] Derek the Claric



It's not listed mich because I haven't yet written a game entry (or even
some news), about it, that'll wait until I've tried it myself.

However, a topic and links were posted on the forum, see
http://forum.audiogames.net/viewtopic.php?id=5137 for details.

I'm actually off to try it myself now.

Hth.



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[Audyssey] Has anyone else found this bug in Phrase madness

2011-04-25 Thread The Addictor
Nicole reported to me that when she tried playing the Phrase Madness demo, she 
gets an error stating that the file pachRocorderDesktop could not be found.  
Have any of you found this bug?  Have any of you even tried the demo yet?
Thanx

Ken Downey
The Addictor
www.TheAddictor.com
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Re: [Audyssey] Python resources, possibly somewhat o/t

2011-04-23 Thread The Addictor

Wow!  Well-done Ryan!  You must have spent all day writing that!
I'm just learning Python myself, and my intention is to pick up some of the 
slack in NVDA.  I'm starting out with simple things, like learning to move 
the focus to specific coordinates to make apps like Paltalk easier to use. 
Later I'd like to learn how to get it to recognize graphics, and label those 
graphics like I used to in Jaws.  After that, I might start taking Moosik 
apart and rewrite for the new python libraries, since I really want more 
games to play with my sighted kids, but that's way beyond my abilities at 
this point.
I still think that speed is a major issue though.  Have you tried playing 
SoundRTS on the big maps, with 4 or 5 computer opponents?  My computer just 
can't do it.
Other than that though, there are a lot of things I like about python, 
especially its interactivity and load time.  NVDA can shut down and restart 
in just under two seconds, and Moosik doesn't take much longer.

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Ryan Strunk ryan.str...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Saturday, April 23, 2011 10:01 AM
Subject: Re: [Audyssey] Python resources, possibly somewhat o/t



Hi Tom,

As a budding game developer, I want to respond to your below email to 
paint
what I feel is a more accurate picture of the python language. I think 
there

are a few additional points everyone really should consider before jumping
headfirst into C#.net as I tried to, especially when that jump can meet 
with

some pretty spectacular failures.
I will proceed our statements and responses with initials.

TW: On the plus side Python is easy to learn, is cross-platform, and there
are a number of simple APIs like PyGame available to help you quickly get 
up
and running with game programming. ... All of this makes Python look good 
on

the surface.

RS: This is exactly why Python *is* good, not just on the surface, but
deeper down. Imagine being able to program a game right out of the box 
that

will reach not only the Windows community, but the Mac community as well.
How many of you out there are Mac users who lament the fact that you don't
have any games to play on your computers because they've all been designed
for windows? Python can fix that for you.

Additionally, because Python is easier to learn, it's also easier to 
debug.

It's a given that programmers spend far more time reading their code than
they do writing it, and Python gives you the 1UP on that too. It's the
difference between
C#
void main(string[args])
{
System.Console.WriteLine(Hello world);
}

And Python:
print Hello world.

Even those of you who have never programmed a day in your life can see the
difference.

TW: On the down side Python is still a runtime language that requires an
interpreter or runtime environment to run.

RS: c# is compiled to MSIL, Microsoft Intermediate language. This is a 
type

of Byte code. In other words, C# is also Interpreted. If you want more on
the subject, check this out:
http://en.wikipedia.org/wiki/Common_Intermediate_Language

TW: ... if you are thinking about creating high performance games that 
have

to update 40 to 60 times a second Python is going to exicute and run very
slow. It was never designed to handle high performance applications like
Shades of Doom, Mysteries of the Ancients, etc. For something like that 
you
really need a triditional language like C++ to get the most performance 
out

of your CPU power and memory.

RS: Python was considered slow when it was first conceived nearly twenty
years ago, back when engineers flatly rejected the idea that we could ever
break the 1 gigahertz threshold on a computer's processor. Today our
processors run far upwards of 1.0GHZ, and they often do it on multiple
cores.
While I will not dispute that there are speed advantages to running 
C-based

languages, I also think it's important to point out that our accessible
games will likely not reach the constraints of what Python is capable of 
any

time in the near future. The boxing game I am currently developing updates
its calculations 250 times a second with absolutely no slow-down.

TW: Second, some of the APIs like PyGame aren't the best APIs available 
for

game developers. PyGame is decent if you are going to produce a football
game like Jim's NFL, Star Trek Final Conflict, or something like that ...

RS: What about Sound RTS? That's far more advanced than either of those
games.

TW: but if you are thinking of something like Shades of Doom or Mysteries 
of
the Ancients forget it. ... If you want only keyboard access PyGame is 
fine,

but if you want advanced Joystick support like force feedback and things
like that again no go. PyGame just doesn't have that kind of support yet.

RS: PyGame does have joystick support. It has mouse support as well. And
while the sound mixer may be lacking, there are other libraries that can
pick up the slack. Libraries like those

Re: [Audyssey] the fun of slot machines - Re: USA Blackjack

2011-04-22 Thread The Addictor

Hey Jim,
How bout making a slot machine game that has three different tones, all 
playing at the same time, moving up and down at their own speeds, so you can 
hear, tonally, how close you are?  Then you could even make a nudge type 
game.

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Jim Kitchen j...@kitchensinc.net

To: Charles Rivard Gamers@audyssey.org
Sent: Thursday, April 21, 2011 6:32 PM
Subject: Re: [Audyssey] the fun of slot machines - Re: USA Blackjack



Hi Charles,

Yep, not being able to see how close I had come to winning etc was why I 
quit playing slot machines when my sight was gone.  I moved on to the 
black jack tables.  The dealers were always great about announcing their 
up card and my cards.  But I do like playing my slot machine game even 
though it is not real money.


BFN

Jim

Full house bar and grille Liquor in the front Poker in the rear

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Python resources, possibly somewhat o/t

2011-04-22 Thread The Addictor

Hey Tom,
I'm just about to bite the bullet in regards to learning one of the .net 
languages, maybe even c#.  What I need to get started is a really easy 
game--maybe not even a whole game.  How about a program that makes a 
helicopter fly around, a bit like Heli, but without the other complexities. 
I'm not good at learning from manuals, but I'm great at learning by taking 
apart a game and figuring out how it works, so if someone could write a real 
simple game like that, preferably in vb.net--but I'll take c#.net if I have 
to, I'll learn it.  Once I see how everything is set up--you know, the 
basics, then I can incorporate what the manuals teach and start writing 
code--I just seem to need a boost.  I remember how daunting vb6 was, but 
then Justin's sample game came out--and voila!  Enemy attack was on the 
scene in a few weeks, then my other games.

