Re: [Audyssey] Life, The AGRIP Project and Everything

2006-10-09 Thread Ken the Crazy
I'm definitely going to at least try to do something with it--but Cara and 
Derek are already doing such an awesome job.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Matthew T. Atkinson [EMAIL PROTECTED]
To: AGRIP-announce list agrip-announce@lists.agrip.org.uk
Cc: AGRIP-discuss list agrip-discuss@lists.agrip.org.uk; Audyssey List 
Gamers@audyssey.org
Sent: Sunday, October 08, 2006 10:03 AM
Subject: [Audyssey] Life, The AGRIP Project and Everything


 Hello all,

 For those of you that are not on the AGRIP lists and may not know me, I
 am the lead developer of AudioQuake and a research student in the area
 of computer and game accessibility.  I am writing to tell you about some
 recent events that have affected the AGRIP project and my work -- though
 this email, being sent to gaming lists, is primarily about the AGRIP
 project, which is overseen by myself and Sabahattin ``Sebby'' Gucukoglu.
 My hope is that community feedback will once again help us decide where
 we should be going next.

 On the 23rd of August, I was hit by a car whilst on a pedestrian
 crossing on the way home from work.  Since then, I have been in hospital
 for a month, then at home with my parents for a few weeks.  Very
 fortunately, it is expected that I will be able to walk again (though
 not for a few months) and I did not sustain any head injuries.

 I'm on the way to being back online now.  I'm returning to university
 tomorrow, to start getting back into my studies.  I've been lucky to get
 hold of a wheelchair-accessible room in hall that I can stay in until I
 can walk again.  This will take some time.  So will catching up with my
 research work.

 I am not sure where that leaves us at the moment.  I am very keen to do
 all the things I mentioned that we were planning for the AGRIP project
 just a few weeks before my accident.  However, I have no idea of when
 I'll be able to get back into active development of AudioQuake, at the
 rate that such plans would require, as my research schedule has now been
 blown out of the water.  It may take months to get back to where I was.

 This creates a dilemma -- I always wanted (and still do want) AGRIP to
 become an application of the core research I'm working on right now and
 that requires that we have an active community of users.  But if I'm
 unable to do the development work to support such users right now, what
 will happen?  I don't want to see people leave due to lack of
 improvements.  But at the same time, I can't personally make those
 improvements right now.

 So, I propose that instead of me doing all the development work from now
 on, I will work only on providing the community with a completed set of
 documentation on how to do the development themselves.  I will finish
 the manuals that tell you how to get, build and edit the code -- that's
 the gamecode and the engine, so you can make modifications to either and
 create new games from what AudioQuake now is.  I will also try to give
 information on how the statistics collection works (maybe I can finish
 the update of the stats site too, if things go well, but I'm not sure
 right now).

 Thanks very much for your input on the survey we carried out recently
 before my accident.  I will publish the results as soon as I can; I hope
 you now appreciate why there has been such a delay in doing this.

 The survey told me that people do want to see some things changed, and a
 lot of you want to make changes yourselves.  Level editing was a big
 part of this, and I fully intend to continue work on that when I can.
 But for now, I think the best I can do is give you all the information
 and help you require to make code-based changes (game mods and engine
 mods).  There are some very talented people in the AGRIP community
 who're learning the hard way and I feel I should concentrate on
 providing the documentation to make that an easier learning curve for
 all of you, now that these people (Cara Quinn being the name that leaps
 off the top of my head, along with Derek London) have forged the way.

 I would like to know what people in the community think of this -- it
 seems to me that this is the only way I can allow the project to evolve,
 as I simply can't afford the time right now to actively develop it
 myself (certainly not between all the catch-up I have to do, and the
 physio, etc).

 If people are interested in developing their own modifications or even
 versions of the game, then please let me know and I'll do my best to
 finish the manuals that will give you all the information on how to do
 it.  For your reference, the current one (not entirely complete) can be
 found at http://docs.agrip.org.uk/ .

 Thanks for your time in listening to this.  I look forward to becoming
 as involved as I once was in the Accessible Gaming community again in
 the not-too-distant future :-).

 best regards,


 

Re: [Audyssey] BG Boggle ruels

2006-10-09 Thread Ken the Crazy
Cool trivia and thanks for the rules.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Phil Vlasak [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, October 08, 2006 2:40 PM
Subject: [Audyssey] BG Boggle ruels


 Hi Folks,
 I just got my copy of BG Boggle and did not know how to play, so I looked 
 up
 instructions on the internet.
 I think the BG version does not have a time limit and you are just trying 
 to
 find as many words as possible, but the rest of the rules apply.
 Boggle Rules
 from Wikipedia, the free encyclopedia
 http://en.wikipedia.org/wiki/Boggle
 Boggle is a word game designed by Allan Turoff
 and trademarked by Parker Brothers / Hasbro, Inc.


 Rules

 Play begins by randomizing a tray of 16 cubical
 dice, by shaking. Each has a different letter printed on each of its 
 sides.
 The dice settle into a four by four tray such that only the top letter of
 each cube is visible. After they have settled into the grid, a 
 three-minute
 timer is started and all players simultaneously begin the main phase of
 play.

 Each player searches for words that can be constructed from sequentially
 adjacent letters. Adjacent includes horizontally, vertically, and 
 diagonally
 neighboring letters.
 Words must be at least three letters long, may include singular and plural
 (or other derived forms) separately, but may not use the same letter cube
 more than once per word.
 The players record all words found by writing on their private sheets of
 paper. After three minutes have elapsed, all players must
 stop writing and the game enters the scoring phase.

 Note that one cube is printed with Q U. This is because
 Q is (almost) always followed by U in English words
 . If there was a 'Q' in Boggle, it would have to appear next to a 'U' to 
 be
 usable. To give players a chance to use the Q more frequently,
 Q U is provided
 as a single letter tile. However, for the purposes of scoring 'QU' counts 
 as
 two letters: squid would score two points (for a five-letter word) but is
 formed from a chain of only four cubes.

 Each player reads off his or her list of discovered words. If two or more
 players wrote the same word, it is discarded from all players' lists. Any
 player
 may challenge the validity of a word, in which case a previously nominated
 dictionary is used to verify or refute the word. For all words remaining
 after
 duplicates have been eliminated, points are awarded based on the length of
 the word. The winner is the player whose point total is highest. Any ties
 are
 typically broken by count of long words.

 The National Scrabble Association
 maintains an Official Scrabble Players Dictionary (OSPD) that is suitable
 for Boggle. This dictionary focuses on including all variant forms of all
 words, up to eight letters in length. For words with multiple meanings, 
 only
 a single meaning is given to support the validity of the word. The OSPD is
 now in
 its fourth edition (OSPD4), which is widely available in book stores. 
 Since
 the third edition, the OSPD has excluded words that are racially 
 offensive.

 Word Length- Points
 3 letters 1
 4 letters 1
 5 letters 2
 6 letters 3
 7 letters 5
 8plus  letters 11

 Strategy

 . Given the limited time, it is useful to memorize common sets of
 anagrams
 . For example, when one spots the word tea, one instantly checks for the
 presence of eat, ate, and eta, rather than waiting to stumble across them
 later.

 . Before writing any words, one should scan the tray for the letter s and
 the combinations ed, er, and ing. Being aware of the possibilities often
 allows one to find words in groups. For example, the word head can lead to
 heads, headed, header, headers, heading, and headings.
 . Other useful combinations include ier, est, iest, able, ible, less, 
 ness,
 ight, tion, and many others.
 . In a game of many players, it is relatively less beneficial to hunt for
 common words, because only unique words count. At times two players with
 long lists of common words will wipe each other out, handing the victory 
 to
 a third player with a short list of unusual words.

 Trivia
 . Using the sixteen cubes in a standard Boggle set, the list of longest
 words that can be formed includes Inconsequentially, Quadricentennials, 
 and
 Sesquicentennials, all seventeen letter words made possible by Q and U
 appearing on the same face of one cube.

 - Original Message - 
 From: djc [EMAIL PROTECTED]
 To: gamers@audyssey.org
 Sent: Tuesday, October 03, 2006 12:17 AM
 Subject: [Audyssey] Fwd: Release of BG Boggle 1.0


 This just came in.

 *** BEGIN FORWARDED MESSAGE  ***

 On 10/3/2006 at 10:55 AM Ian Humphreys [EMAIL PROTECTED] wrote:

Hi,

Ian Humphreys from Spoonbill Software here. You are receiving this email
because you have previously requested a Blind gamers game. This is to
announce 

Re: [Audyssey] Adrift Text Adventure Creator...

2006-10-09 Thread Ken the Crazy
How does it compare to TADS, which is sort of like programming in C?
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Raul A. Gallegos [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Sunday, October 08, 2006 8:35 PM
Subject: Re: [Audyssey] Adrift Text Adventure Creator...


 It is a cool system. Unfortunately I don't know why your screen reader
 is not working with it. I'd be happy to help you. I'm currently writing
 my two games using Adrift 3.9 and although the manual is in pdf it's
 completely accessible to me using Window-Eyes. Also, the creation of
 things is equally accessible.


 * Bryan Peterson [EMAIL PROTECTED] [061008 17:40]:
 Hi,
   I just downloaded the Adrift text adventure creation system. While it
 seems to work well with JAWS, I'm still a little confused. I'm attempting 
 to
 create an RPG style game, but creating rooms is a bit confusing. The 
 manual
 is in .pdf instead of text format and Adobe Reader doesn't seem to 
 display
 the entire section when I click on it. Any help would be appreciated. It
 seems like a really cool system.




 -- 
 And the LORD said unto Moses, Yet will I bring one plague more upon
 Pharaoh, and upon Egypt; afterwards he will let you go hence: when
 he shall let you go, he shall surely thrust you out hence altogether.
 -- Exodus 11:1
 Raul A. Gallegos ... IliwSsmc

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Re: [Audyssey] Adrift Text Adventure Creator...

2006-10-09 Thread Ken the Crazy
There is a free program called PDF text reader that allows you to convert 
PDF files to txt format--check it out.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Bryan Peterson [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Sunday, October 08, 2006 8:47 PM
Subject: Re: [Audyssey] Adrift Text Adventure Creator...


 It's the manual that I seem to be having problems with, not the program
 itself. I load the manual in Adobe Reader and select whatever section I
 want. I read the text like normal but then it just seems to cut off, like
 there wasn't enough room on the screen. My first thought was that it's
 something in my Adobe Reader. Right now I'm working on an adventure called
 Onyx's Curse, where you play the role of Ehlana, a warrioress who's been
 asked to help rid the kingdom of Menlari of a dragon who's been demanding
 tribute for over twenty years. BTW, are you supposed to be able to set the
 player's beginning stats? What about nemy stats?



 It ain't pretty when the pretty leaves you with no place to go.





From: Raul A. Gallegos [EMAIL PROTECTED]
Reply-To: Gamers Discussion list gamers@audyssey.org
To: gamers@audyssey.org
Subject: Re: [Audyssey] Adrift Text Adventure Creator...
Date: Sun, 8 Oct 2006 18:35:52 -0600

It is a cool system. Unfortunately I don't know why your screen reader
is not working with it. I'd be happy to help you. I'm currently writing
my two games using Adrift 3.9 and although the manual is in pdf it's
completely accessible to me using Window-Eyes. Also, the creation of
things is equally accessible.


* Bryan Peterson [EMAIL PROTECTED] [061008 17:40]:
  Hi,
I just downloaded the Adrift text adventure creation system. While it
  seems to work well with JAWS, I'm still a little confused. I'm
attempting to
  create an RPG style game, but creating rooms is a bit confusing. The
manual
  is in .pdf instead of text format and Adobe Reader doesn't seem to
display
  the entire section when I click on it. Any help would be appreciated. 
  It
  seems like a really cool system.
 
