Re: [Audyssey] audyssey plus or extra

2011-11-10 Thread shaun everiss

Hmm tom.
Well I have a plantronics mic, its got low noise.
I can only record it or the real tech card so I can't mix things like 
I can with the analog stuff.

if you are thinking of handling full hosting, but need samples I have a few.
Firstly check out technology.jaredrimer.net
There are some casts there I did stuff in, I have some casts, and 
another project I semi mixed for digital talking books I never 
released its a bit bitty as it went with a mixture of the cheaper 
mics I had on the sound card, other people's stuff and so on and so forth.

I guess I could send you my bits, as an early example.
I have a few casts but since I recently started recording archives of 
my casts, there may be more around.
Email t...@menvi.org and tell jared I sent you to him, i have been 
doing podcasts with him for the last 2 years or so though it is by no 
means continous.
Outside this I have got a certifficate in broadcasting intro so if 
that means much.
Equipment wise I have this box with the realtech, the plantronics, 
and a loud sounding ms lifecam unit.
I have a soni ux60 digital recorder and some subs, though obviously 
full stereo is something I can't get.

I don't have any mixer or know how to record 2 cards at once.
I have studio recorder, and audacity, but since most of that was free 
or given to me I don't really have much over that.

Right now I have shoved the draft to the forums.
on audiogames.net.
I can now you have shown interest in putting up the samples I have, 
However take into concideration this is a home studio, I have little 
space, sertainly I can't fit anymore on this desk, and I don't have 
the cash to really get mega good but its good enough for what I 
needed the mic was the only extra thing I got, but even so, we will see.

Right now I am waiting for a few more takers on this idea.
i will put samples up or at least pack them.
Over that I have never made any real pro casts at all.

At 05:30 a.m. 9/11/2011 -0500, you wrote:

Hi Shaun,

I'm in a position to solve all of your problems here, but I'd like to
see some samples of the show before I commit to a project like this. I
think that an audio podcast in of itself is a good idea, but we need
someone semi-professional to host it and someone with the right
equipment to record and edit the shows. I've heard some really
professional podcasts in my time, and I've heard some that sound like
crap. Obviously, the more professional sounding we can get the show to
sound the more I'm in favor of donating web space etc for the project.

As for a subdomain of Audyssey.org I'm pretty sure that won't work.
For one thing there is no space on the webserver to host the casts,
unless they are hosted elsewhere,  and Raul would have to grant me
access to the control panel to create the subdomain and install
Wordpress, etc.

As for Wordpress that's no problem. As you know I have my own
Wordpress blog so I've had personal experience setting up and managing
a Wordpress blog. All I need to know where to put it and have access
to MySQL so I can create the databases etc you'll need for the blog
users and admins.

Alternatively, you might consider using a wiki instead. That way users
can edit the pages as needed, add articles, posts, whatever is
required as long as they have edit privlages. Any thoughts on that?

As for donating you'll probably want something like a Paypal IPN
script which will allow people to pay via Paypal to whomever will end
up running the podcast. I've got such IPN scripts written in php, but
they'd have to be modified as I primarily designed them for USA Games
sales and ordering rather than donations.

As for your equipment problem goes I don't want to sound rude, but if
you don't have the right equipment to do this then you probably aren't
the right person for the job. I understand you are eager to help,
interested in kicking this podcast off, etc however having the
equipment and someone who can talk without interjecting ah's, oh's,
um's, etc is essential in my book in putting together a
semi-professional podcast. That's how I see it.

For instance, I won't host the podcast myself simply because I don't
fit the requirements for a commentator. For one thing I have never had
something of a great voice to begin with, but a few years ago I had
some nerve damage to my face which makes it difficult for me to talk
clearly. Sometimes my words are slurred or come out sounding mumbled
because its hard to get my mouth to speak words clearly. As a result I
don't think I would make a very good commentator.

In short, knowing what we each can bring to this project and what
areas we aren't very good at will insure we find the right people for
each position for the job.

Cheers!


On 11/8/11, shaun everiss sm.ever...@gmail.com wrote:
 david, you may have solved my problem at least partually.

 if I could get a subdomain, ie audysseycast.yourname.com or
 something, or somehow be able to have you maintain a no-ip or
 something, then that would rock.
 On that 

Re: [Audyssey] audyssey plus or extra

2011-11-10 Thread shaun everiss

hmmm I like the name.
On the ag forum you will see I have broadened the scope a little, 
obviously we would have to watch it going to far, but I aim to not 
have  a situation where  content just isn't there.
One thing I did not mention anywahere is that if we get a good cast 
going,We should be able to get magnitune access, magnatune or how 
ever you spell it will give casters free access to buy their stuff 
for free, This should previde, at least for a while the music we could need.

However right now its a bunch of storyboards and stuff.
Lets not get to far.
Tonight I plan to wudge all my recordings I ever archived from oldest 
to now which is not that many, and shove them to dropbox.
I will give  a couple weeks to get those reviewed by those that wish 
to contribute and then we will see where we go from here.
My plan is to have games as a primary focus and general tech as 
secondary, just in case we run out of stuff though to be honest I  am 
only doing this from general projections as this is really early days.
Right now there are at least 4 people I know that have an interest in 
this project.

There may be more tomorrow on the forum.
At this stage this interest is enough to post up samples, and 
continue the descussions on the fleshing out of ideas.
If this all goes through, a sample cast needs to be done, for 
distribution over dropbox for a few people to look at it, then if 
that works out.

We will need to get some sort of structure going.
Firstly one or 2 mods, contributers, etc.
Next I will need a backup person  if for whatever reason I can't 
work, may be  a couple.

However, actual real documents can be drawn up later.
Its probably fair to say there will need to be some sort of private 
or public communication list for the day to day functions of the cast.
Next depending on space, have a shared folder on the place the cast 
is on public or private ftp access or a dropbox folder.

Though due to size, we would only be able to work on one cast at once.
Then ofcause we will need some automatic and manual checkers to make 
sure copywrited stuff is not inadvertantly put online and if it is 
deliberately done notify the right people.
In nz maybe others new laws mean that if you get it wrong, it could 
throw everything off.

Worst case, I get fined 15000 or so, and my net goes away for well who knows.
At this point we would have to well either stop the cast or find who 
did whatever and bann them.

Something I'd prefur we stop before it goes that far.
Obviously if its on a legal site and is downloadable we can use it as 
long as the owner of it and the site is credited.

In cases where we need to ask for permition we need to do that.
publically games soundtracks or anything with a free creative commans 
or gpl licence are excluded ofcause.
I would probably want to avoid any comercial music, and limit things 
to instrumentals, though this last thing may not be necessary.

so as you can see there is a lot of if and what have you.
By looking at the time at least for today I doubt I will be able to 
finnish what I need to do, let alone put anything out tonight but we will see.

At 09:12 a.m. 9/11/2011 -0500, you wrote:

Hi Shaun

  I was actually thinking the name Podessey would be rather appropriate for
a project like this.
  I'm guessing we'd leave it open for contributions from everyone in the
community.



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Re: [Audyssey] walk throughs

2011-11-10 Thread shaun everiss

I aggree on that.
At 07:04 a.m. 9/11/2011 -0800, you wrote:
Although I can get tips on how to get through games by listening to 
them, I listen to walk throughs just to see how other people play 
the games, and I think they are just fun to listen to.



---
Be positive!  When it comes to being defeated, if you think you're 
finished, you! are! finished!

- Original Message - From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 09, 2011 1:44 AM
Subject: Re: [Audyssey] require cheat codes and key bord 
commandsforGMAtankcommander




Hi tom.

Well as I said cheats were a thing I used fairly constantly on the 
amigar sinse a lot were available, but as I've grown up I pretty 
much stopped that precisely because it's more satisfying to play 
without as you said.


In roleplay terms it is irritating, though to be honest the thing I 
dislike most in tabletop games are people who play them as if they 
were automated and just minimax their characters choosing only the 
best abilities and skills combo without any thought of what their 
character actually does. The interest in a tabletop game should be 
dynamic story and character interaction with the rules and dice 
used as an aide to story telling rather than them being just the 
point of the game as some people seem to think they are.


Getting back to computer games though, I'll admit I do use 
walkthroughs, though usually in my case I use them to substitute 
for game instructions and item descriptions or as aides for game 
text. Mega man zero would've been impossible to play without 
walkthroughs, sinse it has about 70 different items all of which 
appear pretty jumbled on the select screen, so if I didn't check 
the faq and see what items were in the next level and where they 
were I wouldn't know what I'd found, and that's not counting the 
mission select, menues and dialogue sequences in the game.


metroid zero mission on the other hand I finished for the first 
time without the aide of any walkthru, and only checked one when i 
was going for a 100 percent items run, ditto with super castlevania.


The first game I ever read a walkthru for was mega man x 2 on the 
snes, however I'd got catagorically rustrated with the game up to 
that point after playing for a solid six months, pluss I didn't 
actually realize I'd already found some of the key items sinse they 
made the same pickup sound as when you got an extra life.


These days I actually read some walkthroughs just for fun and to 
see how other people tackle bits of various games.


All the best,

Dark.



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Re: [Audyssey] Swamp reflections.

2011-11-10 Thread Jeremy Kaldobsky
Have you tried checking the debuglog.txt file after it crashes?  It might give 
you some additional clues about the cause.

 Hi.
 
 My router reserves dhcp addresses, so if power goes out,
 what ever, it still forwards any forwarded ports to the
 proper target.
 
 Regarding what you said about being pretty stable, I have
 one strange problem I've been having. Occasionally swamp
 just closes for me, Can I find out what caused it? I just
 crashed it and haven't restarted it. The error was something
 about missing protocol or some such. I'm afraid I was a
 little flustered and didn't think to take careful attention
 to what it said until now. It crashed for me twice today. I
 wonder if it's my internet? I've been having internet issues
 anyway. I think it's crashing hard like tha when it loses
 conectivity.
 


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Re: [Audyssey] require cheat codes and key bord commandsforGMAtankcommander

2011-11-10 Thread shaun everiss
If this is the hidden fire in sod getting it right in front of you, 
and shooting or walking into wit with your fist swinging will destroy it.

You can also move to the left some and go round it.

At 01:00 p.m. 10/11/2011 +0530, you wrote:

hi all i managed level 2 and 3 but face problem in level4 from the
hidden fire i dont know whare it comes from and how to distroy it

On 11/10/11, Charles Rivard wee1s...@fidnet.com wrote:
 Animal trucks?  I think you'd better go through the documentation 
and listen

 to the description of the second mission that was radioed to you while
 crossing that bridge.

 ---
 Be positive!  When it comes to being defeated, if you think 
you're finished,

 you! are! finished!
 - Original Message -
 From: austin pinto austinpinto.xavi...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, November 09, 2011 12:29 PM
 Subject: Re: [Audyssey] require cheat codes and key bord
 commandsforGMAtankcommander


 hi all i finily managed to pass stage1 of tank commander without
 cheets its real fun but i am having problem in stage 2 ive distroied
 all the 4 tanks but cant spot and distroi the animal truks can any1
 please! Help me with how to spot and distroy the animal truks

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

 Well as I said cheats were a thing I used fairly constantly on the amigar
 sinse a lot were available, but as I've grown up I pretty much stopped
 that
 precisely because it's more satisfying to play without as you said.

 In roleplay terms it is irritating, though to be honest the thing I
 dislike
 most in tabletop games are people who play them as if they were automated
 and just minimax their characters choosing only the best abilities and
 skills combo without any thought of what their character actually does.
 The
 interest in a tabletop game should be dynamic story and character
 interaction with the rules and dice used as an aide to story telling
 rather
 than them being just the point of the game as some people seem to think
 they
 are.

 Getting back to computer games though, I'll admit I do use walkthroughs,
 though usually in my case I use them to substitute for game instructions
 and
 item descriptions or as aides for game text. Mega man zero would've been
 impossible to play without walkthroughs, sinse it has about 70 different
 items all of which appear pretty jumbled on the select screen, so if I
 didn't check the faq and see what items were in the next level and where
 they were I wouldn't know what I'd found, and that's not counting the
 mission select, menues and dialogue sequences in the game.

 metroid zero mission on the other hand I finished for the first time
 without
 the aide of any walkthru, and only checked one when i was going for a 100
 percent items run, ditto with super castlevania.

 The first game I ever read a walkthru for was mega man x 2 on the snes,
 however I'd got catagorically rustrated with the game up to that point
 after
 playing for a solid six months, pluss I didn't actually realize I'd
 already
 found some of the key items sinse they made the same pickup sound as when
 you got an extra life.

 These days I actually read some walkthroughs just for fun and to see how
 other people tackle bits of various games.

 All the best,

 Dark.


 ---
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 --
 austin pinto
 email austinpinto.xavi...@gmail.com
 alternat email austin.pi...@hotmail.com
 facebook www.facebook.com/austinpinto.xaviers
 orkut www.orkut.com/austinpinto.xaviers
 twitter www.twitter.com/austinmpinto

 join me on google +
 surch for +austin

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 list,
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Re: [Audyssey] Perilous Hearts preorders?

2011-11-10 Thread Jess Varnell

Very true Phillip. I agree totally. Count me and my wife Angela in.

Smiles,
Jess
- Original Message - 
From: Cary cary5...@gmail.com
To: 'Philip Bennefall' phi...@blastbay.com; 'Gamers Discussion list' 
gamers@audyssey.org

Sent: Thursday, November 10, 2011 12:05 AM
Subject: Re: [Audyssey] Perilous Hearts preorders?



Hi Philip,
I would totally preorder.  Although history of preorders in this community
has been a bit rocky, there has been nothing to suggest you personally 
would

scam us.  You've developed quite a few really, really awesome games and I
have faith that this one is going to be even better.  So my answer is yes,
most definitely yes. I would preorder.
Definitely keep the list posted if you do decide to start accepting
preorders, and I'll definitely be one that does. *grin*
-Cary

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Wednesday, November 09, 2011 15:24
To: Gamers Discussion list
Subject: [Audyssey] Perilous Hearts preorders?

Hi all,

I'm really very happy with the response I received for the game audio demo
of Perilous Hearts, and so I wanted to ask the community a question. Would
you consider placing a preorder for this game if the possibility was 
there?
I know that the history of game preorders has been rocky in this 
community,

but the difference in my case would be that you would agree to a small
contract before ordering that basically would say:

1. You get a slightly discounted rate when you preorder.

2. We give you a definite release date. If the game is not released on 
this

exact date or earlier, within a 24 hour period, you are entitled to a full
refund.

3. You would not have any kind of special privilege when it comes to
requesting feature x, but I would certainly pay more attention to
suggestions from preorder users provided that I personally thought they 
were

good ones.

Naturally, if I went down this root I would put up a playable demo of the
game at the same time as I made preordering available. This would not
include all the cut scenes etc that the finished game will contain and it
would still use Sapi, but the game play would stretch as far as level 2
which is where the real demo will also end.

The reason I am considering this is because the funds for the game are
running out, and so I cannot justify spending a lot more money on it out 
of

my own pocket. But if I had some money from preorders I would be able to
invest that to make the game the best it can possibly be.

I would very much appreciate feedback on this.

Thanks!

Kind regards,

Philip Bennefall
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[Audyssey] sample recordings

2011-11-10 Thread shaun everiss

Hi all.
Ok as prommised here are samples of my work.
Take in mind that at the time I did most of this I did not have all 
the equipment I had now.

Some of this is from a project unreleased.
I made a couple files, a game sample and a voice only which should 
have been a game but for some reason the right device on the 
recording program was not set  right and it never recorded right.

My voice could be a little to loud so maybe I will have to fix that.
You should get a clear sound from the realtech card in the box 
playing laser breakout of all things.

http://dl.dropbox.com/u/1407689/sample.zip
I don't promise perfection but at least I can keep the wheels turning.

If you are happy to handle hosting at least for now, that will hold 
the cast for a bit, I plan to look into the cdn type of stuff.

at some point.
I guess I'll leave the community to its business.
Hopefully this won't just be me.

we can figure stuff out later if I pass the first step.



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Re: [Audyssey] Perilous Hearts preorders?

2011-11-10 Thread Mich
Hi Philip. I for one would definitely consider placing a pre order for this 
game. if the audio demo is anything to go on then I can't wait to play it. 
and I for sure would be very happy to place a pre order for this game 
tidal. from Mich.- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 09, 2011 5:24 PM
Subject: [Audyssey] Perilous Hearts preorders?



Hi all,

I'm really very happy with the response I received for the game audio demo 
of Perilous Hearts, and so I wanted to ask the community a question. Would 
you consider placing a preorder for this game if the possibility was 
there? I know that the history of game preorders has been rocky in this 
community, but the difference in my case would be that you would agree to 
a small contract before ordering that basically would say:


1. You get a slightly discounted rate when you preorder.

2. We give you a definite release date. If the game is not released on 
this exact date or earlier, within a 24 hour period, you are entitled to a 
full refund.


3. You would not have any kind of special privilege when it comes to 
requesting feature x, but I would certainly pay more attention to 
suggestions from preorder users provided that I personally thought they 
were good ones.


Naturally, if I went down this root I would put up a playable demo of the 
game at the same time as I made preordering available. This would not 
include all the cut scenes etc that the finished game will contain and it 
would still use Sapi, but the game play would stretch as far as level 2 
which is where the real demo will also end.


The reason I am considering this is because the funds for the game are 
running out, and so I cannot justify spending a lot more money on it out 
of my own pocket. But if I had some money from preorders I would be able 
to invest that to make the game the best it can possibly be.


I would very much appreciate feedback on this.

Thanks!

Kind regards,

Philip Bennefall
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Re: [Audyssey] require cheat codes and key bordcommandsforGMAtankcommander

2011-11-10 Thread john
Where are you in the sector? if your north of the second forest, 
your talking about the bunkers. My advice (those things are 
brutal) is to stay in the second forest (the farthest you need to 
be away from it is 10 meters north) and take out the bunkers from 
there, as they can't see you. Also, if you've got smoke, you can 
run by them an shoot from behind.


- Original Message -
From: austin pinto austinpinto.xavi...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Thu, 10 Nov 2011 13:00:53 +0530
Subject: Re: [Audyssey] require cheat codes and key 
bordcommandsforGMAtankcommander


hi all i managed level 2 and 3 but face problem in level4 from 
the

hidden fire i dont know whare it comes from and how to distroy it

On 11/10/11, Charles Rivard wee1s...@fidnet.com wrote:
Animal trucks?  I think you'd better go through the 
documentation and listen
to the description of the second mission that was radioed to you 
while

crossing that bridge.

---
Be positive!  When it comes to being defeated, if you think 
you're finished,

you! are! finished!
- Original Message -
From: austin pinto austinpinto.xavi...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 09, 2011 12:29 PM
Subject: Re: [Audyssey] require cheat codes and key bord
commandsforGMAtankcommander


hi all i finily managed to pass stage1 of tank commander without
cheets its real fun but i am having problem in stage 2 ive 
distroied
all the 4 tanks but cant spot and distroi the animal truks can 
any1

please! Help me with how to spot and distroy the animal truks

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

Well as I said cheats were a thing I used fairly constantly on 
the amigar
sinse a lot were available, but as I've grown up I pretty much 
stopped

that
precisely because it's more satisfying to play without as you 
said.


In roleplay terms it is irritating, though to be honest the 
thing I

dislike
most in tabletop games are people who play them as if they were 
automated
and just minimax their characters choosing only the best 
abilities and
skills combo without any thought of what their character 
actually does.

The
interest in a tabletop game should be dynamic story and 
character
interaction with the rules and dice used as an aide to story 
telling

rather
than them being just the point of the game as some people seem 
to think

they
are.

Getting back to computer games though, I'll admit I do use 
walkthroughs,
though usually in my case I use them to substitute for game 
instructions

and
item descriptions or as aides for game text. Mega man zero 
would've been
impossible to play without walkthroughs, sinse it has about 70 
different
items all of which appear pretty jumbled on the select screen, 
so if I
didn't check the faq and see what items were in the next level 
and where
they were I wouldn't know what I'd found, and that's not 
counting the

mission select, menues and dialogue sequences in the game.

metroid zero mission on the other hand I finished for the first 
time

without
the aide of any walkthru, and only checked one when i was going 
for a 100

percent items run, ditto with super castlevania.

The first game I ever read a walkthru for was mega man x 2 on 
the snes,
however I'd got catagorically rustrated with the game up to that 
point

after
playing for a solid six months, pluss I didn't actually realize 
I'd

already
found some of the key items sinse they made the same pickup 
sound as when

you got an extra life.

These days I actually read some walkthroughs just for fun and to 
see how

other people tackle bits of various games.

All the best,

Dark.


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email austinpinto.xavi...@gmail.com
alternat email austin.pi...@hotmail.com
facebook www.facebook.com/austinpinto.xaviers
orkut www.orkut.com/austinpinto.xaviers
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join me on google +
surch for +austin

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Re: [Audyssey] walk throughs

2011-11-10 Thread David Mehler
Hello,

When it comes to me and game walkthroughs I listen to them both to see
how others play the game and for an insite in to the game itself.
Reading game descriptions and a manual is good for a game overview,
but for me there's a lot more to a game than replay value. Some games
I've looked at the quality of sound effects or voice overs has been a
turn off, and listening to the walkthroughs gives me that information,
telling me if the game is a purchase or not.

Dave.


On 11/10/11, shaun everiss sm.ever...@gmail.com wrote:
 I aggree on that.
 At 07:04 a.m. 9/11/2011 -0800, you wrote:
Although I can get tips on how to get through games by listening to
them, I listen to walk throughs just to see how other people play
the games, and I think they are just fun to listen to.


---
Be positive!  When it comes to being defeated, if you think you're
finished, you! are! finished!
- Original Message - From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 09, 2011 1:44 AM
Subject: Re: [Audyssey] require cheat codes and key bord
commandsforGMAtankcommander


Hi tom.

Well as I said cheats were a thing I used fairly constantly on the
amigar sinse a lot were available, but as I've grown up I pretty
much stopped that precisely because it's more satisfying to play
without as you said.

In roleplay terms it is irritating, though to be honest the thing I
dislike most in tabletop games are people who play them as if they
were automated and just minimax their characters choosing only the
best abilities and skills combo without any thought of what their
character actually does. The interest in a tabletop game should be
dynamic story and character interaction with the rules and dice
used as an aide to story telling rather than them being just the
point of the game as some people seem to think they are.

Getting back to computer games though, I'll admit I do use
walkthroughs, though usually in my case I use them to substitute
for game instructions and item descriptions or as aides for game
text. Mega man zero would've been impossible to play without
walkthroughs, sinse it has about 70 different items all of which
appear pretty jumbled on the select screen, so if I didn't check
the faq and see what items were in the next level and where they
were I wouldn't know what I'd found, and that's not counting the
mission select, menues and dialogue sequences in the game.

metroid zero mission on the other hand I finished for the first
time without the aide of any walkthru, and only checked one when i
was going for a 100 percent items run, ditto with super castlevania.