Any suggestions or thoughts?
Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, April 22, 2011 12:48 PM
Subject: Re: [Audyssey] Python resources, possibly somewhat o/t



Hi Chris,

Thanks for explaining that. I wasn't really certain of your past
experience, or what your goals were, so to speak, so I just gave you
the standard overview I would give anyone when asking about Python.
Here is some information that might answer some questions and might
help you with python.

As for compiling executables with Python yes that is possible. There
is a program called py2exe that essentually creates a Windows
executable for you. What it does is it compiles or packs all of your
pyc files into a *.exe file and then copies the necessary Python pyd
libraries to your directory. This makes it into a stand alone
executable, but at considerable bloat as you have to install the
Python runtime with every program you compile as those pyd libraries
are necessary for that *.exe file to run.

As far as runtime performance goes there is some advantage in speed
compiling at as a *.exe file as it byte compiles some of the code. It
is certainly faster than running a standard *.py script would be.
However, since its not true native code its not as fast as true C/C++
or assembly code would be. However, as you seam to be interested in
turn-based strategy games etc this wouldn't be such a problem for you
I don't think. SoundRTS is ritten in pure Python and works well
enough.

As for various APIs etc yes there are a lot of Python wrappers/hooks
for most things on Windows, Linux, and Mac. Python certainly is
growing in support, but most of those are for Python 2.6 and 2.7
current. I see here you are using the 3.2 runtime which I don't
recommend using yet as its not well supported yet. If I were you I'd
use Python 2.7 as that is the current version of Python, and what many
of the 2.x APIs are being updated to support right now.  Especially,
if you want to write games.

For example, PyGame which I mentioned earlier. The last version I have
is for Python 2.6 and I hear they are coming out with a version for
Python 2.7. In fact, the next release of Ubuntu Linux, 11.04, is now
shipping with 2.7 by default, and will have the new version of PyGame
for Python 2.7 installed. I know your focus is most likely on Windows
development here, but my purpose of mentioning what Ubuntu Linux is
using is merely to point out what the industry as a whole is using. If
you rush ahead and start developing using bleeding edge Python such as
3.2 you aren't going to be able to get a hold of all of the APIs you
need/want right now and may have to end updating and compiling them
manually. Plus if you ever want to create cross-platform games, which
you certainly could do using Python, you'd have to use the version Mac
and Linux are using which is not always the latest and greatest
available on the Python website.

As far as the Windows API etc goes I know that feeling all too well.
Microsoft never was very good at explaining things in something a
person could clearly understand. If you look at the DirectX 9.0C
sample source code it is a case in point. They have classes, that wrap
classes, that wraps more classes, that wraps DirectX, etc so much that
you don't have any idea what is necessary and what is just fluff. You
practically have to follow the dchain of development from beginning to
end and maybe if your lucky you might figure out what in heck
Microsoft is talking about. Lol!

Its for that reason why I really began using .Net professionally. The
Microsoft .Net Framework is a lot better documented than the low-level
C++ APIs for Windows, and a whole lot easier to learn. It uses a pure
object orientd approach which is nice, and languages like C# .Net,
called C-Sharp, is a very stripped down and much simplar version of
C++. More like Java in a way. Plus its cross-platform via Mono so I'm
pretty happy with the .Net sweet of languages myself.


Anyway, as far as programming artificial

Re: [Audyssey] the fun of slot machines - Re: USA Blackjack

2011-04-22 Thread The Addictor

Hey Jim,
There is a game called Nudge.  Let's say that you have two wheels that just 
landed on a lemon.  The third is on a cherry--one shy of that lemon.  You 
have a half second to hit the nudge button, which moves the rightmost wheel 
one space--in this case, getting you three lemons.

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Jim Kitchen j...@kitchensinc.net

To: The Addictor Gamers@audyssey.org
Sent: Friday, April 22, 2011 4:00 PM
Subject: Re: [Audyssey] the fun of slot machines - Re: USA Blackjack



Hi Ken,

Hmmm, I don't think that one could ever nudge a slot machine like one 
could nudge a pinball game.  And I'm not sure how I would represent each 
of the different things on each of the slot wheels by sounds.  It would be 
way too slow or noisy.


BTW My slot machine does actually populate each of the three wheels each 
time that you start the game with a certain number of lemons, cherries, 
jackpots etc and then each wheel does then rotate a randomly picked number 
of times until it stops.  And thus you end up with the item in the center 
(win) row as well as the window above and below.  So those above and below 
windows are not just picked randomly.


TGIF and BFN

Jim

I disagree with Kay Jewelers.  I would bet on any given Friday or Saturday 
night more kisses begin with Miller Lite than Kay.


j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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[Audyssey] Thoughts on Tarzan Junior

2011-04-21 Thread The Addictor
Well, I started playing TJ around nine, and it's about 2:20.  There are some 
interesting levels as those of you who have played it know.  But I've finally 
found a disturbing sound.  Never before have I heard such a creepy sound as 
when the tigers eat Tarzan.  Also, when he falls into the river I imagine 
falling--and what a dive it would be too, until you hit that cold water.  Ouch!
I think the only thing that could have made this game even better would have 
been two things: a human voice announcing scoring and levels, and analog jumps. 
 That game was a bit ahead of its time I think.  Hey Tom, could you put 
swinging vines like that in Mota?
Ken Downey
The Addictor
www.TheAddictor.com
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[Audyssey] Derek the Claric

2011-04-20 Thread The Addictor
Well, I just got done beating this new platform game, and I have some comments.
First, a keystroke to turn off certain descriptions like jump gap would be 
helpful.Second, does this come from the same guy that made Battle Zone?  If you 
need voice acting for the game, there are tons of us on list who would do it.  
Since there aren't that many voices, in the demo at least, I could provide 
enough characterization for it, though I'd leave the sphere's voice just the 
way it is.
Third--well, other than a bit too much verbosity and hard to understand 
synthesized voices I liked the game.