 


--
And the LORD said unto Moses, Yet will I bring one plague more upon
Pharaoh, and upon Egypt; afterwards he will let you go hence: when
he shall let you go, he shall surely thrust you out hence altogether.
 -- Exodus 11:1
Raul A. Gallegos ... IliwSsmc

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 _
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Re: [Audyssey] Field Size for USA Raceway

2006-10-09 Thread Ken the Crazy
Hopefully, the user can make car packs like in Need for speed or whatever 
that game is--oh yea, top speed 2.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Gary Whittington [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, October 09, 2006 4:40 PM
Subject: [Audyssey] Field Size for USA Raceway


 That sounds fine, I do want to see the product come up soon and if that
 means having a limited field of cars to do this I go along with that.

 As I have always seen the future of Raceway was a game that should have 
 add
 ons and to have additional cars as one of them.  IN fact car pack, or car
 pools could be the anser down the line.  Where one could get a pack of 
 cars
 that can be used with game.  The packs could included Junkers to trucks. 
 In
 the pack there could be then a pool of say 42 races and the cars or 
 trucks.

 Just got to remember, to program it that it will allow such add on.  What
 you start with the original game and what car pool  it starts out with,
 should be the original car package.

 As  MR North, was trying to make Raceway as more a sim then a video game 
 is
 what had me want to pruchased in advancecouple times.  And really, that is
 where basicly comeing from.  So, I am glad to be a part of its develpment 
 of
 what shold be the best racing sim for the bling.  I never intend to tell 
 you
 how to program the game, but just giving you what Raceway can be, by my
 suggestion and hoping, that it will inspire you on give you insight on 
 what
 my exspirience  in racing.  This wold include race drivers personally and 
 my
 video game before the lost of my bad eye sight.  All together is where 
 most
 of my brain storming comes from.  I know that Charles on the list is a 
 weath
 of racing knowledge as well.  We are the two biggest Lug Nuts fans of
 Raceway you going to find on the list who just can't wait.

 Lastly, I been busy with my baseball league and pools that I had not a
 chance to check out the trailer, I'll email the list with my observation
 then.
 Let me just finish by saying thanks for your time,  my messages would not 
 be
 so long if I did not have the passion about Raceway as I do, so please 
 bear
 with me.  You took on a  huge job onto your self by taking over the 
 dropped
 North projects, that I admire you for dong it.  Thank you, for all the
 updates to them and for being on the list ansering all the qustions and
 comments that come your way.  Even during set backs you bit the bullet and
 still step forward.  This shows all of us that you too have a passion for
 programming accessible games and its very noble to me, for those who give
 their time and effect to the blind community.
 So, thanks so much and God Bless.
 Gary Whittington aka Crash


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Re: [Audyssey] Field Size for USA Raceway

2006-10-09 Thread Ken the Crazy
And wouldn't it be cool if you *could* smash cars!
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, October 09, 2006 11:10 PM
Subject: Re: [Audyssey] Field Size for USA Raceway


 Hi Gary,
 Thanks. I do find your suggestions helpful.
 I do agree that raceway should be made somewhat flexable. After all
 Nascar is not just about car racing. They have the Craftsman Truck
 Series which would be a radical add on some day. We definately don't
 have any thing on that league.
 Actually, another area that no one has even touched is Monstor Truck
 racing. Sure we all remember Big Foot smashing cars, etc, but most of it
 is racing against each other. I love SST racing, and had a large set of
 Monstor trucks, sleds, etc when I was a kid and there is something fun
 about boys, big trucks, and lots of mud. Grin.



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Re: [Audyssey] boggle

2006-10-16 Thread Ken the Crazy
I got it.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Allan Thompson [EMAIL PROTECTED]
To: gamers discussion list Gamers@audyssey.org
Sent: Sunday, October 15, 2006 1:23 PM
Subject: [Audyssey] boggle


 Hi,
 Did everyone else recieve that boggle game being released by spoonbill 
 software? It usually doesn't take this long and I am wondering  if 
 something happened? Or am I just being impatient? Thanks for any input.
 al
 Father, forgive them, For they know not what they do
 Jesus of Nazareth  33 AD
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Re: [Audyssey] Accessible online poker?

2006-10-18 Thread Ken the Crazy
Just have a sighted person tell you the graphic you're on--then send 
everyone the jgf file.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Christian [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Wednesday, October 18, 2006 9:31 PM
Subject: Re: [Audyssey] Accessible online poker?


 Hi Simon,
 I have tried several poker sites, some of them works better than the 
 other. I have also contacted them but with no interest from them. Some of 
 them are actually showing the cards as text but you cant take a seat at 
 the table since you have to click on a graphic. I have tried clicking all 
 graphics but with no luck. Some of them offers keyboard shortcuts for 
 folding, raising and calling. Maybe some pokersite could be accessible 
 with some scripts or simular. I'd really like to try them out since you 
 have thousands of players there.
 All the best,
 Christian


 On 2006-10-19 at 01:52 simon.dowling wrote:

hi I to would like to know of such a beast, as I like a flutter myself
and
all the book makers over in the uk aint to keen on making there games
accessible.
which brings me to 2 points, 1 why do all in play charge a subscription
fee
for there game when you don't win nothing? in the way of real cash that 
is!
2. why jim kitchen doesn't put his poker program in to slot machines all
over the world, and the rest of his casino games, so blind peeps can
gamble
in public, he would make an absolute mint.
if you do jim, I'll be your manager!
- Original Message - 
From: Christian [EMAIL PROTECTED]
To: Gamers@audyssey.org
Sent: Wednesday, October 18, 2006 8:56 PM
Subject: [Audyssey] Accessible online poker?


 Hi all,
 I posted this question some time ago, but I am just curious if someone
has
 found any accessible online poker game except All inplay?
 Many thanks,
 Christian


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Re: [Audyssey] playability of Playstation 2 games?

2006-10-18 Thread Ken the Crazy
Yes, but games like GTA vice city and so on are only slightly accessible. 
How 'bout games you can really succeed at playing?
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Brandon armstrong [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, October 18, 2006 8:14 PM
Subject: Re: [Audyssey] playability of Playstation 2 games?


hi tom, yes ps 2 games are acessible, i have a machine and play them 
 all
 the time.
 Brandon
 - Original Message - 
 From: Tom Randall [EMAIL PROTECTED]
 To: Blindgamers Gamers@audyssey.org
 Sent: Wednesday, October 18, 2006 6:54 PM
 Subject: [Audyssey] playability of Playstation 2 games?


 hi all.

 I am curious if anyone has found any of the playstation 2 games even
 remotely playable.  I may have access to a machine and want to know if
 it is even worth my bother to try using it.  if it's a waste of time and
 effort I'd rather just pass it up.

 Thanks for any info.

 Tom

 --

 Gunfire makes close relations.
 Roland Dischaine of Gilead


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Re: [Audyssey] Game programming education project.

2006-10-29 Thread Ken the Crazy
sweet!
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Sunday, October 29, 2006 4:19 PM
Subject: [Audyssey] Game programming education project.


 Hi all,
 In the interest of everyone who wants to begin learning how to program
 accessible games I will be launching the USA Games game programming
 education project. What I plan to do is write an accessible version of
 Asteroids complete with saving and restoring games, standard and arcade
 style play, sound, music, etc... Once written I will be able to post the
 full source code and release versions for download.
 The source version will eventually include documentation explaining the
 audio class and it's use with Microsoft DirectSound. Another tutorial
 might cover working with Visual Studio Express 2005, and another might
 discuss saving and restoring games, etc. I don't plan for all of this
 suddenly to appear, of course, but if I put some time to it each week
 those of you out there will not only have a free game, but one with a
 full source written in C#.NET which will give you something to look at
 and to practice your programming skills with.
 The main reason I have decided to do this is I would like the community
 at large to have not only accessible games, but high quality accessible
 games. Most new programmers don't know how to do that. For instance,
 most programming books won't tell you how to save and restore a game,
 and you have to compile the information from two or more sources, and
 understand serializing an object. With a sample right in front of you it
 becomes pretty clear how it is done without all the explanations how it
 works just that it does work. Which is what we all want.
 Not only that there is always some trig equations needed to calculate
 the distance between objects, directions, and updating there location.
 Well, naturally I will be including them, and I will keep things at the
 Algebra/Trig level and won't put to much on you newbies by making
 everything 3D with vectors, and all that.
 Anyway, if you guys think this will help the community add new
 programmers to the rank, and help you guys learn I will be happy to
 donate time in the future to this end ever.
 Smile.



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Re: [Audyssey] Game programming education project.

2006-10-31 Thread Ken the Crazy
I say go with the 3d.  That way people can learn on their level--maybe have 
some panning effects and whatnot in the intro if people want to learn how to 
pan sound--but 3d just rocks.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, October 29, 2006 10:46 PM
Subject: Re: [Audyssey] Game programming education project.


 Hi Richard,
 Those are some good questions, and here are my answers.
 First, off all of the Asteroids will have flyby sounds associated to
 them so as you approach one you should hear it in front of you, off to
 the left, off to the right. I am probably going to go with the
 DirectSound pan control for this project panning the sounds in relation
 to your ship rather than delve in to working with 3D listeners, and
 other more dvanced topics like that.
 Second, the DirectSound volume control can adjust the volume of the
 asteroid in real time to sound as if you are getting closer or further
 away from the asteroid or UFO you are attempting to shoot.
 Third, I am going to use a targeting beep which will increase in pitch
 as you get to the correct firing solution for the enemy target you want
 to shoot at. Once it is at the highest pitch shoot and your laser shot
 should hit dead center on the target.
 Fourth, I am going to be adding an n hot key which will cycle through
 the available targets like in Tank Commander and select the number of
 the Asteroid or color of the UFO you want to shoot at, and then of
 course line it up for a shot.
 Fifth, I am using prerecorded wav files to speak the fuel, shields,
 location, and other critical information.
 As to why I picked an Asteroids style clone it was always one of my
 favorite games on the Atari. It also happens to be a game lacking in the
 accessible games comunity. I thought it would be a great classic not
 only to bring back for others to play, but use it as a teaching tool.
 At some point as I build on the project I might just upgrade it to a
 fully qualified 3D version which would be even better yet. Although, I
 could go 3D now, but that might confuse newbies, but then again all the
 math would be in the code so perhaps 3D would be better than 2D. Some
 things to think about.
 As I mentioned above I am adding flying saucers to the game. It makes
 the game more interesting if you have say a blue, green, red, and yellow
 saucers hanging around, attacking you, and you have to fend them off at
 the same time as you clear the Asteroid field.
 Also I plan to ad suns, blackholes, and wormholes to the game.
 If you get to near the sun it will shoot off solar flares as well as the
 gravity will damage your ship. Blackholes will shoot off energy shots as
 well as attempt to crush you. Wormholes will be used to jump to the next
 level.
 This is basicly Asteroids with some new life, and more excitement in the
 bundle.




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Re: [Audyssey] Accessible Asteroids (was Game programming educationproject.)

2006-10-31 Thread Ken the Crazy
If you have frequency shifts, there is no need to stagger sounds--just make 
the timbre of the one sound vary--a dark whoosh, a rumble, a lighter 
spraylike sound then the dark whoosh--then a loop and it plays all over 
again--and the frequency shifts will change the quality of the sounds and 
stagger them for you.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Nolan Darilek [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, October 30, 2006 9:47 AM
Subject: Re: [Audyssey] Accessible Asteroids (was Game programming 
educationproject.)



 On Oct 29, 2006, at 10:22 PM, Thomas Ward wrote:

 start a sound, stop for 500 MS, load another sound, and so on.
 What happens as a result even though the sounds are the same the
 difference in where they are in the play back can make a big
 difference
 in telling to identical objects apart.

