Re: [Audyssey] You Don't Know Jack for iOS

2013-02-09 Thread James Bartlett
Hello Dakotah Rickard

I totally 100 & 50% agree with you. We as in the blind community
need to stand together. It's not like there are just a couple of thousands
of blind people out there but more like a couple of hundreds of thousands of
blind people, and if we stand together to make our voices heard we can get a
lot more done. I think it's discriminatory that there is close caption on
DVD's, blue rays, games, TV, and even iPhones. Deaf people with kids even
have support groups for their kids, but there are no support groups for my
son or darter. I think it hit them harder when I lost my eyesight. The
hardest part about that is when my son or darter cries to me that they wish
I could see again. Just so I can do the things I use to do with them like
playing video games with them.
Truly
James

-Original Message-
From: Dakotah Rickard [mailto:dakotah.rick...@gmail.com] 
Sent: Thursday, February 07, 2013 12:44 PM
Subject: Re: [Audyssey] You Don't Know Jack for iOS

It isn't that I demand accessibility for every app. I am more than familiar
with the concept that some literally cannot be made to work.
What strikes me as a problem is the fact that some apps, which are
inaccessible, could be made accessible with just a little extra effort or
knowledge.

It isn't that I'm saying "Gimmy more, more, more!" I think, frankly, that
the best way to handle accessibility would be a forward-looking approach. We
could sit and complain, and I have done on a couple of occasions, about how
an app doesn't present accessibility features, even though it could, or how
a game doesn't present certain functions, added at little expense or effort,
which would make it a perfectly playable mainstream game.

Rather, I think the solution is to inform developers about other, better
ways of making games accessible. The deaf community, united, brought us
Closed Captioning, which gives a printed readout, on the screen, of any
dialogue. That is widely made available now, because of gentle, long-term
pressure. The deaf community, united once again, is now pushing for
captioning of sounds as well as dialogue. This is because they have already
established a bit of what they want and, rather than saying "We're
satisfied. We should not ask for more." They said "We have something nice,
and the mainstream population also benefit from it. Let's see if we can get
an additional feature which would be brilliant."

I suggest that the blind community, when it is united, doesn't know what it
wants and certainly doesn't know how to ask for it. I respect the efforts of
the people who have tried, and I know that what I'm saying may come out as
offensive, but the plain fact is that developers who learn about audiogames
would probably be highly turned off by the amount of beeps, blips, whistles,
and clicks that they might have to incorporate.

Smaller developers, again I mension Ernest Woo, want to squeeze every penny
out of their apps, so they'll push for accessibility, if you sell it to them
the right way. The right way, is according to myself, and as I said before,
if I had any incling of how I ought to do it, I'd start an organization on
that point. There's certainly a right and a wrong way, maybe several of
each, but I'll put it this way.
The Wii Sports game's menus are accessible, because they are simple.
If you remember where things are, you will be in pretty good shape.
Wii Fit's menus are not inaccessible, but they are less so, because they
wrap around without making a sound to indicate it, so if ever you lose your
place, you're up the creek without a paddle and have to get out of that menu
and start over.

A conscientious blind accessibility community organization would have
applied to have beta testers, at least, of this widely sold, household name
product. Having done so, we would provide simple feedback like, "Your menu
is hard to navigate, although pretty much everything else is at least
basically useable, because there's no way of knowing when you wap the menu
around." Nintendo might scoff at this, but I doubt it, as it would be a
very, very simple change to implement. We wouldn't be asking for voiced
audio of the exercise names, at least until we had established ourselves,
under one flag, as a united concern.

Consider all of this, and ask yourself, for example, how difficult it would
have been to make the app accessible. Then consider that this app is the
present. If the developer JellyVision Games, doesn't consider accessibility
a priority, even in simple accessibility features, then more apps will come
out that we will be hard pressed to use.

Consider what would happen if one person asked them to change. Then think
about what would happen if a hundred different people asked.
THen think of what would happen if an organization, whose membership might
range 

Re: [Audyssey] You Don't Know Jack for iOS

2013-02-07 Thread Clement Chou
I only have one question about that. Again, the blind community is a small 
one... and we wouldn't put a dent in their sales by not buying a game 
because of inaccessibility. I agree with you on principle, but the fact is, 
do you know exactly how easy it would be to implement any of the changes 
you're mentioning? Developers who work with their own ui's have no interest 
whatsoever in working with the native api which includes support for 
voiceover just because a small handful of people, no matter how united, sees 
it as useful. And small changes can be expensive. I found out recently that 
just to update a mainstream console game with some minor fixes costs them 
quite a sum. Just uploading the patch costs them $4. 