Ken Downey
The Addictor
www.TheAddictor.com
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Re: [Audyssey] Old Titles Removed

2011-04-17 Thread The Addictor
I actually beat Redemption, believe it or not.  I think Self Destruct is 
better.  At least when I played that I didn't feel like I was playing yet 
another Bop it game.  I like Bop It, but not for a boxing game.

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, April 16, 2011 7:30 PM
Subject: Re: [Audyssey] Old Titles Removed



Hi Damien,

Yeah, I actually do see your point. It is for that very reason,
interesting enough, why I had never put up all of the PB Games, etc. I
personally feel something like Snowball War is simply not worth
hosting, but I've been asked time and time again to host it for one
reason or another so I put it up. However, I have a disclaimer on my
website that USA Games does not support those games in any way, shape,
or form. If people ask their questions will go unanswered simply
because I don't really see any need to keep some games like Snowball
War around. If you want it then use it at your own risk. So far no one
has really asked for help on any of the games I host so I don't have
an issue with hosting them. However, if I was getting flamed,
bombarded with questions, etc like you are with the abandoned games
then they'd be taken off my website faster than you can say pronto
Tonto.

One thing you can be assured of I'm not going to cry over Danger City,
Self-Destruct, etc because the games certainly are not worth it.
Jason, I think it was who ran XL Studios, was not a very skilled
programmer to be frank about it. I remember back when we still had the
ag-dev wiki and  mailing list Jason released the source for a couple
of his games as tutorials, and it was terrible. I suppose I'm a bit
bias since I was trained professionally, therefore I try to program
using professional standards, but all the same I didn't think it was
tutorial quality. I felt that for beginners it would teach them some
extremely bad habits, and  do to Jason's inexperience I could see
mistakes he would be passing on to the next generation developer. So I
understand exactly why you don't want to simply upgrade the code, and
would have to rewrite it from scratch.

In fact, the only game on your list of games I might consider updating
would be the Savage Gambit. I think if it was rewritten, given some
better keyboard asignments, etc it could be a decent game. However, it
is pretty difficult to play in its current state.

Cheers!


On 4/16/11, Damien Pendleton dam...@x-sight-interactive.net wrote:

Hi Thomas,
I just don't feel like they are games worth hosting. All I have had since 
I
have retained the rights to these games are complaints and flames and I 
feel
like they are more trouble than they are worth. If people wanted the 
games

that badly, they would have offered me their support rather than their
scorn. The amount of emails I have had complaining about the bug in level 
1
in Danger City, or the bug in level 10 of Self Destruct, or the bug in 
this
or the bug in that, and when I explained to them calmly that because 
these
games had been transferred to me they turned around and basically told me 
to
forget it, I figured that neither me nor anybody else should be treated 
that

way and held responsible for these bugs without good cause, whether as a
host or a developer. I feel that since I am trying to offer good quality
products now, if someone was to redistribute, or host, these games with 
my
name attached to them, they would hold me responsible for the bugs, and 
it

would put them off my next titles, if that makes sense.
Hope that helps.
Regards,
Damien.


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Re: [Audyssey] USA Blackjack

2011-04-17 Thread The Addictor

Hi Tom,
Can you compile for Windows Mobile 6 to?  We're really short on games 
playable on that platform, and since Talks is of such low quality we can't 
even do simple things like writing scripts and labeling graphics.

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, April 17, 2011 12:46 AM
Subject: Re: [Audyssey] USA Blackjack



Hi Casey,

As BGT uses a scripting language, Angelscript, similar to C/C++ I
suppose it is always possible someone can look at my source code and
convert it over to BGT if they desired. However, as I'm mainly writing
USA Blackjack, for myself to help increase the number of accessible
games for the Linux platform I'd have no interest in using a Windows
specific language and tool like BGT. My purpose of creating USA
Blackjack and a few other open source games is to provide some very
common/basic games like Blackjack, Monopoly, Poker, etc for Linux
users for myself who don't have a Kitchens Inc or Spoonbill Software
for  Linux and Mac to provide us with such games. So I'm going to be
off and on releasing free games of the Kitchens Inc variety for
Windows, Mac, and Linux to help fill that gap over the next coming
months in between commercial game releases like MOTA. Obviously, if my
soul intent was to target Windows users only I wouldn't need to bother
since there is Kitchens Inc, Games for the Blind, Spoonbill Software,
etc who have already been there and done that. However, for Mac OS and
Linux users it is something that is needed.

Cheers!


On 4/16/11, Casey Mathews csm...@cfl.rr.com wrote:

I would actually like to see something like this ported over to bgt,
just to see what it looks like. I think sounds in that case would be
very cool.



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Re: [Audyssey] what is the best usb controler to use with audio games on a pc running windows xp 32 bit?

2011-04-17 Thread The Addictor
Just get a $20 joystick from Walmart.  That is fine for beginners--it even 
has force feedback.

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Mich mi...@eastlink.ca

To: gamers @audyssey.org gamers@audyssey.org
Sent: Tuesday, April 12, 2011 12:41 PM
Subject: [Audyssey] what is the best usb controler to use with audio games 
on a pc running windows xp 32 bit?



Hi all. all this talk about game pads and controllers and the like promps 
me to ask the following. what is the best audio game usb controller or 
game pad to use with a pc running windows xp 32 bit? Many thanks. from 
Mich.

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[Audyssey] Speaking of joysticks, does anybody have a driver

2011-04-13 Thread The Addictor
I'm looking for a driver for my  game pad, and I'm wondering if any of you have 
it, and if so if you could shoot it my way.  I have one of those cheap Walmart 
game pads, the Game Elements Recoil pad.  I can use it as a default game pad 
just fine, but I don't have force feedback.
Ken Downey
The Addictor
www.TheAddictor.com
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Re: [Audyssey] Couple more things about MOTA.

2011-04-10 Thread The Addictor
Heck, I just thought you had to wait a few hours for the potion to work lol. 
Thought Tom was going for realism or something.
Also, if you hold down ctrl shift plus an arrow, she jumps traps--no matter 
how far away you are when you start doing it.  For example, in the very 
first room where the fire pit is, you just hold down ctrl shift and, though 
you're a good thirty steps away, she just runs and jumps it.  You could put 
a limit of how many steps she'd have to go b efore the jump routine wouldn't 
work, or make her weaker and weaker as she runs, due to oxygen depreivation. 
I find I don't even have to listen for fire pits--just keep those buttons 
held down and she jumps them no problem.  (Of course, sometimes I get a 
nasty surprise when she finds something she can't jump over.)


