Re: [Audyssey] USA Games News 9/7/2013

2013-09-07 Thread Allan Thompson
Hi Tom,
I am glad your starting to feel better! Bathrooms I think were supposed to
be one of the most dangerous rooms in the house, next to the kitchen. 

I am shocked, but pleased you decided to flaunt your evolution thing with
the new and improved wrestling game! I would have played  the other one too,
but I got to admit, I am super excited to hear this! 

al






-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward
Sent: Saturday, September 07, 2013 6:04 PM
To: Gamers Discussion list
Subject: [Audyssey] USA Games News 9/7/2013

USA Games News

Sep. 7, 2013

Introduction

Welcome gamers to the USA Games News. We know that it has been a very long
time since our last news letter, and we felt it was a good time to send out
a new one. So here we are with news and information about USA Games and our
products.

First, we would like to thank all of you who participated in our informal
survey regarding the USA Games Evolution Engine a few days ago. We really
valued your comments and suggestions, and your responses really helped give
us some direction regarding our engine.
More on that later.

Second, I would like to state that I am personally doing a lot better than I
have been for a long time. Just to recap last year I had a number of health
related issues from the common cold to a more serious situation where I fell
down while getting out of the bathtub and seriously injured my neck. After
many months of rest and therapy I am now doing better than I have been in
months. Although, I am not 100% back to normal I am able to get up and do
some programming, and am slowly but surely getting our development back on
some sort of schedule. I can not say for sure when any of our products will
be ready for release, but it should be enough to know I am once again
working on them.

Evolution 3D

A couple of days ago I sent out an informal  survey regarding the future of
the Evolution Engine. The basic point of the survey was to figure out if
potential third-party game developers wanted it to remain primarily a C++
based engine as it is now, or if they wanted us to branch out into .NET or
Python. The majority of you felt keeping it as a C++ library was the best
option, and that it was not really in our best interests to put out a .NET
or Python based engine at this time. This has really helped us feel
satisfied that the direction we are heading is a good one for us and our
customers, and for the foreseeable future we will continue to keep the
Evolution Engine as a
C++ library and will likely license it more as a C++ API rather than
an engine as such.

There are of course many good reasons to keep it as a C++ based library
rather than rewrite it as a .NET library or as a Python module. The main one
is we have already put more than two years into development, the engine
library is stable, and rewriting it would only delay its release. For that
reason alone it makes sense to keep what we have and license that. The other
reasons include easier access to libraries and APIs for Mac, Windows, and
Linux. Most libraries out there are designed for C or C++, and while there
are usually wrappers for .NET or Python that is not always the case. In
cases where there aren't available wrappers we would have to spend time
writing them to make them available to our .NET or Python engine when they
are instantly available to an engine written in C++. Factor in better
performance, better security, and less dependencies need to be installed we
are pretty sure the community is right. Keeping our engine written in C++
has many advantages and few disadvantages. The only downside to this is that
it has a higher learning curve for new developers, but that could be
overcome with some decent guides and documentation.

After all, one of the purposes of writing the Evolution Engine was to
simplify access to things like speech, input, sound, and so forth. All of
those things are wrapped using wrapper classes that make it simple to get a
basic game up and running in a few ours in C++ as all the low-level code for
things like DirectInput, DirectSound, Sapi, etc is wrapped up in quick and
easy to use classes. While not quite as easy as BGT, for example, it still
would not be nearly as hard as doing it all from scratch.

As many of you probably know all of our commercial games like Tomb Hunter
and Raceway are written using the Evolution Engine, and it is fairly stable.
So I think once we figure out a few things we may begin licensing it to
potential third-parties sometime in the not too distant future.

Tomb Hunter

It has been several months since we have released a beta or any news on the
progress of this game, and we decided to just give everyone a quick update
on the progress of this game. We are in the process of updating the games
story line, adding some new levels, but we would prefer to keep certain
aspects quiet until we have something final for everyone to download and
play.

What we can say right 

Re: [Audyssey] USA Games News 9/7/2013

2013-09-07 Thread James Bartlett

hI

   The same here. I'm always happy to hear when someone is back up and 
running. I almost fell in the shower the other day but my wife was there to 
catch me, but I'll save that story for a nother site l o l.


bfn
James

--
From: Allan Thompson allan1.thomp...@cox.net
Sent: Saturday, September 07, 2013 5:43 PM
To: 'Gamers Discussion list' gamers@audyssey.org
Subject: Re: [Audyssey] USA Games News 9/7/2013


Hi Tom,
I am glad your starting to feel better! Bathrooms I think were supposed to
be one of the most dangerous rooms in the house, next to the kitchen.

I am shocked, but pleased you decided to flaunt your evolution thing with
the new and improved wrestling game! I would have played  the other one 
too,

but I got to admit, I am super excited to hear this!

al






-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward
Sent: Saturday, September 07, 2013 6:04 PM
To: Gamers Discussion list
Subject: [Audyssey] USA Games News 9/7/2013

USA Games News

Sep. 7, 2013

Introduction

Welcome gamers to the USA Games News. We know that it has been a very long
time since our last news letter, and we felt it was a good time to send 
out
a new one. So here we are with news and information about USA Games and 
our

products.

First, we would like to thank all of you who participated in our informal
survey regarding the USA Games Evolution Engine a few days ago. We really
valued your comments and suggestions, and your responses really helped 
give

us some direction regarding our engine.
More on that later.

Second, I would like to state that I am personally doing a lot better than 
I
have been for a long time. Just to recap last year I had a number of 
health
related issues from the common cold to a more serious situation where I 
fell

down while getting out of the bathtub and seriously injured my neck. After
many months of rest and therapy I am now doing better than I have been in
months. Although, I am not 100% back to normal I am able to get up and do
some programming, and am slowly but surely getting our development back on
some sort of schedule. I can not say for sure when any of our products 
will

be ready for release, but it should be enough to know I am once again
working on them.

Evolution 3D

A couple of days ago I sent out an informal  survey regarding the future 
of

the Evolution Engine. The basic point of the survey was to figure out if
potential third-party game developers wanted it to remain primarily a C++
based engine as it is now, or if they wanted us to branch out into .NET or
Python. The majority of you felt keeping it as a C++ library was the best
option, and that it was not really in our best interests to put out a .NET
or Python based engine at this time. This has really helped us feel
satisfied that the direction we are heading is a good one for us and our
customers, and for the foreseeable future we will continue to keep the
Evolution Engine as a
C++ library and will likely license it more as a C++ API rather than
an engine as such.

There are of course many good reasons to keep it as a C++ based library
rather than rewrite it as a .NET library or as a Python module. The main 
one

is we have already put more than two years into development, the engine
library is stable, and rewriting it would only delay its release. For that
reason alone it makes sense to keep what we have and license that. The 
other

reasons include easier access to libraries and APIs for Mac, Windows, and
Linux. Most libraries out there are designed for C or C++, and while there
are usually wrappers for .NET or Python that is not always the case. In
cases where there aren't available wrappers we would have to spend time
writing them to make them available to our .NET or Python engine when they
are instantly available to an engine written in C++. Factor in better
performance, better security, and less dependencies need to be installed 
we

are pretty sure the community is right. Keeping our engine written in C++
has many advantages and few disadvantages. The only downside to this is 
that

it has a higher learning curve for new developers, but that could be
overcome with some decent guides and documentation.

After all, one of the purposes of writing the Evolution Engine was to
simplify access to things like speech, input, sound, and so forth. All of
those things are wrapped using wrapper classes that make it simple to get 
a
basic game up and running in a few ours in C++ as all the low-level code 
for

things like DirectInput, DirectSound, Sapi, etc is wrapped up in quick and
easy to use classes. While not quite as easy as BGT, for example, it still
would not be nearly as hard as doing it all from scratch.

As many of you probably know all of our commercial games like Tomb Hunter
and Raceway are written using the Evolution Engine, and it is fairly 
stable.

So I think once we figure out a few things we may begin

Re: [Audyssey] USA Games News 9/7/2013

2013-09-07 Thread Thomas Ward
Hi Al,

Well, you are welcome. Switching Slam over to a C++ based game using
the Evolution Engine was really the best choice. After you and others
brought up the issues with Piledriver and Wrestling League Simulator I
started to reconsider how relevant a text based interface is in
today's gaming environment. Sure, it is simpler to make, but leaves a
lot to be desired as we are talking about ignoring all kinds of modern
features just for that simplicity such as using DirectInput for key
pressed events, SAPI for speech output, and so on. It doesn't make
sense to ignore all that when the way I am designing it now is better
all around.

Cheers!


On 9/7/13, Allan Thompson allan1.thomp...@cox.net wrote:
 Hi Tom,
 I am glad your starting to feel better! Bathrooms I think were supposed to
 be one of the most dangerous rooms in the house, next to the kitchen.

 I am shocked, but pleased you decided to flaunt your evolution thing with
 the new and improved wrestling game! I would have played  the other one
 too,
 but I got to admit, I am super excited to hear this!

 al

---
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Re: [Audyssey] USA Games News

2012-04-07 Thread Thomas Ward


Hi Charles,

Yeah, really. I wrote that news letter to keep everyone apprised of the 
situation, explain where we are, and there is always a few people who 
want to know why the game isn't available yet. Its certainly irritating 
having to explain the same thing over and over again.


Cheers!

On 4/6/2012 9:21 PM, Charles Rivard wrote:
It's having to answer messages like this one, after already having 
explained what's holding up the availability of an awaited game that 
make developers want to either pull their hair out, quit, or both.


---
Shepherds are the best beasts, but Labs are a close second.



---
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Re: [Audyssey] USA Games News

2012-04-07 Thread Thomas Ward


Hi Charles,

Interesting. Well, right now developing software for smart phones isn't 
high on my list just because I'm so tied up with other projects. 
Although, eventually I'll probably look at marketing some games for the 
iPhone because its a huge market.


On 4/6/2012 9:30 PM, Charles Rivard wrote:
If you develop games for the iPhone, I'll gladly be a tester when the 
time comes.  I currently have a 64 Gig iPhone 4S.


---
Shepherds are the best beasts, but Labs are a close second.



---
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http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
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please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] USA Games News

2012-04-06 Thread Sid
well, it looks like from some elements that there is a compitition going on 
against bgt...
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Audyssey Mailing List gamers@audyssey.org
Sent: Friday, March 30, 2012 8:57 AM
Subject: [Audyssey] USA Games News




USA Games News

Mar. 29, 2012

Introduction

Hello, gamers. Welcome to another edition of the USA Games News. As it has 
been quite a while since we've written one of these news letters and there 
have been several questions as to the fate of Mysteries of the Ancients 
over the last few months we only thought it was fair to bring you up to 
speed as to what we are doing and what you can expect from us in the 
future.


However, it must be said up front that Mysteries of the Ancients is only 
one of several products currently in development. While we are continuing 
work on Mysteries of the Ancients, which has recently been renamed for 
reasons explained later in this news letter, we are also moving forward 
with a few other projects  we've wanted to develop for a long time, but 
have been delayed time after time by Mysteries of the Ancients. So without 
further introduction here is the news.


Ark of Hope

Over the last month we have been developing a new game called Tomb 
Hunter: The Ark of Hope. This game is very similar to Mysteries of the 
Ancients, but has an all new storyline, new levels, and of course several 
updates that did not make it into the final beta of Mysteries of the 
Ancients.


In this revised version of the game world re noun archeologist, Dr. Angela 
Carter, travels to Greece in search of Pandora's Box. Legend has it that 
when Pandora opened the box she let out all the evil and suffering in the 
world and closed the box trapping hope inside. Now, Dr Angela Carter is in 
search of Pandora's Box and intends to open it. However, her quest will 
not be an easy one.


She must explore 12 Erie underground tombs filled with deadly traps 
including: fire pits, sharp metal spikes, falling rocks, deep chasms, 
rolling boulders, pits filled with boiling lava, and more. She must fight 
or flee several unworldly creatures such as: sword wielding skeletons, 
undead zombie warriors, flying harpies, and mighty centaurs. Along the way 
she will pick up and collect gold coins, ancient reed torches, precious 
jewels, and pieces of a long lost scroll that will lead her to Pandora's 
Box.


As I said earlier many of the game play elements will be similar to 
Mysteries of the Ancients, but there will be differences as well. We've 
been updating some sounds, music, as well as redesigning all 12 levels 
from scratch. In addition to those changes we've been adding more traps, 
expanding the levels, and have been adding some extra features as well. So 
stay tuned for news as this project develops.


Open G3D

For the last couple of months we've been working on a project we feel will 
greatly aid audio game developers called Open G3D. We've actually been 
working on the project for a couple of years, but were unable to move 
forward with the project do to technical details. What we wanted was a 
game engine that met a number of criteria that were difficult to meet, and 
it took quite a lot of time and research to come up with a workable 
solution.


In short, we wanted an engine that was easy to develop, an engine that was 
easy to use, and would work on Mac, Linux, Windows, and perhaps other 
platforms as well. Needless to say meeting this criteria was difficult to 
do because there is a lot of technical considerations involved in 
cross-platform game development in addition to the fact we wanted to 
create a user friendly experience for everyone.


For example, the Genesis Engine that we use to develop Mysteries of the 
Ancients, Raceway, etc is written in C++. While C++ is arguably one of the 
best languages for professional game development, is considered to be the 
industry standard, it was never intended to be a language for beginners 
and therefore isn't very easy to work with. We wanted to eliminate this 
issue by using an off the shelf language that has a history of being 
simple and straight forward while not sacrificing the power of a full 
blown programming language like C++.


At the same time we wanted to be able to design a build once run anywhere 
type engine so we could produce games for non-Windows platforms. As 
someone who does not regularly use Windows, preferring to use Linux 
instead, we are well aware of the fact that the desire for more games for 
Mac OS and Linux is growing. Unfortunately, since most of the accessible 
games and game development tools are designed for Windows those of us who 
choose to use Linux, Mac OS, or some other alternative operating system 
often get ignored. By producing a cross-platform solution we hope that we 
can make it both easier and  less difficult for developers to 

Re: [Audyssey] USA Games News

2012-04-06 Thread william lomas
this is all well and good tom but when will the new MOTA be out?
we heard it be out for years now 
if it iwll support mac go for it, :)

On 30 Mar 2012, at 04:27, Thomas Ward wrote:

 
USA Games News
 
Mar. 29, 2012
 
Introduction
 
 Hello, gamers. Welcome to another edition of the USA Games News. As it has 
 been quite a while since we've written one of these news letters and there 
 have been several questions as to the fate of Mysteries of the Ancients over 
 the last few months we only thought it was fair to bring you up to speed as 
 to what we are doing and what you can expect from us in the future.
 
 However, it must be said up front that Mysteries of the Ancients is only one 
 of several products currently in development. While we are continuing work on 
 Mysteries of the Ancients, which has recently been renamed for reasons 
 explained later in this news letter, we are also moving forward with a few 
 other projects  we've wanted to develop for a long time, but have been 
 delayed time after time by Mysteries of the Ancients. So without further 
 introduction here is the news.
 
Ark of Hope
 
 Over the last month we have been developing a new game called Tomb Hunter: 
 The Ark of Hope. This game is very similar to Mysteries of the Ancients, but 
 has an all new storyline, new levels, and of course several updates that did 
 not make it into the final beta of Mysteries of the Ancients.
 
 In this revised version of the game world re noun archeologist, Dr. Angela 
 Carter, travels to Greece in search of Pandora's Box. Legend has it that when 
 Pandora opened the box she let out all the evil and suffering in the world 
 and closed the box trapping hope inside. Now, Dr Angela Carter is in search 
 of Pandora's Box and intends to open it. However, her quest will not be an 
 easy one.
 
 She must explore 12 Erie underground tombs filled with deadly traps 
 including: fire pits, sharp metal spikes, falling rocks, deep chasms, rolling 
 boulders, pits filled with boiling lava, and more. She must fight or flee 
 several unworldly creatures such as: sword wielding skeletons, undead zombie 
 warriors, flying harpies, and mighty centaurs. Along the way she will pick up 
 and collect gold coins, ancient reed torches, precious jewels, and pieces of 
 a long lost scroll that will lead her to Pandora's Box.
 
 As I said earlier many of the game play elements will be similar to Mysteries 
 of the Ancients, but there will be differences as well. We've been updating 
 some sounds, music, as well as redesigning all 12 levels from scratch. In 
 addition to those changes we've been adding more traps, expanding the levels, 
 and have been adding some extra features as well. So stay tuned for news as 
 this project develops.
 
Open G3D
 
 For the last couple of months we've been working on a project we feel will 
 greatly aid audio game developers called Open G3D. We've actually been 
 working on the project for a couple of years, but were unable to move forward 
 with the project do to technical details. What we wanted was a game engine 
 that met a number of criteria that were difficult to meet, and it took quite 
 a lot of time and research to come up with a workable solution.
 
 In short, we wanted an engine that was easy to develop, an engine that was 
 easy to use, and would work on Mac, Linux, Windows, and perhaps other 
 platforms as well. Needless to say meeting this criteria was difficult to do 
 because there is a lot of technical considerations involved in cross-platform 
 game development in addition to the fact we wanted to create a user friendly 
 experience for everyone.
 
 For example, the Genesis Engine that we use to develop Mysteries of the 
 Ancients, Raceway, etc is written in C++. While C++ is arguably one of the 
 best languages for professional game development, is considered to be the 
 industry standard, it was never intended to be a language for beginners and 
 therefore isn't very easy to work with. We wanted to eliminate this issue by 
 using an off the shelf language that has a history of being simple and 
 straight forward while not sacrificing the power of a full blown programming 
 language like C++.
 
 At the same time we wanted to be able to design a build once run anywhere 
 type engine so we could produce games for non-Windows platforms. As someone 
 who does not regularly use Windows, preferring to use Linux instead, we are 
 well aware of the fact that the desire for more games for Mac OS and Linux is 
 growing. Unfortunately, since most of the accessible games and game 
 development tools are designed for Windows those of us who choose to use 
 Linux, Mac OS, or some other alternative operating system often get ignored. 
 By producing a cross-platform solution we hope that we can make it both 
 easier and  less difficult for developers to produce more cross-platform 
 games.
 
 In 

Re: [Audyssey] USA Games News

2012-04-06 Thread Thomas Ward


Hi,

Hmmm...Well, I guess you could say that. However, the purpose of the 
engine I am working on is to enable developers to design free and open 
source games for other platforms like Linux and Mac OS that 
unfortunately do not get much attention from game developers.


I suppose the engine could be used for commercial games as well, but I 
don't claim that the open source engine I'm working on will be as good 
as BGT. There are limitations in cross-platform development that make it 
difficult to get a feature by feature comparison on all platforms 
involved. Especially, when we are dealing with a generic game 
programming API like Pygame.


For example, the mixer that comes with Pygame, SDL Mixer, is capable of 
basic 2d stereo panning and controling the volume of sounds, but there 
isn't any kind of true 3d virtualization and you can't set the pitch. 
Both of these are serious limitations in my book and require a more 
professional sound mixer like FMOD or perhaps OpenAL. Which are 
preferable for a game engine like this. So although I'm excited to see 
what can be done with the new engine its sadly not quite on par with BGT 
given the fact I'm using several open source APIs that are stable but 
not as feature filled as those available in commercial APIs.


Cheers!

On 4/3/2012 8:17 AM, Sid wrote:
well, it looks like from some elements that there is a compitition 
going on against bgt...



---
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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
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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.


Re: [Audyssey] USA Games News

2012-04-06 Thread Charles Rivard
I'm happy to get what was replied to here, as it updated me as to what's 
been going on for the last month or so since I've been totally offline due 
to circumstances beyond my control.


---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: Sid siddhan...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, April 03, 2012 7:17 AM
Subject: Re: [Audyssey] USA Games News


well, it looks like from some elements that there is a compitition going 
on against bgt...
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Audyssey Mailing List gamers@audyssey.org
Sent: Friday, March 30, 2012 8:57 AM
Subject: [Audyssey] USA Games News




USA Games News

Mar. 29, 2012

Introduction

Hello, gamers. Welcome to another edition of the USA Games News. As it 
has been quite a while since we've written one of these news letters and 
there have been several questions as to the fate of Mysteries of the 
Ancients over the last few months we only thought it was fair to bring 
you up to speed as to what we are doing and what you can expect from us 
in the future.


However, it must be said up front that Mysteries of the Ancients is only 
one of several products currently in development. While we are continuing 
work on Mysteries of the Ancients, which has recently been renamed for 
reasons explained later in this news letter, we are also moving forward 
with a few other projects  we've wanted to develop for a long time, but 
have been delayed time after time by Mysteries of the Ancients. So 
without further introduction here is the news.


Ark of Hope

Over the last month we have been developing a new game called Tomb 
Hunter: The Ark of Hope. This game is very similar to Mysteries of the 
Ancients, but has an all new storyline, new levels, and of course several 
updates that did not make it into the final beta of Mysteries of the 
Ancients.


In this revised version of the game world re noun archeologist, Dr. 
Angela Carter, travels to Greece in search of Pandora's Box. Legend has 
it that when Pandora opened the box she let out all the evil and 
suffering in the world and closed the box trapping hope inside. Now, Dr 
Angela Carter is in search of Pandora's Box and intends to open it. 
However, her quest will not be an easy one.


She must explore 12 Erie underground tombs filled with deadly traps 
including: fire pits, sharp metal spikes, falling rocks, deep chasms, 
rolling boulders, pits filled with boiling lava, and more. She must fight 
or flee several unworldly creatures such as: sword wielding skeletons, 
undead zombie warriors, flying harpies, and mighty centaurs. Along the 
way she will pick up and collect gold coins, ancient reed torches, 
precious jewels, and pieces of a long lost scroll that will lead her to 
Pandora's Box.


