Re: [Audyssey] Monopoly version 9

2012-12-03 Thread rishi mack
LOL Wish I was so fortunate.. lol :)

Rishi D Mack
Skype: zmackrishi
Email: cg...@live.com
Feel free to contact me anytime :)
-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of shaun everiss
Sent: Sunday, December 02, 2012 11:47 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Monopoly version 9

Well sapi is fine but it can be general crap if you don't have a 
highquality voice.
Ofcause that may not be in your budjet to get one.
The only reason I have a high quality realspeak is that  a friend 
gave me his jaws8 8 cd  he didn't want.
Else I would probably shell out on ivona which for me is 100 per full 
language 200 for both us and uk, which I intend to get.

At 02:27 p.m. 2/12/2012 -0400, you wrote:
I don't mean to be rude  or bash sapi. but I don't like it that much. so
that's why I ask if it can be worked with jaws. or some way to implement
it.

Rishi D Mack
Skype: zmackrishi
Email: cg...@live.com
Feel free to contact me anytime :)
-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward
Sent: Sunday, December 02, 2012 1:13 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Monopoly version 9

Hello Rishi,

All of Jim's games output spoken feedback using Microsoft Sapi so you
don't need Jaws or any other screen reader to play.

Cheers!

On 12/2/12, rishi mack cg...@live.com wrote:
  Hi, can  this also work with jaws? if so what do I need.
 
  Rishi D Mack
  Skype: zmackrishi
  Email: cg...@live.com
  Feel free to contact me anytime :)

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Re: [Audyssey] Monopoly version 9

2012-12-03 Thread rishi mack
Also jim, If you want, I can help with all the sounds as well for your games
free of charge since your games are free of charge for the blind.

Rishi D Mack
Skype: zmackrishi
Email: cg...@live.com
Feel free to contact me anytime :)
-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Phil Vlasak
Sent: Monday, December 03, 2012 6:33 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Monopoly version 9

Hi Jim,
That Monopoly game was released in 1996, and sound modifying was not what it

is today with pitch shifting and compression of sounds.
I would be happy to re-create the sounds of the tokens all with the same 
0.175 time in playing the
monopoly2.wav walking sound.
Phil

- Original Message - 
From: Jim Kitchen j...@kitchensinc.net
To: Phil Vlasak Gamers@audyssey.org
Sent: Monday, December 03, 2012 4:20 AM
Subject: Re: [Audyssey] Monopoly version 9


 Hi Phil,

 Cool, I'm glad to hear that you now have my monopoly game working 
 correctly.  Thanks for letting me know.

 I will think about it, but I remember that when your monopoly game had a 
 sound for each of the tokens it took a long time for some of the tokens to

 move.  That is why I just went with the step sound for moving the tokens.

 BFN

 Jim

 Monopoly? No, we just don't want competition --Intel

 j...@kitchensinc.net
 http://www.kitchensinc.net
 (440) 286-6920
 Chardon Ohio USA
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Re: [Audyssey] Seeking More Voice Volunteers for Swamp

2012-12-02 Thread rishi mack
Hey, if you also want a sound designer for the game and audio editer as well
let me know. maby I can help.

Rishi D Mack
Skype: zmackrishi
Email: cg...@live.com
Feel free to contact me anytime :)
-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Kai
Sent: Friday, November 30, 2012 12:11 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Seeking More Voice Volunteers for Swamp

Greetings.

It's been a week since my initial e-mail on this subject, so I'd just like 
to remind you all that, if you'd like to get in on the Swamp community and 
be part of the game, record a voice for Swamp and become a part of the 
madness!

Details can be found on the Audio Games forum:
http://is.gd/48WlmE #Swamp

A podcast has also been made if you're more inclined to listening to a human

guide you through the process. The podcast contains examples straight from 
the game to help you come up with phrases. Find the podcast here:
http://is.gd/gwMLPC

The due-date is December 31st, but the earlier, the better. We really need 
more female voices, so ladies, please try and contribute! I'll be looking 
forward to hearing your entry.

Kai 


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Re: [Audyssey] Monopoly version 9

2012-12-02 Thread rishi mack
Hi, can  this also work with jaws? if so what do I need. 

Rishi D Mack
Skype: zmackrishi
Email: cg...@live.com
Feel free to contact me anytime :)

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Phil Vlasak
Sent: Friday, November 30, 2012 9:22 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Monopoly version 9

Hi Jim,
I just played your Monopoly game for the first time in a long time.
I remember you saying that you had to remove the list of boards from the 
game but I thought you planned to add that feature in a future version.
As your board file maker brings up the list, why doesn't the game itself?
I planned to update the New York City board adding the National September 11

Memorial  Museum
and   the new One World Trade Center building.

Phil


- Original Message - 
From: Jim Kitchen j...@kitchensinc.net
To: Gamers@audyssey.org
Sent: Tuesday, December 02, 2008 3:59 AM
Subject: [Audyssey] Monopoly version 9


 Hi,

 I have put a new file up on my site.

 File name winpoly9.exe  File size 705k

 The file can be found on my free windows sapi5 text to speech games page.

 In Monopoly version 9 the board files now contain things like the tokens, 
 the currency and other squares on the board.  There is also now a separate

 monopoly board file maker program that can create a new board file or edit

 an existing one.

 BFN
 Jim

 Kitchen's Inc, for games that are up to 100 percent funner to play.

 j...@kitchensinc.net
 http://www.kitchensinc.net
 (440) 286-6920
 Chardon Ohio USA
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Re: [Audyssey] Monopoly version 9

2012-12-02 Thread rishi mack
I don't mean to be rude  or bash sapi. but I don't like it that much. so
that's why I ask if it can be worked with jaws. or some way to implement it.

Rishi D Mack
Skype: zmackrishi
Email: cg...@live.com
Feel free to contact me anytime :)
-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward
Sent: Sunday, December 02, 2012 1:13 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Monopoly version 9

Hello Rishi,

All of Jim's games output spoken feedback using Microsoft Sapi so you
don't need Jaws or any other screen reader to play.

Cheers!

On 12/2/12, rishi mack cg...@live.com wrote:
 Hi, can  this also work with jaws? if so what do I need.