Also, what does the lever in room 15 do?  It doesn't seem to make anything 
happen.  I only ask cuz I'm already on level 2.


Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, April 09, 2011 4:20 PM
Subject: Re: [Audyssey] Couple more things about MOTA.



Hi Ryan,

As for the first bug thanks for reporting it. Only one person has
reported that bug, and I was hoping someone would confirm this bug. As
I now have confirmation this is an actual bug I'll be looking into it
further for the MOTA upgrade I'm working on now.


As for the second issue I've not had any issues killing enemies.
Although, I can think of two reasons why you might shoot and miss. One
is every weapon has a min and max distance. I.E. if you are too close
or too far away you will fire the weapon but not hit anything at all.
This isn't your ordinary game were simply shooting will hit something.
You litterally have to be standing back away from your target to swing
a sword, fire a gun, etc. This is true to real life, and why it works
that way.

HTH


On 4/9/11, Ryan Conroy staindadd...@juno.com wrote:

Hi Tom,

Couple things here:
1. The potions don't seem to do anything, at all. I take a potion, and 
stand
around waiting for it to do something  raise my health, but nothing 
happens.

She just keeps breathing heavily.
2. There's an enimy that I can not kill. There's actually two of them on 
the

second level, no matter how many times I hit it, it does nothing. It just
keeps swinging its sword at me, any idea why this is happening?

I appoligize if these bugs have been reported already,  I do not have 
time

to read all the messages.

Ryan


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Sign up to the #1 voted penny stock newsletter for free today!
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[Audyssey] voice pack for SoundRTS

2011-04-10 Thread The Addictor
Here is the voice pack for SoundRTS.  The zip file is, as far as I know, the 
latest unstable.  Just copy it into your soundRTS folder, and make a backup if 
you wish.  The link is
http://dl.dropbox.com/u/13071564/RTS%20unstable.zip
Ken Downey
The Addictor
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[Audyssey] my two cents: (was Re: Dumbing down games (was RE: anyone got anny suggestionsfor the next versionofbattlezone?))

2011-04-09 Thread The Addictor

Hi,
Have you tried my sound pack for Audio Quake?  I think you'll find it makes 
a lot more sense.  For example, you hear a door slamming instead of a low 
hum for--well--a door.  The wall sounds and slopes were changed too.  I 
actually modified the Jedi mod for Audio Quake, that gives a coordinate 
system and allows you to adjust, on the fly, the scanning rate so you can 
run and still hear what you're flying past.  I even made a hunter rocket. 
It doesn't do much damage at all, but you can shoot it and follow it as it 
hunts down that next monster.  I'm sure some would say it makes things way 
too easy, but in the episodes you really need all the help you can get. 
I'll post it on my site, along with the sound pack for SoundRTS as soon as I 
get hold of it--it's on my hard drive which currently isn't plugged in.
The real bummer is that I just paid fifty bucks for a web host.  I'm stuck 
with the host for a year.  He was very honest about what his company 
offered, and since I value honesty highly I signed up.  What I didn't 
realize is how much extra he was charging for extra storage space, and since 
I only get 25 megs it's no good as a storage spot, which means I'm linking 
everything to good-old flopbox for now.  Louis Bryant is being kind enough 
to give me server space for Phrase Madness, which is nearly complete, 
including the comments uploader, so once I've sold some games I'm going to 
get a better web host.  Till then you'll all have to settle for Dropbox if 
you want sound packs.


Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Tom Randall kf6...@comcast.net

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Friday, April 08, 2011 5:50 PM
Subject: [Audyssey] Dumbing down games (was RE: anyone got anny 
suggestionsfor the next versionofbattlezone?)




Hi all.

I've been following this very stimulating discussion.  I'm also a bit of a
mainstream gamer as most of you know, I started out on the old Atari games
back when home computers were first coming out and audio games had not 
even

been thought of yet.  For that reason I too am used to doing without audio
cues to a large extent and I mainly agree with the idea that figuring a 
game
out is more than half the fun.  Having said that though, those of us who 
are

into these kinds of games and who enjoy figuring things out do need to
remember that not everyone is at this level and we don't want to 
discourage

new people from getting into gaming, the gods know there are few enough of
us as it is whether you are talking about mainstream or audio games.  Just
as a for instance.  I tried to get into audio quake a few years back, I 
even

went so far as to get hold of an old copy of the full game.  I tried
learning how to make it work but I found it pretty impossible.  The sound
cues just did not make any sense at all and I eventually got frustrated 
and
gave up.  So I can see where some of these new gamers are maybe coming 
from.

From a programming standpoint I would not think it should be too hard to
satisfy both sides here, if a cue is subtle such as a slightly different
sounding footstep such as you encounter in shades of doom when you are 
close

to a wall this should not be intolerable to the advanced gamer who doesn't
want them.  For things like targetting sounds I think these should be
optional so the beginner can use them but the advanced player can dispense
with them if he wishes.

Well that's my two cents' worth on this for now.

Game on.

Tom

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Clement Chou
Sent: Wednesday, April 06, 2011 6:45 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] anyone got anny suggestions for the next
versionofbattlezone?


To be fair, Yohandy has a point... most gamers learn that way. The
people who I mention who will not play a game until they've read a
complete walkthrough are in the minority. And I agree with this point
as well... part of the fun in the games is learning how to conquer
something, whether it be a puzzle, a particular type of enemy, whatever.

At 06:40 PM 06/04/2011, you wrote:

Hi Clement,
Jumping over pits? Lol...no. I'm saying that having to die in order to
figure something out is ridiculous. Notice I said having.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org]
On Behalf Of Clement Chou
Sent: Wednesday, April 06, 2011 8:37 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] anyone got anny suggestions for the next
versionofbattlezone?

Um... not sure what you mean there. Jumping over pits in a game is not
ridiculous. lol.

At 06:33 PM 06/04/2011, you wrote:
Hi,
Bt the same token, you should not have to die to figure out how to do
something; that, to put it simply, is blatantly ridiculous.

Best Regards,
Hayden


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Re: [Audyssey] too impatient - Re: MOTA help

2011-04-08 Thread The Addictor
Yeah--remember the rarity of audio games.  You can't just much your way 
through so to speak, like you might on a typical text adventure, of which 
there are hundreds--probably thousands.  Once you know the answer, it'll 
never be a puzzle again.

