Re: [Audyssey] lunimals query

2011-11-30 Thread dark

Hi Josh.

On lunimals, can you say a bit more about where your stuck? I'm afraid I'm 
afraid I can't remember mission two specifically, was that the one with the 
huge mouse population? there's a very good walkthru by nocturnus, I suggest 
having a listen to that if your stuck.


the link is in the documentation or on the Lunimals entry on audiogames.net.

As to dog who hates toast, well nobody said the game was easy :d.

If your stuck, you just need to start again and practice your memorization 
skills, there's really no other way around I'm afraid.


I must admit, it took me a few goes to finish the game as well.

Beware the grue!

Dark.
- Original Message - 
From: "joseph weakland" 

To: "audyssey games list" 
Sent: Tuesday, November 29, 2011 9:46 PM
Subject: [Audyssey] lunimals query


hello i have a couple of game queries. first how do you complete mission 2 
of lunimals game? second i am stuck on dog who hates toast and i have done 
29 out of 40 tasks. i am stumped on next task. has anyone teat game

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Re: [Audyssey] lunimals query

2011-11-29 Thread joseph weakland

thankd for help:) you'll swell
if i run into any more queries i'll ask

- Original Message - 
From: "Hayden Presley" 

To: "'Gamers Discussion list'" 
Sent: Tuesday, November 29, 2011 10:01 PM
Subject: Re: [Audyssey] lunimals query



Hi,
You want to sell off all of those mice. If you have to, start killing 
the,.

They will serve no good purpose in that mission, I promise youthat.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of joseph weakland
Sent: Tuesday, November 29, 2011 9:18 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] lunimals query

i just made it though mission 2 and started mission 3 where you have to 
get

a rebbit population of 8 for a goal. i tried it but the rabbits died off
before they could reproduce why? can you give tips?

- Original Message - 
From: "Hayden Presley" 

To: "'Gamers Discussion list'" 
Sent: Tuesday, November 29, 2011 6:26 PM
Subject: Re: [Audyssey] lunimals query



Hi,
With regards to mission 2, we cannot help you without knowing where you
are
stuck. On which quest are you  having problems?

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of joseph weakland
Sent: Tuesday, November 29, 2011 3:47 PM
To: audyssey games list
Subject: [Audyssey] lunimals query

hello i have a couple of game queries. first how do you complete mission 
2
of lunimals game? second i am stuck on dog who hates toast and i have 
done

29 out of 40 tasks. i am stumped on next task. has anyone teat game
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Re: [Audyssey] lunimals query

2011-11-29 Thread Hayden Presley
Hi,
You want to sell off all of those mice. If you have to, start killing the,.
They will serve no good purpose in that mission, I promise youthat.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of joseph weakland
Sent: Tuesday, November 29, 2011 9:18 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] lunimals query

i just made it though mission 2 and started mission 3 where you have to get 
a rebbit population of 8 for a goal. i tried it but the rabbits died off 
before they could reproduce why? can you give tips?

- Original Message - 
From: "Hayden Presley" 
To: "'Gamers Discussion list'" 
Sent: Tuesday, November 29, 2011 6:26 PM
Subject: Re: [Audyssey] lunimals query


> Hi,
> With regards to mission 2, we cannot help you without knowing where you 
> are
> stuck. On which quest are you  having problems?
>
> Best Regards,
> Hayden
>
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of joseph weakland
> Sent: Tuesday, November 29, 2011 3:47 PM
> To: audyssey games list
> Subject: [Audyssey] lunimals query
>
> hello i have a couple of game queries. first how do you complete mission 2
> of lunimals game? second i am stuck on dog who hates toast and i have done
> 29 out of 40 tasks. i am stumped on next task. has anyone teat game
> ---
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Re: [Audyssey] lunimals query

2011-11-29 Thread joseph weakland
i just made it though mission 2 and started mission 3 where you have to get 
a rebbit population of 8 for a goal. i tried it but the rabbits died off 
before they could reproduce why? can you give tips?


- Original Message - 
From: "Hayden Presley" 

To: "'Gamers Discussion list'" 
Sent: Tuesday, November 29, 2011 6:26 PM
Subject: Re: [Audyssey] lunimals query



Hi,
With regards to mission 2, we cannot help you without knowing where you 
are

stuck. On which quest are you  having problems?

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of joseph weakland
Sent: Tuesday, November 29, 2011 3:47 PM
To: audyssey games list
Subject: [Audyssey] lunimals query

hello i have a couple of game queries. first how do you complete mission 2
of lunimals game? second i am stuck on dog who hates toast and i have done
29 out of 40 tasks. i am stumped on next task. has anyone teat game
---
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Re: [Audyssey] lunimals query

2011-11-29 Thread Hayden Presley
Hi,
With regards to mission 2, we cannot help you without knowing where you are
stuck. On which quest are you  having problems?

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of joseph weakland
Sent: Tuesday, November 29, 2011 3:47 PM
To: audyssey games list
Subject: [Audyssey] lunimals query

hello i have a couple of game queries. first how do you complete mission 2
of lunimals game? second i am stuck on dog who hates toast and i have done
29 out of 40 tasks. i am stumped on next task. has anyone teat game
---
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[Audyssey] lunimals query

2011-11-29 Thread joseph weakland
hello i have a couple of game queries. first how do you complete mission 2 of 
lunimals game? second i am stuck on dog who hates toast and i have done 29 out 
of 40 tasks. i am stumped on next task. has anyone teat game
---
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Re: [Audyssey] Lunimals mission 10

2011-06-12 Thread Hayden Presley

Hi,
I see most of those making sense, but I don't think that the idea is to 
pamper our visitor with variety; after all, if you were in the wilderness, I 
don't think you'd complain about eating the same thing over and over again.

Best Regards,
Hayden

-
-
From: "Steady Goh" 
Sent: Saturday, June 11, 2011 11:48 PM
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] Lunimals mission 10


Hi Jeremy,
I feel that mission 10 is relatively easier as compared to other missions 
and doesn't take long to complete.
Here are some suggestions you might want to consider adding in to make 
things more difficult for me.
1. Less control over the visiter. he can visit as and when he feels like, 
but if i think it is not the right time then I have to pay to send him 
off. and the price gets higher each time.
2. Get tired of eating the same food every meal and request for more 
variety.

3. Add disasters.
Anyhow, just give me some worrys about money. If it comes very easily, 
anything else won't be a problem.

Once again, thanks for the game.
锦发/Steady Goh
- Original Message - 
From: "Jeremy Kaldobsky" 

To: "Gamers Discussion list" 
Sent: Friday, June 10, 2011 3:02 PM
Subject: Re: [Audyssey] Lunimals version 2.5b



You're quite welcome Steady, and I'm glad you're enjoying the game.

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Re: [Audyssey] Lunimals mission 10

2011-06-12 Thread Hayden Presley

Hi,
I really do not think Mission 10 needs any tweaking...as you said, it is 
dependant on how you played before. I got the idea of multiple predator 
species on different landmasses which made things easier, but that wasn't a 
strategy I was using in earlier missions.

Best Regards,
Hayden

--
From: "shaun everiss" 
Sent: Sunday, June 12, 2011 6:12 PM
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] Lunimals mission 10


well the way I have played missions up to 3 is wait till I get enough.
On mission3, I have struggled to get enough rabbits so I have got close 
then brought what I need, but obviously thats not a real solution.
Since they only last 10 seconds which is enough  time to complete the 
mission.

At 01:47 a.m. 13/06/2011, you wrote:
It seems that mission 10 is very dependent upon the strategies you've 
personally developed during the course of the campaign.  Some people have 
written to me saying the mission is far too difficult, and others have, 
like yourself, said it was too easy.  At it's heart, Lunimals is a 
strategy puzzle game, so it is only natural for balance to be more 
complicated as the levels progress because you cannot anticipate how the 
players will attempt to complete the mission.  Early in the levels, 
mission quests basically hold the player's hand and walk them through what 
to do, and how to play, but as the missions go higher people gain 
knowledge and confidence to handle things in their own way.


I plan to go back to Lunimals soon to handle several small bugs and 
suggestions, so at that time I might decide to tweak mission 10 to make it 
a little harder, but I can't promise this.  I, very much, appreciate the 
feedback and hope you will enjoy any changes I make to Lunimals, as well 
as my future games!


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Re: [Audyssey] Lunimals mission 10

2011-06-12 Thread shaun everiss

well the way I have played missions up to 3 is wait till I get enough.
On mission3, I have struggled to get enough rabbits so I have got 
close then brought what I need, but obviously thats not a real solution.

Since they only last 10 seconds which is enough  time to complete the mission.
At 01:47 a.m. 13/06/2011, you wrote:
It seems that mission 10 is very dependent upon the strategies 
you've personally developed during the course of the campaign.  Some 
people have written to me saying the mission is far too difficult, 
and others have, like yourself, said it was too easy.  At it's 
heart, Lunimals is a strategy puzzle game, so it is only natural for 
balance to be more complicated as the levels progress because you 
cannot anticipate how the players will attempt to complete the 
mission.  Early in the levels, mission quests basically hold the 
player's hand and walk them through what to do, and how to play, but 
as the missions go higher people gain knowledge and confidence to 
handle things in their own way.


I plan to go back to Lunimals soon to handle several small bugs and 
suggestions, so at that time I might decide to tweak mission 10 to 
make it a little harder, but I can't promise this.  I, very much, 
appreciate the feedback and hope you will enjoy any changes I make 
to Lunimals, as well as my future games!


---
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Re: [Audyssey] Lunimals mission 10

2011-06-12 Thread Jeremy Kaldobsky
It seems that mission 10 is very dependent upon the strategies you've 
personally developed during the course of the campaign.  Some people have 
written to me saying the mission is far too difficult, and others have, like 
yourself, said it was too easy.  At it's heart, Lunimals is a strategy puzzle 
game, so it is only natural for balance to be more complicated as the levels 
progress because you cannot anticipate how the players will attempt to complete 
the mission.  Early in the levels, mission quests basically hold the player's 
hand and walk them through what to do, and how to play, but as the missions go 
higher people gain knowledge and confidence to handle things in their own way.

I plan to go back to Lunimals soon to handle several small bugs and 
suggestions, so at that time I might decide to tweak mission 10 to make it a 
little harder, but I can't promise this.  I, very much, appreciate the feedback 
and hope you will enjoy any changes I make to Lunimals, as well as my future 
games!

---
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Re: [Audyssey] Lunimals mission 10

2011-06-11 Thread Steady Goh

Hi Jeremy,
I feel that mission 10 is relatively easier as compared to other missions 
and doesn't take long to complete.
Here are some suggestions you might want to consider adding in to make 
things more difficult for me.
1. Less control over the visiter. he can visit as and when he feels like, 
but if i think it is not the right time then I have to pay to send him off. 
and the price gets higher each time.
2. Get tired of eating the same food every meal and request for more 
variety.