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Re: [Audyssey] You Don't Know Jack for iOS

2013-02-07 Thread Amanda Cape
I agree with Dakota. Do you guys know of any good trivia/word games
that can be played with friends on the iphone or through facebook that
are accessible?
Amanda

On 2/7/13, Dakotah Rickard  wrote:
> It isn't that I demand accessibility for every app. I am more than
> familiar with the concept that some literally cannot be made to work.
> What strikes me as a problem is the fact that some apps, which are
> inaccessible, could be made accessible with just a little extra effort
> or knowledge.
>
> It isn't that I'm saying "Gimmy more, more, more!" I think, frankly,
> that the best way to handle accessibility would be a forward-looking
> approach. We could sit and complain, and I have done on a couple of
> occasions, about how an app doesn't present accessibility features,
> even though it could, or how a game doesn't present certain functions,
> added at little expense or effort, which would make it a perfectly
> playable mainstream game.
>
> Rather, I think the solution is to inform developers about other,
> better ways of making games accessible. The deaf community, united,
> brought us Closed Captioning, which gives a printed readout, on the
> screen, of any dialogue. That is widely made available now, because of
> gentle, long-term pressure. The deaf community, united once again, is
> now pushing for captioning of sounds as well as dialogue. This is
> because they have already established a bit of what they want and,
> rather than saying "We're satisfied. We should not ask for more." They
> said "We have something nice, and the mainstream population also
> benefit from it. Let's see if we can get an additional feature which
> would be brilliant."
>
> I suggest that the blind community, when it is united, doesn't know
> what it wants and certainly doesn't know how to ask for it. I respect
> the efforts of the people who have tried, and I know that what I'm
> saying may come out as offensive, but the plain fact is that
> developers who learn about audiogames would probably be highly turned
> off by the amount of beeps, blips, whistles, and clicks that they
> might have to incorporate.
>
> Smaller developers, again I mension Ernest Woo, want to squeeze every
> penny out of their apps, so they'll push for accessibility, if you
> sell it to them the right way. The right way, is according to myself,
> and as I said before, if I had any incling of how I ought to do it,
> I'd start an organization on that point. There's certainly a right and
> a wrong way, maybe several of each, but I'll put it this way.
> The Wii Sports game's menus are accessible, because they are simple.
> If you remember where things are, you will be in pretty good shape.
> Wii Fit's menus are not inaccessible, but they are less so, because
> they wrap around without making a sound to indicate it, so if ever you
> lose your place, you're up the creek without a paddle and have to get
> out of that menu and start over.
>
> A conscientious blind accessibility community organization would have
> applied to have beta testers, at least, of this widely sold, household
> name product. Having done so, we would provide simple feedback like,
> "Your menu is hard to navigate, although pretty much everything else
> is at least basically useable, because there's no way of knowing when
> you wap the menu around." Nintendo might scoff at this, but I doubt
> it, as it would be a very, very simple change to implement. We
> wouldn't be asking for voiced audio of the exercise names, at least
> until we had established ourselves, under one flag, as a united
> concern.
>
> Consider all of this, and ask yourself, for example, how difficult it
> would have been to make the app accessible. Then consider that this
> app is the present. If the developer JellyVision Games, doesn't
> consider accessibility a priority, even in simple accessibility
> features, then more apps will come out that we will be hard pressed to
> use.
>
> Consider what would happen if one person asked them to change. Then
> think about what would happen if a hundred different people asked.
> THen think of what would happen if an organization, whose membership
> might range from only a few people, say about ten, to thousands of
> people asked for just a little bit more accessibility, here and there,
> made it standard practice, like closed captioning, and found a way to
> make it benefit sighted players, as well. It sounds like a far-fetched
> dream, but so did holding a single device with tens upon tens of
> readily playable games that you could take anywhere, only a few years
> ago.
>
> If I knew how, I would make that dream a reality. Maybe someone with
> more gumption than I, or with more experience, will take this idea and
> make it more than a dream. Maybe I will, someday, but the point is
> that being content with what we have is a great moral position, and I
> largely agree with it on a personal basis, but why should the blind
> community be content when we could easily, very easily, have 

Re: [Audyssey] You Don't Know Jack for iOS

2013-02-07 Thread Dakotah Rickard
It isn't that I demand accessibility for every app. I am more than
familiar with the concept that some literally cannot be made to work.
What strikes me as a problem is the fact that some apps, which are
inaccessible, could be made accessible with just a little extra effort
or knowledge.

