Re: [Audyssey] Congrats on mota 21

2011-08-09 Thread Amanda Burt
I am really sorry to hear about your news.  I really hope your gran will be 
all right and will make a speedy recovery.  I will be keeping my fingers 
crossed.


Amanda

--
From: Thomas Ward thomasward1...@gmail.com
Sent: Tuesday, August 09, 2011 1:16 AM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Congrats on mota 21


Hi Dark,

I have no intentions of taking the beta down. Although, I'm working on
beta 22 which addresses some minor issues and bugs found in beta 21.
So by Sunday there will probably be a new beta there. However, that
all depends on a personal family situation though.

Just to let people know Sunday night I was informed that my grandma
was admitted to the hospital, and it doesn't look good. So with that
in mind I may not have a lot of free time to deal with USA Games stuff
this week as I may be out of town to visit my grandma in the hospital,
or possibly worse if she doesn't make it. So this definitely isn't a
good time for beta testing as any plans I might have had for MOTA beta
22 just went out the window last night.


On 8/8/11, dark d...@xgam.org wrote:

Hi Tom.

I'm glad mota 21 is finally out and I look forward to trying it. 
Currently

I'm at a light opera festival and using a wireless hotspot provided by my
service provider, (I'm actually sitting out in the street on a picknick
table), and though it's okay for checking E-mail, even Jim's new version 
of
Homer is too much to  download given the horrible speed and nasty habbit 
the

server has of asking me to keep re-loguing in (very odd as I get it free
with my isp).

i'll however look forward to trying it on sunday evening when I get back 
to

my parents.

this means I would please ask you keep the beta up until then sinse i'd 
like

to give it a go.

all the best,

Dark.


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[Audyssey] Games we'd like to play, cussed aways

2011-08-09 Thread dark
in this exciting new stratogy game, you play a group of survivers thrown out of 
their local pub for searing too much. 

As leader of this group of louts, it's your responsability to keep the group 
going by assigning jobs of unpleasant, the person responsable for saying nasty 
things to passers by and forming the bases for all other bad language you may 
wish to build. 

Bunter, the person responsable for backhanding any retors that you may come 
across, letcherman, the person responsable for pulling inuendo from the seas of 
conversation and finally futcher, the personr esponable for creating the 
crudest and most offensive insults. 

Some of your group may become mothers at times too. 

Of course, all this must be supported with an endless supply of brew, and bags 
of crisps, so you must remember not have all your thugs devoted only to 
searing, some must steel as well. 

get unpleasant enough, and you may be thrown out of town and construct your own 
swearing, fighting, drinking tavern out in the woods! 

Though be careful, sinse the armies of civility are always encroaching oon your 
cussedness and only a true dedication to cursing will keep them away. 

Beware the grue! 


Dark. 

Sorry, but when george mentioned custaways, this was an instant idea, pluss I 
freely admit the game of castaways I was playing yesterday had me saying some 
pretty interesting language too.
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Re: [Audyssey] guard tower

2011-08-09 Thread dark
Well now we can control messages more easily, the extra ones aren't so bad 
actually.


Beware the grue!

Dark.
- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, August 08, 2011 6:45 PM
Subject: Re: [Audyssey] guard tower


I would think people would get irritated with the extra messages, but if 
others agree that this information would be helpful, I can add it to my 
list of things to add.


Oh and yes, there will be 2 more military units added in mission 3.


Hi Jeremy.

maybe if we are going to have more military units in the
game, we could see where people were and thus position guard
towers more effectively.

For instance, currently the status just says when someone
is batling goblins and what square, perhaps like peasants
carrying it could be updated to going to rest at guard
tower or D7 or whatever.

thus, it'd be easier to know if more guard towers are
actually effective or not.

Beware the grue!

Dark.



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Re: [Audyssey] Congrats on mota 21

2011-08-09 Thread dark

Hi Tom.

I hope your grandma is alright, though if not then fair enough regarding 
mota.


The reason i mentioned being a litle worried about mota beta 21 being taken 
down is I do remember you took down a previous version (20 I think), because 
it had various bugs, but obviously sinse I can't grab it immediately, I'd 
rather even if it does have bugs that it stay up until i can.


Beware the grue!

Dark. 



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Re: [Audyssey] are there any blind games where people can go on quests and play with other players on line?

2011-08-09 Thread dark

Hi Tom.

I agree on the online game, but i don't think it's so illogical that people 
won't pay for a game offline that uses text.


A stand alone text game promises no upgrades to the game, and no interaction 
with other players. Much as I dislike it myself, pvp and co op play are very 
popular and are the reason many people play brouser based games and muds.


On the matter of upgrades though, I myself would probably think the same, 
sinse a game like alterean or sryth always promises expantion and something 
new to do or somwehre new to explore (why I like alterean myself), where as 
a stand alone game is just that, stand alone.


then again, gamebooks are always! stand alone, and electronic versions of 
those are now becoming popular and being sold commercially on the iphone, so 
this miight not apply as much anymore.


the html vs stand alone debate is an interesting one.

As I've said, i began with brouser games like ashes of angels and legend of 
the greend ragon quite a long while before I tried interactive fiction or 
audio games. As someone only just getting used to computers myself at that 
stage, they suted me well sinse they were very quick and immediate to play 
and just required webpage naviigation.


Also these days, people can play such things on iphones, or from anywhere 
they happen to be.


On the other hand, a server based game does have the advantage of a unique 
interface and being able to add sounds far more easily as well as having 
hotkeys and probably being easier in terms of the command interface.


Then again, i don't know how easy it would be to update such a game with new 
areas. muds like alterean and materiamagica do this well, but I'm less csure 
of a custome game, where as obviously with an html game it's just a matter 
of writing new pages and hooking in the php for monsters and stat tracking.