3. Add disasters.
Anyhow, just give me some worrys about money. If it comes very easily, 
anything else won't be a problem.

Once again, thanks for the game.
锦发/Steady Goh
- Original Message - 
From: "Jeremy Kaldobsky" 

To: "Gamers Discussion list" 
Sent: Friday, June 10, 2011 3:02 PM
Subject: Re: [Audyssey] Lunimals version 2.5b



You're quite welcome Steady, and I'm glad you're enjoying the game.

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Re: [Audyssey] Lunimals version 2.5b

2011-06-10 Thread Jeremy Kaldobsky
You're quite welcome Steady, and I'm glad you're enjoying the game.

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Re: [Audyssey] Lunimals version 2.5b

2011-06-09 Thread Steady Goh

Hi jeremy,
Agree. If you focussed on keeping up with the so call best programming 
language, you will end up writing and rewriting mission 1 and will never 
move on. Your news update on Lunimals will not be new missions available. it 
would be what programming language you changed to for whatever reason 
instead. We gamers will be playing mission 1 over and over again for years 
to try out the results of the same game in different programming language. 
Enough examples of that.


Btw, I'm halfway through mission 10 now. Thanks for the great game.

Steady Goh
- Original Message - 
From: "Jeremy Kaldobsky" 

To: "Gamers Discussion list" 
Sent: Wednesday, June 08, 2011 12:11 AM
Subject: Re: [Audyssey] Lunimals version 2.5b


If we all focused on what the next operating system will be, what the next 
popular devices will be, or what the next popular programming language will 
be, it would take 10 times longer to produce any games.  I think there are 
enough examples of this exact thought process to prove my point.  We do! 
need some people to be thinking that way, but you also need people who worry 
more about here and now.



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Re: [Audyssey] Lunimals version 2.5b

2011-06-09 Thread Trouble
I don't think your speculating, because if you get a computer now it 
will have a 64bit op. That is what all the screen readers are moving towards.
If those that know VB6 would of just looked or tried one of the 
.nets. They would see how some of coding is easier and how some is 
not, but at least lacking the hair pulling of not knowing why your 
stuff don't work on todays op.
Its not pulling teeth! Its just keeping in step so what you right 
works instead of being yesterdays left overs like dos is now.
I tried to run a straight dos program on my win7 64bit op and it just 
sat there. So did the rest of the op, frozen in time and just as useless.
So they maybe lucky now there stuff can be made to work. The question 
is will it on next op? Because you know as soon as it comes out. New 
boxes will ship and the VI will be getting them from those hand out 
orgs! So remember time is real short for VB6 and you can stand by it 
all you want. Alone!
personally, I won't tech a out of date program. Just to hard trying 
to get libs that are no long there.
Here is a good example. There are a lot of us out hear doing the 
flight sim thing.
Most are using FS2000 or better like FSX. All of them came out before 
2006 and take some doing to get working on todays ops. The problem is 
with it you have to move up or the new code has a harder time working 
with the sim. Just like those using FS2000 or FS9 use FS navigator. 
Will FS navigator along with those versions of sims are no longer 
supported or even offer support.
The new sim called flight sim took 5 years to come out and was 
stopped, because it already was left behind by the ops and hardware. 
Something to think about, not even released and already game over!


At 06:42 AM 6/9/2011, you wrote:

Hi Willem,

Yes, I've read something similar to that. We are definitely in a
transitional period from the 32-bit world of the Pentium processor to
things like the AMD64 as well as the arm processors expected to ship
in the next gen netbooks. I don't want it to sound like an attack, but
Jeremy and others who are basing their games on VB 6 are setting
themselves up for some serious technical problems as we, I.E. the
community as a whole, move away from the Windows 98 era languages,
libraries, and 32-bit processors.

Also as you mentioned there seems to be splintering going on in terms
of what operating systems the blind users are using. For the moment
Windows still has the majority, but I've seen both the blind Linux and
Mac OS communities slowly growing too.  I foresee a day when a
developer will have to use Python, Java, or some other cross-platform
language to produce games simply because Mac and Linux will have
substantial markets that could be of interest to a game developer. Is
this speculation?

Yes, but its certainly something to look at. Its something we need to
think about, perhaps prepare for, rather than wait until its upon us
and then begin dealing with it. Hopefully, people can understand our
point of view rather than seeing it as an attack.

Cheers!


On 6/9/11, Willem Venter  wrote:
> Hi Jeremy.
> While I can see you feel very strongly about this, my question was not
> meant as an attack. Instead I think we as a community should come up
> with a solution. I just read an article where some companies project
> that at least 40% of all netbooks will have arm processors at the end
> of next year. As netbooks are a cheep form of computing, I can see
> many blind gamers going that route. The majority of audiogames will be
> affected, as they use older technology from microsoft which they don't
> seem interested in updating for arm. These games include Jim Kitchen's
> games, GMA, LWorks and many fun games like BSC games that are no
> longer developed actively.
>
> Many gamers are also moving to other platforms like linux, as the cost
> and restrictions related to windows software is becoming prohibitive.

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Re: [Audyssey] Lunimals version 2.5b

2011-06-09 Thread Thomas Ward
Hi Shaun,

Ah...Excuse me for pointing out that the user interface is only a
small part of what has changed in Windows Vista/Windows 7.  On the
contrary many of the APIs have been replaced or vastly updated giving
something like Windows 7 quite a lot of changes under the hood from
Windows XP.

For example, the Windows mixer has been updated/rewritten in Windos 7
and really isn't fully compatible with Microsoft Directsound 8.
Instead there is a new API, XAudio2, that Windows 7 developers should
be using to handle audio output on Windows 7. As XAudio2 has now
officially replaced Directsound on XP, Vista, and Windows 7 that is
primarily what developers should probably be using to stay up to date.

As for VB 6 goes its not surprising  Microsoft completely pulled it
from Windows 7. The .Net languages have pretty much replaced
everything from the Windows 9x era, and .Net 4.0 is integrated
directly into the Windows 7 OS. Most developers today are writing apps
in C++ .Net, C# .Net, or VB .Net so it makes sense to target windows
consumers using one of those languages since the Windows 7 development
platform is primarily .Net now. That wasn't true a few years ago when
there wasn't a single API  for all Windows releases and programming
languages the way .Net has been designed to do for the modern
developer. That is probably the biggest change or difference  between
Windows 7 and XP.

On 6/7/11, shaun everiss  wrote:
> thats true jeremy.
>
> And the way lifecycles are going, xp goes away, comes, back and then
> it does it again.
> I think though we can safely say that there probably won't be any
> major changes for a really long time, I mean we only just changed the
> interface in the vista/win7 system.
> It looks like ms is going to stay with that moddel as it is maybe for a
> while.
> And even if it changes its probably going to stay basically the same.
> Directx9 has stabelised mostly, and this could be the next standard
> to aspire to for now anyway.
> Once xp is not used anymore by anyone we could move to higher directx
> versions, but then again they are always moving foreward.

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Re: [Audyssey] Lunimals version 2.5b

2011-06-09 Thread Thomas Ward
Hi Willem,

Yes, I've read something similar to that. We are definitely in a
transitional period from the 32-bit world of the Pentium processor to
things like the AMD64 as well as the arm processors expected to ship
in the next gen netbooks. I don't want it to sound like an attack, but
Jeremy and others who are basing their games on VB 6 are setting
themselves up for some serious technical problems as we, I.E. the
community as a whole, move away from the Windows 98 era languages,
libraries, and 32-bit processors.

Also as you mentioned there seems to be splintering going on in terms
of what operating systems the blind users are using. For the moment
Windows still has the majority, but I've seen both the blind Linux and
Mac OS communities slowly growing too.  I foresee a day when a
developer will have to use Python, Java, or some other cross-platform
language to produce games simply because Mac and Linux will have
substantial markets that could be of interest to a game developer. Is
this speculation?

Yes, but its certainly something to look at. Its something we need to
think about, perhaps prepare for, rather than wait until its upon us
and then begin dealing with it. Hopefully, people can understand our
point of view rather than seeing it as an attack.

Cheers!


On 6/9/11, Willem Venter  wrote:
> Hi Jeremy.
> While I can see you feel very strongly about this, my question was not
> meant as an attack. Instead I think we as a community should come up
> with a solution. I just read an article where some companies project
> that at least 40% of all netbooks will have arm processors at the end
> of next year. As netbooks are a cheep form of computing, I can see
> many blind gamers going that route. The majority of audiogames will be
> affected, as they use older technology from microsoft which they don't
> seem interested in updating for arm. These games include Jim Kitchen's
> games, GMA, LWorks and many fun games like BSC games that are no
> longer developed actively.
>
> Many gamers are also moving to other platforms like linux, as the cost
> and restrictions related to windows software is becoming prohibitive.

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Re: [Audyssey] Lunimals version 2.5b

2011-06-09 Thread Thomas Ward
Hi Jeremy,

True, but people could just as easily argue the point that you aren't
even properly supporting the technology that exists here and now let
alone what comes next. I'm not out to change your mind, but simply
state my position on this issue which is simply this.

The current Windows operating system is Windows 7 and anyone who is
going to buy a new computer today will likely buy Windows 7 as part of
their new PC. As a result Visual Basic 6 is not natively supported on
that system nor is DirectX 7. You are asking that user to install and
configure a bunch of extra old outdated libraries to play your games,
that are not officially supported, when you could just as easily
switch to something like .Net and have all of your software up to
date. It doesn't make any practical sense to me why you would want to
stick with Windows 98 era programming languages, tools, and
development libraries when you could be spending that time
constructively developing games and applications for Windows 7 and
beyond using current technology.

That doesn't mean I don't appreciate the work you are doing.  Far from
it. I think some of the games you are writing are revolutionary, very
interesting, and definitely is a switch from the same old thing we
often see here. It just seems a shame you have decided for whatever
reason to ignore the fact that you are building these great games
using outdated technology when you could just as easily be looking
ahead at what technology most developers are using now.

HTH

On 6/7/11, Jeremy Kaldobsky  wrote:
> If we all focused on what the next operating system will be, what the next
> popular devices will be, or what the next popular programming language will
> be, it would take 10 times longer to produce any games.  I think there are
> enough examples of this exact thought process to prove my point.  We do!
> need some people to be thinking that way, but you also need people who worry
> more about here and now.

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Re: [Audyssey] Lunimals version 2.5b

2011-06-09 Thread Willem Venter
Hi Jeremy.
While I can see you feel very strongly about this, my question was not
meant as an attack. Instead I think we as a community should come up
with a solution. I just read an article where some companies project
that at least 40% of all netbooks will have arm processors at the end
of next year. As netbooks are a cheep form of computing, I can see
many blind gamers going that route. The majority of audiogames will be
affected, as they use older technology from microsoft which they don't
seem interested in updating for arm. These games include Jim Kitchen's
games, GMA, LWorks and many fun games like BSC games that are no
longer developed actively.