The first game I ever read a walkthru for was mega man x 2 on the
snes, however I'd got catagorically rustrated with the game up to
that point after playing for a solid six months, pluss I didn't
actually realize I'd already found some of the key items sinse they
made the same pickup sound as when you got an extra life.

These days I actually read some walkthroughs just for fun and to
see how other people tackle bits of various games.

All the best,

Dark.


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Re: [Audyssey] Swamp reflections.

2011-11-10 Thread Christopher Bartlett
I had a hard exit to Windows crash yesterday as well.  I've looked at the
debug.txt file and it had registered a whole bunch of errors, but without
time stamps I couldn't tell if they were a cascade failure from a single
problem or small things that happened over time.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Thursday, November 10, 2011 3:26 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp reflections.

Have you tried checking the debuglog.txt file after it crashes?  It might
give you some additional clues about the cause.

 Hi.
 
 My router reserves dhcp addresses, so if power goes out,
 what ever, it still forwards any forwarded ports to the
 proper target.
 
 Regarding what you said about being pretty stable, I have
 one strange problem I've been having. Occasionally swamp
 just closes for me, Can I find out what caused it? I just
 crashed it and haven't restarted it. The error was something
 about missing protocol or some such. I'm afraid I was a
 little flustered and didn't think to take careful attention
 to what it said until now. It crashed for me twice today. I
 wonder if it's my internet? I've been having internet issues
 anyway. I think it's crashing hard like tha when it loses
 conectivity.
 


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Re: [Audyssey] Perilous Hearts preorders?

2011-11-10 Thread Ron Kolesar

Hey Phil, where's Tarzan when you need him? SMILES.
Loved the file that you had for down load yesterday.
Ron

-Original Message- 
From: Phil Vlasak

Sent: Wednesday, November 09, 2011 6:52 PM
To: Philip Bennefall ; Gamers Discussion list
Subject: Re: [Audyssey] Perilous Hearts preorders?

Hi Philip.
I would pre-order Perilous Hearts on one condition.
If you have real SAPI with pitch and volume control rather than pre-recorded
SAPI clips using Microsoft Sam.
I also wouldn't mind if you used your own voice for the cut scenes.
Phil

- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 09, 2011 5:24 PM
Subject: [Audyssey] Perilous Hearts preorders?



Hi all,

I'm really very happy with the response I received for the game audio demo 
of Perilous Hearts, and so I wanted to ask the community a question. Would 
you consider placing a preorder for this game if the possibility was 
there? I know that the history of game preorders has been rocky in this 
community, but the difference in my case would be that you would agree to 
a small contract before ordering that basically would say:


1. You get a slightly discounted rate when you preorder.

2. We give you a definite release date. If the game is not released on 
this exact date or earlier, within a 24 hour period, you are entitled to a 
full refund.


3. You would not have any kind of special privilege when it comes to 
requesting feature x, but I would certainly pay more attention to 
suggestions from preorder users provided that I personally thought they 
were good ones.


Naturally, if I went down this root I would put up a playable demo of the 
game at the same time as I made preordering available. This would not 
include all the cut scenes etc that the finished game will contain and it 
would still use Sapi, but the game play would stretch as far as level 2 
which is where the real demo will also end.


The reason I am considering this is because the funds for the game are 
running out, and so I cannot justify spending a lot more money on it out 
of my own pocket. But if I had some money from preorders I would be able 
to invest that to make the game the best it can possibly be.


I would very much appreciate feedback on this.

Thanks!

Kind regards,

Philip Bennefall
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-
No virus found in this message.
Checked by AVG - www.avg.com
Version: 10.0.1411 / Virus Database: 2092/4006 - Release Date: 11/09/11




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Ron and current Leader Dog boz who states that a service dog beats a cane 
hands down any day of the week. 



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Re: [Audyssey] walk throughs

2011-11-10 Thread Thomas Ward
Hi Charles,

Yes, that's exactly what I meant by walkthrough. I wasn't talking
about audio walkthroughs at all, but the written kind found on Game
FAQS, Game Spot, etc that give you step by step instructions how to
complete a puzzle, get past a certain trap, and other details that
spoil the sense of adventure and discovery for someone like me.

There is a big difference between an audio walkthrough and a written
walkthrough. With an audio walkthrough like Philip's audio demo of
Perilous Hearts a person can show off quite a bit of the game while
not giving all the secrets and puzles away. However, in the written
walkthrough for Sarah the solution for every single puzzle is
discribed in detail and anyone who wants too can read that before they
even start the game for the first time, and therefore pretty much know
everything there is to know without working at it. See my point?

I see your confusion here. Normally when you say walkthrough to a
mainstream gamer they assume the written kind which I described above.
Mention the term walkthrough to a blind gamer and apparently everyone
assumed I meant audio walkthrough which was not my intent. So hope
this message makes my point clear.

Cheers!

On 11/9/11, Charles Rivard wee1s...@fidnet.com wrote:
 I wonder if the kind of walk through you are thinking about is along the
 line of what comes as part of the documentation of Sarah and the Castle of
 Witchcraft and Wizardry?  Phil?

 ---
 Be positive!  When it comes to being defeated, if you think you're finished,
 you! are! finished!

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Re: [Audyssey] Perilous Hearts preorders?

2011-11-10 Thread Thomas Ward
Hi Philip,

Well, I for one trust you, and would probably be willing to pay for
the game as a preorder provided I have the funds to do so myself. With
Christmas around the corner I'm not sure how much I'd have to spend
right now on a game since I'm saving a little money for Christmas
gifts as well as pay the bills, buy food, etc.

The only point of disagreement I have with your plan below is you
mentioned providing a public demo for preorder customers. I feel if i
preorder I should get a license key or something that unlocks a little
more content besides just the two levels in the public demo. Content
could be the cutscenes, extra levels, but if I'm going to pay for the
game I just feel I should get something other than just the public
demo everyone else gets. Just my thoughts.

Cheers!


On 11/9/11, Philip Bennefall phi...@blastbay.com wrote:
 Hi all,

 I'm really very happy with the response I received for the game audio demo
 of Perilous Hearts, and so I wanted to ask the community a question. Would
 you consider placing a preorder for this game if the possibility was there?
 I know that the history of game preorders has been rocky in this community,
 but the difference in my case would be that you would agree to a small
 contract before ordering that basically would say:

 1. You get a slightly discounted rate when you preorder.

 2. We give you a definite release date. If the game is not released on this
 exact date or earlier, within a 24 hour period, you are entitled to a full
 refund.

 3. You would not have any kind of special privilege when it comes to
 requesting feature x, but I would certainly pay more attention to
 suggestions from preorder users provided that I personally thought they were
 good ones.

 Naturally, if I went down this root I would put up a playable demo of the
 game at the same time as I made preordering available. This would not
 include all the cut scenes etc that the finished game will contain and it
 would still use Sapi, but the game play would stretch as far as level 2
 which is where the real demo will also end.

 The reason I am considering this is because the funds for the game are
 running out, and so I cannot justify spending a lot more money on it out of
 my own pocket. But if I had some money from preorders I would be able to
 invest that to make the game the best it can possibly be.

 I would very much appreciate feedback on this.

 Thanks!

 Kind regards,

 Philip Bennefall
 ---
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 gamers-unsubscr...@audyssey.org.
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Re: [Audyssey] Perilous Hearts preorders?

2011-11-10 Thread Philip Bennefall

Hi Thomas,

yes, that makes sense. I could allow preorder users to play two more levels 
that are complete at this point, for instance. That would give a clear 
advantage when preordering, other than just the slightly reduced price.


On an unrelated note, did you receive the code snippet I sent you to install 
the keyboard hook?


Kind regards,

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

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 10, 2011 3:41 PM
Subject: Re: [Audyssey] Perilous Hearts preorders?


Hi Philip,

Well, I for one trust you, and would probably be willing to pay for
the game as a preorder provided I have the funds to do so myself. With
Christmas around the corner I'm not sure how much I'd have to spend
right now on a game since I'm saving a little money for Christmas
gifts as well as pay the bills, buy food, etc.

The only point of disagreement I have with your plan below is you
mentioned providing a public demo for preorder customers. I feel if i
preorder I should get a license key or something that unlocks a little
more content besides just the two levels in the public demo. Content
could be the cutscenes, extra levels, but if I'm going to pay for the
game I just feel I should get something other than just the public
demo everyone else gets. Just my thoughts.

Cheers!


On 11/9/11, Philip Bennefall phi...@blastbay.com wrote:

Hi all,

I'm really very happy with the response I received for the game audio demo
of Perilous Hearts, and so I wanted to ask the community a question. Would
you consider placing a preorder for this game if the possibility was 
there?
I know that the history of game preorders has been rocky in this 
community,

but the difference in my case would be that you would agree to a small
contract before ordering that basically would say:

1. You get a slightly discounted rate when you preorder.

2. We give you a definite release date. If the game is not released on 
this

exact date or earlier, within a 24 hour period, you are entitled to a full
refund.

3. You would not have any kind of special privilege when it comes to
requesting feature x, but I would certainly pay more attention to
suggestions from preorder users provided that I personally thought they 
were

good ones.

Naturally, if I went down this root I would put up a playable demo of the
game at the same time as I made preordering available. This would not
include all the cut scenes etc that the finished game will contain and it
would still use Sapi, but the game play would stretch as far as level 2
which is where the real demo will also end.

The reason I am considering this is because the funds for the game are
running out, and so I cannot justify spending a lot more money on it out 
of

my own pocket. But if I had some money from preorders I would be able to
invest that to make the game the best it can possibly be.

I would very much appreciate feedback on this.

Thanks!

Kind regards,

Philip Bennefall
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[Audyssey] star conquest soundpack for MT

2011-11-10 Thread Nick Helms
Hi all,
If anyone has the SC pack for MT, would you mind uploading it?
thanks,
Nick

-- 
Nick Helms
P.L.U.R.

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Re: [Audyssey] Perilous Hearts preorders?

2011-11-10 Thread Thomas Ward
Hi Philip,

Yes, that sounds fair. Just a little extra content for preordering
while not giving the entire game away.

Anyway, I did get your code snip for installing the keyboard hooks.
Thanks, that will be a big help. I also see as I use a lot of mouse
control I might want to hook the mouse as well.



On 11/10/11, Philip Bennefall phi...@blastbay.com wrote:
 Hi Thomas,

 yes, that makes sense. I could allow preorder users to play two more levels
 that are complete at this point, for instance. That would give a clear
 advantage when preordering, other than just the slightly reduced price.

 On an unrelated note, did you receive the code snippet I sent you to install
 the keyboard hook?

 Kind regards,

 Philip Bennefall

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Re: [Audyssey] walk throughs

2011-11-10 Thread Charles Rivard
Yeah, it does.  When I think of a walk through the first thing that comes 
to mind is someone showing you what's in an unfamiliar building.  Sort of an 
orientation of a dorm at a dog guide school or something like that.  Here's 
what we have to offer. or Here's what you might encounter while you are 
here.


---
Be positive!  When it comes to being defeated, if you think you're finished, 
you! are! finished!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 10, 2011 6:32 AM
Subject: Re: [Audyssey] walk throughs



Hi Charles,

Yes, that's exactly what I meant by walkthrough. I wasn't talking
about audio walkthroughs at all, but the written kind found on Game
FAQS, Game Spot, etc that give you step by step instructions how to
complete a puzzle, get past a certain trap, and other details that
spoil the sense of adventure and discovery for someone like me.

There is a big difference between an audio walkthrough and a written
walkthrough. With an audio walkthrough like Philip's audio demo of
Perilous Hearts a person can show off quite a bit of the game while
not giving all the secrets and puzles away. However, in the written
walkthrough for Sarah the solution for every single puzzle is
discribed in detail and anyone who wants too can read that before they
even start the game for the first time, and therefore pretty much know
everything there is to know without working at it. See my point?

I see your confusion here. Normally when you say walkthrough to a
mainstream gamer they assume the written kind which I described above.
Mention the term walkthrough to a blind gamer and apparently everyone
assumed I meant audio walkthrough which was not my intent. So hope
this message makes my point clear.

Cheers!

On 11/9/11, Charles Rivard wee1s...@fidnet.com wrote:

I wonder if the kind of walk through you are thinking about is along the
line of what comes as part of the documentation of Sarah and the Castle 
of

Witchcraft and Wizardry?  Phil?

---
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finished,

you! are! finished!


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Re: [Audyssey] Swamp reflections.

2011-11-10 Thread Dakotah Rickard
Wrong protocol or connection state.

That's the error that shows up with an ok button. There's another
error, which I keep forgetting to look at in the log file, that just
closes the program.

Signed:
Dakotah Rickard

On 11/10/11, Christopher Bartlett themusicalbre...@gmail.com wrote:
 I had a hard exit to Windows crash yesterday as well.  I've looked at the
 debug.txt file and it had registered a whole bunch of errors, but without
 time stamps I couldn't tell if they were a cascade failure from a single
 problem or small things that happened over time.

   Chris Bartlett


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Jeremy Kaldobsky
 Sent: Thursday, November 10, 2011 3:26 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Swamp reflections.

 Have you tried checking the debuglog.txt file after it crashes?  It might
 give you some additional clues about the cause.

 Hi.

 My router reserves dhcp addresses, so if power goes out,
 what ever, it still forwards any forwarded ports to the
 proper target.

 Regarding what you said about being pretty stable, I have
 one strange problem I've been having. Occasionally swamp
 just closes for me, Can I find out what caused it? I just
 crashed it and haven't restarted it. The error was something
 about missing protocol or some such. I'm afraid I was a
 little flustered and didn't think to take careful attention
 to what it said until now. It crashed for me twice today. I
 wonder if it's my internet? I've been having internet issues
 anyway. I think it's crashing hard like tha when it loses
 conectivity.



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Re: [Audyssey] audyssey plus or extra

2011-11-10 Thread Kelly Sapergia

Hi Shaun and All,

I like the idea of there being a podcast for the magazine, and would be 
interested in helping out with it if possible. I personally believe that 
podcasts should be produced as professionally as possible (i.e. good 
editing, music, etc.) I know that's what I try to do with my own podcast and 
reviews. Regarding Magnatune, you can use their music in a podcast, but I 
believe you have to have a paid membership in order to obtain their files.


Hope this helps.

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

Personal Website: www.ksapergia.net
Business Website: www.kjsproductions.com


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Re: [Audyssey] Perilous Hearts preorders?

2011-11-10 Thread Thomas Ward
Hi Dark,

Agreed. Giving this community an exact day of release could be
dangerous as there could be some unforeseen delays between now and
then. It is better to give a general idea like January 2012 which
gives the developer a window of 31 days in which to meet the deadline.
Releasing sooner than later is not always better, because we want to
make sure the game is stable, has been fully tested, and most issues
and potential bugs are resolved on the release date. If you give a
specific date/time to release and find out at the 11th hour there is a
problem your prepaid customers will scream bloody murder if their is a
valid delay due to some unforeseen bug or issue that came up at the
last moment.

I know my situation is different, but Montezuma's Revenge is a classic
case of how the unexpected can happen litterally at the 11th hour. I
had the game 90% complete, was just adding the final six levels to
1.0, when I got a letter to sease and desist development based on a
copyright claim from Utopia. I royally got screwed over because of
that, and I'm glad I hadn't gave a specific date/time of release
because when that happened there was no way I could have met it
because the situation was a complete mess.

Obviously, this wouldn't happen to Philip, but there are always things
that can go wrong at the 11th hour.His computer could crash, a last
minute bug pops up in the game, whatever. Its always smarter to cover
your backside if your a single developer, because you don't have any
idea what might happen between now and your target date.

Just this year I have had a horrible run of bad luck. Two unexpected
deaths in the family, been sick quite a lot, as well as a few other
personal issues that interrupted my own schedule. Some things like
that can't be helped, and I'm glad I'm not forced into meeting some
exact release date/time or I'd be screwed.

Cheers!



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

 Even though my last preorder, airik the clerric didn't work out particularly
 well owing to the stupid windows xp bug, I can be certain that perilous
 hearts will! run without problems sinse it uses bgt which I know is fine.

 On this basis I'd be happy to preorder myself. However, Might I suggest
 rather than saying The game will be out on this day or your money back you
 might want to offer something that gives you a litle more lee way in case of
 flood, fire, crashes or something else.

 Something like the game will be out by the end of January 2012 or your
 money back picking the month of the game release rather than a day.

 This covers you in case of accidents of one sort or another and will
 hopefully prevent all the whiners starting up if an accident does happen.

 Other than that, I'd hate to see the game not get it's ful attention due to
 lack of funds, so would be glad to contribute financially with a preorder.

 Beware the grue!

 Dark.

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Re: [Audyssey] audyssey plus or extra

2011-11-10 Thread Thomas Ward
Hi,

I like that. A name like Paudyssey would make sense. I know there are
sites like Paudio books. Which does audio books vial podcasts. This
would fit in with the entire podcasting theme.

How I see the show format would be something like main menu's setup.
You have a host who gives the news, and then you would have game
reviews, demonstrations, etc done by the community itself. Just like
Main Menu's format. Its one that works out well for them, and would
probably work for us as well.

Cheers!


On 11/9/11, Ron Schamerhorn blindwon...@cogeco.ca wrote:
 Hi Shaun

   I was actually thinking the name Podessey would be rather appropriate for
 a project like this.
   I'm guessing we'd leave it open for contributions from everyone in the
 community.



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Re: [Audyssey] audyssey plus or extra

2011-11-10 Thread Thomas Ward
Hi Shaun,


Well, if you need someone to do post production such as editing I can
certainly do that. I have both Goldwave 5.58 and SoundForge 10. I
might be able to obtain theme music etc as well assuming we actually
go ahead with this.

Cheers!


On 11/10/11, shaun everiss sm.ever...@gmail.com wrote:
 Hmm tom.
 Well I have a plantronics mic, its got low noise.
 I can only record it or the real tech card so I can't mix things like
 I can with the analog stuff.
 if you are thinking of handling full hosting, but need samples I have a few.
 Firstly check out technology.jaredrimer.net
 There are some casts there I did stuff in, I have some casts, and
 another project I semi mixed for digital talking books I never
 released its a bit bitty as it went with a mixture of the cheaper
 mics I had on the sound card, other people's stuff and so on and so forth.
 I guess I could send you my bits, as an early example.
 I have a few casts but since I recently started recording archives of
 my casts, there may be more around.
 Email t...@menvi.org and tell jared I sent you to him, i have been
 doing podcasts with him for the last 2 years or so though it is by no
 means continous.
 Outside this I have got a certifficate in broadcasting intro so if
 that means much.
 Equipment wise I have this box with the realtech, the plantronics,
 and a loud sounding ms lifecam unit.
 I have a soni ux60 digital recorder and some subs, though obviously
 full stereo is something I can't get.
 I don't have any mixer or know how to record 2 cards at once.
 I have studio recorder, and audacity, but since most of that was free
 or given to me I don't really have much over that.
 Right now I have shoved the draft to the forums.
 on audiogames.net.
 I can now you have shown interest in putting up the samples I have,
 However take into concideration this is a home studio, I have little
 space, sertainly I can't fit anymore on this desk, and I don't have
 the cash to really get mega good but its good enough for what I
 needed the mic was the only extra thing I got, but even so, we will see.
 Right now I am waiting for a few more takers on this idea.
 i will put samples up or at least pack them.
 Over that I have never made any real pro casts at all.

 At 05:30 a.m. 9/11/2011 -0500, you wrote:
Hi Shaun,

I'm in a position to solve all of your problems here, but I'd like to
see some samples of the show before I commit to a project like this. I
think that an audio podcast in of itself is a good idea, but we need
someone semi-professional to host it and someone with the right
equipment to record and edit the shows. I've heard some really
professional podcasts in my time, and I've heard some that sound like
crap. Obviously, the more professional sounding we can get the show to
sound the more I'm in favor of donating web space etc for the project.

As for a subdomain of Audyssey.org I'm pretty sure that won't work.
For one thing there is no space on the webserver to host the casts,
unless they are hosted elsewhere,  and Raul would have to grant me
access to the control panel to create the subdomain and install
Wordpress, etc.

As for Wordpress that's no problem. As you know I have my own
Wordpress blog so I've had personal experience setting up and managing
a Wordpress blog. All I need to know where to put it and have access
to MySQL so I can create the databases etc you'll need for the blog
users and admins.

Alternatively, you might consider using a wiki instead. That way users
can edit the pages as needed, add articles, posts, whatever is
required as long as they have edit privlages. Any thoughts on that?

As for donating you'll probably want something like a Paypal IPN
script which will allow people to pay via Paypal to whomever will end
up running the podcast. I've got such IPN scripts written in php, but
they'd have to be modified as I primarily designed them for USA Games
sales and ordering rather than donations.

As for your equipment problem goes I don't want to sound rude, but if
you don't have the right equipment to do this then you probably aren't
the right person for the job. I understand you are eager to help,
interested in kicking this podcast off, etc however having the
equipment and someone who can talk without interjecting ah's, oh's,
um's, etc is essential in my book in putting together a
semi-professional podcast. That's how I see it.

For instance, I won't host the podcast myself simply because I don't
fit the requirements for a commentator. For one thing I have never had
something of a great voice to begin with, but a few years ago I had
some nerve damage to my face which makes it difficult for me to talk
clearly. Sometimes my words are slurred or come out sounding mumbled
because its hard to get my mouth to speak words clearly. As a result I
don't think I would make a very good commentator.

In short, knowing what we each can bring to this project and what
areas we aren't very good at will insure we find the right people for
each 

Re: [Audyssey] Perilous Hearts preorders?

2011-11-10 Thread dark

Hi Tom.

Well your situation was not merely a preorder problem, but an issue with the 
hole game, and while certainly a very dire situation and frankly stupid, 
wasn't what I was thinking of particularly when making the suggestion. When 
Liam released judgement day. If I remember rightly, he had the game ready to 
go, had given a release date but literally as he was finalizing the upload, 
there was a massive flood in his basement which meant he had to completely 
move all his computer related stuff, reorganize his basement and I believe 
even get some new hardware in some cases.


This all delayed the game by about 3 days I believe. No problem, any 
reasonable person would've understood, but i'd be willing to bet that if 
someone had paid money for the game when it didn't appear that! exact day 
there would be some idiot complaining,  heck there were a few complaints 
at the time I believe and that was after Liam had merely made the 
announcement.


A month on the other hand gives plenty of space, and should avoid these 
sorts of problems.


Beware the grue!

dark.


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Re: [Audyssey] audyssey plus or extra

2011-11-10 Thread dark

I like that idea myself, sinse then it'd be far easier to submit stuff.

blind cool tech just doesn't seem as reliable as it used to,  they never 
in fact posted my smugglers 3 review at all when I sent it and indeed some 
of my older game reviews have disappeared too (I'll stick them on sendspace, 
but stil it's irritating).