I must confess, creating an html rpg was always something I wanted to do, 
and in fact I have a very complete system in mind in my brain which i'd love 
to program at some point.


Btw, as an interesting idea though, not all games have accounts and log in 
info, though obviously you'd need that if you wanted people to pay for the 
game.


Age of fable on http://www.apolitical.info/webgame/index.php?mode=0 has no 
account info at all, and in fact plays far more like a gamebook than the 
usual rpg (it even has a distinct plot and ending though it keeps getting 
expanded too).


you can play as many different types of character, there are stats to roll, 
and though there is no combat as such, there are items and quests etc, 
despite the fact that the interface, and I presume the coding is fairly 
syple.


Beware the grue!

Dark. 



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Re: [Audyssey] are there any blind games where people can go on quests and play with other players on line?

2011-08-09 Thread dark
To be honest sean, I'm afraid I really don't see your problem with using 
virtual focus.


it really doesn't make too much diffeerence imho slipping into vf and 
reading the last sent text (usually ctrl up arrow is enough),and having the 
text read to you.


The only time I've found it necessary to have text actually read as it 
appears is with muds sinse obviously there the time taken to read the text 
matters.


I've used this method to play lots of interactive fiction with various 
interpreters, (in fact even with the win frotz tts I stil keep Hal running 
as a backup and way of reviewing text), lots of doss games like fallthru, 
bramina drone etc and of course the eamon stuff.


Myself, while I have no objection to typing in commands doss style, i don't 
really see this as an advantage, in fact the number of possible commands in 
if is imho a disadvantage to puzle solving sinse I've seen far too many 
guess the verb situations (the principle reason why I don't play if anymore 
myself).


And if there is to be a limited set of commands, there is no need to type 
them in full.


Beware the gRue!

dark. 



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Re: [Audyssey] getting a emulator for the blind.

2011-08-09 Thread dark

Hi Tom.

I agree completely as far as games and cloning go, indeed if you look at the 
games that changed history, it is the fact that they are not ! clones of 
otthers and involved original ideas that makes them special.


for instance, on the surface the original Mega man is pretty similar to 
various run, jump and shoot games of the 80's nes era such as mighty bomb 
jack, and indeedd the obstacles in the levels are often pure mario, moving 
ledges, springs to jump you high etc.


however, mega man has a very note worthy hero and the ability to play the 
game in any order and take the boss's weapons when you defeat them. That was 
what made the original unique and stand out.


My favourite game ever Turrican has actually been said to be heavily 
influenced by Metroid. you play a hero in a robotic sute, running around a 
large freley explorable maze, and can even turn into a ball and plant bombs.


turrican however features far faster gameplay, and weapons that covery a 
much wider area that you find in power blocks rather than having to 
discover. Even whe wheel is an invincible crusher of enemies, not a ball to 
sneak under narrow gaps.


so I personally would completely agree with your creative thought here. I 
only mentioned Dracula as an option, though a unique character would be good 
too, (and as I said, I was always a litle confused about how the whip fitted 
in with vampires anyway).


Myself my writing experience is actually very similar, sinse I began by 
writing stories based on rpgs like xenogears, final fantasy etc. now 
however, i'm more interested in doing my own thing, so i do appreciate the 
difference.


Beware the grue!

Dark. 



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Re: [Audyssey] MOTA Beta 21 Released

2011-08-09 Thread Valiant8086

Hi.
I'm curious, what would you do if you started using sapi for output when 
it came to mac and linux? Would you use speech dispatcher or what ever 
they call the sapi-like system they have on those platforms? Also I had 
a bit of a brainstorm. I know ESpeak is pretty much considered dreadful, 
but it's so small and open source. Do you think you could use the 
library version of ESpeak legally in all of your games as an option?


I never finished it, but I have a bgt script that can play wav files if 
it can find them, otherwise it will speak using SAPI. I wonder if you 
would be better off if you wrote something like it to handle use of 
sapi, speech dispatcher or what ever other options there are on each 
platform you will work with. It will use the correct speech api, but if 
there are sounds it will play those. Then almost automatically you could 
allow for use of voice packs, or you could be able to switch to sapi or 
similar if the user chooses in the menu to do it or if it is on a 
platform who's speech api you don't support.


There is one big problem with that. That is you have to send the right 
chunks of text speech that will work with speech files. You can't just 
send your whole sentence to the script or what ever it would be called 
in your case and expect it to load the right individual files. Oh it 
would work with sapi fine, but not playing files. So if you took the 
time to send it individual chunks of text, it would load files who's 
names are the same as each chunk of text or if not found it will speak 
that chunk. But if you send it a bunch of stuff to speak and there are 
no files, it will make sapi pause similar to how voiceovers do, that 
probably isn't desirable. Actually. my script spells anything it doesn't 
have files for because when I wrote it sapi wasn't supported quite yet. 
I stopped because Angel script had a limitation I couldn't find a way to 
get around. I should go ahead and finish it, I think lots of bgt 
programmers could make good use of it.


Sent with Thunderbird 3.1.10 portable.

On 8/7/2011 4:07 PM, Thomas Ward wrote:

Hi Bryan,

Well, yes and no. Its true that a handful of people had problems with
Sapi support, because for some strange reason Sapi is easy to screw
up. Yet, it was under ten people who had problems. From a technical
standpoint that's probably worth the risk of supporting the technology
as Jeremy, Jim Kitchen, GMA, and other audio game developers use Sapi
support without too much trouble with it.  It is, in fact, becoming a
standard among audio game developers as a common API we use to speak
information in our games.