Many gamers are also moving to other platforms like linux, as the cost
and restrictions related to windows software is becoming prohibitive.

On 6/7/11, Jeremy Kaldobsky  wrote:
> If we all focused on what the next operating system will be, what the next
> popular devices will be, or what the next popular programming language will
> be, it would take 10 times longer to produce any games.  I think there are
> enough examples of this exact thought process to prove my point.  We do!
> need some people to be thinking that way, but you also need people who worry
> more about here and now.
>
> --- On Tue, 6/7/11, Willem  wrote:
>
>> From: Willem 
>> Subject: Re: [Audyssey] Lunimals version 2.5b
>> To: "Gamers Discussion list" 
>> Date: Tuesday, June 7, 2011, 3:27 AM
>> Hi.
>> I know that visual basic support have been discontinued by
>> microsoft.
>> What will happen when the next virsion of windows comes out
>> that can run on arm devices? I'm pretty sure copying and
>> registering a dll won't make it work.
>> - Original Message - From: "Jeremy Kaldobsky"
>> 
>> To: "Gamers Discussion list" 
>> Sent: Monday, June 06, 2011 8:49 PM
>> Subject: Re: [Audyssey] Lunimals version 2.5b
>>
>>
>> > I don't have any plans to do that.  I know it
>> would prevent anyone from having to register Direct X7, but
>> most people don't end up having to do that anyway, and those
>> who do, only have to do it once and they are set for any
>> game that uses Direct X7.  Registering the file is
>> pretty easy to do, and only a few people seem to have had
>> trouble following the steps in the read me file.
>> >
>> > Eventually I'll stop being lazy, and I'll move over to
>> a newer version of Direct X, but I have no real incentive to
>> do so right now.
>> >
>> > ---
>> > Gamers mailing list __ Gamers@audyssey.org
>> > If you want to leave the list, send E-mail to
>> > gamers-unsubscr...@audyssey.org.
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>> the web, at
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>> at
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Re: [Audyssey] Lunimals version 2.5b

2011-06-07 Thread shaun everiss

thats true jeremy.

And the way lifecycles are going, xp goes away, comes, back and then 
it does it again.
I think though we can safely say that there probably won't be any 
major changes for a really long time, I mean we only just changed the 
interface in the vista/win7 system.

It looks like ms is going to stay with that moddel as it is maybe for a while.
And even if it changes its probably going to stay basically the same.
Directx9 has stabelised mostly, and this could be the next standard 
to aspire to for now anyway.
Once xp is not used anymore by anyone we could move to higher directx 
versions, but then again they are always moving foreward.

At 04:11 a.m. 8/06/2011, you wrote:
If we all focused on what the next operating system will be, what 
the next popular devices will be, or what the next popular 
programming language will be, it would take 10 times longer to 
produce any games.  I think there are enough examples of this exact 
thought process to prove my point.  We do! need some people to be 
thinking that way, but you also need people who worry more about here and now.


--- On Tue, 6/7/11, Willem  wrote:

> From: Willem 
> Subject: Re: [Audyssey] Lunimals version 2.5b
> To: "Gamers Discussion list" 
> Date: Tuesday, June 7, 2011, 3:27 AM
> Hi.
> I know that visual basic support have been discontinued by
> microsoft.
> What will happen when the next virsion of windows comes out
> that can run on arm devices? I'm pretty sure copying and
> registering a dll won't make it work.
> - Original Message - From: "Jeremy Kaldobsky"
> 
> To: "Gamers Discussion list" 
> Sent: Monday, June 06, 2011 8:49 PM
> Subject: Re: [Audyssey] Lunimals version 2.5b
>
>
> > I don't have any plans to do that.  I know it
> would prevent anyone from having to register Direct X7, but
> most people don't end up having to do that anyway, and those
> who do, only have to do it once and they are set for any
> game that uses Direct X7.  Registering the file is
> pretty easy to do, and only a few people seem to have had
> trouble following the steps in the read me file.
> >
> > Eventually I'll stop being lazy, and I'll move over to
> a newer version of Direct X, but I have no real incentive to
> do so right now.
> >
> > ---
> > Gamers mailing list __ Gamers@audyssey.org
> > If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

> > You can make changes or update your subscription via
> the web, at
> > http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
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> at
> > http://www.mail-archive.com/gamers@audyssey.org.
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>
>
>
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Re: [Audyssey] Lunimals version 2.5b

2011-06-07 Thread Jeremy Kaldobsky
If we all focused on what the next operating system will be, what the next 
popular devices will be, or what the next popular programming language will be, 
it would take 10 times longer to produce any games.  I think there are enough 
examples of this exact thought process to prove my point.  We do! need some 
people to be thinking that way, but you also need people who worry more about 
here and now.

--- On Tue, 6/7/11, Willem  wrote:

> From: Willem 
> Subject: Re: [Audyssey] Lunimals version 2.5b
> To: "Gamers Discussion list" 
> Date: Tuesday, June 7, 2011, 3:27 AM
> Hi.
> I know that visual basic support have been discontinued by
> microsoft.
> What will happen when the next virsion of windows comes out
> that can run on arm devices? I'm pretty sure copying and
> registering a dll won't make it work.
> - Original Message - From: "Jeremy Kaldobsky"
> 
> To: "Gamers Discussion list" 
> Sent: Monday, June 06, 2011 8:49 PM
> Subject: Re: [Audyssey] Lunimals version 2.5b
> 
> 
> > I don't have any plans to do that.  I know it
> would prevent anyone from having to register Direct X7, but
> most people don't end up having to do that anyway, and those
> who do, only have to do it once and they are set for any
> game that uses Direct X7.  Registering the file is
> pretty easy to do, and only a few people seem to have had
> trouble following the steps in the read me file.
> > 
> > Eventually I'll stop being lazy, and I'll move over to
> a newer version of Direct X, but I have no real incentive to
> do so right now.
> > 
> > ---
> > Gamers mailing list __ Gamers@audyssey.org
> > If you want to leave the list, send E-mail to 
> > gamers-unsubscr...@audyssey.org.
> > You can make changes or update your subscription via
> the web, at
> > http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
> > All messages are archived and can be searched and read
> at
> > http://www.mail-archive.com/gamers@audyssey.org.
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> management of the list,
> > please send E-mail to gamers-ow...@audyssey.org.
> 
> 
> 
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Re: [Audyssey] Lunimals version 2.5b

2011-06-07 Thread Willem

Hi.
I know that visual basic support have been discontinued by microsoft.
What will happen when the next virsion of windows comes out that can run on 
arm devices? I'm pretty sure copying and registering a dll won't make it 
work.
- Original Message - 
From: "Jeremy Kaldobsky" 

To: "Gamers Discussion list" 
Sent: Monday, June 06, 2011 8:49 PM
Subject: Re: [Audyssey] Lunimals version 2.5b


I don't have any plans to do that.  I know it would prevent anyone from 
having to register Direct X7, but most people don't end up having to do 
that anyway, and those who do, only have to do it once and they are set for 
any game that uses Direct X7.  Registering the file is pretty easy to do, 
and only a few people seem to have had trouble following the steps in the 
read me file.


Eventually I'll stop being lazy, and I'll move over to a newer version of 
Direct X, but I have no real incentive to do so right now.


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Re: [Audyssey] Lunimals version 2.5b

2011-06-06 Thread Ian McNamara
i'll have to try and have a go at doing it at some point as i am on windows 
seven and odveysly have a later version.
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Re: [Audyssey] Lunimals version 2.5b

2011-06-06 Thread Jeremy Kaldobsky
I don't have any plans to do that.  I know it would prevent anyone from having 
to register Direct X7, but most people don't end up having to do that anyway, 
and those who do, only have to do it once and they are set for any game that 
uses Direct X7.  Registering the file is pretty easy to do, and only a few 
people seem to have had trouble following the steps in the read me file.

Eventually I'll stop being lazy, and I'll move over to a newer version of 
Direct X, but I have no real incentive to do so right now.

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Re: [Audyssey] Lunimals version 2.5b

2011-06-06 Thread Ian McNamara
is there any plans to make these games work with the later direct x verssions.

Ian McNamara
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Re: [Audyssey] Lunimals version 2.5b

2011-06-06 Thread Jeremy Kaldobsky
I wrote my response before I noticed this.  I'm glad you've got it working now.

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Re: [Audyssey] Lunimals version 2.5b

2011-06-06 Thread Jeremy Kaldobsky
Dallas, from the file it appears you need to register Direct X7 on your system. 
 That's a fairly common situation since DX7 isn't registered, by default, on 
many newer computers.  The readme.txt file has step by step instructions for 
registering the file.  Please let us know if you have any problems with the 
steps. 

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Re: [Audyssey] Lunimals version 2.5b

2011-06-06 Thread Dallas O'Brien
never mind, read it myself, and figure out the problem. registering
the dll didn't work for some reason. got it going now.
thanks


On 06/06/2011, Dallas O'Brien  wrote:
> here you go.
>
> Starting program
> Creating DirectSound...
> error: ActiveX component can't create object
>
>
>
> On 05/06/2011, Jeremy Kaldobsky  wrote:
>> Dallas, in the game's directory you'll find a file called debuglog.txt.
>> Please paste its comments and I can let you know why the game didn't
>> start.
>>
>>
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Re: [Audyssey] Lunimals version 2.5b

2011-06-06 Thread Dallas O'Brien
here you go.

Starting program
Creating DirectSound...
error: ActiveX component can't create object



On 05/06/2011, Jeremy Kaldobsky  wrote:
> Dallas, in the game's directory you'll find a file called debuglog.txt.
> Please paste its comments and I can let you know why the game didn't start.
>
>
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Re: [Audyssey] Lunimals version 2.5b

2011-06-05 Thread Jeremy Kaldobsky
Dallas, in the game's directory you'll find a file called debuglog.txt.  Please 
paste its comments and I can let you know why the game didn't start.


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Re: [Audyssey] Lunimals version 2.5b

2011-06-05 Thread Dallas O'Brien
hi, having problems with this. never played lunimals yet, but just
downloaded it, and when i hit lunimals.exe, it asks if i want to run
it, i say run, then it don't seem to do anything. checked in task
manager, and the file hasn't loaded in to memory, so not sure what is
going on. lol.
looking forward to playing this game.
dallas


On 01/06/2011, Jeremy Kaldobsky  wrote:
> I've just uploaded version 2.5.  It hasn't been tested as well as I'd
> normally like, but you guys are always pretty good at spotting any problems,
> so I'll sit back and see if I missed anything lol.  In this version, the
> options menu has been replaced with a dome editor!  The editor saves files
> with a .dom extension and allows people to swap them with each other.  To
> load up a dome file, there is an option listed in the custom game section.
> Crud, I Just! not remembered I was supposed to adjust the background music
> volume, oh well, i'll do that later.  Another new feature in version 2.5 is
> an audio energy tracker that you can turn on or off by holding Shift and
> pressing X.  When active, a tone helps you keep track of how much power you
> have, without the need to continually press X.  It's a rough idea, so I'm
> still open to suggestions for how to handle it, just in case you all think
> this current technique is terrible haha.  For those who have unlocked
>  mission 10, I've added a new "fun fact" to the list given when you press
> "?".  And there is also an interesting way to customize the game.  This only
> works if you've unlocked mission 10 mind you, but create a text file in the
> lunimals folder called "founder.txt".  Inside this file write your first
> name, press enter, then type your last name.  This should result in your
> name being divided in to 2 lines in the text file.  When the game loads, it
> will customize certain messages to use your name.  I know that doesn't
> change the game play at all, but it is something someone suggested and I put
> it in.  I can't remember who suggested it though, so I apologize to whomever
> it was because I'm not giving you credit for the suggestion.
>
> For those missing the link, here it is.
> www.kaldobsky.com/audiogames/lunimals.zip
>
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Re: [Audyssey] Lunimals current thoughts.