It isn't that I'm saying "Gimmy more, more, more!" I think, frankly,
that the best way to handle accessibility would be a forward-looking
approach. We could sit and complain, and I have done on a couple of
occasions, about how an app doesn't present accessibility features,
even though it could, or how a game doesn't present certain functions,
added at little expense or effort, which would make it a perfectly
playable mainstream game.

Rather, I think the solution is to inform developers about other,
better ways of making games accessible. The deaf community, united,
brought us Closed Captioning, which gives a printed readout, on the
screen, of any dialogue. That is widely made available now, because of
gentle, long-term pressure. The deaf community, united once again, is
now pushing for captioning of sounds as well as dialogue. This is
because they have already established a bit of what they want and,
rather than saying "We're satisfied. We should not ask for more." They
said "We have something nice, and the mainstream population also
benefit from it. Let's see if we can get an additional feature which
would be brilliant."

I suggest that the blind community, when it is united, doesn't know
what it wants and certainly doesn't know how to ask for it. I respect
the efforts of the people who have tried, and I know that what I'm
saying may come out as offensive, but the plain fact is that
developers who learn about audiogames would probably be highly turned
off by the amount of beeps, blips, whistles, and clicks that they
might have to incorporate.

Smaller developers, again I mension Ernest Woo, want to squeeze every
penny out of their apps, so they'll push for accessibility, if you
sell it to them the right way. The right way, is according to myself,
and as I said before, if I had any incling of how I ought to do it,
I'd start an organization on that point. There's certainly a right and
a wrong way, maybe several of each, but I'll put it this way.
The Wii Sports game's menus are accessible, because they are simple.
If you remember where things are, you will be in pretty good shape.
Wii Fit's menus are not inaccessible, but they are less so, because
they wrap around without making a sound to indicate it, so if ever you
lose your place, you're up the creek without a paddle and have to get
out of that menu and start over.

A conscientious blind accessibility community organization would have
applied to have beta testers, at least, of this widely sold, household
name product. Having done so, we would provide simple feedback like,
"Your menu is hard to navigate, although pretty much everything else
is at least basically useable, because there's no way of knowing when
you wap the menu around." Nintendo might scoff at this, but I doubt
it, as it would be a very, very simple change to implement. We
wouldn't be asking for voiced audio of the exercise names, at least
until we had established ourselves, under one flag, as a united
concern.

Consider all of this, and ask yourself, for example, how difficult it
would have been to make the app accessible. Then consider that this
app is the present. If the developer JellyVision Games, doesn't
consider accessibility a priority, even in simple accessibility
features, then more apps will come out that we will be hard pressed to
use.

Consider what would happen if one person asked them to change. Then
think about what would happen if a hundred different people asked.
THen think of what would happen if an organization, whose membership
might range from only a few people, say about ten, to thousands of
people asked for just a little bit more accessibility, here and there,
made it standard practice, like closed captioning, and found a way to
make it benefit sighted players, as well. It sounds like a far-fetched
dream, but so did holding a single device with tens upon tens of
readily playable games that you could take anywhere, only a few years
ago.

If I knew how, I would make that dream a reality. Maybe someone with
more gumption than I, or with more experience, will take this idea and
make it more than a dream. Maybe I will, someday, but the point is
that being content with what we have is a great moral position, and I
largely agree with it on a personal basis, but why should the blind
community be content when we could easily, very easily, have more?