The longer I've been  with this community  and have been developing
games I've found that Sapi actually resolves a lot more problems than
it causes. That's why I am strongly considering making Sapi support a
standard option in my future games for the reasons below.

First, there is the matter of end user preference. I'm talking about
that big thread back in June about which voice someone likes or
doesn't like, the rate is too fast or too slow, the pitch is too high
or too low, etc can be solved by switching to Sapi. If someone doesn't
like the default Sapi voice on their computer weather it is Microsoft
Sam or Microsoft Anna they can head over to Nextup.com or Cepstral.com
and buy a different one. Given the number of audio games that rely on
Sapi support I figure most people probably own at least one Sapi voice
they like by now.

Second, using Sapi, from a programming standpoint, is quicker and
easier.  To use *.wav files as I've been doing slows production down
alot because I have to record the speech files, edit the speech files,
and then write a bunch of code to load the proper *.wav file when it
is needed. With Sapi all I have to do is pass a string of text to the
Sapi-Speak() function and I'm done. No recording, editing, or extra
coding required.

Third, it saves money. If I have to higher someone to do the voice
overs that can cost quite a bit to have someone speak the menus,
status messages, and so on all be it the end result will sound more
professional. Even if I continue recording and using Sapi voices
that's not exactly free either. I have to license the voice, and pay
for the rights to use those voice clips in my game. That costs money
and will come out of any game I produce.

Finally, it makes the installation smaller. Last time I checked I
think MOTA's speech directory was close to 50 MB or something like
that.  While its not a problem for a modern PC its the idea that there
is an easier and simpler way to self-voice a game that doesn't wack
off 50 MB of your hard drive space right off the bat. That 50 MB could
be used for something else like audio books, mp3s, more games, etc. No
sense waisting space if you don't have to is basically what I mean.


I know the counter arguments as well. Not everyone has a good Sapi
voice. The default sapi voice sucks. Sapi support can break. Those are
all good points, but the reasons 

[Audyssey] suggestion for castaway faults purks system

2011-08-09 Thread alex wallis

Hi,
just an idea that I thought of with castaways,
at the moment we can only select a fixed number of faults, starters and 
purks.
so, my idea is still leave the minimum numbers of faults, starters and 
purks,

but give the option of selecting more of any of them if you want.
I think it could lead to more interesting games, for example I would 
like to be able to select light lunch, and the fault that makes your 
people burn food faster without wine.


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Re: [Audyssey] Games we'd like to play, cussed aways

2011-08-09 Thread Jeremy Kaldobsky
ROFL, I love it!

 in this exciting new stratogy game,
 you play a group of survivers thrown out of their local pub
 for searing too much. 
 
 As leader of this group of louts, it's your responsability
 to keep the group going by assigning jobs of unpleasant, the
 person responsable for saying nasty things to passers by and
 forming the bases for all other bad language you may wish to
 build. 
 
 Bunter, the person responsable for backhanding any retors
 that you may come across, letcherman, the person responsable
 for pulling inuendo from the seas of conversation and
 finally futcher, the personr esponable for creating the
 crudest and most offensive insults. 
 
 Some of your group may become mothers at times too. 
 
 Of course, all this must be supported with an endless
 supply of brew, and bags of crisps, so you must remember not
 have all your thugs devoted only to searing, some must steel
 as well. 
 
 get unpleasant enough, and you may be thrown out of town
 and construct your own swearing, fighting, drinking tavern
 out in the woods! 
 
 Though be careful, sinse the armies of civility are always
 encroaching oon your cussedness and only a true dedication
 to cursing will keep them away. 
 
 Beware the grue! 
 
 
 Dark. 
 
 Sorry, but when george mentioned custaways, this was an
 instant idea, pluss I freely admit the game of castaways I
 was playing yesterday had me saying some pretty interesting
 language too.


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Re: [Audyssey] suggestion for castaway faults purks system

2011-08-09 Thread Jeremy Kaldobsky
Well, allowing for additional faults would take a bit of recoding so I wouldn't 
be getting to it anytime really soon anyways.  I've got my hands currently full 
with several big coding tasks in the game, haha.  If you wanted those specific 
2 faults you could always fake it.  Start up a game with the alcoholics fault 
but just let time tick away without building anything.  Once their energy gets 
low, save the game and start playing.  Now it is if you started with both 
perks.  :)

 Hi,
 just an idea that I thought of with castaways,
 at the moment we can only select a fixed number of faults,
 starters and purks.
 so, my idea is still leave the minimum numbers of faults,
 starters and purks,
 but give the option of selecting more of any of them if you
 want.
 I think it could lead to more interesting games, for
 example I would like to be able to select light lunch, and
 the fault that makes your people burn food faster without
 wine.


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Re: [Audyssey] getting a emulator for the blind.

2011-08-09 Thread Michael Gauler

Hi Thomas,
while I haven't played the original Montezuma's Revenge, I had no problems 
with your version in that field.
But there is something I still am wondering about audio games in general, 
and it is here meanth as a question of game ideas and/or genre, not the 
programming side.

Even I know some things about mainstream games.
But I personally think that the community in general could need a broader 
spectrum of games.
Text  adventures and such were probably not meant for the blind in their 
first hours (infocom).

But let me look at what types of games we have now.
We have some 3d audio games like Shades of doom. Then we have some 
sidescrollers, some arcade games and puzzle games and classical (e.g. card 
games).
But I wonder why we don't have more rpg like games. I mean, we have 
entombed, but we have nothing similar to let's say the Elder Scrolls series.