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net

To: kr...@eklyon.co.uk; Gamers Discussion list gamers@audyssey.org
Sent: Thursday, April 07, 2011 9:21 PM
Subject: [Audyssey] too impatient - Re: MOTA help


For one thing, I don't think you're giving yourself enough time to solve 
the problem.  Only 24 hours.  That one! day!, and you already want the 
answer to a puzzle?


---
Laughter is the best medicine, so look around, find a dose and take it to 
heart.
- Original Message - 
From: kevin lyon kr...@eklyon.co.uk

To: kr...@eklyon.co.uk; 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, April 07, 2011 12:29 PM
Subject: Re: [Audyssey] MOTA help



Hi all, stuck again! I've been trying for 24 hours now and I'm at a loss.
I've managed to negotiate the spikes, and the statue opens as I've pulled
the lever back along that same level. But now I've come to a locked 
door..
The door is at 1:41. Now I'm assuming your supposed to be able to open 
this

door somehow? As I can't find any other way to proceed. But I've searched
and I've not found any keys or other levers etc.
Am I right? Should I have found a way to open this door? Or am I missing
something else!



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Re: [Audyssey] anyone got anny suggestions for the next versionofbattlezone?

2011-04-07 Thread The Addictor
I'm not asking for a three or two-step boundary cue.  One step, like in 
mota, is perfectly fine.
Hey, how about this: the kidnappers know you're a blind gamer that likes 
excessive cues, so he puts gravel under a silently swinging blade!  LOL

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, April 06, 2011 8:43 PM
Subject: Re: [Audyssey] anyone got anny suggestions for the next 
versionofbattlezone?




Clement,
I think you missed the sarcasm in my email. we're talking here a pit 
that's like 3 steps wide. even if your jumping isn't spot on, if you hit 
the right or left arrow fast enough after the jump chances are you'll get 
across it. there's no need to practice a dozen times. I got it within my 
first 2 tries. in a game like MOTA, sure. have some boundary sounds. 
because that game you have a lot more to worry about than simply the jump 
itself. like the analog jumping system and the running jumps for instance. 
but in something like battle zone, it's just ridiculous to have a pit 
sound. and I understand mainstream games have cues. so does battle zone. 
you hear the wind noise to indicate a pit. so why do we also need even 
more noises to tell the gamer ok, this is exactly where you must jump, 
thus defeating the whole point of pits in the first place? this is a 
reason I always speed run through super Liam. I constantly keep the run 
button held down and dive over pits most of the time with no fail. there's 
absolutely no challenge in that. sighted gamers don't have this color 
coated spot on the ground that tells them when to jump you know. they see 
a pit, they judge a good jumping distance, and go for it. blind people 
should use their ears the same way. if the devs add a jump boundary sound 
to pits, should they also add distinctive noises when fireballs are too 
close so you can duck in time? a targeting sound when enemies are in 
range? how about a sound to indicate you're getting too close to some 
blades? how far do we take the dumb it down approach?




- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, April 06, 2011 6:40 PM
Subject: Re: [Audyssey] anyone got anny suggestions for the next version 
ofbattlezone?



While I sympathize, I also feel the need to point out that mainstream 
games, again, do give cues and warnings as well... all be it most of them 
are visual. And how do you judge pit distances? In most games, there's a 
wind sound to rely on Sure. But you have to realize that headphones make 
things sound different so there's no concrete way to measure distances 
simply by relying on that sound. And saying to a blind gamer just learn 
by falling in that pit is like telling a sighted gamer to figure out how 
to do supers and ultras in Street Fighter or any other game that has 
them. All those games have command lists for that one reason... so people 
can look at things for quick reference and get to the real meat of the 
game. Same thing here. If you spend all your time dying in pits, how are 
you going to beat the game with a high score? Even judging distance takes 
time, and that detracts from your time bonus.


At 08:28 AM 06/04/2011, you wrote:
It's definitely possible to judge distance in this game. so why would we 
need a warning to know if we're close to a pit? just fall in the pit a 
few dozen times and you'll eventually learn to jump. why must so many 
blind gamers insist everything is spoon-fed to them? I'm not referring to 
anyone in particular, but to the group as a whole. why do most blind 
gamers shy away from challenge? This isn't even a Battlezone issue 
specifically. whenever there's something a little challenging in a game, 
people are always trying to come up with compromises like insert beeping 
sounds, ways to get rid of that feature cause it's too hard, and so on.






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Re: [Audyssey] anyone got anny suggestions for the next version ofbattlezone?

2011-04-07 Thread The Addictor
Yes, and the cues could be turned on and off.  I was thinking that a 1-step 
boundary would be good, but what about using boundary width to show the 
pit's width?  That, combined with an analog jumping system, would give you a 
good visual on the pit's width so you could know how far to jump, and not 
just when.  The boundary sounds don't need to be that lod either.  There is 
no need for obtrusive cues--they can blend well into the ambient sounds, 
just like the boundary does in Mota.

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, April 06, 2011 9:26 PM
Subject: Re: [Audyssey] anyone got anny suggestions for the next version 
ofbattlezone?



Personally, best option in my opinion is just to treat it as extra 
ambiance if you don't want to use it as a cue. I know in my experiences 
whenever I've walked near a pit in real life it's never just been an 
abrupt stop... there's either loose dirt or an edge, something of the 
sort... and adapting isn't really the problem here. The problem is more 
the ability to judge the distances and ranges in the first place.


At 06:21 PM 06/04/2011, you wrote:

Clement,
I definitely understand where you're coming from. I guess when it comes to 
gaming, everyone has a whole ton of differing opinions. personally when it 
comes to thinking a mile a minute, I have absolutely no problem with that. 
I can have a ton of blades, pits, and fireballs all near me at once and 
still react almost immediately to the threat. however I take your point 
that not everyone might be able to do that. Perhaps we can because we 
mostly play mainstream games and adapting is the norm for us? who knows. 
I'll definitely try and remember that next time though. however I think 
that if such a feature was added to a game, there should be a way to take 
it off for those not wishing to use it.





- Original Message - From: Clement Chou chou.clem...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, April 06, 2011 9:01 PM
Subject: Re: [Audyssey] anyone got anny suggestions for the next version 
ofbattlezone?