2011-06-04 Thread Hayden Presley

Hi,
Well...you have to consider the pray. I've never heard of cats eating too 
many squirrels--and with mice consuming less food it stands to reason they 
breed much much faster than other pray animals.

Best Regards,
Hayden

--
From: "Willem" 
Sent: Sunday, May 29, 2011 2:17 PM
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] Lunimals current thoughts.

Jeremy, I understand completely. Though in my opinion they must have some 
downside to them somewhere.


I personally consider only being able to have one land-dwelling pray 
animal a flaw, not something that adds more challenge.


- Original Message - 
From: "Jeremy Kaldobsky" 

To: "Gamers Discussion list" 
Sent: Sunday, May 29, 2011 7:06 PM
Subject: Re: [Audyssey] Lunimals current thoughts.


Willem, I completely agree.  I didn't originally intend for mice to be so 
useful, but as things got more complex I was afraid to go back and start 
messing with the underlying equations of the game.  When I was designing 
the game I expected rabbits and squirrels to be much better in different 
situations because they provide predators way more food when eaten.  I 
hadn't counted on the fact that mice reproduce to fast that a predator 
can just eat several mice to do just as well.  As you can imagine, even a 
slight change to how the mice work would cause balancing issues to ripple 
up through the layers, and I just didn't have the confidence in myself to 
start fooling with it.  Just my luck, I would have broken the entire game 
lol!



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[Audyssey] Lunimals version 2.5b

2011-05-31 Thread Jeremy Kaldobsky
I've just uploaded version 2.5.  It hasn't been tested as well as I'd normally 
like, but you guys are always pretty good at spotting any problems, so I'll sit 
back and see if I missed anything lol.  In this version, the options menu has 
been replaced with a dome editor!  The editor saves files with a .dom extension 
and allows people to swap them with each other.  To load up a dome file, there 
is an option listed in the custom game section.  Crud, I Just! not remembered I 
was supposed to adjust the background music volume, oh well, i'll do that 
later.  Another new feature in version 2.5 is an audio energy tracker that you 
can turn on or off by holding Shift and pressing X.  When active, a tone helps 
you keep track of how much power you have, without the need to continually 
press X.  It's a rough idea, so I'm still open to suggestions for how to handle 
it, just in case you all think this current technique is terrible haha.  For 
those who have unlocked
 mission 10, I've added a new "fun fact" to the list given when you press "?".  
And there is also an interesting way to customize the game.  This only works if 
you've unlocked mission 10 mind you, but create a text file in the lunimals 
folder called "founder.txt".  Inside this file write your first name, press 
enter, then type your last name.  This should result in your name being divided 
in to 2 lines in the text file.  When the game loads, it will customize certain 
messages to use your name.  I know that doesn't change the game play at all, 
but it is something someone suggested and I put it in.  I can't remember who 
suggested it though, so I apologize to whomever it was because I'm not giving 
you credit for the suggestion.

For those missing the link, here it is.
www.kaldobsky.com/audiogames/lunimals.zip

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Re: [Audyssey] Lunimals mission 3?

2011-05-30 Thread Hayden Presley

Hi Shaun,
I'd recommend you not sell them; selling mice is ok, sure, but you'll often 
find it uses more power than you have. In this case it doesn't matter, 
but...


Best Regards,
Hayden

--
From: "shaun everiss" 
Sent: Thursday, May 26, 2011 1:30 AM
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] Lunimals mission 3?


well I have tried to sell as many mice as I can.
Failing that watch your rabbit numbers.
If your numbers are just below say 1-2 shy of the required number pause 
the game immediately.
I found it possable to buy what I needed, hit space to unpause the 
mission.
They don't have to survive for more than a second or 2, just enough to 
finnish the quest.

At 02:36 p.m. 26/05/2011, you wrote:

hey guys
I just started playing the lunimals game a couple days ago. I'm not 
normally
into strategy games but this one looked kinda cool so I thought I'd give 
it
a try and I really like it. but I can't get past the first quest of 
mission
3. I think what is happening is that the mice are overpopulating and 
causing

the rabbits to die out. I don't know how to prevent this, though, because
the dome starts out with 0 power so I can't sell or kill the mice off. and
by the time I wait until I do have sufficient power most of the rabbits I
have are dead.  Can someone give me some tips?  I kinda suck at strategy
games so I'm probably missing something obvious but I don't know...
Thanks
-Cary


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Re: [Audyssey] Lunimals current thoughts.

2011-05-29 Thread Christopher Bartlett
Oh Jeremy, you make me tres sad!  *wipes a tear away*.  Seriously, the
oxygen depletion would make for a wonderful separate balancing factor.  I
know you said it was complicated to put back in, but it might address the
mice issue, since their extraordinary reproduction might deplete the oxygen
supply much more quickly than the smaller number of larger prey animals.
You'd need an oxygen gauge as one of the controls.

I don't know how possible it would be to implement at this point, but if you
ever felt like doing so, I would cheer a lot.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Willem
Sent: Sunday, May 29, 2011 12:18 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Lunimals current thoughts.

Jeremy, I understand completely. Though in my opinion they must have some 
downside to them somewhere.

I personally consider only being able to have one land-dwelling pray animal 
a flaw, not something that adds more challenge.

- Original Message - 
From: "Jeremy Kaldobsky" 
To: "Gamers Discussion list" 
Sent: Sunday, May 29, 2011 7:06 PM
Subject: Re: [Audyssey] Lunimals current thoughts.


> Willem, I completely agree.  I didn't originally intend for mice to be so 
> useful, but as things got more complex I was afraid to go back and start 
> messing with the underlying equations of the game.  When I was designing 
> the game I expected rabbits and squirrels to be much better in different 
> situations because they provide predators way more food when eaten.  I 
> hadn't counted on the fact that mice reproduce to fast that a predator can

> just eat several mice to do just as well.  As you can imagine, even a 
> slight change to how the mice work would cause balancing issues to ripple 
> up through the layers, and I just didn't have the confidence in myself to 
> start fooling with it.  Just my luck, I would have broken the entire game 
> lol!
>
>
> ---
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Re: [Audyssey] Lunimals current thoughts.

2011-05-29 Thread Willem
Jeremy, I understand completely. Though in my opinion they must have some 
downside to them somewhere.


I personally consider only being able to have one land-dwelling pray animal 
a flaw, not something that adds more challenge.


- Original Message - 
From: "Jeremy Kaldobsky" 

To: "Gamers Discussion list" 
Sent: Sunday, May 29, 2011 7:06 PM
Subject: Re: [Audyssey] Lunimals current thoughts.


Willem, I completely agree.  I didn't originally intend for mice to be so 
useful, but as things got more complex I was afraid to go back and start 
messing with the underlying equations of the game.  When I was designing 
the game I expected rabbits and squirrels to be much better in different 
situations because they provide predators way more food when eaten.  I 
hadn't counted on the fact that mice reproduce to fast that a predator can 
just eat several mice to do just as well.  As you can imagine, even a 
slight change to how the mice work would cause balancing issues to ripple 
up through the layers, and I just didn't have the confidence in myself to 
start fooling with it.  Just my luck, I would have broken the entire game 
lol!



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Re: [Audyssey] Lunimals current thoughts.

2011-05-29 Thread Jeremy Kaldobsky
Willem, I completely agree.  I didn't originally intend for mice to be so 
useful, but as things got more complex I was afraid to go back and start 
messing with the underlying equations of the game.  When I was designing the 
game I expected rabbits and squirrels to be much better in different situations 
because they provide predators way more food when eaten.  I hadn't counted on 
the fact that mice reproduce to fast that a predator can just eat several mice 
to do just as well.  As you can imagine, even a slight change to how the mice 
work would cause balancing issues to ripple up through the layers, and I just 
didn't have the confidence in myself to start fooling with it.  Just my luck, I 
would have broken the entire game lol!


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Re: [Audyssey] Lunimals current thoughts.

2011-05-29 Thread Willem

Hi Jeremy.
If there is one thing that bothers me, it is that mice sometimes seems more 
profitable to keep than either rabbits or squerals. I don't know if this was 
what you intended, but it almost always seems a bad idea to get rabbits or 
squerals. Mice seems to always be the thing that works. In my opinion the 
game would be beter balanced if some situations demanded different pray.
- Original Message - 
From: "Jeremy Kaldobsky" 

To: "Gamers Discussion list" 
Sent: Sunday, May 29, 2011 5:08 PM
Subject: Re: [Audyssey] Lunimals current thoughts.



Chris,

   Without access to the inner workings of the code, it definitely does 
seem like starvation is the only regulator.  In the original design, 
before I released the first beta, there were 2 major factors that limited 
species besides food.  Oxygen consumption forced your dome population to 
stay at a level matching the vegetation, so if you made more trees you 
would be able to support more living animals.  Since predators are larger, 
they required more oxygen and would begin dying out sooner than smaller 
animals should the population reach the O2 limit.  This became a nightmare 
to balance, so I completely removed it to make the game more entertaining. 
It is a case of bending reality to improve game play.


   The second regulator is animal age.  The game simulated the fact that 
animals would become slower and weaker with age, plus they should hit a 
species-specific maximum age and die no matter how much food was around. 
Once again, while it mimicked real life really well, it was just too 
complicated to balance in the game.  I was already sad about removing all 
my oxygen related code, so instead of simply tearing out all of the aging 
code, I heavily modified it to relax its impact up on the game.  The way 
it stands now, animals do age and become weaker, but there is no true 
maximum that would force them to die regardless of food.  Weaker animals 
are simulated by having them burn through calories faster than their 
younger counterparts, meaning they can't survive as long while they wait 
for their next meal.  When food begins to get scarce, the old animals are 
the very first to die out.  This code change was another alteration on how 
things really work, but

it made the game more entertaining.

