Re: [Audyssey] we are far behind the mainstream market in one bigaspect

2008-10-25 Thread Ron Schamerhorn
Hi all

  As for being able to play an opponent over the net I think it's a great 
idea and have even done a few times with Sound RTS but still would like more 
chances.
  I think the difficulty as has been said is the way it is implimented.
  The suggestion Thomas had of taking turns such as in the Atari games would 
certainly work fine as the controls could pass between the players.  This 
would enable two or more people to play on one computer.  Which was I 
believe what Nicol was attempting to get at.
Playing over a lan works fine as the sounds and other info can be conveyed 
to both players without any interuption of either persons tactics, 
instructions or whatever.
  I think it also as was pointed out depends on the game being played. 
Granted for a board or card game taking turns is certainly all right.  For 
games where one plays their life then gives the controller over to player 
two that also works.
  The crux of the matter is simultainious play of certain genres of games in 
a way that [and I don't think it matters if there are two players working 
together or against each other] in hearing what's going on and of course not 
hearing the particular things you should not here.
  The idea of two sound cards with headphones could work and I'm not sure 
how difficult that would prove to program into a game.  One other 
consideration is of course how many of us are with someone who we would 
challenge to a game of whatever to make the investment of hardware and such 
worth it.  Regardless of the cost of the game the additional equipment would 
probably be a consideration.

Ron


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Re: [Audyssey] we are far behind the mainstream market in one bigaspect

2008-10-25 Thread James Homuth
Also keep in mind, the computer itself would need to be able to distinguish
what's going on with a multiple keyboard/joystick environment. Since the
computer typically expects one of each, any more than that and they'll be
fighting one another for control over the same thing. That's why most
multiplayer games are either ones where you each take turns, thus only
needing to use one of each (keyboard, mouse or joystick), or network-based
for realtime multiplayer action. You just can't do what you're asking on
current computer hardware. That's why consoles were invented. 

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Munawar Bijani
Sent: October 25, 2008 7:41 AM
To: [EMAIL PROTECTED]; Gamers Discussion list
Subject: Re: [Audyssey] we are far behind the mainstream market in one
bigaspect

Hi,
I think the real challenge here is not getting two input devices to control
two separate entities at the same time--this is very easily done if the game
is coded properly and made to accomodate very generic input from the
start--rather, preventing one player from being confused by another's audio
output would be difficult. For instance, if SAPI outputs some messages,
unless each player uses a different voice, it would be difficult to tell
whose status the engine is outputting. Even if the game uses two different
voices for both players, and say if player 1 issues a status command and
player 2 does the same, player 1's status would be cut off (since in real
time games it would give player 1 and unfair advantage if player 2 has to
wait for player 1's status to finish.)

In contrast, in visual games, sound is not that big of a deal, and splitting
the screen into player 1 and player 2 areas is not difficult to do--this is
how the Nintendo 64 did it with 007: Golden Eye when you initiated
multiplayer mode; which made it easy to hook up four controllers at the same
time and play without any problems. The audio equivalent of this, I would
think, is to have the user install two sound cards, and both players wear
headsets plugged into either card. Player 1's sound output would come out of
card 1, and likewise for player 2. However, the question then arises as to
whether the user is willing to spend the money to buy two cards (or one
card, since the computer most likely already has one sound card) which will
cost about $100, on top of the extra keyboard or joystick for a second input
device, on top of the price of the game, which would probably be $30.00
minimum. As a developer, all this has to be factored in and you get to your
final answer of is it worth it to implement this technology? Based on how
the market currently is, probably not.
Munawar A. Bijani
Are you certain you will awaken from bed tomorrow?
mailto:[EMAIL PROTECTED]
http://www.bpcprograms.com
- Original Message -
From: [EMAIL PROTECTED]
To: gamers gamers@audyssey.org
Sent: Saturday, October 25, 2008 4:23 AM
Subject: [Audyssey] we are far behind the mainstream market in one big
aspect