As I said earlier many of the game play elements will be similar to 
Mysteries of the Ancients, but there will be differences as well. We've 
been updating some sounds, music, as well as redesigning all 12 levels 
from scratch. In addition to those changes we've been adding more traps, 
expanding the levels, and have been adding some extra features as well. 
So stay tuned for news as this project develops.


Open G3D

For the last couple of months we've been working on a project we feel 
will greatly aid audio game developers called Open G3D. We've actually 
been working on the project for a couple of years, but were unable to 
move forward with the project do to technical details. What we wanted was 
a game engine that met a number of criteria that were difficult to meet, 
and it took quite a lot of time and research to come up with a workable 
solution.


In short, we wanted an engine that was easy to develop, an engine that 
was easy to use, and would work on Mac, Linux, Windows, and perhaps other 
platforms as well. Needless to say meeting this criteria was difficult to 
do because there is a lot of technical considerations involved in 
cross-platform game development in addition to the fact we wanted to 
create a user friendly experience for everyone.


For example, the Genesis Engine that we use to develop Mysteries of the 
Ancients, Raceway, etc is written in C++. While C++ is arguably one of 
the best languages for professional game development, is considered to be 
the industry standard, it was never intended to be a language for 
beginners and therefore isn't very easy to work with. We wanted to 
eliminate this issue by using an off the shelf language that has a 
history of being simple and straight forward while not sacrificing the 
power of a full blown programming language like C++.


At the same time we wanted to be able to design a build once run anywhere 
type engine so we could produce games for non-Windows platforms. As 
someone who does not regularly use Windows, preferring to use Linux

Re: [Audyssey] USA Games News

2012-04-06 Thread Charles Rivard
I think this was touched on in the news update from Thomas?  What he has 
been doing and why it is not out was the first topic of discussion.


---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: william lomas will.d.lo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 30, 2012 4:45 AM
Subject: Re: [Audyssey] USA Games News



this is all well and good tom but when will the new MOTA be out?
we heard it be out for years now
if it iwll support mac go for it, :)

On 30 Mar 2012, at 04:27, Thomas Ward wrote:



   USA Games News

   Mar. 29, 2012

   Introduction

Hello, gamers. Welcome to another edition of the USA Games News. As it 
has been quite a while since we've written one of these news letters and 
there have been several questions as to the fate of Mysteries of the 
Ancients over the last few months we only thought it was fair to bring 
you up to speed as to what we are doing and what you can expect from us 
in the future.


However, it must be said up front that Mysteries of the Ancients is only 
one of several products currently in development. While we are continuing 
work on Mysteries of the Ancients, which has recently been renamed for 
reasons explained later in this news letter, we are also moving forward 
with a few other projects  we've wanted to develop for a long time, but 
have been delayed time after time by Mysteries of the Ancients. So 
without further introduction here is the news.


   Ark of Hope

Over the last month we have been developing a new game called Tomb 
Hunter: The Ark of Hope. This game is very similar to Mysteries of the 
Ancients, but has an all new storyline, new levels, and of course several 
updates that did not make it into the final beta of Mysteries of the 
Ancients.


In this revised version of the game world re noun archeologist, Dr. 
Angela Carter, travels to Greece in search of Pandora's Box. Legend has 
it that when Pandora opened the box she let out all the evil and 
suffering in the world and closed the box trapping hope inside. Now, Dr 
Angela Carter is in search of Pandora's Box and intends to open it. 
However, her quest will not be an easy one.


She must explore 12 Erie underground tombs filled with deadly traps 
including: fire pits, sharp metal spikes, falling rocks, deep chasms, 
rolling boulders, pits filled with boiling lava, and more. She must fight 
or flee several unworldly creatures such as: sword wielding skeletons, 
undead zombie warriors, flying harpies, and mighty centaurs. Along the 
way she will pick up and collect gold coins, ancient reed torches, 
precious jewels, and pieces of a long lost scroll that will lead her to 
Pandora's Box.


As I said earlier many of the game play elements will be similar to 
Mysteries of the Ancients, but there will be differences as well. We've 
been updating some sounds, music, as well as redesigning all 12 levels 
from scratch. In addition to those changes we've been adding more traps, 
expanding the levels, and have been adding some extra features as well. 
So stay tuned for news as this project develops.


   Open G3D

For the last couple of months we've been working on a project we feel 
will greatly aid audio game developers called Open G3D. We've actually 
been working on the project for a couple of years, but were unable to 
move forward with the project do to technical details. What we wanted was 
a game engine that met a number of criteria that were difficult to meet, 
and it took quite a lot of time and research to come up with a workable 
solution.


In short, we wanted an engine that was easy to develop, an engine that 
was easy to use, and would work on Mac, Linux, Windows, and perhaps other 
platforms as well. Needless to say meeting this criteria was difficult to 
do because there is a lot of technical considerations involved in 
cross-platform game development in addition to the fact we wanted to 
create a user friendly experience for everyone.


For example, the Genesis Engine that we use to develop Mysteries of the 
Ancients, Raceway, etc is written in C++. While C++ is arguably one of 
the best languages for professional game development, is considered to be 
the industry standard, it was never intended to be a language for 
beginners and therefore isn't very easy to work with. We wanted to 
eliminate this issue by using an off the shelf language that has a 
history of being simple and straight forward while not sacrificing the 
power of a full blown programming language like C++.


At the same time we wanted to be able to design a build once run anywhere 
type engine so we could produce games for non-Windows platforms. As 
someone who does not regularly use Windows, preferring to use Linux 
instead, we are well aware of the fact that the desire for more games for 
Mac OS and Linux is growing. Unfortunately, since most

Re: [Audyssey] USA Games News

2012-04-06 Thread bpeterson2000

It'll be out when it's ready.



Are you threatening me? I am the great Cornholio! I come from Lake Titicaca!
-Original Message- 
From: william lomas

Sent: Friday, March 30, 2012 3:45 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] USA Games News

this is all well and good tom but when will the new MOTA be out?
we heard it be out for years now
if it iwll support mac go for it, :)

On 30 Mar 2012, at 04:27, Thomas Ward wrote:



   USA Games News

   Mar. 29, 2012

   Introduction

Hello, gamers. Welcome to another edition of the USA Games News. As it has 
been quite a while since we've written one of these news letters and there 
have been several questions as to the fate of Mysteries of the Ancients 
over the last few months we only thought it was fair to bring you up to 
speed as to what we are doing and what you can expect from us in the 
future.


However, it must be said up front that Mysteries of the Ancients is only 
one of several products currently in development. While we are continuing 
work on Mysteries of the Ancients, which has recently been renamed for 
reasons explained later in this news letter, we are also moving forward 
with a few other projects  we've wanted to develop for a long time, but 
have been delayed time after time by Mysteries of the Ancients. So without 
further introduction here is the news.


   Ark of Hope

Over the last month we have been developing a new game called Tomb 
Hunter: The Ark of Hope. This game is very similar to Mysteries of the 
Ancients, but has an all new storyline, new levels, and of course several 
updates that did not make it into the final beta of Mysteries of the 
Ancients.


In this revised version of the game world re noun archeologist, Dr. Angela 
Carter, travels to Greece in search of Pandora's Box. Legend has it that 
when Pandora opened the box she let out all the evil and suffering in the 
world and closed the box trapping hope inside. Now, Dr Angela Carter is in 
search of Pandora's Box and intends to open it. However, her quest will 
not be an easy one.


She must explore 12 Erie underground tombs filled with deadly traps 
including: fire pits, sharp metal spikes, falling rocks, deep chasms, 
rolling boulders, pits filled with boiling lava, and more. She must fight 
or flee several unworldly creatures such as: sword wielding skeletons, 
undead zombie warriors, flying harpies, and mighty centaurs. Along the way 
she will pick up and collect gold coins, ancient reed torches, precious 
jewels, and pieces of a long lost scroll that will lead her to Pandora's 
Box.


As I said earlier many of the game play elements will be similar to 
Mysteries of the Ancients, but there will be differences as well. We've 
been updating some sounds, music, as well as redesigning all 12 levels 
from scratch. In addition to those changes we've been adding more traps, 
expanding the levels, and have been adding some extra features as well. So 
stay tuned for news as this project develops.


   Open G3D

For the last couple of months we've been working on a project we feel will 
greatly aid audio game developers called Open G3D. We've actually been 
working on the project for a couple of years, but were unable to move 
forward with the project do to technical details. What we wanted was a 
game engine that met a number of criteria that were difficult to meet, and 
it took quite a lot of time and research to come up with a workable 
solution.


In short, we wanted an engine that was easy to develop, an engine that was 
easy to use, and would work on Mac, Linux, Windows, and perhaps other 
platforms as well. Needless to say meeting this criteria was difficult to 
do because there is a lot of technical considerations involved in 
cross-platform game development in addition to the fact we wanted to 
create a user friendly experience for everyone.


For example, the Genesis Engine that we use to develop Mysteries of the 
Ancients, Raceway, etc is written in C++. While C++ is arguably one of the 
best languages for professional game development, is considered to be the 
industry standard, it was never intended to be a language for beginners 
and therefore isn't very easy to work with. We wanted to eliminate this 
issue by using an off the shelf language that has a history of being 
simple and straight forward while not sacrificing the power of a full 
blown programming language like C++.


At the same time we wanted to be able to design a build once run anywhere 
type engine so we could produce games for non-Windows platforms. As 
someone who does not regularly use Windows, preferring to use Linux 
instead, we are well aware of the fact that the desire for more games for 
Mac OS and Linux is growing. Unfortunately, since most of the accessible 
games and game development tools are designed for Windows those of us who 
choose to use Linux, Mac OS, or some other alternative

Re: [Audyssey] USA Games News

2012-04-06 Thread Charles Rivard
My first thought about the new engine you are working on was the rapidly 
growing market of gaming for I devices.  Think that will be feasible?


---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, April 06, 2012 7:36 PM
Subject: Re: [Audyssey] USA Games News




Hi,

Hmmm...Well, I guess you could say that. However, the purpose of the 
engine I am working on is to enable developers to design free and open 
source games for other platforms like Linux and Mac OS that unfortunately 
do not get much attention from game developers.


I suppose the engine could be used for commercial games as well, but I 
don't claim that the open source engine I'm working on will be as good as 
BGT. There are limitations in cross-platform development that make it 
difficult to get a feature by feature comparison on all platforms 
involved. Especially, when we are dealing with a generic game programming 
API like Pygame.


For example, the mixer that comes with Pygame, SDL Mixer, is capable of 
basic 2d stereo panning and controling the volume of sounds, but there 
isn't any kind of true 3d virtualization and you can't set the pitch. Both 
of these are serious limitations in my book and require a more 
professional sound mixer like FMOD or perhaps OpenAL. Which are preferable 
for a game engine like this. So although I'm excited to see what can be 
done with the new engine its sadly not quite on par with BGT given the 
fact I'm using several open source APIs that are stable but not as feature 
filled as those available in commercial APIs.


Cheers!

On 4/3/2012 8:17 AM, Sid wrote:
well, it looks like from some elements that there is a compitition going 
on against bgt...



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Re: [Audyssey] USA Games News

2012-04-06 Thread Thomas Ward


Hi will,

I think you have confused two different projects. The game that used to 
be MOTA, Ark of Hope, currently is not being written using the 
cross-platform engine. It is using the Windows game engine written in 
C++ with various Windows components like DirectX.


That said, I've already explained the reason for the delays. Between the 
time MOTA beta 22 came out and the time I began working on Ark of Hope I 
had added a number of changes to the Windows game engine which means the 
MOTA beta 22 source code is no longer compatible with said engine. I've 
been revising the game, fixing technical issues, as well as redesigning 
the levels, adding new sound effects, music, etc. I know you and others 
are tired of waiting, but rushing me seriously won't help the situation.


Cheers!

 - Original Message - From: william lomas 
will.d.lo...@gmail.com

 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, March 30, 2012 4:45 AM
 Subject: Re: [Audyssey] USA Games News


 this is all well and good tom but when will the new MOTA be out?
 we heard it be out for years now
 if it iwll support mac go for it.



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Re: [Audyssey] USA Games News

2012-04-06 Thread Thomas Ward


Hi Bryan,

Well said. The game is done when its done and not a minute before.

On 4/6/2012 8:20 PM, bpeterson2...@cableone.net wrote:

It'll be out when it's ready.



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Re: [Audyssey] USA Games News

2012-04-06 Thread Thomas Ward


Hi Charles,

Perhaps. I'm still not too sure of how Python apps will run on iOS 
devices like iPhones and iPads although Cara assures me its possible, 
and pointed me to a Python interpreter for iOS on the Apple store. I 
still have to see if there is a version of Pygame for iOS, but it seems 
as though it might be possible.


I've also seen versions of Python floating around for Windows Mobile 
devices which is another possibility for game development. Python 
appears to be fairly flexable when it comes to supporting a wide range 
of hardware and operating systems without too many changes in source. So 
perhaps just perhaps once this engine is ready for prime time I'll be 
able to put out some very basic games like Jim Kitchen develops for 
non-Windows operating systems and various handheld devices.


Cheers!

On 4/6/2012 8:46 PM, Charles Rivard wrote:
My first thought about the new engine you are working on was the 
rapidly growing market of gaming for iOS devices.  Think that will be 
feasible?


---
Shepherds are the best beasts, but Labs are a close second.



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Re: [Audyssey] USA Games News

2012-04-06 Thread Charles Rivard
It's having to answer messages like this one, after already having explained 
what's holding up the availability of an awaited game that make developers 
want to either pull their hair out, quit, or both.


---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, April 06, 2012 8:10 PM
Subject: Re: [Audyssey] USA Games News




Hi will,

I think you have confused two different projects. The game that used to be 
MOTA, Ark of Hope, currently is not being written using the cross-platform 
engine. It is using the Windows game engine written in C++ with various 
Windows components like DirectX.


That said, I've already explained the reason for the delays. Between the 
time MOTA beta 22 came out and the time I began working on Ark of Hope I 
had added a number of changes to the Windows game engine which means the 
MOTA beta 22 source code is no longer compatible with said engine. I've 
been revising the game, fixing technical issues, as well as redesigning 
the levels, adding new sound effects, music, etc. I know you and others 
are tired of waiting, but rushing me seriously won't help the situation.


Cheers!

 - Original Message - From: william lomas
will.d.lo...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, March 30, 2012 4:45 AM
 Subject: Re: [Audyssey] USA Games News


 this is all well and good tom but when will the new MOTA be out?
 we heard it be out for years now
 if it iwll support mac go for it.



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Re: [Audyssey] USA Games News

2012-04-06 Thread Charles Rivard
If you develop games for the iPhone, I'll gladly be a tester when the time 
comes.  I currently have a 64 Gig iPhone 4S.


---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, April 06, 2012 8:19 PM
Subject: Re: [Audyssey] USA Games News




Hi Charles,

Perhaps. I'm still not too sure of how Python apps will run on iOS devices 
like iPhones and iPads although Cara assures me its possible, and pointed 
me to a Python interpreter for iOS on the Apple store. I still have to see 
if there is a version of Pygame for iOS, but it seems as though it might 
be possible.


I've also seen versions of Python floating around for Windows Mobile 
devices which is another possibility for game development. Python appears 
to be fairly flexable when it comes to supporting a wide range of hardware 
and operating systems without too many changes in source. So perhaps just 
perhaps once this engine is ready for prime time I'll be able to put out 
some very basic games like Jim Kitchen develops for non-Windows operating 
systems and various handheld devices.


Cheers!

On 4/6/2012 8:46 PM, Charles Rivard wrote:
My first thought about the new engine you are working on was the rapidly 
growing market of gaming for iOS devices.  Think that will be feasible?


---
Shepherds are the best beasts, but Labs are a close second.



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Re: [Audyssey] USA Games News

2012-03-30 Thread Christopher Bartlett
All this sounds excellent, though I'm far more interested in the open engine
than either of the specific games.  I hope that you will provide
documentation of the quality and ease of use that Philip has provided for
BGT, which is one reason I've recommended his dev kit to folk starting out.

Christopher Bartlett



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Re: [Audyssey] USA Games News

2012-03-30 Thread Thomas Ward


Hi Christopher,

I certainly have plans to do that.  Its part of the reason I am writing 
the engine. At first I initially was going to write up general Python 
tutorials for the USA Games developer site and then realized I could 
ease the new game developer into Python by building some common modules 
for sound, music, input, etc. It would simplify a language that is 
already fairly simple to begin with.


Basically, what I'll be doing in terms of documentation is a two part 
tutorial. One part will deal with the basics of the Python language. The 
second part will give specific documentation on the Open G3D engine and 
how to use the class modules  for this, that, and the other thing.


For instance, here is a quick source example of initializing and using 
sound in Open G3D.


#Import the audio class module
import audio

#Declare a mixer object
mixer = audio.Audio()

def main():

#Load a sound and asign it to channel 1
mixer.SoundOpen(1, my_sound.wav)

#Play the sound
mixer.SoundPlay(1, False)

#Position the sound to the left
mixer.SoundPosition(1, -90, 0)

#Position the sound to the right
mixer.SoundPosition(1, 90, 0)

#Stop the sound
mixer.SoundStop()

Obviously, something like this would be explained in more depth in the 
actual documentation, but there really isn't much complication to this 
simple example. We import the audio module, declare an audio mixer 
object, and then in the main function we load a sound, start it playing, 
and move it around a bit. Very simple stuff here. However simple it 
might be I think it is a great intro to programming without a lot of 
overhead involved.


Cheers!

On 3/30/2012 11:55 AM, Christopher Bartlett wrote:

All this sounds excellent, though I'm far more interested in the open engine
than either of the specific games.  I hope that you will provide
documentation of the quality and ease of use that Philip has provided for
BGT, which is one reason I've recommended his dev kit to folk starting out.

Christopher Bartlett



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Re: [Audyssey] USA Games News

2012-03-30 Thread Brandon Misch
will the engine have screen reader api support and if not will fc2.0 have it 
for people who just want to use there readers and not sapi or recorded speech? 

On Mar 30, 2012, at 3:30 PM, Thomas Ward wrote:

 
 Hi Christopher,
 
 I certainly have plans to do that.  Its part of the reason I am writing the 
 engine. At first I initially was going to write up general Python tutorials 
 for the USA Games developer site and then realized I could ease the new game 
 developer into Python by building some common modules for sound, music, 
 input, etc. It would simplify a language that is already fairly simple to 
 begin with.
 
 Basically, what I'll be doing in terms of documentation is a two part 
 tutorial. One part will deal with the basics of the Python language. The 
 second part will give specific documentation on the Open G3D engine and how 
 to use the class modules  for this, that, and the other thing.
 
 For instance, here is a quick source example of initializing and using sound 
 in Open G3D.
 
 #Import the audio class module
 import audio
 
 #Declare a mixer object
 mixer = audio.Audio()
 
 def main():
 
#Load a sound and asign it to channel 1
mixer.SoundOpen(1, my_sound.wav)
 
#Play the sound
mixer.SoundPlay(1, False)
 
#Position the sound to the left
mixer.SoundPosition(1, -90, 0)
 
#Position the sound to the right
mixer.SoundPosition(1, 90, 0)
 
#Stop the sound
mixer.SoundStop()
 
 Obviously, something like this would be explained in more depth in the actual 
 documentation, but there really isn't much complication to this simple 
 example. We import the audio module, declare an audio mixer object, and then 
 in the main function we load a sound, start it playing, and move it around a 
 bit. Very simple stuff here. However simple it might be I think it is a great 
 intro to programming without a lot of overhead involved.
 
 Cheers!
 
 On 3/30/2012 11:55 AM, Christopher Bartlett wrote:
 All this sounds excellent, though I'm far more interested in the open engine
 than either of the specific games.  I hope that you will provide
 documentation of the quality and ease of use that Philip has provided for
 BGT, which is one reason I've recommended his dev kit to folk starting out.
 
  Christopher Bartlett
 
 
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Re: [Audyssey] USA Games News

2012-03-30 Thread Thomas Ward


Hi Brandon,

Eventually, I'll probably create a screen reader module for the engine 
given the fact that is something many game developers and gamers want to 
have. It shouldn't be too difficult to create as most screen readers 
expose their APIs via a COM interface. However, its probably not 
something I will use myself for the simple fact one of the purposes I'm 
developing this engine is to help promote game development for Mac OS 
and Linux as well as Windows. If I tie my games to a platform specific 
screen reader like Jaws, Window-Eyes, etc I've just defeated one of the 
primary features of writing this engine in the first place.


So in answer to your question no I won't be adding direct screen reader 
support to Final Conflict. At least not initially. I'm rewriting the 
game in Python primarily so I can play it on my computers which all run 
Linux as the primary OS, and I wouldn't want to have a bunch of Windows 
dependencies  I'd have to remove just to compile a cross-platform 
version for Mac and Linux users. So as far as speech output goes I'll 
probably end up using something like pyttsx which uses Sapi on Windows, 
Espeak on Linux, and something else on Mac.


Cheers!

On 3/30/2012 5:03 PM, Brandon Misch wrote:

will the engine have screen reader api support and if not will fc2.0 have it 
for people who just want to use there readers and not sapi or recorded speech?



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Re: [Audyssey] USA Games News

2011-11-03 Thread Thomas Ward
Hi Dark,

Well, before anyone jumps to conclusions and begins calling them lets
see what their developers say. The person I talked to was one of their
support representatives and she wasn't clear on all of the details.
Just that she thought that I had to sign a NDA agreement, and she
wasn't authorized to discuss it. My request has been passed along to
someone else, and they'd get back with me. So far nothing, but I
realize that perhaps they don't even know how they are going to handle
it yet. Its possible the API isn't ready, but she thought it was. So
I'm just waiting to see. In the meantime if SuperNova support isn't
there you can always fall back on SAPI support until we get that
support worked out.