 Rishi D Mack
 Skype: zmackrishi
 Email: cg...@live.com
 Feel free to contact me anytime :)

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Re: [Audyssey] a huge swamp issue

2012-08-26 Thread rishi mack
I've noticed that the last time I came on, it was working fine. now when I
try to connect,  It freezes when in multiplayer.

Rishi D Mack
Skype: zmackrishi
Email: cg...@live.com
Feel free to contact me anytime :)

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Ben
Sent: Saturday, August 18, 2012 3:18 PM
To: 'Gamers Discussion list'
Subject: [Audyssey] a huge swamp issue

Hi all,
Just want to ask if anyone is having connection trouble with the new swamp
2.8.




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Re: [Audyssey] a huge swamp issue

2012-08-26 Thread rishi mack
freezes rite away. but I can play offline verry well.

Rishi D Mack
Skype: zmackrishi
Email: cg...@live.com
Feel free to contact me anytime :)
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Sunday, August 26, 2012 9:22 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] a huge swamp issue

Does it freeze right away or does it wait a certain amount of time?

--- On Sun, 8/26/12, rishi mack cg...@live.com wrote:

 From: rishi mack cg...@live.com
 Subject: Re: [Audyssey] a huge swamp issue
 To: 'Gamers Discussion list' gamers@audyssey.org
 Date: Sunday, August 26, 2012, 9:11 AM
 I've noticed that the last time I
 came on, it was working fine. now when I
 try to connect,  It freezes when in multiplayer.
 
 Rishi D Mack
 Skype: zmackrishi
 Email: cg...@live.com
 Feel free to contact me anytime :)
 
 -Original Message-
 From: gamers-boun...@audyssey.org
 [mailto:gamers-boun...@audyssey.org]
 On
 Behalf Of Ben
 Sent: Saturday, August 18, 2012 3:18 PM
 To: 'Gamers Discussion list'
 Subject: [Audyssey] a huge swamp issue
 
 Hi all,
 Just want to ask if anyone is having connection trouble with
 the new swamp
 2.8.
 
 
 
 
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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-14 Thread rishi mack
Well that's good. but I think you'd also wana do it in a way that make sence
though. just my thought.

Rishi D Mack
Skype: zmackrishi
Email: cg...@live.com
Feel free to contact me anytime :)
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, August 13, 2012 10:57 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mapping, item collecting and puzzles in games

Hi Rishi,

At this point we are simply pontificating on the realistic aspects
verses the fictional aspects of popular science fiction. I think that
any good science fiction story should strike a decent balance between
the two but that is just my opinion of course.

Cheers!


On 8/13/12, rishi mack cg...@live.com wrote:
 are you basing it on reall live fax? or fiction.

 Rishi D Mack
 Skype: zmackrishi
 Email: cg...@live.com
 Feel free to contact me anytime :)

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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-13 Thread rishi mack
but I think if you do check it guys, magical items links to each others
which turns out to be the same orsimular. with different side effects. like
a horcrux is use to separate souls. I think in mid evle times in stories I
came across somethings that works well but it had a different name. but how
this one works. is that it can separate your soul. but when you destroy it,
your soul murges back to 1. that peace murges back with your original. there
was even a spell. but I can't remember where  I read that. and this one.
flame thrower. flame blast, is the same thing? just  flame blast is much
bigger. just trying to draw a reference between them. so like in space you
can look for a item call it something else, with different side effects and
effect, and give it a  different name look and shape. communicators, walki
talky phones skype, and those other technoligies  is verry different yet
brings you the same resaults in different ways. to talk or communicate with
each other.


Rishi D Mack
Skype: zmackrishi
Email: cg...@live.com
Feel free to contact me anytime :)

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, August 13, 2012 6:49 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mapping, item collecting and puzzles in games

Hi Dark,

The term Dark Lord is pretty generic all things considered. Darth
Vader, for example, is nothing like Voldemort and Sauron yet like many
Sith Lords is given the title Dark Lord. So that in of itself is too
generic to be considered a parallel between stories.

Ditto for magic items. Fantasy stories usually have some kind of magic
item that is considered to be evil or will make the user evil over
time. It really comes back to that old belief that absolute power
corrupts a person absolutely. Its one of those moral lessons that has
been passed down from generation to generation through story form.

Cheers!

On 8/13/12, dark d...@xgam.org wrote:
 I agree on tolkien being the ultimate in fantasy literature and world
 creation, though again with the horcrux and the ring I don't think there
is

 really a paralell, sinse both are part of the more general concept of
 dangerous magical objects with some degree of sentiencewhich this goes
right

 back to griek or naus mythology.

 Indeed, Nordic myths had the ring of the neibelung (sorry if I'm mangling
 spelling), which was not Richard vargna's invention, and griek myths had
the

 ring of gorgias, a ring that would make it's wearer invisible and thus
 outside of all moral responsability, so would be bound to corrupt them.

 So Again, both tolkien's ring and the idea of a horcrux I see more
 asvariations on a central concept, than direct copies of anything.

 Likewise, both voldemort and sauron use the title the dark lord (as in
 fact does morgoth in the silmarillion), but neither can be said to be a
copy

 sinse that title is more a general description of a powerfull evil ruler,
 and the two characters are extremely different.

 if however someone wrote a book with a dark lord who lived in a black
tower,

 was never seen and most of who's power was contained in a magical object
 that he was searching for, or a dark lord who was an undead sorcerer who's
 soul had been split into peaces,  well then you could probably say
 originality was lacking.

 Beware the Grue!

 Dark.


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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-13 Thread rishi mack
are you basing it on reall live fax? or fiction.

Rishi D Mack
Skype: zmackrishi
Email: cg...@live.com
Feel free to contact me anytime :)

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, August 13, 2012 7:52 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mapping, item collecting and puzzles in games

Hi Dark,

Sure, that makes a lot of sense. There is no saying our group of space
explorers have to come from a galactic federation at all, nor that the
motivation of our space explorers is necessarily nobel. All we have to
do is look into our own history to see exploration has always been
about the acquisition of wealth rather than the desire to explore the
unknown.

When Columbus set sail in 1492 he and his fleet were looking for a
shortcut from Spain to India by sailing west instead of east. The
entire motivation of that exploration wasn't  to explore the frontiers
of the new world but were solely based on saving money on trade
between Spain and India, China, and other countries in Asia. Otherwise
they wouldn't have bothered sending the expedition west to North and
South America.