Signed:
Dakotah Rickard

On 2/6/13, ryan chou  wrote:
> elena,very well said, :D
> my opinion almost exactly, but my thoughts are also,if its not
> accessible at first site, get some sited help and see what can be done
> about it, don't just give up on the app
>
> On 2/6/13, Elena Brescacin  wrote:
>> hi.
>> it would be good that all apps and ga

Re: [Audyssey] You Don't Know Jack for iOS

2013-02-06 Thread ryan chou
elena,very well said, :D
my opinion almost exactly, but my thoughts are also,if its not
accessible at first site, get some sited help and see what can be done
about it, don't just give up on the app

On 2/6/13, Elena Brescacin  wrote:
> hi.
> it would be good that all apps and games would be accessible for all.
> But it's not always possible! I know a programming environment, called
> Adobe Air, which is cross platform and is cross-platform-inaccessible!
> This means that, if you have a program running under windows, mac,
> iOS... written in adobe air, it will not work with any screen reader
> in the market! Air is graphics based, texts are images, so, goodbye
> accessibility!
> I know another game, "audio invaders", which uses a framework specific
> for games, which does not support voiceover but developers made some
> efforts to adapt the environment to blind people: something works,
> something not, but effort must be appreciated.
> Now I am talking to Mag Interactive, i don't know if you ever heard
> about them. Ruzzle, and quiz cross.
> They promised me to give the developers the project to adapt games to
> accessibility but they can't be sure! Quiz Cross may be easier to
> adapt, but ruzzle, for the way the game works, does not allow a blind
> user to play! You have a grid with letters and you must compose words
> by moving the letters, and you have 2 minutes. without taking the
> finger away from the screen.
> Voiceover reads the letters, but you have no way to drag them around
> and, even if you increase the time, the concept of the game is very
> difficult to adapt.
> It's not a grid-based game such as sudoku or chess or tic tac toe,
> this is a different mechanism.
> I know my point of view cannot be accepted by all, but, I think we
> must accept we cannot do everything and play with everything, we have
> some limitations and not everything can be fully adapted.
> I made the same mistake myself, getting angry with devs who made paid
> apps without thinking of accessibility. But this is not the right way
> to behave. even if the description could make us think it is
> accessible because it's a game of words, or question/answer, and so
> on, accessibility is not guaranteed. And games are not an everyday
> essential part of our life so, even if accessibility is not
> universally applied, a game does not work, try to get another. I worry
> most about publicly useful apps such as timetables, public transport
> maps, and so on. It's true, many famous game companies do not develop
> accessible games but I found that iPhone and iPad have a very large
> variety of games for all, which we couldn't even dream a few years
> ago.
>
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Re: [Audyssey] You Don't Know Jack for iOS

2013-02-06 Thread Dakotah Rickard
I argue that though it is difficult, if a small independent can do it
(Look at Woo Games and ErnCon, accessible under IOS at least) there is
literally no excuse for JellyVision. ErnCon is by far not the only
accessible cross-platform title, and frankly most of the apps out
there are independent or small-time at least.