As far as access to the material I of course agree with you 100%.
Dolphin isn't making it easy to gather competent information regarding
the SuperNova API, and if their screen reader isn't directly supported
by games and other products its their own fault. All the other screen
reader developers including Freedom Scientific have come forward and
offered what help they could to add screen reader support to my
products. So I'm not exactly sure where Dolphin's head is at, but they
are being too secretive and proprietary for my liking.

Cheers!


On 11/2/11, dark d...@xgam.org wrote:
 Hi Tom.

 i'm glad the documentation is actually out, but certainly when i spoke to
 Dolphin there was none of this business about hiding the api, afterall it's
 not as if having it would let someone Hack supernova at some point.

 I'll have to talk to them again, sinse if a developer for a free products
 such as Aprone can't get easy access to it that would not be a good thing.

 At least the documentation is actually donewhich is further on than I
 thought things were.

 Beware the grue!

 Dark.

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Re: [Audyssey] USA Games News

2011-11-03 Thread Thomas Ward
Hi Brandon,

To be honest I forgot to contact Serotek. System Access isn't a screen
reader I'm familiar with, and from what I can tell not exactly a
really popular one. However, I'll try and contact them today and see
if I can get a hold of their API documentation.

By the way, I had no problems with GW Micro. So please don't say that
I did when they were actually quite friendly and helpful about the API
documentation. They have an entire section of their website dedicated
to development, scripting, and creating stand alone apps that are
Window-eyes enabled. So I just wanted to point that out.

Cheers!


On 11/2/11, Brandon Misch bmisch2...@gmail.com wrote:
 Hey thomas. i know that you had a hard time getting screen reading apis from
 gwMicro and dolphin but what about serotek? Did they give you a hard time
 too or were they open to giving you there api documentation? thought i would
 ask.

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Re: [Audyssey] USA Games News

2011-11-03 Thread Thomas Ward
Hi Michael,

Not sure what you are getting at here, but the Cereproc voices are
rather new, and I think their latest version of the Cereproc engine is
2.1.1. So obviously they have done some updating since they started
developing voices. How often or frequently they'll continue to update
is anyone's guess.

In general Cereproc is a Scottish company and they tend to focus on
U.K. voices. That is Scottish, Brittish English,Irish, etc. In fact,
they are the only ones who has a decent Irish voice, Kaitlin,  which
is a fairly decent voice which I own a copy of. They also have
American English, French, Spanish, Italian, and I believe German
voices available as well. The best way to see what is in their catalog
is to go to
http://www.cereproc.com
and see for yourself what they have available.

They offer two methods for using their voices. A developer can access
their Windows voices via the SAPI API or a developer can support them
directly through the Cereproc SDK. They also have Mac OS X voices
available for Mac users so it looks like Cereproc is now going
cross-platform with their voice engine as well.

As far as pricing goes they are a little on the expensive side. Last I
checked they want $41.99, $42 USD, per voice. That's a little more
expensive than the Cepstral voices, but not so expensive a person on a
fixed income like SSI couldn't afford them. Since they are a little
higher than I really want to pay that's why I don't own very many
Cereproc voices, but I don't have any complaints with them other than
they haven't yet upgraded to support 64-bit versions of Windows. For
me that would be a consideration in buying one of their voices now.

HTH


On 11/2/11, Michael Gauler michael.gau...@gmx.de wrote:
 I have another question.
 I have used demo versions of Ivona voices and thus I know what they sound
 like and how they work.
 But what can you tell me about Cereproc voices in general, even if they are
 only 32 bit products?
 Are there updates to the products and do you get such information or are
 your voices years old by now?
 And what do you have to do when you bought one or more voices?


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Re: [Audyssey] USA Games News

2011-11-03 Thread Thomas Ward
Hi,

HWell, thanks for the info, but I really don't have any desire
to install and demo the voices from Koba. As I've said if I really
want to access those voices, at least the ones available from Freedom
Scientific, I'll start Jaws and use my new JFW screen reader support
to access the RealSpeak voices in my games. It is not a big deal to
me. I've got plenty of SAPI voices to fall back on for Jim Kitchens
games etc that strictly use SAPI support.

From what information you've given me purchasing Vocalizer is not
worth my time. As I am primarily an American English speaking person
another German or Russian voice really wouldn't apply to me. Plus if
the voices sound worse than RealSpeak Direct voices then I'm
definitely not trying and buying. The Ivona voices like Kendra, Joey,
etc are more important to me than the RealSpeak voices such as Tom,
Jill, Samantha, Jennifer, etc  because they sound better in my
opinion. Why would I buy Vocalizer when I could have all the U.S. and
UK. Ivona voices for the price of two Vocalizer voices?

Cheers!


On 11/2/11, Michael Gauler michael.gau...@gmx.de wrote:
 Hi Thomas,
 unfortunately that's not the end of the story.
 I can give the next piece of information only for German voices, so if you
 can't understand my language it is of no use to give you any voice samples.
 There is a site which does extensive voice comparison by recording three
 sentences with each voice ever created in German.
 This site offers the MP3 samples for listening and downloading.
 I am sure that you know that RealSpeak voices cover the German language. Up
 to now there have been two German voices. One male and one feemale. Both can
 be bought via nextup.com with a TextAloud license for $45 each. Every
 RealSpeak voice from nextup.com is a SAPI voice. The only requirement is
 the TextAloud license.
 But you might also know that the RealSpeak voices are also available for
 mobile devices and for Talks and maybe also Mobile Speak.
 I don't have a smartphone, but what I know is that the male German voice
 does sound differently in its smartphone version compared to the PC version,
 and it is not due to a bitrate or other quality setting difference.
 Furthermore RealSpeak and Vocalizer seem to be two different products.
 Thus the reason why JAWS doesn't offer the third German voice, or the second
 Russian one, which also applies to nextup.com.
 The worst about Vocalizer is not the high price, but the fact that the
 quality of the voices seems to be worse than the JAWS versions of the same
 voices.
 And voices like the Australian English ones and the Indian English voice
 can't be bought via the Koba online shop, but you have to request them, if
 you wanted them, while the RealSpeak variant of them is either available for
 JAWS without SAPI or from nextup.com with SAPI probably in better quality.
 If you have a computer with a virtual machine running, I'd suggest that you
 download the demo versions of Koba Speech 2 and listen for yourself, so you
 can compare one voice at a time without damaging your primary SAPI core when
 trial time of thirty days runs out or when the base Koba Engine is still
 unstable (might be still the case).


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Re: [Audyssey] USA Games News

2011-11-03 Thread Thomas Ward
Hi,

Yikes! That's crazy. Testing someone if they have the required C/C++
education just to download a SDK is very insulting. Its not that a
person couldn't pass the test, I'm sure I could, but for crying out
loud most people take a developer at their word. Nobody I know of is
quite that anal about their SDKs. For instance, if a person goes to
Microsoft's developer network, MSDN, anyone with a desire to can
freely download most of their SDKs. There are no tests, forms to fill
out, etc. The only annoying requirement is Microsoft's website wants
you to use there jenuine advantage tool to make sure you are running a
legal copy of windows. That's a bit obsessive security in my opinion,
but nowhere as rediculous as testing a developer on the spot if he or
she has the skills to use that particular SDK.

Cheers!


On 11/2/11, pitermach piterm...@gmail.com wrote:
 This reminds me when I read about Hins releasing an sdk for the sense
 note takers. To get it though, you first have to send them  a message
 that you want it. Then they'll ask you some questions to check that you
 have the required C knowledge to program for the device, and if they
 deem you do, they'll finally send you the sdk and the documentations.
 Call me crazy, but isn't that a little overkill. Just because they built
 an overlay on Windows Mobile for their interface and programs doesn't
 mean you should go through that kind of testing.

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Re: [Audyssey] USA Games News

2011-11-03 Thread Thomas Ward
Hi Dark,

Yeah, so true. In fact, as I have said before Ivona's Bryan and Amy
U.K. voices are actually superior to the RealSpeak Daniel and Emily
U.K. voices in terms of voice quality. The only complaint I have with
Ivona's voices---which is quite common with any high quality voice--is
they tend to lag if you are typing really fast. They just simply can't
keep up with the input/output. As a result they are good for playing
SAPI games like Jim Kitchens games, reading e-books, but suck if it
comes to day to day computer opperation.

So what I do with NVDA is use ESpeak as my default voice for composing
e-mails, writing documents, programming, etc and flip over to one of
the Ivona voices to read a document, e-mail, or play a game. That
works out well enough. ESpeak isn't my favorite voice, but it keeps up
with my high speed of typing where the Ivona voices can't.

Cheers!


On 11/2/11, dark d...@xgam.org wrote:
 Hi Tom.

 It's good to know that if I ever end up with 64 byt windows which would make
 the freely useable version of scansoft daniel I use for sapi obviously
 problematic, I won't have to pay the earth to get a decent voice to replace
 it, sinse I certainly won't! be paying hundreds of dollars to scansoft.

 Beware the grue!

 dark.


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Re: [Audyssey] USA Games News

2011-11-03 Thread dark

Hi Tom.

This is very true, and in fact the reason I use orphius alan for Hal but 
realspeak daniel for sapi, even though Hal does have the daniel voice as 
under voacalizer, it is just too laggy.


The only problem is that as far as screen readers go, someone trying a 
screen reading program for the first time whether that is Hal, Jaws or 
whatever, will not know that problems with lag or lack of speed are due to 
the voice and not the program.


This came up quite recently. The lady who is training her guide dog at the 
same time I am worked very seriously in It before losing her site four years 
ago, so has a pretty major typing speed.


she said she'd tried Hal and jaws, but used jaws because she found Hal 
laggy, yet when I explained this was because Hal runs with the vocalizer 
daniel voice by default and showed her the speed of Orphius, she was most 
surprised, - I have in fact informed dolphin of this as well, but they 
just see the higher voice quality making the difference and ignore the lag 
issues.


I might actually suggest they put a warning somewhere in the setup wizard, 
just to let people know that the voice reaction speed of Vocalizer isn't the 
fault of the supernova program but of the voice.


I must confess, I stil! don't see why they didn't stick with the orphius 
natural voices. The orphius synthetic ones are pretty dire, but the natural 
ones like Alan, Carol, Brad and Lucy are a really nice compromise betwene 
quality and speed.


You can stil download them from Dolphin, but now they don't even ship with 
supernova by default for some reason.


Beware the grue!

dark. 



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Re: [Audyssey] USA Games News

2011-11-03 Thread Thomas Ward
Hi Quentin,

I have no idea what Dolphin is up to. Like you say the fact they are
so proprietary and secretive about the API makes one wonder how much
of the core functionality it exposes. With Jaws its API only exposes
the functions you absolutely need like JFWSayString(),
JFWStopSpeech(), etc.

About the other stuff lets take that off list. I think what we should
do is share information back and forth on what we've discovered and
exchange source code. I've pretty much decided to write my own
library/interface given the fact this is part of a commercial product
and I want the function names etc to all match the rest of the engine.
Plus to have the ability to recompile for 32-bit and 64-bit platforms
as needed. However, I don't see why we can't share source code,
ideas, etc to have two fully functional libraries available for use.

Cheers!

On 11/2/11, QuentinC quent...@cfardel.net wrote:
 Hello Thomas,

 Do they want to have applications working with their screen reader or not ?
 Such an API is normally made for being publicly available. Look at
 twitter and google, they are commercial companies but their respective
 API are publicly available. Having to pay to use some of the services
 provided by the API is another problem. The API itself can always be
 downloaded freely.
 Dolphin  must understand that such an API is made to work with their
 screen reader and improve existing applications, not to break,
 decompile, crack it or whatever. Being so protective is suspect, it may
 proof that their API is bad made and that it allows to do too many
 things and/or enter too deeply in their proprietary code. That would be
 a valuable reason to protect it so much, otherwise I don't see what's
 the problem.

 To be honnest, I haven't considered potential legality issues. I already
 use JFW API for ages, and I'm sure FS completely don't care if I use it.
 Anyway, their API is so made that you are totally unable to break or
 crack something. You can just be collaborative and tell the API to say
 something, or run a script.


 Where I got my information: nothing is really secret there
 * JFW: it was a long time ago, in a french blind programming
 mailing-list. The creator of SoundRTS sent me a zip containing
 jfwapi.dll and corresponding header. Nowadays however, we shouldn't use
 jfwapi.dll anymore but use the COM interface directly. I got the
 information about the COM interface by using OLE explorer and my though
 was confirmed when I read say tools source later.
 * NVDA: I have nothing else that what is publicly available, and it's
 sufficient. Something is to mention, the return values of the functions
 are pretty unclear. I tested myself with my copy of NVDA to exactly
 clarify how it works exactly.
 * System access: I don't remember who sent me a zip containing the DLL
 and the headers, but it was by mail. Only recently I was able to ask
 somebody to test.
 * Window eye: I just allmost copied and translated from VB to C the code
 in say tools package by jamal. I asked somebody else to test it. I was
 unable to install window eye demo in a XP VM, the install systematically
 crashes. I'm not a window eye customer and don't want to be unless I'm
 obliged, so I never contacted them, I think this is rather impolite.
 I'm sure we can improve that part of the code.

 One interesting thing about my API is the following: if you quit jaws
 and start NVDA, then my code notice that jaws was exited and
 automatically connect to NVDA, without quitting the application using
 the API. It works also if you do the reverse, quitting NVDA and start
 jaws. For window eye and sytem access that thing doesn't work because I
 don't have any info on return values from the say functions.


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Re: [Audyssey] USA Games News

2011-11-03 Thread shaun everiss

hmmm ivona is quite good.
I plan to buy the uk and us packages at some point which cost 99 bucks each.
They however donate to nvda at the same time, and this can be only good.
There is a promo code on nvda site, also those with klango can get a 
code, so if you know where to go, you can actually get things a bit cheaper.
You can buy all voices in each language pack, 100 us is not really 
that bad when there are 3-5 voices in each pack and this may be what 
I get when I go 64 bit.

At 11:37 a.m. 2/11/2011 +0100, you wrote:

I have another question.
I have used demo versions of Ivona voices and thus I know what they 
sound like and how they work.
But what can you tell me about Cereproc voices in general, even if 
they are only 32 bit products?
Are there updates to the products and do you get such information or 
are your voices years old by now?

And what do you have to do when you bought one or more voices?

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Re: [Audyssey] USA Games News

2011-11-03 Thread Thomas Ward
Hi Dark,

That's a very good point. I remember when I began using NVDA I didn't
like ESpeak very well so I tried using various SAPI voices. The screen
reader was slow, sluggish, and lagged a lot, or so I would have
assumed if I hadn't known this is typical behavior for SAPI voices. If
I used ESpeak, or the Eloquence update that has been floating around
the screen reader works fine. However, my point being it would be all
too easy to blame the screen reader for any lag, slowness, etc if I
wasn't aware some SAPI voices just are not very responsive to begin
with. However, I think we are beginning to drift off topic. :D

Cheers!

On 11/3/11, dark d...@xgam.org wrote:
 Hi Tom.

 This is very true, and in fact the reason I use orphius alan for Hal but
 realspeak daniel for sapi, even though Hal does have the daniel voice as
 under voacalizer, it is just too laggy.

 The only problem is that as far as screen readers go, someone trying a
 screen reading program for the first time whether that is Hal, Jaws or
 whatever, will not know that problems with lag or lack of speed are due to
 the voice and not the program.

 This came up quite recently. The lady who is training her guide dog at the
 same time I am worked very seriously in It before losing her site four years
 ago, so has a pretty major typing speed.

 she said she'd tried Hal and jaws, but used jaws because she found Hal
 laggy, yet when I explained this was because Hal runs with the vocalizer
 daniel voice by default and showed her the speed of Orphius, she was most
 surprised, - I have in fact informed dolphin of this as well, but they
 just see the higher voice quality making the difference and ignore the lag
 issues.

 I might actually suggest they put a warning somewhere in the setup wizard,
 just to let people know that the voice reaction speed of Vocalizer isn't the
 fault of the supernova program but of the voice.

 I must confess, I stil! don't see why they didn't stick with the orphius
 natural voices. The orphius synthetic ones are pretty dire, but the natural
 ones like Alan, Carol, Brad and Lucy are a really nice compromise betwene
 quality and speed.

 You can stil download them from Dolphin, but now they don't even ship with
 supernova by default for some reason.

 Beware the grue!

 dark.


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Re: [Audyssey] USA Games News

2011-11-03 Thread Michael Gauler

Thanks for the info.
I'll have to look into them soon.
And I'll probably contact them. They do sell German voices and French 
besides several different English ones.
Unfortunately they have a totally inaccessible demo on their site. Yes, you 
can listen to pre-recorded samples, but their interactive demo doesn't show 
up on any screen reader I know and thus it is inaccessible and I would like 
to get a bit more than some thirty seconds of speech as a sample before 
deciding to buy a voice.
But I am aware of them and maybe I'll get one of them later, same goes for 
Ivona, because their newer voices sound good. 



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Re: [Audyssey] USA Games News

2011-11-03 Thread Michael Gauler

You are totally right.
I just wanted to show that new things are in development.
And maybe today it is only a Russian voice. But there are two things you 
should remember.
First one is that no one guarantees that a new British voice might not be 
developed in the future. And there is this supposed merger between Loquendo 
TTS and Nuance. So no one knows if this means all voices of both become 
available in one or both products (e.g. Vocalizer in Loquendo TTS, or all 
Loquendo voices in Vocalizer).
And the second thing is that no one knows if the RealSpeak Direct voices 
will be maintained indeffinitely or the nextup.com variants.
You as a person might have RealSpeak Direct voices for your own use, but 
what would happen if the next JAWS version removed them and the download 
capability from their site?
We (and I mean developer and end user alike) are totally uninformed in 
regards to the no merged company.
We know less than Microsoft discloses about their upcoming software or their 
sdks... 



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Re: [Audyssey] USA Games News

2011-11-03 Thread Thomas Ward
Hi Michael,

I see your point, but I don't think it is anything we have to worry
about right now. Not to mention there isn't anything we can do about
it or control if that happens. All we can do is wait and see what
happens regarding those voices.

For those of us who have the RealSpeak voices and they currently work
on Windows 7 etc we can probably fall back on those older voices for
several years to come even if the current RealSpeak voices for Jaws or
the ones for the Nextup products aren't updated. If someone is that
concerned/worried about it the best thing I can suggest is invest your
time and money into a different company like Cepstral or Ivona who is
keeping their customers up to date with technology changes and aren't
getting all proprietary with their voices.

Cheers!


On 11/3/11, Michael Gauler michael.gau...@gmx.de wrote:
 You are totally right.
 I just wanted to show that new things are in development.
 And maybe today it is only a Russian voice. But there are two things you
 should remember.
 First one is that no one guarantees that a new British voice might not be
 developed in the future. And there is this supposed merger between Loquendo
 TTS and Nuance. So no one knows if this means all voices of both become
 available in one or both products (e.g. Vocalizer in Loquendo TTS, or all
 Loquendo voices in Vocalizer).
 And the second thing is that no one knows if the RealSpeak Direct voices
 will be maintained indeffinitely or the nextup.com variants.
 You as a person might have RealSpeak Direct voices for your own use, but
 what would happen if the next JAWS version removed them and the download
 capability from their site?
 We (and I mean developer and end user alike) are totally uninformed in
 regards to the no merged company.
 We know less than Microsoft discloses about their upcoming software or their
 sdks...


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Re: [Audyssey] USA Games News

2011-11-02 Thread dark

Hi Tom.

i'm glad the documentation is actually out, but certainly when i spoke to 
Dolphin there was none of this business about hiding the api, afterall it's 
not as if having it would let someone Hack supernova at some point.


I'll have to talk to them again, sinse if a developer for a free products 
such as Aprone can't get easy access to it that would not be a good thing.


At least the documentation is actually donewhich is further on than I 
thought things were.


Beware the grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 02, 2011 3:21 AM
Subject: Re: [Audyssey] USA Games News



Hi Dark,

Well, I just talked to Dolphin support today and while they don't have
any issue with me using the API it apparently is under a NDA type
license. Therefore they are going to send me some forms to fill out
including a non-disclosure agreement before I get to see the
documentation, headers, and libraries. So, yeah, they are treating
this API like top secret information. Personally, I'm not so sure what
Dolphin is worried about.

So far the APIs for the various screen readers are very very simple.
Take the JFW API for exampl here. If I want to send some text to Jaws
I need to include jfwapi.h and jfwapi.lib to a Visual C++ application
and use the JFWSayString() function. To silence/stop speech use
JFWStopSpeech(). There is nothing there to be secretive about. So why
is Freedom Sientific treating it like proprietary top secret
information?

GW Micro on the other hand has been very cooperative and helpful
today. They gave me some links to their developer resources, gave me a
link to get the Window-Eyes SDK, and pointed me to some source
examples. Great! That's exactly the kind of response I expect to get
from a screen reader developer. Especially, since its their job to
insure Windows applications are A, accessible, and B, works with their
screen reader. Being all proprietary and secretive like Dolphin and
Freedom Scientific are being is a good reason why a developer might
choose not to support their screen reader and customers.

NV Access---as I mentioned yesterday--is similarly cooperative and
helpful. In fact, NVDA was the first screen reader the G3D Engine
fully supported just because the information and help was there from
the start. NVDA is open source so there is no NDA agreements to sign,
no proprietary information to gard, and nothing to be secretive about.
Everything is right there in the open and the developer is available
for assistance if needed. No wonder NVDA is becoming the most popular
screen reader next to Jaws. Besides being free and open source I'm
finding it is very easy to support either directly or via Python
modules. That's a totally different approach to what the commercial
screen readers are doing which inhibits accessibility through
proprietary and exclusive licenses in my opinion.

Cheers!




On 11/1/11, dark d...@xgam.org wrote:

Hi Tom.