Those who followed Columbus had even less nobel intentions. As we know
the Spanish conquistadors raided South America and slaughtered
millions of natives while looting them of their gold, their lands, and
just about anything else they could get their bloody hands on.

The French settled in Canada mainly to capture furs and ship them back
to France for clothing while the English settled in  places like
Virginia to grow tobacco  and cotton and have it shipped back to
England. No matter how you look at it what we think of as North and
South America today were simply there to be plundered by whatever
country happened to mount an expedition into the new world. There were
no idealistic or nobel ideas of exploring these undiscovered
continents for the sake of exploring them.  They were simply a way for
this or that kingdom to make more wealth. Nothing more and nothing
less.

I think when we look at the problems confronting today's societies the
motivation for people to colonize Mars or any other planet will be
based on looking for more natural resources of some kind or another.
We now have something like 6.5 billion people living on the earth and
land is becoming scarce in some countries. Here in the U.S.A. While
the great planes is still largely unsettled traditional farmland like
in Ohio is rapidly shrinking as farms are sold off to expand the
cities, towns, and build new residential areas. Sooner or later
humanity is going to run out of space and natural resources. We will
either have to kill off each other fighting for what resources remain,
or will have to mount some kind of space exploration to find another
planet to use. It may begin as a scientific expedition mounted by NASA
or some other scientific agency, but make no mistake the pioneers will
probably be no different from those who settled Canada, the United
States, and South America.

As far as Lost in Space it actually didn't start out as a story of
exploration. It was suppose to be a journey from Earth to Alpha
Sentori. However, thanks to sabotage from Dr. Smith  the Jupiter II
was flown off course and the Robinson family were lost in space.
Unfortunately, more than half the series was spent grounded on one
planet or another rather than out exploring space or trying to find a
way home.

If we have to use a sci-fi series as a model I think Space 1999 is the
best option. According to the pilot a nuclear war causes the moon to
be knocked out in space and of course it ends up having a Star Trek
feel with the crew of Moon Base Alpha exploring space as though they
were on a deep space exploration mission on a ship rather than the
moon set adrift. In one way it was like Star Trek with the crew
exploring space week after week. In another it was totally different
because it was set in more contemporary times,  their exploration
began by accident, and they had no way home. Their only option was to
find a world to settle on that was close enough to Earth to be their
new home.

Something else that made the story work from a sci-fi point of view is
the aliens they encountered had more advanced technology. While the
crew of Moon Base Alpha cared guns, flew around in rocket ships,and
were using 1999 technology the aliens had UFOs, laser weapons,  and
were hundreds of years ahead of us in technology. it really gave it a
more  unique feel than some high tech group of humans exploring  space
and discovering Klingons, Romulans, Vulcans, etc at the same level of
evolution and technology we were.

Cheers!


On 8/13/12, dark d...@xgam.org wrote:
 Hi Tom.

 To me, the simple idea of a ship flying through space on an exploration
 mission is not directly startrek related, provided the ship, universe,
 characters and aliens are different ones.

 For example, the series lost in space involved a family of 

Re: [Audyssey] FTL in games

2012-08-13 Thread rishi mack
If you guys  like, look at this game called fed 2. federation 2 mud game.
google it  I don't have the link on this pc. but it's a space game.  see if
you like those. it's nice, but I don't know.

Rishi D Mack
Skype: zmackrishi
Email: cg...@live.com
Feel free to contact me anytime :)

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Monday, August 13, 2012 2:06 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] FTL in games

I really like that idea.

as I said earlier, for me compatibility with current science doesn't matter 
as much, because current science may well change in the future. The atom for

instance was thought for hundreds of years to be the smallest basic unit of 
matter, indeed atom means uncuttable, but now we know that not to be the 
case, and all I've found out about the current state of theoretical physics 
suggests there is even more we don't! know, such as the properties of 
neutrinos, and a lot about the quantum state of quarks.

As I said, for me consistancy is a more serious matter, having an 
understandable system that will provide limit to the setting and mechanics, 
and this sounds like a great idea, plus, from a mud perspective it also 
means you can freely use single sized mud rooms to represent different units

of space, eg, one jump and your in intersteller space, another your on the 
outskirts of a system, another your in the system itself, one more your 
landing on a planet, thus the physical distance the player traverses with 
each jump altering even though the commands the player in puts will not.

Beware the grue!

Dark. 


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Re: [Audyssey] FTL in games

2012-08-13 Thread rishi mack
my same opinian

Rishi D Mack
Skype: zmackrishi
Email: cg...@live.com
Feel free to contact me anytime :)
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Darren Harris
Sent: Monday, August 13, 2012 4:06 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] FTL in games

Hi,

I've played fed2, it's ok but it's a bit too structured for my liking. For
example, if I wanted to be a currier for 6 months etc then I couldn't. or
work towards a given task. Personally if i play a space game I like it to be
free and open ended. Ok core exiles is lvl unlockable but apart from that
it's totally free in terms of how you play 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of rishi mack
Sent: 13 August 2012 20:56
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] FTL in games

If you guys  like, look at this game called fed 2. federation 2 mud game.
google it  I don't have the link on this pc. but it's a space game.  see if
you like those. it's nice, but I don't know.

Rishi D Mack
Skype: zmackrishi
Email: cg...@live.com
Feel free to contact me anytime :)

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Monday, August 13, 2012 2:06 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] FTL in games

I really like that idea.

as I said earlier, for me compatibility with current science doesn't matter 
as much, because current science may well change in the future. The atom for

instance was thought for hundreds of years to be the smallest basic unit of 
matter, indeed atom means uncuttable, but now we know that not to be the 
case, and all I've found out about the current state of theoretical physics 
suggests there is even more we don't! know, such as the properties of 
neutrinos, and a lot about the quantum state of quarks.

As I said, for me consistancy is a more serious matter, having an 
understandable system that will provide limit to the setting and mechanics, 
and this sounds like a great idea, plus, from a mud perspective it also 
means you can freely use single sized mud rooms to represent different units

of space, eg, one jump and your in intersteller space, another your on the 
outskirts of a system, another your in the system itself, one more your 
landing on a planet, thus the physical distance the player traverses with 
each jump altering even though the commands the player in puts will not.

Beware the grue!

Dark. 


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Re: [Audyssey] cyberassault updates and announcement

2012-08-13 Thread rishi mack
how can I play this?