Signed:
Dakotah Rickard

On 2/6/13, Pitermach  wrote:
> Implementing native VO accessibility isn't as easy as you might think,
> especially if you're dealing with as different platforms as iOS and
> Android, and you wrote an engine to support both without having to
> rewrite your code.
> iOS and Android have their own UI kits and accessibility API's. On
> android, developers can use the OS's TTS features, on iOS they need to
> get an external synth like Acapela or Flight to support it. There are
> however cross platform libraries to support graphics, audio and input,
> but because they are cross platform they have their own way of
> displaying the interface. If jellyvision wanted to do what you're
> suggesting here, they'd have to write the interface with native iOS
> widgits, which wouldn't make a difference for sighted people and would
> have added development time and cost them more money.
> On 2013-02-06 06:17, Dakotah Rickard wrote:
>> I was definitely disappointed, as though I have never watched the
>> show, the game was recommended to me by a friend. I thought the ads
>> were funny though, so I didn't delete it right away.
>>
>> It's really sad how many games are not accessible, despite the fact
>> that Voiceover is such an accessible product and the app development
>> kit highly supports it.
>>
>> The only thing I cdan say is that it is disrespectful and lazy. I also
>> find that it is often the bigger companies and more well-known
>> concepts and apps that are as inaccessible as they are. Not that there
>> aren't independent apps which lack accessibility, but consider the
>> majority of big name apps. Many of them are inaccessible, and it's
>> frankly disgusting to me that, despite the many features and
>> encouragements to make an app useable by the blind community, there
>> are still those who, either through laziness, ignorance, or those who
>> are lacking in insight or foresightstill don't develop accessibly.
>>
>> I know that this is a rant, but frankly I'm not entirely certain that
>> it shouldn't be. Why, I ask myself, is this game inaccessible? It
>> doesn't, in my opinion, or under what meager knowledge I possess, need
>> to be inaccessible. The same experience could be had under a more
>> accessible regime.
>>
>> If only I could, and if someone else wants to do this they have my
>> blessing, full support, and voluntary time, I would start an
>> organization whose purpose, at least in the beginning, to provide
>> reasonable information on accessibility. Too long has the blind
>> community been divided, without organized leadership in the field of
>> gaming. Why, this list might be a haven, a breeding ground for such an
>> organization, but it is not. For far too long have we responded
>> greedily or with jaded cynnicism to those very few stodgy
>> organizations who feel they are giving their blind members justice and
>> fair representation while failing to hear them out in matters like
>> gaming.
>>
>> You Don't Know Jack is one game, one app which, though fun, is
>> relatively unimportant in the scheme of things. However, why, in its
>> relative unimportance, is it fully inaccessible on one of the most
>> accessible platforms to date?
>>
>> The answer is simple, almost staggeringly so. The answer is because we
>> have allowed inaccessibility to continue. We say "This app is
>> inaccessible." The developer may or may not care, but how do they fix
>> it? We are uninformed as to the methods of development, the facets
>> which make such apps inaccessible. If only I could, I would set us on
>> the path to knowledge. Perhaps rather than saying, "This doesn't
>> work," we should consider asking "Why does this app not work for us?"
>>
>> I hope this message gets through, as it's rather long, and I do
>> appologize for its being more than a little off-topic at times, but
>> it's important, and I hope it passes inspection, as I feel it may hold
>> the key, or perhaps the tap, to a greater understanding and therefore
>> a better future.
>>
>> Signed:
>> Dakotah Rickard
>>
>
>
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Re: [Audyssey] You Don't Know Jack for iOS

2013-02-06 Thread Pitermach
Implementing native VO accessibility isn't as easy as you might think, 
especially if you're dealing with as different platforms as iOS and 
Android, and you wrote an engine to support both without having to 
rewrite your code.
iOS and Android have their own UI kits and accessibility API's. On 
android, developers can use the OS's TTS features, on iOS they need to 
get an external synth like Acapela or Flight to support it. There are 
however cross platform libraries to support graphics, audio and input, 
but because they are cross platform they have their own way of 
displaying the interface. If jellyvision wanted to do what you're 
suggesting here, they'd have to write the interface with native iOS 
widgits, which wouldn't make a difference for sighted people and would 
have added development time and cost them more money.

On 2013-02-06 06:17, Dakotah Rickard wrote:

I was definitely disappointed, as though I have never watched the
show, the game was recommended to me by a friend. I thought the ads
were funny though, so I didn't delete it right away.

It's really sad how many games are not accessible, despite the fact
that Voiceover is such an accessible product and the app development
kit highly supports it.

The only thing I cdan say is that it is disrespectful and lazy. I also
find that it is often the bigger companies and more well-known
concepts and apps that are as inaccessible as they are. Not that there
aren't independent apps which lack accessibility, but consider the
majority of big name apps. Many of them are inaccessible, and it's
frankly disgusting to me that, despite the many features and
encouragements to make an app useable by the blind community, there
are still those who, either through laziness, ignorance, or those who
are lacking in insight or foresightstill don't develop accessibly.

I know that this is a rant, but frankly I'm not entirely certain that
it shouldn't be. Why, I ask myself, is this game inaccessible? It
doesn't, in my opinion, or under what meager knowledge I possess, need
to be inaccessible. The same experience could be had under a more
accessible regime.

If only I could, and if someone else wants to do this they have my
blessing, full support, and voluntary time, I would start an
organization whose purpose, at least in the beginning, to provide
reasonable information on accessibility. Too long has the blind
community been divided, without organized leadership in the field of
gaming. Why, this list might be a haven, a breeding ground for such an
organization, but it is not. For far too long have we responded
greedily or with jaded cynnicism to those very few stodgy
organizations who feel they are giving their blind members justice and
fair representation while failing to hear them out in matters like
gaming.