Well I'm hoping that the supernova api won't be that! secret, sinse I 
have

pointed out to dolphin that it is necessary to get this support going in
Supernova as well.

Hopefully they'll release it soon, but we'll see.

Beware the gRue!

Dark.


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Re: [Audyssey] USA Games News

2011-11-02 Thread QuentinC

Hello Thomas,

Do they want to have applications working with their screen reader or not ?
Such an API is normally made for being publicly available. Look at 
twitter and google, they are commercial companies but their respective 
API are publicly available. Having to pay to use some of the services 
provided by the API is another problem. The API itself can always be 
downloaded freely.
Dolphin  must understand that such an API is made to work with their 
screen reader and improve existing applications, not to break, 
decompile, crack it or whatever. Being so protective is suspect, it may 
proof that their API is bad made and that it allows to do too many 
things and/or enter too deeply in their proprietary code. That would be 
a valuable reason to protect it so much, otherwise I don't see what's 
the problem.


To be honnest, I haven't considered potential legality issues. I already 
use JFW API for ages, and I'm sure FS completely don't care if I use it. 
Anyway, their API is so made that you are totally unable to break or 
crack something. You can just be collaborative and tell the API to say 
something, or run a script.



Where I got my information: nothing is really secret there
* JFW: it was a long time ago, in a french blind programming 
mailing-list. The creator of SoundRTS sent me a zip containing 
jfwapi.dll and corresponding header. Nowadays however, we shouldn't use 
jfwapi.dll anymore but use the COM interface directly. I got the 
information about the COM interface by using OLE explorer and my though 
was confirmed when I read say tools source later.
* NVDA: I have nothing else that what is publicly available, and it's 
sufficient. Something is to mention, the return values of the functions 
are pretty unclear. I tested myself with my copy of NVDA to exactly 
clarify how it works exactly.
* System access: I don't remember who sent me a zip containing the DLL 
and the headers, but it was by mail. Only recently I was able to ask 
somebody to test.
* Window eye: I just allmost copied and translated from VB to C the code 
in say tools package by jamal. I asked somebody else to test it. I was 
unable to install window eye demo in a XP VM, the install systematically 
crashes. I'm not a window eye customer and don't want to be unless I'm 
obliged, so I never contacted them, I think this is rather impolite.

I'm sure we can improve that part of the code.

One interesting thing about my API is the following: if you quit jaws 
and start NVDA, then my code notice that jaws was exited and 
automatically connect to NVDA, without quitting the application using 
the API. It works also if you do the reverse, quitting NVDA and start 
jaws. For window eye and sytem access that thing doesn't work because I 
don't have any info on return values from the say functions.



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Re: [Audyssey] USA Games News

2011-11-02 Thread dark

Hi Tom.

It's good to know that if I ever end up with 64 byt windows which would make 
the freely useable version of scansoft daniel I use for sapi obviously 
problematic, I won't have to pay the earth to get a decent voice to replace 
it, sinse I certainly won't! be paying hundreds of dollars to scansoft.


Beware the grue!

dark. 



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Re: [Audyssey] USA Games News

2011-11-02 Thread pitermach
This reminds me when I read about Hins releasing an sdk for the sense 
note takers. To get it though, you first have to send them  a message 
that you want it. Then they'll ask you some questions to check that you 
have the required C knowledge to program for the device, and if they 
deem you do, they'll finally send you the sdk and the documentations. 
Call me crazy, but isn't that a little overkill. Just because they built 
an overlay on Windows Mobile for their interface and programs doesn't 
mean you should go through that kind of testing.


On 2011-11-02 04:21, Thomas Ward wrote:

Hi Dark,

Well, I just talked to Dolphin support today and while they don't have
any issue with me using the API it apparently is under a NDA type
license. Therefore they are going to send me some forms to fill out
including a non-disclosure agreement before I get to see the
documentation, headers, and libraries. So, yeah, they are treating
this API like top secret information. Personally, I'm not so sure what
Dolphin is worried about.


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Re: [Audyssey] USA Games News

2011-11-02 Thread Michael Gauler

Hi Thomas,
unfortunately that's not the end of the story.
I can give the next piece of information only for German voices, so if you 
can't understand my language it is of no use to give you any voice samples.
There is a site which does extensive voice comparison by recording three 
sentences with each voice ever created in German.

This site offers the MP3 samples for listening and downloading.
I am sure that you know that RealSpeak voices cover the German language. Up 
to now there have been two German voices. One male and one feemale. Both can 
be bought via nextup.com with a TextAloud license for $45 each. Every 
RealSpeak voice from nextup.com is a SAPI voice. The only requirement is 
the TextAloud license.
But you might also know that the RealSpeak voices are also available for 
mobile devices and for Talks and maybe also Mobile Speak.
I don't have a smartphone, but what I know is that the male German voice 
does sound differently in its smartphone version compared to the PC version, 
and it is not due to a bitrate or other quality setting difference.

Furthermore RealSpeak and Vocalizer seem to be two different products.
Thus the reason why JAWS doesn't offer the third German voice, or the second 
Russian one, which also applies to nextup.com.
The worst about Vocalizer is not the high price, but the fact that the 
quality of the voices seems to be worse than the JAWS versions of the same 
voices.
And voices like the Australian English ones and the Indian English voice 
can't be bought via the Koba online shop, but you have to request them, if 
you wanted them, while the RealSpeak variant of them is either available for 
JAWS without SAPI or from nextup.com with SAPI probably in better quality.
If you have a computer with a virtual machine running, I'd suggest that you 
download the demo versions of Koba Speech 2 and listen for yourself, so you 
can compare one voice at a time without damaging your primary SAPI core when 
trial time of thirty days runs out or when the base Koba Engine is still 
unstable (might be still the case). 



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Re: [Audyssey] USA Games News

2011-11-02 Thread Michael Gauler

I have another question.
I have used demo versions of Ivona voices and thus I know what they sound 
like and how they work.
But what can you tell me about Cereproc voices in general, even if they are 
only 32 bit products?
Are there updates to the products and do you get such information or are 
your voices years old by now?
And what do you have to do when you bought one or more voices? 



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Re: [Audyssey] USA Games News

2011-11-02 Thread Brandon Misch
Hey thomas. i know that you had a hard time getting screen reading apis from 
gwMicro and dolphin but what about serotek? Did they give you a hard time too 
or were they open to giving you there api documentation? thought i would ask. 

On Nov 2, 2011, at 6:37 AM, Michael Gauler wrote:

 I have another question.
 I have used demo versions of Ivona voices and thus I know what they sound 
 like and how they work.
 But what can you tell me about Cereproc voices in general, even if they are 
 only 32 bit products?
 Are there updates to the products and do you get such information or are your 
 voices years old by now?
 And what do you have to do when you bought one or more voices? 
 
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Re: [Audyssey] USA Games News

2011-11-01 Thread QuentinC

Hello Thomas,

You may be interested in a small thing I began these last months.

I'm making a plain C DLL that automatically select the active screen 
reader to speak text, or optionally fallback to SAPI if no screen reader 
is available. It currently supports jaws, NVDA, system access and window 
eye. I'm also of course open to add other screen readers if someone can 
give me enough documentation.
Tell me if you want a download link with the DLL, the .a linking file, 
and a commented .h file.



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Re: [Audyssey] USA Games News

2011-11-01 Thread shaun everiss
well since I am a heavy user of nvda on the espeak synth i am quite 
happy with that.

At 05:40 p.m. 31/10/2011 +0100, you wrote:

This news article made me curious about something.
Have you been able to work around the jaws keyboard trap issue? I 
guess you understand what I mean. Even then I'm not sure how well 
you could play a game like MOTA with it running, since it does make 
the keyboard sort of sluggish in some parts (scraping in a sound 
editor for instance)
Over all though i'm glad things are progressing. Being a NVDA user 
myself I really like using it as speech output in games. You could 
argue how Espeak/eloquence fits into a mood of a game, but hey. What 
ever works for someone just works.



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Re: [Audyssey] USA Games News

2011-11-01 Thread Thomas Ward
Hi Quentin,

Thanks for the offer. What would the license be for using this dll of
yours in a commercial engine, and is it possible to get the source
code? I'm using Visual C++ so I'd prefer a Visual C++ *.lib rather
than a *.a file for MinGW.

Also I'd be interested to know where you got your documentation and
information. Right now I've got e-mails into Freedom Scientific, GW
Micro, Dolphin, etc on more information regarding their APIs. So I'd
like to know where you are getting the API headers, libs, and
documentation for this stuff. There doesn't seem to be anything on the
internet on the Jaws API, System Access API, or the GW Micro
Window-Eyes API.

On 11/1/11, QuentinC quent...@cfardel.net wrote:
 Hello Thomas,

 You may be interested in a small thing I began these last months.

 I'm making a plain C DLL that automatically select the active screen
 reader to speak text, or optionally fallback to SAPI if no screen reader
 is available. It currently supports jaws, NVDA, system access and window
 eye. I'm also of course open to add other screen readers if someone can
 give me enough documentation.
 Tell me if you want a download link with the DLL, the .a linking file,
 and a commented .h file.


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Re: [Audyssey] USA Games News

2011-11-01 Thread Thomas Ward
Hi,

Yeah, I know what you mean. I use NVDA so much ESpeak has sort of
grown on me. Although, I'd prefer playing games using a better TTS
engine/voice I've actually found myself playing USA Blackjack 2.0
using NVDA and ESpeak. I could switch over to Ivona Bryan or Amy but I
figure if I can live with ESpeak 12 hours a day for internet, e-mail,
word processing, etc I can live with it in games too. :D

On 11/1/11, shaun everiss sm.ever...@gmail.com wrote:
 well since I am a heavy user of nvda on the espeak synth i am quite
 happy with that.

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Re: [Audyssey] USA Games News

2011-11-01 Thread dark

Hi Tom.

Well I'm hoping that the supernova api won't be that! secret, sinse I have 
pointed out to dolphin that it is necessary to get this support going in 
Supernova as well.


Hopefully they'll release it soon, but we'll see.

Beware the gRue!

dArk.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 01, 2011 2:30 AM
Subject: Re: [Audyssey] USA Games News



Hi Dark,

Well, when you find out something about Super Nova's API let me know.
This issue of not documenting the API is a common problem with screen
readers in general. Its driving me slightly nuts.

For instance, if a developer wants to know how to access NVDA via its
Controller Client its no biggy. There is a decent amount of free API
documentation not to mention source code too look at. Jaws on the
other hand is a totally different story. A developer wants to know how
to access and use the JFW API the developer has to contact them
directly, talk to their technical support, and then they'll e-mail the
developer documentation as well as the headers and libs for the API.
Why they don't put it up on the website I'll never know. The guys over
at Freedom Scientific created the API so applications would support
their screen reader, but when a developer asks about it they treat it
like top secret information or something. Like go figure. They want
third-party developers to support Jaws or not?

Cheers!


On 10/31/11, dark d...@xgam.org wrote:

Hi Tom.

I'm sorry the halloween game didn't work out, but hopefully we'll have
something good to play from usa games before the end of the year.

Just as to the situation with the Supernova Api used for access (Hal has
been renamed supernova screen reader for some reason).

dolphin actually have it (it's been used in Quitter and supported 
libraries
which is why blockparty outputs to Supernova), however they haven't made 
a
general public release. Why?  because they haven't had time to 
document

the api!

I did explain to them that this is absolutely ridiculous! I've had people
say quite legitimately that they don't choose to use supernova becuase of
the lack of support from certain programs, and it is true that when a 
game
or other application is reliant on sending text directly to a screen 
reader

rather than printing it on the screen, it's not really useable with
Supernova currently.

Dolphin stated they were! going to fix this when they'd finished 
supernova
12.5, with it's rewrite of internet support, and sinse that's now done, 
I'm
hopeful the Api should be showing up soon,  indeed were I not busy 
guide

dog training currently I'd phone them and see where it currently is.

Hopefully when it is actually fixed supporting Supernova with directly 
sent

text will be no more difficult than with Window eyes, Jaws or any other
program.

As regards the review curser though, that really is one of the strengths 
of
Supernova. It for instance automatically reviews columns logically which 
is

why games liek Smugglers are easier, and also has great ways of moving
around the screen, my favourite of which is the find feature which can go 
to

any text.

This is why I generally myself don't find games that require it such as 
if

titles or old dos games like piledriver or fallthru difficult to play,
indeed while the direct output method is fine too (I can always use sapi 
as
I usually do), I wasn't unhappy with usa blackjack for this reason 
myself.


Beware the grue!

dark.


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Re: [Audyssey] USA Games News

2011-11-01 Thread QuentinC

Hello,

I don't know much about licensing issues and I'm not sure of what to do 
in that area. I also dont' really know what to do about giving an access 
to the source code or not. One thing is sure, the project is very young, 
nothing for future is really decided, and the source code isn't made to 
facilitate reading (I don't want to waste time for that).


A binary only version is online here: 
http://vrac.quentinc.net/ScreenReaderAPI.zip if you wish to take a look



Since gatehering information about screen readers API is quite hard, it 
might be nice to be able to collect all we know at the same central 
point and to start an open source project. I don't know. Maybe we could 
talk in private to discuss what would the best thing to do.
The benefit of associating could be good: for example you are a 
specialist of window eye, and myself I don't know that scrren reader at 
all (I was even unable to install a demo version on a XP VM), so you 
could probably improve the code concerning window eye.



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Re: [Audyssey] USA Games News

2011-11-01 Thread Michael Gauler

Hi Thomas,
I don't know if you are aware of this, but there might be several problems 
coming the way of all JAWS and RealSpeak Direct users.
Unfortunately no one in that the Speech Market except Ivona seems to be 
willing to give apropriate information about their products.
I'll post this here in public, so that all people know of this, since the 
talk on games and speech engines has already started.
First of all Nuance/Scansoft has developed several new voices. Some of them 
being in new languages and other ones give more choices for existing 
languages.

First of all, the new voices are not named RealSpeak, but Vocalizer 5.
The only company who does sell the new voices to end users is Koba Vision.
There you have to pay more than $300 for two voices of your liking.
However there are two problems with the new product. First of all, It seems 
that the new engine might not be totally stable, but this might have been 
fixed by now.
But the more important issue is that the new distribution of voices seems to 
be of lesser quality than the RealSpeak Direct voices.
The next thing you should know is that the new Scansoft voices haven't been 
made available to JAWS users up to now (the reason is unknown).
Furthermore, the new voices can't be purchased from nextup.com for 
TextAloud, either.
And the last piece of news is that Nuance and Loquendo are effectively 
becoming one company now and that again no one knows what this means for the 
individual products of both companies and for general availability of said 
products...
That's it, more information seems to be unavailable. 



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Re: [Audyssey] USA Games News

2011-11-01 Thread dark

Hi Michael.

Vocalizer has been an inbuilt option in Supernova (Hal), sinse version 12, 
and I can't say i've noticed any appreciable difference betwene that version 
of scansoft daniel and the realspeak one, though I am not sure about other 
voices.


i actually stil use the Dolphin orphius voice alan with hal, because I find 
any encarnation of the realspeak voices not to respond quickly enough to my 
typing speed. Only eloquence and orphius can catch up, and the natural 
sounding English voice alan available from dolphin's site I find far more 
preferable to eloquence or orphius synths, thus being the perfect compromise 
betwene understandability and responsiveness.


Back to realspeak though, those prices are horrible! considdering seerprock 
and other freely available voices that run with sapi are only about 30 
dollars each, I have to wonder what the company is playing at. Ever sinse 
they started this proprietorial nonsense I've very rapidly lost any respect 
I had for them in the first place.


All I can see this doing is absolutely insuring that people will go to other 
companies like seerprock or kepstral for sapi voices, though sinse that's 
pretty much been happening ever sinse scansoft stopped selling freely 
useable voices it actually doesn't make as much difference.


If they want to shoot their business in the foot,  well let them, it's 
not as if we don't have other options afterall.


Beware the grue!

Dark.
- Original Message - 
From: Michael Gauler michael.gau...@gmx.de

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 01, 2011 1:14 PM
Subject: Re: [Audyssey] USA Games News



Hi Thomas,
I don't know if you are aware of this, but there might be several problems 
coming the way of all JAWS and RealSpeak Direct users.
Unfortunately no one in that the Speech Market except Ivona seems to be 
willing to give apropriate information about their products.
I'll post this here in public, so that all people know of this, since the 
talk on games and speech engines has already started.
First of all Nuance/Scansoft has developed several new voices. Some of 
them being in new languages and other ones give more choices for existing 
languages.

First of all, the new voices are not named RealSpeak, but Vocalizer 5.
The only company who does sell the new voices to end users is Koba Vision.
There you have to pay more than $300 for two voices of your liking.
However there are two problems with the new product. First of all, It 
seems that the new engine might not be totally stable, but this might have 
been fixed by now.
But the more important issue is that the new distribution of voices seems 
to be of lesser quality than the RealSpeak Direct voices.
The next thing you should know is that the new Scansoft voices haven't 
been made available to JAWS users up to now (the reason is unknown).
Furthermore, the new voices can't be purchased from nextup.com for 
TextAloud, either.
And the last piece of news is that Nuance and Loquendo are effectively 
becoming one company now and that again no one knows what this means for 
the individual products of both companies and for general availability of 
said products...

That's it, more information seems to be unavailable.

---
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Re: [Audyssey] USA Games News

2011-11-01 Thread shaun everiss

well supernova 12 has been using vocaliser automitive 5.52 for a while.
The quality is good but there are things like stutters and in some 
places american charicters and such are announced.

will pass this on.
At 02:14 p.m. 1/11/2011 +0100, you wrote:

Hi Thomas,
I don't know if you are aware of this, but there might be several 
problems coming the way of all JAWS and RealSpeak Direct users.
Unfortunately no one in that the Speech Market except Ivona seems to 
be willing to give apropriate information about their products.
I'll post this here in public, so that all people know of this, 
since the talk on games and speech engines has already started.
First of all Nuance/Scansoft has developed several new voices. Some 
of them being in new languages and other ones give more choices for 
existing languages.

First of all, the new voices are not named RealSpeak, but Vocalizer 5.
The only company who does sell the new voices to end users is Koba Vision.
There you have to pay more than $300 for two voices of your liking.
However there are two problems with the new product. First of all, 
It seems that the new engine might not be totally stable, but this 
might have been fixed by now.
But the more important issue is that the new distribution of voices 
seems to be of lesser quality than the RealSpeak Direct voices.
The next thing you should know is that the new Scansoft voices 
haven't been made available to JAWS users up to now (the reason is unknown).
Furthermore, the new voices can't be purchased from nextup.com for 
TextAloud, either.
And the last piece of news is that Nuance and Loquendo are 
effectively becoming one company now and that again no one knows 
what this means for the individual products of both companies and 
for general availability of said products...

That's it, more information seems to be unavailable.

---
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Re: [Audyssey] USA Games News

2011-11-01 Thread shaun everiss
well I have plans when I upgrade to buy the us and uk versions as one 
200 buck package.

Eventually.
At 03:10 p.m. 1/11/2011 +, you wrote:

Hi Michael.

Vocalizer has been an inbuilt option in Supernova (Hal), sinse 
version 12, and I can't say i've noticed any appreciable difference 
betwene that version of scansoft daniel and the realspeak one, 
though I am not sure about other voices.


i actually stil use the Dolphin orphius voice alan with hal, because 
I find any encarnation of the realspeak voices not to respond 
quickly enough to my typing speed. Only eloquence and orphius can 
catch up, and the natural sounding English voice alan available from 
dolphin's site I find far more preferable to eloquence or orphius 
synths, thus being the perfect compromise betwene understandability 
and responsiveness.


Back to realspeak though, those prices are horrible! considdering 
seerprock and other freely available voices that run with sapi are 
only about 30 dollars each, I have to wonder what the company is 
playing at. Ever sinse they started this proprietorial nonsense I've 
very rapidly lost any respect I had for them in the first place.


All I can see this doing is absolutely insuring that people will go 
to other companies like seerprock or kepstral for sapi voices, 
though sinse that's pretty much been happening ever sinse scansoft 
stopped selling freely useable voices it actually doesn't make as 
much difference.


If they want to shoot their business in the foot,  well let 
them, it's not as if we don't have other options afterall.


Beware the grue!

Dark.
- Original Message - From: Michael Gauler michael.gau...@gmx.de
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 01, 2011 1:14 PM
Subject: Re: [Audyssey] USA Games News



Hi Thomas,
I don't know if you are aware of this, but there might be several 
problems coming the way of all JAWS and RealSpeak Direct users.
Unfortunately no one in that the Speech Market except Ivona seems 
to be willing to give apropriate information about their products.
I'll post this here in public, so that all people know of this, 
since the talk on games and speech engines has already started.
First of all Nuance/Scansoft has developed several new voices. Some 
of them being in new languages and other ones give more choices for 
existing languages.

First of all, the new voices are not named RealSpeak, but Vocalizer 5.
The only company who does sell the new voices to end users is Koba Vision.
There you have to pay more than $300 for two voices of your liking.
However there are two problems with the new product. First of all, 
It seems that the new engine might not be totally stable, but this 
might have been fixed by now.
But the more important issue is that the new distribution of voices 
seems to be of lesser quality than the RealSpeak Direct voices.
The next thing you should know is that the new Scansoft voices 
haven't been made available to JAWS users up to now (the reason is unknown).
Furthermore, the new voices can't be purchased from nextup.com for 
TextAloud, either.
And the last piece of news is that Nuance and Loquendo are 
effectively becoming one company now and that again no one knows 
what this means for the individual products of both companies and 
for general availability of said products...

That's it, more information seems to be unavailable.