 Hmm. Good idea, and it's something I'll ponder adding into my sound
 subsystem for future use. I have a couple concerns with regards to
 this implementation, though. First, as all targets are visible on-
 screen, they're also all audible, although targets at extreme range
 are more difficult to hear. The HUD zooms in the more important/near
 targets, but if I stagger sound loading then some targets won't
 appear for seconds, which means they might be quickly bearing down on
 the player when they're activated. I could activate targets based on
 speed, which may be worth considering. Remains to be seen whether
 this model works as well for others as it does for me, but time and
 playtesting will tell. :)

 The engine also supports dopplering, so in theory, targets already
 have a shifting array of different frequencies based on both their
 random velocities and the velocity of the player, plus an
 exaggeration of the effect to make it more noticeable.

 Good suggestions, though. They may not be useful here, but it's
 always good to have more things in the toolbox as it were. :)

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Re: [Audyssey] beach volleyball, anyone?

2006-11-26 Thread Ken the Crazy
I can't even get lords of the galaxy demo working--the demo code supplied is 
too long or something, both when you run the register program and when you 
do it manually.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Liam Erven [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, November 25, 2006 10:43 PM
Subject: Re: [Audyssey] beach volleyball, anyone?


 three days.

 - Original Message - 
 From: Charles Rivard [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, November 25, 2006 9:40 PM
 Subject: Re: [Audyssey] beach volleyball, anyone?


 How long is the demo good for?
 - Original Message - 
 From: Yohandy [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, November 25, 2006 9:33 PM
 Subject: Re: [Audyssey] beach volleyball, anyone?


 it's included in vipgamezones new game package.


 For an amazing video gaming site containing original soundtracks, game
 art,
 etc, go here.

 http://gh.ffshrine.org?r=16426


 - Original Message - 
 From: James Homuth [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, November 25, 2006 10:29 PM
 Subject: Re: [Audyssey] beach volleyball, anyone?


 Did I miss something? I didn't even know there was a game like that
 available.
 At 10:10 PM 11/25/2006, you wrote:
If anyone wants to play Beach volleyball, feel free to connect to
the server. I'm waiting for an opponent.
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Re: [Audyssey] Vip registration problem

2006-11-28 Thread Ken the Crazy
That's exactly what I did.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Dark [EMAIL PROTECTED]
To: Gamers@audyssey.org
Sent: Monday, November 27, 2006 2:33 AM
Subject: [Audyssey] Vip registration problem


 Hello Ken.

 You say it says the registration code is too long? i've not heard of that 
 one. I didn't think with Vip gameszone games there was an actual box to 
 type the registration code in, you need the code on the windows clipboard 
 before you click the Register button, as well as needing to be connected 
 to the e net so the Vip gameszone server can do it's thing.

 Just find the Temporary product Id in the documentation, select all of 
 that line with shift up or down arrow, copy or cut the text, (ctrl c or 
 X), then open the registration program and click register. If your online 
 at this moment this should register the game successfully in Demo mode.

 Obviously, if you decide to buy the game you'll need to repeat the process 
 with the registration code Vip gamezone send you.

 Hth, enjoy Lords of the Galaxy etc.

 beware the grue!

 Dark.

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Re: [Audyssey] ATTN!! message from Munawar bijani about bpcprograms

2006-12-04 Thread Ken the Crazy
It also sounds like its time for folks to look into a better credit card 
company--any company that does what Paypal did because of just one complaint 
shouldn't be used.  That's just sick.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Ari [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, December 04, 2006 2:53 AM
Subject: Re: [Audyssey] ATTN!! message from Munawar bijani about bpcprograms


 This is where we as a community should put our foot down against such 
 things
 as charge backs, pirates, etc. We are really a small market that noone 
 will
 program if their stuff is being pirated. The person can be happy the
 programmer isn't naming him as I'm sure we as the community wouldn't have
 let this go.
 Ari
 - Original Message - 
 From: shaun everiss [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org; gamers@audyssey.org
 Sent: Monday, December 04, 2006 9:44 AM
 Subject: Re: [Audyssey] ATTN!! message from Munawar bijani about 
 bpcprograms


 its a pitty this has to happen.
 I just hope the site does not die with the company so those that wish to 
 can
 download the games.
 Still I am not complaining, I have all the games,both free and registered,
 and I was never able to beat treasure hunt even on easy even with the
 modified sound packs.
 Oh well, this is a test for all and there are still a few around.
 Its a pitty bpc died though, they did play a major part in things, I was
 hoping to buy th1 and 2, Hmm wander if th2 will be released in whatever
 uncompleted state it is in.
 At 04:29 PM 12/4/2006, Stephen wrote:
I am writing on behalf of Munawar, the brains behind bpc
programs.  Some of you have been asking why he is no longer in the
business, Here's the full story in his words.  Make sure to read the
message thoroughly as we can all learn a thing or too from it.
--

  I started out around 2001 I think. my goal was to create games for
blind people. at first they were free, and then suddenly I started
charging, because Treasure Hunt had become a real first person
shooter complete with an overall objective.
That was when I had lots of time, and, most importantly, motivation.
I wanted to leave a mark in the so-called blind gaming community,
because I realized something quite quickly.
We had too many rated E games, games for kids rather than adults.
So began my major upgrade to Treasure Hunt. There's a common
misconception that I just wanted to expand the game and put more
features in it, bringing it up from version three to four. The real
reason was that we needed more serious action games; games which run
around a storyline.
So now we were in the four year round about of BPC's life. Treasure
Hunt was released six months later, I believe February of 2005.
Now, everyone who followed the evolution of Treasure Hunt remembers
the major patch upgrades. The game was quite bug-filled, which showed
me that my skills in programming actually weren't as well-planted as
I had thought they were.
And, of course, my beta testers were jokes, save a select few (you
know who you are)
So from Feburary 2005 to early 2006, I was releasing patch after
patch. That was my job; it wasn't a good experience for me at all,
and I quickly realized Treasure Hunt was, in itself, a failure. The
game turned out to be rated E although I had hoped it wouldn't be,
and some things did not work for no apparent reason.
After this period of patch releasing, I arived at the first really
stable version of Treasure Hunt, 4.25, and that's when I was able to
turn my attention to the finances of the organization.  Payments were
coming in nicely the first couple months, then declined. They went
back up in December of 2005, thanks to Christmas shoppers. Developers
love Christmas.
Finally, I saw a steady drop of purchases, In March, I made one sale,
April was zero, and May was around that number.  But then came a
further change, and it was not a pleasant one.
someone actually filed a charge back against me. Can you believe the
morality of this person? I won't name them, but they will know who
they are when they read this. This individual had bought a copy of
the game from me, and then turned around and claimed that I made an
unauthorized purchase to their credit card.
Not only did Pay Pal refund their money, they also gave them $10.00
extra. This leech was paid $10.00 for buying my game!
I had given them the registration key and everything, I saw no fault
with the order. They got what they paid for.
Now, Consider all of what I have said. I did consider everything, and
I'll briefly recap.
Treasure Hunt was a rated E game when it wasn't supposed to be;
someone accused me of credit card fraud, something which degraded my
reputation greatly; there was no more money being made; I lost my
motivation; and, finally, I hated all those 13-year-olds trying to
make games.  

Re: [Audyssey] Audio Game Maker - Sneak Peek

2006-12-06 Thread Ken the Crazy
Go to ljudo.com or make your own sounds.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: nicol [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, December 06, 2006 12:24 PM
Subject: Re: [Audyssey] Audio Game Maker - Sneak Peek


 hi
 You get a wide variety of games. Each game needs its own sounds. And this 
 is
 where the problem lies: if audio game maker is for free, you need to spend 
 a
 lot of money because you need sounds for the games you create so you need 
 to
 buy sound libraries.
 Sound libraries do cost money!
 Or does the developers of audio game maker supply people with sound
 libraries   included in the package?
 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
 Behalf Of AudioGames.net
 Sent: Wednesday, December 06, 2006 2:25 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Audio Game Maker - Sneak Peek

 Hi David,

 I'll try to answer that question the best I can:

 Every game that is created with Audio Game Maker consists of multiple 
 files:
 a standard Audio Game Player.exe, some standard library files, an XML file
 that contains all the data of the game, and four folders that contain all
 the sound files that are used in the game. To distribute a game, you 
 simply
 share these files with someone else (simply .zip them up and send 'm). 
 That
 person does not need to have Audio Game Maker, as all games are 
 stand-alone.
 However, when someone receives a game from somebody else and puts the 
 files
 in the Audio Game Maker folder, that person is able to open the .XML game
 file using Audio Game Maker. This means that when you create a game with
 Audio Game Maker and distribute it (either for free, money, goats, Linden
 dollars or MySpace kudos) others can access your game file later on, edit
 it, change the soundfiles, and distribute it themselves for even more 
 goats
 or red paperclips.

 Therefore I hope you see that once you sell one game and it's out on the
 Net, others can easily modify it. I personally don't have anything against
 you selling a game you made with Audio Game Maker (you have every right to
 ask for compensation for your hard work), but with how Audio Game Maker
 works, you probably won't make that much money. Although, I might add, I
 hereby dare the community to come up with your own economic system if you
 want ;) Like a donation system, or a ransom marketing system (you create 
 a
 game but not yet release it, advertise it, and when you receives enough
 money in donations, you release the game for free), etc. etc.. I dare you
 all, folks ... (smile) ...

 The goals of the Audio Game Maker project are:

 1) to increase the amount of audio games
 2) give visually impaired wanna-be game designers a chance to develop 
 their
 own audio games with a (simple) what you hear is what you get- kind of
 tool (at least something simpler than C++)

 I am personally very interested in point 1, since more games means more
 examples added to the discourse means more knowledge on audio game 
 design
 and more examples of accessible game design for the general game 
 industry.

 For us there is no financial gain in this whole project. We decided for a
 non-protected format for the games for several reasons. One was that it 
 is
 quite hard (given the short amount of time in which Audio Game Maker is
 conceived) to create a tool with which one can create games that are
 copy-protected/piracy safe. The other was that we would like to create a
 community of people all developing audio games, sharing their ideas and
 games with each other, teaming up to build larger games together. We were
 thinking along the lines of this: let's say that there are a few people 
 out
 there who want to build a Pong-type of game. With Audio Game Maker, once
 someone has finished a Pong game, others can use that game to create their
 own version, convert it into an Arkenoid type of game, etc.

 Many of you are currently into modding existing audio games. Think of this
 as not only being able to change each others sound files, but also take a
 game and make it your own. This is something that has been going on with
 Flash/Shockwave game development for many years already.

 Is this enough of an answer?

 Greets and thanks for your interest!