You Don't Know Jack is one game, one app which, though fun, is
relatively unimportant in the scheme of things. However, why, in its
relative unimportance, is it fully inaccessible on one of the most
accessible platforms to date?

The answer is simple, almost staggeringly so. The answer is because we
have allowed inaccessibility to continue. We say "This app is
inaccessible." The developer may or may not care, but how do they fix
it? We are uninformed as to the methods of development, the facets
which make such apps inaccessible. If only I could, I would set us on
the path to knowledge. Perhaps rather than saying, "This doesn't
work," we should consider asking "Why does this app not work for us?"

I hope this message gets through, as it's rather long, and I do
appologize for its being more than a little off-topic at times, but
it's important, and I hope it passes inspection, as I feel it may hold
the key, or perhaps the tap, to a greater understanding and therefore
a better future.

Signed:
Dakotah Rickard




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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://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
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If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] You Don't Know Jack for iOS

2013-02-05 Thread Dakotah Rickard
I was definitely disappointed, as though I have never watched the
show, the game was recommended to me by a friend. I thought the ads
were funny though, so I didn't delete it right away.

It's really sad how many games are not accessible, despite the fact
that Voiceover is such an accessible product and the app development
kit highly supports it.

The only thing I cdan say is that it is disrespectful and lazy. I also
find that it is often the bigger companies and more well-known
concepts and apps that are as inaccessible as they are. Not that there
aren't independent apps which lack accessibility, but consider the
majority of big name apps. Many of them are inaccessible, and it's
frankly disgusting to me that, despite the many features and
encouragements to make an app useable by the blind community, there
are still those who, either through laziness, ignorance, or those who
are lacking in insight or foresightstill don't develop accessibly.

I know that this is a rant, but frankly I'm not entirely certain that
it shouldn't be. Why, I ask myself, is this game inaccessible? It
doesn't, in my opinion, or under what meager knowledge I possess, need
to be inaccessible. The same experience could be had under a more
accessible regime.

If only I could, and if someone else wants to do this they have my
blessing, full support, and voluntary time, I would start an
organization whose purpose, at least in the beginning, to provide
reasonable information on accessibility. Too long has the blind
community been divided, without organized leadership in the field of
gaming. Why, this list might be a haven, a breeding ground for such an
organization, but it is not. For far too long have we responded
greedily or with jaded cynnicism to those very few stodgy
organizations who feel they are giving their blind members justice and
fair representation while failing to hear them out in matters like
gaming.

You Don't Know Jack is one game, one app which, though fun, is
relatively unimportant in the scheme of things. However, why, in its
relative unimportance, is it fully inaccessible on one of the most
accessible platforms to date?

The answer is simple, almost staggeringly so. The answer is because we
have allowed inaccessibility to continue. We say "This app is
inaccessible." The developer may or may not care, but how do they fix
it? We are uninformed as to the methods of development, the facets
which make such apps inaccessible. If only I could, I would set us on
the path to knowledge. Perhaps rather than saying, "This doesn't
work," we should consider asking "Why does this app not work for us?"

I hope this message gets through, as it's rather long, and I do
appologize for its being more than a little off-topic at times, but
it's important, and I hope it passes inspection, as I feel it may hold
the key, or perhaps the tap, to a greater understanding and therefore
a better future.

Signed:
Dakotah Rickard

On 2/4/13, Amanda Cape  wrote:
> Are there any other games like this that are more accessible with voice
> over?
>
> On 2/4/13, Orin  wrote:
>> Hello,
>> The version that Brandon reviewed was the one from last year without
>> Facebook integration. Here's the lowdown on this version.
>> After the Facebook login, hold your phone in landscape by putting the
>> home
>> button on the right, as VoiceOver says with hints turned on. Now, press
>> the
>> bottom right corner to press the play or start, I don't know what it is.
>> Then press the top right to start the episode. Episodes played this way
>> seem
>> to go from newest to oldest. Also, here are the answer layouts.
>> Answer one is on the top left, but not at the very top, it's about
>> halfway
>> down.
>> Answer two is the same way, except it's on the right.
>> Answers three and four are on the top left and bottom right respectively.
>> The Diss or Dat questions: The first answer category is at the top left
>> but
>> again not the very top, and the second one is on the bottom right.
>> The other questions that we have issues with aren't accessible, the
>> jibborish questions, which I don't think uses the iOS keyboard. Also the
>> Jack attack, which has always been inaccessible though Jellyvision are
>> now
>> aware of this.
>> These apps use something called scale form, something that I know little
>> about, but I asked about their next game, Lie Swatter, and they said that
>> while it doesn't have a host, it uses scaleform and doesn't work with
>> VoiceOver and they'll try their best. I guess they are also trying to
>> make
>> this workaround for YDKJ as well.
>> I hope this helps everyone who tried to play before.
>> Orin
>> orin8...@gmail.com
>> Twitter: http://www.twitter.com/orinks
>> Skype: orin1112
>>
>>
>>
>> On Feb 3, 2013, at 11:07 PM, Kelly Sapergia  wrote:
>>
>>> Hi,
>>>
>>> While looking around Brandon Cole's game samples page, I came across a
>>> file featuring the iOS version of You Don't Know Jack. According to the
>>> site, it's doable once you figure out whe