Or we also don't have adventures like the Kings Quest series.
I don't mean to say that we should do perfect clones of them, but nothing 
similar to the above mentioned examples does exist and apparently (correct 
me, if I am wrong) no current developer seems inclined to do something in 
thoose genres.
Monti and Mysteries of the Ancients might be a bit like Tomb raider, but 
that's not the only style of games we don't have.
I know what the mainstream Star Trek games are like. When I foun out about 
Final Conflict and Trek 2000, I was rather disapointed, that both games did 
not allow real time space battles, but are turn based.
This does not mean, that I hate the two games, but why we don't have any 
science fiction based game like Star Trek Elite Force 2 or Star Trek Bridge 
commander with missions (a continuing story) and the option to battle with 
choosen ships outside of mission and campaign is totally bejond me...
Also, as Star Trek and such were mentioned, because other creators have set 
up the basics already, it is simpler to use it to create a game for, why do 
we not do it for Stargate instead?
I mean, of three announced mainstream Stargate games, one was never 
published, the second was an online game like an MMORPG (with less RPG but 
Team vs Team) was released and closed some months later and the third, being 
an real MMORPG, is yet of unknown status.
Or one last idea for possible future audio games, when you started talking 
about Super Nintendo games, what about something like the game Secret of 
Mana? 



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Re: [Audyssey] MOTA Beta 21 Released

2011-08-09 Thread Michael Gauler

Hi Thomas,
regarding the music for the intro, I'd like to say that I am a fan of such 
pieces of music and I had expected to find it somewhere in the game itself.
About the cutscenes, many games do have them in some form to tell a story 
instead of saying for example level complete or something . If you have 
scenes, things flow better in my opinion.

And I have another question, why were door sounds changed in Beta 21?
I don't expect modern day room doors in an ancient temple. The door sounds 
before were way better.
I am still not sure whether I like the previous weapon sounds more than the 
current, but before Beta 18, the attacking sound of the sword sounded better 
than it does now.
Again this is my opinion, but I wanted to say it. 



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Re: [Audyssey] New area opening on Alter Aeon

2011-08-09 Thread Valiant8086
I got to visit this area and it is totally awesome! Glo did a good job 
on it.

Sent with Thunderbird 3.1.10 portable.

On 8/8/2011 10:51 AM, Dennis Towne wrote:

This weekend, we opened a large high level area on Alter Aeon - it's
an extension to the Hades Castle near Olympus on the mainland.  It's a
very high level zone, so if you've got a high level character you
might want to join up with a group to go run through it.  Here's the
official announcement from the area builder:

+++

The priests of Glorida have been attempting to gain access to Hades
Castle for hundreds of years without success.  This past week the
priests discovered a previously unknown secret to which they used to
gain access to the top floor of Hades Castle.  The priests have deemed
it very dangerous to enter this area, however, have left it open for
all to enter.  The priests continue to work hard to gain access to the
remainder of the castle, however at this time have not been able to
find the proper incantation.

The priests indicate the Hades Castle is located just past the river
Styx in the city of the twelve gods.

Feel free to explore the area that has been discovered, however, it is
extremely dangerous and you may want to bring some friends along.

+++

We hope you enjoy it!

-dentin

Alter Aeon MUD
http://www.alteraeon.com

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[Audyssey] to grey matter info.

2011-08-09 Thread Shiny protector
Hi,

Just a  quick question. For your boxing game, will you consider adding Sapi or 
human recorded speech? Its not really an issue for me, but I thought you might 
want to ponder this idea.
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Re: [Audyssey] Mission 2 Clarification

2011-08-09 Thread Hayden Presley
Hi Alfredo,
No offense, but I think a little common sense is valuable here. There is o
Mission 2 in TDV, besides which Castaways has been the topic of discussion
for quite awhile now.

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Alfredo_The_Music_maker
Sent: Monday, August 08, 2011 9:19 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mission 2 Clarification

could y9oi perhaps broaden your point, are you referring to TDV, 
Castaways, or any game of the sort?
Alfredo

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-
No virus found in this message.
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Re: [Audyssey] custaways light lunch survival game

2011-08-09 Thread Richard Sherman
Hi,

I think I'll give that a try next time.

Try this one on for size.

I am trying to see how few people I can get by with and complete the game. 
My previous record was 14 on normal difficulty.

My current game is:

Starter is strong start.
First perk is union smasher.
second perk is green thumb.
fault is cozy.

The reason for cozy is that I planned on not adding any additional people 
than what I start with. Plus, in this game I have 10 people, all men.

difficulty: hard
mission 1, random map.

currently on my 3rd restart. Those goblins just show up too fast. but I am 
very determined to sail away.

Rich
- Original Message - 
From: Steady Goh stea...@gmail.com
Sent: Monday, August 08, 2011 1:19 AM


A simple little game I'm having fun trying out...following is the 
configuration
starter: anything other than strong start
1st perk: anything other than union smasher
second perk: any thing other than strong swimmer and pack rack
fault: light lunch
difficulty: hard
mission 1, default map.
How many people can survive to have their meal at this initial stage and not 
die of starvation?

锦发/Steady Goh


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Re: [Audyssey] to grey matter info.

2011-08-09 Thread GreyMatter Info
Heya,
Sapi is an easy enough thing to integrate. In fact it's already in Block
Party. Just unload your screen reader, and you're good to go. As for
recorded speech, it's on the table. I already have one voice over guy
willing to work with me. We'll see as that stage approaches, though.
Ryan

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Shiny protector
Sent: Tuesday, August 09, 2011 1:52 PM
To: Gamers Discussion list
Subject: [Audyssey] to grey matter info.