Thus maybe it's time for something game specific, and the main menue format 
works well.


My only concerns are firstly, how difficult this will be for the hoster to 
commit to posting every three months etc, sinse it'd not be good if the pod 
cast started and then stopped, and secondly whether the older episodes can 
be perminantly archived somewhere so that they are always available.


Provided these things are dealt with I think it could be a good thing indeed 
and may even contribute something myself if I can.


Beware the grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 10, 2011 3:29 PM
Subject: Re: [Audyssey] audyssey plus or extra



Hi,

I like that. A name like Paudyssey would make sense. I know there are
sites like Paudio books. Which does audio books vial podcasts. This
would fit in with the entire podcasting theme.

How I see the show format would be something like main menu's setup.
You have a host who gives the news, and then you would have game
reviews, demonstrations, etc done by the community itself. Just like
Main Menu's format. Its one that works out well for them, and would
probably work for us as well.

Cheers!


On 11/9/11, Ron Schamerhorn blindwon...@cogeco.ca wrote:

Hi Shaun

  I was actually thinking the name Podessey would be rather appropriate 
for

a project like this.
  I'm guessing we'd leave it open for contributions from everyone in the
community.



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Re: [Audyssey] audyssey plus or extra

2011-11-10 Thread David Mehler
Hi,

I'll add my vote both to Thomas's comment on the main menu format, I
like their format and it works well for me, I believe it would be good
for the community, and to Kelly and Thomas and say that I much rather
prefer a professionally done podcast, I don't expect a perfect one, I
mean while your making it if you ohm or drop something or whatever or
the phone rings or the IM client goes off because you forgot to shut
it down, that's fine, but post production edit that out, I can also
help with this. I've got goldwave 5.58, audacity, and a demo of Sound
forge 10.

Hth
Dave.

On 11/10/11, Thomas Ward thomasward1...@gmail.com wrote:
 Hi,

 I like that. A name like Paudyssey would make sense. I know there are
 sites like Paudio books. Which does audio books vial podcasts. This
 would fit in with the entire podcasting theme.

 How I see the show format would be something like main menu's setup.
 You have a host who gives the news, and then you would have game
 reviews, demonstrations, etc done by the community itself. Just like
 Main Menu's format. Its one that works out well for them, and would
 probably work for us as well.

 Cheers!


 On 11/9/11, Ron Schamerhorn blindwon...@cogeco.ca wrote:
 Hi Shaun

   I was actually thinking the name Podessey would be rather appropriate
 for
 a project like this.
   I'm guessing we'd leave it open for contributions from everyone in the
 community.



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Re: [Audyssey] audyssey plus or extra

2011-11-10 Thread Thomas Ward
Hi Dark,

I've been thinking about those issues. I'm pretty sure I can take care
of those issues if needed.

As far as submitting content if I were the editor of the show I could
take submissions via Dropbox, Sendspace, or Rapidshare, edit the
submissions, and put them into an hour long show on  a monthly or
quarterly basis then put them on the host site.

As far as archiving goes my own web space isn't quite up to holding
several shows, but I could use a Sendspace Max account with 100 GB of
space to store the show's archives.  That would work out for everyone
as there would be lots of space for archives and I would get Sendspace
Max points for every archive downloaded helping to contribute to the
financial needs of the podcast. Then, all we would need is a place to
put up the podccasts pages and news. Any thoughts?

Cheers!


On 11/10/11, dark d...@xgam.org wrote:
 I like that idea myself, sinse then it'd be far easier to submit stuff.

 blind cool tech just doesn't seem as reliable as it used to,  they never
 in fact posted my smugglers 3 review at all when I sent it and indeed some
 of my older game reviews have disappeared too (I'll stick them on sendspace,
 but stil it's irritating).

 Thus maybe it's time for something game specific, and the main menue format
 works well.

 My only concerns are firstly, how difficult this will be for the hoster to
 commit to posting every three months etc, sinse it'd not be good if the pod
 cast started and then stopped, and secondly whether the older episodes can
 be perminantly archived somewhere so that they are always available.

 Provided these things are dealt with I think it could be a good thing indeed
 and may even contribute something myself if I can.

 Beware the grue!

 Dark.
 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, November 10, 2011 3:29 PM
 Subject: Re: [Audyssey] audyssey plus or extra


 Hi,

 I like that. A name like Paudyssey would make sense. I know there are
 sites like Paudio books. Which does audio books vial podcasts. This
 would fit in with the entire podcasting theme.

 How I see the show format would be something like main menu's setup.
 You have a host who gives the news, and then you would have game
 reviews, demonstrations, etc done by the community itself. Just like
 Main Menu's format. Its one that works out well for them, and would
 probably work for us as well.

 Cheers!


 On 11/9/11, Ron Schamerhorn blindwon...@cogeco.ca wrote:
 Hi Shaun

   I was actually thinking the name Podessey would be rather appropriate
 for
 a project like this.
   I'm guessing we'd leave it open for contributions from everyone in the
 community.



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Re: [Audyssey] audyssey plus or extra

2011-11-10 Thread David Mehler
Hi,

If all we need is a place for the podcast pages I can handle that. I
can put together a cms-base, that seems to be from comments I've read
what people prefer, either a wordpress or drupal site. If it's drupal
I can manage that, wordpress i'm not so good at yet. We'd also have
email, from the domain I can do that as well, and we can link in to
Thomas's sendspace account.

Dave

On 11/10/11, Thomas Ward thomasward1...@gmail.com wrote:
 Hi Dark,

 I've been thinking about those issues. I'm pretty sure I can take care
 of those issues if needed.

 As far as submitting content if I were the editor of the show I could
 take submissions via Dropbox, Sendspace, or Rapidshare, edit the
 submissions, and put them into an hour long show on  a monthly or
 quarterly basis then put them on the host site.

 As far as archiving goes my own web space isn't quite up to holding
 several shows, but I could use a Sendspace Max account with 100 GB of
 space to store the show's archives.  That would work out for everyone
 as there would be lots of space for archives and I would get Sendspace
 Max points for every archive downloaded helping to contribute to the
 financial needs of the podcast. Then, all we would need is a place to
 put up the podccasts pages and news. Any thoughts?

 Cheers!


 On 11/10/11, dark d...@xgam.org wrote:
 I like that idea myself, sinse then it'd be far easier to submit stuff.

 blind cool tech just doesn't seem as reliable as it used to,  they
 never
 in fact posted my smugglers 3 review at all when I sent it and indeed some
 of my older game reviews have disappeared too (I'll stick them on
 sendspace,
 but stil it's irritating).

 Thus maybe it's time for something game specific, and the main menue
 format
 works well.

 My only concerns are firstly, how difficult this will be for the hoster to
 commit to posting every three months etc, sinse it'd not be good if the
 pod
 cast started and then stopped, and secondly whether the older episodes can
 be perminantly archived somewhere so that they are always available.

 Provided these things are dealt with I think it could be a good thing
 indeed
 and may even contribute something myself if I can.

 Beware the grue!

 Dark.
 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, November 10, 2011 3:29 PM
 Subject: Re: [Audyssey] audyssey plus or extra


 Hi,

 I like that. A name like Paudyssey would make sense. I know there are
 sites like Paudio books. Which does audio books vial podcasts. This
 would fit in with the entire podcasting theme.

 How I see the show format would be something like main menu's setup.
 You have a host who gives the news, and then you would have game
 reviews, demonstrations, etc done by the community itself. Just like
 Main Menu's format. Its one that works out well for them, and would
 probably work for us as well.

 Cheers!


 On 11/9/11, Ron Schamerhorn blindwon...@cogeco.ca wrote:
 Hi Shaun

   I was actually thinking the name Podessey would be rather appropriate
 for
 a project like this.
   I'm guessing we'd leave it open for contributions from everyone in the
 community.



 ---
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Re: [Audyssey] require cheat codes and key bord commands forGMAtankcommander

2011-11-10 Thread Thomas Ward
Hi,

Um, animal trucks? Do you mean the ammo trucks?

To take out the ammo trucks you need to close to 500 meters or less
and shoot them with your machine gun. once they crash you can move in
closer and pick up the ammo laying on the ground near the crashed
truck.


On 11/9/11, austin pinto austinpinto.xavi...@gmail.com wrote:
 hi all i finily managed to pass stage1 of tank commander without
 cheets its real fun but i am having problem in stage 2 ive distroied
 all the 4 tanks but cant spot and distroi the animal truks can any1
 please! Help me with how to spot and distroy the animal truks

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

 Well as I said cheats were a thing I used fairly constantly on the amigar
 sinse a lot were available, but as I've grown up I pretty much stopped
 that
 precisely because it's more satisfying to play without as you said.

 In roleplay terms it is irritating, though to be honest the thing I
 dislike
 most in tabletop games are people who play them as if they were automated
 and just minimax their characters choosing only the best abilities and
 skills combo without any thought of what their character actually does.
 The
 interest in a tabletop game should be dynamic story and character
 interaction with the rules and dice used as an aide to story telling
 rather
 than them being just the point of the game as some people seem to think
 they
 are.

 Getting back to computer games though, I'll admit I do use walkthroughs,
 though usually in my case I use them to substitute for game instructions
 and
 item descriptions or as aides for game text. Mega man zero would've been
 impossible to play without walkthroughs, sinse it has about 70 different
 items all of which appear pretty jumbled on the select screen, so if I
 didn't check the faq and see what items were in the next level and where
 they were I wouldn't know what I'd found, and that's not counting the
 mission select, menues and dialogue sequences in the game.

 metroid zero mission on the other hand I finished for the first time
 without
 the aide of any walkthru, and only checked one when i was going for a 100
 percent items run, ditto with super castlevania.

 The first game I ever read a walkthru for was mega man x 2 on the snes,
 however I'd got catagorically rustrated with the game up to that point
 after
 playing for a solid six months, pluss I didn't actually realize I'd
 already
 found some of the key items sinse they made the same pickup sound as when
 you got an extra life.

 These days I actually read some walkthroughs just for fun and to see how
 other people tackle bits of various games.

 All the best,

 Dark.


 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to
 gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
 http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
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 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.



 --
 austin pinto
 email austinpinto.xavi...@gmail.com
 alternat email austin.pi...@hotmail.com
 facebook www.facebook.com/austinpinto.xaviers
 orkut www.orkut.com/austinpinto.xaviers
 twitter www.twitter.com/austinmpinto

 join me on google +
 surch for +austin

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


Re: [Audyssey] require cheat codes and key bord commands forGMAtankcommander

2011-11-10 Thread Thomas Ward
Hi Dark,

Yeah, I understand that to a point. I use to play various games when I
was younger with cheat codes too, but I realised at some point the
reason I was losing interest in said games is because the cheats took
away the replay value and fun of the game.

For instance, I might have been playing Star Wars: Dark Forces and use
the invincibility cheat. In one way it was amusing to throw a thermal
detonator and stand by it while it explodes, killing all the storm
troopers and not get a scratch. On the other hand there was no
challenge taking out the dark troopers when I could unload unlimited
ammo into them and not take a scratch no matter what they hit me with.
it got quite boring after a while and I lost interest in the game. At
least until I played it without cheats and was forced to develop
strategies to fight the various enemies on a even playing field so to
speak. It made me think and plan through my moves carefully rather
than walk into a room blasters blazing without worrying about my
health.

As for the people who don't get into the roll playing game's story
I've seen those too. I think part of the problem there is that video
games have dulled or reduced some people's sense of creativity and
they play a table top game as they would a video game making the
storyline and characters secondary to completing the game with this or
that max skills. As for myself I take care in creating my custom
character as it makes the game more fun having an alternative identity
and strengths and weaknesses to deal with. I think that a lot of these
gamers forget nobody is perfect, even a game character, and he/she
must have weaknesses as well as strengths.

For instance, let's assume the person is playing the DC Universe RPG
game. Superman is undoubtedly the most powerful hero in the game.
However, if you are a bad guy and whip out some Kryptonite Superman is
hosed. That weakness makes it possible for human criminals like Lex
Luther, the Joker, Dr. Light, etc to even the odds of landing serious
damage during an attack roll. Some roll playing gamers forget the need
to build in some of these weaknesses when creating a character.

Cheers!




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

 Well as I said cheats were a thing I used fairly constantly on the amigar
 sinse a lot were available, but as I've grown up I pretty much stopped that
 precisely because it's more satisfying to play without as you said.

 In roleplay terms it is irritating, though to be honest the thing I dislike
 most in tabletop games are people who play them as if they were automated
 and just minimax their characters choosing only the best abilities and
 skills combo without any thought of what their character actually does. The
 interest in a tabletop game should be dynamic story and character
 interaction with the rules and dice used as an aide to story telling rather
 than them being just the point of the game as some people seem to think they
 are.

 Getting back to computer games though, I'll admit I do use walkthroughs,
 though usually in my case I use them to substitute for game instructions and
 item descriptions or as aides for game text. Mega man zero would've been
 impossible to play without walkthroughs, sinse it has about 70 different
 items all of which appear pretty jumbled on the select screen, so if I
 didn't check the faq and see what items were in the next level and where
 they were I wouldn't know what I'd found, and that's not counting the
 mission select, menues and dialogue sequences in the game.

 metroid zero mission on the other hand I finished for the first time without
 the aide of any walkthru, and only checked one when i was going for a 100
 percent items run, ditto with super castlevania.

 The first game I ever read a walkthru for was mega man x 2 on the snes,
 however I'd got catagorically rustrated with the game up to that point after
 playing for a solid six months, pluss I didn't actually realize I'd already
 found some of the key items sinse they made the same pickup sound as when
 you got an extra life.

 These days I actually read some walkthroughs just for fun and to see how
 other people tackle bits of various games.

 All the best,

 Dark.


 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to
 gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
 http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
 All messages are archived and can be searched and read at
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 If you have any questions or concerns regarding the management of the list,
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All messages are 

Re: [Audyssey] audyssey plus or extra

2011-11-10 Thread john
I'm not sure how useful this would be, but I've currently got 
over a terabite of unused space on my laptop and desktop, so I 
could hold onto some files if need be. I don't have a sharing 
service such as dropbox though, so that could impact thing 
significantly. Anyhow, let me know if there's anything I can do 
to help.


- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Thu, 10 Nov 2011 10:53:15 -0500
Subject: Re: [Audyssey] audyssey plus or extra

Hi Dark,

I've been thinking about those issues. I'm pretty sure I can take 
care

of those issues if needed.

As far as submitting content if I were the editor of the show I 
could

take submissions via Dropbox, Sendspace, or Rapidshare, edit the
submissions, and put them into an hour long show on  a monthly or
quarterly basis then put them on the host site.

As far as archiving goes my own web space isn't quite up to 
holding
several shows, but I could use a Sendspace Max account with 100 
GB of
space to store the show's archives.  That would work out for 
everyone
as there would be lots of space for archives and I would get 
Sendspace
Max points for every archive downloaded helping to contribute to 
the
financial needs of the podcast. Then, all we would need is a 
place to

put up the podccasts pages and news. Any thoughts?

Cheers!


On 11/10/11, dark d...@xgam.org wrote:
I like that idea myself, sinse then it'd be far easier to submit 
stuff.


blind cool tech just doesn't seem as reliable as it used to, 
 they never
in fact posted my smugglers 3 review at all when I sent it and 
indeed some
of my older game reviews have disappeared too (I'll stick them 
on sendspace,

but stil it's irritating).

Thus maybe it's time for something game specific, and the main 
menue format

works well.

My only concerns are firstly, how difficult this will be for the 
hoster to
commit to posting every three months etc, sinse it'd not be good 
if the pod
cast started and then stopped, and secondly whether the older 
episodes can
be perminantly archived somewhere so that they are always 
available.


Provided these things are dealt with I think it could be a good 
thing indeed

and may even contribute something myself if I can.

Beware the grue!

Dark.
- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 10, 2011 3:29 PM
Subject: Re: [Audyssey] audyssey plus or extra


Hi,

I like that. A name like Paudyssey would make sense. I know 
there are
sites like Paudio books. Which does audio books vial podcasts. 
This

would fit in with the entire podcasting theme.

How I see the show format would be something like main menu's 
setup.

You have a host who gives the news, and then you would have game
reviews, demonstrations, etc done by the community itself. Just 
like
Main Menu's format. Its one that works out well for them, and 
would

probably work for us as well.

Cheers!


On 11/9/11, Ron Schamerhorn blindwon...@cogeco.ca wrote:
Hi Shaun

  I was actually thinking the name Podessey would be rather 
appropriate

for
a project like this.
  I'm guessing we'd leave it open for contributions from 
everyone in the

community.



---
Gamers mailing list __ Gamers@audyssey.org
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All messages are archived and can be searched and read at
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of the

list,
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Re: [Audyssey] require cheat codes and key bord commandsforGMAtankcommander

2011-11-10 Thread john
One thing I should probably have mentioned (thanks for the 
reminder Thomas) is that while you an hit the trucks with 
anything (cruse missile if you've got the ammo and want multiple 
gone at once) you can *only* pick up the ammo the truck had if 
you use the machine gun. With experience, you can decide whether 
or not you want each truck, as the contents are not random.


- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Thu, 10 Nov 2011 11:35:27 -0500
Subject: Re: [Audyssey] require cheat codes and key bord 
commandsforGMAtankcommander


Hi,

Um, animal trucks? Do you mean the ammo trucks?

To take out the ammo trucks you need to close to 500 meters or 
less
and shoot them with your machine gun. once they crash you can 
move in

closer and pick up the ammo laying on the ground near the crashed
truck.


On 11/9/11, austin pinto austinpinto.xavi...@gmail.com wrote:
hi all i finily managed to pass stage1 of tank commander without
cheets its real fun but i am having problem in stage 2 ive 
distroied
all the 4 tanks but cant spot and distroi the animal truks can 
any1

please! Help me with how to spot and distroy the animal truks

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

Well as I said cheats were a thing I used fairly constantly on 
the amigar
sinse a lot were available, but as I've grown up I pretty much 
stopped

that
precisely because it's more satisfying to play without as you 
said.


In roleplay terms it is irritating, though to be honest the 
thing I

dislike
most in tabletop games are people who play them as if they were 
automated
and just minimax their characters choosing only the best 
abilities and
skills combo without any thought of what their character 
actually does.

The
interest in a tabletop game should be dynamic story and 
character
interaction with the rules and dice used as an aide to story 
telling

rather
than them being just the point of the game as some people seem 
to think

they
are.

Getting back to computer games though, I'll admit I do use 
walkthroughs,
though usually in my case I use them to substitute for game 
instructions

and
item descriptions or as aides for game text. Mega man zero 
would've been
impossible to play without walkthroughs, sinse it has about 70 
different
items all of which appear pretty jumbled on the select screen, 
so if I
didn't check the faq and see what items were in the next level 
and where
they were I wouldn't know what I'd found, and that's not 
counting the

mission select, menues and dialogue sequences in the game.

metroid zero mission on the other hand I finished for the first 
time

without
the aide of any walkthru, and only checked one when i was going 
for a 100

percent items run, ditto with super castlevania.

The first game I ever read a walkthru for was mega man x 2 on 
the snes,
however I'd got catagorically rustrated with the game up to that 
point

after
playing for a solid six months, pluss I didn't actually realize 
I'd

already
found some of the key items sinse they made the same pickup 
sound as when

you got an extra life.

These days I actually read some walkthroughs just for fun and to 
see how

other people tackle bits of various games.

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.



--
austin pinto
email austinpinto.xavi...@gmail.com
alternat email austin.pi...@hotmail.com
facebook www.facebook.com/austinpinto.xaviers
orkut www.orkut.com/austinpinto.xaviers
twitter www.twitter.com/austinmpinto

join me on google +
surch for +austin

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Re: [Audyssey] Perilous Hearts preorders?

2011-11-10 Thread shaun everiss

that sounds fair to fill.
At 09:54 a.m. 10/11/2011 -0500, you wrote:

Hi Philip,

Yes, that sounds fair. Just a little extra content for preordering
while not giving the entire game away.

Anyway, I did get your code snip for installing the keyboard hooks.
Thanks, that will be a big help. I also see as I use a lot of mouse
control I might want to hook the mouse as well.



On 11/10/11, Philip Bennefall phi...@blastbay.com wrote:
 Hi Thomas,

 yes, that makes sense. I could allow preorder users to play two more levels
 that are complete at this point, for instance. That would give a clear
 advantage when preordering, other than just the slightly reduced price.

 On an unrelated note, did you receive the code snippet I sent you 
to install

 the keyboard hook?

 Kind regards,

 Philip Bennefall

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Re: [Audyssey] walk throughs

2011-11-10 Thread shaun everiss

I aggree with you dave.
Also if you buy a game or pack of them like I do, you play the games 
in different ways.
Ie sod level3 difficulty I can play ok but I do cheat at points, the 
guy with the 2 guns or the 2 guys with guns, the disterbence and the 
blobs ocationally as I like to blow people away etc.

At 09:01 a.m. 10/11/2011 -0500, you wrote:

Hello,

When it comes to me and game walkthroughs I listen to them both to see
how others play the game and for an insite in to the game itself.
Reading game descriptions and a manual is good for a game overview,
but for me there's a lot more to a game than replay value. Some games
I've looked at the quality of sound effects or voice overs has been a
turn off, and listening to the walkthroughs gives me that information,
telling me if the game is a purchase or not.

Dave.


On 11/10/11, shaun everiss sm.ever...@gmail.com wrote:
 I aggree on that.
 At 07:04 a.m. 9/11/2011 -0800, you wrote:
Although I can get tips on how to get through games by listening to
them, I listen to walk throughs just to see how other people play
the games, and I think they are just fun to listen to.


---
Be positive!  When it comes to being defeated, if you think you're
finished, you! are! finished!
- Original Message - From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 09, 2011 1:44 AM
Subject: Re: [Audyssey] require cheat codes and key bord
commandsforGMAtankcommander


Hi tom.

Well as I said cheats were a thing I used fairly constantly on the
amigar sinse a lot were available, but as I've grown up I pretty
much stopped that precisely because it's more satisfying to play
without as you said.

In roleplay terms it is irritating, though to be honest the thing I
dislike most in tabletop games are people who play them as if they
were automated and just minimax their characters choosing only the
best abilities and skills combo without any thought of what their
character actually does. The interest in a tabletop game should be
dynamic story and character interaction with the rules and dice
used as an aide to story telling rather than them being just the
point of the game as some people seem to think they are.

Getting back to computer games though, I'll admit I do use
walkthroughs, though usually in my case I use them to substitute
for game instructions and item descriptions or as aides for game
text. Mega man zero would've been impossible to play without
walkthroughs, sinse it has about 70 different items all of which
appear pretty jumbled on the select screen, so if I didn't check
the faq and see what items were in the next level and where they
were I wouldn't know what I'd found, and that's not counting the
mission select, menues and dialogue sequences in the game.

metroid zero mission on the other hand I finished for the first
time without the aide of any walkthru, and only checked one when i
was going for a 100 percent items run, ditto with super castlevania.

