Re: [Audyssey] request for opinions on an audiogames network

2014-05-29 Thread Kenneth Downey
As a gamer, it's always nice when you can put your scores on the main server. 
That's why Game Center and iOS is so popular. Integrating it with other audio 
game developers would be even better, since you don't have to go to one place 
to get all your game scores.

Typed with MBraille… Yet another powerful tool for iPhone 

> On May 27, 2014, at 10:18 PM, Michael Taboada 
>  wrote:
> 
> Hello all (especially audiogame developers),
> I was considering writing an audiogame server for speed of sound gaming 
> games, so that people playing our games could view scoreboards from within the
> game, chat to people playing the game they're playing (or other games), and 
> other features as needed. My question to everyone is:
> Is this something people would want? That to audiogames players, and to 
> developers. A similar question:
> Is this something you would use? If I were to make this public outside of my 
> own games I would give a library and header files (most likely for c and/or
> c++, maybe with others eventually as I figured out how to make them
> big_smile
> ) and then have you register a company/admin account on my server so you 
> could add games, add other info, etc. It would hopefully be as simple as 
> possible
> for the developer to add this to their games, for example:
> Add library/header files, build. Then at certain key points in the game, send 
> something like: logon(username, ...), then receive_message(...), etc.
> Everything would be controled through the sending of messages. Many of these 
> messages would be easily put together by simply calling something in c like:
> send_chat(username/*the username of the person*/, message, /*any other 
> details, like send to other games, maybe a game key, game password, etc*/);
> So as you can see, all it would really require would be calling a specific 
> function at a certain time to send a chat, ask for  a list of people online,
> ask for scores, etc.
> Again: Would this be something an audiogamer would like to use? And would 
> this be something a developer would implement in their games?
> Thanks all, I'm trying to get an idea of how popular this would be, as even 
> if I use it for my own games, if not written with multiple companies in mind
> it would not be as easy to add more game companies to the network without a 
> re-write.
> -Michael, Speed of Sound Gaming.
> 
> 
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> If you have any questions or concerns regarding the management of the list,
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Re: [Audyssey] request for opinions on an audiogames network

2014-05-28 Thread Shaun Everiss

yeah that would be good.
Ofcause conciddering all that would be using it would probably blind 
there would be the question of price, for sighted maybe.
However though it looked good, look what happened with swamp, hackers 
and general abusers got in the way though there were a lot of fun times to.


At 04:20 p.m. 28/05/2014, you wrote:
Sorry for the double post, but it appears that my emails are being 
put in spam by some ISP's because of my email settings, so here goes 
again. Again sorry if you saw this already.



Hello all (especially audiogame developers),
I was considering writing an audiogame server for speed of sound 
gaming games, so that people playing our games could view 
scoreboards from within the


game, chat to people playing the game they're playing (or other 
games), and other features as needed. My question to everyone is:
Is this something people would want? That to audiogames players, and 
to developers. A similar question:
Is this something you would use? If I were to make this public 
outside of my own games I would give a library and header files 
(most likely for c and/or


c++, maybe with others eventually as I figured out how to make them
big_smile
) and then have you register a company/admin account on my server so 
you could add games, add other info, etc. It would hopefully be as 
simple as possible


for the developer to add this to their games, for example:
Add library/header files, build. Then at certain key points in the 
game, send something like: logon(username, ...), then 
receive_message(...), etc.
Everything would be controled through the sending of messages. Many 
of these messages would be easily put together by simply calling 
something in c like:


send_chat(username/*the username of the person*/, message, /*any 
other details, like send to other games, maybe a game key, game 
password, etc*/);
So as you can see, all it would really require would be calling a 
specific function at a certain time to send a chat, ask for  a list 
of people online,


ask for scores, etc.
Again: Would this be something an audiogamer would like to use? And 
would this be something a developer would implement in their games?
Thanks all, I'm trying to get an idea of how popular this would be, 
as even if I use it for my own games, if not written with multiple 
companies in mind


it would not be as easy to add more game companies to the network 
without a re-write.

-Michael, Speed of Sound Gaming.




On 5/27/2014 9:18 PM, Michael Taboada wrote:

Hello all (especially audiogame developers),
I was considering writing an audiogame server for speed of sound 
gaming games, so that people playing our games could view 
scoreboards from within the
game, chat to people playing the game they're playing (or other 
games), and other features as needed. My question to everyone is:
Is this something people would want? That to audiogames players, 
and to developers. A similar question:
Is this something you would use? If I were to make this public 
outside of my own games I would give a library and header files 
(most likely for c and/or

c++, maybe with others eventually as I figured out how to make them
big_smile
) and then have you register a company/admin account on my server 
so you could add games, add other info, etc. It would hopefully be 
as simple as possible

for the developer to add this to their games, for example:
Add library/header files, build. Then at certain key points in the 
game, send something like: logon(username, ...), then 
receive_message(...), etc.
Everything would be controled through the sending of messages. Many 
of these messages would be easily put together by simply calling 
something in c like:
send_chat(username/*the username of the person*/, message, /*any 
other details, like send to other games, maybe a game key, game 
password, etc*/);
So as you can see, all it would really require would be calling a 
specific function at a certain time to send a chat, ask for  a list 
of people online,

ask for scores, etc.
Again: Would this be something an audiogamer would like to use? And 
would this be something a developer would implement in their games?
Thanks all, I'm trying to get an idea of how popular this would be, 
as even if I use it for my own games, if not written with multiple 
companies in mind
it would not be as easy to add more game companies to the network 
without a re-write.