 HI all
 while watching my favorite soapie I heard in the story that  a mother 
 and her son is playing a psp game together.
 I have no idea what the genre is, I guess its 3d or side scroller.
 both of them have a joystick  AND THEY  TRY TO BEAT ONE ANOTHER.
 IT WILL BE VERY NICE IF  2 PEOPLE COULD PLAY AN AUDIO GAME TOGETHER.
 IT WILL BE NICE, IF ME AND MY MOTHER COULD PLAY SUPER DEEKOUT FOR 
 INSTANCE.
 MY MOTHER IS FULLY SIGHTED BUT i CAN  EASILY TEACH HER TO GET USED TO 
 PLAYING A GAME WITH ONLY SOUNDS.
 THE ONLY GAME i KNOW OF WHERE 2 PEOPLE CAN PLAY SIMULTANEOUSLY IS 
 SNOWBALL WAR BUT YOU AND YOUR MATE HAVE TO USE THE SAME KEYBOARD  IS 
 IT POSSIBLE  TO MAKE AN  AUDIO GAME WHERE YOU CAN CONNECT 2 KEYBOARDS 
 TO A PC SO THAT 2 PEOPLE CAN  PLAY SIMULTANEOUSLY?
 FOR example, the 2 people can see which of them can get to a coin 
 first, who of them can first get to a spawned item, etc.


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Re: [Audyssey] we are far behind the mainstream market in one bigaspect

2008-10-25 Thread Terrence van Ettinger AKA Angus MacLaren
I know that several computers have the ability to connect two keyboards; 
seems that it'd just be a matter of adding the capability into the game 
itself.


Terrence

--
From: Chris Hallsworth [EMAIL PROTECTED]
Sent: Saturday, October 25, 2008 3:14 AM
To: [EMAIL PROTECTED]; Gamers Discussion list 
gamers@audyssey.org
Subject: Re: [Audyssey] we are far behind the mainstream market in one 
bigaspect



Sounds good!

--
Chris Hallsworth
e-mail: [EMAIL PROTECTED]
msn: [EMAIL PROTECTED]
skype: chrishallsworth7266
klango: chrishallsworth
- Original Message - 
From: [EMAIL PROTECTED]

To: gamers gamers@audyssey.org
Sent: Saturday, October 25, 2008 9:23 AM
Subject: [Audyssey] we are far behind the mainstream market in one big 
aspect




HI all
while watching my favorite soapie I heard in the story that  a mother and 
her son is playing a psp game together.

I have no idea what the genre is, I guess its 3d or side scroller.
both of them have a joystick  AND THEY  TRY TO BEAT ONE ANOTHER.
IT WILL BE VERY NICE IF  2 PEOPLE COULD PLAY AN AUDIO GAME TOGETHER.
IT WILL BE NICE, IF ME AND MY MOTHER COULD PLAY SUPER DEEKOUT FOR 
INSTANCE.
MY MOTHER IS FULLY SIGHTED BUT i CAN  EASILY TEACH HER TO GET USED TO 
PLAYING A GAME WITH ONLY SOUNDS.
THE ONLY GAME i KNOW OF WHERE 2 PEOPLE CAN PLAY SIMULTANEOUSLY IS 
SNOWBALL WAR BUT YOU AND YOUR MATE HAVE TO USE THE SAME KEYBOARD
 IS IT POSSIBLE  TO MAKE AN  AUDIO GAME WHERE YOU CAN CONNECT 2 KEYBOARDS 
TO A PC SO THAT 2 PEOPLE CAN  PLAY SIMULTANEOUSLY?
FOR example, the 2 people can see which of them can get to a coin first, 
who of them can first get to a spawned item, etc.