Before I go any further, let me just state that any comments I make on 
this subject are purely for the sake of discussion... you're my friend 
and I have no desire to antagonize you by going against you. lol.
The problem with judging distances, again, is that wind sound. You can't 
concretely judge how far it is from you by just listening for it.. unless 
you pinpoint the position of that sound in your headphones or speakers 
and memorize where it is. And in frantic fights, if you have enemies 
coming at you and your mind is bent on taking care of them first, you 
really don't have the option to stop and judge that sound while you're 
being pummelled.


The problem with judging distances like they do in mainstream games is 
that, a sighted person can look at that pit and see how wide it is, 
whether they need a running jump or not. In audio games, you don't have 
that. Unless the dev programs the look command to tell you how wide the 
pit is, you have to guess. So some people would prefer warning sounds so 
they at least have a source to go on. I personally don't care either way. 
I played mainstream games for long periods of time before I even knew of 
audio games, so it doesn't really matter to me. I can cope with either.


Target sounds for when enemies are in range is fair to me. Because why 
stand there mashing space until you hit something? Especially in this 
game, where the sound that is used to sound the attack is also the sound 
that signifies the hit. There is no difference between the two... unlike 
in mainstream games where you generally have a sound for the attack and a 
second sound for the hit, so if you miss an attack, that hit effect won't 
play. And fireballs are a different case from pits as you can stand still 
and wait for it to come to you... and there really is no appropriate time 
to duck. Soon as you hear a fireball, if you wanted you could just kill 
nearby enemies and stay crouched until the fireball passes by. Sounds for 
blades are not necessary as that would also remove challenge from the 
game since the whole point is to time your run past them. That's where 
sighted people and blind gamers have the same challenge. They have to 
observe the paterns at which the blades shoot out and retract. We have to 
do the same... with sound.


You asked how far do we take the dumbing down approach? This is exactly 
what so many hardcore fighting game fans had about Marvel VS. Capcom 3 
and Street Fighter IV when they first came out... as a diehard fighting 
fan myself, I knew where the arguments came from. Less buttons in the 
case of MVC 3 as compared to MVC 2, supers and ultras in SF and the 
removal of the perry system from SF 3, x-factor for MVC... I could go on 
and on. This was all done to make the game

[Audyssey] Does anybody know where to get a good baseball game

2011-04-07 Thread The Addictor
I'm looking for a good baseball game to play with my kids.  It can either be on 
the Nintendo 64 or PC, and, of course, needs to be accessible--for the most 
part at least.  Any thoughts?

Ken Downey
The Addictor
www.TheAddictor.com
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Re: [Audyssey] anyone got anny suggestions for the next versionofbattlezone?

2011-04-07 Thread The Addictor
These games sound awesome.  I just wish they had versions for the PC.  I 
have heard that they have Wii versions, but one of the kids broke our Wii. 
Sad face


Ken Downey
The Addictor
www.TheAddictor.com

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, April 07, 2011 12:25 PM
Subject: Re: [Audyssey] anyone got anny suggestions for the next 
versionofbattlezone?




Hi Clement,

I'll fess up now and say that I totally intend to get you started on
x-ray moves. I'm wondering whether we think the same thing.

I actually pulled off my first ever X-ray move by accident. Oh the
joys of button mashing!

Having learned how to execute them intentionally now, they've started
to really irritate me. Essentially I think the problem is, while they
sound and by all accounts look great, they totally break the constant
pressure of the fight. Things like mega long combos or chains of
attacks make me panic when I'm on the receiving end or exhilerated
when I'm the one dealing them out, but X-ray doesn't manage to do
that. I think the problem is that once the sequence has started, so
far as I can tell there's no way to break it, so the person on the
receiving end just sits there hopelessly. The sequences take so long
that I have time to be angry that someone's x-rayed me, sad that my
character is having a bad day internally all of a sudden, but then
there's also time to consider what to do next. On the other end of the
equation, they're not satisfying to be the person who's dishing them
out either. I think that's because they aren't hard enough to execute,
so there's no big sense of achievement, just the break in the rhythm
of the fight. That disruption has put me off my stride enough that
I've almost lost matches I was comfortably winning before throwing an
X-ray into the mix.

Is that what you meant by broken? To me, they just seem like a gimick.
Sad part is that they didn't need to be there. It's hard to tell how
deep this new engine is just from the characters in the demo, but to
me, it definitely feels like an improvement from MK VS DC. It's all
subjective of course, but that would've been enough for me I think
without the new gimick.

Scott

On 4/7/11, Clement Chou chou.clem...@gmail.com wrote:

Simple mode lets you chain three hit combos... but nothing more than
that. Personally, I don't see what the problem with six buttons is.
It's simply three punches and three kicks.. at different strengths.
Is it that hard to get that? Again I don't want to sound
antagonizing, but it doesn't take a genius to figure that out... I
happen to agree with the upper-level fighting game community, that
while four buttons in this game is okay, you're taking out so much of
the learning curve that it almost seems like there's nothing to
learn. Supers I don't mind since that's the way they've always been
done in the vs. series... since those and Street Fighter games are
completely different entities. MK's definition of accessibility is
having almost the same startup chain of attacks to cancel into other
moves. Unlike SF and tekken that require a lot of timing, MK, at
least from the demo seems like you'll be able tochain attacks
together without too much effort. And x-ray moves... don't even get
me started on those. Gory and cool, yes... but a bit broken as a lot
of people will point out to you. But I won't get into that now... I'm
excited for the game, and want to save any griping for if and when I
find things to gripe about. lol.

At 04:03 AM 07/04/2011, you wrote:

I wonder what MK is doing so to speak to  make it more
accessible.  Simple mode in my honest opinion in MVC3 is... good
although it'll only get you to Galactus. It only let's you do two
specials, which is stupid.  I like the less buttons approach to
things, a four button layout rather than six. It makes normal mode
in MVC3 easy to grasp than, say, SF, and I was able to remember the
control skeme as to what attack was what and could focus on
moves.  Also, people may have problems with this but I personally
like the way supers are performed in this game. A motion followed by
two attack buttons, doesn't matter what they are it would
appear.  That also applies to moves, all you really have to know is
the motion and you can use any attack depending on how damaging you
want the combo to be.  Allowing simple mode online sure causes
cheating though.  I dunno if you can even chain combos with simple
mode, because once I was playing online with this dude and he
pointed out that I really sucked at chaining combos; I wanted to
test out Simple Mode and see if it was what the devs say it is, that
you need skill and whatnot, but you also need the wrest of the
characters moves...
Orin
orin8...@gmail.com
Twitter: http://www.twitter.com/orinks
Skype: orin1112




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Re: [Audyssey] Battle Zone

2011-04-06 Thread The Addictor
I've already posted the same advice, but it's easier to just ask than to go 
there and take two minutes to find the info I guess.