The first game I ever read a walkthru for was mega man x 2 on the
snes, however I'd got catagorically rustrated with the game up to
that point after playing for a solid six months, pluss I didn't
actually realize I'd already found some of the key items sinse they
made the same pickup sound as when you got an extra life.

These days I actually read some walkthroughs just for fun and to
see how other people tackle bits of various games.

All the best,

Dark.


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If you want to 

Re: [Audyssey] audyssey plus or extra

2011-11-10 Thread shaun everiss

hi kelly.
Well aparently you can get it for free if you have a podcast and send 
it to them for review I run another tech cast that has this I think, 
you get a special code when buying.
But thats only 1 option there is enough music round I could sertainly 
freely use.

sites like iimusic, ptesquad, ubiktune, brainstorm or biglion to name a few.
Then there is that big 7gb archive of megaman tunes I got some time 
back, the stuff by onj louis synthstudio, queststudios though thats 
in midi, arfy and probably others that I probably have round so in 
that reguard I have a lot of free to use material.
If you want to help though thats fine, I don't have the equipment you 
have and you could be a great asset to the team.
On that note sadly to say right now the audiogames forum has not 
pushed out many interested users though its early days.
Though litterally I posted a topic last night, one user asked me a 
question which I answered.
In the time I have been sleeping its moved a way down the fist page 
of new stuff.
I'll leave it for a few days more but unless I get some major 
interest in the next few weeks excluding christmas and such, with 
only 6 people being interested right now well the market is quite 
small but its only a day and most are still swamping anyway.

At 09:10 a.m. 10/11/2011 -0600, you wrote:

Hi Shaun and All,

I like the idea of there being a podcast for the magazine, and would 
be interested in helping out with it if possible. I personally 
believe that podcasts should be produced as professionally as 
possible (i.e. good editing, music, etc.) I know that's what I try 
to do with my own podcast and reviews. Regarding Magnatune, you can 
use their music in a podcast, but I believe you have to have a paid 
membership in order to obtain their files.


Hope this helps.

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

Personal Website: www.ksapergia.net
Business Website: www.kjsproductions.com


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Re: [Audyssey] audyssey plus or extra

2011-11-10 Thread shaun everiss

I like that idea.
Its the way I structured my digital talking book project I did for 
archives just to see if I could do it.
Unfortunately with only 1 voice contributer and 1 actual semi boring 
tour, a few things read by sapi, and little reviews at all even 
though I had 8 people interested only 3 actually contributed and only 
2 actually did any work the project was put up for release but never 
ever came out and is quite ancient and presumed failed though it was 
a good try at least with what I had then which is not all I have now.

Though its still not that much.
At 10:29 a.m. 10/11/2011 -0500, you wrote:

Hi,

I like that. A name like Paudyssey would make sense. I know there are
sites like Paudio books. Which does audio books vial podcasts. This
would fit in with the entire podcasting theme.

How I see the show format would be something like main menu's setup.
You have a host who gives the news, and then you would have game
reviews, demonstrations, etc done by the community itself. Just like
Main Menu's format. Its one that works out well for them, and would
probably work for us as well.

Cheers!


On 11/9/11, Ron Schamerhorn blindwon...@cogeco.ca wrote:
 Hi Shaun

   I was actually thinking the name Podessey would be rather appropriate for
 a project like this.
   I'm guessing we'd leave it open for contributions from everyone in the
 community.



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Re: [Audyssey] audyssey plus or extra

2011-11-10 Thread shaun everiss
My plan is to have an intro, a contents meaning I'd have to know what 
was going in the current file, then

I'd run each file.
Maybe have intros to each and comments, who rote it and opinions to 
all that, credits, and end.

Music and such.
One of the things we probably would need is an actual theme, start and end.
Another thing that crossed my mind now and which is rather beyond my 
capabilities though probably not essentual is some sort of audio games logo.

Which brings me to the next thing on the agenda for this morning.
What label will we be doing this under.
audyssey, blind games, audiogames.net or the ag forum, or a seperate 
label on podyssey.
Then there is actual copywrite, I assume we really don't want to 
quote a list of names, nbut then we need to put this to a community 
label or something.
There is licencing, I have had loads of stuff under the creative 
commans or gpl but have never bothered with actually reading and 
trying to understand those, so will have to decide what one we choose 
and what licence would be good for us.
We will have to avoid any music made by large record companies etc, 
but over that, as I said we shouldn't have to much hastle.
Regretably I don't have the equipment to make my own music, well at 
least not all and due to space probably won't for the forseaable  futurre.

At 03:43 p.m. 10/11/2011 +, you wrote:

I like that idea myself, sinse then it'd be far easier to submit stuff.

blind cool tech just doesn't seem as reliable as it used to,  
they never in fact posted my smugglers 3 review at all when I sent 
it and indeed some of my older game reviews have disappeared too 
(I'll stick them on sendspace, but stil it's irritating).


Thus maybe it's time for something game specific, and the main menue 
format works well.


My only concerns are firstly, how difficult this will be for the 
hoster to commit to posting every three months etc, sinse it'd not 
be good if the pod cast started and then stopped, and secondly 
whether the older episodes can be perminantly archived somewhere so 
that they are always available.


Provided these things are dealt with I think it could be a good 
thing indeed and may even contribute something myself if I can.


Beware the grue!

Dark.
- Original Message - From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 10, 2011 3:29 PM
Subject: Re: [Audyssey] audyssey plus or extra



Hi,

I like that. A name like Paudyssey would make sense. I know there are
sites like Paudio books. Which does audio books vial podcasts. This
would fit in with the entire podcasting theme.

How I see the show format would be something like main menu's setup.
You have a host who gives the news, and then you would have game
reviews, demonstrations, etc done by the community itself. Just like
Main Menu's format. Its one that works out well for them, and would
probably work for us as well.

Cheers!


On 11/9/11, Ron Schamerhorn blindwon...@cogeco.ca wrote:

Hi Shaun

  I was actually thinking the name Podessey would be rather appropriate for
a project like this.
  I'm guessing we'd leave it open for contributions from everyone in the
community.



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Re: [Audyssey] audyssey plus or extra

2011-11-10 Thread shaun everiss

wow dave this is good.
I think that clears one thing off my list, we have enough for editers here.
It would help me a great deal though  if  people started By making 
their stuff as good as they can at the start.


That is if they can do it.
Ie their stuff didn't need that much work to produce.
I think dispite  the level of interest being so low the comments from 
those that are really have inthusiasum  on this thing that we may be 
ready to begin maybe.
With this reguard we need to put out what is the best thing to do 
with sharing our content.

My first option is dropbox.
On the fly editing, etc.
The pros are we can get things on the fly and edit in realtime.
The cons, we could have people uploading off topic content.
One major advantage with the share  is that once shared anyone with 
the dropbox account can onshare.

Ie I could give someone a shared folder, they accept it.
Now they can continue to give that share out to whoever they want, we 
would probably have to have a set of rules like most of the test 
folders round the place.
Another way would be to have either password protected ftp access or 
public ftp for content.

Public means though people could upload offtopic things.
However it means that you don't get everything at once, however 
realtime is gone.

That brings up another point.
We really need some sort of mirroring system like coral distribution 
network or something or a bunch of users that can support either 
fully or partually the cast.

Servers go down and 2 or more mirrors are something that may have to go.
Depending on the space we have to fiddle with, we will have to have 
some sort of time frame where casts are left up and for someone or 
various people to check how much space we are using, etc.

Then the question arrises if we keep podcasts and work on the same server.
I know dave meller has 20gb total for our use persay, and that could 
be the work server.

Ofcause not everyone has an ftp client.
I have flash fxp and that can handle ftp and sftp but did cost me a bundle.

There is sendspace to but since links expire and the fact sendspace 
will overload at times it could slow things down some what.

Ideally the best system is dropbox for what we want.
We can have folders on the fly, ie a work folder for all work work.
Maybe a post production folder for done work, a crap folder for all 
the beta stuff maybe that is not done, etc etc.

and we can do that on the fly.
We would have to have a few people patrolling to make sure people 
don't delete important files, connflicted coppies excluded, etc, etc.
We would have to also have a chat folder where text files with 
communication would be sent its probably the best.


There then  comes the question of communication.
For what we are doing right now it will work, but  if we want to run 
any thing like skype or msn we will need some sort of  way to have 
everyone that needs to be on at once and that could become a problem.
My vote if we ever need this is to set a teamtalk server  or have a 
channel in one.
I know onj has a couple free servers and I can always ask for a 
perminant channel added to one of them if its ever needed maybe anyway.

Then we need to get what exactly the website will have.
My initual plan would be a blog with email posting, rss, and maybe a 
way to plug in to facebook and twitter for those that use that system 
since I don't.
Then maybe a wiki for text articles though I guess we could have 
accounts with the right privs for those that wants to post info etc.
I am still not sure if we should have our own forums, due to spam 
bots  fouling the audiogames forum I am a bit hesitant.
Due to klango forums being full of stuff, that and klango not playing 
youtube has pushed me away completely from that network else I'd 
bother with a group though people can still do that ofcause.


At 10:53 a.m. 10/11/2011 -0500, you wrote:

Hi,

I'll add my vote both to Thomas's comment on the main menu format, I
like their format and it works well for me, I believe it would be good
for the community, and to Kelly and Thomas and say that I much rather
prefer a professionally done podcast, I don't expect a perfect one, I
mean while your making it if you ohm or drop something or whatever or
the phone rings or the IM client goes off because you forgot to shut
it down, that's fine, but post production edit that out, I can also
help with this. I've got goldwave 5.58, audacity, and a demo of Sound
forge 10.

Hth
Dave.

On 11/10/11, Thomas Ward thomasward1...@gmail.com wrote:
 Hi,

 I like that. A name like Paudyssey would make sense. I know there are
 sites like Paudio books. Which does audio books vial podcasts. This
 would fit in with the entire podcasting theme.

 How I see the show format would be something like main menu's setup.
 You have a host who gives the news, and then you would have game
 reviews, demonstrations, etc done by the community itself. Just like
 Main Menu's format. Its one that works out well for them, and would
 

Re: [Audyssey] audyssey plus or extra

2011-11-10 Thread Thomas Ward
Hi,

Well, that doesn't really help, because we'd have to put the podcast
archives somewhere where everyone could get access to them. If we used
your hard drive as the archive it wouldn't work because we'd have to
install an ftp server on that computer, and then since you probably
have a standard account with your ISP there would be bandwidth
limitations on how much could be downloaded etc. Just not a vialble
solution in my opinion.

As for Dropbox accounts etc you can use a free account for that. All
of the file sharing services have a free user account for basic
sharing services and paid accounts for pros who wish to store a lot
more files than the normal user or people who download a lot of stuff
from the sharing service.

HTH


On 11/10/11, john jpcarnemo...@comcast.net wrote:
 I'm not sure how useful this would be, but I've currently got
 over a terabite of unused space on my laptop and desktop, so I
 could hold onto some files if need be. I don't have a sharing
 service such as dropbox though, so that could impact thing
 significantly. Anyhow, let me know if there's anything I can do
 to help.

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Re: [Audyssey] Swamp reflections.

2011-11-10 Thread Jeremy Kaldobsky
If you're getting that error message randomly as you play, it actually does 
sound like you are losing your internet connection for a short period of time.  
It would cause that exact error, though a few other things could also cause it, 
so we can't conclusively say this is due to a lost connection.

 Wrong protocol or connection state.
 
 That's the error that shows up with an ok button. There's
 another
 error, which I keep forgetting to look at in the log file,
 that just
 closes the program.
 
 Signed:
 Dakotah Rickard


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Re: [Audyssey] audyssey plus or extra

2011-11-10 Thread shaun everiss
hmmm that sounds like a plan, splitting the pages etc would be a good 
idea but I really have issue with sendspace.

That is splitting the pages from the file storage.
I guess it doesn't matter to much what we use as long as its usable.
I have had sites use open cms and although I have not had any 
experience with a cms I can use it.
Wordpress is what I have used though whatever if it has headings for 
everything then I guess I don't really mind.

I will leave setups till later today.
I will be going out for most of the day, but will leave it   so those 
that want to can discuss things.
There are loads of things to do before we even attempt to get the 
first content out.

Sites, mirrors, shares if any.
Licencing, logos, themes if any.
Blog and other things if any.
The actual list of people that can do things on a semi regular basis, etc, etc.
Rules for the share.
Rules for the general cast.
Checks for what happens if say pirated content is put up 
inadvertantly, or otherwise.
A fall back if for whatever reason it happens that something hacks 
in, spams us or generally gets me or others fouling the law, and the 
resulting mess if any.
As I may have mentioned in the forum the new laws here in this 
country are quite harsh, and falling foul of them in the way they are 
designed right now means that you are guilty from the start.

I would rather not get into that frame of mind.
But accept that things can drastically go belly up.
I just want the situation in my case its a 3 strike that if for 
whatever reason things go so far and totally foul without people 
noticing, ie I get a virus or something, etc, etc that we can handle it.
I don't want the situation where something happens and  I or whatever 
that gets it have no knowledge if something were to go a ry.
At 10:57 a.m. 10/11/2011 -0500, you wroAnd if that if it does go 
worst case that we can either clear it up or avoid the trap if at all possable.

te:

Hi,

If all we need is a place for the podcast pages I can handle that. I
can put together a cms-base, that seems to be from comments I've read
what people prefer, either a wordpress or drupal site. If it's drupal
I can manage that, wordpress i'm not so good at yet. We'd also have
email, from the domain I can do that as well, and we can link in to
Thomas's sendspace account.

Dave

On 11/10/11, Thomas Ward thomasward1...@gmail.com wrote:
 Hi Dark,

 I've been thinking about those issues. I'm pretty sure I can take care
 of those issues if needed.

 As far as submitting content if I were the editor of the show I could
 take submissions via Dropbox, Sendspace, or Rapidshare, edit the
 submissions, and put them into an hour long show on  a monthly or
 quarterly basis then put them on the host site.

 As far as archiving goes my own web space isn't quite up to holding
 several shows, but I could use a Sendspace Max account with 100 GB of
 space to store the show's archives.  That would work out for everyone
 as there would be lots of space for archives and I would get Sendspace
 Max points for every archive downloaded helping to contribute to the
 financial needs of the podcast. Then, all we would need is a place to
 put up the podccasts pages and news. Any thoughts?

 Cheers!


 On 11/10/11, dark d...@xgam.org wrote:
 I like that idea myself, sinse then it'd be far easier to submit stuff.

 blind cool tech just doesn't seem as reliable as it used to,  they
 never
 in fact posted my smugglers 3 review at all when I sent it and indeed some
 of my older game reviews have disappeared too (I'll stick them on
 sendspace,
 but stil it's irritating).

 Thus maybe it's time for something game specific, and the main menue
 format
 works well.

 My only concerns are firstly, how difficult this will be for the hoster to
 commit to posting every three months etc, sinse it'd not be good if the
 pod
 cast started and then stopped, and secondly whether the older episodes can
 be perminantly archived somewhere so that they are always available.

 Provided these things are dealt with I think it could be a good thing
 indeed
 and may even contribute something myself if I can.

 Beware the grue!

 Dark.
 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, November 10, 2011 3:29 PM
 Subject: Re: [Audyssey] audyssey plus or extra


 Hi,

 I like that. A name like Paudyssey would make sense. I know there are
 sites like Paudio books. Which does audio books vial podcasts. This
 would fit in with the entire podcasting theme.

 How I see the show format would be something like main menu's setup.
 You have a host who gives the news, and then you would have game
 reviews, demonstrations, etc done by the community itself. Just like
 Main Menu's format. Its one that works out well for them, and would
 probably work for us as well.

 Cheers!


 On 11/9/11, Ron Schamerhorn blindwon...@cogeco.ca wrote:
 Hi Shaun

   I was actually thinking the name 

Re: [Audyssey] Perilous Hearts preorders?

2011-11-10 Thread Cary
yeah but we're getting it before everyone else, which would be insentive
enough for me. *grin*
-Cary

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Thursday, November 10, 2011 07:41
To: Philip Bennefall; Gamers Discussion list
Subject: Re: [Audyssey] Perilous Hearts preorders?

Hi Philip,

Well, I for one trust you, and would probably be willing to pay for the game
as a preorder provided I have the funds to do so myself. With Christmas
around the corner I'm not sure how much I'd have to spend right now on a
game since I'm saving a little money for Christmas gifts as well as pay the
bills, buy food, etc.

The only point of disagreement I have with your plan below is you mentioned
providing a public demo for preorder customers. I feel if i preorder I
should get a license key or something that unlocks a little more content
besides just the two levels in the public demo. Content could be the
cutscenes, extra levels, but if I'm going to pay for the game I just feel I
should get something other than just the public demo everyone else gets.
Just my thoughts.

Cheers!


On 11/9/11, Philip Bennefall phi...@blastbay.com wrote:
 Hi all,

 I'm really very happy with the response I received for the game audio 
 demo of Perilous Hearts, and so I wanted to ask the community a 
 question. Would you consider placing a preorder for this game if the
possibility was there?
 I know that the history of game preorders has been rocky in this 
 community, but the difference in my case would be that you would agree 
 to a small contract before ordering that basically would say:

 1. You get a slightly discounted rate when you preorder.

 2. We give you a definite release date. If the game is not released on 
 this exact date or earlier, within a 24 hour period, you are entitled 
 to a full refund.

 3. You would not have any kind of special privilege when it comes to 
 requesting feature x, but I would certainly pay more attention to 
 suggestions from preorder users provided that I personally thought 
 they were good ones.

 Naturally, if I went down this root I would put up a playable demo of 
 the game at the same time as I made preordering available. This would 
 not include all the cut scenes etc that the finished game will contain 
 and it would still use Sapi, but the game play would stretch as far as 
 level 2 which is where the real demo will also end.

 The reason I am considering this is because the funds for the game are 
 running out, and so I cannot justify spending a lot more money on it 
 out of my own pocket. But if I had some money from preorders I would 
 be able to invest that to make the game the best it can possibly be.

 I would very much appreciate feedback on this.

 Thanks!

 Kind regards,

 Philip Bennefall
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Re: [Audyssey] audyssey plus or extra

2011-11-10 Thread shaun everiss

I was not sugesting we use my resources for the archival.
that would in fact be quite a bad idea.
It being a home connection and all.
Dropbox would only be for the work, any completed stuff would have to 
go to the places or place where it should go when finally up.
I am sorry if I was unclear on that point but no, I never meant 
dropbox to archive the cast.

For one thing, dropbox public links do overload at some point.
and another I really don't want to use hard drive space for it or 
could run the system 24'7 even if I did.
This is a home networrk and unless everyone that contributed payed me 
something like 20-30 bucks a month it wouldn't work anyway.

At 01:16 p.m. 10/11/2011 -0500, you wrote:

Hi,

Well, that doesn't really help, because we'd have to put the podcast
archives somewhere where everyone could get access to them. If we used
your hard drive as the archive it wouldn't work because we'd have to
install an ftp server on that computer, and then since you probably
have a standard account with your ISP there would be bandwidth
limitations on how much could be downloaded etc. Just not a vialble
solution in my opinion.

As for Dropbox accounts etc you can use a free account for that. All
of the file sharing services have a free user account for basic
sharing services and paid accounts for pros who wish to store a lot
more files than the normal user or people who download a lot of stuff
from the sharing service.

HTH


On 11/10/11, john jpcarnemo...@comcast.net wrote:
 I'm not sure how useful this would be, but I've currently got
 over a terabite of unused space on my laptop and desktop, so I
 could hold onto some files if need be. I don't have a sharing
 service such as dropbox though, so that could impact thing
 significantly. Anyhow, let me know if there's anything I can do
 to help.

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Re: [Audyssey] Swamp reflections.

2011-11-10 Thread shaun everiss
Jeremy what about put it so if the connection drops o for a while the 
system says that you timed out and return you to the main menu maybe 
have an error sound.
Same if you try to connect  but are not online the system should wait 
for say 20 seconds and then say something to the effect that you are 
not connection or have a prroblem or something rather than crashing 
itself fully.

At 10:17 a.m. 10/11/2011 -0800, you wrote:
If you're getting that error message randomly as you play, it 
actually does sound like you are losing your internet connection for 
a short period of time.  It would cause that exact error, though a 
few other things could also cause it, so we can't conclusively say 
this is due to a lost connection.


 Wrong protocol or connection state.

 That's the error that shows up with an ok button. There's
 another
 error, which I keep forgetting to look at in the log file,
 that just
 closes the program.

 Signed:
 Dakotah Rickard


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Re: [Audyssey] audyssey plus or extra

2011-11-10 Thread Thomas Ward
Hi Shaun,

No offense Dropbox royally sucks. As for what you have to say about
Sendspace is only true if you have a free membership. Someone with a
Pro or max account does not have the issues you are talking about and
here is why.

With a Sendspace Max account I have 100 GB of storage space.Dropbox
doesn't nearly offer that amount of space for storage. With Sendspace
Max it allows up to 8 GB of uploads/downloads per day. Again Dropbox
doesn't even come close to allowing the volume of downloads and
uploads. With Sendspace Max I can keep files as long as I want as long
as I pay the bills.With Dropbox I believe files expire after acertain
amount of time. Those are just some of the reasons why I would find
Dropbox not very desirable for doing this podcast.

Basically, I know you are gungho for this podcast idea, but if you
want us to take you seriously you need to research your facts. No one
likes it if someone who is directing the show doesn't know his but
from a hole in the ground, and from what I've seen so far you are not
the person who should be in charge of the planning. I've read several
of your mis informed post, and I've finally had enough of this
misinformed info you are spreading around. Either get your crap
together or let someone else more competent take over.


Cheers!


On 11/10/11, shaun everiss sm.ever...@gmail.com wrote:
 wow dave this is good.
 I think that clears one thing off my list, we have enough for editers here.
 It would help me a great deal though  if  people started By making
 their stuff as good as they can at the start.

 That is if they can do it.
 Ie their stuff didn't need that much work to produce.
 I think dispite  the level of interest being so low the comments from
 those that are really have inthusiasum  on this thing that we may be
 ready to begin maybe.
 With this reguard we need to put out what is the best thing to do
 with sharing our content.
 My first option is dropbox.
 On the fly editing, etc.
 The pros are we can get things on the fly and edit in realtime.
 The cons, we could have people uploading off topic content.
 One major advantage with the share  is that once shared anyone with
 the dropbox account can onshare.
 Ie I could give someone a shared folder, they accept it.
 Now they can continue to give that share out to whoever they want, we
 would probably have to have a set of rules like most of the test
 folders round the place.
 Another way would be to have either password protected ftp access or
 public ftp for content.
 Public means though people could upload offtopic things.
 However it means that you don't get everything at once, however
 realtime is gone.
 That brings up another point.
 We really need some sort of mirroring system like coral distribution
 network or something or a bunch of users that can support either
 fully or partually the cast.
 Servers go down and 2 or more mirrors are something that may have to go.
 Depending on the space we have to fiddle with, we will have to have
 some sort of time frame where casts are left up and for someone or
 various people to check how much space we are using, etc.
 Then the question arrises if we keep podcasts and work on the same server.
 I know dave meller has 20gb total for our use persay, and that could
 be the work server.
 Ofcause not everyone has an ftp client.
 I have flash fxp and that can handle ftp and sftp but did cost me a bundle.