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Re: [Audyssey] Audio Game Maker - Sneak Peek

2006-12-06 Thread Ken the Crazy
God ain't that the truth!
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Bryan Peterson [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, December 06, 2006 1:32 PM
Subject: Re: [Audyssey] Audio Game Maker - Sneak Peek


 You can always get help with that aspect. I myself am going to need help
 with music composition, having little to no knowledge of that area in my 
 own
 right. Then again, I will be taking a Music Appreciation class next 
 semester
 so I might learn a thing or two. As for sounds, I'm sure there are places
 where you can find plenty of free, high quality sounds. Yeah, sound
 libraries cost a lot, but it's probably cheaper than most technology for 
 the
 blind I'd wager.
 It ain't pretty when the pretty leaves you with no place to go.
 J.D. Fortune, Pretty Vegas
 - Original Message - 
 From: nicol [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, December 06, 2006 10:24 AM
 Subject: Re: [Audyssey] Audio Game Maker - Sneak Peek


 hi
 You get a wide variety of games. Each game needs its own sounds. And this
 is
 where the problem lies: if audio game maker is for free, you need to 
 spend
 a
 lot of money because you need sounds for the games you create so you need
 to
 buy sound libraries.
 Sound libraries do cost money!
 Or does the developers of audio game maker supply people with sound
 libraries   included in the package?
 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
 Behalf Of AudioGames.net
 Sent: Wednesday, December 06, 2006 2:25 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Audio Game Maker - Sneak Peek

 Hi David,

 I'll try to answer that question the best I can:

 Every game that is created with Audio Game Maker consists of multiple
 files:
 a standard Audio Game Player.exe, some standard library files, an XML 
 file
 that contains all the data of the game, and four folders that contain all
 the sound files that are used in the game. To distribute a game, you
 simply
 share these files with someone else (simply .zip them up and send 'm).
 That
 person does not need to have Audio Game Maker, as all games are
 stand-alone.
 However, when someone receives a game from somebody else and puts the
 files
 in the Audio Game Maker folder, that person is able to open the .XML game
 file using Audio Game Maker. This means that when you create a game with
 Audio Game Maker and distribute it (either for free, money, goats, Linden
 dollars or MySpace kudos) others can access your game file later on, edit
 it, change the soundfiles, and distribute it themselves for even more
 goats
 or red paperclips.

 Therefore I hope you see that once you sell one game and it's out on the
 Net, others can easily modify it. I personally don't have anything 
 against
 you selling a game you made with Audio Game Maker (you have every right 
 to
 ask for compensation for your hard work), but with how Audio Game Maker
 works, you probably won't make that much money. Although, I might add, I
 hereby dare the community to come up with your own economic system if you
 want ;) Like a donation system, or a ransom marketing system (you 
 create
 a
 game but not yet release it, advertise it, and when you receives enough
 money in donations, you release the game for free), etc. etc.. I dare you
 all, folks ... (smile) ...

 The goals of the Audio Game Maker project are:

 1) to increase the amount of audio games
 2) give visually impaired wanna-be game designers a chance to develop
 their
 own audio games with a (simple) what you hear is what you get- kind of
 tool (at least something simpler than C++)

 I am personally very interested in point 1, since more games means 
 more
 examples added to the discourse means more knowledge on audio game
 design
 and more examples of accessible game design for the general game
 industry.

 For us there is no financial gain in this whole project. We decided for a
 non-protected format for the games for several reasons. One was that it
 is
 quite hard (given the short amount of time in which Audio Game Maker is
 conceived) to create a tool with which one can create games that are
 copy-protected/piracy safe. The other was that we would like to create a
 community of people all developing audio games, sharing their ideas and
 games with each other, teaming up to build larger games together. We were
 thinking along the lines of this: let's say that there are a few people
 out
 there who want to build a Pong-type of game. With Audio Game Maker, once
 someone has finished a Pong game, others can use that game to create 
 their
 own version, convert it into an Arkenoid type of game, etc.

 Many of you are currently into modding existing audio games. Think of 
 this
 as not only being able to change each others sound files, but also take a
 game and 

Re: [Audyssey] Audio Game Maker - Sneak Peek

2006-12-07 Thread Ken the Crazy
Hmm--I use it all the time.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Sarah [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, December 07, 2006 3:01 AM
Subject: Re: [Audyssey] Audio Game Maker - Sneak Peek


 LJudo is not that accessible with jaws. I've tried to use it.

 NB: This email and its contents are subject to our email legal notice
 which can be viewed at http://www.sars.gov.za/Email_Disclaimer.pdf

 
 Say for instance I want to make a game with the same sound as the
 mutant human  in  sod?
 I think that's a scarce sound you won't get amongst free sounds on the
 web.

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
 On Behalf Of Sarah
 Sent: 07 December 2006 09:24 AM
 To: Ken the Crazy; Gamers Discussion list
 Subject: Re: [Audyssey] Audio Game Maker - Sneak Peek

 He I love making my own sounds. it is fun! if youneed help I could
 ttry when
 I have the time. I love foly sounds. check that out to.

 Go to ljudo.com or make your own sounds.
 Ken Downey
 President
 DreamTechInteractive!

 And,
 Coming soon,
 Blind Comfort!
 The pleasant way to get a massage--no staring, just caring.

 - Original Message -
 From: nicol [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, December 06, 2006 12:24 PM
 Subject: Re: [Audyssey] Audio Game Maker - Sneak Peek


 hi
 You get a wide variety of games. Each game needs its own sounds. And
 this is
 where the problem lies: if audio game maker is for free, you need to
 spend a
 lot of money because you need sounds for the games you create so you
 need to
 buy sound libraries.
 Sound libraries do cost money!
 Or does the developers of audio game maker supply people with sound
 libraries   included in the package?
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Behalf Of AudioGames.net
 Sent: Wednesday, December 06, 2006 2:25 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Audio Game Maker - Sneak Peek

 Hi David,

 I'll try to answer that question the best I can:

 Every game that is created with Audio Game Maker consists of
 multiple files:
 a standard Audio Game Player.exe, some standard library files, an
 XML file that contains all the data of the game, and four folders
 that contain all the sound files that are used in the game. To
 distribute a game, you simply
 share these files with someone else (simply .zip them up and send
 'm). That
 person does not need to have Audio Game Maker, as all games are
 stand-alone.
 However, when someone receives a game from somebody else and puts
 the files
 in the Audio Game Maker folder, that person is able to open the .XML
 game file using Audio Game Maker. This means that when you create a
 game with Audio Game Maker and distribute it (either for free,
 money, goats, Linden dollars or MySpace kudos) others can access
 your game file later on, edit it, change the soundfiles, and
 distribute it themselves for even more goats
 or red paperclips.

 Therefore I hope you see that once you sell one game and it's out on
 the Net, others can easily modify it. I personally don't have
 anything against you selling a game you made with Audio Game Maker
 (you have every right to ask for compensation for your hard work),
 but with how Audio Game Maker works, you probably won't make that
 much money. Although, I might add, I hereby dare the community to
 come up with your own economic system if you want ;) Like a donation
 system, or a ransom marketing system (you create a
 game but not yet release it, advertise it, and when you receives
 enough money in donations, you release the game for free), etc.
 etc.. I dare you all, folks ... (smile) ...

 The goals of the Audio Game Maker project are:

 1) to increase the amount of audio games
 2) give visually impaired wanna-be game designers a chance to
 develop their
 own audio games with a (simple) what you hear is what you get-
 kind of tool (at least something simpler than C++)

 I am personally very interested in point 1, since more games means
 more examples added to the discourse means more knowledge on
 audio game design
 and more examples of accessible game design for the general game
 industry.

 For us there is no financial gain in this whole project. We decided
 for a non-protected format for the games for several reasons. One
 was that it is
 quite hard (given the short amount of time in which Audio Game Maker
 is conceived) to create a tool with which one can create games that
 are copy-protected/piracy safe. The other was that we would like to
 create a community of people all developing audio games, sharing
 their ideas and games with each other, teaming up to build larger
 games together. We were thinking along the lines of this: let's say
 that there are a few people out
 there who want to build a Pong

Re: [Audyssey] Audio Game Maker - Sneak Peek

2006-12-07 Thread Ken the Crazy
Their violence sounds are good too--type fight and hear the bodies fall.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Dark [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, December 07, 2006 7:42 PM
Subject: Re: [Audyssey] Audio Game Maker - Sneak Peek


 Good site, and highly useful methinks when the audio gamemaker comes out.
 Some of their selections were a bit odd though.

 thinking rpg environments, i was looking for some wind sound effects.
 Searching under wind brought me lots of smashing window sounds, whilst
 searching under weather got some wonderful rain and thunder effects, but
 no wind.

 Also, when trying to find ambience for dungeon environments, the only 
 entry
 it got me (when I searched under Tunnels was an underground train ;D.
 Though I would guess that a dungeon environment would be fairly easy to
 recreate using the audio game maker's own acoustics, and maybe some 
 dripping
 water or burning torche effects for a bit of atmosphere.

 Hopefully though, once a community of audio game producers has built up,
 there will be a fair library of generic object sounds available to use.
 though I don't think it would be right to copy the sounds people create
 themselves, specifically for charactors or situations in their own games.

 so, taking sod as an example, sounds like the wind, step, and weapon 
 firing
 sounds would probably be okay to copy, sinse they're fairly generic 
 objects,
 but the monster sounds are unique to sod. If you coppied the mutant human
 sound into your own game, for all intents and purposes, your monsters are
 then Sod mutant humans, whatever you intend them to be. so if you used the
 mutant human sound for an ogre in a fantasy game, it wouldn't actually be 
 an
 ogre, imho it'd be more like a sod mutant human pretending to be an ogre.

 it would be like cutting the sprites (graffic representations of
 charactors), out of one main stream game and coppying them into another, 
 and
 in most cases this isn't exactly legal.

 Of course, if you were making a sod 2 or something like, you'd need the
 mutant human sound to represent mutant humans.

 but other than that, i really! don't think coppying the charactor sounds
 from other games is a good idea, even if it were legal.

 Beware the Grue!

 Dark.

 charactors),
 - Original Message - 
 From: Sarah [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, December 07, 2006 10:27 PM
 Subject: Re: [Audyssey] Audio Game Maker - Sneak Peek


 Thanks I got it the site sounds pretty good. I hear some ambeient sounds
 along with the main sound effect tha tis suposed to be playing. should I
 just deal with it? ah well no worries.

 SAg


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Re: [Audyssey] Audio Game Maker - Sneak Peek

2006-12-07 Thread Ken the Crazy
Ricochet sounds are very distinct.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, December 07, 2006 11:15 PM
Subject: Re: [Audyssey] Audio Game Maker - Sneak Peek


 Hi Dark,
 I have many of the effects you were talking about such as gusting wind,
 burning torches, dripping water, etc as I have allot of that stuff for
 Montezuma's Revenge as well as a couple of games yet to be announced and
 built.
 As far as sharing sound effects I suppose the Audio Games Maker comunity
 can make a library of sounds and share them around, but the problem I
 see with that is uniqueness.
 Here is an example of this. When James North started Monty he was
 heavily depending on sound effects from Monkey Business. Especially the
 temple level. That is fine as they were originally his sounds, and he
 passed them on to Josh when James turned Monkey Business over to him.
 So when I took over Montezuma's Revenge I discovered a nice sound
 effects library on the source code cd, and most of which were from
 Monkey Business. Although I am perfectly in my right to go ahead and use
 the sounds he had planned for Montezuma's Revenge I have been hoping to
 come up with my own temple effects for Monty and get away from sounding
 like Monkey Business. Main reason is uniqueness. I want Monty to sound
 unique not like 10 levels of Monkey Business's temple level.
 My first Alpha release used many of the Monkey Business effects that
 shipped with the source, but now in Alpha 2 I have replaced a good
 number of effects with higher quality and more unique sounding effects.
 Montezuma's Revenge shouldn't sound like Monkey Business when the finish
 product is released.
 Bottom line what i am saying is it would be a shame to have 30 nice new
 games, and almost all the sound effects are the same. We want sounds to
 sound different much as vidio games pride themselves on different and
 better graphics.
 You are right wind effects, gun shots, etc probably don't differ much
 from game to game. However, it is time to be careful how many common
 effects you use or your game play might be different,but your game
 sounds just like everyone elses.



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Re: [Audyssey] Audio Game Maker - Sneak Peek

2006-12-09 Thread Ken the Crazy
Remember, too, how they made sounds in the 4j0's.  Fire was not the 
crackling of wood, but of cellophane.  I wouldn't use these types of sounds 
normally, but imagine a game set in the old west with an OTR feel--how 
freeing it would be to just decide what something should sound like and come 
up with weird ways to make it happen.  These wouldn't be realistic of 
course, but it would be kind of funny...
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Dark [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, December 08, 2006 4:50 AM
Subject: Re: [Audyssey] Audio Game Maker - Sneak Peek


 Hi thom.