---
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Re: [Audyssey] we are far behind the mainstream market in one bigaspect

2008-10-25 Thread Terrence van Ettinger AKA Angus MacLaren
Couldn't the multi-channel capability of sound cards be implemented to take 
care of the cutting-off issue?  Let one player come through 1 channel, and 
the other through another channel?n'Coud


--
From: Munawar Bijani [EMAIL PROTECTED]
Sent: Saturday, October 25, 2008 3:41 AM
To: [EMAIL PROTECTED]; Gamers Discussion list 
gamers@audyssey.org
Subject: Re: [Audyssey] we are far behind the mainstream market in one 
bigaspect



Hi,
I think the real challenge here is not getting two input devices to 
control two separate entities at the same time--this is very easily done 
if the game is coded properly and made to accomodate very generic input 
from the start--rather, preventing one player from being confused by 
another's audio output would be difficult. For instance, if SAPI outputs 
some messages, unless each player uses a different voice, it would be 
difficult to tell whose status the engine is outputting. Even if the game 
uses two different voices for both players, and say if player 1 issues a 
status command and player 2 does the same, player 1's status would be cut 
off (since in real time games it would give player 1 and unfair advantage 
if player 2 has to wait for player 1's status to finish.)


In contrast, in visual games, sound is not that big of a deal, and 
splitting the screen into player 1 and player 2 areas is not difficult to 
do--this is how the Nintendo 64 did it with 007: Golden Eye when you 
initiated multiplayer mode; which made it easy to hook up four controllers 
at the same time and play without any problems. The audio equivalent of 
this, I would think, is to have the user install two sound cards, and both 
players wear headsets plugged into either card. Player 1's sound output 
would come out of card 1, and likewise for player 2. However, the question 
then arises as to whether the user is willing to spend the money to buy 
two cards (or one card, since the computer most likely already has one 
sound card) which will cost about $100, on top of the extra keyboard or 
joystick for a second input device, on top of the price of the game, which 
would probably be $30.00 minimum. As a developer, all this has to be 
factored in and you get to your final answer of is it worth it to 
implement this technology? Based on how the market currently is, probably 
not.

Munawar A. Bijani
Are you certain you will awaken from bed tomorrow?
mailto:[EMAIL PROTECTED]
http://www.bpcprograms.com
- Original Message - 
From: [EMAIL PROTECTED]

To: gamers gamers@audyssey.org
Sent: Saturday, October 25, 2008 4:23 AM
Subject: [Audyssey] we are far behind the mainstream market in one big 
aspect




HI all
while watching my favorite soapie I heard in the story that  a mother and 
her son is playing a psp game together.

I have no idea what the genre is, I guess its 3d or side scroller.
both of them have a joystick  AND THEY  TRY TO BEAT ONE ANOTHER.
IT WILL BE VERY NICE IF  2 PEOPLE COULD PLAY AN AUDIO GAME TOGETHER.
IT WILL BE NICE, IF ME AND MY MOTHER COULD PLAY SUPER DEEKOUT FOR 
INSTANCE.
MY MOTHER IS FULLY SIGHTED BUT i CAN  EASILY TEACH HER TO GET USED TO 
PLAYING A GAME WITH ONLY SOUNDS.
THE ONLY GAME i KNOW OF WHERE 2 PEOPLE CAN PLAY SIMULTANEOUSLY IS 
SNOWBALL WAR BUT YOU AND YOUR MATE HAVE TO USE THE SAME KEYBOARD
 IS IT POSSIBLE  TO MAKE AN  AUDIO GAME WHERE YOU CAN CONNECT 2 KEYBOARDS 
TO A PC SO THAT 2 PEOPLE CAN  PLAY SIMULTANEOUSLY?
FOR example, the 2 people can see which of them can get to a coin first, 
who of them can first get to a spawned item, etc.