Rishi D Mack
Skype: zmackrishi
Email: cg...@live.com
Feel free to contact me anytime :)

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Nick Helms
Sent: Monday, August 13, 2012 4:22 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] cyberassault updates and announcement

Is there a soundpack available for this? Also, are there any resources
available for new players? I've been thinking of giving this game a go
for a while now, I'm just not sure of what's available.

On 8/13/12, dan cook dan.sc...@gmail.com wrote:
 well, thanks to you, i'm back on there and honestly cant remember why
 i left in the first place.
 think it was something to do with losing the info though.

 On 8/10/12, Johnny Tai johnnyti...@shaw.ca wrote:
 Howdy folks; Since our July 4th event turned out so well, we've decided
 to
 add a few global events that's similar to the alien invasion hosted for
 that
 week.
 Now in addition to the original token and lightsaber global events, the
 mud
 will randomly generate invasion forces for players who are brave of heart
 to
 deal with.
 Currently there is two major global events:
 The smaller one is a tyranid invasion which takes place every hour or so.
 This event is friendly to people between level 10 to 40, and when it is
 on
 there are unique quests and equipments available- not to mention the
 tokens
 one get from these quests can later be exchanged for elite quest items!

 The second, larger event is similar to that.
 Every so often, enemies from other worlds will attempt to gain entry into
 this universe via time rifts opening in various zones. Players must find
 these rifts, close them, and deal with the invading enemies.
 Crystal shards drop randomly during this event, and can be collected to
 later be changed for questpoints, xp, and quest items.

 Also New:
 Three high level areas have just opened, one of which is based off the
 Fifth
 Element movie.
 There have also been various area updates:
 The low level Neo-Chicago zone has been fixed up, with new quests and
 equipments available.
 The terminator area has been expanded, with various high level items
 added
 and new fames to be had.

 Coming soon:
 Player housing that saves all your equipments and decorations, player
 owned
 shops and gangs, vehicles complete with GPS systems, and crafting.

 Come join us...things are happening on
 cyberassault.org
 port 1
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-- 
Nick Helms
P.L.U.R.

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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-12 Thread rishi mack
Well,  That I can work with. not really a fan of PVP most of the times. so
if you guys need any help with sounds, ideas,  or just running through some
ideas, I can brainstorm with you guysanyway.

Rishi D Mack
Skype: zmackrishi
Email: cg...@live.com
Feel free to contact me anytime :)
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Sunday, August 12, 2012 2:17 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mapping, item collecting and puzzles in games

Hi Rishi,

Absolutely not. What Dark and I are discussing is the creation of a
fully developed, well thought out roll playing game, that would be a
stand alone program. Dark and I are both interested in a science
fiction roll playing game that has a large explorable world or
universe from the point of view of a single player. A mud fits neither
requirement because its not a stand alone application, and many muds
require some kind of pvp interaction which goes against our personal
preferences.

Cheers!


On 8/11/12, rishi mack cg...@live.com wrote:
 Are you guys talking about MUD or which

 Rishi D Mack
 Skype: zmackrishi
 Email: cg...@live.com
 Feel free to contact me anytime :)


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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-11 Thread rishi mack
I think that's a good idea. and do you know like metroid, or let's say
Zelda for example. just like you move around  on there.  swamp has that same
layout for moving around. just it's a shooting game. not a adventure game. I
think also, if you were to do a Zelda, it'll work. or even  if you guys hurd
about  double O7, that can work with that kind of programming that was used
in swamp... amd you can even add PKP in it. for 1/2/3/4 players. if not
hosted on a server,  you can do it like  how they made topspeed and let
someone host a server for  multiplayer. but I think these are some good idea
to improve gamaplay for the blind. and if you're using graphs, which is good
too so sighted can play... If I knew what kind of programming swamp needed
and if I could get set up with the rite tools, I could check it out too
learn to do that. maby you never know I can come up with some stuff too...
but yup...

Rishi D Mack
Skype: zmackrishi
Email: cg...@live.com
Feel free to contact me anytime :)
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Wednesday, August 08, 2012 11:37 AM
To: Gamers@audyssey.org
Subject: [Audyssey] Mapping, item collecting and puzzles in games

i was just watching a lets play of metroid Zero mission, the gameboy
advanced remake of the original metroid game, when it occurred to me that
there are a couple of very simple additions that audio games could cinclude
which would greatly enhance gameplay, additions that made games like zelda
and the metroid series famous. 

Ignoring the 2D aspect (which we've discussed before), there is the basic
formular of such games, a formular that would translate just as well into
for instance an fps game. Your in a large, freely explorable maze full of
monsters. you have one infinitely useable main weapon (the metroid gun or
Link's sword in the Zelda games), which starts off comparatively weak. As
you progress through the maze you will come to areas which you cannot pass
without a given item, and items which you can use to pass certain areas,
 often requiring you to take note of areas you've passed and go back. 

oh, so that special gun upgrade blows up brick walls,  now where did I
pass a brick wall before? 

So collecting these key items and using them to expand the parts of the maze
you can get to forms the bulk of the game,  especially sinse of course
there are large and nasty boss monster to be killed along the way.

In addition to your main weapon, You also have some limited use more
powerfull items, and scattered around the maze are expantion packs for those
items, items that let you hold more energy when you start, items that let
you have more amo for limited use items etc. 

These expantions are scattered around the maze, often in far out of the way
places requiring lots of exploring to find, and it's fully expected that a
player won't find all of them on their first run through the game. 

All of these items are in fixed places rather than appearing at random,
sinse it is the players' ability to systematically explore the maze, perhaps
passing puzzles along the way that will determine how many expantion items
she/he collects, perhaps with a reward for collecting all of them, making
this a game where you have to try, and learn, and progress, rather than wait
to be randomly lucky with a monster drop for your items.

An engine like that employed in shades of doom could well include these
sorts of gameplay elements, indeed there's no reason why they haven't been
used in an audio game thus far, accept that from what I can gather the fps
titles we've had have tended to be based on randomly occurring items and
fast action, rather than acquiring more and more items and making your
character more powerful as time passes, which is a shame, sinse the
exploration formular is one which is hugely rewarding to play. 

the only audio games I think that have come close to this sort of formular
are Airic the clerric (though I don't think Airik had any none usefull items
or expantions to collect that weren't really part of the progression of the
game), sarah, (though there you didn't really grow more powerfull rather
than complete puzzles), and I believe kurt wolf. 