-Michael, Speed of Sound Gaming.


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Re: [Audyssey] request for opinions on an audiogames network

2014-05-28 Thread Ian McNamara
Hello, I would be interested in this for sure. I like chatting while playing 
games.

Ian McNamara
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Re: [Audyssey] request for opinions on an audiogames network

2014-05-27 Thread Michael Taboada
Sorry for the double post, but it appears that my emails are being put 
in spam by some ISP's because of my email settings, so here goes again. 
Again sorry if you saw this already.



Hello all (especially audiogame developers),
I was considering writing an audiogame server for speed of sound gaming 
games, so that people playing our games could view scoreboards from 
within the


game, chat to people playing the game they're playing (or other games), 
and other features as needed. My question to everyone is:
Is this something people would want? That to audiogames players, and to 
developers. A similar question:
Is this something you would use? If I were to make this public outside 
of my own games I would give a library and header files (most likely for 
c and/or


c++, maybe with others eventually as I figured out how to make them
big_smile
) and then have you register a company/admin account on my server so you 
could add games, add other info, etc. It would hopefully be as simple as 
possible


for the developer to add this to their games, for example:
Add library/header files, build. Then at certain key points in the game, 
send something like: logon(username, ...), then receive_message(...), etc.
Everything would be controled through the sending of messages. Many of 
these messages would be easily put together by simply calling something 
in c like:


send_chat(username/*the username of the person*/, message, /*any other 
details, like send to other games, maybe a game key, game password, etc*/);
So as you can see, all it would really require would be calling a 
specific function at a certain time to send a chat, ask for  a list of 
people online,


ask for scores, etc.
Again: Would this be something an audiogamer would like to use? And 
would this be something a developer would implement in their games?
Thanks all, I'm trying to get an idea of how popular this would be, as 
even if I use it for my own games, if not written with multiple 
companies in mind


it would not be as easy to add more game companies to the network 
without a re-write.

-Michael, Speed of Sound Gaming.




On 5/27/2014 9:18 PM, Michael Taboada wrote:

Hello all (especially audiogame developers),
I was considering writing an audiogame server for speed of sound 
gaming games, so that people playing our games could view scoreboards 
from within the
game, chat to people playing the game they're playing (or other 
games), and other features as needed. My question to everyone is:
Is this something people would want? That to audiogames players, and 
to developers. A similar question:
Is this something you would use? If I were to make this public outside 
of my own games I would give a library and header files (most likely 
for c and/or

c++, maybe with others eventually as I figured out how to make them
big_smile
) and then have you register a company/admin account on my server so 
you could add games, add other info, etc. It would hopefully be as 
simple as possible

for the developer to add this to their games, for example:
Add library/header files, build. Then at certain key points in the 
game, send something like: logon(username, ...), then 
receive_message(...), etc.
Everything would be controled through the sending of messages. Many of 
these messages would be easily put together by simply calling 
something in c like:
send_chat(username/*the username of the person*/, message, /*any other 
details, like send to other games, maybe a game key, game password, 
etc*/);
So as you can see, all it would really require would be calling a 
specific function at a certain time to send a chat, ask for  a list of 
people online,

ask for scores, etc.
Again: Would this be something an audiogamer would like to use? And 
would this be something a developer would implement in their games?
Thanks all, I'm trying to get an idea of how popular this would be, as 
even if I use it for my own games, if not written with multiple 
companies in mind
it would not be as easy to add more game companies to the network 
without a re-write.

-Michael, Speed of Sound Gaming.


---
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You can make changes or update your subscription via the web, at
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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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You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
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If you have any questions or concerns regarding the m

[Audyssey] request for opinions on an audiogames network

2014-05-27 Thread Michael Taboada

Hello all (especially audiogame developers),
I was considering writing an audiogame server for speed of sound gaming 
games, so that people playing our games could view scoreboards from 
within the
game, chat to people playing the game they're playing (or other games), 
and other features as needed. My question to everyone is:
Is this something people would want? That to audiogames players, and to 
developers. A similar question:
Is this something you would use? If I were to make this public outside 
of my own games I would give a library and header files (most likely for 
c and/or

c++, maybe with others eventually as I figured out how to make them
big_smile
) and then have you register a company/admin account on my server so you 
could add games, add other info, etc. It would hopefully be as simple as 
possible

for the developer to add this to their games, for example:
Add library/header files, build. Then at certain key points in the game, 
send something like: logon(username, ...), then receive_message(...), etc.
Everything would be controled through the sending of messages. Many of 
these messages would be easily put together by simply calling something 
in c like:
send_chat(username/*the username of the person*/, message, /*any other 
details, like send to other games, maybe a game key, game password, etc*/);
So as you can see, all it would really require would be calling a 
specific function at a certain time to send a chat, ask for  a list of 
people online,

ask for scores, etc.
Again: Would this be something an audiogamer would like to use? And 
would this be something a developer would implement in their games?
Thanks all, I'm trying to get an idea of how popular this would be, as 
even if I use it for my own games, if not written with multiple 
companies in mind
it would not be as easy to add more game companies to the network 
without a re-write.

-Michael, Speed of Sound Gaming.


---
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You can make changes or update your subscription via the web, at
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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.