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, April 05, 2011 8:18 PM
Subject: Re: [Audyssey] Battle Zone



Hi,
I should tell you all now to check audiogames.net. Shane really should not
to be sending the link again and again and again for this one.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Shane Lowe
Sent: Tuesday, April 05, 2011 4:28 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Battle Zone

Again?
ha
the link is
http://dl.dropbox.com/u/19927380/Battle_Zone12.8_Setup.exe
- Original Message - 
From: Angela Lerma amle...@roadrunner.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, April 05, 2011 5:26 AM
Subject: [Audyssey] Battle Zone



Hi,

Could you please tell me where to go to download Battle Zone.  It sounds
like a great game.

Thanks,
Angela
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Re: [Audyssey] wrestling games

2011-04-06 Thread The Addictor
Well, it's an open-source game, so Jim can just make the wrestlers the way 
he wants to.

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, April 06, 2011 1:54 AM
Subject: Re: [Audyssey] wrestling games



Hi Jim,

Honestly, I don't know much about TNA Impact and have only watched it
a couple of times. All I know about it is that it has inherited a few
super stars like Jeff Hardy from the WWE, and has a bunch of other
wrestlers I've never even heard of. So for that reason I wouldn't be a
good authority on creating a TNA Wrestling game. Besides that I'm
thinking of explicitly creating a game based on the WWE roster, either
past or present, rather than one of the little known outfits like TNA
which has only ben around five or six years or something like that.
Although, I am given to understand TNA has slowly been growing in
popularity over the last couple of years.

Cheers!



On 4/5/11, Jim Kitchen j...@kitchensinc.net wrote:

Hi Thomas,

Yes! GLOW was the best.  Of course I had sight back then.  But I was 
going

to ask you to include the T N A Knockout division.  You know Madison, The
beautiful people, Taylor Wilds, O D B, Awesome Kong etc etc.

And I am training up to be the referee. grin

BFN

 Jim

I saw a woman wearing a sweat shirt with Guess on it...so I said
Implants?

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] MOTA 18 - levers?

2011-04-06 Thread The Addictor
Sam's s drunkard, Mike's a stoner, and Mary--well, she's in labor--about to 
have another horribly sounding child.  But if Mike and Mary are Sam's kids, 
who's the ma, or is he like that guy that has babies?  In that case, I quite 
understand his issues.

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Damien Pendleton dam...@x-sight-interactive.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, April 06, 2011 3:06 AM
Subject: Re: [Audyssey] MOTA 18 - levers?


If you want my opinion, I think Mike and Mary are Sam's children. Lol.
Regards,
Damien.



- Original Message - 
From: Shane Lowe shanel...@insightbb.com

To: The Addictor kenwdow...@neo.rr.com; Gamers Discussion list
gamers@audyssey.org
Sent: Tuesday, April 05, 2011 11:06 PM
Subject: Re: [Audyssey] MOTA 18 - levers?


LOL
Sounds like mike has one to.

- Original Message - 
From: The Addictor kenwdow...@neo.rr.com

To: Lori Duncan lori_dunca...@hotmail.com; Gamers Discussion list
gamers@audyssey.org
Sent: Tuesday, April 05, 2011 5:55 PM
Subject: Re: [Audyssey] MOTA 18 - levers?


I think it's just that Sam has a drug problem.  I can't think of any other
reason he'd talk like that.
Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Lori Duncan lori_dunca...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, April 05, 2011 5:23 PM
Subject: Re: [Audyssey] MOTA 18 - levers?


They should use Sam if ever there's a zombey game and the zombey's talk
Smile  I'm tempted to google Who created the microsoft sam voice then
send them an email asking them if their imagination was taking a night off
at the time.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, April 05, 2011 10:00 PM
Subject: Re: [Audyssey] MOTA 18 - levers?


Not to mention the fact that Sam sounds suicidally depressed. I wish I still
had that sound file of him I created...
We are the Knights who say...Ni!
- Original Message - 
From: Damien Pendleton dam...@x-sight-interactive.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, April 05, 2011 1:28 PM
Subject: Re: [Audyssey] MOTA 18 - levers?


Hi Matthias,
You could easily argue that about SAPI as well. There are good voices out
there, but they cost a great deal and tend to lag some, so one is only left
with the smaller and inferior voices of Sam, Mike and Mary, all three of
which some people, including myself cannot understand. I would not be able
to play a richly decorated audio game with these voices. For something like
Jim Kitchen's games it's not too bad. But I do struggle with products like
Klango, RailRacer, Entombed etc.
Regards,
Damien.



- Original Message - 
From: Matheus r.c. souza an...@bol.com.br

To: gamers@audyssey.org
Sent: Tuesday, April 05, 2011 8:00 PM
Subject: Re: [Audyssey] MOTA 18 - levers?


hi thomas. i have a suggestion then:
why not use the sapi voice that the user currently have installed
instead of forcing everyone to use this voice? some peoples will prefer
voices from scansoft for example, and some may prefer something like
ivona(which is very good).
besides, the user could choose the rate of the speech, volume, etc, and
the size of the game would be smaller.
what do you think? easyer and simple.
-Mensagem original-
De: Thomas Ward thomasward1...@gmail.com
Para: Gamers Discussion list gamers@audyssey.org
Data: Terça, 5 de Abril de 2011 14:38
Assunto: Re: [Audyssey] MOTA 18 - levers?

Hi,

Well, I'll look at sslowing it down some. However, the thought of
doing all that work over again makes me want to scream. I just spent
the last week working on that, and nothing but that. So to hear people
need the voice slower is something of an unexpected surprise.

Cheers!


On 4/5/11, Mich m...@ntl.sympatico.ca wrote:
Hi Tom. I agree good job on the game. I find though that I do tend to 
agree
about the rate of speech. it is fine going through the menus but some of 
the

sounds that it is describing I find it is kind of hard to understand. not
the sounds them selves but what  they represent but other then that all in
all a really good job. from Mich.