   I suppose the point to explaining these changes is just to let you know 
how the regulations had been removed or changed before the game released. 
I really wanted to have Lunimals simulate real life as close as possible, 
but as you can see, I desperately tried but ended up having to twist 
things to improve game play.  Oh well, that's just how games work I 
suppose.  It may set your mind at ease to know, there were! sweet spots in 
the original design, lol.  Of course I only had 4 species at the time, but 
they could reach a perfect balance where their numbers remained fairly 
steady without any regulation needed by the user.


I loved your description of mission 9, a cast iron female dog.  ROFL!  I'm 
anxious to hear your thoughts on the final mission, once you reach it.


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Re: [Audyssey] Lunimals current thoughts.

2011-05-29 Thread Jeremy Kaldobsky
Chris,

Without access to the inner workings of the code, it definitely does seem 
like starvation is the only regulator.  In the original design, before I 
released the first beta, there were 2 major factors that limited species 
besides food.  Oxygen consumption forced your dome population to stay at a 
level matching the vegetation, so if you made more trees you would be able to 
support more living animals.  Since predators are larger, they required more 
oxygen and would begin dying out sooner than smaller animals should the 
population reach the O2 limit.  This became a nightmare to balance, so I 
completely removed it to make the game more entertaining.  It is a case of 
bending reality to improve game play.

The second regulator is animal age.  The game simulated the fact that 
animals would become slower and weaker with age, plus they should hit a 
species-specific maximum age and die no matter how much food was around.  Once 
again, while it mimicked real life really well, it was just too complicated to 
balance in the game.  I was already sad about removing all my oxygen related 
code, so instead of simply tearing out all of the aging code, I heavily 
modified it to relax its impact up on the game.  The way it stands now, animals 
do age and become weaker, but there is no true maximum that would force them to 
die regardless of food.  Weaker animals are simulated by having them burn 
through calories faster than their younger counterparts, meaning they can't 
survive as long while they wait for their next meal.  When food begins to get 
scarce, the old animals are the very first to die out.  This code change was 
another alteration on how things really work, but
 it made the game more entertaining.

I suppose the point to explaining these changes is just to let you know how 
the regulations had been removed or changed before the game released.  I really 
wanted to have Lunimals simulate real life as close as possible, but as you can 
see, I desperately tried but ended up having to twist things to improve game 
play.  Oh well, that's just how games work I suppose.  It may set your mind at 
ease to know, there were! sweet spots in the original design, lol.  Of course I 
only had 4 species at the time, but they could reach a perfect balance where 
their numbers remained fairly steady without any regulation needed by the user.

I loved your description of mission 9, a cast iron female dog.  ROFL!  I'm 
anxious to hear your thoughts on the final mission, once you reach it.

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Re: [Audyssey] Lunimals current thoughts.

2011-05-29 Thread dark

Hi Chris.

If I remember my ecology, other than desease, accident or desaster it is! 
only the fluctuations in prey population that keep predator populations down 
anyway, though usually in real life the pray are never hunted to such an 
extinction by the larger predator population that you run out of prey and 
the predators die,  which seems to happen in lunimals unless your 
careful but as you said, this seems a reasonable thing for a contrived 
environment where there are neither seasons nor migrations.


Beware the grue!

dark.


- Original Message - 
From: "Christopher Bartlett" 

To: "'Gamers Discussion list'" 
Sent: Sunday, May 29, 2011 6:59 AM
Subject: [Audyssey] Lunimals current thoughts.



I like the idea of the land/water tile sound, but I would choose a shorter
duration sound for the water.  When arrowing quickly across the tiles, the
water sound doesn't keep up with the movement, slowing the scanning down
noticeably.



Is it actually possible to reach a balance between prey and predators such
that one does not have to intervene to prevent population crashes?  The
influence of random death seems to be very small, so that there is nothing
to prevent massive predator overpopulation given a sufficient prey
population.  I'm pretty good at this game, but I can't find a stable 
balance
between any two pairs of prey-predator.  It looks to me that the 
population

of predators necessary to put a dent in prey populations is too high to
maintain by killing or selling under most power regimes.  I've got a 
custom
dome with 900 battery power and a 5.5 recharge rate as an experiment to 
see

if with sufficient power/recharge it is possible to find a sweet spot.  I
haven't found it yet.



It may be that under a full dome with all the species interacting such 
might
happen, though it seems to me the dingoes would still be an open 
population

loop with no cause of death other than starvation.  Basically we have a
bunch of positive feedback control systems with no regulation other than
catastrophic failure.



Given that these are artificial biomes with a very simple ecology, this
might actually be a correct model of the situation, and it certainly 
doesn't

detract from the game aspect, which is about the successful farming of
animals for sale without crashing the populations.  But I would be
interested to know if there is even a theoretical chance of achieving an
equilibrium, ignoring disasters for the moment.



It should be noted that I haven't yet unlocked the last animal as I'm
struggling with mission 8, which is a cast iron female dog.  That loan
payment is killer.



   Chris Bartlett



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[Audyssey] Lunimals current thoughts.

2011-05-28 Thread Christopher Bartlett
I like the idea of the land/water tile sound, but I would choose a shorter
duration sound for the water.  When arrowing quickly across the tiles, the
water sound doesn't keep up with the movement, slowing the scanning down
noticeably.

 

Is it actually possible to reach a balance between prey and predators such
that one does not have to intervene to prevent population crashes?  The
influence of random death seems to be very small, so that there is nothing
to prevent massive predator overpopulation given a sufficient prey
population.  I'm pretty good at this game, but I can't find a stable balance
between any two pairs of prey-predator.  It looks to me that the population
of predators necessary to put a dent in prey populations is too high to
maintain by killing or selling under most power regimes.  I've got a custom
dome with 900 battery power and a 5.5 recharge rate as an experiment to see
if with sufficient power/recharge it is possible to find a sweet spot.  I
haven't found it yet.

 

It may be that under a full dome with all the species interacting such might
happen, though it seems to me the dingoes would still be an open population
loop with no cause of death other than starvation.  Basically we have a
bunch of positive feedback control systems with no regulation other than
catastrophic failure.

 

Given that these are artificial biomes with a very simple ecology, this
might actually be a correct model of the situation, and it certainly doesn't
detract from the game aspect, which is about the successful farming of
animals for sale without crashing the populations.  But I would be
interested to know if there is even a theoretical chance of achieving an
equilibrium, ignoring disasters for the moment.

 

It should be noted that I haven't yet unlocked the last animal as I'm
struggling with mission 8, which is a cast iron female dog.  That loan
payment is killer.

 

Chris Bartlett

 

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[Audyssey] Lunimals 2.2b

2011-05-26 Thread Jeremy Kaldobsky
Hey guys, I've just posted version 2.2b which has a few bug fixes and a few new 
requested features.  In haven't added in mission 10 yet, but these changes were 
enough that I felt it was worthy of posting.  I've fixed that troublesome bug 
that would keep you from playing a new game immediately after losing one.  
Turned out it was a typo.  I've added sounds to indicate land and water tiles, 
so that goes faster.  Finally, I've added support for background music!  There 
is now a music sub folder for the game.  Take your favorite music files and 
name them "music1.mp3" up to "music10.mp3" and put them into the music sub 
folder.  Lunimals will detect the music files and will play them throughout the 
game.  It will always start with the lowest number file, but after that it 
randomly chooses from among the files.  The Pause key allows you to pause and 
unpause the music, and the Home key picks a new random song.  I didn't include 
any music files, so for those
 interested, here is a collection of really great background music taken from 
the mainstream game MorrowWind.

www.kaldobsky.com/audiogames/morrowwindmusic.zip

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Re: [Audyssey] Lunimals mission 3?

2011-05-26 Thread dark

Hi Cary.

You've actually got the right idea here, you just need to implement it a bit 
more ruthlessly.


What I did myself was keep pressing x, and the moment I had ten power, kill 
a mouse (ten to kill and twenty to sell, so you can kill them faster).


I kept up with this each time I had ten power, and after a short time had 
got rid of all the mice, which not only let my rabbit population grow, but 
also gave me the chance to plant more trees and thus create more moss which 
is the rabbit's preferd food.


that tactic made mission three fairly easy.

Beware the grue!

Dark.
- Original Message - 
From: "Cary" 

To: "'Gamers Discussion list'" 
Sent: Thursday, May 26, 2011 3:36 AM
Subject: [Audyssey] Lunimals mission 3?



hey guys
I just started playing the lunimals game a couple days ago. I'm not 
normally
into strategy games but this one looked kinda cool so I thought I'd give 
it
a try and I really like it. but I can't get past the first quest of 
mission
3. I think what is happening is that the mice are overpopulating and 
causing

the rabbits to die out. I don't know how to prevent this, though, because
the dome starts out with 0 power so I can't sell or kill the mice off. and
by the time I wait until I do have sufficient power most of the rabbits I
have are dead.  Can someone give me some tips?  I kinda suck at strategy
games so I'm probably missing something obvious but I don't know...
Thanks
-Cary


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Re: [Audyssey] Lunimals mission 3?

2011-05-25 Thread shaun everiss

well I have tried to sell as many mice as I can.
Failing that watch your rabbit numbers.
If your numbers are just below say 1-2 shy of the required number 
pause the game immediately.

I found it possable to buy what I needed, hit space to unpause the mission.
They don't have to survive for more than a second or 2, just enough 
to finnish the quest.

At 02:36 p.m. 26/05/2011, you wrote:

hey guys
I just started playing the lunimals game a couple days ago. I'm not normally
into strategy games but this one looked kinda cool so I thought I'd give it
a try and I really like it. but I can't get past the first quest of mission
3. I think what is happening is that the mice are overpopulating and causing
the rabbits to die out. I don't know how to prevent this, though, because
the dome starts out with 0 power so I can't sell or kill the mice off. and
by the time I wait until I do have sufficient power most of the rabbits I
have are dead.  Can someone give me some tips?  I kinda suck at strategy
games so I'm probably missing something obvious but I don't know...
Thanks
-Cary


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[Audyssey] Lunimals mission 3?

2011-05-25 Thread Cary
hey guys
I just started playing the lunimals game a couple days ago. I'm not normally
into strategy games but this one looked kinda cool so I thought I'd give it
a try and I really like it. but I can't get past the first quest of mission
3. I think what is happening is that the mice are overpopulating and causing
the rabbits to die out. I don't know how to prevent this, though, because
the dome starts out with 0 power so I can't sell or kill the mice off. and
by the time I wait until I do have sufficient power most of the rabbits I
have are dead.  Can someone give me some tips?  I kinda suck at strategy
games so I'm probably missing something obvious but I don't know...
Thanks
-Cary


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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" 

To: "'Gamers Discussion list'" 
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] Lunimals version 2.0b

2011-05-22 Thread Jeremy Kaldobsky
Lunimals version 2.1b has been posted.  Mission 9 is available, which 
introduces a new predator and lays out the storyline for the final mission (10) 
I will be adding in the next update.  For those of you skilled enough to beat 
mission 9, I think you'll be pleasantly surprised by the storyline preview of 
what mission 10 will be.  A few new custom domes have been added which start 
you out with no trees or rocks, for an extra challenge.  For the custom games, 
there is now a whole series of awards you can earn.  Awards can only be earned 
during custom games, but they are remembered between games.  You can use < and 
> keys to cycle through each one you've earned.  During custom games, you can 
now find options for buying more solar batteries and solar panels within the 
build menu.  I'm sure I'm forgetting other things, but hopefully I've said 
enough to get you to download the new version.