---
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Re: [Audyssey] USA Games News

2011-11-01 Thread Thomas Ward
Hi Dark,

Well, I just talked to Dolphin support today and while they don't have
any issue with me using the API it apparently is under a NDA type
license. Therefore they are going to send me some forms to fill out
including a non-disclosure agreement before I get to see the
documentation, headers, and libraries. So, yeah, they are treating
this API like top secret information. Personally, I'm not so sure what
Dolphin is worried about.

So far the APIs for the various screen readers are very very simple.
Take the JFW API for exampl here. If I want to send some text to Jaws
I need to include jfwapi.h and jfwapi.lib to a Visual C++ application
and use the JFWSayString() function. To silence/stop speech use
JFWStopSpeech(). There is nothing there to be secretive about. So why
is Freedom Sientific treating it like proprietary top secret
information?

GW Micro on the other hand has been very cooperative and helpful
today. They gave me some links to their developer resources, gave me a
link to get the Window-Eyes SDK, and pointed me to some source
examples. Great! That's exactly the kind of response I expect to get
from a screen reader developer. Especially, since its their job to
insure Windows applications are A, accessible, and B, works with their
screen reader. Being all proprietary and secretive like Dolphin and
Freedom Scientific are being is a good reason why a developer might
choose not to support their screen reader and customers.

NV Access---as I mentioned yesterday--is similarly cooperative and
helpful. In fact, NVDA was the first screen reader the G3D Engine
fully supported just because the information and help was there from
the start. NVDA is open source so there is no NDA agreements to sign,
no proprietary information to gard, and nothing to be secretive about.
Everything is right there in the open and the developer is available
for assistance if needed. No wonder NVDA is becoming the most popular
screen reader next to Jaws. Besides being free and open source I'm
finding it is very easy to support either directly or via Python
modules. That's a totally different approach to what the commercial
screen readers are doing which inhibits accessibility through
proprietary and exclusive licenses in my opinion.

Cheers!




On 11/1/11, dark d...@xgam.org wrote:
 Hi Tom.

 Well I'm hoping that the supernova api won't be that! secret, sinse I have
 pointed out to dolphin that it is necessary to get this support going in
 Supernova as well.

 Hopefully they'll release it soon, but we'll see.

 Beware the gRue!

 Dark.

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Re: [Audyssey] USA Games News

2011-11-01 Thread Thomas Ward
Hi Dark,

Couldn't agree with you more. When I switched to NVDA last year and
decided not to upgrade Jaws or window-Eyes I began looking for decent
Sapi voices to use with NVDA. As far as I am concerned its hard to go
wrong investing in the Cereproc or Cepstral voices.

For one thing the prices are pretty low. I've got a few Cepstral
voices which only cost me $30 USD which is a good price considering
Ivona charges $45 per voice, and they are not proprietary. Cepstral
seems to be interested in making money honestly and intentionally keep
their prices low so just about anyone can afford their products who
wants them.

Another reason I like Cepstral is they were one of the first to get
their act together and upgraded their Swift 5 engine to 64-bit where
ATT, Cereproc, etc are still based on 32-bit engines. Since I owned a
couple of Swift 5 voices they didn't even charge me to upgrade from
32-bit to 64-bit, and they work with my games. So I'm not complaining
about their customer service and support at all.

So the way I see it is if RealSpeak,Eloquence, and the other
proprietary TTS engines continue to be high priced and continue with
this proprietarial non-sense let them blow their foot off. As you say
its not like they are the only game in town, and sooner or later
they'll get the message we don't need their products. There are
equally decent products around for a lot less money and the companies
who make them are much more honest in my opinion.

Cheers!


On 11/1/11, dark d...@xgam.org wrote:
 Hi Michael.

 Vocalizer has been an inbuilt option in Supernova (Hal), sinse version 12,
 and I can't say i've noticed any appreciable difference betwene that version
 of scansoft daniel and the realspeak one, though I am not sure about other
 voices.

 i actually stil use the Dolphin orphius voice alan with hal, because I find
 any encarnation of the realspeak voices not to respond quickly enough to my
 typing speed. Only eloquence and orphius can catch up, and the natural
 sounding English voice alan available from dolphin's site I find far more
 preferable to eloquence or orphius synths, thus being the perfect compromise
 betwene understandability and responsiveness.

 Back to realspeak though, those prices are horrible! considdering seerprock
 and other freely available voices that run with sapi are only about 30
 dollars each, I have to wonder what the company is playing at. Ever sinse
 they started this proprietorial nonsense I've very rapidly lost any respect
 I had for them in the first place.

 All I can see this doing is absolutely insuring that people will go to other
 companies like seerprock or kepstral for sapi voices, though sinse that's
 pretty much been happening ever sinse scansoft stopped selling freely
 useable voices it actually doesn't make as much difference.

 If they want to shoot their business in the foot,  well let them, it's
 not as if we don't have other options afterall.

 Beware the grue!

 Dark.

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Re: [Audyssey] USA Games News

2011-11-01 Thread Thomas Ward
Hi Michael,

Thanks for the info. Yeah, I was aware of the Vocalizer 5 name change,
but many of the people on this list are Jaws users. Therefore they
would think of those voices as RealSpeak Direct rather than Vocalizer.
So that's why I used the older more well known name in my article.

I wasn't aware a person could buy the Vocalizer 5 voices, and I'm glad
to know there is still a way to get them if a person is willing to buy
them. As for myself $300 is way too much money for two voices
considering I could have 10 Cepstral voices or 6 Ivona voices for that
price.  Once again, their shooting themselves in the foot if they
think the average person is going to pay that kind of money for TTS
output when something like the Ivona voices are just as good--maybe
even better---and a lot cheaper. its stupidity on their part.

Cheers!


On 11/1/11, Michael Gauler michael.gau...@gmx.de wrote:
 Hi Thomas,
 I don't know if you are aware of this, but there might be several problems
 coming the way of all JAWS and RealSpeak Direct users.
 Unfortunately no one in that the Speech Market except Ivona seems to be
 willing to give apropriate information about their products.
 I'll post this here in public, so that all people know of this, since the
 talk on games and speech engines has already started.
 First of all Nuance/Scansoft has developed several new voices. Some of them
 being in new languages and other ones give more choices for existing
 languages.
 First of all, the new voices are not named RealSpeak, but Vocalizer 5.
 The only company who does sell the new voices to end users is Koba Vision.
 There you have to pay more than $300 for two voices of your liking.
 However there are two problems with the new product. First of all, It seems
 that the new engine might not be totally stable, but this might have been
 fixed by now.
 But the more important issue is that the new distribution of voices seems to
 be of lesser quality than the RealSpeak Direct voices.
 The next thing you should know is that the new Scansoft voices haven't been
 made available to JAWS users up to now (the reason is unknown).
 Furthermore, the new voices can't be purchased from nextup.com for
 TextAloud, either.
 And the last piece of news is that Nuance and Loquendo are effectively
 becoming one company now and that again no one knows what this means for the
 individual products of both companies and for general availability of said
 products...
 That's it, more information seems to be unavailable.


 ---
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 gamers-unsubscr...@audyssey.org.
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 http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
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Re: [Audyssey] USA Games News

2011-11-01 Thread Thomas Ward
Hi Quentin,

Thanks. I'll take a look at your API, and let you know what I think.

As far as an open source project I think that would be a good idea,
but I see one potential problem with that and it deals with
proprietary licenses.

For instance, I am currently in communication with Dolphin--the makers
of SuperNova---and they seem to be overly protective of their screen
reader API and documentation. The first thing they said when I asked
about it is that I'd have to sign a non-disclosure agreement and fill
out some legal forms before they would even discuss it with me. That
kind of proprietary and  secretive license, prevents anyone of adding
support for SuperNova in any kind of open source project.

As for Window-Eyes I just got the developer information today and it
looks fairly straight forward. Beginning with Window-Eyes 7 GW Micro
has deprecated the GWSpeak.dll API in favor of connecting with
Window-Eyes through its script interface. It doesn't seem all that
complicated, but it does feel like an odd way to send messages to and
from a screen reader.

In any case I'm sure I can help you with Window-Eyes. I've used
Window-Eyes for at least twelve years---ever since Window-Eyes 3.1
came out--so I have the experience to help with it. The last version I
got before switching to NVDA was 7.5, and therefore have a fairly
current release to do testing with. I hope to have Window-Eyes support
added to my engine sometime before the week is out now that I have the
end user documentation and Window-Eyes SDK in hand.

Cheers!


On 11/1/11, QuentinC quent...@cfardel.net wrote:
 Hello,

 I don't know much about licensing issues and I'm not sure of what to do
 in that area. I also dont' really know what to do about giving an access
 to the source code or not. One thing is sure, the project is very young,
 nothing for future is really decided, and the source code isn't made to
 facilitate reading (I don't want to waste time for that).

 A binary only version is online here:
 http://vrac.quentinc.net/ScreenReaderAPI.zip if you wish to take a look


 Since gatehering information about screen readers API is quite hard, it
 might be nice to be able to collect all we know at the same central
 point and to start an open source project. I don't know. Maybe we could
 talk in private to discuss what would the best thing to do.
 The benefit of associating could be good: for example you are a
 specialist of window eye, and myself I don't know that scrren reader at
 all (I was even unable to install a demo version on a XP VM), so you
 could probably improve the code concerning window eye.


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Re: [Audyssey] USA Games News

2011-11-01 Thread dan cook
Hi Thomas,
That sounds fantastic and was definitely interesting to read.  If
anyone deserves a decent break and a great time with family, you do.
I'm loving the ideas for g3d as it should hopefully bring audiogames
up to the next level.  also, i'm a huge wrestling fan, so superslam
sounds fantastic, especially if you can create wrestlers such as tna
or ring of honour guys if they arn't in the game.  have a brilliant
halloween and I hope you continue to enjoy what you're doing, as it
sounds like you are.

On 10/31/11, Thomas Ward thomasward1...@gmail.com wrote:
 USA Games News

 October 31, 2011

 Introduction

 Hello everyone, and welcome to another edition of the USA Games News.
 As we haven't put out a press release in quite some time and today is
 Halloween we thought now would be a good time to bring the community
 up to date with the latest changes and news.

 First, an apology is in order. Late in September we mentioned we were
 considering putting out a game for Halloween. At the time it was
 something we could do fairly quickly, and because we weren't going to
 market the game we were not going to add all the features we could.
 Which means the game probably would have not been up to our usual
 standards to begin with.

 However, early on in production we realized that we did not
 necessarily have all the music and sound effects necessary to create a
 game of the type we had in mind. We were looking at investing a few
 hundred in music and sounds, and since we had just purchased new
 64-bit laptops there was no money to speak of for sounds and music for
 this production. The end result would have been cheaply done without
 it, and to do the game right we would have to end up charging for it.
 So that didn't square well with us.

 The other issue was time. Once October got started my wife and I were
 constantly busy with one thing or another. Halloween parties, a fall
 cookout, antique festivals, or just sitting back and watching
 Halloween movies on TV. Basically, it came down to a choice of working
 on a game for little to no money, or spending that time with our
 family and friends. In the end the family/friends won out, and before
 we had time to really get a serious start on it there was no time left
 to work on the project before Halloween was upon us.

 So at this point the Halloween game  is not completely abandoned but
 has been postponed. Since there is only about two months until
 Christmas we need to get things back on track in terms of our
 commercial projects. Mysteries of the Ancients is nearing
 completion---as will be discussed at further length in this news
 letter---and Raceway still needs a lot of work to be completed before
 we can have any kind of public beta or demo. So our development
 schedule is pretty full until the end of the year on our main titles.

 We would like to apologize for not delivering this game as intended,
 and we hope next year we will be able to have more time to spend on it
 for next Halloween. Until then though we have our hands full with
 other projects.

 Genesis 3D

 One of the projects that has been getting a lot of work over the last
 month or so is our Genesis Engine, G3D, which we think will help
 improve all of our projects. It will speed up development time in the
 future as well as add some more flexibility in the kinds of games we
 can create.

 For instance, we've been looking at creating an RPG style game for
 quite some time, but unfortunately with that type of game prerecorded
 speech is totally impractical.  There is no way to add custom names,
 classes, or weapons to a game without recording the files and having
 the game load and playback the wav file. Not to mention with that kind
 of game its easy to have hundreds of weapons, special items, and
 several characters and places all that would have to be prerecorded.
 It goes without saying that recording and editing hundreds perhaps
 thousands of speech clips take a very very long time to do.  Finally,
 the worst part is because all of the speech clips are prerecorded
 there is no way to change the pitch, rate, volume, or voice on the
 fly. If that needs to be changed it requires rerecording, editing, and
 testing  everything from scratch. Its such a time consuming process
 that it is not really ideal for any kind of game let alone a large RPG
 type game.

 One thing we briefly looked at was some kind of text-based user
 interface. We wrote a simple blackjack game, drew a standard window,
 added a textbox, and printed text to the screen. It worked, but wasn't
 a good solution to the problem mainly because in order to read the
 text on the screen the player constantly had to review the screen with
 the Jaws, Window-Eyes, or NVDA review cursor. If a gamer wanted the
 text to be spoken automatically they'd have to use frames, user
 windows, or write scripts to capture the new text and speak it aloud.
 Needless to say it really wasn't a good option either.

 This, of course, leaves us with 

Re: [Audyssey] USA Games News

2011-11-01 Thread Thomas Ward
Hi Shaun,

I suppose. However, I think it is more to do with commercial verses
open source development procedures. commercial software companies
generally are very private and tight lipped about their products and
hate to give any information away that could be potentially used by
their competition. For them money is the bottom line and everything
tends to be put on a need to know basis. Open source developers are
not as worried about financial concerns, not too concerned about their
competition, and can afford to be more open and freely helpful when it
comes to how their software works. Simply put, open source developers
are more concerned about the needs of those who they are writing the
software for rather than how much money is going into their individual
pockets.

For example, the developer of NVDA says he started the project because
he was tired of paying hundreds of dollars on screen readers and other
adaptive technology. He believes that access to a computer should cost
us no more than the average sighted user. I agree, and am glad NVDA
exists for those who can't afford Jaws, Window-Eyes, SuperNova, etc.
In any case the developer realizes that there are people who can not
afford a high priced screen reader, and that equal access to a
computer shouldn't cost us hundreds perhaps thousands we don't
necessarily have to give. His bottomline is universl accessibility for
everyone not thousands of dollars a year on income from the project.
Therefore in the long run NVDA has a lot going for it, and may become
the screen reader of choice for the majority of blind users who don't
get Jaws from their state agency or employer.

Plus NVDA is based on an off the shelf language like Python. Adding
Python modules to extend specific application support isn't that hard
given all the Python 2.7 manuals are online and freely available. Jaws
on the other hand uses a proprietary scripting language, and unless
you can figure it out by reading the existing source Freedom
Scientific expects Jaws scripters to fly to Florida, pay the big
bucks, and take their scripting classes. They can go jump in a lake as
far as I'm concerned. Nobody should have to take special classes to
learn to get the most out of their screen reader. However, it is and
always has been just another way to make money off the product as you
know.

Cheers!

On 11/2/11, shaun everiss sm.ever...@gmail.com wrote:
 hmmm all the older companies are more warried about their backsides
 than actually moving foreward.
 nvda is a opensource modern script based system.
 It is not owned as such in fact its prity open what you can do, I
 think its gpl based, so you can hack and slash at it all you want
 with in reason.

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Re: [Audyssey] USA Games News

2011-10-31 Thread dark

Hi Tom.

I'm sorry the halloween game didn't work out, but hopefully we'll have 
something good to play from usa games before the end of the year.


Just as to the situation with the Supernova Api used for access (Hal has 
been renamed supernova screen reader for some reason).


dolphin actually have it (it's been used in Quitter and supported libraries 
which is why blockparty outputs to Supernova), however they haven't made a 
general public release. Why?  because they haven't had time to document 
the api!


I did explain to them that this is absolutely ridiculous! I've had people 
say quite legitimately that they don't choose to use supernova becuase of 
the lack of support from certain programs, and it is true that when a game 
or other application is reliant on sending text directly to a screen reader 
rather than printing it on the screen, it's not really useable with 
Supernova currently.


Dolphin stated they were! going to fix this when they'd finished supernova 
12.5, with it's rewrite of internet support, and sinse that's now done, I'm 
hopeful the Api should be showing up soon,  indeed were I not busy guide 
dog training currently I'd phone them and see where it currently is.


Hopefully when it is actually fixed supporting Supernova with directly sent 
text will be no more difficult than with Window eyes, Jaws or any other 
program.


As regards the review curser though, that really is one of the strengths of 
Supernova. It for instance automatically reviews columns logically which is 
why games liek Smugglers are easier, and also has great ways of moving 
around the screen, my favourite of which is the find feature which can go to 
any text.


This is why I generally myself don't find games that require it such as if 
titles or old dos games like piledriver or fallthru difficult to play, 
indeed while the direct output method is fine too (I can always use sapi as 
I usually do), I wasn't unhappy with usa blackjack for this reason myself.


Beware the grue!

dark. 



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Re: [Audyssey] USA Games News

2011-10-31 Thread pitermach

This news article made me curious about something.
Have you been able to work around the jaws keyboard trap issue? I guess 
you understand what I mean. Even then I'm not sure how well you could 
play a game like MOTA with it running, since it does make the keyboard 
sort of sluggish in some parts (scraping in a sound editor for instance)
Over all though i'm glad things are progressing. Being a NVDA user 
myself I really like using it as speech output in games. You could argue 
how Espeak/eloquence fits into a mood of a game, but hey. What ever 
works for someone just works.



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Re: [Audyssey] USA Games News

2011-10-31 Thread Thomas Ward
Hi,

Glad to be of some assistance. A lot of what I talked about is
personal experience testing, experimenting, and tracking down
stability issues with games on my 64-bit copy of Windows 7.

For instance, I've got a lot of Jim Kitchens games installed on this
box. As you know they use SAPI for speech output. I wanted to know if
it was the games themselves or SAPI that were crashing. Turns out
through trial and error if I use a true 64-bit voice like Microsoft
Anna or Ivona Bryan the games run fine. If I use an older  32-bit
voice the games have a tendancy to crash more often than not. That
made me a little hesitant to rely on SAPI alone for speech output in
my own games because if the user is using the wrong voice there could
be stability issues.

So what I'm doing to resolve that problem is adding multiple speech
services to the engine Jaws, NVDA, SAPI, and probably other screen
readers as well. That way if one doesn't work or suit someone they can
simply go into the program settings and change the speech service to
something more to their needs. So far its working out pretty well.

For the past year or so I've become a big NVDA user, and prefer using
it over Jaws and Window-Eyes. Its pretty cool to go into one of my
games, change the default speech service to NVDA, and have everything
spoken using NVDA. Its a lot more seamless and responsive than what
we've been doing with STFC,  MOTA, etc using prerecorded speech clips.

So I'm glad I have helped by sharing my experiences. I've done a lot
of testing trying to find a stable way to get spoken feedback to the
end user, and there is no one size fits all solution. A combination of
solutions is better than sticking to any single solution from what
I've seen so far. If you can contact the screen reader through its API
like the JFW API, NVDA Controller Client, etc its even better yet. Its
pretty likely that there will be a high degree of accessibility out of
the box.

Cheers!


On 10/31/11, Eleanor Robinson elea...@7128.com wrote:
 Thomas,

 John and I feel your pain.
 We've been sitting here reading your latest USA Games News; informative
 as usual.

 We use SAPI and JAWS in our games. Both are a pain.

 SAPI crashes sometimes, not always, on our 64-bit machines; though it
 works fine on our 32-bit machines. Our examination of the Windows error
 logs confirms that the crash is in their SAPI DLL.

 Your information about the 64-32 bit-ness of the voices is helpful to us
 there. Now we don't have to spend a whole lot of time looking for
 non-existent bugs in our code. (John says Yea!)

 Suspect that all of us will just have to endure the occasional crash on
 a 64-bit machine until our gamers replace their voices. At least our
 stuff automatically saves at each step, so people don't lose their games.

 And JAWS won't work at all on a 64-bit machine; but you know all about that.

 Oddly enough, we're seriously looking into using recorded voices (MP3)
 for the second release of our Sounds Like game. The first release is
 in QA right now. Ryan, our chief Beta tester says some of the words are
 hard to understand. And Kelly commented on sound quality in his recent
 review of our stuff.  So we take this seriously.

 Since a word game is not nearly as complex as the RPG's you're doing, we
 think that using sound files might not be too resource intensive. Just
 gotta get Cyndi in front of the mike. (But she's off doing paying acting
 gigs right now.)

 Thanks for your timely information. (John says yea again!)

 Eleanor and John
 7-128 Software


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Re: [Audyssey] USA Games News

2011-10-31 Thread Thomas Ward
Hi Dark,

Well, when you find out something about Super Nova's API let me know.
This issue of not documenting the API is a common problem with screen
readers in general. Its driving me slightly nuts.

For instance, if a developer wants to know how to access NVDA via its
Controller Client its no biggy. There is a decent amount of free API
documentation not to mention source code too look at. Jaws on the
other hand is a totally different story. A developer wants to know how
to access and use the JFW API the developer has to contact them
directly, talk to their technical support, and then they'll e-mail the
developer documentation as well as the headers and libs for the API.
Why they don't put it up on the website I'll never know. The guys over
at Freedom Scientific created the API so applications would support
their screen reader, but when a developer asks about it they treat it
like top secret information or something. Like go figure. They want
third-party developers to support Jaws or not?

Cheers!


On 10/31/11, dark d...@xgam.org wrote:
 Hi Tom.

 I'm sorry the halloween game didn't work out, but hopefully we'll have
 something good to play from usa games before the end of the year.

 Just as to the situation with the Supernova Api used for access (Hal has
 been renamed supernova screen reader for some reason).

 dolphin actually have it (it's been used in Quitter and supported libraries
 which is why blockparty outputs to Supernova), however they haven't made a
 general public release. Why?  because they haven't had time to document
 the api!