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All

Re: [Audyssey] wrestling games

2011-04-06 Thread The Addictor
199?  Are we still talking about wrestlers, or has the subject moved on to 
gladiators?  lol


Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: shaun everiss sm.ever...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, April 06, 2011 5:24 AM
Subject: Re: [Audyssey] wrestling games



aah wwe yes I heard about that.
The big issue is that none of this has been on tv since 199 or earlier.
At 03:07 p.m. 6/04/2011, you wrote:

HI Shaun,

I'd definitely say you have been out of the scene so to speak. The
World Wrestling Federation, WWF, was renamed World Wrestling
Entertainment, in 2003, after being sued by the World Wildlife Fund
for the WWF name. World Championship Wrestling, WCW, was baught out by
the WWE and the two companies merged. There is Extreme Championship
Wrestling, ECW, but I don't keep tabs on that like WWE. So there is a
bit of history in case you want to know.

Cheers!


On 4/5/11, shaun everiss sm.ever...@gmail.com wrote:
 I have been out of the wrestling sceen but there was wwf and wcw
 which I know of.
 Still I'd like a game like this.

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Re: [Audyssey] anyone got anny suggestions for the next versionofbattlezone?

2011-04-06 Thread The Addictor
Really?  Do I sound like the guy that backs away from a challenge--me, the 
one that likes unbeatable games?  Hardly!  But I've had hearing problems for 
the last five years, and judging distance gets a little tricky.  So put the 
cue in, but add a few more hazards.  For instance, has anybody thought of 
snipers?

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, April 06, 2011 11:28 AM
Subject: Re: [Audyssey] anyone got anny suggestions for the next 
versionofbattlezone?



It's definitely possible to judge distance in this game. so why would we 
need a warning to know if we're close to a pit? just fall in the pit a few 
dozen times and you'll eventually learn to jump. why must so many blind 
gamers insist everything is spoon-fed to them? I'm not referring to anyone 
in particular, but to the group as a whole. why do most blind gamers shy 
away from challenge? This isn't even a Battlezone issue specifically. 
whenever there's something a little challenging in a game, people are 
always trying to come up with compromises like insert beeping sounds, ways 
to get rid of that feature cause it's too hard, and so on.



- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, April 05, 2011 10:33 PM
Subject: Re: [Audyssey] anyone got anny suggestions for the next version 
ofbattlezone?



Easy there buddy. You have to realize... mainstream games give visual 
warnings for pitfalls and things like that such as ledges or whatever. It 
isn't always possible to judge a pit's distance by measuring in your 
stereo field. If you don't want cues, just don't listen for them. That 
simple.


At 08:33 AM 05/04/2011, you wrote:
no step boundaries for pits! please don't include that. why do 
audiogamers need sounds for every little thing? use your ears guys! if 
you're close to a pit, jump. why do you need a dumb sound to indicate 
this? are some of you playing with mono speakers or headphones? *sighs in 
frustration*.



To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, April 04, 2011 7:11 PM
Subject: Re: [Audyssey] anyone got anny suggestions for the next version 
ofbattlezone?




No sorry!
I meant that happened and it need a bug fix there.
I could also be an actor.
Also people have requested in the past
an option to select where the game installs, a change in step sound 
before you fall into a pit, selection as to where witch program group 
the game is in, and again the voice acting thing.

That one is popular!

Shane
- Original Message - From: Clement Chou 
chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, April 04, 2011 6:59 PM
Subject: Re: [Audyssey] anyone got anny suggestions for the next version 
of battlezone?



Everything except that second suggestion.. I do not need an annoying 
tone being played in my left ear. Another suggestion... would it be 
possible to hire voice actors for the cut sceens? I would be happy to 
do it...


At 03:07 PM 04/04/2011, you wrote:

Hey all,
We are going to update battlezone here soon and are looking for 
suggestions.

the ones we have come up with are
1. Make the game more realistic. Such as booby traps effect bolders by 
at-least slowing them down a bit, You can move while ducked, enimies 
can shoot you when your ducked and in the air, and when the blades are 
retracted you can jump without getting harmed.
2. At the end of a level if say you were one step from the portal and 
a bonis item falls and you step forward without catching it it would 
play an extreamly anoying tone in your left ear, and you can't here 
your statis without getting a headake.
3. When you use a bomb can the 20 enimies that you kill just shut-up 
because there dead? When you use one the enimies are still talking 
they just don't do anything.
4. Can you make it possible to set a booby trap for the cop cars and 
it will damage them but then the cops could get out and attack just 
like the other people?


Please reply to all so that key is full will receeve them as well.

Thanks,
Shane Lowe
Game madness enteractive
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All messages

Re: [Audyssey] Youth Hunter: Mysteries of the Aging.

2011-04-06 Thread The Addictor
Hey, Phil, you forgot the dreaded colonoscopy, which takes down her health 
by half and makes her limp for a few days.  Also, what about that walker 
battle with Athena?  Also, jumping pits and fighting monsters has gotten a 
lot harder now that she has that colostomy bag.

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, April 06, 2011 12:55 PM
Subject: [Audyssey] Youth Hunter: Mysteries of the Aging.



Games we'd Like to play.
by Phil Vlasak

Youth Hunter: Mysteries of the Aging.

You Are Angela Carter, an elderly treasure hunter,
willing to risk everything to recover her long lost youth.
Her mission will not be an easy one, for she has waited so long for her 
game to be finished. Now she must face many cosmetic procedures,  such as 
Botox treatments from high charging surgeons, Microdermabrasion, and pills 
from Anti-Aging experts to re-gain her youthful appearance.
She must avoid such deadly traps as snake oil salesman , Magic Foot 
Drafts, 3 Dimensional Age Defiance
cellular power infusions, Skin Laser Treatments, deep mud pack facial 
cleansers,  and poison Galvanic potions.
Along the way she can start working out on Elliptical Exercise Equipment, 
Bowflex TreadClimbers, ancient Nordic Tracks, and the Stamina Bio Flex 
2200 to loose those added pounds she gained while eating pizza and 
drinking beer waiting for her game to begin.
If Thomas finishes Angela's game, and she finally makes it to the Hall of 
youth she must face her greatest challenge, suffering the effects of aging 
for  the rest of her natural life.
Which won't be very long due to all those nasty creatures who are trying 
to kill her.





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