But perhaps this is something Phil, Tom, Aprone,  and other of our devs
could considder as a design point,  sinse if the game has many items and
a complex map structure, exploration and gradual acquisition of both key
items and items providing extra power can actually be as much if not more
fun than randomly occurring ones. 

All the best, 

Dark.
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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-11 Thread rishi mack
I think what you should, is like wen someone collects an item, someone has
to wate till it repops to get the item. so like it'll take some time to
repop

Rishi D Mack
Skype: zmackrishi
Email: cg...@live.com
Feel free to contact me anytime :)

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Wednesday, August 08, 2012 12:34 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mapping, item collecting and puzzles in games

The only real problem with this design is the relatively short amount of
time it takes players to find everything, and then the game loses its re
playability.  Lets, for example, pretend Swamp was filled with these sorts
of keys which were specifically placed and would unlock other specific
areas.  If I were to spend 30 hours linking together 50 items with
locations, naming them, placing them, and actually designing the new map
terrain, I can bet that within a few days 300 players would have already
completed the entire thing.  These players would be waiting on me to add
more.  For every hour I spent adding in new items, I would only be occupying
the players for maybe 3 or 4.

When we use random items that don't unlock new map content, the 50 items can
be created in an hour instead of 30.  The same items can also then be found
and re-found over and over to keep players entertained.  It isn't as much
fun, there is no doubt about that, but it's an unfortunate compromise in the
battle between developer effort verses hours of player enjoyment.

 i was just watching a lets play of
 metroid Zero mission, the gameboy advanced remake of the
 original metroid game, when it occurred to me that there are
 a couple of very simple additions that audio games could
 cinclude which would greatly enhance gameplay, additions
 that made games like zelda and the metroid series famous. 
 
 Ignoring the 2D aspect (which we've discussed before), there
 is the basic formular of such games, a formular that would
 translate just as well into for instance an fps game. Your
 in a large, freely explorable maze full of monsters. you
 have one infinitely useable main weapon (the metroid gun or
 Link's sword in the Zelda games), which starts off
 comparatively weak. As you progress through the maze you
 will come to areas which you cannot pass without a given
 item, and items which you can use to pass certain areas,
  often requiring you to take note of areas you've passed
 and go back. 
 
 oh, so that special gun upgrade blows up brick walls, 
 now where did I pass a brick wall before? 
 
 So collecting these key items and using them to expand the
 parts of the maze you can get to forms the bulk of the game,
  especially sinse of course there are large and nasty
 boss monster to be killed along the way.
 
 In addition to your main weapon, You also have some limited
 use more powerfull items, and scattered around the maze are
 expantion packs for those items, items that let you hold
 more energy when you start, items that let you have more amo
 for limited use items etc. 
 
 These expantions are scattered around the maze, often in far
 out of the way places requiring lots of exploring to find,
 and it's fully expected that a player won't find all of them
 on their first run through the game. 
 
 All of these items are in fixed places rather than appearing
 at random, sinse it is the players' ability to
 systematically explore the maze, perhaps passing puzzles
 along the way that will determine how many expantion items
 she/he collects, perhaps with a reward for collecting all of
 them, making this a game where you have to try, and learn,
 and progress, rather than wait to be randomly lucky with a
 monster drop for your items.
 
 An engine like that employed in shades of doom could well
 include these sorts of gameplay elements, indeed there's no
 reason why they haven't been used in an audio game thus far,
 accept that from what I can gather the fps titles we've had
 have tended to be based on randomly occurring items and fast
 action, rather than acquiring more and more items and making
 your character more powerful as time passes, which is a
 shame, sinse the exploration formular is one which is hugely
 rewarding to play. 
 
 the only audio games I think that have come close to this
 sort of formular are Airic the clerric (though I don't think
 Airik had any none usefull items or expantions to collect
 that weren't really part of the progression of the game),
 sarah, (though there you didn't really grow more powerfull
 rather than complete puzzles), and I believe kurt wolf. 
 
 But perhaps this is something Phil, Tom, Aprone,  and
 other of our devs could considder as a design point, 
 sinse if the game has many items and a complex map
 structure, exploration and gradual acquisition of both key
 items and items providing extra power can actually be as
 much if not more fun than randomly occurring ones. 
 
 All the 

Re: [Audyssey] Alteraeon frustration! cannot escape

2012-08-11 Thread rishi mack
did you get through? if not. did you try recall?

Rishi D Mack
Skype: zmackrishi
Email: cg...@live.com
Feel free to contact me anytime :)

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Wednesday, August 08, 2012 1:54 PM
To: Gamers@audyssey.org
Subject: [Audyssey] Alteraeon frustration! cannot escape

I was wandering the marsh on north arcase, just trying to get those last few
rooms and the final explorer point, when suddenly bam! I run into a fight
with about a bazillian marsh elders. Despite being slightly higher level for
the area, they slaughtered me in no short order. 

When I became aware of this I started typing run run run run, but kept
getting you couldn't escape! 

This isn't the first time this has happened, but frankly frustrates me,
sinse now, after the couple of hours I spent playing this after noon, I have
less xp than I started with! I admit this might've been partly my fault for
not using dancing light sand checking every single room i walked into, 
but why can't the run command work properly? It's situations like this that
just make me feel frustrated with the game and incline me not to play. 

I have retreat, but that does no good at all. Why won't run work properly?Is
this something that needs to be fixed, or have I just not learnt a command
that is particularly usefull in these situations,  or indeed is stealth
the only option meaning my current character setup is pretty useless sinse
I've got thief as my 4th class. 

Any advice or opinions would be appreciated, sinse this was really!
annoying.

Beware the grue! 

Dark.
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Re: [Audyssey] Alteraeon frustration! cannot escape

2012-08-11 Thread rishi mack
so you're gana have to build back up your  xp? or they  fixing you up with
it.

Rishi D Mack
Skype: zmackrishi
Email: cg...@live.com
Feel free to contact me anytime :)

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Wednesday, August 08, 2012 6:22 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Alteraeon frustration! cannot escape

Thanks dennis.

While losing those three million or so xp is a little irritaiting, I do 
appreciate knowing that it was an error in the game not an error in my 
character, and that I'll be able to fully explore the marsh later on,   
and maybe give the marsh elders what for at the same time :D.