 As I said, I was thinking mostly in terms of ambient environmental effects
 here, sinse i do very much understand the danger of all games sounding the
 same.

 One problem though, is while ameter main stream game developers are quite
 free to draw their own graffics, ameter audio game developers can't be 
 quite
 as free when it comes to recording or creating sounds.

 If I was the BBc radio workshop, and I wanted a fire effect in my game, 
 I'd
 be quite free to build a fire of the appropriate size and stick a 
 sensative
 mike near it.

 However, though I do have a very good mike, If I tried to build a fire I'd
 get chucked out of my colidge, and probably even taken to court as well.

 Obviously, for sounds it is possible to reccord, it'd be far better if
 people made their own sounds, but this can't go for everything.

 The only way i can see around this problem is to have as wide a variety of
 generic sounds available as possible, to give people the maximum amount of
 choice about what gets put into their games.

 for example, if there were 10 or 20 different wind effects on offer as
 opposed to just a couple, you could have ten games all with different wind
 sound effects, even if they each used a combination of three or four of 
 them
 at a time (I know myself I'd want several effects for different
 environments).

 Imho the more choice in this matter, the better, though obviously my
 opinions as far as charactor sounds go are rather different.

 Beware the Grue!

 Dark.


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Re: [Audyssey] [vipgameszonetalk] new service on vipgameszone.com

2006-12-09 Thread Ken the Crazy
Yeah--but how much do you have to pay to share sounds--maybe you can do it 
for less...
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Yvonne Alaniz [EMAIL PROTECTED]
To: [EMAIL PROTECTED]; Gamers Discussion list 
gamers@audyssey.org
Sent: Friday, December 08, 2006 10:26 PM
Subject: Re: [Audyssey] [vipgameszonetalk] new service on vipgameszone.com


 Well, I guess someone beat me to that sound sharing idea...
 Yvonne
 Stressed out?  Need to relax?  Call Yvonne and schedule your massage 
 today!

 (361) 249-8739
 [EMAIL PROTECTED]
 - Original Message - 
 From: [EMAIL PROTECTED]
 To: gamers@audyssey.org
 Sent: Friday, December 08, 2006 10:36 AM
 Subject: [Audyssey] [vipgameszonetalk] new service on vipgameszone.com


 New service has been added to www.vipgameszone.com. VGZ Sound track is a
 free online sound streaming service that allows users to listen and
 share sound clips that have been uploaded by our members. Please visit
 http://www.vipgameszone.com/ www.vipgameszone.com to try this new
 service.
 Best regards
 VIPGamesZone team.




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Re: [Audyssey] Blind Cool Tech messages.

2006-12-11 Thread Ken the Crazy
OK, my turn to wear the sign now--I'm one that just made a complaint.  It 
should have been obvious that just before the bounce, I saw my own message 
posted!  I didn't make the complaint to the list, though, but to the bounce 
sender.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 09, 2006 10:37 PM
Subject: [Audyssey] Blind Cool Tech messages.



 Hi all,
 I have recieved several bounces from the blind cool tech list, and have
 recieved a few complaints from others who replied to messages on list
 and have recieved similar bounces. At the moment I haven't figured out
 the cause of this, but I suspect someone here did a cc between Audyssey
 and blind cool tech and when someone replies to that persons messages it
 cc's the message to bct and Audyssey. Although, that is a guess only.
 I haven't consulted with Raul about this yet, but hopefully one of us
 will be able to trace back the source of this issue and fix it soon.



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Re: [Audyssey] STFC 2.0 questionnaire.

2006-12-13 Thread Ken the Crazy
Okie doke, here are my opinions--take 'em or leave 'em!

1. Do you want STFC 2.0 to be a turn based game as is, or would you like
 STFC 2 go real time where you command one starship, say Enterprise, and
 issue orders to your fleet? This would probably work similar to GTC
 where you give commands to your other ships, and they carry out your
 orders in real time...

Real time all the way!  I would love a real-time star trek game
 2. The current STFC is based in the DS9 era. How would you feel about
 STFC 2 based on the TNG era of starships and enemies?
That would be cool, or you might want to go with the voyager series, both 
sound good.
  3. Do you want STFC 2 to feature different classes of starships, or have
 one single class of starship?
Choice is divine.  The federation had different classes for a reason, so 
definitely at least two or three should be included.

 4. Currently STFC does not have any type of mines. Do you want STFC 2 to
 feature mines as a weapon?
Yeah, definitely.  That was one cool thing about GMA's star trek game.


 5. Several you have expressed dislike for the current sector location.
 Would you rather have the x/y coordinates read out like 50 90 or 85 22
 rather than Sector A1 or E3?
Keep it like it is--too many numbers can muddle the head.

 6. Some of you have requested the ability that each starship is equip
 with aft shields, port, starboard, bow shielding systems so that when a
 torpedo strike hits it damages the shields in one area which you may
 have to defend by transferring power from say from aft to bow or turn to
 allow the enemy hits to hit an area that is well shielded.
I think all that would be done in engineering, and no engineer would be dumb 
enough to wait for captain's orders regarding that.

 6. In sTFC 1 there is only one class of Borg ship the Borg Cube. Would
 you like to see more classes of Borg ships such as Spheres, Scouts,
 Cubes, etc?
Sure man, and how about the horrors of assimilation if ya get caught, or 
seeing some old star fleet buddies coming at you as drones!


 7. Are there any other special considerations you would like to make?
On line play would be fun but not necessary, and joystick/mouse support 
would be cool.  Also, one thing I didn't like about the first stfc was that 
you had to adjust course settings by 15 degree intervals, which is pretty 
big gaps when you're traveling hundreds of light years.  An option to enter 
such things manually would be good.  Also, if your sensors go offline you 
should only be able to target enemies by typing in their course directions, 
since the computer can no longer see the ships.
 Thanks.

Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.
 

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Re: [Audyssey] STFC 2.0 questionnaire.

2006-12-15 Thread Ken the Crazy
Here is how I would work it.  You're planning your moves, in real time.  As 
you go from ship to ship, you scan and do all that--but it all takes time. 
Then, if one ship gets into firing position, everything else stops and that 
one ship becomes the focal point.  All you can do is fly by the seat of your 
pants and fight.  When that ship's fighting is done, you either continue 
commanding it, or in the event it is destroyed, you go to a nearby ship.
What if two engagements occur simultaneously?  You just fight out the first 
battle and then once it's over go to the second ship's battle.
Yeah, I know, the ships couldn't interact.
Hmm
Well, I guess the battle would be sort of turn based, the enemy not being 
able to fire till you're done or if you wait more than five secs to fire.
By the way, just imagine real time combat--you aim at a ship, and press 1 
for phasers.  You hear a power-up sound, and when it gets to a desirable 
high pitch, you hit space and nail 'em.  To launch torpedoes, just hit 2 for 
photon and 3 for quantum--as many times as you want so you don't have to 
stop combat to tell the computer how many to launch.
Well, this all sounds kinda stupid written down, but |I'll send it on 
anyway--maybe you can get something useful out of it.

Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, December 14, 2006 10:03 PM
Subject: Re: [Audyssey] STFC 2.0 questionnaire.


 Hi,

 Quote
 I would love a real-time fleet-command game, but there is a
 caveat.  In order for that to be the most satisfying, the order
 language would need to be sophisticated enough to allow for some
 fairly fine control of your other ships.
 End quote

 That does seam like one reason for ruling out real time play. Massive
 real time command and strategy is difficult to program at best.
 As you probably know GTC has simple instructions like go north, south,
 east west, follow, stay, etc... I was thinking the same although that
 doesn't really help plan major offensives.
 The AI needed to successfully play would be complicated as the
 Federation starships would have to be able to not just react to enemy
 offensives but be able to go on the offensive as well.

 Quote
  I would also want the
 ability to designate flag ships for different fleet elements and
 switch back and forth between them, so as to be available to command
 conflicts in separate locations.
 End Quote

 Yeah, that would be a problem. I wasn't thinking of switching commands
 like that, but having one ship, and the others under AI driven commanders.
 If you could switch you would potentially loose track of any offensive
 under way  under your previous command, and end up losing that ship or
 ships to enemy attack.

 Quote
  This would mean that ships not
 under command would need to have a fairly robust AI to handle
 themselves in combat.
 End quote

 Yes, and is the most difficult aspect of going rts if it goes that way.

 Quote
  A fleet command (based at a star base) would
 also be useful so as to be able to monitor the entire military situation.
 End snip

 Well, as over all commander of the fleet I would think you could gather
 that info from anywhere you were.

 Anyway, those are some good thoughts.


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Re: [Audyssey] STFC 2.0 questionnaire.

2006-12-15 Thread Ken the Crazy
I think that you should make a real-time, one-ship game first since we 
already have a turn-based one.  Yeah, I know it needs improving and all, but 
I have no complaints about STFC 1 except that you can't load and save games, 
so I'm pretty satisfied.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, December 14, 2006 11:02 PM
Subject: Re: [Audyssey] STFC 2.0 questionnaire.


 Hi,
 Quote
  if you go the real-time route, you are going to
 need exceptions in the Federation ship AI for ships not directly
 under command to deal with cloaked ships as it is.
 End quote

 Perhaps so. They would have to scan only starships that were decloaked,
 and target them based on some set of AI which would be pretty complex
 and time consuming to write.

 Quote
   I don't think you
 can escape that.

 End quote

 You are probably right. I am finding your comments and everyone elses
 thoughts very helpful in this matter. It is beginning to look like real
 time might not be impossible, but would likely be to complex for what I
 have in mind.
 If I did so I'd have to sell the game to make up for all the work of
 converting it to real time. With the turn based style I have the basic
 infastructure in place as well as my memory of how I did things, and the
 logic used for the AI.
 So perhaps what we really want is to different games. One turn based
 classic STFC, and one real time game called something else.



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[Audyssey] best sound sharing site so far

2006-12-16 Thread Ken the Crazy
Just wanted to tell you about this sound sharing site I found.  Downloads are a 
bit slow, but it looks very promising.  You can upload as many sounds as you 
want--for free!  The site is
www.wavplanet.com
Enjoy it!
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.
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Re: [Audyssey] Monty voices.

2006-12-17 Thread Ken the Crazy
Definitely Kate, most definitely.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Sunday, December 17, 2006 11:43 PM
Subject: [Audyssey] Monty voices.


 Hi all,
 Over the past few months most of you have indicated a desire to follow
 James North's original plan for Montezuma's Revenge. As a result I have
 been doing much work in Alpha 2 to restore some of the original look and
 feel of the game to that of the Alchemy games demo.
 One area I am uncertain about in making changes is the voice to voice
 the game. In the original Alchemy version James North was using ATT
 Audry as the voice of the game. That was cool, and I can easily restore
 that.
 However, in the USA Games version I switched to Neospeech Kate. Which
 was good, but not the original plan for the game.
 My question is which of the two voices would you guys wish to be the
 default voice for the game. Do you guys want Neospeech Kate, or ATT 
 Audry?
 Thanks.


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Re: [Audyssey] accessible stand alone games

2006-12-17 Thread Ken the Crazy
And it's one of the best handheld games there are.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Ron Schamerhorn [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, December 17, 2006 6:56 PM
Subject: Re: [Audyssey] accessible stand alone games


 There is an electronic hand-held game called Nemesis Factor, you can
 probably pick it up on Ebay for under $10.  It's *very* accessible.