Hi,

Just a  quick question. For your boxing game, will you consider adding Sapi
or human recorded speech? Its not really an issue for me, but I thought you
might want to ponder this idea.
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[Audyssey] ot-NVDA question

2011-08-09 Thread Johnny Tai
Hey guys; I know some of you use NVDA instead of jaws, so I was wondering, how 
do NVDA users handle parts of the screen that requires the jaws cursor? For 
example, often when installing something, you're asked a question, if you 
didn't hear the question, you have to use jaws cursor to read what's being 
asked otherwise all you see are the buttons.
How do NVDA handle that?
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[Audyssey] Castaways: Leather for Tomes

2011-08-09 Thread Christina
Hi.
In order to get tomes, we need a monestary and, before that, we need a tannery. 
 Where does the leather come from for the tannery?
I assume we need a butcher to process animals into furs?
I did this last game but never got any leather.
Do I just need more butchers and leather workers?

Or, can we get dead animals from animal farms?
Thanks.
Christina
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Re: [Audyssey] MOTA Beta 21 Released

2011-08-09 Thread Thomas Ward
Hi phil,

Sure, its not a problem. As I said the mechanics of beta 17 and
earlier was totally different, and when I added the analog jumping
support  in beta 18 and later I didn't really think about
pan/reposition the sounds as you were jumping in the air. So its not a
huge update to add that feature now.

Cheers!

On 8/7/11, Phil Vlasak p...@pcsgames.net wrote:
 Hi Thomas,
 I guess that is what I was experiencing. While you are jumping the sound of
 the obstacle should be moving from your right to your left during the jump.
 I hope you can fix that.
 Phil

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Re: [Audyssey] ot-NVDA question

2011-08-09 Thread Michael Taboada (AI5HF)
I know it's not my place to enforce these rules, but I'd advise you be a 
little careful talkingabout these things. If you were talking about how NVDA 
handles games, then that would probably be acceptable to the moderators, but 
I think this would probably a little too much off topic, as it says in the 
rules.

Hth,

-Michael.

AI5HF

http://mtgames.org/
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http://michael-taboada.org/
http://AI5HF.org/
http://the-status.net/ and http://the-stat.us/

Skype: lilmike2
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Twitter: http://twitter.com/MWTab

PC details:
Intel quad core 2.66 ghz; 4 gb duel channel ddr2 ram; 1 TB harddrive.

The songs of the dead are the lamentations of the living. -- Christopher 
Paolini, Eldest.
A world that contained a creature as amazing as that bumblebee was a world 
he wanted to live in. -- Christopher Paolini, Brisingr.


--
From: Johnny Tai johnnyti...@shaw.ca
Sent: Tuesday, August 09, 2011 7:33 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: [Audyssey] ot-NVDA question

Hey guys; I know some of you use NVDA instead of jaws, so I was wondering, 
how do NVDA users handle parts of the screen that requires the jaws 
cursor? For example, often when installing something, you're asked a 
question, if you didn't hear the question, you have to use jaws cursor to 
read what's being asked otherwise all you see are the buttons.

How do NVDA handle that?
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list,

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Re: [Audyssey] MOTA Beta 21 Released

2011-08-09 Thread Thomas Ward
Hi Michael,

As I said previously the little game intro music was a very short
track recorded for that cutscene specifically. It wouldn't really fit
anywhere else in my opinion so didn't put it in the list of music
tracks that get played during game play.

As for cutscenes ingeneral I am well aware of what they are used for.
However, I currently don't have the voice talent I need to actually
record the cutscenes for the game. I'm still searching for an actress
to voice Angela Carter, and since I don't currently have anyone for
the final release of the game I obviously can not create the cutscenes
yet. Besides as I said they aren't necessary at the moment anyway.
This is a development release, and all of the cutscenes that were
there in earlier betas were place holders. Nothing more and nothing
less.

As for changing the door sounds its simple. Greek temples generally
had wooden doors not large stone doors. I felt it would make more
sense to remove the stone doors and replace them with wooden doors. So
I tried my best to create some old squeeky wooden door sounds. I
thought they came out decently myself.

Cheers!



On 8/9/11, Michael Gauler michael.gau...@gmx.de wrote:
 Hi Thomas,
 regarding the music for the intro, I'd like to say that I am a fan of such
 pieces of music and I had expected to find it somewhere in the game itself.
 About the cutscenes, many games do have them in some form to tell a story
 instead of saying for example level complete or something . If you have
 scenes, things flow better in my opinion.
 And I have another question, why were door sounds changed in Beta 21?
 I don't expect modern day room doors in an ancient temple. The door sounds
 before were way better.
 I am still not sure whether I like the previous weapon sounds more than the
 current, but before Beta 18, the attacking sound of the sword sounded better
 than it does now.
 Again this is my opinion, but I wanted to say it.


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Re: [Audyssey] MOTA Beta 21 Released

2011-08-09 Thread Thomas Ward
Hi Valiant,

Well, assuming we do decide to use Sapi on Windows I'd obviously have
to modify the engine to use whatever TTS API was available for Mac OS
and Linux. Linux has the Speec-Dispatcher API which is similar to Sapi
in a sense. Mac OS has its own Speech API, I forget what its called,
but serves a similar purpose as Sapi.

As for using open source TTS Engines like ESpeak or Festival I
certainly could include them as a part of my games provided I stuck to
the terms of the license agreement. Using/including them in my game
engine isn't a problem. The issue with those voices is they are so
dreadful sounding that I think it would be a major detraction from the
game for most gamers including me. I can listen to ESpeak only for so
long before I switch over to a higher quality voice.