 I did explain to them that this is absolutely ridiculous! I've had people
 say quite legitimately that they don't choose to use supernova becuase of
 the lack of support from certain programs, and it is true that when a game
 or other application is reliant on sending text directly to a screen reader
 rather than printing it on the screen, it's not really useable with
 Supernova currently.

 Dolphin stated they were! going to fix this when they'd finished supernova
 12.5, with it's rewrite of internet support, and sinse that's now done, I'm
 hopeful the Api should be showing up soon,  indeed were I not busy guide
 dog training currently I'd phone them and see where it currently is.

 Hopefully when it is actually fixed supporting Supernova with directly sent
 text will be no more difficult than with Window eyes, Jaws or any other
 program.

 As regards the review curser though, that really is one of the strengths of
 Supernova. It for instance automatically reviews columns logically which is
 why games liek Smugglers are easier, and also has great ways of moving
 around the screen, my favourite of which is the find feature which can go to
 any text.

 This is why I generally myself don't find games that require it such as if
 titles or old dos games like piledriver or fallthru difficult to play,
 indeed while the direct output method is fine too (I can always use sapi as
 I usually do), I wasn't unhappy with usa blackjack for this reason myself.

 Beware the grue!

 dark.


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Re: [Audyssey] USA Games News

2011-10-31 Thread Thomas Ward
Hi,

Ah, that's still one of the issues I'm working on. When using Jaws for
speech output there is a keyboard trapping issue I've not found a good
way around yet. I did put the JFW demo to sleep and that seemed to
work, but even though it frees up the keyboard its not as responsive
as using say NVDA, because I think Jaws still tries to capture or trap
the keyboard in the background. It is pretty problematic right now. I
may have to switch over to standard keyboard events rather than using
DirectX to fix that issue.

However, as for ESpeak and Eloquence I don't think they fit well into
a game environment, but its whatever works. With newer versions of
Jaws like Jaws 12 there is plenty of RealSpeak Direct voices like Tom,
Karen, Jennifer, Daniel, etc so all the user has to do is download and
install a RealSpeak direct voice, set Jaws up to use that, and the
game will use the RealSpeak voices instead of Eloquence. So hopefully
it is things like that which will provide a better solution than just
ESpeak or Eloquence.

Cheers!




On 10/31/11, pitermach piterm...@gmail.com wrote:
 This news article made me curious about something.
 Have you been able to work around the jaws keyboard trap issue? I guess
 you understand what I mean. Even then I'm not sure how well you could
 play a game like MOTA with it running, since it does make the keyboard
 sort of sluggish in some parts (scraping in a sound editor for instance)
 Over all though i'm glad things are progressing. Being a NVDA user
 myself I really like using it as speech output in games. You could argue
 how Espeak/eloquence fits into a mood of a game, but hey. What ever
 works for someone just works.


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Re: [Audyssey] USA Games News

2011-06-22 Thread Henning Oschwald
Hi,

On Fr, Jun 17 2011, Thomas Ward wrote:

 For the short term we have decided to shelve the cross-platform engine
 and game until we get the Windows release of Mysteries of the Ancients
 finished.

This is really a shame. I was really excited after you announced your
cross-platform engine and I enjoyed the MOTA betas that run on
linux. Moreover, the fact that the Linux support gained as much atention
as Windows was just avesome.

Then I've read Thomas' mail about the Linux users which are claimed to
want to get everything for free and now the development of the
cross-platform game is even suspended. Moreover, after the Windows
release, the Mac sems to be the next platform which gets attention, if I
haven't got you wrong. This is really sat for me as a Linux user and I
actually dont understand what's wrong with the Linux version of MOTA as
I found the last betas really awesome and quite playable, also the
panning was fine for me.

Regarding the money: I'm fine with spending money for a game as long it
is natively supported on my platform. If the game is only supported
through Wine  or - even worse - if I would have been forced to run a
virtualized or real Windows to play the game, I most probably would not
buy it.

Anyway, you're doing a great Job Thomas and I'm looking forward to the
cross-platform (and in particular the Linux) release of MOTA.

cheers

  Henning


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Re: [Audyssey] USA Games News

2011-06-22 Thread Thomas Ward
Hi Henning,

You wrote:

This is really a shame. I was really excited after you announced your
cross-platform engine and I enjoyed the MOTA betas that run on
linux. Moreover, the fact that the Linux support gained as much atention
as Windows was just avesome.

My reply:

i know. As a Linux user myself I am very disappointed in having to do
this, but understand I took preorders for this game about two years
ago, and many of those users are ready to ring my neck if I don't
complete it on time. Since many of those on preorder only use Windows
my taking time to create and design a fully operational cross-platform
engine for Mac OS or Linux is, in their eyes, a waiste of time better
spent on completeing a game  they paid for.  Therefore my decision to
do this was simply to settle those accounts, and then I'll have more
freedom to do what I want to with the game. That is to design and
produce games using a fully cross-platform engine designed for
Windows, Mac, and Linux.

You wrote:

want to get everything for free and now the development of the
cross-platform game is even suspended. Moreover, after the Windows
release, the Mac seems to be the next platform which gets attention, if I
haven't got you wrong.

My reply:

Um...You seem to have got it all wrong here. Let me explain.

First, I never said that Linux users want everything for free. I know
plenty of Linux users like myself who are willing to spend some money
on quality products for Linux. I myself have purchased commercial apps
for Linux such as some of the Cepstral voices, and know others who
would pay for commercial apps like that to as long as the price was
fair. At last count there were around 87 Linux users who stated up
front they would be willing to purchase games from USA Games if they
were written for Linux and the price was fair. So I know there are
people willing to pay for Linux specific games and products. So I
haven't a clue where you got the notion I said Linux users always want
something for free.

Second, after we finish work on the Windows release of Mysteries of
the Ancients our goal is to complete work on the cross-platform
Genesis Engine. once that is done we will be able to produce games for
Linux, and most likely Mac OS as well. While I may specifically have
mentioned Mac OS in the news letter what I actually meant is that the
cross-platform engine which is based on generic cross-platform APIs
like SDL will enable to port our games from Windows to other platforms
including Linux and Mac OS. I'm a Linux user myself so that is top on
my list of things to do. It takes priority over Mac OS as I want to be
able to play my games on Linux directly rather than via wine etc.

You wrote:

I actually dont understand what's wrong with the Linux version of MOTA as
I found the last betas really awesome and quite playable, also the
panning was fine for me.

My reply:

Well, technically there are two issues which I intend to correct as
soon as I have time to.

The first issue is that many of the Windows users who are use to the
way DirectSound pans sounds were disappointed and upset at me
switching to FMOD Ex because the way it pans sounds and the way
Microsoft DirectSound pans sounds are totally different. They wanted
me to rip FMOD Ex out and replace with DirectSound. As many users said
if this wasn't done they would not pay for the game. So I'm switching
back to DirectSound in order to boost sales for the Windows gaming
market even though I personally do not want to.

The other major issue is I based beta 19 on FMOD Ex which is an
extremely expensive audio API for Windows, Mac OS, and Linux. Now,
that i know I won't be able to target the Windows gaming market using
FMOD I'm not going to pay for FMOD Ex. What I am likely going to do is
drop support for FMOD Ex and replace it with OpenAL which is what I
should have done in the first place. That will take me a little while
to rewrite the audio portion of my engine to support OpenAL.

So to summarize the situation right now. This is a very very temporary
solution right now. I have no plans to drop or stop developing the
Linux release of Mysteries of the Ancients. I am only pushing back the
release date for it a few months until I can swap out FMOD for OpenAL
and a few other things like that.

HTH

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Re: [Audyssey] USA Games News

2011-06-22 Thread Thomas Ward
Hi Yohandy,

I bet it would be. Hopefully, I'll have it done by then. No promises
though as I've got my hands full upgrading/merging the Windows engine
with many changes made to the beta 19 version of MOTA and the
cross-platform engine.

Cheers!


On 6/18/11, Yohandy yohand...@gmail.com wrote:
 Thomas,
 My birthday falls at the end of September. it'll be an awesome birthday gift
 if this game comes out by the end of Sept!
 grin

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Re: [Audyssey] USA Games News

2011-06-18 Thread Thomas Ward
Hi Shaun,

Grin. Good point. Although, all terminators aren't bad. Just most of them.

Speaking of Skynet, the real Skynet, we got most of the stuff moved
and are waiting for DNS etc to update world wide. So hopefully by this
afternoon etc USA Games will be back on the web with the first stage
of our upgrade.

On 6/17/11, shaun everiss sm.ever...@gmail.com wrote:
 Justread about your site moving with skynet.
 I should say be carefull with the machines, terminators, etc.
 I mean skynet from the movies is not your friend grin

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Re: [Audyssey] USA Games News

2011-06-18 Thread Thomas Ward
Hi Charles,

Yeah, it is, but for some reason 2d stereo panning isn't widely
supported with audio APIs any more. Which means I have to go back to
DirectSound for that 2d stereo panning that people want, because
OpenAL and other audio APIs simply do not have that functionality.

Now, for the 3d version of Mysteries of the Ancients it would be
something of a different story. I could use OpenAL which has virtual
3d audio, 5.1 surround sound, etc which is exactly what I want for a
3d FPS game. Which is what OpenAL was designed to do. So perhaps, just
perhaps, when I look at releasing the 3d version I might be able to
build it using the cross-platform engine as panning won't be a major
factor there. the only issue I can think of is getting joysticks and
mice working with SDL. So I'm thinking that cross-platform could be
possible provided we don't need 2d stereo panning but just 5.1
surround sound which OpenAL does very well, and OpenAL is the default
audio library on Mac OS and Linux, and their are versions available
for Windows as well.

On 6/17/11, Charles Rivard woofer...@sbcglobal.net wrote:
 Maybe this decision to put out a twentieth beta of MOTA for Windows is the
 way to go, but I hate to hear that the cross platforming is temporarily
 shelved, even though I am a Windows user, because I know that's not at all
 what you want to do.  Wile it might be a business decision, I still think it
 is a bummer.

 ---
 Laughter is the best medicine, so look around, find a dose and take it to
 heart.

---
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Re: [Audyssey] USA Games News

2011-06-18 Thread Willem Venter
Thomas, why do you say 2d panning isn't supported in openAL? As I
understand it, 3d audio simply adds forward/backward and up/down
movement to the standard left/right panning of 1d sound.

So in effect, keeping the forward and up/down coordinates fixed while
varying the x should, and does, pan a sound.


On 6/18/11, Thomas Ward thomasward1...@gmail.com wrote:
 Hi Charles,

 Yeah, it is, but for some reason 2d stereo panning isn't widely
 supported with audio APIs any more. Which means I have to go back to
 DirectSound for that 2d stereo panning that people want, because
 OpenAL and other audio APIs simply do not have that functionality.

 Now, for the 3d version of Mysteries of the Ancients it would be
 something of a different story. I could use OpenAL which has virtual
 3d audio, 5.1 surround sound, etc which is exactly what I want for a
 3d FPS game. Which is what OpenAL was designed to do. So perhaps, just
 perhaps, when I look at releasing the 3d version I might be able to
 build it using the cross-platform engine as panning won't be a major
 factor there. the only issue I can think of is getting joysticks and
 mice working with SDL. So I'm thinking that cross-platform could be
 possible provided we don't need 2d stereo panning but just 5.1
 surround sound which OpenAL does very well, and OpenAL is the default
 audio library on Mac OS and Linux, and their are versions available
 for Windows as well.

 On 6/17/11, Charles Rivard woofer...@sbcglobal.net wrote:
 Maybe this decision to put out a twentieth beta of MOTA for Windows is the
 way to go, but I hate to hear that the cross platforming is temporarily
 shelved, even though I am a Windows user, because I know that's not at all
 what you want to do.  Wile it might be a business decision, I still think
 it
 is a bummer.

 ---
 Laughter is the best medicine, so look around, find a dose and take it to
 heart.

 ---
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Re: [Audyssey] USA Games News

2011-06-18 Thread dark

Hi Tom.

just one quick question.

If you use 3D sound only, will the game stil be playable with headphones?

i have a very good set of 5.1 logitech speakers, however even for the first 
person audio games we have, I always prefer playing on headphones simply 
because I've found that I simply cannot get the same precision in 
positioning audio when using speakers, and for fine tasks such as targiting 
weapons, determining direction of multiple sound sources and the like I 
would find speakers far harder to play on however good the game audio was.


i hope therefore if the 3D engine used 5.1 we could stil use headphones.

Beware the grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, June 18, 2011 10:54 AM
Subject: Re: [Audyssey] USA Games News



Hi Charles,

Yeah, it is, but for some reason 2d stereo panning isn't widely
supported with audio APIs any more. Which means I have to go back to
DirectSound for that 2d stereo panning that people want, because
OpenAL and other audio APIs simply do not have that functionality.

Now, for the 3d version of Mysteries of the Ancients it would be
something of a different story. I could use OpenAL which has virtual
3d audio, 5.1 surround sound, etc which is exactly what I want for a
3d FPS game. Which is what OpenAL was designed to do. So perhaps, just
perhaps, when I look at releasing the 3d version I might be able to
build it using the cross-platform engine as panning won't be a major
factor there. the only issue I can think of is getting joysticks and
mice working with SDL. So I'm thinking that cross-platform could be
possible provided we don't need 2d stereo panning but just 5.1
surround sound which OpenAL does very well, and OpenAL is the default
audio library on Mac OS and Linux, and their are versions available
for Windows as well.

On 6/17/11, Charles Rivard woofer...@sbcglobal.net wrote:
Maybe this decision to put out a twentieth beta of MOTA for Windows is 
the

way to go, but I hate to hear that the cross platforming is temporarily
shelved, even though I am a Windows user, because I know that's not at 
all
what you want to do.  Wile it might be a business decision, I still think 
it

is a bummer.

---
Laughter is the best medicine, so look around, find a dose and take it to
heart.


---
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list,
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Re: [Audyssey] USA Games News

2011-06-18 Thread Thomas Ward
Hi Willem,

True, but based on my limited experience with OpenAL panning sounds as
you described isn't as smooth sounding as DirectSound's 2d stereo pan
control. Do you remember beta 14 and beta 15?

The game was using SFML-Audio which was a wrapper for OpenAL, and I
could never get OpenAL to pan correctly. Oh, I could pan sounds
left/right by keeping the y axis and z axis fixed, but it didn't pan
smoothly. I don't know if it was just me or OpenAL, but I was just
unable to make it pan exactly like DirectX. That said, as I've decided
to adopt OpenAL for my cross-platform engine for Linux and Mac this is
something I will be looking into further as I'm going to have to make
it work somehow.

On 6/18/11, Willem Venter dwill...@gmail.com wrote:
 Thomas, why do you say 2d panning isn't supported in openAL? As I
 understand it, 3d audio simply adds forward/backward and up/down
 movement to the standard left/right panning of 1d sound.

 So in effect, keeping the forward and up/down coordinates fixed while
 varying the x should, and does, pan a sound.

---
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Re: [Audyssey] USA Games News

2011-06-18 Thread Willem Venter
Thomas, as far as I know, as long as you move the listener according
to the right scale of movement, smooth panning is possible and sounds
better than directX.

On 6/18/11, dark d...@xgam.org wrote:
 Hi Tom.

 just one quick question.

 If you use 3D sound only, will the game stil be playable with headphones?

 i have a very good set of 5.1 logitech speakers, however even for the first
 person audio games we have, I always prefer playing on headphones simply
 because I've found that I simply cannot get the same precision in
 positioning audio when using speakers, and for fine tasks such as targiting
 weapons, determining direction of multiple sound sources and the like I
 would find speakers far harder to play on however good the game audio was.

 i hope therefore if the 3D engine used 5.1 we could stil use headphones.

 Beware the grue!

 Dark.
 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, June 18, 2011 10:54 AM
 Subject: Re: [Audyssey] USA Games News


 Hi Charles,

 Yeah, it is, but for some reason 2d stereo panning isn't widely
 supported with audio APIs any more. Which means I have to go back to
 DirectSound for that 2d stereo panning that people want, because
 OpenAL and other audio APIs simply do not have that functionality.

 Now, for the 3d version of Mysteries of the Ancients it would be
 something of a different story. I could use OpenAL which has virtual
 3d audio, 5.1 surround sound, etc which is exactly what I want for a
 3d FPS game. Which is what OpenAL was designed to do. So perhaps, just
 perhaps, when I look at releasing the 3d version I might be able to
 build it using the cross-platform engine as panning won't be a major
 factor there. the only issue I can think of is getting joysticks and
 mice working with SDL. So I'm thinking that cross-platform could be
 possible provided we don't need 2d stereo panning but just 5.1
 surround sound which OpenAL does very well, and OpenAL is the default
 audio library on Mac OS and Linux, and their are versions available
 for Windows as well.

 On 6/17/11, Charles Rivard woofer...@sbcglobal.net wrote:
 Maybe this decision to put out a twentieth beta of MOTA for Windows is
 the
 way to go, but I hate to hear that the cross platforming is temporarily
 shelved, even though I am a Windows user, because I know that's not at
 all
 what you want to do.  Wile it might be a business decision, I still think

 it
 is a bummer.

 ---
 Laughter is the best medicine, so look around, find a dose and take it to
 heart.

 ---
 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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 list,
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Re: [Audyssey] USA Games News

2011-06-18 Thread Thomas Ward
Hi Dark,

Well, that's something of the catch 22. You could certainly use
headphones, but if they aren't 5.1 surround sound headphones some of
the audio positioning etc would be lost as you don't have 5 channels
of audio output and are reduced to 2d stereo. In other words you could
do it but the audio quality would suffer, and you might have to relie
on other things like a targeting beep to properly aim a weapon, or
scan the area with the look command to get a better idea of where
things are in relation to you. So I think it is still possible, but
might require some other  form of feedback besides audio.

I don't really see this as a problem though, because as you said the
games that do have 3d audio like Shades of Doom can be played with
bog standard headphones  with full 3d audio enabled. That's because
Shades of Doom has a lot of other ways of obtaining the same feedback
such as a targeting scope, the ability to get the distance and
direction to monsters, examine door ways, etc which gives the player
more than one way to figure out  his/her environment rather than
audio. So I would assume MOTA 3D should be as accessible given the
fact I plan to add in most if not all of the same kinds of verbal and
audio queues as Shades of Doomm.

On 6/18/11, dark d...@xgam.org wrote:
 Hi Tom.

 just one quick question.

 If you use 3D sound only, will the game stil be playable with headphones?

 i have a very good set of 5.1 logitech speakers, however even for the first
 person audio games we have, I always prefer playing on headphones simply
 because I've found that I simply cannot get the same precision in
 positioning audio when using speakers, and for fine tasks such as targiting
 weapons, determining direction of multiple sound sources and the like I
 would find speakers far harder to play on however good the game audio was.

 i hope therefore if the 3D engine used 5.1 we could stil use headphones.

 Beware the grue!

 Dark.

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Re: [Audyssey] USA Games News

2011-06-18 Thread Thomas Ward
Hi Willem,

Well, I'll take your word on that. AS it is when it comes time to
working on the Linux and Mac OS ports of the game you can help me get
the panning working correctly. In the mean time I'm going to finish
the Windows version using DirectX, and worry about cross-platform APIs
like OpenAL later.


On 6/18/11, Willem Venter dwill...@gmail.com wrote:
 Thomas, as far as I know, as long as you move the listener according
 to the right scale of movement, smooth panning is possible and sounds
 better than directX.

---
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Re: [Audyssey] USA Games News

2011-06-18 Thread dark

Hi tom.

Good to here your adding in the kews, though this is something we've 
discussed before.


it's odd but I can actually play shades of doom far more effectively and 
precisely with my headphones than I can on 5.1 speakers, mostly because the 
audio is far more immediate.


Indeed, while I like my 5.1 speakers for watching films, the only games i 
use them for are specifically though that do not require large amounts of 
sterrio, like Jim kitchin's golf game, and if I'm listening to audio dramas 
I always prefer headphones.


I must admit though my hadphones are rather monstrous sanheisar ones that 
actually cost as much as the speakers did, so this might be a factor.


Beware the Grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, June 18, 2011 11:40 AM
Subject: Re: [Audyssey] USA Games News



Hi Dark,

Well, that's something of the catch 22. You could certainly use
headphones, but if they aren't 5.1 surround sound headphones some of
the audio positioning etc would be lost as you don't have 5 channels
of audio output and are reduced to 2d stereo. In other words you could
do it but the audio quality would suffer, and you might have to relie
on other things like a targeting beep to properly aim a weapon, or
scan the area with the look command to get a better idea of where
things are in relation to you. So I think it is still possible, but
might require some other  form of feedback besides audio.

I don't really see this as a problem though, because as you said the
games that do have 3d audio like Shades of Doom can be played with
bog standard headphones  with full 3d audio enabled. That's because
Shades of Doom has a lot of other ways of obtaining the same feedback
such as a targeting scope, the ability to get the distance and
direction to monsters, examine door ways, etc which gives the player
more than one way to figure out  his/her environment rather than
audio. So I would assume MOTA 3D should be as accessible given the
fact I plan to add in most if not all of the same kinds of verbal and
audio queues as Shades of Doomm.

On 6/18/11, dark d...@xgam.org wrote:

Hi Tom.

just one quick question.

If you use 3D sound only, will the game stil be playable with headphones?

i have a very good set of 5.1 logitech speakers, however even for the 
first

person audio games we have, I always prefer playing on headphones simply
because I've found that I simply cannot get the same precision in
positioning audio when using speakers, and for fine tasks such as 
targiting

weapons, determining direction of multiple sound sources and the like I
would find speakers far harder to play on however good the game audio 
was.


i hope therefore if the 3D engine used 5.1 we could stil use headphones.