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Re: [Audyssey] Lunimals version 2.0b

2011-05-22 Thread Jeremy Kaldobsky
That's probably what I'll end up doing.  I will just add new build menu options 
when you're playing a custom game.

--- On Sun, 5/22/11, Christopher Bartlett  wrote:

> From: Christopher Bartlett 
> Subject: Re: [Audyssey] Lunimals version 2.0b
> To: "'Gamers Discussion list'" 
> Date: Sunday, May 22, 2011, 3:18 PM
> Could you make it so that you can't
> add them in the campaign missions, but
> you can in the custom game?  And what about a dome
> creator where one could
> create the starting dome conditions?
> 
>     Chris Bartlett

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Re: [Audyssey] Lunimals version 2.0b

2011-05-22 Thread Christopher Bartlett
Could you make it so that you can't add them in the campaign missions, but
you can in the custom game?  And what about a dome creator where one could
create the starting dome conditions?

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Sunday, May 22, 2011 10:51 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Lunimals version 2.0b

I do plan to add the ability to buy more solar batteries and solar panels,
I've just been putting it off until later.  That is a tricky thing to
balance since, as you've said, power is the main thing which limits your eco
system.  Up until now, I've been balancing the missions knowing how much
power you would have and how fast you can get more, but the second people
can upgrade those it will change everything.  I guess this just makes me a
little nervous about adding it, although in custom games it is less of a
problem.  I've got it on my "to do" list, lol.

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Re: [Audyssey] Lunimals version 2.0b

2011-05-22 Thread Jeremy Kaldobsky
I do plan to add the ability to buy more solar batteries and solar panels, I've 
just been putting it off until later.  That is a tricky thing to balance since, 
as you've said, power is the main thing which limits your eco system.  Up until 
now, I've been balancing the missions knowing how much power you would have and 
how fast you can get more, but the second people can upgrade those it will 
change everything.  I guess this just makes me a little nervous about adding 
it, although in custom games it is less of a problem.  I've got it on my "to 
do" list, lol.

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Re: [Audyssey] Lunimals version 2.0b

2011-05-22 Thread Christopher Bartlett
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] Lunimals version 2.0b

2011-05-22 Thread shaun everiss

yeah I can't get mission 5,At 04:01 p.m. 22/05/2011, you wrote:
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" 
To: "'Gamers Discussion list'" 
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] 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" 

To: "'Gamers Discussion list'" 
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] Lunimals version 2.0b

2011-05-21 Thread Jeremy Kaldobsky
Sorry Mike, I probably should have included the download link for those who 
don't already have it.
www.kaldobsky.com/audiogames/lunimals.zip

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Re: [Audyssey] Lunimals version 2.0b

2011-05-21 Thread reinhard stebner
http://www.kaldobsky.com/audiogames/

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of mike maslo
Sent: Saturday, May 21, 2011 4:54 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Lunimals version 2.0b

What is the link?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Saturday, May 21, 2011 12:49 PM
To: 'Gamers Discussion list'
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] Lunimals version 2.0b

2011-05-21 Thread mike maslo
What is the link?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Saturday, May 21, 2011 12:49 PM
To: 'Gamers Discussion list'
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] Lunimals version 2.0b

2011-05-21 Thread Jeremy Kaldobsky
www.kaldobsky.com/audiogames/

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Re: [Audyssey] Lunimals version 2.0b

2011-05-21 Thread Ian McNamara
this sounds brilliant where can we get your games from>?

thanks very much.

Ian McNamara

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[Audyssey] Lunimals version 2.0b

2011-05-21 Thread Jeremy Kaldobsky
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] Lunimals v1.9b

2011-05-18 Thread Jeremy Kaldobsky
It doesn't add much as far as game play is concerned.  There is a single custom 
map, but as I said earlier, it doesn't reflect what I intend to do with the 
custom games.  When I went to post this latest version I had to get the 
uncompleted custom game section stable.  It would have been more work for me to 
disable all of the new code I'd been adding, so instead I just disabled the 
unfinished parts which left a single playable map.

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Re: [Audyssey] Lunimals v1.9b

2011-05-17 Thread Willem

Hi.
As far as I can see there is still only the seven missions.

- Original Message - 
From: "Christopher Bartlett" 
To: "'The Addictor'" ; "'Gamers Discussion list'" 


Sent: Wednesday, May 18, 2011 5:08 AM
Subject: Re: [Audyssey] Lunimals v1.9b


So, I'm not clear, if I finished mission 7, which I did, is there reason 
for
me to download this version?  I wasn't sure if it included any further 
play

or not.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of The Addictor
Sent: Tuesday, May 17, 2011 10:18 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Lunimals v1.9b

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

- Original Message - 
From: "Jeremy Kaldobsky" 

To: "Gamers Discussion list" 
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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Re: [Audyssey] Lunimals v1.9b

2011-05-17 Thread Christopher Bartlett
So, I'm not clear, if I finished mission 7, which I did, is there reason for
me to download this version?  I wasn't sure if it included any further play
or not.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of The Addictor
Sent: Tuesday, May 17, 2011 10:18 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Lunimals v1.9b

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

- Original Message - 
From: "Jeremy Kaldobsky" 
To: "Gamers Discussion list" 
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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> list,
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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" 

To: "Gamers Discussion list" 
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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Re: [Audyssey] Lunimals v1.9b

2011-05-17 Thread Willem
I personally want to thank you for what you do. I really enjoy your games. 
First Towers of war and now lunanimals gave me some welcome distraction from 
exams.


- Original Message - 
From: "Jeremy Kaldobsky" 

To: "Gamers Discussion list" 
Sent: Tuesday, May 17, 2011 10:41 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] Lunimals v1.9b

2011-05-17 Thread Jeremy Kaldobsky
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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Re: [Audyssey] Lunimals feedback

2011-05-16 Thread shaun everiss
Well I was listening to a radiostation and there are a lot of games 
from www.steampower.com and www.gog.com which should be good.
Ok, they are not accessable, but I was listening to I think it was 
called simon and the sourcerer or something and I was laughing.

On that note  www.midimusicadventures.com is your friend.
The guy that does it is behind on archives but you will get a laugh 
of such games as the shaddow sword series, sam and max and a few other things.

A lot of the shows are game play related.
You can't play the games though that would rock but at least you can 
here them and they do rock.


At 04:44 p.m. 16/05/2011, you wrote:
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" 


To: "'Gamers Discussion list'" 
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

2011-05-16 Thread Jeremy Kaldobsky
Wow, I took a look and peggle would be quite difficult to make accessible.

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Re: [Audyssey] Lunimals feedback

2011-05-16 Thread Christopher Bartlett
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

2011-05-16 Thread Jeremy Kaldobsky
Mike, in the Luminals folder, open up the readme.txt file.  This is the section 
you need:

If you are running Windows Vista or Windows 7 you may encounter an error if you 
don't have direct X7 registered. Follow these steps to register the file and 
the error should be corrected.
Put dx7vb.dll into the c:\windows\syswow64 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\syswow64 and type regsvr32 dx7vb.dll

If you attempted to register direct X, but had difficulties, here are step by 
step instructions:
(If you are running a 32 bit version of windows, replace "syswow64" with 
"system32" in these instructions.)

Copy dx7vb.dll into the c:\windows\syswow64 folder.
Open up the command prompt as an administrator (being on an admin account does 
not mean the same thing).
There are 2 ways to achieve this.  If you're able, right click on the command 
prompt icon and select "Run as Administrator".
If you must use the keyboard, use the Windows context key after you have 
highlighted the command prompt icon.  This will bring up the menu allowing you 
to select "Run as administrator".
Once command prompt opens, type the following 5 commands, and press enter after 
each one:
cd..
cd..
cd\windows
cd\windows\syswow64
regsvr32 dx7vb.dll


I'm actually adding that second half to the game's read me file that will ship 
with the next update.  I think it is a good idea to give people the step by 
step instructions.

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Re: [Audyssey] Lunimals feedback

2011-05-16 Thread Jeremy Kaldobsky
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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[Audyssey] Lunimals

2011-05-16 Thread mike maslo
If I am running windows 7 x64 how do I get the game to load or start? I
missed this thread. I tried to install Jim Kitchens game but it still does
not help me run the game.

Any assistance would be appreciated.


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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" 

To: "Gamers Discussion list" 
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] 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" 

To: "'Gamers Discussion list'" 
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

2011-05-14 Thread darren harris
Wow how long does 1 of these games last? Also will you be able to do other
stuff with the money? 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Willem
Sent: 14 May 2011 11:41
To: Gamers Discussion list
Subject: Re: [Audyssey] Lunimals feedback


more spoilers: ... ...
the same holds for snakes. I've found that snakes are the best animals to 
keep when looking to make money.
For mission 7, keep your snake population between 12 and 20 and sell off 
snakes as needed. I quickly repayed my lone that way.- Original 
Message - 
From: "Christopher Bartlett" 
To: "'Gamers Discussion list'" 
Sent: Saturday, May 14, 2011 7:51 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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If you hav

Re: [Audyssey] Lunimals feedback

2011-05-14 Thread Willem

more spoilers: ... ...
the same holds for snakes. I've found that snakes are the best animals to 
keep when looking to make money.
For mission 7, keep your snake population between 12 and 20 and sell off 
snakes as needed. I quickly repayed my lone that way.- Original 
Message - 
From: "Christopher Bartlett" 

To: "'Gamers Discussion list'" 
Sent: Saturday, May 14, 2011 7:51 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

2011-05-14 Thread shaun everiss

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] Lunimals feedback

2011-05-14 Thread Jeremy Kaldobsky
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] Lunimals feedback

2011-05-13 Thread Christopher Bartlett
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

2011-05-13 Thread Jeremy Kaldobsky
Squirrels only eat acorns, and mushrooms.

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Re: [Audyssey] Lunimals feedback

2011-05-13 Thread shaun everiss

yeah I have never passed mission 5.
Even if I manage the first quest h I am totally stuck.
THe turtles eat all the fish what do the squrills eat, mice, rabits, what.
THings go away  rather fast.
I put rocks everywhere.
grrr.


I can't seem to understand mission 5 either. I buy enough of everything and
it keeps taking everything away.