Lastly, as for your script its a good idea in theory, but very very
resource intensive. Parcing a string of text and loading *.wav files
on the fly isn't really an effective way to handle speech output for a
number of reasons. Generally when and where I have to do something
like that, such as speaking a number, I have all of the numbers loaded
into individual speech buffers when the game loads, and play the
numbers as needed. If I were to load one.wav and play it, load
hundred.wav and play it, and then load two.wav and play it, that's
waisting resources on file IO as the program accesses the hard drive
to load the files in real time. You should have all of them loaded at
once, store them in memory, until they are needed.

Cheers!

On 8/9/11, Valiant8086 valiant8...@lavabit.com wrote:
 Hi.
 I'm curious, what would you do if you started using sapi for output when
 it came to mac and linux? Would you use speech dispatcher or what ever
 they call the sapi-like system they have on those platforms? Also I had
 a bit of a brainstorm. I know ESpeak is pretty much considered dreadful,
 but it's so small and open source. Do you think you could use the
 library version of ESpeak legally in all of your games as an option?

 I never finished it, but I have a bgt script that can play wav files if
 it can find them, otherwise it will speak using SAPI. I wonder if you
 would be better off if you wrote something like it to handle use of
 sapi, speech dispatcher or what ever other options there are on each
 platform you will work with. It will use the correct speech api, but if
 there are sounds it will play those. Then almost automatically you could
 allow for use of voice packs, or you could be able to switch to sapi or
 similar if the user chooses in the menu to do it or if it is on a
 platform who's speech api you don't support.

 There is one big problem with that. That is you have to send the right
 chunks of text speech that will work with speech files. You can't just
 send your whole sentence to the script or what ever it would be called
 in your case and expect it to load the right individual files. Oh it
 would work with sapi fine, but not playing files. So if you took the
 time to send it individual chunks of text, it would load files who's
 names are the same as each chunk of text or if not found it will speak
 that chunk. But if you send it a bunch of stuff to speak and there are
 no files, it will make sapi pause similar to how voiceovers do, that
 probably isn't desirable. Actually. my script spells anything it doesn't
 have files for because when I wrote it sapi wasn't supported quite yet.
 I stopped because Angel script had a limitation I couldn't find a way to
 get around. I should go ahead and finish it, I think lots of bgt
 programmers could make good use of it.

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Re: [Audyssey] MOTA Beta 21 Released

2011-08-09 Thread Thomas Ward
Hi,

Well, for what its worth I'm trying not to overly complicate the traps
etc in MOTA as there are enough new concepts here for most VI gamers.
Although, I certainly might put traps closer together on higher game
levels, make hem more difficult to jump safely, etc once I feel sure
people have gotten the hang of analog jumping etc in general. That's
why the traps on levels 1 and 2 are fairly simple. You have to learn
to walk before you can run as the saying goes.

Cheers!

On 8/7/11, Yohandy yohand...@gmail.com wrote:
 actually, no it wouldn't. it would with how the game is set up right now,
 but what if you had to jump 5 firepits in a row with only a 1 step boundary
 between them? you'd need to know exactly when you land. or how about if you
 had many vanishing platforms you need to jump to in a row before the one
 you're standing on vanishes? it's definitely a good compromise. of course if
 traps don't get any harder than they currently are, then it's best to leave
 game as is, but I'd personally love some extreme challenge in MOTA

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[Audyssey] Moderator Warning ot-NVDA question

2011-08-09 Thread Thomas Ward
Hi everyone,

Please, take this off list. This is off topic, and as the guidelines
state off topic messages are not permited on this list in any way,
shape, or form unless approved by a moderator like Damien or myself
before hand. This subject would be better discussed on the NVDA list.

Thank you.



On 8/9/11, Johnny Tai johnnyti...@shaw.ca wrote:
 Hey guys; I know some of you use NVDA instead of jaws, so I was wondering,
 how do NVDA users handle parts of the screen that requires the jaws cursor?
 For example, often when installing something, you're asked a question, if
 you didn't hear the question, you have to use jaws cursor to read what's
 being asked otherwise all you see are the buttons.
 How do NVDA handle that?
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Re: [Audyssey] Games we'd like to play, cussed aways

2011-08-09 Thread ryan chou
lol you should code that as a side mission

On 8/9/11, Jeremy Kaldobsky jer...@kaldobsky.com wrote:
 ROFL, I love it!

 in this exciting new stratogy game,
 you play a group of survivers thrown out of their local pub
 for searing too much.

 As leader of this group of louts, it's your responsability
 to keep the group going by assigning jobs of unpleasant, the
 person responsable for saying nasty things to passers by and
 forming the bases for all other bad language you may wish to
 build.

 Bunter, the person responsable for backhanding any retors
 that you may come across, letcherman, the person responsable
 for pulling inuendo from the seas of conversation and
 finally futcher, the personr esponable for creating the
 crudest and most offensive insults.

 Some of your group may become mothers at times too.

 Of course, all this must be supported with an endless
 supply of brew, and bags of crisps, so you must remember not
 have all your thugs devoted only to searing, some must steel
 as well.

 get unpleasant enough, and you may be thrown out of town
 and construct your own swearing, fighting, drinking tavern
 out in the woods!

 Though be careful, sinse the armies of civility are always
 encroaching oon your cussedness and only a true dedication
 to cursing will keep them away.

 Beware the grue!


 Dark.

 Sorry, but when george mentioned custaways, this was an
 instant idea, pluss I freely admit the game of castaways I
 was playing yesterday had me saying some pretty interesting
 language too.


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Re: [Audyssey] getting a emulator for the blind.

2011-08-09 Thread Thomas Ward
Hi Dark,

Yeah, I'm glad you see my point. its one thing to borrow an existing
game universe Star Wars, Star Trek, Megaman, Castlevania, etc and
quite another matter to create your own universe from scratch. You can
design it completely the way you want to, create characters you enjoy,
and spend time bringing them to life. Its probably the closest to
godhood any single person can get.