 Ron

 - Original Message - 
 From: john snowling [EMAIL PROTECTED]
 To: audyssey gamers@audyssey.org
 Sent: Sunday, December 17, 2006 3:52 PM
 Subject: [Audyssey] accessible stand alone games


 hi all.

 can someone tell me if there are any accessible games that are hand held 
 for
 example games for gameboy etc.

 from john snowling.



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Re: [Audyssey] stfc buggs and suggestions.

2006-12-19 Thread Ken the Crazy
Must have been mutiny!
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, December 18, 2006 10:18 AM
Subject: Re: [Audyssey] stfc buggs and suggestions.


 Hi,
 The bug with the Klingons fighting themselves is certainly a new one on
 me. Frankly, the way the AI is written I find that difficult to see how
 that would ever happen. Smile.
 Anyway, it has never happened here, and STFC 2.0 will be a complete
 rewrite so I imagine it will have fixed many bugs and will create
 several of it's own.
 As for self-destruct it usually doesn't kill enemies. That is generally
 because it didn't do enough damage to totally lower the enemies shields.
 simon.dowling wrote:
 hi tom, I played a couple games and love it.
 first off, I found a bug, don't no if this has been mentioned at all, but 
 I
 moved all my ships to cardasian space nocked out all bases and crewsers, 
 and
 then the klingons began to attack or so I thought.
 the red alert sounded, and to my amazement, they was attacking 
 themselves.
 bordos was attacking bordos for example.
 the other thing I noticed on another game, I set the enterprise to self
 destruct, it did but didn't take out any of the enemy.
 feature in the tactical menu in the next
 release?
 otherwise a grate job.
 hth
 Simon
 creator and owner of the winmx4theblind mailing list.
 to find out more visit
 http://groups.google.com/group/winmx4theblind
 Group email address [EMAIL PROTECTED]
 msn, [EMAIL PROTECTED]
 skype, slifinger


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Re: [Audyssey] Nemesis Factor?

2006-12-19 Thread Ken the Crazy
It's the first talking puzzle game, complete with 100 different puzzles. 
There are five buttons and each puzzle requires a different sequence--but it 
also has motion detectors so you have to move it sequences too.  It's great 
the first time, but doesn't have much replayability.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Jen Karns [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Monday, December 18, 2006 6:16 PM
Subject: [Audyssey] Nemesis Factor?


 Hey all,
 I saw this game mentioned on another post and I was
 wondering what exactly it is?
 Thanks in advance,

 Jen K

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Re: [Audyssey] stfc buggs and suggestions.

2006-12-19 Thread Ken the Crazy
Not only would it rock, it would be part of the natural order of war.

Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: shaun everiss [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org; Gamers Discussion list 
gamers@audyssey.org
Sent: Monday, December 18, 2006 1:16 PM
Subject: Re: [Audyssey] stfc buggs and suggestions.


 would be cool if this does happen.
 Lets see, romulans and klingons do not like eachother and cardations are 
 liked by noone.
 So its probably reasonable that enemies that don't like eachother will 
 enguage eachother and destroy eachother I have never  had this happen but 
 that would rock if it did.
 At 04:18 AM 12/19/2006, Thomas Ward wrote:
Hi,
The bug with the Klingons fighting themselves is certainly a new one on
me. Frankly, the way the AI is written I find that difficult to see how
that would ever happen. Smile.
Anyway, it has never happened here, and STFC 2.0 will be a complete
rewrite so I imagine it will have fixed many bugs and will create
several of it's own.
As for self-destruct it usually doesn't kill enemies. That is generally
because it didn't do enough damage to totally lower the enemies shields.
simon.dowling wrote:
 hi tom, I played a couple games and love it.
 first off, I found a bug, don't no if this has been mentioned at all, 
 but I
 moved all my ships to cardasian space nocked out all bases and crewsers, 
 and
 then the klingons began to attack or so I thought.
 the red alert sounded, and to my amazement, they was attacking 
 themselves.
 bordos was attacking bordos for example.
 the other thing I noticed on another game, I set the enterprise to self
 destruct, it did but didn't take out any of the enemy.
 feature in the tactical menu in the next
 release?
 otherwise a grate job.
 hth
 Simon
 creator and owner of the winmx4theblind mailing list.
 to find out more visit
 http://groups.google.com/group/winmx4theblind
 Group email address [EMAIL PROTECTED]
 msn, [EMAIL PROTECTED]
 skype, slifinger


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Re: [Audyssey] Hello, and a quick intro...

2006-12-19 Thread Ken the Crazy
Strafing is actually the alt key--the shift key makes you run.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Cara Quinn [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, December 18, 2006 10:45 PM
Subject: Re: [Audyssey] Hello, and a quick intro...


  Hey Tom, you can just stand still by not pressing any of the
 arrows.  smile   And yes, you're right, when you press up arrow you move
 forward, and when you press down arrow you move backward.
  each time you press the up or down arrows, you move roughly a step in
 that direction, and holding them down moves you continuously.

 Pressing left or right turns you such, and if you hold the shift key down,
 left or right arrows cause you to strafe left or right respectively.  I.E.
 face one direction but be walking left or right.  (side stepping)  This is
 used a lot to avoid being hit while firing at something.

   Then when the shift key is released, the arrows function normally 
 again...

   Anyway, there are easy ways to bind keys to do specific actions as well,
 which can make it a lot easier in the game as well...

   Anyway, glad you're starting to get the hang of it, and as I said, am
 delighted to help out.

   Have a great evening and catch ya on the flip!...

 Smiles,

 Cara

 At 09:55 PM 12/17/2006 -0800, you wrote:

Hi Cara.

Yes it does help and thanks.  A podcast on this would be very
interesting methinks.  So, I assume that if you tap say the up arrow you
are moving forward and if you tap the down arrow you are backing up?
Might be handy for backing away from something.  Is there a way to just
make yourself stand still?  I am gonna have to read these docs again
they are quite complex but very well written for the most part.

Yes that is how I have been slowly but surely learning the sounds, going
through the folders.  I will just have to make some time to play with
this some more.

Thanks again.

Tom



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Re: [Audyssey] Nemesis Factor?

2006-12-19 Thread Ken the Crazy
More challenging than Bop it?
Oh, you just made me bust a gut--since when was Bop it challenging rofl!
O yes, it's about  a thousand times more challenging than Bop it.

Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Dark [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 19, 2006 12:56 AM
Subject: Re: [Audyssey] Nemesis Factor?


 Hmmm, I'm now interested in this game, especially as it sounds more
 challenging than boppit.

 Is the game completely accessible as far as in game instructions for each
 puzle and menues (if any), go? Also, is it only available in the Us or 
 would
 I be likely to get hold of it here in England.

 thanks in advance.

 Beware the Grue!

 Dark.
 - Original Message - 
 From: Karl [EMAIL PROTECTED]
 To: gamers@audyssey.org
 Sent: Tuesday, December 19, 2006 12:05 AM
 Subject: Re: [Audyssey] Nemesis Factor?


 Hi,
 Nemesis Factor is a puzzle game. It is a hand-held game, where you must
 complete up to 100 puzzles to complete it. Puzzles can involve pressing
 the five colored buttons in a certain order, combinations, covering or
 uncovering a light sensor, twisting and turning the device, etc. Every
 puzzle is accessible, and it is a lot of fun.
 Karl
 Original message:
 Hey all,
 I saw this game mentioned on another post and I was
 wondering what exactly it is?
 Thanks in advance,

 Jen K

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Re: [Audyssey] Evolution of the Bop-it was List of handheld games?

2006-12-20 Thread Ken the Crazy
Yes, and the first bop it only lets you get a possible 100 points, bop it 
extreme 250, bop it extreme 2, 250, and I don't know about bop it blast.  I 
have a bop it extreme if anyone wants to buy it, but I ain't selling my bop 
it extreme 2.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Phil Vlasak [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, December 20, 2006 11:22 PM
Subject: [Audyssey] Evolution of the Bop-it was List of handheld games?


 Hi Folks,
 I think there are at least four generations of bop-its.
 The original has 3 sounds and three things you have to do, bop it is a
 button in the center, twist it is a wheell at one end and pull it on the
 other end.
 It makes a sound and a guy says the words and you have an increasingly
 shorter time to do what he says.
 If you do it coreeectly you get another sound and it picks one of the 
 three
 again for you to do.
 If you get it wrong he crys out and you get the sound of your number with
 tens being one sound and ones being another.
 So if you get 33 you would hear,
 bong, bong, bong, ding, ding, ding,
 The bop-it extreme added two more flick-it and spin-it.
 and it is shaped like four arms off a center hub.
 The bop-it  blast, was released two years ago,
 went back to the original 3 things but was shaped like a whish bone.
 It had both a male and female voice and actually spoke your score with the
 voice.
 Bop It Extreme 2 is the latest version of Bop It
 Now you can BOP IT! TWIST IT! PULL IT! SPIN IT! to a mix of four different
 music styles;Plus, the longer you play, the more the beats evolve and
 change.

 You Bop It to Pop, Rock, Latin and RB beats.
 Phil

 - Original Message - 
 From: Yohandy [EMAIL PROTECTED]
 To: Gamers Discussion list Gamers@audyssey.org
 Sent: Wednesday, December 20, 2006 10:30 PM
 Subject: [Audyssey] List of handheld games?


 Hello all,
 Just wondering what different types of handheld games people know of 
 here?
 The only ones I'm aware of are the bop it, top it, and some other game
 that had different colored sides and you had to flip around to the right
 color. forgot the name of that one.
 Does anyone know of any other good ones? I'm thinking of getting a
 handheld with in the next few days. Getting tired of bop it. lol
 thanks!




 -

 For an amazing video gaming site containing original soundtracks, game
 art, etc, go here.

 http://gh.ffshrine.org?r=16426

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[Audyssey] free web host

2006-12-21 Thread Ken the Crazy
Well, for some reason I can't access Road runner's hosting--keeps telling me 
wrong user name or password.  Anyone know where I can host my two games?  
PBgames was, but the links are broken.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.
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Re: [Audyssey] List of handheld games?

2006-12-21 Thread Ken the Crazy
There was another called real fishing where the rod actually bent.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Charles Rivard [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, December 21, 2006 12:53 PM
Subject: Re: [Audyssey] List of handheld games?


 Was that game called Lunker Bass?  That is the only one I know of that
 was, sort of, blind friendly.  The fishing rod vibrated when you hooked a
 fish.
 - Original Message - 
 From: Everett Elam [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, December 20, 2006 11:13 PM
 Subject: Re: [Audyssey] List of handheld games?


 Hm there was a fishing game I had a long long time ago that was mega
 accessible. I don't even know if it's being made anymore-- it was made by
 tigered. You'd turn the reel while adjusting your tention and there would
 be
 sound cues for if your line was about to break, etc. I think my cousin
 tried
 to beat someone with it so... it doesn't  make much noise anymore. Anyone
 know about this? I loved it. there were eight levels, but I never beat 
 it.
 It gets pretty hard, but there are sound cues for everything.
 Everett
 - Original Message - 
 From: Yohandy [EMAIL PROTECTED]
 To: Gamers Discussion list Gamers@audyssey.org
 Sent: Wednesday, December 20, 2006 9:30 PM
 Subject: [Audyssey] List of handheld games?


 Hello all,
 Just wondering what different types of handheld games people know of
 here?
 The only ones I'm aware of are the bop it, top it, and some other game
 that had different colored sides and you had to flip around to the right
 color. forgot the name of that one.
 Does anyone know of any other good ones? I'm thinking of getting a
 handheld with in the next few days. Getting tired of bop it. lol
 thanks!




 -

 For an amazing video gaming site containing original soundtracks, game
 art, etc, go here.

 http://gh.ffshrine.org?r=16426

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Re: [Audyssey] comedy game... maybe?