---
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Re: [Audyssey] we are far behind the mainstream market in one bigaspect

2008-10-25 Thread Thomas Ward

Hi ron,

Quote
One other consideration is of course how many of us are with someone who 
we would

challenge to a game of whatever to make the investment of hardware and such
worth it.
End quote

And I really think this comes to the heart of the problem. While there 
are games out there like Jim's Monopoly that will allow multiple blind 
or sighted players to play against each other on the same computer I've 
never had anyone else to play it with. My wife isn't interested in the 
audio games I create or like to play as they don't have any graphics. 
Even though a game like Monopoly doesn't require graphics she finds it 
boring. So I wonder how many other blind gamers out there are faced with 
the same kind of problem. Maybe there are some sighted friends and 
family members willing to sit down and play along with a blind gamer, 
and probably there are plenty who would just find it boring. As a 
software developer I need to think of that, and figure out if the cost 
in man hours to make such a feature is really worth it.




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Re: [Audyssey] we are far behind the mainstream market in one bigaspect

2008-10-25 Thread Thomas Ward

Hi James,
Actually, Microsoft DirectInput and XInput can obtain input from 
multiple joysticks simaltaniously without effecting each other. You 
merely have to enumerate all the attached joysticks and create an object 
for each instance found. So input is actually the least of our troubles. 
speaking Sapi messages, properly conveying the audio environment, etc is 
the real issue here. As has been stated earlier a person would probably 
need to invest in a secondary sound card or the game would have to be on 
two independant computers connected by a lan connection to over come 
some of the access issues for a blind person.


James Homuth wrote:

Also keep in mind, the computer itself would need to be able to distinguish
what's going on with a multiple keyboard/joystick environment. Since the
computer typically expects one of each, any more than that and they'll be
fighting one another for control over the same thing. That's why most
multiplayer games are either ones where you each take turns, thus only
needing to use one of each (keyboard, mouse or joystick), or network-based
for realtime multiplayer action. You just can't do what you're asking on
current computer hardware. That's why consoles were invented. 
  



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Re: [Audyssey] we are far behind the mainstream market in one bigaspect

2008-10-25 Thread Thomas Ward

Hi,
Yeah, I know. I'm not sure DirectX will allow a game to poll from 
multiple keyboards though. I suppose you could create multiple keyboard 
objects, and then you could enumerate all the keyboards so the keyboard 
objects are not pointing to the same keyboard device. It is 
theoretically possible, but I don't think it would be worth it in the 
end. There probably isn't enough people with partners to play against to 
make such a feature necessary.


Terrence van Ettinger AKA Angus MacLaren wrote:
I know that several computers have the ability to connect two 
keyboards; seems that it'd just be a matter of adding the capability 
into the game itself.


Terrence



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Re: [Audyssey] we are far behind the mainstream market in one bigaspect

2008-10-25 Thread K. Matthew
I'm guessin that would be possible, however, that wouldn't work unless you
bought a splitter to have each channel going to a head set or speakers.
Which, trying to tell a blind person how to do that can lead to a thread on
its on.

Matt.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Terrence van Ettinger AKA Angus MacLaren
Sent: Saturday, October 25, 2008 10:22 AM
To: Munawar Bijani; Gamers Discussion list
Subject: Re: [Audyssey] we are far behind the mainstream market in one
bigaspect

Couldn't the multi-channel capability of sound cards be implemented to take 
care of the cutting-off issue?  Let one player come through 1 channel, and 
the other through another channel?n'Coud

--
From: Munawar Bijani [EMAIL PROTECTED]
Sent: Saturday, October 25, 2008 3:41 AM
To: [EMAIL PROTECTED]; Gamers Discussion list 
gamers@audyssey.org
Subject: Re: [Audyssey] we are far behind the mainstream market in one 
bigaspect

 Hi,
 I think the real challenge here is not getting two input devices to 
 control two separate entities at the same time--this is very easily done 
 if the game is coded properly and made to accomodate very generic input 
 from the start--rather, preventing one player from being confused by 
 another's audio output would be difficult. For instance, if SAPI outputs 
 some messages, unless each player uses a different voice, it would be 
 difficult to tell whose status the engine is outputting. Even if the game 
 uses two different voices for both players, and say if player 1 issues a 
 status command and player 2 does the same, player 1's status would be cut 
 off (since in real time games it would give player 1 and unfair advantage 
 if player 2 has to wait for player 1's status to finish.)