Re: [Audyssey] You Don't Know Jack for iOS

2013-02-04 Thread Amanda Cape
Are there any other games like this that are more accessible with voice over?

On 2/4/13, Orin  wrote:
> Hello,
> The version that Brandon reviewed was the one from last year without
> Facebook integration. Here's the lowdown on this version.
> After the Facebook login, hold your phone in landscape by putting the home
> button on the right, as VoiceOver says with hints turned on. Now, press the
> bottom right corner to press the play or start, I don't know what it is.
> Then press the top right to start the episode. Episodes played this way seem
> to go from newest to oldest. Also, here are the answer layouts.
> Answer one is on the top left, but not at the very top, it's about halfway
> down.
> Answer two is the same way, except it's on the right.
> Answers three and four are on the top left and bottom right respectively.
> The Diss or Dat questions: The first answer category is at the top left but
> again not the very top, and the second one is on the bottom right.
> The other questions that we have issues with aren't accessible, the
> jibborish questions, which I don't think uses the iOS keyboard. Also the
> Jack attack, which has always been inaccessible though Jellyvision are now
> aware of this.
> These apps use something called scale form, something that I know little
> about, but I asked about their next game, Lie Swatter, and they said that
> while it doesn't have a host, it uses scaleform and doesn't work with
> VoiceOver and they'll try their best. I guess they are also trying to make
> this workaround for YDKJ as well.
> I hope this helps everyone who tried to play before.
> Orin
> orin8...@gmail.com
> Twitter: http://www.twitter.com/orinks
> Skype: orin1112
>
>
>
> On Feb 3, 2013, at 11:07 PM, Kelly Sapergia  wrote:
>
>> Hi,
>>
>> While looking around Brandon Cole's game samples page, I came across a
>> file featuring the iOS version of You Don't Know Jack. According to the
>> site, it's doable once you figure out where to tap on the screen, so I
>> thought I'd get it for my iPod and give it a try. (From what I've heard,
>> it's now available for free with various episodes being released every
>> week, though there are token packs you can purchase from within the app.
>> What they're for, I don't know.) I was able to play a game, but got a lot
>> of the questions wrong because I don't know where you're supposed to tap
>> for certain answers. Has anyone else tried this version?
>>
>> Thanks.
>>
>> Yours Sincerely,
>> Kelly John Sapergia
>> Show Host and Production Director
>> The Global Voice Internet Radio
>> www.theglobalvoice.info
>>
>> Personal Website: www.ksapergia.net
>> Business Website (KJS Productions): www.kjsproductions.com
>>
>>
>> ---
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>> gamers-unsubscr...@audyssey.org.
>> You can make changes or update your subscription via the web, at
>> http://mail.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] You Don't Know Jack for iOS