2006-12-21 Thread Ken the Crazy
Yes, exit the store and laden with pilfered presents!
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Charles Rivard [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, December 21, 2006 1:02 PM
Subject: Re: [Audyssey] comedy game... maybe?


 Your messages are goofy!  heh heh heh heh heh.  All kidding aside, this
 might be one of those rather strange games that just might sell.  In some 
 of
 the pinball tables available from

 www.draconisentertainment.com

 there is some rather fun destruction that would go along with your idea.
 Your game idea would be one of those I want to let off some steam and 
 have
 some goofy fun sort of games that I might like, especially if it had tons
 of comedic responses to what you cause to happen.  Another idea to add 
 into
 the game is that other characters are also throwing stuff at you, because
 you are actually a customer, right??  And you would not be the only
 frustrated customer, right??  The game takes place right around Christmas
 time, and every online player, oops, now there's another fun aspect of the
 game, huh?, would be able to use their mike or keyboard to convey messages
 heard by others when something happens.  The object of the game is to exit
 the store in the same condition you were in when you arrived.
 - Original Message - 
 From: Everett Elam [EMAIL PROTECTED]
 To: gamers audyssey. gamers@audyssey.org
 Sent: Wednesday, December 20, 2006 11:46 PM
 Subject: [Audyssey] comedy game... maybe?


 Ok, first of all, I know that I'm new to this list and my messages are a
 bit goofy sometimes and I hope I'm not irritating any of you. That's not
 what I'm out to do.
 I'm seriously asking for this. I'm going to assume all the blindies here
 are familiar with walmart... hahaha. I want a game where you go around
 trashing walmart and getting points for what you destroy, how bad it is
 destroyed, etc. I'm serious as sin. If I get a sterio recorder, I'd go 
 out
 and record samples of walmart and anything else and send them into a
 developer. I'd pay upwards of $50 for this! We need it! It needs 
 realistic
 stereo/surround sound, good voice acting and funny scenes so Its not just
 a bobbies revenge sourt of thing, but omfg would that not be great? Come
 on! How many of you haven't gone into walmart and thrown something into
 the next aisle only to hear an old lady shriek in surprise as she's 
 bonked
 on the head? Or how many of you have gone into the pepsies and shaken
 every last one of them so that the next unfortunate customer will pick it
 up and turn their kitchen into a catastrophe? Liam? Tom? Drop whatever 
 you
 are doing, and make me this game!
 Seriously, action and adventure is awesome, rpg is wicked, but don't you
 guys think we need some funny games too? My sense of humor is my life 
 line
 to sanity, which is probably why I'm so adamant about this, but I think 
 it
 would be just awesome.
 Take care and discuss it please! I think it would rock!
 Everett

 Spirit. In every language in all the Realms, surface and Underdark, in
 every time
 and every place, the word has a ring of strength and determination. It is
 the
 hero's strength, the mother's resilience, and the poor man's arm. It
 cannot be
 broken, and it cannot be taken away.
 This I must believe.
 -Drizzt Do'Urden
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Re: [Audyssey] List of handheld games?

2006-12-21 Thread Ken the Crazy
real fishing.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Charles Rivard [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, December 21, 2006 9:51 PM
Subject: Re: [Audyssey] List of handheld games?


 And the name of this game is??

 - Original Message - 
 From: Karl [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, December 21, 2006 4:15 PM
 Subject: Re: [Audyssey] List of handheld games?


 Hi,
 I had the one where the rod bent, but the mechanism eventually broke. The
 game still worked, but the rod didn't bend. I could sort of here the 
 sound
 of it attempting to bend the rod, but the game was pretty much done with
 at
 that point.
 Karl
 - Original Message - 
 From: Everett Elam [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, December 21, 2006 4:24 PM
 Subject: Re: [Audyssey] List of handheld games?


 hm the rod actually bent downward if you got a fish, didn't vibrate. 
 I've
 ones that do vibrate but that isn't the one I'm talking about. ... smile

 - Original Message - 
 From: Charles Rivard [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, December 21, 2006 11:53 AM
 Subject: Re: [Audyssey] List of handheld games?


 Was that game called Lunker Bass?  That is the only one I know of 
 that
 was, sort of, blind friendly.  The fishing rod vibrated when you hooked
 a
 fish.
 - Original Message - 
 From: Everett Elam [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, December 20, 2006 11:13 PM
 Subject: Re: [Audyssey] List of handheld games?


 Hm there was a fishing game I had a long long time ago that was mega
 accessible. I don't even know if it's being made anymore-- it was made
 by
 tigered. You'd turn the reel while adjusting your tention and there
 would
 be
 sound cues for if your line was about to break, etc. I think my cousin
 tried
 to beat someone with it so... it doesn't  make much noise anymore.
 Anyone
 know about this? I loved it. there were eight levels, but I never beat
 it.
 It gets pretty hard, but there are sound cues for everything.
 Everett
 - Original Message - 
 From: Yohandy [EMAIL PROTECTED]
 To: Gamers Discussion list Gamers@audyssey.org
 Sent: Wednesday, December 20, 2006 9:30 PM
 Subject: [Audyssey] List of handheld games?


 Hello all,
 Just wondering what different types of handheld games people know of
 here?
 The only ones I'm aware of are the bop it, top it, and some other 
 game
 that had different colored sides and you had to flip around to the
 right
 color. forgot the name of that one.
 Does anyone know of any other good ones? I'm thinking of getting a
 handheld with in the next few days. Getting tired of bop it. lol
 thanks!




 -

 For an amazing video gaming site containing original soundtracks, 
 game
 art, etc, go here.

 http://gh.ffshrine.org?r=16426

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[Audyssey] danger city

2006-12-22 Thread Ken the Crazy
I know the code for Danger City is gone or protect ted or whatever, but I *so* 
wish someone could recreate it and add to it.  I've played many games--demo and 
otherwise, and nothing keeps me on the edge of my seat like that one--and it 
has tons of continues and extra lives and stuff--it's avoiding those bombs and 
hearing 'em blow up so loud that does it.  The butt kicking part needs lots of 
work--but it's still cool too.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.
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[Audyssey] Enemy Attack and Wrecking Ball Back Up

2006-12-23 Thread Ken the Crazy
New links for Enemy Attack and Wrecking Ball, by DreamtechInteractive, are up 
and working.  They are:


http://files-upload.com/files/34560/EnemyAttacksetup.exe.html

http://files-upload.com/files/34572/wreckingball.zip.html

You'll have to do a jaws find for click here to download--typing to download 
should work fine.  If I can get Road runner to work then I'll host the file 
there.  I'm just in a rush to get the games somewhere by Sunday.

Ken Downey
President
DreamTechInteractive!


And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.
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Re: [Audyssey] danger city

2006-12-24 Thread Ken the Crazy
Oh if you could complete it that would be phenomenal!
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: x-sight interactive [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 23, 2006 7:26 AM
Subject: Re: [Audyssey] danger city


 hmm, i suppose there could be a debate on that, as both him and i still 
 have
 the source code. so even if he doesn't want to continue working on it, i 
 can
 at least try and work with it.

 i don't have a problem with you hosting it, but i'll say it again, it is
 always best to ask a developer's permission to do something.

 regards,

 damien




 - Original Message -
 From: Robin Kipp [EMAIL PROTECTED]
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Saturday, December 23, 2006 12:13 PM
 Subject: Re: [Audyssey] danger city


 Whatever, I'll keep the file there and if J. wants to complain he can do
 so, however I don't know if this will make me take dthe file down. The
 file isn't copyrighted / copyrighted by a company that doesn't exist
 anymore, so I guess he can't do anything against it. Many people want
 the game and I have a server, so I uploaded the game so other people
 could download and play it, it's a really good game and, Damien, I
 repeat it again, the game is abandoned which means development won't
 continue and the game isn't copyrighted in any way.
 Regards,
 Robin.



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Re: [Audyssey] danger city

2006-12-24 Thread Ken the Crazy
Of course you have to give the gov't tons of money to ratify it...
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Steve Crawford [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 23, 2006 7:56 AM
Subject: Re: [Audyssey] danger city


 Re: the game isn't copyrighted in any way

 Unless the author has been dead for 75 years then he (or his heirs) still
 own the copyright. Copyright is automatic. It's not something you need to
 apply for. If you create something original then you automatically own the
 copyright and you do not need to explicitly state this.

 ---
 Azabat Software: accessible games for visually impaired beginners
 Web: www.azabat.co.uk
 Email: mailto:[EMAIL PROTECTED]
 Tel (UK): 07740 777 364
 International: +44 7740 777 364

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
 Behalf Of Robin Kipp
 Sent: 23 December 2006 12:13
 To: 'Gamers Discussion list'
 Subject: Re: [Audyssey] danger city


 Whatever, I'll keep the file there and if J. wants to complain he can do
 so, however I don't know if this will make me take dthe file down. The
 file isn't copyrighted / copyrighted by a company that doesn't exist
 anymore, so I guess he can't do anything against it. Many people want
 the game and I have a server, so I uploaded the game so other people
 could download and play it, it's a really good game and, Damien, I
 repeat it again, the game is abandoned which means development won't
 continue and the game isn't copyrighted in any way.
 Regards,
 Robin.



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 15:22

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Re: [Audyssey] wrecking ball

2006-12-24 Thread Ken the Crazy
Make sure the sounds folder resides in the game folder.  As per the manual, 
I'm not sure why it didn't get zipped up with everything else--I will have 
to make a new version--with iunno this time.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: x-sight interactive [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 23, 2006 3:38 PM
Subject: [Audyssey] wrecking ball


 there are a few things.

 1. what is super breakout?
 2. there's no manual
 3. i changed the background music and it isn't playing, and
 4. why is there a object variable or with block variable not set error 
 when i use my cursor keys?

 thanks.

 regards,

 damien

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Re: [Audyssey] danger city

2006-12-24 Thread Ken the Crazy
Mine stops at level 1 act 3.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Sarah [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 23, 2006 5:18 PM
Subject: Re: [Audyssey] danger city


 it stops at level 2 act one, I think. its after the car seen. it is 
 broken?
 take care and happy  holidays.
 SAG
 I don't understand how to jump, kick, etc... I know hitting the
 spacebar does something but outside of that what?

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Bryan Peterson
 Sent: Saturday, December 23, 2006 2:50 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] danger city

 Apparently he's not all that impressed with the game. I can sorta see
 what he means but I do believe the game had potential. My problem is
 that there doesn't appear to be a manual. Act three also is giving me
 major headaches since it seems to consist entirely of mines.
 It ain't pretty when the pretty leaves you with no place to go.
 J.D. Fortune, Pretty Vegas
 - Original Message -
 From: x-sight interactive [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, December 23, 2006 1:17 PM
 Subject: Re: [Audyssey] danger city


 what's that all about

 regards

 damien

 - Original Message -
 From: shaun everiss [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org; 'Gamers
 Discussion list' gamers@audyssey.org
 Sent: Saturday, December 23, 2006 7:53 PM
 Subject: Re: [Audyssey] danger city


 its really not much.
 lets see, punch, punch, kick, kick, get pipe hit with pipe, repair
 pipe,
 eat chicken, jump mine, jump mine, walk through door and finnish.
 Oh and run away from a bomb or so, and if you get real stuck push
 control to get armed support. I mean if this game was finnished it
 would be somewhat deceant, however in
 its present state its just like selfdestruct, a pile of shoot.
 Its really not that great,
 The only more stupid game than that is the stupid game by orio.
 At 03:37 AM 12/24/2006, Michael Maslo wrote:
 I would really love to try danger city out.
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On
 Behalf Of x-sight interactive
 Sent: Friday, December 22, 2006 11:19 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] danger city
 
 jason is reachable via skype and msn, and i would still ask him
 permission to release those games. those games are his. i asked
 his permission to release the self destruct source code, he
 approved. i don't know what his
 thoughts are on releasing danger city, he wasn't very happy when
 more people got the beta ...
 
 regards,
 
 damien
 
 
 
 
 - Original Message -
 From: Robin Kipp [EMAIL PROTECTED]
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Friday, December 22, 2006 9:50 PM
 Subject: Re: [Audyssey] danger city
 
 
  Hi Damien,
  Jason isn't reachable via E-Mail anymore, the game is abandoned,
  the company doesn't exist anymore, many people want the games,
  so I just offer them to download them there. Are that enough
  reasons?
  Robin.
 