 In contrast, in visual games, sound is not that big of a deal, and 
 splitting the screen into player 1 and player 2 areas is not difficult to 
 do--this is how the Nintendo 64 did it with 007: Golden Eye when you 
 initiated multiplayer mode; which made it easy to hook up four controllers

 at the same time and play without any problems. The audio equivalent of 
 this, I would think, is to have the user install two sound cards, and both

 players wear headsets plugged into either card. Player 1's sound output 
 would come out of card 1, and likewise for player 2. However, the question

 then arises as to whether the user is willing to spend the money to buy 
 two cards (or one card, since the computer most likely already has one 
 sound card) which will cost about $100, on top of the extra keyboard or 
 joystick for a second input device, on top of the price of the game, which

 would probably be $30.00 minimum. As a developer, all this has to be 
 factored in and you get to your final answer of is it worth it to 
 implement this technology? Based on how the market currently is, probably

 not.
 Munawar A. Bijani
 Are you certain you will awaken from bed tomorrow?
 mailto:[EMAIL PROTECTED]
 http://www.bpcprograms.com
 - Original Message - 
 From: [EMAIL PROTECTED]
 To: gamers gamers@audyssey.org
 Sent: Saturday, October 25, 2008 4:23 AM
 Subject: [Audyssey] we are far behind the mainstream market in one big 
 aspect


 HI all
 while watching my favorite soapie I heard in the story that  a mother and

 her son is playing a psp game together.
 I have no idea what the genre is, I guess its 3d or side scroller.
 both of them have a joystick  AND THEY  TRY TO BEAT ONE ANOTHER.
 IT WILL BE VERY NICE IF  2 PEOPLE COULD PLAY AN AUDIO GAME TOGETHER.
 IT WILL BE NICE, IF ME AND MY MOTHER COULD PLAY SUPER DEEKOUT FOR 
 INSTANCE.
 MY MOTHER IS FULLY SIGHTED BUT i CAN  EASILY TEACH HER TO GET USED TO 
 PLAYING A GAME WITH ONLY SOUNDS.
 THE ONLY GAME i KNOW OF WHERE 2 PEOPLE CAN PLAY SIMULTANEOUSLY IS 
 SNOWBALL WAR BUT YOU AND YOUR MATE HAVE TO USE THE SAME KEYBOARD
  IS IT POSSIBLE  TO MAKE AN  AUDIO GAME WHERE YOU CAN CONNECT 2 KEYBOARDS

 TO A PC SO THAT 2 PEOPLE CAN  PLAY SIMULTANEOUSLY?
 FOR example, the 2 people can see which of them can get to a coin first, 
 who of them can first get to a spawned item, etc.


 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to 
 [EMAIL PROTECTED]
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 If you 

Re: [Audyssey] we are far behind the mainstream market in one bigaspect

2008-10-25 Thread Thomas Ward

Hi,
I'd say that would be very unlikely. Even if It could be done you have 
no idea how much extra memory and CPU power it would take to basically 
position two or more complete different audio environments 
symaltaniously. Not to mention I still don't see how you could keep from 
confusing both players unless the split channels were being sent out to 
separate headphones.
For example, let us take a side-scroller like Mysteries of the Ancients. 
When Angela is making her way through the ancient underground temple 
enemies and items will be heard out of the left or right speakers 
depending on if they are left or to the right of her. If you add a 
second player the exact placement of items is going to get very 
confusing. If I am to the left of an item and you are to the right of it
you are going to hear the item in the left an right speakers 
symaltaniously. That is why you really need a secondary sound source for 
each extra player.


Terrence van Ettinger AKA Angus MacLaren wrote:
Couldn't the multi-channel capability of sound cards be implemented to 
take care of the cutting-off issue?  Let one player come through 1 
channel, and the other through another channel?n'Coud



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