All the best,

Dark.
- Original Message - 
From: Dennis Towne s...@xirr.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, August 08, 2012 8:55 PM
Subject: Re: [Audyssey] Alteraeon frustration! cannot escape


 Dark,

 Unfortunately, you got caught by an ancient area that didn't get
 completely updated to current standards.  The run command didn't work
 because those marsh elder rooms were flagged noflee, which makes run
 impossible.  I've unflagged the rooms and adjusted the number of
 elders so they won't form such huge groups.

 I know that's cold comfort to you right now, but it should help future
 explorers and make the area more appropriate for its level.  Thanks
 for the bug report.

 Dennis Towne

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


 On Wed, Aug 8, 2012 at 1:54 PM, dark d...@xgam.org wrote:
 I was wandering the marsh on north arcase, just trying to get those last 
 few rooms and the final explorer point, when suddenly bam! I run into a 
 fight with about a bazillian marsh elders. Despite being slightly higher 
 level for the area, they slaughtered me in no short order.

 When I became aware of this I started typing run run run run, but kept 
 getting you couldn't escape!

 This isn't the first time this has happened, but frankly frustrates me, 
 sinse now, after the couple of hours I spent playing this after noon, I 
 have less xp than I started with! I admit this might've been partly my 
 fault for not using dancing light sand checking every single room i 
 walked into,  but why can't the run command work properly? It's 
 situations like this that just make me feel frustrated with the game and 
 incline me not to play.

 I have retreat, but that does no good at all. Why won't run work 
 properly?Is this something that needs to be fixed, or have I just not 
 learnt a command that is particularly usefull in these situations,   
 or indeed is stealth the only option meaning my current character setup 
 is pretty useless sinse I've got thief as my 4th class.

 Any advice or opinions would be appreciated, sinse this was really! 
 annoying.

 Beware the grue!

 Dark.

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Re: [Audyssey] FW: Mapping, item collecting and puzzles in games

2012-08-11 Thread rishi mack
I agree

Rishi D Mack
Skype: zmackrishi
Email: cg...@live.com
Feel free to contact me anytime :)

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Thursday, August 09, 2012 5:42 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] FW: Mapping, item collecting and puzzles in games

I rest my case.

it actually irritates me, sinse if there was a none pvp option I'd love to 
try miriani for the exploring, fighting aliens , space flight and such, but 
I don't want to be in a game where all my hard work can be destroyed just 
because some ultra powerfull player sees me and is having a bad day.

Sinse I'm! not interested in attacking others, I don't see why they should 
be allowed to ruin my game by attacking me.

Sadly, this seems to go for all the space muds, which is again why core 
exiles with it's zero pvp is fantastic, (I don't really count mech combat, 
sinse it's more of a sport or a minigame and has no affect on anything else,

plus is entirely voluntary anyway).

Beware the grue!

Dark. 


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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-11 Thread rishi mack
Are you guys talking about MUD or which

Rishi D Mack
Skype: zmackrishi
Email: cg...@live.com
Feel free to contact me anytime :)

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Friday, August 10, 2012 12:40 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mapping, item collecting and puzzles in games

Hi Dark,

So true. We are definitely lacking in good science fiction text
adventures as well as roll playing games. As a huge fan of science
fiction I'd love to see a text based roll playing game with hundreds
of planets, space stations, aliens, and high tech gadgets to explore.
That would totally rock.

The heck of it is if someone doesn't mind using copyrighted materials
there are plenty of popular series to choose from including: Star
Trek, Star Wars, Babylon 5, Battlestar Galactica, Star Gate, etc just
for starts. If someone doesn't want to step on any toes by using
copyrighted materials its not that hard to take a concept like Star
Trek and modify it for someone's purposes. I've done it myself for a
number of creative writing courses, and all it takes is a bit of
imagination.

Instead of the United Federation of Planets a person could call it the
United Republic of Planets or Republic for short. Instead of warp
drive a person could call it something generic like star drive.
Instead of transporters a person could call them teleporters which is
so generic no one can claim copyright of the idea. On and on I could
go. Its really not that difficult to modify an existing idea and make
it work for a decent roll playing game, but as yet no one has stepped
up to the plate and worked on such a game.

Cheers!


On 8/9/12, dark d...@xgam.org wrote:
 yep darren that would rock, though to be absolutely honest multiplayer
just

 doesn't interest me in games that much.

 I will say the ce community are a great bunch of people and I do make the
 most out of trading, ndeed they're probably the nicest community I've seen
 in a multiplayer game, which is probably a direct result of Ce attracting
 players who aren't! interested in pvp.

 All that being said, really the only reason I play multiplayer games like
Ce

 or muds like alter is for what I can get out of them single player, indeed
I

 suspect that if I had sufficient vision I'd be playing nothing but! main
 stream single player games like diablow or the star trek stratogy games,
and

 wouldn't bother with multiplayer at all.

 it's actually a shame nobody has yet developed a large and complete enough
 text rpg system to offer open ended space exploration,  or come to
that,

 a real space flight action adventure game with proper navigation and
freedom

 of control similar to the old classic elite.

 Then again even in the fantasy setting, text rpgs are still pretty thin on
 the ground.

 Beware the Grue!

 Dark.


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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-11 Thread rishi mack
Something like miriani are you looking for?

Rishi D Mack
Skype: zmackrishi
Email: cg...@live.com
Feel free to contact me anytime :)

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Friday, August 10, 2012 12:40 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mapping, item collecting and puzzles in games

Hi Dark,

So true. We are definitely lacking in good science fiction text
adventures as well as roll playing games. As a huge fan of science
fiction I'd love to see a text based roll playing game with hundreds
of planets, space stations, aliens, and high tech gadgets to explore.
That would totally rock.

The heck of it is if someone doesn't mind using copyrighted materials
there are plenty of popular series to choose from including: Star
Trek, Star Wars, Babylon 5, Battlestar Galactica, Star Gate, etc just
for starts. If someone doesn't want to step on any toes by using
copyrighted materials its not that hard to take a concept like Star
Trek and modify it for someone's purposes. I've done it myself for a
number of creative writing courses, and all it takes is a bit of
imagination.