Beware the grue!

Dark.


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Re: [Audyssey] USA Games News

2011-06-18 Thread Thomas Ward
Hi Dark,

Well, I generally use bog standard stereo headphones myself even
though I have 5.1 speakers and headphones etc because these days I
generally play games on my laptop and not on my desktop. My laptop has
just a basic stereo sound card, and I generally don't want to carry a
$125 pair of  5.1 headphones around with me on a jobsite etc as if
they get broken or lost I'm up the creek.

Besides that these 5.1 headphones I'm talking about hook up to a USB
port, and requires special drivers to be installed so they act as
another sound device. That's all well and good if I am   playing games
on Windows, but so far as I know there aren't Mac or Linux drivers
available for these headphones. As a result when I am using Linux on
my laptop I usually have to settle for bog standard stereo headphones
anyway just because I haven't located a  sound driver for my 5.1
headphones that will allow me to use them on non-Windows computers.

As for the 5.1 speakers I have on my desktop PC they sound really
awesome with GMA Tank Commander or Shades of Doom, but after I got
married I've started using headphones to keep from disturbing my wife
who might be watching television, reading a book to my son, or some
other action where blasting my speakers at full volume would be a
destraction. So even though I myself own the proper equipment and
technology its not very practical for a lot of reasons.

For all of those reasons even though I might support 3d audio in my
games I'm in the same boat when it comes to being able to play them
using standard stereo headphones or speakers. If it wasn't possible
I'd have to find a different way to get access to that same
information weather by verbalizing it or adding in other indecators
like targeting beeps.

On 6/18/11, dark d...@xgam.org wrote:
 Hi tom.

 Good to here your adding in the kews, though this is something we've
 discussed before.

 it's odd but I can actually play shades of doom far more effectively and
 precisely with my headphones than I can on 5.1 speakers, mostly because the
 audio is far more immediate.

 Indeed, while I like my 5.1 speakers for watching films, the only games i
 use them for are specifically though that do not require large amounts of
 sterrio, like Jim kitchin's golf game, and if I'm listening to audio dramas
 I always prefer headphones.

 I must admit though my hadphones are rather monstrous sanheisar ones that
 actually cost as much as the speakers did, so this might be a factor.

 Beware the Grue!

 Dark.

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Re: [Audyssey] USA Games News

2011-06-18 Thread shaun everiss

Hmmm maybe I should call you the cyber emperor or something in stead.
At 09:44 p.m. 18/06/2011, you wrote:

Hi Shaun,

Grin. Good point. Although, all terminators aren't bad. Just most of them.

Speaking of Skynet, the real Skynet, we got most of the stuff moved
and are waiting for DNS etc to update world wide. So hopefully by this
afternoon etc USA Games will be back on the web with the first stage
of our upgrade.

On 6/17/11, shaun everiss sm.ever...@gmail.com wrote:
 Justread about your site moving with skynet.
 I should say be carefull with the machines, terminators, etc.
 I mean skynet from the movies is not your friend grin

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Re: [Audyssey] USA Games News

2011-06-18 Thread Yohandy

Thomas,
My birthday falls at the end of September. it'll be an awesome birthday gift 
if this game comes out by the end of Sept!

grin

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, June 17, 2011 12:54 PM
Subject: Re: [Audyssey] USA Games News



Hi Greg,

Sorry, you misunderstood what I was saying. I was telling Dark that
the Genesis 3D Engine, the Windows version, has MS Sapi 5 support, but
I didn't mean to imply that Mysteries of the Ancients itself uses it.
The game wasn't written with Sapi support in mind, and in order to add
it I'd have to rewrite a fair amount of code to add Sapi support
rather than use prerecorded wav files. If the community at large would
rather have Sapi 5 support I could add it, but it would have to be a
majority of customers asking for that feature. I'm currently on a 90
day release schedule, hoping to having something ready to sell by
September, so I'm not going to do something that drastic unless there
is popular demand for it. If you guys want Sapi support in MOTA 1.0
let me know, but I am saying upfront I won't do it for two or three
people. It would have to be a large majority of people.

HTH


On 6/17/11, Greg Steel greegste...@sbcglobal.net wrote:

Hi Tom I think that this is a great idea does this mean that we can use
sapi5 and are you going to delete the prerecorded voice files in the
game?How is this going to work.


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Re: [Audyssey] USA Games News

2011-06-17 Thread dark

Hi tom.

I'm really pleased to here about the iminant release of windows mota, sinse 
i was well impressed with Beta 18 and am really looking forward to playing 
the rest of the game.


while I understand the logic of a fully cross platform engine that works on 
everything, personally I must confess it has sometimes felt that mota has 
sacrificed quality for cross platform compatibility in a single version of 
the game.


However, sinse now you are developing separate ports for each platform 
which, rather than using cross platform components common to all platforms 
can use the best available components on each platform, I think things will 
very much improve.


The only downer is obviously this will take some extra work, however on the 
pluss side there will be subsequent versions available which owners of 
different platforms can buy, obviously starting with the windows 
release,  a fact which, as someone who uses windows I'm quite happy with 
myself.


I'll also be interested to see how this trophy case works and what sorts of 
challenges we will have in the game for collecting trophies.


All the best,

Dark. 



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Re: [Audyssey] USA Games News

2011-06-17 Thread Thomas Ward
Hi Dark,

Unfortunately, that is so very true. Based on my own research here
there really isn't any single high-quality cross-platform solution
whenit comes to creating games like Mysteries of the Ancients because
often times we end up sacrificing something in the process. Its one
thing if it is a relatively simple game like Poker, Blackjack,
monopoly, etc that doesn't require precision audio, joysticks, and
that sort of thing, and quite another when we are talking something
like Mysteries of the Ancients which does. The solution I've decided
upon for that problem is to create a engine that targets each specific
platform. For Windows the Genesis 3D engine will use DirectX, MS Sapi,
the Windows API where my Linux version of the Engine might use SDL,
OpenAL, Speech-Dispatcher, and so on. That way if the Linux version of
the engine lacks some feature such as force feedback support it would
be limited to only that platform, and not to everyone running Windows.
This is really the only way to satisfy everyone involved.

Not only that in a lot of cases I was having difficulty finding a
cross-platform solution for certain things like TTS support anyway. On
Windows my speech library wraps Sapi 5, which is fine for Windows, but
wouldn't work for Linux or Mac OS. Each of those platforms have
alternative TTS APIs such as Speech-Dispatcher on Linux. The only
truly cross-platform solution for that problem is to use an open
source synth like ESpeak,  and to be honest it doesn't sound that good
and would drag the quality of the games and my engine down just
because I'd have to settle for whatever was cross-platform rather than
using any voices present on the machine. That's not ideal for what I'm
trying to do here.

So this way by creating platform specific game engines I can resolve
that problem pretty easily. On Windows by wrapping Sapi the gamer
could use Microsoft Anna, one of the ATT voices, the Cepstral voices,
or any other voice that has Standard Sapi 5.x support. On Linux by
wrapping Speech-Dispatcher I can support ESpeak, Ivona TTS, Cepstral
Voices, Eloquence, etc via the Speech-Dispatcher generic TTS API. It
works out for everybody in the end.

So, yeah, things will definitely improve for everyone. I'll be
focussing on the best APIs for each platform from now on, supporting
them directly, rather than through layers of middleware that may or
may not work as desired. I'm going to kick out a lot of the
third-party middleware and my engine will be the middleware between
the op and the game rather than sitting on a bunch of cross-platform
middleware that clearly doesn't work. You shouldn't have to sacrifice
anything in this case since if the feature is supported on your
operating system I will do what I can to support it in that version of
the engine. So heres three cheers for beta 20.

Cheers!







On 6/17/11, dark d...@xgam.org wrote:
 Hi tom.

 I'm really pleased to here about the iminant release of windows mota, sinse
 i was well impressed with Beta 18 and am really looking forward to playing
 the rest of the game.

 while I understand the logic of a fully cross platform engine that works on
 everything, personally I must confess it has sometimes felt that mota has
 sacrificed quality for cross platform compatibility in a single version of
 the game.

 However, sinse now you are developing separate ports for each platform
 which, rather than using cross platform components common to all platforms
 can use the best available components on each platform, I think things will
 very much improve.

 The only downer is obviously this will take some extra work, however on the
 pluss side there will be subsequent versions available which owners of
 different platforms can buy, obviously starting with the windows
 release,  a fact which, as someone who uses windows I'm quite happy with
 myself.

 I'll also be interested to see how this trophy case works and what sorts of
 challenges we will have in the game for collecting trophies.

 All the best,

 Dark.


 ---
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 gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
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Re: [Audyssey] USA Games News

2011-06-17 Thread Greg Steel
Hi Tom I think that this is a great idea does this mean that we can use 
sapi5 and are you going to delete the prerecorded voice files in the 
game?How is this going to work.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, June 17, 2011 8:14 AM
Subject: Re: [Audyssey] USA Games News



Hi Dark,

Unfortunately, that is so very true. Based on my own research here
there really isn't any single high-quality cross-platform solution
whenit comes to creating games like Mysteries of the Ancients because
often times we end up sacrificing something in the process. Its one
thing if it is a relatively simple game like Poker, Blackjack,
monopoly, etc that doesn't require precision audio, joysticks, and
that sort of thing, and quite another when we are talking something
like Mysteries of the Ancients which does. The solution I've decided
upon for that problem is to create a engine that targets each specific
platform. For Windows the Genesis 3D engine will use DirectX, MS Sapi,
the Windows API where my Linux version of the Engine might use SDL,
OpenAL, Speech-Dispatcher, and so on. That way if the Linux version of
the engine lacks some feature such as force feedback support it would
be limited to only that platform, and not to everyone running Windows.
This is really the only way to satisfy everyone involved.

Not only that in a lot of cases I was having difficulty finding a
cross-platform solution for certain things like TTS support anyway. On
Windows my speech library wraps Sapi 5, which is fine for Windows, but
wouldn't work for Linux or Mac OS. Each of those platforms have
alternative TTS APIs such as Speech-Dispatcher on Linux. The only
truly cross-platform solution for that problem is to use an open
source synth like ESpeak,  and to be honest it doesn't sound that good
and would drag the quality of the games and my engine down just
because I'd have to settle for whatever was cross-platform rather than
using any voices present on the machine. That's not ideal for what I'm
trying to do here.

So this way by creating platform specific game engines I can resolve
that problem pretty easily. On Windows by wrapping Sapi the gamer
could use Microsoft Anna, one of the ATT voices, the Cepstral voices,
or any other voice that has Standard Sapi 5.x support. On Linux by
wrapping Speech-Dispatcher I can support ESpeak, Ivona TTS, Cepstral
Voices, Eloquence, etc via the Speech-Dispatcher generic TTS API. It
works out for everybody in the end.

So, yeah, things will definitely improve for everyone. I'll be
focussing on the best APIs for each platform from now on, supporting
them directly, rather than through layers of middleware that may or
may not work as desired. I'm going to kick out a lot of the
third-party middleware and my engine will be the middleware between
the op and the game rather than sitting on a bunch of cross-platform
middleware that clearly doesn't work. You shouldn't have to sacrifice
anything in this case since if the feature is supported on your
operating system I will do what I can to support it in that version of
the engine. So heres three cheers for beta 20.

Cheers!







On 6/17/11, dark d...@xgam.org wrote:

Hi tom.

I'm really pleased to here about the iminant release of windows mota, 
sinse
i was well impressed with Beta 18 and am really looking forward to 
playing

the rest of the game.

while I understand the logic of a fully cross platform engine that works 
on

everything, personally I must confess it has sometimes felt that mota has
sacrificed quality for cross platform compatibility in a single version 
of

the game.

However, sinse now you are developing separate ports for each platform
which, rather than using cross platform components common to all 
platforms
can use the best available components on each platform, I think things 
will

very much improve.

The only downer is obviously this will take some extra work, however on 
the

pluss side there will be subsequent versions available which owners of
different platforms can buy, obviously starting with the windows
release,  a fact which, as someone who uses windows I'm quite happy 
with

myself.

I'll also be interested to see how this trophy case works and what sorts 
of

challenges we will have in the game for collecting trophies.

All the best,

Dark.


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Re: [Audyssey] USA Games News

2011-06-17 Thread Thomas Ward
Hi Greg,

Sorry, you misunderstood what I was saying. I was telling Dark that
the Genesis 3D Engine, the Windows version, has MS Sapi 5 support, but
I didn't mean to imply that Mysteries of the Ancients itself uses it.
The game wasn't written with Sapi support in mind, and in order to add
it I'd have to rewrite a fair amount of code to add Sapi support
rather than use prerecorded wav files. If the community at large would
rather have Sapi 5 support I could add it, but it would have to be a
majority of customers asking for that feature. I'm currently on a 90
day release schedule, hoping to having something ready to sell by
September, so I'm not going to do something that drastic unless there
is popular demand for it. If you guys want Sapi support in MOTA 1.0
let me know, but I am saying upfront I won't do it for two or three
people. It would have to be a large majority of people.

HTH


On 6/17/11, Greg Steel greegste...@sbcglobal.net wrote:
 Hi Tom I think that this is a great idea does this mean that we can use
 sapi5 and are you going to delete the prerecorded voice files in the
 game?How is this going to work.

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Re: [Audyssey] USA Games News

2011-06-17 Thread dark

Personally tom I'm happy as is.

maybe in the planning stages sapi would've been easier to add for menues, 
speaking of health etc, but now you've got all that done with prerecorded 
synth files it seems silly to change it.


That being said however, I am pleased to here that sapi support is in the 
genesis engine generally, sinse it's one of these things that comes in 
useful, for instance people could now write their own driver names in 
raceway, or, if you make an arcade style game with scoring use sapi to write 
their names.


While I'm very much  in favour of human voices being used for human 
characters, for menues and in game info as I've said synths are fine, and 
sapi usually has the advantage of being both easy to implement, and able to 
easily take the users' own in put for anything needed in the game.


As I said, sinse Mota has already been done speech wise changing it just 
seems extra work imho, but this is a good thing for future games I think.


Beware the grue!

Dark. 



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Re: [Audyssey] USA Games News

2011-06-17 Thread shaun everiss
the other option some way down the track is if bgt goes cross 
platform you could do the games in that, though that would put your 
engine out the window.

Not sure if you could base your engine on bgt eventually though.
I am just chucking stuff out there.
At 03:14 a.m. 18/06/2011, you wrote:

Hi Dark,

Unfortunately, that is so very true. Based on my own research here
there really isn't any single high-quality cross-platform solution
whenit comes to creating games like Mysteries of the Ancients because
often times we end up sacrificing something in the process. Its one
thing if it is a relatively simple game like Poker, Blackjack,
monopoly, etc that doesn't require precision audio, joysticks, and
that sort of thing, and quite another when we are talking something
like Mysteries of the Ancients which does. The solution I've decided
upon for that problem is to create a engine that targets each specific
platform. For Windows the Genesis 3D engine will use DirectX, MS Sapi,
the Windows API where my Linux version of the Engine might use SDL,
OpenAL, Speech-Dispatcher, and so on. That way if the Linux version of
the engine lacks some feature such as force feedback support it would
be limited to only that platform, and not to everyone running Windows.
This is really the only way to satisfy everyone involved.

Not only that in a lot of cases I was having difficulty finding a
cross-platform solution for certain things like TTS support anyway. On
Windows my speech library wraps Sapi 5, which is fine for Windows, but
wouldn't work for Linux or Mac OS. Each of those platforms have
alternative TTS APIs such as Speech-Dispatcher on Linux. The only
truly cross-platform solution for that problem is to use an open
source synth like ESpeak,  and to be honest it doesn't sound that good
and would drag the quality of the games and my engine down just
because I'd have to settle for whatever was cross-platform rather than
using any voices present on the machine. That's not ideal for what I'm
trying to do here.

So this way by creating platform specific game engines I can resolve
that problem pretty easily. On Windows by wrapping Sapi the gamer
could use Microsoft Anna, one of the ATT voices, the Cepstral voices,
or any other voice that has Standard Sapi 5.x support. On Linux by
wrapping Speech-Dispatcher I can support ESpeak, Ivona TTS, Cepstral
Voices, Eloquence, etc via the Speech-Dispatcher generic TTS API. It
works out for everybody in the end.

So, yeah, things will definitely improve for everyone. I'll be
focussing on the best APIs for each platform from now on, supporting
them directly, rather than through layers of middleware that may or
may not work as desired. I'm going to kick out a lot of the
third-party middleware and my engine will be the middleware between
the op and the game rather than sitting on a bunch of cross-platform
middleware that clearly doesn't work. You shouldn't have to sacrifice
anything in this case since if the feature is supported on your
operating system I will do what I can to support it in that version of
the engine. So heres three cheers for beta 20.

Cheers!







On 6/17/11, dark d...@xgam.org wrote:
 Hi tom.

 I'm really pleased to here about the iminant release of windows mota, sinse
 i was well impressed with Beta 18 and am really looking forward to playing
 the rest of the game.

 while I understand the logic of a fully cross platform engine that works on
 everything, personally I must confess it has sometimes felt that mota has
 sacrificed quality for cross platform compatibility in a single version of
 the game.

 However, sinse now you are developing separate ports for each platform
 which, rather than using cross platform components common to all platforms
 can use the best available components on each platform, I think things will
 very much improve.

 The only downer is obviously this will take some extra work, however on the
 pluss side there will be subsequent versions available which owners of
 different platforms can buy, obviously starting with the windows
 release,  a fact which, as someone who uses windows I'm quite 
happy with

 myself.

 I'll also be interested to see how this trophy case works and what sorts of
 challenges we will have in the game for collecting trophies.

 All the best,

 Dark.


 ---
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 gamers-unsubscr...@audyssey.org.
 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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Re: [Audyssey] USA Games News

2011-06-17 Thread shaun everiss

I myself like the recorded voices.
I also think that with sapi only you will have to rely on what is in 
the system for most of us thats probably ms sam or anna or mary.
I have from  a friends old jaws 8 disk he doesn't want, the solo 
sapi5 for 32 bit scansoft voices, but thats it really.

At 03:50 a.m. 18/06/2011, you wrote:
Hi Tom I think that this is a great idea does this mean that we can 
use sapi5 and are you going to delete the prerecorded voice files in 
the game?How is this going to work.

- Original Message - From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, June 17, 2011 8:14 AM
Subject: Re: [Audyssey] USA Games News



Hi Dark,

Unfortunately, that is so very true. Based on my own research here
there really isn't any single high-quality cross-platform solution
whenit comes to creating games like Mysteries of the Ancients because
often times we end up sacrificing something in the process. Its one
thing if it is a relatively simple game like Poker, Blackjack,
monopoly, etc that doesn't require precision audio, joysticks, and
that sort of thing, and quite another when we are talking something
like Mysteries of the Ancients which does. The solution I've decided
upon for that problem is to create a engine that targets each specific
platform. For Windows the Genesis 3D engine will use DirectX, MS Sapi,
the Windows API where my Linux version of the Engine might use SDL,
OpenAL, Speech-Dispatcher, and so on. That way if the Linux version of
the engine lacks some feature such as force feedback support it would
be limited to only that platform, and not to everyone running Windows.
This is really the only way to satisfy everyone involved.

Not only that in a lot of cases I was having difficulty finding a
cross-platform solution for certain things like TTS support anyway. On
Windows my speech library wraps Sapi 5, which is fine for Windows, but
wouldn't work for Linux or Mac OS. Each of those platforms have
alternative TTS APIs such as Speech-Dispatcher on Linux. The only
truly cross-platform solution for that problem is to use an open
source synth like ESpeak,  and to be honest it doesn't sound that good
and would drag the quality of the games and my engine down just
because I'd have to settle for whatever was cross-platform rather than
using any voices present on the machine. That's not ideal for what I'm
trying to do here.

So this way by creating platform specific game engines I can resolve
that problem pretty easily. On Windows by wrapping Sapi the gamer
could use Microsoft Anna, one of the ATT voices, the Cepstral voices,
or any other voice that has Standard Sapi 5.x support. On Linux by
wrapping Speech-Dispatcher I can support ESpeak, Ivona TTS, Cepstral
Voices, Eloquence, etc via the Speech-Dispatcher generic TTS API. It
works out for everybody in the end.

So, yeah, things will definitely improve for everyone. I'll be
focussing on the best APIs for each platform from now on, supporting
them directly, rather than through layers of middleware that may or
may not work as desired. I'm going to kick out a lot of the
third-party middleware and my engine will be the middleware between
the op and the game rather than sitting on a bunch of cross-platform
middleware that clearly doesn't work. You shouldn't have to sacrifice
anything in this case since if the feature is supported on your
operating system I will do what I can to support it in that version of
the engine. So heres three cheers for beta 20.

Cheers!







On 6/17/11, dark d...@xgam.org wrote:

Hi tom.

I'm really pleased to here about the iminant release of windows mota, sinse
i was well impressed with Beta 18 and am really looking forward to playing
the rest of the game.

while I understand the logic of a fully cross platform engine that works on
everything, personally I must confess it has sometimes felt that mota has
sacrificed quality for cross platform compatibility in a single version of
the game.

However, sinse now you are developing separate ports for each platform
which, rather than using cross platform components common to all platforms
can use the best available components on each platform, I think things will
very much improve.

The only downer is obviously this will take some extra work, however on the
pluss side there will be subsequent versions available which owners of
different platforms can buy, obviously starting with the windows
release,  a fact which, as someone who uses windows I'm quite happy with
myself.

I'll also be interested to see how this trophy case works and what sorts of
challenges we will have in the game for collecting trophies.

All the best,

Dark.


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Re: [Audyssey] USA Games News

2011-06-17 Thread Thomas Ward
Hi Dark,

That's pretty much my thoughts as well. It seems pretty senseless to
go back and spend all that time adding Sapi support when the game
works just as well using the prerecorded voice clips. Especially, in
light of where we are right now in development.