 There is sendspace to but since links expire and the fact sendspace
 will overload at times it could slow things down some what.
 Ideally the best system is dropbox for what we want.
 We can have folders on the fly, ie a work folder for all work work.
 Maybe a post production folder for done work, a crap folder for all
 the beta stuff maybe that is not done, etc etc.
 and we can do that on the fly.
 We would have to have a few people patrolling to make sure people
 don't delete important files, connflicted coppies excluded, etc, etc.
 We would have to also have a chat folder where text files with
 communication would be sent its probably the best.

 There then  comes the question of communication.
 For what we are doing right now it will work, but  if we want to run
 any thing like skype or msn we will need some sort of  way to have
 everyone that needs to be on at once and that could become a problem.
 My vote if we ever need this is to set a teamtalk server  or have a
 channel in one.
 I know onj has a couple free servers and I can always ask for a
 perminant channel added to one of them if its ever needed maybe anyway.
 Then we need to get what exactly the website will have.
 My initual plan would be a blog with email posting, rss, and maybe a
 way to plug in to facebook and twitter for those that use that system
 since I don't.
 Then maybe a wiki for text articles though I guess we could have
 accounts with the right privs for those that wants to post info etc.
 I am still not sure if we should have our own forums, due to spam
 bots  fouling the audiogames 

[Audyssey] coralcdn

2011-11-10 Thread shaun everiss

Hi all.
Ok just did some rresearch for the cast and indeed we can use 
corralcdn for free.
putting .nyud.net onto any url will  have the mirror network fetch 
the right thing from any site then mirror it.

This aparently if used with a site should lower bandwidth usage quite a lot.
My next research this morning is to  search out and compare the 
creative comans and gpl licences, maybe there arre others.

Over that we may be about ready to set up shares but we will just see.


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[Audyssey] Possible MOTA Features

2011-11-10 Thread Thomas Ward
Hi everyone,

As I mentioned a few days back in the USA Games general news letter
the Genesis 3D Engine is getting a major work over in v1.2, and I now
have access to some additional features that weren't available when I
ported Mysteries of the Ancients to C++ a year ago. Which brings up a
question I thought I'd throw out to you, the customers, as this would
drastically effect the final version of the game.

One of the new features in v1.2 of the engine is direct screen reader
support. I was wondering if you are in favor of using the direct
screen reader support in Mysteries of the Ancients v1.0, or if you'd
rather keep the Acapela Heather speech clips present in beta 22?

The reason I am asking is I know there were quite a number of
complaints over the past few months about being able to change the
voice, speech rate, speech volume, etc and by using direct screen
reader support you could do this easily. It would also make it easier
for me to update an develop the game as I wouldn't have to relie upon
wav files for speech output. On the downside I have already agreed to
help people like Blind Games Brazil to have them convert the game to
Portuguese and I'd feel as though I was cheating them by changing
development of the speech output at this point. Any
thoughts/suggestions here?

Thanks.

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Re: [Audyssey] Perilous Hearts preorders?

2011-11-10 Thread william lomas
how many levels though in total?

On Nov 10, 2011, at 2:50 PM, Philip Bennefall wrote:

 Hi Thomas,
 
 yes, that makes sense. I could allow preorder users to play two more levels 
 that are complete at this point, for instance. That would give a clear 
 advantage when preordering, other than just the slightly reduced price.
 
 On an unrelated note, did you receive the code snippet I sent you to install 
 the keyboard hook?
 
 Kind regards,
 
 Philip Bennefall
 - Original Message - From: Thomas Ward thomasward1...@gmail.com
 To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, November 10, 2011 3:41 PM
 Subject: Re: [Audyssey] Perilous Hearts preorders?
 
 
 Hi Philip,
 
 Well, I for one trust you, and would probably be willing to pay for
 the game as a preorder provided I have the funds to do so myself. With
 Christmas around the corner I'm not sure how much I'd have to spend
 right now on a game since I'm saving a little money for Christmas
 gifts as well as pay the bills, buy food, etc.
 
 The only point of disagreement I have with your plan below is you
 mentioned providing a public demo for preorder customers. I feel if i
 preorder I should get a license key or something that unlocks a little
 more content besides just the two levels in the public demo. Content
 could be the cutscenes, extra levels, but if I'm going to pay for the
 game I just feel I should get something other than just the public
 demo everyone else gets. Just my thoughts.
 
 Cheers!
 
 
 On 11/9/11, Philip Bennefall phi...@blastbay.com wrote:
 Hi all,
 
 I'm really very happy with the response I received for the game audio demo
 of Perilous Hearts, and so I wanted to ask the community a question. Would
 you consider placing a preorder for this game if the possibility was there?
 I know that the history of game preorders has been rocky in this community,
 but the difference in my case would be that you would agree to a small
 contract before ordering that basically would say:
 
 1. You get a slightly discounted rate when you preorder.
 
 2. We give you a definite release date. If the game is not released on this
 exact date or earlier, within a 24 hour period, you are entitled to a full
 refund.
 
 3. You would not have any kind of special privilege when it comes to
 requesting feature x, but I would certainly pay more attention to
 suggestions from preorder users provided that I personally thought they were
 good ones.
 
 Naturally, if I went down this root I would put up a playable demo of the
 game at the same time as I made preordering available. This would not
 include all the cut scenes etc that the finished game will contain and it
 would still use Sapi, but the game play would stretch as far as level 2
 which is where the real demo will also end.
 
 The reason I am considering this is because the funds for the game are
 running out, and so I cannot justify spending a lot more money on it out of
 my own pocket. But if I had some money from preorders I would be able to
 invest that to make the game the best it can possibly be.
 
 I would very much appreciate feedback on this.
 
 Thanks!
 
 Kind regards,
 
 Philip Bennefall
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Re: [Audyssey] Possible MOTA Features

2011-11-10 Thread Darren Duff
My vote is for screen reader support. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Thursday, November 10, 2011 1:53 PM
To: Gamers Discussion list
Subject: [Audyssey] Possible MOTA Features

Hi everyone,

As I mentioned a few days back in the USA Games general news letter the
Genesis 3D Engine is getting a major work over in v1.2, and I now have
access to some additional features that weren't available when I ported
Mysteries of the Ancients to C++ a year ago. Which brings up a question I
thought I'd throw out to you, the customers, as this would drastically
effect the final version of the game.

One of the new features in v1.2 of the engine is direct screen reader
support. I was wondering if you are in favor of using the direct screen
reader support in Mysteries of the Ancients v1.0, or if you'd rather keep
the Acapela Heather speech clips present in beta 22?

The reason I am asking is I know there were quite a number of complaints
over the past few months about being able to change the voice, speech rate,
speech volume, etc and by using direct screen reader support you could do
this easily. It would also make it easier for me to update an develop the
game as I wouldn't have to relie upon wav files for speech output. On the
downside I have already agreed to help people like Blind Games Brazil to
have them convert the game to Portuguese and I'd feel as though I was
cheating them by changing development of the speech output at this point.
Any thoughts/suggestions here?

Thanks.

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[Audyssey] licences and such

2011-11-10 Thread shaun everiss

Hi.
here is the link for the creative comans licences.
http://www.creativecommons.org.nz/licences_explained__1
The first one sounds good but most of these will probably work.
the gpl is for software but its equally as good.
That should give us enough to discuss today.


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Re: [Audyssey] Possible MOTA Features

2011-11-10 Thread Bryan Peterson
Only problem with that is that I'd have to use Eloquence for speach in the 
game and I really don't want to do that. Because Sapi voices, particularly 
the quality ones, are rather sluggish when using screen readers.

They're coming to take me away, ha-haaa!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 10, 2011 11:52 AM
Subject: [Audyssey] Possible MOTA Features



Hi everyone,

As I mentioned a few days back in the USA Games general news letter
the Genesis 3D Engine is getting a major work over in v1.2, and I now
have access to some additional features that weren't available when I
ported Mysteries of the Ancients to C++ a year ago. Which brings up a
question I thought I'd throw out to you, the customers, as this would
drastically effect the final version of the game.

One of the new features in v1.2 of the engine is direct screen reader
support. I was wondering if you are in favor of using the direct
screen reader support in Mysteries of the Ancients v1.0, or if you'd
rather keep the Acapela Heather speech clips present in beta 22?

The reason I am asking is I know there were quite a number of
complaints over the past few months about being able to change the
voice, speech rate, speech volume, etc and by using direct screen
reader support you could do this easily. It would also make it easier
for me to update an develop the game as I wouldn't have to relie upon
wav files for speech output. On the downside I have already agreed to
help people like Blind Games Brazil to have them convert the game to
Portuguese and I'd feel as though I was cheating them by changing
development of the speech output at this point. Any
thoughts/suggestions here?

Thanks.

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Re: [Audyssey] audyssey plus or extra

2011-11-10 Thread shaun everiss

I think the dropbox thing only applied to public links.
I never have used sendspace extensively, if you wish to use your max 
account, I have no problem with that, I've never really invested in 
online file storage like this so know almost nothing, I have used 
dropbox shared folders for quite some time and though has seemed to 
expire but then I have never had one expire so what do I know.
Look I really don't want to end  this thing over an argument on file 
upload storage services.

If you can handle storage in general with whatever then so be it.
i have only had experience extensively with private ftp servers and 
dropbox shared folders, and not much else.
My idea was to have some mechanism where we could share stuff and 
post back  things while in production, final cuts ofcause wouldn't be 
put in the share obviously.
My idea was to use dropbox as a temp location for work in progress, 
for the convenience of users to mix things, get content, etc rither 
than having endless emails full of links, but again I have only used 
free services and not payed ones, I have never made any folders for 
web use just local ones using windows interfaces so am probably quite 
dumb in this reguard, I didn't mean to put my self over as a no it 
all arogent barsted which i suppose I was.

At 01:32 p.m. 10/11/2011 -0500, you wrote:

Hi Shaun,

No offense Dropbox royally sucks. As for what you have to say about
Sendspace is only true if you have a free membership. Someone with a
Pro or max account does not have the issues you are talking about and
here is why.

With a Sendspace Max account I have 100 GB of storage space.Dropbox
doesn't nearly offer that amount of space for storage. With Sendspace
Max it allows up to 8 GB of uploads/downloads per day. Again Dropbox
doesn't even come close to allowing the volume of downloads and
uploads. With Sendspace Max I can keep files as long as I want as long
as I pay the bills.With Dropbox I believe files expire after acertain
amount of time. Those are just some of the reasons why I would find
Dropbox not very desirable for doing this podcast.

Basically, I know you are gungho for this podcast idea, but if you
want us to take you seriously you need to research your facts. No one
likes it if someone who is directing the show doesn't know his but
from a hole in the ground, and from what I've seen so far you are not
the person who should be in charge of the planning. I've read several
of your mis informed post, and I've finally had enough of this
misinformed info you are spreading around. Either get your crap
together or let someone else more competent take over.


Cheers!


On 11/10/11, shaun everiss sm.ever...@gmail.com wrote:
 wow dave this is good.
 I think that clears one thing off my list, we have enough for editers here.
 It would help me a great deal though  if  people started By making
 their stuff as good as they can at the start.

 That is if they can do it.
 Ie their stuff didn't need that much work to produce.
 I think dispite  the level of interest being so low the comments from
 those that are really have inthusiasum  on this thing that we may be
 ready to begin maybe.
 With this reguard we need to put out what is the best thing to do
 with sharing our content.
 My first option is dropbox.
 On the fly editing, etc.
 The pros are we can get things on the fly and edit in realtime.
 The cons, we could have people uploading off topic content.
 One major advantage with the share  is that once shared anyone with
 the dropbox account can onshare.
 Ie I could give someone a shared folder, they accept it.
 Now they can continue to give that share out to whoever they want, we
 would probably have to have a set of rules like most of the test
 folders round the place.
 Another way would be to have either password protected ftp access or
 public ftp for content.
 Public means though people could upload offtopic things.
 However it means that you don't get everything at once, however
 realtime is gone.
 That brings up another point.
 We really need some sort of mirroring system like coral distribution
 network or something or a bunch of users that can support either
 fully or partually the cast.
 Servers go down and 2 or more mirrors are something that may have to go.
 Depending on the space we have to fiddle with, we will have to have
 some sort of time frame where casts are left up and for someone or
 various people to check how much space we are using, etc.
 Then the question arrises if we keep podcasts and work on the same server.
 I know dave meller has 20gb total for our use persay, and that could
 be the work server.
 Ofcause not everyone has an ftp client.
 I have flash fxp and that can handle ftp and sftp but did cost me a bundle.

 There is sendspace to but since links expire and the fact sendspace
 will overload at times it could slow things down some what.
 Ideally the best system is dropbox for what we want.
 We can have folders on the fly, ie a work folder for all work 

Re: [Audyssey] Possible MOTA Features

2011-11-10 Thread shaun everiss

well direct reader support would reduce the size so I am all for it.
I use nvda on a regular basis.
At 01:52 p.m. 10/11/2011 -0500, you wrote:

Hi everyone,

As I mentioned a few days back in the USA Games general news letter
the Genesis 3D Engine is getting a major work over in v1.2, and I now
have access to some additional features that weren't available when I
ported Mysteries of the Ancients to C++ a year ago. Which brings up a
question I thought I'd throw out to you, the customers, as this would
drastically effect the final version of the game.

One of the new features in v1.2 of the engine is direct screen reader
support. I was wondering if you are in favor of using the direct
screen reader support in Mysteries of the Ancients v1.0, or if you'd
rather keep the Acapela Heather speech clips present in beta 22?

The reason I am asking is I know there were quite a number of
complaints over the past few months about being able to change the
voice, speech rate, speech volume, etc and by using direct screen
reader support you could do this easily. It would also make it easier
for me to update an develop the game as I wouldn't have to relie upon
wav files for speech output. On the downside I have already agreed to
help people like Blind Games Brazil to have them convert the game to
Portuguese and I'd feel as though I was cheating them by changing
development of the speech output at this point. Any
thoughts/suggestions here?

Thanks.

---
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Re: [Audyssey] Possible MOTA Features

2011-11-10 Thread shaun everiss

Well it depends what your cpu and memmory requirements are.
i have high quality voices now, with my core2 and 2gb ram on xp it 
works but yeah things are a bit slower.

On the newer systems the i series i3 and up there shouldn't be any problem.
Not sure how 64 bit oses would effect as I have only had 32 bit 
experience and it looks good.
Using something like espeak though robotic that it is would still be 
ok its clear enough.

At 11:57 a.m. 10/11/2011 -0700, you wrote:
Only problem with that is that I'd have to use Eloquence for speach 
in the game and I really don't want to do that. Because Sapi voices, 
particularly the quality ones, are rather sluggish when using screen readers.

They're coming to take me away, ha-haaa!
- Original Message - From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 10, 2011 11:52 AM
Subject: [Audyssey] Possible MOTA Features



Hi everyone,

As I mentioned a few days back in the USA Games general news letter
the Genesis 3D Engine is getting a major work over in v1.2, and I now
have access to some additional features that weren't available when I
ported Mysteries of the Ancients to C++ a year ago. Which brings up a
question I thought I'd throw out to you, the customers, as this would
drastically effect the final version of the game.

One of the new features in v1.2 of the engine is direct screen reader
support. I was wondering if you are in favor of using the direct
screen reader support in Mysteries of the Ancients v1.0, or if you'd
rather keep the Acapela Heather speech clips present in beta 22?

The reason I am asking is I know there were quite a number of
complaints over the past few months about being able to change the
voice, speech rate, speech volume, etc and by using direct screen
reader support you could do this easily. It would also make it easier
for me to update an develop the game as I wouldn't have to relie upon
wav files for speech output. On the downside I have already agreed to
help people like Blind Games Brazil to have them convert the game to
Portuguese and I'd feel as though I was cheating them by changing
development of the speech output at this point. Any
thoughts/suggestions here?

Thanks.

---
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Re: [Audyssey] Possible MOTA Features

2011-11-10 Thread Thomas Ward
Hi,

Actually, doing it this way would probably be a lot better on over all
system performance simply because the game is accessing an existing
speech service. Sapi, for example, doesn't take up that much ram
unless you are using one of the higher quality voices like Ivona Amy,
Bryan, Kendra, etc but even then it is better than loading x number of
*.wav files into memory for speech output. It will both save on CPU
power and memory. I can't see how this would do anything but improve
matters for the better.

As for 64-bit that isn't really a big issue. Yes, some 32-bit Sapi
voices don't play well with 64-bit versions of Windows, but there are
other alternatives like switching over to your screen reader for
speech output instead. So regardless if you are using Vocalizer,
RealSpeak, Eloquence, Dectalk Access, whatever you can just tset that
up to be the default TTS engine instead via your screen reader.

Cheers!


On 11/10/11, shaun everiss sm.ever...@gmail.com wrote:
 Well it depends what your cpu and memmory requirements are.
 i have high quality voices now, with my core2 and 2gb ram on xp it
 works but yeah things are a bit slower.
 On the newer systems the i series i3 and up there shouldn't be any problem.
 Not sure how 64 bit oses would effect as I have only had 32 bit
 experience and it looks good.
 Using something like espeak though robotic that it is would still be
 ok its clear enough.

---
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Re: [Audyssey] Possible MOTA Features

2011-11-10 Thread Thomas Ward
Hi,

Well, NVDA support is definitely working good with G3D. I'm still
working on JFW, Window-Eyes, System Access, and other screen readers
but NVDA does work great with the engine.

Cheers!


On 11/10/11, shaun everiss sm.ever...@gmail.com wrote:
 well direct reader support would reduce the size so I am all for it.
 I use nvda on a regular basis.

---
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Re: [Audyssey] Possible MOTA Features

2011-11-10 Thread Phil Vlasak

Hi Thomas,
I would like you to keep the Acapela Heather speech.
I think her voice fits perfectly with the game and the main character.

One possibility is after the side stroller version is done, you could add 
the SAPI to the 3D version.


Phil


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 10, 2011 1:52 PM
Subject: [Audyssey] Possible MOTA Features



Hi everyone,

As I mentioned a few days back in the USA Games general news letter
the Genesis 3D Engine is getting a major work over in v1.2, and I now
have access to some additional features that weren't available when I
ported Mysteries of the Ancients to C++ a year ago. Which brings up a
question I thought I'd throw out to you, the customers, as this would
drastically effect the final version of the game.

One of the new features in v1.2 of the engine is direct screen reader
support. I was wondering if you are in favor of using the direct
screen reader support in Mysteries of the Ancients v1.0, or if you'd
rather keep the Acapela Heather speech clips present in beta 22?

The reason I am asking is I know there were quite a number of
complaints over the past few months about being able to change the
voice, speech rate, speech volume, etc and by using direct screen
reader support you could do this easily. It would also make it easier
for me to update an develop the game as I wouldn't have to relie upon
wav files for speech output. On the downside I have already agreed to
help people like Blind Games Brazil to have them convert the game to
Portuguese and I'd feel as though I was cheating them by changing
development of the speech output at this point. Any
thoughts/suggestions here?

Thanks.

---
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-
No virus found in this message.
Checked by AVG - www.avg.com
Version: 10.0.1411 / Virus Database: 2092/4008 - Release Date: 11/10/11




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Re: [Audyssey] Possible MOTA Features

2011-11-10 Thread Bryan Peterson

Ugh. I hate Espeak.
They're coming to take me away, ha-haaa!
- Original Message - 
From: shaun everiss sm.ever...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 10, 2011 12:11 PM
Subject: Re: [Audyssey] Possible MOTA Features



Well it depends what your cpu and memmory requirements are.
i have high quality voices now, with my core2 and 2gb ram on xp it works 
but yeah things are a bit slower.
On the newer systems the i series i3 and up there shouldn't be any 
problem.
Not sure how 64 bit oses would effect as I have only had 32 bit experience 
and it looks good.
Using something like espeak though robotic that it is would still be ok 
its clear enough.

At 11:57 a.m. 10/11/2011 -0700, you wrote:
Only problem with that is that I'd have to use Eloquence for speach in the 
game and I really don't want to do that. Because Sapi voices, particularly 
the quality ones, are rather sluggish when using screen readers.

They're coming to take me away, ha-haaa!
- Original Message - From: Thomas Ward 
thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 10, 2011 11:52 AM
Subject: [Audyssey] Possible MOTA Features



Hi everyone,

As I mentioned a few days back in the USA Games general news letter
the Genesis 3D Engine is getting a major work over in v1.2, and I now
have access to some additional features that weren't available when I
ported Mysteries of the Ancients to C++ a year ago. Which brings up a
question I thought I'd throw out to you, the customers, as this would
drastically effect the final version of the game.

One of the new features in v1.2 of the engine is direct screen reader
support. I was wondering if you are in favor of using the direct
screen reader support in Mysteries of the Ancients v1.0, or if you'd
rather keep the Acapela Heather speech clips present in beta 22?

The reason I am asking is I know there were quite a number of
complaints over the past few months about being able to change the
voice, speech rate, speech volume, etc and by using direct screen
reader support you could do this easily. It would also make it easier
for me to update an develop the game as I wouldn't have to relie upon
wav files for speech output. On the downside I have already agreed to
help people like Blind Games Brazil to have them convert the game to
Portuguese and I'd feel as though I was cheating them by changing
development of the speech output at this point. Any
thoughts/suggestions here?

Thanks.

---
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Re: [Audyssey] Possible MOTA Features

2011-11-10 Thread Bryan Peterson

Side Stroller? LOL.
They're coming to take me away, ha-haaa!
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 10, 2011 1:20 PM
Subject: Re: [Audyssey] Possible MOTA Features



Hi Thomas,
I would like you to keep the Acapela Heather speech.
I think her voice fits perfectly with the game and the main character.

One possibility is after the side stroller version is done, you could add 
the SAPI to the 3D version.


Phil


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 10, 2011 1:52 PM
Subject: [Audyssey] Possible MOTA Features



Hi everyone,

As I mentioned a few days back in the USA Games general news letter
the Genesis 3D Engine is getting a major work over in v1.2, and I now
have access to some additional features that weren't available when I
ported Mysteries of the Ancients to C++ a year ago. Which brings up a
question I thought I'd throw out to you, the customers, as this would
drastically effect the final version of the game.

One of the new features in v1.2 of the engine is direct screen reader
support. I was wondering if you are in favor of using the direct
screen reader support in Mysteries of the Ancients v1.0, or if you'd
rather keep the Acapela Heather speech clips present in beta 22?