Instead of the United Federation of Planets a person could call it the
United Republic of Planets or Republic for short. Instead of warp
drive a person could call it something generic like star drive.
Instead of transporters a person could call them teleporters which is
so generic no one can claim copyright of the idea. On and on I could
go. Its really not that difficult to modify an existing idea and make
it work for a decent roll playing game, but as yet no one has stepped
up to the plate and worked on such a game.

Cheers!


On 8/9/12, dark d...@xgam.org wrote:
 yep darren that would rock, though to be absolutely honest multiplayer
just

 doesn't interest me in games that much.

 I will say the ce community are a great bunch of people and I do make the
 most out of trading, ndeed they're probably the nicest community I've seen
 in a multiplayer game, which is probably a direct result of Ce attracting
 players who aren't! interested in pvp.

 All that being said, really the only reason I play multiplayer games like
Ce

 or muds like alter is for what I can get out of them single player, indeed
I

 suspect that if I had sufficient vision I'd be playing nothing but! main
 stream single player games like diablow or the star trek stratogy games,
and

 wouldn't bother with multiplayer at all.

 it's actually a shame nobody has yet developed a large and complete enough
 text rpg system to offer open ended space exploration,  or come to
that,

 a real space flight action adventure game with proper navigation and
freedom

 of control similar to the old classic elite.

 Then again even in the fantasy setting, text rpgs are still pretty thin on
 the ground.

 Beware the Grue!

 Dark.


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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-11 Thread rishi mack
anyone interested in a rpg game bassed on lambda can let me know I'd like
some help on one.

Rishi D Mack
Skype: zmackrishi
Email: cg...@live.com
Feel free to contact me anytime :)

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Friday, August 10, 2012 8:22 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mapping, item collecting and puzzles in games

HI Dark,

Well, you certainly raise some good points here. I agree something
original would certainly be preferable  than a Star Trek knock-off. I
was merely pointing out that one wouldn't have to invent everything
from scratch if they used a template. However, for myself I probably
wouldn't try to copy Star Trek for the same reasons as you gave below.
Namely that it would look like a cheap knock-off and therefore
wouldn't be as satisfying as really exploring strange new worlds, too
seek out new life, too seek out new civilizations, and to go where no
man has gone before. Sorry, just had to say that. Lol!

Anyway, I have to agree with you on the fact that Star Trek tends to
be too idealistic and the Federation is often represented as some kind
of future utopian society. For one thing I personally feel such a view
of humanity is completely unrealistic, and from a gaming point of view
doesn't have enough intrigue to keep the gamer interested in the
storyline. If we populate the galaxy with hundreds of worlds, hundreds
of races, all with their own interests and beliefs then that gives the
game much more room to grow and expand. Especially, since we have more
freedom to create each of our alien races from scratch.

The problem with Star Trek is, as you pointed out, that most of them
are very human looking. The reason for that is simple enough. Its
called money.

From what I understand back in the mid 1960's when Star Trek was being
created Dessy Lu gave the Star Trek production staff a limited budget
to work with. Since costumes and special effects were extremely
expensive they always found ways to cut corners on production costs.
The easiest way they could do that is by giving the Vulcans, Romulans,
and Klingons pointed ears and a different set of clothing. Really
really cheap aliens to be sure.

Problem is 20 years later when Next Generation came along they had a
lot bigger budget from Paramount Television, but all the known alien
races like Vulcans and Romulans were set in that 1960's  style of
humans with really pointed ears. The only aliens that had a dramatic
make over was the Klingons which got a new ridge on their foreheads,
pointed teeth, longer hair, and beards. They looked more alien than
their 60's counterparts, but were still pretty human looking.

Point being that practically from the day shooting began Star Trek's
aliens were a victim of budgetary concerns. While there have been some
alien looking aliens throughout the later series the fact of the
matter is the more human looking races were used primarily to cut
production costs down.

Fortunately, for us we don't have that problem. Since our game will be
primarily text it costs us nothing but a little time to describe a
totally unique creature that is more alien than any television show or
movie would. Plus since we aren't concerned with Class M planets we
can create worlds with a totally different environment than our own
that would be truly alien. What such a world and its aliens would look
like I don't know off the top of my head, but I'm sure I'd have fun
thinking up such a totally new concept from scratch.

Cheers!


On 8/10/12, dark d...@xgam.org wrote:
 Hi Tom.
 I agree that we need more sf games, but I'm afraid I disagree that
modifying

 existing fiction is intrinsically a good idea.

 For instance, if I was playing a game in which you were captain cook of
the

 star ship endeaver, exploring planets on behalf of the union of
confederated

 worlds, encountering races such as the war like Kringor and the cunning
 rymans, it would just feel like a cheap copy to me, and indeed the
 similarity to existing material would make it feel unoriginal.

 Rather, I'd love to see a game that used basic sf concepts, eg, travel
 through hyper space, alien races etc, to tell a new story, and give us
 something to explore that we haven't seen before.

 For instance, in startrek the federation is sort of the goodie two shoes
of

 the galaxy,  what would happen if the federation were a bit more like
a

 real human country, ie, mostly out for their own interests. While Babylon
5

 explored this idea, babylon 5 also had humans as one of the five or so
major

 powers,  well what would happen if humans weren't! a major power, but
 comparatively miner in scale, perhaps being employed as mercenaries or
pawns

 in alien wars.

 Also, where do humans get! the technology able to fly through space, 
 perhaps it's alien in origin to begin with.

 The heechee novels by fredrich pohl (or at least the first two), for
 

Re: [Audyssey] Quest and Informer.

2012-07-19 Thread rishi mack
what is informe?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Thursday, July 19, 2012 10:07 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Quest and Informer.

Hi Ben,

Everything you need to begin using Inform can be found at
http://www.inform7.com
including books, tutorials, and the Inform 7 developer tools for
various platforms.