Plus as we have discussed before one reason I play games is for the
game story. A game like Sryth, for example, apeals to me because its
an interactive story rather than just a game. Sure the adventures and
so on are scripted by the game developer, but I get to pick and choose
my adventurer, creat him/her from scratch, decide if he/she is
good/evil, decide where he/she lives, what they look like, whatever.
Its this ability to create my character and play adventures out in the
game world why I like Sryth and other roll playing games so much.

Well, writing or creating games from scratch isn't much different. Its
kind of the same thing only on a bigger scale. Instead of creating one
character or single aspect of a game I, the game developer, get to
create it all. Once written I get to fulfill my dreams through that
imaginary game world.

As you also pointed out most people enjoy a game that stands out from
the crowd. Something that is unique usually does and can be a big hit
with gamers where clones are kind of the been there done that kind
of feeling. Castaways is a great example of that in progress. Sure
there was SoundRTS and of course Time of Conflict, but nothing quite
like Castaways has ever been created in accessible form, and it is
making huge waves in the audio games community precisely because it is
unique, different, and not just another Space Invaders knock-off.
Entombed is another unique game that made a massive hit because it
really stands out.

Cheers!




On 8/9/11, dark d...@xgam.org wrote:
 Hi Tom.

 I agree completely as far as games and cloning go, indeed if you look at the
 games that changed history, it is the fact that they are not ! clones of
 otthers and involved original ideas that makes them special.

 for instance, on the surface the original Mega man is pretty similar to
 various run, jump and shoot games of the 80's nes era such as mighty bomb
 jack, and indeedd the obstacles in the levels are often pure mario, moving
 ledges, springs to jump you high etc.

 however, mega man has a very note worthy hero and the ability to play the
 game in any order and take the boss's weapons when you defeat them. That was
 what made the original unique and stand out.

 My favourite game ever Turrican has actually been said to be heavily
 influenced by Metroid. you play a hero in a robotic sute, running around a
 large freley explorable maze, and can even turn into a ball and plant bombs.

 turrican however features far faster gameplay, and weapons that covery a
 much wider area that you find in power blocks rather than having to
 discover. Even whe wheel is an invincible crusher of enemies, not a ball to
 sneak under narrow gaps.

 so I personally would completely agree with your creative thought here. I
 only mentioned Dracula as an option, though a unique character would be good
 too, (and as I said, I was always a litle confused about how the whip fitted
 in with vampires anyway).

 Myself my writing experience is actually very similar, sinse I began by
 writing stories based on rpgs like xenogears, final fantasy etc. now
 however, i'm more interested in doing my own thing, so i do appreciate the
 difference.

 Beware the grue!

 Dark.


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Re: [Audyssey] Castaways: Leather for Tomes

2011-08-09 Thread Jeremy Kaldobsky
Your peasants should stock the tannery with furs.  Then you will need leather 
workers to convert the furs into leather.  It takes 1 fur to create 1 leather.

 Hi.
 In order to get tomes, we need a monestary and, before
 that, we need a tannery.  Where does the leather come
 from for the tannery?
 I assume we need a butcher to process animals into furs?
 I did this last game but never got any leather.
 Do I just need more butchers and leather workers?
 
 Or, can we get dead animals from animal farms?
 Thanks.
 Christina


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[Audyssey] Castaways, finished mission 2 on normal

2011-08-09 Thread Christopher Bartlett
One other comment I forgot this morning.  Animal farms do not appear to
produce sufficient product to be worth building.  If you could get the
fur/leather from the animal as well, it might be worthwhile as an
alternative to hunting, but the rate is too slow to miss if you don't build
one, and the disruption of wheat production into bread makes things less
appealing.

 

Since the farms are a much more controlled place, animals killed should be
processable at a higher success rate than from hunting, say 66% instead of
33.  

 

Looking forward to more versions.

 

Chris Bartlett

 

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Re: [Audyssey] getting a emulator for the blind.

2011-08-09 Thread Thomas Ward
Hi Michael,

Sure I completely agree with you. The VI gaming community could use a
much broader spectrum of games, and its definitely a good subject to
talk about.

As to your question why developers aren't creating games like those
you mentioned I can only guess. I suppose it boils down to a couple of
issues.

First, the general exposure of the community to mainstream games. By
their own admition many VI developers have very little to no
eexperience with mainstream games. Its very difficult for them to
create games  on par or equal to a certain type of game available to
the mainstream public if they themselves haven't had that experience.
That holds true for any developer including me.

Second, is training/programming skill. Many VI game developers are
self-taught. Some self-taught programmers are very good, and others
are so-so. However, the bottom line when asking a question why this or
that game hasn't been developed is the skill level of the developers
doing the work. There is a progression every developer goes through
such as writing simple Guess the Number type games, maybe moves on to
card games, and slowly works his or her way up to more and more
complex games. As a result its very quite possible we have a very
small handful of developers capable of creating a particular type of
game, and the others are still developers in training. Still trying to
learn this or that.

As for Star Trek Final Conflict. To be honest that was just a practice
game for me. Yeah, I know about Star Trek Elite Force, Bridge
Commander, etc myself as I have played them. In fact, I still own the
installation discs for Elite Force I, Elite Force II, Bridge
Commander, etc. I understand what you are saying, but I think you are
being just a bit too critical here.

I can't speak for David Greenwood's Trek 2000, but I can tell you STFC
was done as a turn based game. At the time I began writing it in 2004
I was just learning C# .Net, and I was just beginning to study Managed
DirectX. As I was new to the technologies at hand I thought I'd work
on something fairly simple. I took Trek 2000 and updated the concept
using the TNG/DS9 era, and created STFC. It wasn't really intended to
measure up with something like Bridge Commander or an FPS game like
Elite Force.