The reason I am asking is I know there were quite a number of
complaints over the past few months about being able to change the
voice, speech rate, speech volume, etc and by using direct screen
reader support you could do this easily. It would also make it easier
for me to update an develop the game as I wouldn't have to relie upon
wav files for speech output. On the downside I have already agreed to
help people like Blind Games Brazil to have them convert the game to
Portuguese and I'd feel as though I was cheating them by changing
development of the speech output at this point. Any
thoughts/suggestions here?

Thanks.

---
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Checked by AVG - www.avg.com
Version: 10.0.1411 / Virus Database: 2092/4008 - Release Date: 11/10/11




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Re: [Audyssey] Possible MOTA Features

2011-11-10 Thread Thomas Ward
Hi Bryan,

I take your point, but I can say from using Sapi 5 support that Ivona
Bryan or Ivona Amy is no more sluggish in a game than using wav files
for speech. So your point doesn't really apply here.

Yeah, if you were using a screen reader for normal input/output Sapi
voices are too sluggish to keep up, but in games its not really a big
issue. Jim Kitchen's games work well enough using the higher quality
Sapi voices.


Cheers!


On 11/10/11, Bryan Peterson bpeterson2...@cableone.net wrote:
 Only problem with that is that I'd have to use Eloquence for speach in the
 game and I really don't want to do that. Because Sapi voices, particularly
 the quality ones, are rather sluggish when using screen readers.
 They're coming to take me away, ha-haaa!

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Re: [Audyssey] Possible MOTA Features

2011-11-10 Thread Thomas Ward
Hi Phil,

Un fortunately, that won't work. The 3d version is being developed in
tandem with the side-scroller version, and they both are using the
same engine, basically the same code, and I don't want to rewrite all
the menus, status messages, etc for one version and maintain the wav
files for the other primarily because I won't be able to share code
between the projects without reworking it every time I need to add
something to one or the other. So if I am going to convert the code to
use screen reader support I'll do it for both or not at all.

However, I do take your point that Heather does sound good for the
game. Its not very flexible and not exactly the best way to get speech
output, but it does sound decent. That's a good reason to hang on to
it, but I'll wait and see what others have to say before making a
final decision which way to swing with this.

HTH


On 11/10/11, Phil Vlasak p...@pcsgames.net wrote:
 Hi Thomas,
 I would like you to keep the Acapela Heather speech.
  I think her voice fits perfectly with the game and the main character.

 One possibility is after the side scroller version is done, you could add
 the SAPI to the 3D version.

 Phil


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Re: [Audyssey] Possible MOTA Features

2011-11-10 Thread QuentinC

Hello Thomas,

Think on something if you are switching to real-time speech instead of 
prerecorded speech.


Make your game translatable, for example by externalizing all sentances 
used into a separate text file.


I know some people who might buy it if the game would be available in 
their mother tongue. For example on the french mailing-list about 
accessible games, there are some people who are very entousiastic when 
they hear about certain games, but when they are said that these games 
are only in english, the discussion suddenly stops... IF you want an 
example: emtombed.


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[Audyssey] Swamp questions

2011-11-10 Thread Che

  Wow, Jeremy has done it again. Great job man.
  Swamp has the potential to be one of the most popular games ever for 
the action oriented AG community in my opinion.

  The sound effects especially deserve kudos.
  Some questions though:
1. Why the deviation from the time tested standard input method of FPS 
on the PC? Every FPS I played when I was sighted used the mouse in 
conjunction with the A S D and W keys fore movement by default, a system 
that works great. Why not mirror this, in other words, w moves one 
forward, and use the right mouse button for replicating the shift key, 
removing the need to stretch the fingers for shift v for example.
 also, having the scroll wheel move between available weapons would be 
great.
  2. I can't get jaws to work with swamp on my system, when I hit tab, 
the game ends up crashing. is there maybe a config file or something 
that can be set to jaws so the game will launch in JFW mode, or is this 
just a bug that has to be worked out?
3. I end up shooting a lot of walls, because it sounds like a zombie is 
right there, when he is actually on the other side of a wall. can we 
have a mode that gives a subtle audio cue when you have a direct shot, 
or maybe a key to hit to ping and see if we're facing a wall directly?
4. if we could drop our own waypoint beacons, that would be way cool, 
maybe double tap a number to drop a beacon, then control number to turn 
that beacon on.  being able to name the beacon when you drop it would be 
a great bonus as well, with the name being read out when you control 
numbered.
  thanks for another excellent release Jeremy, and awesome job on the 
sound efffects Chi, hope I'm spelling that right.

  Later
che
.

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Re: [Audyssey] Possible MOTA Features

2011-11-10 Thread Thomas Ward
Hi,

Yeah, I understand that. Its for that reason I have considered leaving
MOTA as it currently is. Someone can record  new speech files for the
game in French, Spanish, italian, whatever and just over write the
English files if needed. That would make it easier to modify the
language in that case.

The problem with what your suggesting by creating language files that
can be edited is that's a whole lot more work than i have time for.
I'm hoping for a Christmas, or near Christmas release, so I don't want
to rework the game any more than I have to. i don't know how difficult
it would be to replace all the status messages etc with text files
that get passed off to a screen reader, Sapi, etc.

Cheers!


On 11/10/11, QuentinC quent...@cfardel.net wrote:
 Hello Thomas,

 Think on something if you are switching to real-time speech instead of
 prerecorded speech.

 Make your game translatable, for example by externalizing all sentances
 used into a separate text file.

 I know some people who might buy it if the game would be available in
 their mother tongue. For example on the french mailing-list about
 accessible games, there are some people who are very entousiastic when
 they hear about certain games, but when they are said that these games
 are only in english, the discussion suddenly stops... IF you want an
 example: emtombed.

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Re: [Audyssey] sample recordings

2011-11-10 Thread Thomas Ward
Hi Shaun,

I don't want to sound rude or overly critical, but i just don't think
these samples are of the kind of quality I'm looking for in terms of a
podcast. You just don't have the right kind of voice for it, and I
noticed you put way to many ums and long pauses in your casts.I'm not
looking for perfect, as Dave said, but I do have a fairly good idea of
what I think would sound good. I can't help but think you are not cut
out for this. Take a listen to Kelly's work and you'll see what I
mean. Someone like Kelly Serpergia is a great example of what we need
in terms of a host for the show.

Cheers!


On 11/10/11, shaun everiss sm.ever...@gmail.com wrote:
 Hi all.
 Ok as prommised here are samples of my work.
 Take in mind that at the time I did most of this I did not have all
 the equipment I had now.
 Some of this is from a project unreleased.
 I made a couple files, a game sample and a voice only which should
 have been a game but for some reason the right device on the
 recording program was not set  right and it never recorded right.
 My voice could be a little to loud so maybe I will have to fix that.
 You should get a clear sound from the realtech card in the box
 playing laser breakout of all things.
 http://dl.dropbox.com/u/1407689/sample.zip
 I don't promise perfection but at least I can keep the wheels turning.

 If you are happy to handle hosting at least for now, that will hold
 the cast for a bit, I plan to look into the cdn type of stuff.
 at some point.
 I guess I'll leave the community to its business.
 Hopefully this won't just be me.

 we can figure stuff out later if I pass the first step.



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[Audyssey] Moderator Warning was licences and such

2011-11-10 Thread Thomas Ward
Hi Shaun and all,

I know several of you, including myself, are interested in the idea of
a podcast for the magazine, but this is going a little far. Posting
licenses and things like that doesn't belong on this list as its
drifting off of gaming and getting into a legal debate that isn't
covered by this list. i suggest either create a list on google for
this discussion or talk off list privately, but please take the
discussion off list.

Thanks.


On 11/10/11, shaun everiss sm.ever...@gmail.com wrote:
 Hi.
 here is the link for the creative comans licences.
 http://www.creativecommons.org.nz/licences_explained__1
 The first one sounds good but most of these will probably work.
 the gpl is for software but its equally as good.
 That should give us enough to discuss today.


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Re: [Audyssey] sample recordings

2011-11-10 Thread shaun everiss

as I said I really don't have any current samples.
Yes maybe with all his resources sertainly more than me, if kelly 
wants to be the host of the show then heck we have hardly started and 
I have felt like swearing at you over the file storage thing.

But whatever.
I was going to bring up what method we would use to submit files and 
what will happen for say sharing content to be put together  but I 
guess its a mute point now.
So a part from the idea I guess I don't have any real part in this, I 
feel a bit left out but hay its your cast I just thought about the idea.
Its true I don't have the right stuff sertainly not the standard I 
have not done any presentation in years.

Maybe I'll just have to submit things as I go or something.
 now.
At 04:10 p.m. 10/11/2011 -0500, you wrote:

Hi Shaun,

I don't want to sound rude or overly critical, but i just don't think
these samples are of the kind of quality I'm looking for in terms of a
podcast. You just don't have the right kind of voice for it, and I
noticed you put way to many ums and long pauses in your casts.I'm not
looking for perfect, as Dave said, but I do have a fairly good idea of
what I think would sound good. I can't help but think you are not cut
out for this. Take a listen to Kelly's work and you'll see what I
mean. Someone like Kelly Serpergia is a great example of what we need
in terms of a host for the show.

Cheers!


On 11/10/11, shaun everiss sm.ever...@gmail.com wrote:
 Hi all.
 Ok as prommised here are samples of my work.
 Take in mind that at the time I did most of this I did not have all
 the equipment I had now.
 Some of this is from a project unreleased.
 I made a couple files, a game sample and a voice only which should
 have been a game but for some reason the right device on the
 recording program was not set  right and it never recorded right.
 My voice could be a little to loud so maybe I will have to fix that.
 You should get a clear sound from the realtech card in the box
 playing laser breakout of all things.
 http://dl.dropbox.com/u/1407689/sample.zip
 I don't promise perfection but at least I can keep the wheels turning.

 If you are happy to handle hosting at least for now, that will hold
 the cast for a bit, I plan to look into the cdn type of stuff.
 at some point.
 I guess I'll leave the community to its business.
 Hopefully this won't just be me.

 we can figure stuff out later if I pass the first step.



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Re: [Audyssey] Swamp questions

2011-11-10 Thread Darren Duff
In regards to getting jaws to work with the game press tab twice quickly and
jfw will start to work with the game. IF you press tab twice fast enough,
the game won't crash. That's how I got it to work. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Che
Sent: Thursday, November 10, 2011 4:00 PM
To: Gamers Discussion list
Subject: [Audyssey] Swamp questions

   Wow, Jeremy has done it again. Great job man.
   Swamp has the potential to be one of the most popular games ever for the
action oriented AG community in my opinion.
   The sound effects especially deserve kudos.
   Some questions though:
1. Why the deviation from the time tested standard input method of FPS on
the PC? Every FPS I played when I was sighted used the mouse in conjunction
with the A S D and W keys fore movement by default, a system that works
great. Why not mirror this, in other words, w moves one forward, and use the
right mouse button for replicating the shift key, removing the need to
stretch the fingers for shift v for example.
  also, having the scroll wheel move between available weapons would be
great.
   2. I can't get jaws to work with swamp on my system, when I hit tab, the
game ends up crashing. is there maybe a config file or something that can be
set to jaws so the game will launch in JFW mode, or is this just a bug that
has to be worked out?
3. I end up shooting a lot of walls, because it sounds like a zombie is
right there, when he is actually on the other side of a wall. can we have a
mode that gives a subtle audio cue when you have a direct shot, or maybe a
key to hit to ping and see if we're facing a wall directly?
4. if we could drop our own waypoint beacons, that would be way cool, maybe
double tap a number to drop a beacon, then control number to turn that
beacon on.  being able to name the beacon when you drop it would be a great
bonus as well, with the name being read out when you control numbered.
   thanks for another excellent release Jeremy, and awesome job on the sound
efffects Chi, hope I'm spelling that right.
   Later
che
.

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Re: [Audyssey] Perilous Hearts preorders?

2011-11-10 Thread Yohandy
Ya know, I have always wondered if that cease and desist letter wasn't some 
sick prank played by someone? Did you ever check that out Thomas? I doubt 
you'd overlook something that obvious, but you could've been stressed out, 
or perhaps you didn't think someone would do such an evil thing, so didn't 
consider it. email can be easily spoofed, as we've previously discovered on 
here. only way to make that authentic was to receive actual signed mail 
correspondence by the company. which I'm pretty sure is how cease and desist 
works anyway. you've always made it sound like you just got a random email 
claiming to be the company responsible for game development telling you to 
stop, which sounds unlikely. how would they even know such game was 
available? and what are the odds of them going after an accessible game 
developer as opposed to thousands of other people who've most likely used a 
similar idea? did they even play the game? I still think a simple name 
change would've solved the whole problem just in case it actually was legit. 
Understand I'm not saying your claims are false, but that this could've 
easily been a prank to scare you off.








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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 10, 2011 10:11 AM
Subject: Re: [Audyssey] Perilous Hearts preorders?



Hi Dark,

Agreed. Giving this community an exact day of release could be
dangerous as there could be some unforeseen delays between now and
then. It is better to give a general idea like January 2012 which
gives the developer a window of 31 days in which to meet the deadline.
Releasing sooner than later is not always better, because we want to
make sure the game is stable, has been fully tested, and most issues
and potential bugs are resolved on the release date. If you give a
specific date/time to release and find out at the 11th hour there is a
problem your prepaid customers will scream bloody murder if their is a
valid delay due to some unforeseen bug or issue that came up at the
last moment.

I know my situation is different, but Montezuma's Revenge is a classic
case of how the unexpected can happen litterally at the 11th hour. I
had the game 90% complete, was just adding the final six levels to
1.0, when I got a letter to sease and desist development based on a
copyright claim from Utopia. I royally got screwed over because of
that, and I'm glad I hadn't gave a specific date/time of release
because when that happened there was no way I could have met it
because the situation was a complete mess.

Obviously, this wouldn't happen to Philip, but there are always things
that can go wrong at the 11th hour.His computer could crash, a last
minute bug pops up in the game, whatever. Its always smarter to cover
your backside if your a single developer, because you don't have any
idea what might happen between now and your target date.

Just this year I have had a horrible run of bad luck. Two unexpected
deaths in the family, been sick quite a lot, as well as a few other
personal issues that interrupted my own schedule. Some things like
that can't be helped, and I'm glad I'm not forced into meeting some
exact release date/time or I'd be screwed.

Cheers!






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Re: [Audyssey] Swamp questions

2011-11-10 Thread Christopher Bartlett
The shooting at walls thing is the last major action element problem left to
be addressed.  It really is frustrating, lining up a nice sniper shot on a
tyrant, only to have the wall hitting sound reward your efforts.

I'm not sure how to address this without a gunsight mode, which I feel would
detract from the impact of the play, (though it should be an option for
people who have difficulty localizing sound due to hearing loss or
whatever).  If I understand it, the sounds are played to everybody, and the
server interprets your direction and sound level based on your position.
Would it be possible to maybe have the sounds have a gating effect so that
they stutter a bit if there's a wall between you and the sound source?  Or
maybe a reverb effect of some sort?  I don't know, just some alteration that
clues you in that though you hear a zombie close at hand, you've got a wall
between you?

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Che
Sent: Thursday, November 10, 2011 4:00 PM
To: Gamers Discussion list
Subject: [Audyssey] Swamp questions

   Wow, Jeremy has done it again. Great job man.
   Swamp has the potential to be one of the most popular games ever for 
the action oriented AG community in my opinion.
   The sound effects especially deserve kudos.
   Some questions though:
1. Why the deviation from the time tested standard input method of FPS 
on the PC? Every FPS I played when I was sighted used the mouse in 
conjunction with the A S D and W keys fore movement by default, a system 
that works great. Why not mirror this, in other words, w moves one 
forward, and use the right mouse button for replicating the shift key, 
removing the need to stretch the fingers for shift v for example.
  also, having the scroll wheel move between available weapons would be 
great.
   2. I can't get jaws to work with swamp on my system, when I hit tab, 
the game ends up crashing. is there maybe a config file or something 
that can be set to jaws so the game will launch in JFW mode, or is this 
just a bug that has to be worked out?
3. I end up shooting a lot of walls, because it sounds like a zombie is 
right there, when he is actually on the other side of a wall. can we 
have a mode that gives a subtle audio cue when you have a direct shot, 
or maybe a key to hit to ping and see if we're facing a wall directly?
4. if we could drop our own waypoint beacons, that would be way cool, 
maybe double tap a number to drop a beacon, then control number to turn 
that beacon on.  being able to name the beacon when you drop it would be 
a great bonus as well, with the name being read out when you control 
numbered.
   thanks for another excellent release Jeremy, and awesome job on the 
sound efffects Chi, hope I'm spelling that right.
   Later
che
.

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Re: [Audyssey] Possible MOTA Features

2011-11-10 Thread pitermach

hi,
If you go for screen reader support, then I'd then suggest you do the 
strings in external lng files, so we could avoid the cheating part. I 
see how this could help, since in Poland I also know many people who 
don't play a lot of audio games, simply because they don't know English. 
it would also help in pronouncing numbers, since in Polish (and i'm sure 
in other languages) the way numbers over 99 aren't just pronounced by 
slapping a hundred at the end of them, so letting the screen reader 
handle that would certainly sound considerably better.
As for my actual vote though, I'd rather stick to heather, it just seems 
more natural this way and helps get into the atmosphere of the game. 
I'd have to agree with what bryan said about using eloquence.


On 11/10/2011 7:52 PM, Thomas Ward wrote:

Hi everyone,

As I mentioned a few days back in the USA Games general news letter
the Genesis 3D Engine is getting a major work over in v1.2, and I now
have access to some additional features that weren't available when I
ported Mysteries of the Ancients to C++ a year ago. Which brings up a
question I thought I'd throw out to you, the customers, as this would
drastically effect the final version of the game.

One of the new features in v1.2 of the engine is direct screen reader
support. I was wondering if you are in favor of using the direct
screen reader support in Mysteries of the Ancients v1.0, or if you'd
rather keep the Acapela Heather speech clips present in beta 22?

The reason I am asking is I know there were quite a number of
complaints over the past few months about being able to change the
voice, speech rate, speech volume, etc and by using direct screen
reader support you could do this easily. It would also make it easier
for me to update an develop the game as I wouldn't have to relie upon
wav files for speech output. On the downside I have already agreed to
help people like Blind Games Brazil to have them convert the game to
Portuguese and I'd feel as though I was cheating them by changing
development of the speech output at this point. Any
thoughts/suggestions here?

Thanks.

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Re: [Audyssey] Possible MOTA Features

2011-11-10 Thread Thomas Ward
Hi,

Right. Well, wenever I do begin using real time speech via Jaws,
Window-Eyes, I can look at adding the strings externally, but I think
that's a bit too much work for the kind of schedule I've put the MOTA
project on.

In the meantime I'm leaning to just keeping the speech as it currently
is as a lot of people like Heather. So no need to change it if the
majority of people are happier that way. I can work on making the
xperience a little smoother etc and just work with the wav files as
is.

Cheers!




On 11/10/11, pitermach piterm...@gmail.com wrote:
 hi,
 If you go for screen reader support, then I'd then suggest you do the
 strings in external lng files, so we could avoid the cheating part. I
 see how this could help, since in Poland I also know many people who
 don't play a lot of audio games, simply because they don't know English.
 it would also help in pronouncing numbers, since in Polish (and i'm sure
 in other languages) the way numbers over 99 aren't just pronounced by
 slapping a hundred at the end of them, so letting the screen reader
 handle that would certainly sound considerably better.
 As for my actual vote though, I'd rather stick to heather, it just seems
 more natural this way and helps get into the atmosphere of the game.
 I'd have to agree with what bryan said about using eloquence.

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Re: [Audyssey] Perilous Hearts preorders?

2011-11-10 Thread Thomas Ward
Hi,

Well, weather it was a prank or not its over and done with as far as I
am concerned. I felt it was legit at the time, and took it seriously.

As for Montezuma's Revenge/Return I've got something in mind for that
game. I've had plenty of time to rethink the problem and have plans to
redo the game in such a way it offers similar game play, similar
story, but doesn't infringe on any copyrights. Its just I committed
myself to MOTA before the idea came along, and now I wish I had
thought of the revised MOntezuma's Revenge idea sooner.

Cheers!


On 11/10/11, Yohandy yohand...@gmail.com wrote:
 Ya know, I have always wondered if that cease and desist letter wasn't some
 sick prank played by someone? Did you ever check that out Thomas? I doubt
 you'd overlook something that obvious, but you could've been stressed out,
 or perhaps you didn't think someone would do such an evil thing, so didn't
 consider it. email can be easily spoofed, as we've previously discovered on
 here. only way to make that authentic was to receive actual signed mail
 correspondence by the company. which I'm pretty sure is how cease and desist
 works anyway. you've always made it sound like you just got a random email
 claiming to be the company responsible for game development telling you to
 stop, which sounds unlikely. how would they even know such game was
 available? and what are the odds of them going after an accessible game
 developer as opposed to thousands of other people who've most likely used a
 similar idea? did they even play the game? I still think a simple name
 change would've solved the whole problem just in case it actually was legit.
 Understand I'm not saying your claims are false, but that this could've
 easily been a prank to scare you off.







 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, November 10, 2011 10:11 AM
 Subject: Re: [Audyssey] Perilous Hearts preorders?


 Hi Dark,

 Agreed. Giving this community an exact day of release could be
 dangerous as there could be some unforeseen delays between now and
 then. It is better to give a general idea like January 2012 which
 gives the developer a window of 31 days in which to meet the deadline.
 Releasing sooner than later is not always better, because we want to
 make sure the game is stable, has been fully tested, and most issues
 and potential bugs are resolved on the release date. If you give a
 specific date/time to release and find out at the 11th hour there is a
 problem your prepaid customers will scream bloody murder if their is a
 valid delay due to some unforeseen bug or issue that came up at the
 last moment.

 I know my situation is different, but Montezuma's Revenge is a classic
 case of how the unexpected can happen litterally at the 11th hour. I
 had the game 90% complete, was just adding the final six levels to
 1.0, when I got a letter to sease and desist development based on a
 copyright claim from Utopia. I royally got screwed over because of
 that, and I'm glad I hadn't gave a specific date/time of release
 because when that happened there was no way I could have met it
 because the situation was a complete mess.

 Obviously, this wouldn't happen to Philip, but there are always things
 that can go wrong at the 11th hour.His computer could crash, a last
 minute bug pops up in the game, whatever. Its always smarter to cover
 your backside if your a single developer, because you don't have any
 idea what might happen between now and your target date.

 Just this year I have had a horrible run of bad luck. Two unexpected
 deaths in the family, been sick quite a lot, as well as a few other
 personal issues that interrupted my own schedule. Some things like
 that can't be helped, and I'm glad I'm not forced into meeting some
 exact release date/time or I'd be screwed.

 Cheers!