*** REPLY SEPARATOR  ***

On 5/13/2011 at 5:33 PM Hayden Presley wrote:

>Hi,
>Snakes? They reploduce just fine. I am stuck on Mission 5 right now; I
>can't
>tell you how frustrating it is to balance fish and turtles.
>
>Best Regards,
>Hayden
>
>
>-Original Message-
>From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
>Behalf Of Willem
>Sent: Friday, May 13, 2011 5:16 PM
>To: Gamers Discussion list
>Subject: Re: [Audyssey] Lunimals feedback
>
>Also snakes doesn't seem to be reproducing.
>
>---
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>
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For The Best In music Please Listen to the Legend.
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Re: [Audyssey] Lunimals feedback

2011-05-13 Thread Jeremy Kaldobsky
Well said.  Lol, this is pretty much the perfect statement for this game.

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Re: [Audyssey] Lunimals feedback

2011-05-13 Thread Willem
If there isn't enough food in the foodchain, almost everything but the 
bottom of the chain dies.
- Original Message - 
From: "djc" 

To: 
Sent: Saturday, May 14, 2011 1:48 AM
Subject: Re: [Audyssey] Lunimals feedback



I can't seem to understand mission 5 either. I buy enough of everything and
it keeps taking everything away.


*** REPLY SEPARATOR  ***

On 5/13/2011 at 5:33 PM Hayden Presley wrote:


Hi,
Snakes? They reploduce just fine. I am stuck on Mission 5 right now; I
can't
tell you how frustrating it is to balance fish and turtles.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Willem
Sent: Friday, May 13, 2011 5:16 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Lunimals feedback

Also snakes doesn't seem to be reproducing.

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Re: [Audyssey] Lunimals feedback

2011-05-13 Thread Willem

I didn't save the game, but I'll replay and see if it happens again.

- Original Message - 
From: "Jeremy Kaldobsky" 

To: "Gamers Discussion list" 
Sent: Saturday, May 14, 2011 1:28 AM
Subject: Re: [Audyssey] Lunimals feedback


That sounds a little like a bug to me.  I'll look in to it.  Would you 
mind mailing me your saved game?  It might help me spot the problem.


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Re: [Audyssey] Lunimals feedback

2011-05-13 Thread Hayden Presley
Hi,
Which quest are you going through at the moment?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of djc
Sent: Friday, May 13, 2011 6:49 PM
To: gamers@audyssey.org
Subject: Re: [Audyssey] Lunimals feedback

I can't seem to understand mission 5 either. I buy enough of everything and
it keeps taking everything away.


*** REPLY SEPARATOR  ***

On 5/13/2011 at 5:33 PM Hayden Presley wrote:

>Hi,
>Snakes? They reploduce just fine. I am stuck on Mission 5 right now; I
>can't
>tell you how frustrating it is to balance fish and turtles.
>
>Best Regards,
>Hayden
>
>
>-Original Message-
>From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
>Behalf Of Willem
>Sent: Friday, May 13, 2011 5:16 PM
>To: Gamers Discussion list
>Subject: Re: [Audyssey] Lunimals feedback
>
>Also snakes doesn't seem to be reproducing.
>
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>please send E-mail to gamers-ow...@audyssey.org.


For The Best In music Please Listen to the Legend.
http://legend-oldies.com
Please feel free to follow me on Twitter
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Re: [Audyssey] Lunimals feedback

2011-05-13 Thread djc
I can't seem to understand mission 5 either. I buy enough of everything and
it keeps taking everything away.


*** REPLY SEPARATOR  ***

On 5/13/2011 at 5:33 PM Hayden Presley wrote:

>Hi,
>Snakes? They reploduce just fine. I am stuck on Mission 5 right now; I
>can't
>tell you how frustrating it is to balance fish and turtles.
>
>Best Regards,
>Hayden
>
>
>-Original Message-
>From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
>Behalf Of Willem
>Sent: Friday, May 13, 2011 5:16 PM
>To: Gamers Discussion list
>Subject: Re: [Audyssey] Lunimals feedback
>
>Also snakes doesn't seem to be reproducing.
>
>---
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Re: [Audyssey] Lunimals feedback

2011-05-13 Thread Jeremy Kaldobsky
That sounds a little like a bug to me.  I'll look in to it.  Would you mind 
mailing me your saved game?  It might help me spot the problem.

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Re: [Audyssey] Lunimals feedback

2011-05-13 Thread Willem
yes, I saw that. I had 2 that just did not reproduce for a while, the first 
2 quests of mission 7 in fact.


I had 3000 + pirana. Is that a bug or a feature?
- Original Message - 
From: "Hayden Presley" 

To: "'Gamers Discussion list'" 
Sent: Saturday, May 14, 2011 12:33 AM
Subject: Re: [Audyssey] Lunimals feedback



Hi,
Snakes? They reploduce just fine. I am stuck on Mission 5 right now; I 
can't

tell you how frustrating it is to balance fish and turtles.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Willem
Sent: Friday, May 13, 2011 5:16 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Lunimals feedback

Also snakes doesn't seem to be reproducing.

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Re: [Audyssey] Lunimals feedback

2011-05-13 Thread Jeremy Kaldobsky
I understand your frustration.  While making the game, I have to play each 
level over and over.  I have to make sure the level is beatable, but also I 
have to make sure it isn't too easy, or too hard.  I can't even remember how 
many times I've played through the levels!

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Re: [Audyssey] Lunimals feedback

2011-05-13 Thread Jeremy Kaldobsky
Thanks for catching that.  I found the typo that was causing the piranha not to 
be locked from purchasing.  I've also fixed the rot in the plants.  I'll upload 
the fix in a little while.

--- On Fri, 5/13/11, Willem  wrote:

> From: Willem 
> Subject: Re: [Audyssey] Lunimals feedback
> To: "Gamers Discussion list" 
> Date: Friday, May 13, 2011, 6:07 PM
> Hi Jeremy.
> I've noticed a couple of things in the newest beta:
> Piranas are not locked from the start of mission 7. Also
> restarting a mission doesn't reset the wrot in the plants.
> 
> Keep up the great work!
> 
> 
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Re: [Audyssey] Lunimals feedback

2011-05-13 Thread Hayden Presley
Hi,
Snakes? They reploduce just fine. I am stuck on Mission 5 right now; I can't
tell you how frustrating it is to balance fish and turtles.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Willem
Sent: Friday, May 13, 2011 5:16 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Lunimals feedback

Also snakes doesn't seem to be reproducing.

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Re: [Audyssey] Lunimals feedback

2011-05-13 Thread Willem

Also snakes doesn't seem to be reproducing.

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Re: [Audyssey] Lunimals feedback

2011-05-13 Thread Willem

Hi Jeremy.
I've noticed a couple of things in the newest beta:
Piranas are not locked from the start of mission 7. Also restarting a 
mission doesn't reset the wrot in the plants.


Keep up the great work!


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Re: [Audyssey] Lunimals feedback

2011-05-11 Thread Jeremy Kaldobsky
Ok guys, Lunimals version 1.2 beta is now posted.  I have fixed a few things, 
but most importantly, when you press escape it won't automatically unpause the 
game.  Mission 6 is now available, which lets you experience a few interesting 
changes to managing your dome.  I'm planning to add mission 7, and custom 
games, to the next update.

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Re: [Audyssey] Lunimals feedback

2011-05-11 Thread Jeremy Kaldobsky
Here is the game's thread on audiogames.net
http://forum.audiogames.net/viewtopic.php?id=5254

and here is the game's thread on Klango.  This way you can choose the place you 
prefer.
http://klango.net/en/forum/thread/tid/464667/page/1

--- On Wed, 5/11/11, darren harris  wrote:

> From: darren harris 
> Subject: Re: [Audyssey] Lunimals feedback
> To: "'Gamers Discussion list'" 
> Date: Wednesday, May 11, 2011, 9:53 AM
> Is there anywhere I can read about
> the game first?
> 
> -Original Message-
> From: gamers-boun...@audyssey.org
> [mailto:gamers-boun...@audyssey.org]
> On
> Behalf Of Jeremy Kaldobsky
> Sent: 11 May 2011 13:33
> To: Gamers Discussion list
> Subject: Re: [Audyssey] Lunimals feedback
> 
> 
> Here is the game's download link darren.
> www.kaldobsky.com/audiogames/lunimals.zip
> 
> --- On Wed, 5/11/11, darren harris 
> wrote:
> 
> > From: darren harris 
> > Subject: Re: [Audyssey] Lunimals feedback
> > To: "'Gamers Discussion list'" 
> > Date: Wednesday, May 11, 2011, 3:22 AM
> > Hi I'm catching up a bit where do I
> > get this game from?
> > 
> > Thanks
> > 
> > -Original Message-
> > From: gamers-boun...@audyssey.org
> [mailto:gamers-boun...@audyssey.org]
> > On
> > Behalf Of shaun everiss
> > Sent: 11 May 2011 08:20
> > To: Gamers Discussion list
> > Subject: Re: [Audyssey] Lunimals feedback
> > 
> > your game is adicting. I am up to mission 5 which is a
> bit
> > of a challenge.
> > but its good.
> > 
> >   At 12:51 a.m. 11/05/2011, you wrote:
> > >Hi Aprone and All,
> > >I've been unable to get back to sleep for the
> past
> > while, so decided
> > >to give your Lunimals game a try.  It's a
> > remarkable bit of
> > >programming.  I've only completed the first two
> > missions, and am
> > >looking forward to the next.
> > >This game reminds me most of the old "software
> toys"
> > released by
> > >Maxis.  SimLife and SimEarth come to mind, or at
> > least what I've
> > >heard of them.  Kudos to Aprone for producing
> > something nobody else
> > >in this community has tried before.  I eagerly
> > await farhther developments.
> > >Best,
> > >Zack.
> > >---
> > >Gamers mailing list __ Gamers@audyssey.org
> > >If you want to leave the list, send E-mail to
> > gamers-unsubscr...@audyssey.org.
> > >You can make changes or update your subscription
> via
> > the web, at
> > >http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
> > >All messages are archived and can be searched and
> read
> > at
> > >http://www.mail-archive.com/gamers@audyssey.org.
> > >If you have any questions or concerns regarding
> the
> > management of the list,
> > >please send E-mail to gamers-ow...@audyssey.org.
> > 
> > 
> > 
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Re: [Audyssey] Lunimals feedback

2011-05-11 Thread darren harris
Is there anywhere I can read about the game first?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: 11 May 2011 13:33
To: Gamers Discussion list
Subject: Re: [Audyssey] Lunimals feedback


Here is the game's download link darren.
www.kaldobsky.com/audiogames/lunimals.zip

--- On Wed, 5/11/11, darren harris  wrote:

> From: darren harris 
> Subject: Re: [Audyssey] Lunimals feedback
> To: "'Gamers Discussion list'" 
> Date: Wednesday, May 11, 2011, 3:22 AM
> Hi I'm catching up a bit where do I
> get this game from?
> 
> Thanks
> 
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org]
> On
> Behalf Of shaun everiss
> Sent: 11 May 2011 08:20
> To: Gamers Discussion list
> Subject: Re: [Audyssey] Lunimals feedback
> 
> your game is adicting. I am up to mission 5 which is a bit
> of a challenge.
> but its good.
> 
>   At 12:51 a.m. 11/05/2011, you wrote:
> >Hi Aprone and All,
> >I've been unable to get back to sleep for the past
> while, so decided
> >to give your Lunimals game a try.  It's a
> remarkable bit of
> >programming.  I've only completed the first two
> missions, and am
> >looking forward to the next.
> >This game reminds me most of the old "software toys"
> released by
> >Maxis.  SimLife and SimEarth come to mind, or at
> least what I've
> >heard of them.  Kudos to Aprone for producing
> something nobody else
> >in this community has tried before.  I eagerly
> await farhther developments.
> >Best,
> >Zack.
> >---
> >Gamers mailing list __ Gamers@audyssey.org
> >If you want to leave the list, send E-mail to
> gamers-unsubscr...@audyssey.org.
> >You can make changes or update your subscription via
> the web, at
> >http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
> >All messages are archived and can be searched and read
> at
> >http://www.mail-archive.com/gamers@audyssey.org.
> >If you have any questions or concerns regarding the
> management of the list,
> >please send E-mail to gamers-ow...@audyssey.org.
> 
> 
> 
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> 
> 
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Re: [Audyssey] Lunimals feedback

2011-05-11 Thread Jeremy Kaldobsky
Here is the game's download link darren.
www.kaldobsky.com/audiogames/lunimals.zip

--- On Wed, 5/11/11, darren harris  wrote:

> From: darren harris 
> Subject: Re: [Audyssey] Lunimals feedback
> To: "'Gamers Discussion list'" 
> Date: Wednesday, May 11, 2011, 3:22 AM
> Hi I'm catching up a bit where do I
> get this game from?
> 
> Thanks 
> 
> -Original Message-
> From: gamers-boun...@audyssey.org
> [mailto:gamers-boun...@audyssey.org]
> On
> Behalf Of shaun everiss
> Sent: 11 May 2011 08:20
> To: Gamers Discussion list
> Subject: Re: [Audyssey] Lunimals feedback
> 
> your game is adicting. I am up to mission 5 which is a bit
> of a challenge.
> but its good.
> 
>   At 12:51 a.m. 11/05/2011, you wrote:
> >Hi Aprone and All,
> >I've been unable to get back to sleep for the past
> while, so decided 
> >to give your Lunimals game a try.  It's a
> remarkable bit of 
> >programming.  I've only completed the first two
> missions, and am 
> >looking forward to the next.
> >This game reminds me most of the old "software toys"
> released by 
> >Maxis.  SimLife and SimEarth come to mind, or at
> least what I've 
> >heard of them.  Kudos to Aprone for producing
> something nobody else 
> >in this community has tried before.  I eagerly
> await farhther developments.
> >Best,
> >Zack.
> >---
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> 
> 
> 
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Re: [Audyssey] Lunimals feedback

2011-05-11 Thread darren harris
Hi I'm catching up a bit where do I get this game from?

Thanks 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: 11 May 2011 08:20
To: Gamers Discussion list
Subject: Re: [Audyssey] Lunimals feedback

your game is adicting. I am up to mission 5 which is a bit of a challenge.
but its good.

  At 12:51 a.m. 11/05/2011, you wrote:
>Hi Aprone and All,
>I've been unable to get back to sleep for the past while, so decided 
>to give your Lunimals game a try.  It's a remarkable bit of 
>programming.  I've only completed the first two missions, and am 
>looking forward to the next.
>This game reminds me most of the old "software toys" released by 
>Maxis.  SimLife and SimEarth come to mind, or at least what I've 
>heard of them.  Kudos to Aprone for producing something nobody else 
>in this community has tried before.  I eagerly await farhther developments.
>Best,
>Zack.
>---
>Gamers mailing list __ Gamers@audyssey.org
>If you want to leave the list, send E-mail to
gamers-unsubscr...@audyssey.org.
>You can make changes or update your subscription via the web, at
>http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
>All messages are archived and can be searched and read at
>http://www.mail-archive.com/gamers@audyssey.org.
>If you have any questions or concerns regarding the management of the list,
>please send E-mail to gamers-ow...@audyssey.org.



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Re: [Audyssey] Lunimals feedback

2011-05-11 Thread shaun everiss

your game is adicting. I am up to mission 5 which is a bit of a challenge.
but its good.

 At 12:51 a.m. 11/05/2011, you wrote:

Hi Aprone and All,
I've been unable to get back to sleep for the past while, so decided 
to give your Lunimals game a try.  It's a remarkable bit of 
programming.  I've only completed the first two missions, and am 
looking forward to the next.
This game reminds me most of the old "software toys" released by 
Maxis.  SimLife and SimEarth come to mind, or at least what I've 
heard of them.  Kudos to Aprone for producing something nobody else 
in this community has tried before.  I eagerly await farhther developments.

Best,
Zack.
---
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Re: [Audyssey] Lunimals feedback

2011-05-10 Thread Jeremy Kaldobsky
Zach, thanks for the support and I'm glad you are liking the game so far.  It 
is neat that you compared lunimals to the "software toys" released by Maxis.  I 
was actually aiming for a sim city type feel to this game as I was designing 
it.  I guess I've accomplished that.

--- On Tue, 5/10/11, Zachary Kline  wrote:

> From: Zachary Kline 
> Subject: [Audyssey] Lunimals feedback
> To: "Gamers Discussion list" 
> Date: Tuesday, May 10, 2011, 8:51 AM
> Hi Aprone and All,
> I've been unable to get back to sleep for the past while,
> so decided to give your Lunimals game a try.  It's a
> remarkable bit of programming.  I've only completed the
> first two missions, and am looking forward to the
> next.  
> This game reminds me most of the old "software toys"
> released by Maxis.  SimLife and SimEarth come to mind,
> or at least what I've heard of them.  Kudos to Aprone
> for producing something nobody else in this community has
> tried before.  I eagerly await farhther developments.
> Best,
> Zack.
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the
> web, at
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
> All messages are archived and can be searched and read at
> http://www.mail-archive.com/gamers@audyssey.org.
> If you have any questions or concerns regarding the
> management of the list,
> please send E-mail to gamers-ow...@audyssey.org.
> 

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[Audyssey] Lunimals feedback

2011-05-10 Thread Zachary Kline
Hi Aprone and All,
I've been unable to get back to sleep for the past while, so decided to give 
your Lunimals game a try.  It's a remarkable bit of programming.  I've only 
completed the first two missions, and am looking forward to the next.  
This game reminds me most of the old "software toys" released by Maxis.  
SimLife and SimEarth come to mind, or at least what I've heard of them.  Kudos 
to Aprone for producing something nobody else in this community has tried 
before.  I eagerly await farhther developments.
Best,
Zack.
---
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If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
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Re: [Audyssey] Lunimals. New audio game for everyone to try.

2011-05-09 Thread william lomas
guess it won't work for me again as the dx7vb.dll file issue
ah well never mind 

On 9 May 2011, at 23:13, Jeremy Kaldobsky wrote:

> Greetings everyone. I'm still sad that Audiogames.net is offline, but in the 
> mean time I have a new game for everyone. A few days ago, Keyisfull announced 
> he was developing a new game and included a really detailed back story for 
> it. Well reading his story got me thinking of one of my own, and I got side 
> tracked into making a new game. I'm still working on Daytona 2, so don't kill 
> me, but this one came together really quick so I didn't really waste much 
> time.
> 
> Here is the story:
> 
> In the not so distant future, a new symbol of social status has emerged among 
> the upper class. Fancy sport cars, sparkling jewelry, and huge mansions are 
> no longer the preferred way to show off one's wealth. An innovative company, 
> called Lunar-tech, launched hundreds of machines in to space and landed them 
> safely on the moon. These remote controlled machines linked together to form 
> massive stereo lithography machines. In everyday language, these were giant 
> 3D printers capable of building things a layer at a time from the ground up. 
> Huge containers of chemical resin, sent along with the machines, could be 
> mixed with moon dust to form a concrete-like substance that was both strong 
> and air tight. After robots dug out a foundation, the huge 3D printing 
> machines would center themselves over the pit and begin working. These 
> machines were genius in the simplicity of their design. Scaffolding formed a 
> huge open square which allowed an arm to slide anywhere
> inside it. A series of hoses on the arm would drop the correct type of 
> material as it formed each layer. Once dry, the arm would raise up slightly 
> and begin again on the next layer until eventually a huge dome was created. 
> During construction the machine would switch between concrete, moon sand to 
> take up space, clear molten plastic, and dirt from earth. The 3D printer 
> unfolds itself and moves slowly off to the next construction site while other 
> robots move in to outfit the dome with accessories. Machines install tracks 
> along the ceiling inside the dome, and on those tracks are fitted an 
> assortment of robotic arms and cameras. On the outside, battery banks and 
> solar panels are put in place. In the end, the dome is a huge airtight 
> structure filled with dirt and dotted with thousands of plastic windows to 
> let light in. These bio domes on the moon, or lunar domes as they are most 
> commonly called, are the ultimate toy for the super rich. Constant video feed
> lets the world watch as life exists, against all odds, in a place as harsh as 
> the moon. At first, billionaires would buy these and use them only as 
> gardens. When Lunar-tech sells a dome, they pump water, oxygen, and seeds 
> inside before sealing it up with a special kind of door. The dome's owner was 
> left to actually tend his lunar garden by remotely issuing commands to the 
> robot arms within it. As you might expect, quite a few people never got the 
> hang of it and their plants would die off. Years passed and Lunar-tech kept 
> everyone on their toes. More rockets to the moon included specially bred 
> insects along with the usual supplies. The rich might have their lunar 
> gardens, but the richer got to show off by having living colonies of bugs on 
> the moon! Since that day, Lunar-tech has expanded to the use of small animals 
> selectively bred to be smaller than normal. Due to the difficult nature of 
> maintaining these complex eco systems, many dome owners hire big
> companies to handle the normal day-to-day operations. Wealthy corporations 
> have even jumped in to the dome craze in an effort to turn a profit. Because 
> shipping animals from earth is astronomically expensive, most people buy ones 
> that have been bred right there on the moon. Lunar-tech shipped up a huge 
> fleet of transporting robots that will quickly move animals from one dome to 
> another, for a substantial fee, of course. No where else, will a person pay 2 
> thousand dollars for a mouse, and pay 20 thousand dollars for shipping!
> 
> This is a life simulation game, where you attempt to create, and maintain, a 
> complex eco-system on the moon. This rough beta has 5 missions, each with 
> their own set of quests. Unlike my previous games, this one is not self 
> voiced with me speaking. The game should work with your preferred screen 
> reading software, and I have personally tested it with NVDA. Please give it a 
> try and let me know what you think. Once the suggestions start pouring in, I 
> plan to add in more missions and a sandbox mode that will let you play 
> without any quest restrictions.
> 
> Download link:
> www.kaldobsky.com/audiogames/lunimals.zip (v1.0b, 2.02MB)
> 
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