That said, now that I've developed a game engine in written in pure
C++ I could quite easily put together something like Elite Force, or a
real time sstarship engagement such as you described. In fact, have
plans to do so once I clear my desk of MOTA, Raceway, etc. I was
planning on doing that a long time ago but got side tracked with other
projects.

Finally, as for switching to say Star Gate it is the same problem is
using any official sci-fi universe. Copyrights, copyrights,
copyrights. To be honest I no longer feel completely comfortable using
copyrighted works like Star Trek, Star Gate, or even Star Wars as I
can be sued for using a copyright without permission.  Even if I use
one that pretty much means I have to release the game as freeware or
open source to avoid the copyright suits. As I am trying to run a
business, make money off my work, that doesn't really work out so
well.

Cheers!




On 8/9/11, Michael Gauler michael.gau...@gmx.de wrote:
 Hi Thomas,
 while I haven't played the original Montezuma's Revenge, I had no problems
 with your version in that field.
 But there is something I still am wondering about audio games in general,
 and it is here meanth as a question of game ideas and/or genre, not the
 programming side.
 Even I know some things about mainstream games.
 But I personally think that the community in general could need a broader
 spectrum of games.
 Text  adventures and such were probably not meant for the blind in their
 first hours (infocom).
 But let me look at what types of games we have now.
 We have some 3d audio games like Shades of doom. Then we have some
 sidescrollers, some arcade games and puzzle games and classical (e.g. card
 games).
 But I wonder why we don't have more rpg like games. I mean, we have
 entombed, but we have nothing similar to let's say the Elder Scrolls series.
 Or we also don't have adventures like the Kings Quest series.
 I don't mean to say that we should do perfect clones of them, but nothing
 similar to the above mentioned examples does exist and apparently (correct
 me, if I am wrong) no current developer seems inclined to do something in
 thoose genres.
 Monti and Mysteries of the Ancients might be a bit like Tomb raider, but
 that's not the only style of games we don't have.
 I know what the mainstream Star Trek games are like. When I foun out about
 Final Conflict and Trek 2000, I was rather disapointed, that both games did
 not allow real time space battles, but are turn based.
 This does not mean, that I hate the two games, but why we don't have any
 science fiction based game like Star Trek Elite Force 2 or Star Trek Bridge
 commander with missions (a continuing story) and the option to battle with
 choosen 

Re: [Audyssey] are there any blind games where people can go on quests and play with other players on line?

2011-08-09 Thread Thomas Ward
Hi Dark,

Well, that's an attitude or opinion I just don't get myself. Why would
a text based game not promise any upgrades. Obviously, if the
developer is selling this as a product it only makes sense if he or
she upgrade the game from time to time with new content. Especially,
if there are possible expantion packs that can be purchased and
downloaded the way all the major paper and pen roll playing games are
done. The only difference here is instead of buying a hard cover or
paperback book you ar buying it in an electronic format.

Sure I can do the same in a web scripting language of my choice, but
there is no more promise I'll update that than the stand alone
version. I might write the initial game, charge for a subscription,
make my money and forget it after six months. I wouldn't do that of
course, but its just the principle of the fact there is no more
assurance I'd update one format more than the other. I guess it is
just this preconception or misconception that web based means more
upgrades than stand alone. Which isn't necessarily true.






On 8/9/11, dark d...@xgam.org wrote:
 Hi Tom.

 I agree on the online game, but i don't think it's so illogical that people
 won't pay for a game offline that uses text.

 A stand alone text game promises no upgrades to the game, and no interaction
 with other players. Much as I dislike it myself, pvp and co op play are very
 popular and are the reason many people play brouser based games and muds.

 On the matter of upgrades though, I myself would probably think the same,
 sinse a game like alterean or sryth always promises expantion and something
 new to do or somwehre new to explore (why I like alterean myself), where as
 a stand alone game is just that, stand alone.

 then again, gamebooks are always! stand alone, and electronic versions of
 those are now becoming popular and being sold commercially on the iphone, so
 this miight not apply as much anymore.

 the html vs stand alone debate is an interesting one.

 As I've said, i began with brouser games like ashes of angels and legend of
 the greend ragon quite a long while before I tried interactive fiction or
 audio games. As someone only just getting used to computers myself at that
 stage, they suted me well sinse they were very quick and immediate to play
 and just required webpage naviigation.

 Also these days, people can play such things on iphones, or from anywhere
 they happen to be.

 On the other hand, a server based game does have the advantage of a unique
 interface and being able to add sounds far more easily as well as having
 hotkeys and probably being easier in terms of the command interface.

 Then again, i don't know how easy it would be to update such a game with new
 areas. muds like alterean and materiamagica do this well, but I'm less csure
 of a custome game, where as obviously with an html game it's just a matter
 of writing new pages and hooking in the php for monsters and stat tracking.

 I must confess, creating an html rpg was always something I wanted to do,
 and in fact I have a very complete system in mind in my brain which i'd love
 to program at some point.

 Btw, as an interesting idea though, not all games have accounts and log in
 info, though obviously you'd need that if you wanted people to pay for the
 game.

 Age of fable on http://www.apolitical.info/webgame/index.php?mode=0 has no
 account info at all, and in fact plays far more like a gamebook than the
 usual rpg (it even has a distinct plot and ending though it keeps getting
 expanded too).

 you can play as many different types of character, there are stats to roll,
 and though there is no combat as such, there are items and quests etc,
 despite the fact that the interface, and I presume the coding is fairly
 syple.

 Beware the grue!

 Dark.


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