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Re: [Audyssey] sample recordings

2011-11-10 Thread Thomas Ward
Hi Shaun,

its not my cast. I'm just trying to give you advice when and where I
see it. I think you know that I have a highly developed sense of what
is considered to be a professional standard--some might say its too
strict--but that's just how I see things. I personally feel it would
be wrong of me to say this or that sounds great when I really don't
feel that way. I think it is in the casts best interest if we find
someone who has experience doing some kind of podcast or radio show
who sounds professional. Maybe that's not possible--I don't know--but
we should try to do this podcast the best we can.

Cheers!

On 11/10/11, shaun everiss sm.ever...@gmail.com wrote:
 as I said I really don't have any current samples.
 Yes maybe with all his resources sertainly more than me, if kelly
 wants to be the host of the show then heck we have hardly started and
 I have felt like swearing at you over the file storage thing.
 But whatever.
 I was going to bring up what method we would use to submit files and
 what will happen for say sharing content to be put together  but I
 guess its a mute point now.
 So a part from the idea I guess I don't have any real part in this, I
 feel a bit left out but hay its your cast I just thought about the idea.
 Its true I don't have the right stuff sertainly not the standard I
 have not done any presentation in years.
 Maybe I'll just have to submit things as I go or something.
   now.
 At 04:10 p.m. 10/11/2011 -0500, you wrote:
Hi Shaun,

I don't want to sound rude or overly critical, but i just don't think
these samples are of the kind of quality I'm looking for in terms of a
podcast. You just don't have the right kind of voice for it, and I
noticed you put way to many ums and long pauses in your casts.I'm not
looking for perfect, as Dave said, but I do have a fairly good idea of
what I think would sound good. I can't help but think you are not cut
out for this. Take a listen to Kelly's work and you'll see what I
mean. Someone like Kelly Serpergia is a great example of what we need
in terms of a host for the show.

Cheers!


On 11/10/11, shaun everiss sm.ever...@gmail.com wrote:
  Hi all.
  Ok as prommised here are samples of my work.
  Take in mind that at the time I did most of this I did not have all
  the equipment I had now.
  Some of this is from a project unreleased.
  I made a couple files, a game sample and a voice only which should
  have been a game but for some reason the right device on the
  recording program was not set  right and it never recorded right.
  My voice could be a little to loud so maybe I will have to fix that.
  You should get a clear sound from the realtech card in the box
  playing laser breakout of all things.
  http://dl.dropbox.com/u/1407689/sample.zip
  I don't promise perfection but at least I can keep the wheels turning.
 
  If you are happy to handle hosting at least for now, that will hold
  the cast for a bit, I plan to look into the cdn type of stuff.
  at some point.
  I guess I'll leave the community to its business.
  Hopefully this won't just be me.
 
  we can figure stuff out later if I pass the first step.
 
 
 
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Re: [Audyssey] audyssey plus or extra

2011-11-10 Thread dark

Hi tom.
As someone who uses ss max that's a good plan, and a nice way of minimizing 
need for donations to keep the archive up. Particularly as now with a max 
account you can upload files of up to 500 mb, which should be more than long 
enough for a podcast.


Beware the grue!

Dark.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 10, 2011 3:53 PM
Subject: Re: [Audyssey] audyssey plus or extra



Hi Dark,

I've been thinking about those issues. I'm pretty sure I can take care
of those issues if needed.

As far as submitting content if I were the editor of the show I could
take submissions via Dropbox, Sendspace, or Rapidshare, edit the
submissions, and put them into an hour long show on  a monthly or
quarterly basis then put them on the host site.

As far as archiving goes my own web space isn't quite up to holding
several shows, but I could use a Sendspace Max account with 100 GB of
space to store the show's archives.  That would work out for everyone
as there would be lots of space for archives and I would get Sendspace
Max points for every archive downloaded helping to contribute to the
financial needs of the podcast. Then, all we would need is a place to
put up the podccasts pages and news. Any thoughts?

Cheers!


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

I like that idea myself, sinse then it'd be far easier to submit stuff.

blind cool tech just doesn't seem as reliable as it used to,  they 
never
in fact posted my smugglers 3 review at all when I sent it and indeed 
some
of my older game reviews have disappeared too (I'll stick them on 
sendspace,

but stil it's irritating).

Thus maybe it's time for something game specific, and the main menue 
format

works well.

My only concerns are firstly, how difficult this will be for the hoster 
to
commit to posting every three months etc, sinse it'd not be good if the 
pod
cast started and then stopped, and secondly whether the older episodes 
can

be perminantly archived somewhere so that they are always available.

Provided these things are dealt with I think it could be a good thing 
indeed

and may even contribute something myself if I can.

Beware the grue!

Dark.
- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 10, 2011 3:29 PM
Subject: Re: [Audyssey] audyssey plus or extra



Hi,

I like that. A name like Paudyssey would make sense. I know there are
sites like Paudio books. Which does audio books vial podcasts. This
would fit in with the entire podcasting theme.

How I see the show format would be something like main menu's setup.
You have a host who gives the news, and then you would have game
reviews, demonstrations, etc done by the community itself. Just like
Main Menu's format. Its one that works out well for them, and would
probably work for us as well.

Cheers!


On 11/9/11, Ron Schamerhorn blindwon...@cogeco.ca wrote:

Hi Shaun

  I was actually thinking the name Podessey would be rather appropriate
for
a project like this.
  I'm guessing we'd leave it open for contributions from everyone in 
the

community.



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Re: [Audyssey] Possible MOTA Features

2011-11-10 Thread QuentinC
Since the discussion has started and since someone talked about 
eloquence, I have a question: is it legal or definitely illegal to let a 
game, or more generally, a program, connect to eloquence directly ?


I'm thinking on something I saw once some time ago: sapi-to-eloquence 
bridges, or script/plugins or little cheats existing for certain games 
that make eloquence speaking instead of sapi.


Note that all these things have in common that they doesn't embed a copy 
of eloquence themselves, they generally only use it if it has been 
installed by another program (i.e. jaws of course, but also IBM home 
page reader, older softwares that still use IBM viavoice, etc.)


I know that the discussion is difficult, for example the status of using 
eloquence with NVDA is not very clear... but I would like very much to 
have a clear answer about that topic, in order to be definitely fixed on 
what is allowed and what is not.


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Re: [Audyssey] Swamp questions

2011-11-10 Thread Kai
Another way is to open up the progress.ini file in the swamp directory and 
setting the value of the first line to 3.


Kai

- Original Message - 
From: Darren Duff duff...@gmail.com
To: blindadrenal...@gmail.com; 'Gamers Discussion list' 
gamers@audyssey.org

Sent: Thursday, November 10, 2011 1:31 PM
Subject: Re: [Audyssey] Swamp questions


In regards to getting jaws to work with the game press tab twice quickly 
and

jfw will start to work with the game. IF you press tab twice fast enough,
the game won't crash. That's how I got it to work.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Che
Sent: Thursday, November 10, 2011 4:00 PM
To: Gamers Discussion list
Subject: [Audyssey] Swamp questions

  Wow, Jeremy has done it again. Great job man.
  Swamp has the potential to be one of the most popular games ever for the
action oriented AG community in my opinion.
  The sound effects especially deserve kudos.
  Some questions though:
1. Why the deviation from the time tested standard input method of FPS on
the PC? Every FPS I played when I was sighted used the mouse in 
conjunction

with the A S D and W keys fore movement by default, a system that works
great. Why not mirror this, in other words, w moves one forward, and use 
the

right mouse button for replicating the shift key, removing the need to
stretch the fingers for shift v for example.
 also, having the scroll wheel move between available weapons would be
great.
  2. I can't get jaws to work with swamp on my system, when I hit tab, the
game ends up crashing. is there maybe a config file or something that can 
be
set to jaws so the game will launch in JFW mode, or is this just a bug 
that

has to be worked out?
3. I end up shooting a lot of walls, because it sounds like a zombie is
right there, when he is actually on the other side of a wall. can we have 
a

mode that gives a subtle audio cue when you have a direct shot, or maybe a
key to hit to ping and see if we're facing a wall directly?
4. if we could drop our own waypoint beacons, that would be way cool, 
maybe

double tap a number to drop a beacon, then control number to turn that
beacon on.  being able to name the beacon when you drop it would be a 
great

bonus as well, with the name being read out when you control numbered.
  thanks for another excellent release Jeremy, and awesome job on the 
sound

efffects Chi, hope I'm spelling that right.
  Later
che
.

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Re: [Audyssey] Possible MOTA Features

2011-11-10 Thread Yohandy
I totally think this would be the best method. keep things as they are, then 
for any future games, add the screen reader support.


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 10, 2011 5:16 PM
Subject: Re: [Audyssey] Possible MOTA Features



Hi,

Right. Well, wenever I do begin using real time speech via Jaws,
Window-Eyes, I can look at adding the strings externally, but I think
that's a bit too much work for the kind of schedule I've put the MOTA
project on.

In the meantime I'm leaning to just keeping the speech as it currently
is as a lot of people like Heather. So no need to change it if the
majority of people are happier that way. I can work on making the
xperience a little smoother etc and just work with the wav files as
is.

Cheers!




On 11/10/11, pitermach piterm...@gmail.com wrote:

hi,
If you go for screen reader support, then I'd then suggest you do the
strings in external lng files, so we could avoid the cheating part. I
see how this could help, since in Poland I also know many people who
don't play a lot of audio games, simply because they don't know English.
it would also help in pronouncing numbers, since in Polish (and i'm sure
in other languages) the way numbers over 99 aren't just pronounced by
slapping a hundred at the end of them, so letting the screen reader
handle that would certainly sound considerably better.
As for my actual vote though, I'd rather stick to heather, it just seems
more natural this way and helps get into the atmosphere of the game.
I'd have to agree with what bryan said about using eloquence.


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Re: [Audyssey] require cheat codes and key bord commandsforGMAtankcommander

2011-11-10 Thread dark

Hi Tom.
I wasn't actually thinking about rp characters in terms of specific 
weaknesses like superman's criptonite, but character flaws that make the 
characters interesting people to play.


For instance in the weakly mutants and masterminds game we play, my 
character was based on the idea of who would be the worst person to pickup 
an iron man type alien battle armour? A slightly dim, concert pianist with 
good intentions.


he has no idea how his sute actually works (indeed interacting with the 
sute's ai makes for a large part of the game), he doesn't know super science 
or indeed magic, sinse it turns out the sute is an ancient egyptian wrelick. 
yet, these are things I've kept, sinse I don't want to alter him as a 
character specifically.


he's grown and changed during the campeign, but character wise there are 
sitl things I'd like to keep the same, just because even though it would be 
dam useful to have certain skills such as science or magic, it wouldn't be 
in his character to have them.


That for me is the interesting thing about tabletop rp, using the system 
dice and rules to make a character who is a distinct person on their own and 
reacts dynamically to various situations.


interestingly enough i've just come back from a one off, just for fun game 
where there were no stats and system at all! the gm rolled a couple of dice 
to determine things like combat actions and initiative, but the game was 
entirely ad lib.


While not something I'd want for a long period it was great fun to do for a 
change.


getting back to computer games, it would actually be interesting to have 
more text walkthrough's around really. There are a couple on audiogams.net 
but there could deffinately be more, sinse I for one do enjoy reading them 
even for games I've already finished just to see what other people make of 
the games.


This is even more true now that we have more complex games like time of 
conflict and castaways, where text could possibly be a clearer way of 
explaning tactics and stratogies coherently than trying to explain at the 
same time in a full on audio walkthrough.


Beware the grue!

dark. 



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Re: [Audyssey] Possible MOTA Features

2011-11-10 Thread Thomas Ward
Hi Quentin,

I'm not really sure myself. Its tricky because the license for
Eloquence 6 has changed from prior versions.

For example, earlier versions of Eloquence that came with IBM Viavoice
were built using Sapi 4, and was free to use with other Sapi 4
applications that supported Sapi 4. However, with version 6 Eloquence
has become fairly proprietary in terms of its end user license
agreement.

However, if you are connecting to Eloquence via COM I don't think they
can legally stop you from supporting the TTS engine since its using a
common interface. What would be illegal is if you created a game and
provided a copy of Eloquence with the game as you would illegally be
redistributing the software, but just adding COM support for it in
your speech API shouldn't be illegal if I got my facks straight.

That's the problem with NVDA. Writing a speech driver for Eloquence is
perfectly legal as far as I know, but NVDA can't ship the TTS engine
with the screen reader legally because NVDA doesn't have a license to
redistribute. That's my understanding of the problem with NVDA and
Eloquence.

HTH


On 11/10/11, QuentinC quent...@cfardel.net wrote:
 Since the discussion has started and since someone talked about
 eloquence, I have a question: is it legal or definitely illegal to let a
 game, or more generally, a program, connect to eloquence directly ?

 I'm thinking on something I saw once some time ago: sapi-to-eloquence
 bridges, or script/plugins or little cheats existing for certain games
 that make eloquence speaking instead of sapi.

 Note that all these things have in common that they doesn't embed a copy
 of eloquence themselves, they generally only use it if it has been
 installed by another program (i.e. jaws of course, but also IBM home
 page reader, older softwares that still use IBM viavoice, etc.)

 I know that the discussion is difficult, for example the status of using
 eloquence with NVDA is not very clear... but I would like very much to
 have a clear answer about that topic, in order to be definitely fixed on
 what is allowed and what is not.

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[Audyssey] freeciv

2011-11-10 Thread Willem Venter
Hi all.
A sighted friend recently told me about a game called freeciv. For
those of you who never heard of it, it is a  game where you build up
your tribe to conker the world by defeating the other players or
sending a space ship into space to find DNA which you use to clone an
alien. The game allows you to play multiple races which start off with
different advantages. You start at 4000 bc and guide your civilization
from a primitive level of technology to the space age while balancing
diplomacy, war, technology advances, production and global warming.

The information I've gathered shows that the client can be used with
jaws and or Window eyes etc. Is this still true? I could not really
make any headway in the game with jaws. I also tried it on linux, but
reading the text inside the windows with orca 3.2 did not work.

There was also a discussion on this list a few years back, discussing
a custom front-end that can provide the information to us better with
either sapi or something like the new screen reader library. What
would the more experienced players of freeciv suggest as a good layout
of a frontend?

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Re: [Audyssey] freeciv

2011-11-10 Thread David Mehler
Hello,

I am definitely interested in some more information about this game
anything appreciated.

Thanks.
Dave.


On 11/10/11, Willem Venter dwill...@gmail.com wrote:
 Hi all.
 A sighted friend recently told me about a game called freeciv. For
 those of you who never heard of it, it is a  game where you build up
 your tribe to conker the world by defeating the other players or
 sending a space ship into space to find DNA which you use to clone an
 alien. The game allows you to play multiple races which start off with
 different advantages. You start at 4000 bc and guide your civilization
 from a primitive level of technology to the space age while balancing
 diplomacy, war, technology advances, production and global warming.

 The information I've gathered shows that the client can be used with
 jaws and or Window eyes etc. Is this still true? I could not really
 make any headway in the game with jaws. I also tried it on linux, but
 reading the text inside the windows with orca 3.2 did not work.

 There was also a discussion on this list a few years back, discussing
 a custom front-end that can provide the information to us better with
 either sapi or something like the new screen reader library. What
 would the more experienced players of freeciv suggest as a good layout
 of a frontend?

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Re: [Audyssey] Swamp questions

2011-11-10 Thread Christopher Bartlett
I've tried this numerous times to no effect.  

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Darren Duff
Sent: Thursday, November 10, 2011 4:32 PM
To: blindadrenal...@gmail.com; 'Gamers Discussion list'
Subject: Re: [Audyssey] Swamp questions

In regards to getting jaws to work with the game press tab twice quickly and
jfw will start to work with the game. IF you press tab twice fast enough,
the game won't crash. That's how I got it to work. 



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Re: [Audyssey] Swamp questions

2011-11-10 Thread Darren Duff
Low treble would do it! 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Christopher Bartlett
Sent: Thursday, November 10, 2011 4:44 PM
To: blindadrenal...@gmail.com; 'Gamers Discussion list'
Subject: Re: [Audyssey] Swamp questions

The shooting at walls thing is the last major action element problem left to
be addressed.  It really is frustrating, lining up a nice sniper shot on a
tyrant, only to have the wall hitting sound reward your efforts.

I'm not sure how to address this without a gunsight mode, which I feel would
detract from the impact of the play, (though it should be an option for
people who have difficulty localizing sound due to hearing loss or
whatever).  If I understand it, the sounds are played to everybody, and the
server interprets your direction and sound level based on your position.
Would it be possible to maybe have the sounds have a gating effect so that
they stutter a bit if there's a wall between you and the sound source?  Or
maybe a reverb effect of some sort?  I don't know, just some alteration that
clues you in that though you hear a zombie close at hand, you've got a wall
between you?

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Che
Sent: Thursday, November 10, 2011 4:00 PM
To: Gamers Discussion list
Subject: [Audyssey] Swamp questions

   Wow, Jeremy has done it again. Great job man.
   Swamp has the potential to be one of the most popular games ever for the
action oriented AG community in my opinion.
   The sound effects especially deserve kudos.
   Some questions though:
1. Why the deviation from the time tested standard input method of FPS on
the PC? Every FPS I played when I was sighted used the mouse in conjunction
with the A S D and W keys fore movement by default, a system that works
great. Why not mirror this, in other words, w moves one forward, and use the
right mouse button for replicating the shift key, removing the need to
stretch the fingers for shift v for example.
  also, having the scroll wheel move between available weapons would be
great.
   2. I can't get jaws to work with swamp on my system, when I hit tab, the
game ends up crashing. is there maybe a config file or something that can be
set to jaws so the game will launch in JFW mode, or is this just a bug that
has to be worked out?
3. I end up shooting a lot of walls, because it sounds like a zombie is
right there, when he is actually on the other side of a wall. can we have a
mode that gives a subtle audio cue when you have a direct shot, or maybe a
key to hit to ping and see if we're facing a wall directly?
4. if we could drop our own waypoint beacons, that would be way cool, maybe
double tap a number to drop a beacon, then control number to turn that
beacon on.  being able to name the beacon when you drop it would be a great
bonus as well, with the name being read out when you control numbered.
   thanks for another excellent release Jeremy, and awesome job on the sound
efffects Chi, hope I'm spelling that right.
   Later
che
.

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Re: [Audyssey] Swamp questions

2011-11-10 Thread Darren Duff
Ah! Cool! Didn't know that's what that was! 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Kai
Sent: Thursday, November 10, 2011 5:37 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp questions

Another way is to open up the progress.ini file in the swamp directory and
setting the value of the first line to 3.

Kai

- Original Message -
From: Darren Duff duff...@gmail.com
To: blindadrenal...@gmail.com; 'Gamers Discussion list' 
gamers@audyssey.org
Sent: Thursday, November 10, 2011 1:31 PM
Subject: Re: [Audyssey] Swamp questions


 In regards to getting jaws to work with the game press tab twice quickly 
 and
 jfw will start to work with the game. IF you press tab twice fast enough,
 the game won't crash. That's how I got it to work.

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Che
 Sent: Thursday, November 10, 2011 4:00 PM
 To: Gamers Discussion list
 Subject: [Audyssey] Swamp questions

   Wow, Jeremy has done it again. Great job man.
   Swamp has the potential to be one of the most popular games ever for the
 action oriented AG community in my opinion.
   The sound effects especially deserve kudos.
   Some questions though:
 1. Why the deviation from the time tested standard input method of FPS on
 the PC? Every FPS I played when I was sighted used the mouse in 
 conjunction
 with the A S D and W keys fore movement by default, a system that works
 great. Why not mirror this, in other words, w moves one forward, and use 
 the
 right mouse button for replicating the shift key, removing the need to
 stretch the fingers for shift v for example.
  also, having the scroll wheel move between available weapons would be
 great.
   2. I can't get jaws to work with swamp on my system, when I hit tab, the
 game ends up crashing. is there maybe a config file or something that can 
 be
 set to jaws so the game will launch in JFW mode, or is this just a bug 
 that
 has to be worked out?
 3. I end up shooting a lot of walls, because it sounds like a zombie is
 right there, when he is actually on the other side of a wall. can we have 
 a
 mode that gives a subtle audio cue when you have a direct shot, or maybe a
 key to hit to ping and see if we're facing a wall directly?
 4. if we could drop our own waypoint beacons, that would be way cool, 
 maybe
 double tap a number to drop a beacon, then control number to turn that
 beacon on.  being able to name the beacon when you drop it would be a 
 great
 bonus as well, with the name being read out when you control numbered.
   thanks for another excellent release Jeremy, and awesome job on the 
 sound
 efffects Chi, hope I'm spelling that right.
   Later
 che
 .

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Re: [Audyssey] Perilous Hearts preorders?

2011-11-10 Thread Bryan Peterson
Personally I'm glad you came up with MOTA, though of course I'd have 
preferred that it not come with all the trouble it brought you LOL. As 
interested as I would have been to try the original Monte all the way 
through and as interested as I am to try whatever replacement project you're 
thinking of I'm glad for MOTA.

They're coming to take me away, ha-haaa!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 10, 2011 3:23 PM
Subject: Re: [Audyssey] Perilous Hearts preorders?



Hi,

Well, weather it was a prank or not its over and done with as far as I
am concerned. I felt it was legit at the time, and took it seriously.

As for Montezuma's Revenge/Return I've got something in mind for that
game. I've had plenty of time to rethink the problem and have plans to
redo the game in such a way it offers similar game play, similar
story, but doesn't infringe on any copyrights. Its just I committed
myself to MOTA before the idea came along, and now I wish I had
thought of the revised MOntezuma's Revenge idea sooner.

Cheers!


On 11/10/11, Yohandy yohand...@gmail.com wrote:
Ya know, I have always wondered if that cease and desist letter wasn't 
some

sick prank played by someone? Did you ever check that out Thomas? I doubt
you'd overlook something that obvious, but you could've been stressed 
out,
or perhaps you didn't think someone would do such an evil thing, so 
didn't
consider it. email can be easily spoofed, as we've previously discovered 
on

here. only way to make that authentic was to receive actual signed mail
correspondence by the company. which I'm pretty sure is how cease and 
desist
works anyway. you've always made it sound like you just got a random 
email
claiming to be the company responsible for game development telling you 
to

stop, which sounds unlikely. how would they even know such game was
available? and what are the odds of them going after an accessible game
developer as opposed to thousands of other people who've most likely used 
a

similar idea? did they even play the game? I still think a simple name
change would've solved the whole problem just in case it actually was 
legit.

Understand I'm not saying your claims are false, but that this could've
easily been a prank to scare you off.







- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 10, 2011 10:11 AM
Subject: Re: [Audyssey] Perilous Hearts preorders?