2013-02-04 Thread Orin
Hello,
The version that Brandon reviewed was the one from last year without Facebook 
integration. Here's the lowdown on this version.
After the Facebook login, hold your phone in landscape by putting the home 
button on the right, as VoiceOver says with hints turned on. Now, press the 
bottom right corner to press the play or start, I don't know what it is. Then 
press the top right to start the episode. Episodes played this way seem to go 
from newest to oldest. Also, here are the answer layouts.
Answer one is on the top left, but not at the very top, it's about halfway down.
Answer two is the same way, except it's on the right.
Answers three and four are on the top left and bottom right respectively.
The Diss or Dat questions: The first answer category is at the top left but 
again not the very top, and the second one is on the bottom right.
The other questions that we have issues with aren't accessible, the jibborish 
questions, which I don't think uses the iOS keyboard. Also the Jack attack, 
which has always been inaccessible though Jellyvision are now aware of this.
These apps use something called scale form, something that I know little about, 
but I asked about their next game, Lie Swatter, and they said that while it 
doesn't have a host, it uses scaleform and doesn't work with VoiceOver and 
they'll try their best. I guess they are also trying to make this workaround 
for YDKJ as well.
I hope this helps everyone who tried to play before.
Orin
orin8...@gmail.com
Twitter: http://www.twitter.com/orinks
Skype: orin1112



On Feb 3, 2013, at 11:07 PM, Kelly Sapergia  wrote:

> Hi,
> 
> While looking around Brandon Cole's game samples page, I came across a file 
> featuring the iOS version of You Don't Know Jack. According to the site, it's 
> doable once you figure out where to tap on the screen, so I thought I'd get 
> it for my iPod and give it a try. (From what I've heard, it's now available 
> for free with various episodes being released every week, though there are 
> token packs you can purchase from within the app. What they're for, I don't 
> know.) I was able to play a game, but got a lot of the questions wrong 
> because I don't know where you're supposed to tap for certain answers. Has 
> anyone else tried this version?
> 
> Thanks.
> 
> Yours Sincerely,
> Kelly John Sapergia
> Show Host and Production Director
> The Global Voice Internet Radio
> www.theglobalvoice.info
> 
> Personal Website: www.ksapergia.net
> Business Website (KJS Productions): www.kjsproductions.com
> 
> 
> ---
> 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://mail.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] You Don't Know Jack for iOS

2013-02-04 Thread ryan chou
I had the exact same problem

On 2/4/13, Elena Brescacin  wrote:
> i downloaded this game, you don't know jack, from app store after
> reading kelly's mail but I did not find anything out. After the
> Facebook login window, a music starts, without any feedback by
> voiceover.
> don't know where to tap, where to go!
>
> ---
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> 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] You Don't Know Jack for iOS

2013-02-04 Thread Elena Brescacin
i downloaded this game, you don't know jack, from app store after
reading kelly's mail but I did not find anything out. After the
Facebook login window, a music starts, without any feedback by
voiceover.
don't know where to tap, where to go!

---
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Re: [Audyssey] You Don't Know Jack for iOS

2013-02-03 Thread ryan chou
I didn't even know there was an IOS version of the game, I've only
played the PS3 version
but I'll go check it out, see what i can find out

On 2/3/13, Kelly Sapergia  wrote:
> Hi,
>
> While looking around Brandon Cole's game samples page, I came across a file
>
> featuring the iOS version of You Don't Know Jack. According to the site,
> it's doable once you figure out where to tap on the screen, so I thought I'd
>
> get it for my iPod and give it a try. (From what I've heard, it's now
> available for free with various episodes being released every week, though
> there are token packs you can purchase from within the app. What they're
> for, I don't know.) I was able to play a game, but got a lot of the
> questions wrong because I don't know where you're supposed to tap for
> certain answers. Has anyone else tried this version?
>
> Thanks.
>
> Yours Sincerely,
> Kelly John Sapergia
> Show Host and Production Director
> The Global Voice Internet Radio
> www.theglobalvoice.info
>
> Personal Website: www.ksapergia.net
> Business Website (KJS Productions): www.kjsproductions.com
>
>
> ---
> 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://mail.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] You Don't Know Jack for iOS

2013-02-03 Thread Kelly Sapergia

Hi,

While looking around Brandon Cole's game samples page, I came across a file 
featuring the iOS version of You Don't Know Jack. According to the site, 
it's doable once you figure out where to tap on the screen, so I thought I'd 
get it for my iPod and give it a try. (From what I've heard, it's now 
available for free with various episodes being released every week, though 
there are token packs you can purchase from within the app. What they're 
for, I don't know.) I was able to play a game, but got a lot of the 
questions wrong because I don't know where you're supposed to tap for 
certain answers. Has anyone else tried this version?


Thanks.

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

Personal Website: www.ksapergia.net
Business Website (KJS Productions): www.kjsproductions.com


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