On 7/19/12, Ben gamehead...@aol.co.uk wrote:
 Where can i get inform 7 from tom? i'm having one of my lazy days i'm
 afraid, and i can't be bothered to google it. :d

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Re: [Audyssey] swamp: strip mall recording is ready

2012-07-12 Thread rishi mack
Got you. added you


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Wednesday, July 11, 2012 3:12 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] swamp: strip mall recording is ready

My skype name is jkaldobsky.  I don't mind if people add me.

 lol silly you I maby perberbly bly,
 bly, blybly lol. have some stuff you
 mite like. and oh  what's your skype name if you don't
 mind me adding you...
 you can send it to me privately if you want. I don't
 mind  if anyone addes
 me.
 my skype is zmackrishi and rdmsstudio1 both account I use
 zmackrishi when im
 on my laptop and rdmsstudio1 on my phone


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Re: [Audyssey] swamp: strip mall recording is ready

2012-07-10 Thread rishi mack
does anyone know where I can get a hold of the owner of this game? I didn't
see a contact on the page

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Scott Chesworth
Sent: Sunday, July 08, 2012 9:10 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] swamp: strip mall recording is ready

Hey John,

Just a quick note to say thanks heaps for the Swamp recordings you've
done so far. As a humble level 15, every one helps here man! Those,
and exploring the maps offline from time to time.

Cheers
Scott

On 7/7/12, john jpcarnemo...@comcast.net wrote:
 Once you've played through the map a couple times I find that the
 turns become mostly second nature. It's just a matter of getting
 through those few times.

 John.

 - Original Message -
 From: Reinhard Stebner raydar11...@yahoo.com
 To: 'Gamers Discussion list' gamers@audyssey.org
 Date sent: Sat, 7 Jul 2012 15:38:42 -0400
 Subject: Re: [Audyssey] swamp: strip mall recording is ready

 Thank you for this recording. This was interesting and useful. I
 guess the
 one thing that I find most frustrating about this game is know
 how to
 navigate (where to turn and such).

 -Original Message-
 From: gamers-boun...@audyssey.org
 [mailto:gamers-boun...@audyssey.org] On
 Behalf Of john
 Sent: Saturday, July 07, 2012 2:02 PM
 To: gamers
 Subject: [Audyssey] swamp: strip mall recording is ready

 The link for the mall walkthrough is:
 https://dl.dropbox.com/u/85682400/swamp%20mall%20podcast.mp3


 As usual, all swamp related files with discriptions  are at:
 https://dl.dropbox.com/u/85682400/swamp%20links.txt

 Enjoy.

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Re: [Audyssey] Swamp version 2.7

2012-07-10 Thread rishi mack
oh hi. there you are if this is you the person who owns swamp.  if you want,
send it my way and I can bundle it up in an installation file for you if you
want. and you won't need to have to install that then extract patch and all
that.  it'll be more easy.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Sunday, July 08, 2012 3:24 PM
To: audyssey
Subject: [Audyssey] Swamp version 2.7

Version 2.7 is posted but I have not yet uploaded the entire game as a zip.
People who already have version 2.6 or 2.6b can download this very small
patch to upgrade themselves to 2.7.

[url=http://www.kaldobsky.com/audiogames/SwampPatch.zip]www.kaldobsky.com/au
diogames/SwampPatch.zip[/url]
Patch to update version 2.6 or 2.6b to version 2.7 (2 MB) Last updated
7-8-12 at 3:18pm EST.

Changes from version 2.6b to 2.7
-

- Accounts that have not been played in 2 months are subject to deletion, to
make room for new players.  I've been deleting old accounts that were 5 or 6
months old, but we are running out of those so I'm raising the bar.  As of
7/1/2012 at 6:00pm we appear to have 1269 unique players and 1921
characters!
- The where command has been added.  Type /where followed by a player's name
and the game will tell you where they are.
- The pwchange command has been added.  If you currently hate your password,
type /pwchange followed by your current password and then the new password
you want to have.  Don't forget your new password since I still didn't put
in a way to retrieve lost passwords.
- The pwchange command was adjusted to prevent people from assigning
password that are too long to enter from the main log-in menu.
- Tired of wondering if a new mission is being led?  The commands /Alert ON
and /Alert Off have been added.  Turning alerts on will notify you whenever
someone is leading a new mission.  Turn the alerts back off if the messages
begin to annoy you, haha.
- The types of zombies that you encounter on map 3 has been adjusted.  Some
types will show up more often now, and others will show up less.
- The typo that broke the /channel command has been fixed.
- An official Japanese channel has been added, after being requested by our
growing number of Japanese players.
- Added in new code for handling inventory and character transfer between
the server and client.  I think this will help solve the issues where some
higher level players must try to connect over and over before it finally
lets them in.
- Wind sounds have been added to the multi1, multi2, and sub2 maps.
- Fire that was already present in the maps, has now been updated to cause
burn damage like how it does in the new warehouse.
- Forts have been added in preparation for the new content that will
hopefully be added soon.
- Fixed several small bugs.
- Rearranged the message which lists the players currently online.  Before
listing the names, it will list the number of players on the current map and
in other areas.
- Adjusted the border of the outpost in map 3.  It was giving some players
some trouble entering the outpost menu.
- The AA12 and M240 guns have been added.  They can only be found on map 3.

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Re: [Audyssey] swamp: strip mall recording is ready

2012-07-10 Thread rishi mack
lol silly you I maby perberbly bly, bly, blybly lol. have some stuff you
mite like. and oh  what's your skype name if you don't mind me adding you...
you can send it to me privately if you want. I don't mind  if anyone addes
me.
my skype is zmackrishi and rdmsstudio1 both account I use zmackrishi when im
on my laptop and rdmsstudio1 on my phone

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Tuesday, July 10, 2012 8:02 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] swamp: strip mall recording is ready

Rishi I have his email address and Skype name.  What did you want to
ask/tell him about?

Lol, it's me by the way.  :)

 does anyone know where I can get a
 hold of the owner of this game? I didn't
 see a contact on the page


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Re: [Audyssey] alter aeon advice needed

2011-10-15 Thread rishi mack
sorry if I'm being late. now getting my msgs for a long time. do autotick 
and it should keep it alive.


--
From: john jpcarnemo...@comcast.net
Sent: Wednesday, October 12, 2011 8:15 AM
To: gamers gamers@audyssey.org
Subject: [Audyssey] alter aeon advice needed


Hi all,
Recently I've been making many minions at a time in alter aeon. 
Unfortunately, whenever I have to leave my computer for an extended period 
of time, the game logs me off. This happens even in remote areas such as 
griphins, quickly costing me soulstones and dragon teeth. I've also lost 
several thousand gold worth of emeralds due to the nosave flag. I'm 
wondering if there is any way to keep the game from logging me off if I 
need to go linkdead for more than ten or fifteen minutes. Any advice or 
tips on this subject would be greatly appreciated.


Thanks,
John.

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