Basically, unless something major comes up I've got beta 20 all mapped
out, and have a handful of things to tidy up or fix before release. I
can pretty much sum it up right here.

* Merge changes in MOTA beta 19 with beta 18.
* Recompile game with the Windows version of the engine.
* Tidy up the code some, correct formatting errors, etc.
* Remove test code or no longer used code for a faster cleaner executable.
* Update end user documentation.


In a nutshell its not anything the end user will likely notice between
beta 18 and beta 20 other than I've fixed a few bugs here and there,
and have cleaned out a lot of unnecessary test code etc. When I start
house cleaning, tidying up the code, you can pretty much figure the
game, at least the main coding, is done. Which is where we are. Once I
put out beta 20 I am going to be adding levels, adding the
registration system, and there isn't anything else to do that I know
of. So with that in mind taking time to add Sapi support is at the
very least not something that has to be done right away. It could be
added, if at at all, sometime after 1.0 is out.

Cheers!

On 6/17/11, dark d...@xgam.org wrote:
 Personally tom I'm happy as is.

 maybe in the planning stages sapi would've been easier to add for menues,
 speaking of health etc, but now you've got all that done with prerecorded
 synth files it seems silly to change it.

 That being said however, I am pleased to here that sapi support is in the
 genesis engine generally, sinse it's one of these things that comes in
 useful, for instance people could now write their own driver names in
 raceway, or, if you make an arcade style game with scoring use sapi to write
 their names.

 While I'm very much  in favour of human voices being used for human
 characters, for menues and in game info as I've said synths are fine, and
 sapi usually has the advantage of being both easy to implement, and able to
 easily take the users' own in put for anything needed in the game.

 As I said, sinse Mota has already been done speech wise changing it just
 seems extra work imho, but this is a good thing for future games I think.

 Beware the grue!

 Dark.


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Re: [Audyssey] USA Games News

2011-06-17 Thread Thomas Ward
Hi Shaun,

That would be a bit pointless to switch to BGT after I spent two years
or so developing my own game engine. Its not an issue of not being
able to create a cross-platform game engine, but using the best
libraries for each platform. Each platform has its own APIs and
libraries that are best suited for that platform. All I personally
need is a little bit of time to actually redesign my engine so that it
will run on different platforms by using platform specific libraries
and APIs. Instead of a single engine I will end up with two or three
engines one for each target platform.


On 6/17/11, shaun everiss sm.ever...@gmail.com wrote:
 the other option some way down the track is if bgt goes cross
 platform you could do the games in that, though that would put your
 engine out the window.
 Not sure if you could base your engine on bgt eventually though.
 I am just chucking stuff out there.

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Re: [Audyssey] USA Games News

2011-06-17 Thread Thomas Ward
Hi Shaun,

That's actually one of the reasons I decided to use prerecorded speech
in the first place. A lot of people don't own many Sapi voices, and
usually are stuck with Anna, Mike, Mary, or Sam, and that detracts
from the game when you have to put up with something like Sam by
default. This way you get a high quality voice as part of the game.
Maybe it isn't your favorite Sapi voice, but something like Tom is
decent, and a hundred times better than listening to Sam.

On 6/17/11, shaun everiss sm.ever...@gmail.com wrote:
 I myself like the recorded voices.
 I also think that with sapi only you will have to rely on what is in
 the system for most of us thats probably ms sam or anna or mary.
 I have from  a friends old jaws 8 disk he doesn't want, the solo
 sapi5 for 32 bit scansoft voices, but thats it really.

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Re: [Audyssey] USA Games News

2011-06-17 Thread shaun everiss

Justread about your site moving with skynet.
I should say be carefull with the machines, terminators, etc.
I mean skynet from the movies is not your friend grin

At 08:18 a.m. 18/06/2011, you wrote:

Hi Dark,

That's pretty much my thoughts as well. It seems pretty senseless to
go back and spend all that time adding Sapi support when the game
works just as well using the prerecorded voice clips. Especially, in
light of where we are right now in development.

Basically, unless something major comes up I've got beta 20 all mapped
out, and have a handful of things to tidy up or fix before release. I
can pretty much sum it up right here.

* Merge changes in MOTA beta 19 with beta 18.
* Recompile game with the Windows version of the engine.
* Tidy up the code some, correct formatting errors, etc.
* Remove test code or no longer used code for a faster cleaner executable.
* Update end user documentation.


In a nutshell its not anything the end user will likely notice between
beta 18 and beta 20 other than I've fixed a few bugs here and there,
and have cleaned out a lot of unnecessary test code etc. When I start
house cleaning, tidying up the code, you can pretty much figure the
game, at least the main coding, is done. Which is where we are. Once I
put out beta 20 I am going to be adding levels, adding the
registration system, and there isn't anything else to do that I know
of. So with that in mind taking time to add Sapi support is at the
very least not something that has to be done right away. It could be
added, if at at all, sometime after 1.0 is out.

Cheers!

On 6/17/11, dark d...@xgam.org wrote:
 Personally tom I'm happy as is.

 maybe in the planning stages sapi would've been easier to add for menues,
 speaking of health etc, but now you've got all that done with prerecorded
 synth files it seems silly to change it.

 That being said however, I am pleased to here that sapi support is in the
 genesis engine generally, sinse it's one of these things that comes in
 useful, for instance people could now write their own driver names in
 raceway, or, if you make an arcade style game with scoring use 
sapi to write

 their names.

 While I'm very much  in favour of human voices being used for human
 characters, for menues and in game info as I've said synths are fine, and
 sapi usually has the advantage of being both easy to implement, and able to
 easily take the users' own in put for anything needed in the game.

 As I said, sinse Mota has already been done speech wise changing it just
 seems extra work imho, but this is a good thing for future games I think.

 Beware the grue!

 Dark.


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Re: [Audyssey] USA Games News

2011-06-17 Thread Stephen

Believe it or not I actually know someone who sounds like microsoft sam!
hahahah
At 06:30 AM 6/18/2011, you wrote:

Hi Shaun,

That's actually one of the reasons I decided to use prerecorded speech
in the first place. A lot of people don't own many Sapi voices, and
usually are stuck with Anna, Mike, Mary, or Sam, and that detracts
from the game when you have to put up with something like Sam by
default. This way you get a high quality voice as part of the game.
Maybe it isn't your favorite Sapi voice, but something like Tom is
decent, and a hundred times better than listening to Sam.

On 6/17/11, shaun everiss sm.ever...@gmail.com wrote:
 I myself like the recorded voices.
 I also think that with sapi only you will have to rely on what is in
 the system for most of us thats probably ms sam or anna or mary.
 I have from  a friends old jaws 8 disk he doesn't want, the solo
 sapi5 for 32 bit scansoft voices, but thats it really.

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Re: [Audyssey] USA Games News

2011-06-17 Thread Charles Rivard
Maybe this decision to put out a twentieth beta of MOTA for Windows is the 
way to go, but I hate to hear that the cross platforming is temporarily 
shelved, even though I am a Windows user, because I know that's not at all 
what you want to do.  Wile it might be a business decision, I still think it 
is a bummer.


---
Laughter is the best medicine, so look around, find a dose and take it to 
heart.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, June 17, 2011 7:15 AM
Subject: [Audyssey] USA Games News


USA Games News

June 2011

Greetings gamers,
Welcome to another edition of the USA Games news letter. At the time
of this writing we have some late breaking news we thought you should
know about as well as our short term and long term plans for Mysteries
of the Ancients and our other products.

The USA Games website and web server may be inaccessible between
Friday June 17 and Friday June 24 as our web host, Skynet
Communications, performs some upgrades to their web servers, moves web
accounts from one server to another, and USA Games performs some
updates to our website. We apologize for any disruption of service
this may cause as we perform some necessary upgrades and make changes
to better serve the audio gaming community.

Last month on May 24 USA Games released Mysteries of the Ancients beta
19, using an early beta of our cross-platform Genesis Engine, which
caused some confusion and discontent with our customers as we did not
make it clear as to the objectives or purpose of this recent beta. We
knew that the audio wasn’t up to our usual standards using DirectX,
and we had to temporarily remove joystick and mouse support because
those devices were not yet fully supported in the cross-platform
engine. Our actual aim or goal beta 19 was to see how well the
cross-platform engine ran on Windows XP, Vista, Windows 7 as well as
various Linux distributions based on a common engine and
cross-platform APIs like SDL. Unfortunately, as we did not identify
exactly what we were looking for  the community at large began sending
in bug reports on the obvious issues such as substandard audio, no
analog jumping, lack of joystick support, etc. In hindsight we should
have been upfront with the community that these issues existed,  and
that we already had plans to fix them in a later cross-platform beta.
That way the community could have reported any potential problems with
the cross-platform game and engine besides the ones we already knew
about. That isn’t the communities fault, but ours for not stating
upfront what we were actually trying to test. As a result we have
decided to give you a clear idea of what you can expect regarding
Mysteries of the Ancients as we wind down development and approach 1.0
final.

For the short term we have decided to shelve the cross-platform engine
and game until we get the Windows release of Mysteries of the Ancients
finished. As we write this news letter we will be recompiling
Mysteries of the Ancients beta 19 using the Windows version of the
Genesis Engine, and will restore the audio, joystick/mouse support,
and the analog jumping to the way it was in beta 18. Since the Windows
version of the engine, built on Windows technologies like DirectX, is
very stable this is the ideal way to produce a stable 1.0 release for
our Windows customers. This build will be released as beta 20, and
will be the final beta for the game before 1.0 is released.

Following beta 20 we will finish adding the registration system, add
the trophy case, and finish adding the levels for Mysteries of the
Ancients release candidate 1. Once we release Mysteries of the
Ancients release candidate 1we will be able to begin shipping keys to
our prepaid customers, and they will be able to unlock and test the
game before we move to 1.0 final. In the event there are any bugs or
problems that need to be fixed we will put out a second release
candidate to correct and address any bugs or problems with the game
before  we make any kind of official final 1.0 release.

Once we have released Mysteries of the Ancients 1.0 for Windows that
will free us up to work on other projects. One of those projects will
be for us to upgrade and develop the Linux version of the Genesis
Engine so we can port Mysteries of the Ancients to Linux and perhaps
at some point to Mac OS X as well. Since the majority of our customers
are Windows only users it does make sense to finish the game for
Windows first, sell it, raise some cash, and then use the money to
invest in a MacBook to do Mac OS ports of our titles.

Another project on our agenda is Mysteries of the Ancients 3D. As has
been stated before it is the same game as classic Mysteries of the
Ancients, but from a full 3d first-person perspective. It will have
larger levels, 3d movement, and we will be adding in some other extras
to set it apart from classic Mysteries of the Ancients.

The one game we have not 

Re: [Audyssey] USA Games News

2011-06-17 Thread Charles Rivard

Is that due to unfortunately having to have undergone an operation?  (grin)

---
Laughter is the best medicine, so look around, find a dose and take it to 
heart.
- Original Message - 
From: Stephen whocr...@internode.on.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, June 17, 2011 6:11 PM
Subject: Re: [Audyssey] USA Games News



Believe it or not I actually know someone who sounds like microsoft sam!
hahahah
At 06:30 AM 6/18/2011, you wrote:

Hi Shaun,

That's actually one of the reasons I decided to use prerecorded speech
in the first place. A lot of people don't own many Sapi voices, and
usually are stuck with Anna, Mike, Mary, or Sam, and that detracts
from the game when you have to put up with something like Sam by
default. This way you get a high quality voice as part of the game.
Maybe it isn't your favorite Sapi voice, but something like Tom is
decent, and a hundred times better than listening to Sam.

On 6/17/11, shaun everiss sm.ever...@gmail.com wrote:
 I myself like the recorded voices.
 I also think that with sapi only you will have to rely on what is in
 the system for most of us thats probably ms sam or anna or mary.
 I have from  a friends old jaws 8 disk he doesn't want, the solo
 sapi5 for 32 bit scansoft voices, but thats it really.

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Re: [Audyssey] USA Games News 3/31/2011

2011-04-04 Thread Jim Kitchen

Hi Thomas,

Yes, I thought that Mach 1 and you say Raceway are first person type games 
because it is as if you are looking through the windshield of the race car.  
And as I said, I believe that the Top Speed game is a third person type game.  
At least to me the point of view is that of from above and behind the car just 
like in Pole Position.  If I am wrong, someone could correct me.

BFN

Jim

Why is the third hand on the watch called the second hand?

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] USA Games News 3/31/2011

2011-04-03 Thread Jim Kitchen

Hi Thomas,

Don't know if this is actually a third person, but to me the point of view in 
Mach 1 and Mach 1 tts is that of through the windshield and to me the point of 
view in Top Speed is that of from above and behind your car just like in Pole 
Position.

BFN

Jim

So what if I'm a bit behind.  I like the view from here.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] USA Games News 3/31/2011

2011-04-03 Thread Thomas Ward
Hi Jim,

Well, if you take the position of actually sitting behind the wheel,
I.E. looking out the windshield, that would be classified first-person
as the game is from the perspective of physically sitting inside the
car. This is how USA Raceway works, and is in the first-person as it
tries to emulate the feeling of actually driving the car while sitting
in it.

With games like Poll Position they are third person because visually
it is from the perspective of looking down at the track from above.
You can see most of the track and all or most of the cars from that
angle.

HTH

On 4/3/11, Jim Kitchen j...@kitchensinc.net wrote:
 Hi Thomas,

 Don't know if this is actually a third person, but to me the point of view
 in Mach 1 and Mach 1 tts is that of through the windshield and to me the
 point of view in Top Speed is that of from above and behind your car just
 like in Pole Position.

 BFN

  Jim

 So what if I'm a bit behind.  I like the view from here.

 j...@kitchensinc.net
 http://www.kitchensinc.net
 (440) 286-6920
 Chardon Ohio USA
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Re: [Audyssey] USA Games News 3/31/2011

2011-04-02 Thread Shiny protector

Hi Thomas,

I don't know how I'm going to play the game. I mean, I do not have any 
speakers. Also, with the Three D features, when we select our fists and 
feet, could we a just that so we could hit better? I mean if its at the leg, 
could we get our aim even higher and punch or kick to the head? o-  
Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, April 01, 2011 8:31 AM
Subject: Re: [Audyssey] USA Games News 3/31/2011



Hi tom.

Having spent the week betwene boxing day and new years day of Christmas 
prostrated with the flue myself, very irritating sinse I had such a bad 
sore throat I didn't even want to speak for fear of damaging my voice, so 
had to resort to a combination of Typing stuff on my laptop and sign 
language.


Eitherway I actually really sympathize at the moment, and am glad you, 
Mrs. Ward and your son are now all recovered.


on to games.

Well funnily enough Scansoft Daniel is my default sapi voice for precisely 
the same reason, and that also counts using winfrotz tts and playing muds 
as well as games like lone wolf or Jim's.


Daniel is of course Tom's british brother, and in fact to me sounds very 
bbc news (I did find your description of Tom as a newcaster rather 
amusing), so I do understand the reasoning here.


in fact my only problem with daniel is it has preset speaking of 
abbreviations which (unlike with orphius), you can't alter.


So I do have to get used to being told I've selected manuscript sapi as my 
default voice or that my character has 13 hp 12 mana and two street (for 
staminer points noted as st on the display).


All this aside I do understand your use of Tom in most games,  however 
there is one title where I would beg to disagree.


Startrek final conflict, sinse Crystal while not actually! the startrek 
computer voice, does sound similar enough to it imho to actually 
contribute to the atmosphere of the game.


usually I wouldn't mind a synth voice in games so long as it is a good one 
and so long as it's just speaking menues and not playing a character, but 
to me playing stfc, crystal actually seemed to be a character, and made 
the games' immersion far more complete.


If Switching to Tom for the next version of stfc is a must,  fair 
enough, but if (sinse you already have some startrek voice clips 
recorded), you might considder keeping Crystal just for the startrek games 
because of the happy accident of her resembling the computer, --- that 
would imho be a good thing.


As you know I'll be looking forward to seeing analogue movement finally! 
make it into an audio game, and I'm a big exploration fan so will be very 
much looking forward to both mota games.


Also as per my ambience artical, it'll be great to have more music, imho a 
wonderful way of showing different environments and parts of the 
underground without having to worry about inserting lots of background 
details.


Beware the grue!

dark.

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Re: [Audyssey] USA Games News 3/31/2011

2011-04-02 Thread Shiny protector

Hi Burak,

I don't think Thomas would add a life system. It would be unrealistic for 
the game. Basically, mota is like a real life, but having two three lives 
wouldn't give you a real feeling. The game has to be challenging, and two 
three lives wouldn't make it challenging.
- Original Message - 
From: burakyuksek burakyuksek...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, April 01, 2011 11:04 PM
Subject: Re: [Audyssey] USA Games News 3/31/2011



Hi,
I have a suggestion. Can you add a life system if it's possible?
sevgiler saygilar
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, April 01, 2011 8:59 PM
Subject: Re: [Audyssey] USA Games News 3/31/2011



Hi Phil,

AhemPlease tell me you are joking.

Smile.

On 4/1/11, Phil Vlasak p...@pcsgames.net wrote:

Hi Thomas,
I object to your pricing.
If 2 d and 3 d are both $35 then the 2d is over priced as you get one 
less d

for the same price.
It would be better if you charged for each dimension.
The 2d could be $35 while the 3d $52.50.
or the 3d could be 35 while the 2d is $23.34
Then you could even put out a 1d version for 11.66
smiles
Phil


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Re: [Audyssey] USA Games News 3/31/2011

2011-04-02 Thread dark
ironically tom i feel the same way in the other direction, one reason I use 
orphius Alan for my Hal voice (which has great reaction speed), and scansoft 
daniel for my gaming sapi voice.


Hereing something with Zee just doesn't sound right to me either, as far as 
I,  and my synths are concerned, Inform games are written in zed code, 
Zero from the mega man x series uses a zed saber as his weapon etc.


While I wouldn't kick up a real stink about it,  I learnt at the age of 
four when watching sessimy street that zee and zed were the same thing, I 
know which I prefer when generically reading text.


When a character is American or I'm hereing an audio book set in America 
that is different, (I can't imagine for instance books by a writer like 
Steven King read in Uk english), but for something fairly passive like menue 
reading I'd always go for the Uk voice,  which rather makes sense given 
that is the way I speak myself and what I'm used to hereing.


For menues in your games, I personally would be happy with an American 
voice, --- though actually i've been happy with the australian one too ;D.


Btw, one rather amusing use I've found for Hal's ability to speak other 
languages recently is with singing.


Last summer I was set something to learn in German, I found the words but 
obviously, reading them with the Orphius Alan uk voice didn't work sinse it 
pronounced german spellings in a Uk accent which didn't tell me how to 
pronounce stuff when singing.


So, I switched orphius to German and Vuala! Instant Pronunciation guide!
I have done the same thing for Italian as well, which is actually a rather 
good use for a screen reader.


Beware the grue!

Dark. 



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Re: [Audyssey] USA Games News 3/31/2011

2011-04-02 Thread dark

Hi Tom.

That is true regarding what has happened in audio 3D thus far, sinse being 
strictly logical Shades, Sarah, monkey business etc are first person 2D 
titles rather like the original doom itself not 3D ones, though I admit due 
to the analogue movement both styles have we have sometimes confused the 
two.


It'll be good to see how the 3D works. In fact I would guess that sinse you 
here the environment around angela change and directions are relative to 
your movement, it would actually literally be a 3D first person game, rather 
like metroid prime, though as i'm not even sure if 3D third person is 
possible in audio this is really me just being exacting about deffinitions 
;D.


There may be some issues with look commands and my sense of space, but 
that's what betas are for, though I am hoping your engine is precise enough 
to make things easily understandable for me.  but heck that's what betas 
are for.


Beware the Grue!

Dark. 



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Re: [Audyssey] USA Games News 3/31/2011

2011-04-02 Thread dark
Only problem with that Phil, is sinse all games are temporal and played over 
linear time, your actually already getting a 4Th dimention (or in the case 
of the 2D game a 3Rd), for free!


If we're charging by the demention, then the 3D game should be 42.75 usd.

This would be a problem for hyperspacial pan dimentional beings though,   
goodness knows how much they'd have to pay for a copy ;D.


Beware the grue!

Dark.
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, April 01, 2011 6:48 PM
Subject: Re: [Audyssey] USA Games News 3/31/2011



Hi Thomas,
I object to your pricing.
If 2 d and 3 d are both $35 then the 2d is over priced as you get one less 
d for the same price.

It would be better if you charged for each dimension.
The 2d could be $35 while the 3d $52.50.
or the 3d could be 35 while the 2d is $23.34
Then you could even put out a 1d version for 11.66
smiles
Phil

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, April 01, 2011 1:11 PM
Subject: Re: [Audyssey] USA Games News 3/31/2011



Hi Tim,

The price for the 3d version will be $35.00 USD. Same as the 2d
version. Although, I may run a special or something around the time it
is released. I'm not sure. I just know that the final price will be
$35.00.

Cheers!


On 3/31/11, Tim Kilgore tim8...@cox.net wrote:

What's the price of the 3d version.

Thanks

Tim


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Re: [Audyssey] USA Games News 3/31/2011

2011-04-02 Thread dark

Hi Tom.

Glad to here Crystal potentially gets to keep her part after her rather good 
performance ;D.


Actually this is about the only occasion i can think of where a synth would 
be better than a human for contributing characterization to the game ;D.


About the only other instance I can think of is if someone wanted to make a 
game featuring the original 1960's cybermen from Dr. who, --- who sound 
almost exactly like Synthetic dave, synthetic andy or any of the other very 
bad quality synth voices set on monotone ;D.


Beware the Grue!

Dark. 



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