Hi Dark,

Agreed. Giving this community an exact day of release could be
dangerous as there could be some unforeseen delays between now and
then. It is better to give a general idea like January 2012 which
gives the developer a window of 31 days in which to meet the deadline.
Releasing sooner than later is not always better, because we want to
make sure the game is stable, has been fully tested, and most issues
and potential bugs are resolved on the release date. If you give a
specific date/time to release and find out at the 11th hour there is a
problem your prepaid customers will scream bloody murder if their is a
valid delay due to some unforeseen bug or issue that came up at the
last moment.

I know my situation is different, but Montezuma's Revenge is a classic
case of how the unexpected can happen litterally at the 11th hour. I
had the game 90% complete, was just adding the final six levels to
1.0, when I got a letter to sease and desist development based on a
copyright claim from Utopia. I royally got screwed over because of
that, and I'm glad I hadn't gave a specific date/time of release
because when that happened there was no way I could have met it
because the situation was a complete mess.

Obviously, this wouldn't happen to Philip, but there are always things
that can go wrong at the 11th hour.His computer could crash, a last
minute bug pops up in the game, whatever. Its always smarter to cover
your backside if your a single developer, because you don't have any
idea what might happen between now and your target date.

Just this year I have had a horrible run of bad luck. Two unexpected
deaths in the family, been sick quite a lot, as well as a few other
personal issues that interrupted my own schedule. Some things like
that can't be helped, and I'm glad I'm not forced into meeting some
exact release date/time or I'd be screwed.

Cheers!






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If you 

Re: [Audyssey] sample recordings

2011-11-10 Thread Bryan Peterson
That's precisely why I probably won't be submitting anything. I was 
evidently good enough for Jake's standards to do Airik's voice in Airik the 
Cleric but I wouldn't consider myself up to professional standards.

They're coming to take me away, ha-haaa!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 10, 2011 3:31 PM
Subject: Re: [Audyssey] sample recordings



Hi Shaun,

its not my cast. I'm just trying to give you advice when and where I
see it. I think you know that I have a highly developed sense of what
is considered to be a professional standard--some might say its too
strict--but that's just how I see things. I personally feel it would
be wrong of me to say this or that sounds great when I really don't
feel that way. I think it is in the casts best interest if we find
someone who has experience doing some kind of podcast or radio show
who sounds professional. Maybe that's not possible--I don't know--but
we should try to do this podcast the best we can.

Cheers!

On 11/10/11, shaun everiss sm.ever...@gmail.com wrote:

as I said I really don't have any current samples.
Yes maybe with all his resources sertainly more than me, if kelly
wants to be the host of the show then heck we have hardly started and
I have felt like swearing at you over the file storage thing.
But whatever.
I was going to bring up what method we would use to submit files and
what will happen for say sharing content to be put together  but I
guess its a mute point now.
So a part from the idea I guess I don't have any real part in this, I
feel a bit left out but hay its your cast I just thought about the idea.
Its true I don't have the right stuff sertainly not the standard I
have not done any presentation in years.
Maybe I'll just have to submit things as I go or something.
  now.
At 04:10 p.m. 10/11/2011 -0500, you wrote:

Hi Shaun,

I don't want to sound rude or overly critical, but i just don't think
these samples are of the kind of quality I'm looking for in terms of a
podcast. You just don't have the right kind of voice for it, and I
noticed you put way to many ums and long pauses in your casts.I'm not
looking for perfect, as Dave said, but I do have a fairly good idea of
what I think would sound good. I can't help but think you are not cut
out for this. Take a listen to Kelly's work and you'll see what I
mean. Someone like Kelly Serpergia is a great example of what we need
in terms of a host for the show.

Cheers!


On 11/10/11, shaun everiss sm.ever...@gmail.com wrote:
 Hi all.
 Ok as prommised here are samples of my work.
 Take in mind that at the time I did most of this I did not have all
 the equipment I had now.
 Some of this is from a project unreleased.
 I made a couple files, a game sample and a voice only which should
 have been a game but for some reason the right device on the
 recording program was not set  right and it never recorded right.
 My voice could be a little to loud so maybe I will have to fix that.
 You should get a clear sound from the realtech card in the box
 playing laser breakout of all things.
 http://dl.dropbox.com/u/1407689/sample.zip
 I don't promise perfection but at least I can keep the wheels turning.

 If you are happy to handle hosting at least for now, that will hold
 the cast for a bit, I plan to look into the cdn type of stuff.
 at some point.
 I guess I'll leave the community to its business.
 Hopefully this won't just be me.

 we can figure stuff out later if I pass the first step.



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Re: [Audyssey] Possible MOTA Features

2011-11-10 Thread Bryan Peterson
I agree. This game's brought you enough headaches as it is. Finish it as is 
and worry about screen reader support later, especially given the possible 
complications involved in multilanguage support.

They're coming to take me away, ha-haaa!
- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 10, 2011 3:40 PM
Subject: Re: [Audyssey] Possible MOTA Features


I totally think this would be the best method. keep things as they are, 
then for any future games, add the screen reader support.


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 10, 2011 5:16 PM
Subject: Re: [Audyssey] Possible MOTA Features



Hi,

Right. Well, wenever I do begin using real time speech via Jaws,
Window-Eyes, I can look at adding the strings externally, but I think
that's a bit too much work for the kind of schedule I've put the MOTA
project on.

In the meantime I'm leaning to just keeping the speech as it currently
is as a lot of people like Heather. So no need to change it if the
majority of people are happier that way. I can work on making the
xperience a little smoother etc and just work with the wav files as
is.

Cheers!




On 11/10/11, pitermach piterm...@gmail.com wrote:

hi,
If you go for screen reader support, then I'd then suggest you do the
strings in external lng files, so we could avoid the cheating part. I
see how this could help, since in Poland I also know many people who
don't play a lot of audio games, simply because they don't know English.
it would also help in pronouncing numbers, since in Polish (and i'm sure
in other languages) the way numbers over 99 aren't just pronounced by
slapping a hundred at the end of them, so letting the screen reader
handle that would certainly sound considerably better.
As for my actual vote though, I'd rather stick to heather, it just seems
more natural this way and helps get into the atmosphere of the game.
I'd have to agree with what bryan said about using eloquence.


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Re: [Audyssey] audyssey plus or extra

2011-11-10 Thread David Mehler
Hi,

I'd like to make two points with regards podcasting.

The easier one is I looked up podaudyssey.org and that domain is
available as of now. It's $11.20 a year less for multiple years at the
place I'm looking. I've also with my new server have the ability to
handle dns services. I'm not saying that we would have to go with
that, but it was mentioned and I thought for informative purposes I'd
look up if it was available, also i'm not sure if that's the absolute
cheapest cheapest, but that price isn't bad.

Point 2 has more to do with the specific audio format to use. Most
podcasts are encoded as mp3's although some will use .ogg files. Both
ogg and mp3 are what's called Lossy compression methods, that means in
both situations, working on and resaving the file you'll loose audio
quality. So for example if I make a file and save it as an mp3. Then
open it a bunch of times, make edits and save, I'm going to get a
pretty crappy sounding file. Think of the old tapes, anyone copied a
tape repeatedly the quality went down as that tape was copied, same
concept. To deal with this I would recommend how a friend tought it to
me, record in wave so you get the maximum audio quality, then save as
a .flac file, that's a lostless compression, which means I can edit it
50 times and never loose quality. Flac files also are one quarter the
size of waves. When all edits and editions such as music are done to
the flac and it's ready, the last thing should be to save it as the
mp3 and it's that mp3 that makes up the podcast. I hope that made
sense. Also, it might not be a bad idea to standardize on the type of
mp3, mono or stereo, bitrate and sample rate, the higher of which the
larger the files.

Just some information and food for thought.
Dave.


On 11/10/11, dark d...@xgam.org wrote:
 Hi tom.
 As someone who uses ss max that's a good plan, and a nice way of minimizing
 need for donations to keep the archive up. Particularly as now with a max
 account you can upload files of up to 500 mb, which should be more than long
 enough for a podcast.

 Beware the grue!

 Dark.

 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, November 10, 2011 3:53 PM
 Subject: Re: [Audyssey] audyssey plus or extra


 Hi Dark,

 I've been thinking about those issues. I'm pretty sure I can take care
 of those issues if needed.

 As far as submitting content if I were the editor of the show I could
 take submissions via Dropbox, Sendspace, or Rapidshare, edit the
 submissions, and put them into an hour long show on  a monthly or
 quarterly basis then put them on the host site.

 As far as archiving goes my own web space isn't quite up to holding
 several shows, but I could use a Sendspace Max account with 100 GB of
 space to store the show's archives.  That would work out for everyone
 as there would be lots of space for archives and I would get Sendspace
 Max points for every archive downloaded helping to contribute to the
 financial needs of the podcast. Then, all we would need is a place to
 put up the podccasts pages and news. Any thoughts?

 Cheers!


 On 11/10/11, dark d...@xgam.org wrote:
 I like that idea myself, sinse then it'd be far easier to submit stuff.

 blind cool tech just doesn't seem as reliable as it used to,  they
 never
 in fact posted my smugglers 3 review at all when I sent it and indeed
 some
 of my older game reviews have disappeared too (I'll stick them on
 sendspace,
 but stil it's irritating).

 Thus maybe it's time for something game specific, and the main menue
 format
 works well.

 My only concerns are firstly, how difficult this will be for the hoster
 to
 commit to posting every three months etc, sinse it'd not be good if the
 pod
 cast started and then stopped, and secondly whether the older episodes
 can
 be perminantly archived somewhere so that they are always available.

 Provided these things are dealt with I think it could be a good thing
 indeed
 and may even contribute something myself if I can.

 Beware the grue!

 Dark.
 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, November 10, 2011 3:29 PM
 Subject: Re: [Audyssey] audyssey plus or extra


 Hi,

 I like that. A name like Paudyssey would make sense. I know there are
 sites like Paudio books. Which does audio books vial podcasts. This
 would fit in with the entire podcasting theme.

 How I see the show format would be something like main menu's setup.
 You have a host who gives the news, and then you would have game
 reviews, demonstrations, etc done by the community itself. Just like
 Main Menu's format. Its one that works out well for them, and would
 probably work for us as well.

 Cheers!


 On 11/9/11, Ron Schamerhorn blindwon...@cogeco.ca wrote:
 Hi Shaun

   I was actually thinking the name Podessey would be rather appropriate
 for
 a project like this.
   I'm 

Re: [Audyssey] sample recordings

2011-11-10 Thread Thomas Ward
HiBryan,

Please, don't take it that way. What I said doesn't effect you
personally. All I was attempting to do was point out that the show's
host should sound like an experienced semi-professional to
professional host. That doesn't have any effect on people who submit
content, reviews, etc.

Now, if people think I'm being too picky, bossy, etc let me know. I'll
step aside and let you guys do it your way. Just don't expect any
support from me personally.

Cheers!


On 11/10/11, Bryan Peterson bpeterson2...@cableone.net wrote:
 That's precisely why I probably won't be submitting anything. I was
 evidently good enough for Jake's standards to do Airik's voice in Airik the
 Cleric but I wouldn't consider myself up to professional standards.
 They're coming to take me away, ha-haaa!

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Re: [Audyssey] sample recordings

2011-11-10 Thread Bryan Peterson

I know it wasn't directed at me. LOL.
They're coming to take me away, ha-haaa!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 10, 2011 4:15 PM
Subject: Re: [Audyssey] sample recordings



HiBryan,

Please, don't take it that way. What I said doesn't effect you
personally. All I was attempting to do was point out that the show's
host should sound like an experienced semi-professional to
professional host. That doesn't have any effect on people who submit
content, reviews, etc.

Now, if people think I'm being too picky, bossy, etc let me know. I'll
step aside and let you guys do it your way. Just don't expect any
support from me personally.

Cheers!


On 11/10/11, Bryan Peterson bpeterson2...@cableone.net wrote:

That's precisely why I probably won't be submitting anything. I was
evidently good enough for Jake's standards to do Airik's voice in Airik 
the

Cleric but I wouldn't consider myself up to professional standards.
They're coming to take me away, ha-haaa!


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[Audyssey] Silly little bike riding simulation app...smile

2011-11-10 Thread Jacob Kruger
This might be a starting point to me trying to do a bit more/let you actually 
try riding a motorbike on something like a track, or some routes, and it has a 
slight bit of a silly thing included as well, but, either way, should currently 
work on most windows machines - let me know:
http://www.blindza.co.za/uploads/bikeSim.zip
(6.4Mb zip file, and hit enter on bike.exe, and then when you click/hit space 
bar on Start bike!!! button, up and down arrows should change speed/sound, and 
left and right arrow keys will sort of steer left/right)

Would just like to know if this causes any issues on various flavours of 
windows etc.

Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'
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[Audyssey] Recording PC sound output for things like podcasts/demo's etc. on windows7

2011-11-10 Thread Jacob Kruger
OK, while I could just use an external microphone/device to record my 
computer's audio output, including surrounding sounds, maybe me talking etc., 
etc., while using my current primary windows7 ultimate 64 bit primary machine, 
on machines like windows XP, it seemed you could easily enough, sometimes use 
either a sort of virtual audio recording device called stereo mix, or one 
called what you hear, and then using something like either audacity, or 2 other 
recording apps have gotten hold of - see below - record just the computers 
actual audio output, including screenreader voices,  a bit more cleanly.

Anyway, on this windows7 64 bit machine, I had to firstly go and make the 
stereo mix recording device show up, since it sort of gets hidden by windows7 
itself - in start menu search box, I type in:
sound card

and then hit enter on change sound card settings.

Then in that dialogue box, I ctrl + tab to recording page, and in list of 
recording devices, it only showed microphone and audio line in - and this is 
linked to my PC's realtek sound card.

When I then invoked a right mouse click on that list, using the jaws cursor, on 
the context menu item there's a menu item saying something like show disabled 
devices, and then I could find a stereo mix device listing, and if I invoked 
it's properties, I could in fact enable it, make changes to it's volume levels, 
etc. etc.

However, even if I make it the default device - also from that dialogue, or 
specifically choose to use it in either audacity, or the 2 apps listed below, 
the sound files do have a file size, and a recorded time length, but are just 
silent..?

Most guys who've done something similar to this on windowsXP machines reckon 
the device would normally be called something like what you hear, but anyway - 
was just wondering if anyone had any ideas related to a feasible workaround for 
this type of issue, asides from actually recording the PC's output using an 
external device/unit/microphone placed in front of speakers, since it might be 
nice to be able to record demo's/tutorial material related to some things like 
this, without having to first connect external units/cables, etc. etc.

Lastly, those two bits of  software found/tracked down that let you sort of 
record directly to MP3 files - in theory anyway - and which while not perfectly 
accessible, are still relatively usable are the 2 following ones:

Free MP3 sound recorder
http://www.nbxsoft.com/download-sound-recorder.php

Digital audio recorder
http://www.asoftwareplus.com/

Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'
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Re: [Audyssey] Recording PC sound output for things likepodcasts/demo's etc. on windows7

2011-11-10 Thread Yohandy

Jacob,
This is the biggest annoyance I find with recent versions of Windows. 
configuring sound settings is a major pain. What I did was buy an external 
soundcard type device that allows me to record from external sources, like 
my playstation 3 for example. If you want to record from the sound card, I'm 
not sure what to tell ya. My sound card allows me to record, but there are 2 
huge issues. First it sounds like total garbage. and second, I cannot unmute 
the mic while stereo mix is active, because there can only be 1 audio device 
enabled. I haven't found a workaround for the stereo mix issue yet, although 
I would be interested if anyone has any suggestions. I've been looking for a 
good way to do this for years.



- Original Message - 
From: Jacob Kruger jac...@mailzone.co.za

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 10, 2011 6:42 PM
Subject: [Audyssey] Recording PC sound output for things likepodcasts/demo's 
etc. on windows7



OK, while I could just use an external microphone/device to record my 
computer's audio output, including surrounding sounds, maybe me talking 
etc., etc., while using my current primary windows7 ultimate 64 bit 
primary machine, on machines like windows XP, it seemed you could easily 
enough, sometimes use either a sort of virtual audio recording device 
called stereo mix, or one called what you hear, and then using something 
like either audacity, or 2 other recording apps have gotten hold of - see 
below - record just the computers actual audio output, including 
screenreader voices,  a bit more cleanly.


Anyway, on this windows7 64 bit machine, I had to firstly go and make the 
stereo mix recording device show up, since it sort of gets hidden by 
windows7 itself - in start menu search box, I type in:

sound card

and then hit enter on change sound card settings.

Then in that dialogue box, I ctrl + tab to recording page, and in list of 
recording devices, it only showed microphone and audio line in - and this 
is linked to my PC's realtek sound card.


When I then invoked a right mouse click on that list, using the jaws 
cursor, on the context menu item there's a menu item saying something like 
show disabled devices, and then I could find a stereo mix device listing, 
and if I invoked it's properties, I could in fact enable it, make changes 
to it's volume levels, etc. etc.


However, even if I make it the default device - also from that dialogue, 
or specifically choose to use it in either audacity, or the 2 apps listed 
below, the sound files do have a file size, and a recorded time length, 
but are just silent..?


Most guys who've done something similar to this on windowsXP machines 
reckon the device would normally be called something like what you hear, 
but anyway - was just wondering if anyone had any ideas related to a 
feasible workaround for this type of issue, asides from actually recording 
the PC's output using an external device/unit/microphone placed in front 
of speakers, since it might be nice to be able to record demo's/tutorial 
material related to some things like this, without having to first connect 
external units/cables, etc. etc.


Lastly, those two bits of  software found/tracked down that let you sort 
of record directly to MP3 files - in theory anyway - and which while not 
perfectly accessible, are still relatively usable are the 2 following 
ones:


Free MP3 sound recorder
http://www.nbxsoft.com/download-sound-recorder.php

Digital audio recorder
http://www.asoftwareplus.com/

Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'
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Re: [Audyssey] sample recordings

2011-11-10 Thread Darren Duff
, please send E-mail to gamers-ow...@audyssey.org.



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Re: [Audyssey] sample recordings

2011-11-10 Thread Yohandy
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Re: [Audyssey] Recording PC sound output for thingslikepodcasts/demo's etc. on windows7

2011-11-10 Thread Jacob Kruger
Would still like to be able to do it using only this PC itself, but 
currently the best sort of workaround have for it is I have a unit here 
called the boostaroo revolution -

http://boostaroo.com/

(yes, think it's funny that domain name and product name are spelt 
differently)


Main thing with it, aside from it boosting the output by 400%  to help guys 
save battery life on things like MP3 players, is it means I can use some of 
my audio gadgets without using my one hearing aid as well, and another thing 
is it's completely portable - roundabout the size of my thumb in total - 
uses A A A A batteries (splitting those characters apart since otherwise 
something like jaws will just read the 4 of them as a triple letter combo, 
which it definitely isn't)- and actually has 2 output jack sockets, so you 
can also use it to easily split one audio signal into 2 output signals, so I 
could then plug headphones into one socket, to hear what was happening, and 
plug something like my other laptop's audio jack to its line in into the 
other socket to then handle the recording, but this would still require the 
use of the other laptop to handle the recording, which is specifically what 
I'd like to avoid having to do.


Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, November 11, 2011 1:56 AM
Subject: Re: [Audyssey] Recording PC sound output for 
thingslikepodcasts/demo's etc. on windows7




Jacob,
This is the biggest annoyance I find with recent versions of Windows. 
configuring sound settings is a major pain. What I did was buy an external 
soundcard type device that allows me to record from external sources, like 
my playstation 3 for example. If you want to record from the sound card, 
I'm not sure what to tell ya. My sound card allows me to record, but there 
are 2 huge issues. First it sounds like total garbage. and second, I 
cannot unmute the mic while stereo mix is active, because there can only 
be 1 audio device enabled. I haven't found a workaround for the stereo mix 
issue yet, although I would be interested if anyone has any suggestions. 
I've been looking for a good way to do this for years.



- Original Message - 
From: Jacob Kruger jac...@mailzone.co.za

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 10, 2011 6:42 PM
Subject: [Audyssey] Recording PC sound output for things 
likepodcasts/demo's etc. on windows7



OK, while I could just use an external microphone/device to record my 
computer's audio output, including surrounding sounds, maybe me talking 
etc., etc., while using my current primary windows7 ultimate 64 bit 
primary machine, on machines like windows XP, it seemed you could easily 
enough, sometimes use either a sort of virtual audio recording device 
called stereo mix, or one called what you hear, and then using something 
like either audacity, or 2 other recording apps have gotten hold of - see 
below - record just the computers actual audio output, including 
screenreader voices,  a bit more cleanly.


Anyway, on this windows7 64 bit machine, I had to firstly go and make the 
stereo mix recording device show up, since it sort of gets hidden by 
windows7 itself - in start menu search box, I type in:

sound card

and then hit enter on change sound card settings.

Then in that dialogue box, I ctrl + tab to recording page, and in list of 
recording devices, it only showed microphone and audio line in - and this 
is linked to my PC's realtek sound card.


When I then invoked a right mouse click on that list, using the jaws 
cursor, on the context menu item there's a menu item saying something 
like show disabled devices, and then I could find a stereo mix device 
listing, and if I invoked it's properties, I could in fact enable it, 
make changes to it's volume levels, etc. etc.


However, even if I make it the default device - also from that dialogue, 
or specifically choose to use it in either audacity, or the 2 apps listed 
below, the sound files do have a file size, and a recorded time length, 
but are just silent..?


Most guys who've done something similar to this on windowsXP machines 
reckon the device would normally be called something like what you hear, 
but anyway - was just wondering if anyone had any ideas related to a 
feasible workaround for this type of issue, asides from actually 
recording the PC's output using an external device/unit/microphone placed 
in front of speakers, since it might be nice to be able to record 
demo's/tutorial material related to some things like this, without having 
to first connect external units/cables, etc. etc.


Lastly, those two bits of  software found/tracked down that let you sort 
of record directly to MP3 files - in theory anyway - and which while not 
perfectly accessible, are still relatively usable are the 2 

Re: [Audyssey] Recording PC sound output for things like podcasts/demo's etc. on windows7

2011-11-10 Thread Alfredo_The_Music_maker
Anybody heard of Virtual Audio Cable? That might work out. But how is 
this related to gaming? Are you trying to produce a play through of 
something?


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Re: [Audyssey] Recording PC sound output for things like podcasts/demo's etc. on windows7

2011-11-10 Thread Yohandy
Dunno about jacob, but I certainly have. been wanting to do playthroughs of 
lots of gaming things in fact. How does this cable thinggy work anyway?


- Original Message - 
From: Alfredo_The_Music_maker birdlover2...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 10, 2011 8:09 PM
Subject: Re: [Audyssey] Recording PC sound output for things like 
podcasts/demo's etc. on windows7



Anybody heard of Virtual Audio Cable? That might work out. But how is this 
related to gaming? Are you trying to produce a play through of something?


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Re: [Audyssey] Perilous hearts audio demo!

2011-11-10 Thread Ian McNamara
Hi well fantastic demmo would deffinatly like this game it sounds fantastic.

Ian McNamara

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