 
 
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Re: [Audyssey] danger city

2006-12-24 Thread Ken the Crazy
Please do--maybe a few of us can contribute to it?  Obviously the fighting 
aspect has to be loads better, and there is a bug that when you try throwing 
someone past the entry point, it crashes.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: x-sight interactive [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 23, 2006 4:41 PM
Subject: Re: [Audyssey] danger city


 there was a manual with the installer. if any yall guys want me to have a
 look at the source code see what i can do with it just tell me. i can tell
 you're not impressed, but as i have something to work with, it should be
 pretty simple for me to get things working on it again.

 regards,

 damien




 - Original Message -
 From: Bryan Peterson [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, December 23, 2006 8:50 PM
 Subject: Re: [Audyssey] danger city


 Apparently he's not all that impressed with the game. I can sorta see 
 what
 he means but I do believe the game had potential. My problem is that 
 there
 doesn't appear to be a manual. Act three also is giving me major 
 headaches
 since it seems to consist entirely of mines.
 It ain't pretty when the pretty leaves you with no place to go.
 J.D. Fortune, Pretty Vegas
 - Original Message -
 From: x-sight interactive [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, December 23, 2006 1:17 PM
 Subject: Re: [Audyssey] danger city


  what's that all about
 
  regards
 
  damien
 
  - Original Message -
  From: shaun everiss [EMAIL PROTECTED]
  To: Gamers Discussion list gamers@audyssey.org; 'Gamers Discussion
  list' gamers@audyssey.org
  Sent: Saturday, December 23, 2006 7:53 PM
  Subject: Re: [Audyssey] danger city
 
 
  its really not much.
  lets see, punch, punch, kick, kick, get pipe hit with pipe, repair
 pipe,
  eat chicken, jump mine, jump mine, walk through door and finnish.
  Oh and run away from a bomb or so, and if you get real stuck push
 control
  to get armed support.
  I mean if this game was finnished it would be somewhat deceant, 
  however
  in
  its present state its just like selfdestruct, a pile of shoot.
  Its really not that great,
  The only more stupid game than that is the stupid game by orio.
  At 03:37 AM 12/24/2006, Michael Maslo wrote:
  I would really love to try danger city out.
  
  -Original Message-
  From: [EMAIL PROTECTED] 
  [mailto:[EMAIL PROTECTED]
  On
  Behalf Of x-sight interactive
  Sent: Friday, December 22, 2006 11:19 PM
  To: Gamers Discussion list
  Subject: Re: [Audyssey] danger city
  
  jason is reachable via skype and msn, and i would still ask him
  permission
  to release those games. those games are his. i asked his permission 
  to
  release the self destruct source code, he approved. i don't know what
  his
  thoughts are on releasing danger city, he wasn't very happy when more
  people
  got the beta ...
  
  regards,
  
  damien
  
  
  
  
  - Original Message -
  From: Robin Kipp [EMAIL PROTECTED]
  To: 'Gamers Discussion list' gamers@audyssey.org
  Sent: Friday, December 22, 2006 9:50 PM
  Subject: Re: [Audyssey] danger city
  
  
   Hi Damien,
   Jason isn't reachable via E-Mail anymore, the game is abandoned, 
   the
   company doesn't exist anymore, many people want the games, so I 
   just
   offer them to download them there. Are that enough reasons?
   Robin.
  
  
  
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Re: [Audyssey] explanation for the nemesis puzzle game.

2006-12-24 Thread Ken the Crazy
I have, and yes, it talks.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Yohandy [EMAIL PROTECTED]
To: Gamers Discussion list Gamers@audyssey.org
Sent: Saturday, December 23, 2006 3:07 PM
Subject: [Audyssey] explanation for the nemesis puzzle game.


 Hello there,
 I've done a bit of research on this nemesis game, and don't quite 
 understand how it is accessible. Does it have a feature where it speaks 
 the colors or something? I'm real interested in getting one of these, but 
 would like an explanation on how blind people would play it. Also has 
 anyone completed all 100 puzzles?


 -

 For an amazing video gaming site containing original soundtracks, game 
 art, etc, go here.

 http://gh.ffshrine.org?r=16426

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Re: [Audyssey] Enemy Attack and Wrecking Ball Back Up

2006-12-24 Thread Ken the Crazy
To call it a spin-off isn't exactly right though I did use that game as a 
sort of tutorial.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: x-sight interactive [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, December 24, 2006 3:37 AM
Subject: Re: [Audyssey] Enemy Attack and Wrecking Ball Back Up


 enemy attack, if i remember correctly, is the spinoff of bsc's chopper
 patrol. enemy attack is also open source.

 regards,

 damien




 - Original Message -
 From: Richard Sherman [EMAIL PROTECTED]
 To: Ken the Crazy [EMAIL PROTECTED]; Gamers Discussion list
 gamers@audyssey.org
 Sent: Sunday, December 24, 2006 1:25 AM
 Subject: Re: [Audyssey] Enemy Attack and Wrecking Ball Back Up


 Hi,
 For the life of me I cannot remember what enemy attack is about. 
 Inquiring
 minds want to know?

 Thanks

 rich
   - Original Message -
   From: Ken the Crazy
   To: Gamers Discussion list
   Sent: Saturday, December 23, 2006 12:58 AM
   Subject: [Audyssey] Enemy Attack and Wrecking Ball Back Up


   New links for Enemy Attack and Wrecking Ball, by DreamtechInteractive,
 are
 up and working.  They are:


   http://files-upload.com/files/34560/EnemyAttacksetup.exe.html

   http://files-upload.com/files/34572/wreckingball.zip.html

   You'll have to do a jaws find for click here to download--typing to
 download should work fine.  If I can get Road runner to work then I'll
 host
 the file there.  I'm just in a rush to get the games somewhere by Sunday.

   Ken Downey
   President
   DreamTechInteractive!


   And,
   Coming soon,
   Blind Comfort!
   The pleasant way to get a massage--no staring, just caring.
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[Audyssey] A bit off topic but...

2006-12-25 Thread Ken the Crazy
Hey yall
I found the coolest web site ever.
www.dramapod.com
Tons of free-to-download audio dramas--a bit cheesy, but still *very* cool!
I downloaded 24 issues of Superman.   Just listened to the first one, and liked 
it pretty well.
They also have star trek and star wars, and tons of fantasy and horror stuff 
too.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.
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Re: [Audyssey] A quick STFC 2.0 question.

2006-12-29 Thread Ken the Crazy
Mix 'em up.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Thursday, December 28, 2006 6:27 PM
Subject: [Audyssey] A quick STFC 2.0 question.


 Hi all,
 I've been doing allot of thinking about STFC 2.0, and I have decided
 personally to redesign STFC 2.0 as a strictly TNG game. This means the
 ships, bases, etc will be based on the STING series.
 However, I have one question about this. On TNG they often attempted to
 show off the new Galaxy class such as Enterprise and Yamato, but often
 as not most of the ships seen on the show Hood, Magellan, Repulse, and
 many others were based on the older Excelsior and Myranda-class designs.
 The Ambassador-Class also made an appearance or two.
 So the basic question is would you like your entire fleet comprised of
 the Galaxy-class, or would you like the fleet to be more realistic being
 made up of various different ships with different weapons payloads,
 speeds, shielding sensors, etc.
 Personally, I think the mixed fleet is more interesting.  With the fleet
 being mixed up it completely changes the tactical situation. An
 Excelsior could easily face off with a Cardassian being of the same
 general weapons payload and speed, could probably handle Klingons, but
 would be really out gunned when taking on Romulans and Borg.
 The Galaxy-class being the top-of-the-line for the series would of
 course be the best for taking on the Romulans and Borg. Better
 shielding, phasers, speed, more torpedoes, etc...
 What do you all think.


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Re: [Audyssey] A quick STFC 2.0 question.

2006-12-29 Thread Ken the Crazy
Now using runabouts is an excellent idea--scouting for data would give you 
an awesome advantage in the game.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Raul A. Gallegos [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Thursday, December 28, 2006 6:59 PM
Subject: Re: [Audyssey] A quick STFC 2.0 question.


 Hello Tom. I think having different class ships will be a better way to
 go. I was thinking, there is also the intrepid class ships like Voyager
 and a few others. Small, but fast. What about run about class shuttles?
 Basically, they are beefed up shuttles, no match for a Klingon, but many
 run abouts can be used to gather data on enemy where abouts, and several
 of these can take on one or two enemy ships.

 Then there is the Promethius class ships. I think it was a class in any
 case. They were designed as fighting ships during the Dominion war.
 Can't remember if Promethius was the name of the ship or if it was the
 class.

 Cheers.

 -- 
 For I delivered unto you first of all that which I also received,
 how that Christ died for our sins according to the scriptures;
 -- 1 Corinthians 15:3
 Raul A. Gallegos ... IliwSsmc

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Re: [Audyssey] Judgement Day Movies Question

2006-12-29 Thread Ken the Crazy
And can you unlock them in the demo?
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Sylvester Thomas [EMAIL PROTECTED]
To: Discussion list for blind gamers Gamers@audyssey.org
Sent: Friday, December 29, 2006 4:52 PM
Subject: [Audyssey] Judgement Day Movies Question


 Greetings All!  Just wondering about un locking movies in JD.  I have 
 about
 twenty trophies and have managed to have only un locked one movie.  The
 Living with Liam one I think.  Any way how about a tip on how to un lock
 them.  No Spoiler, just a tip.  Thanks and Happy Gaming!  Sly!


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Re: [Audyssey] A quick STFC 2.0 question.

2006-12-31 Thread Ken the Crazy
And of course it wouldn't be star trek without the captain falling in love 
and his newly beloved
dying of a disrupter shot to the head or something!
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Richard Sherman [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 30, 2006 2:32 PM
Subject: Re: [Audyssey] A quick STFC 2.0 question.


 Hi Thom,
 I had a thought (and boy does it hurt).

 Last night's episode of TNG was where Q returns and gives Ryker the power 
 of
 the Q. Is it possible that you could incorporate Q as a wild card in 
 there.
 For example, Q would randomly pop up and cause something unusual to 
 happen.
 He could cause the Enterprise to suddenly have Borg shields. Everything 
 the
 romullans did would be the reverse of what they wanted. Something like 
 that.

 Just a thought. *ouch, my brain hurts!*

 Rich
  - Original Message - 
  From: Thomas Ward
  To: Gamers Discussion list
  Sent: Saturday, December 30, 2006 4:54 AM
  Subject: Re: [Audyssey] A quick STFC 2.0 question.


  Hi Raul,
  An alternate universe or mirror universe sounds good. Even possably the
  universe in yesterday's Enterprise where the Federation was at war with
  the Klingons.
  On our little side note I believe Insurection. happened in  Deep Space 9
  season 6. Maybe it was the book where one of the Enterprise crew
  congradulated Warf on his marriage to Dax. That would indicate it takes
  place sometime after their marage but sometime before Jadzia's death in
  the sixth season.

  One thing I can tell is that First Contact and Insurection. happpen very
 near to each other in the timeline. Probably not more than a year or two
 between them.
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Re: [Audyssey] Collecting sound files for games

2006-12-31 Thread Ken the Crazy
didn't know they made hard drives that big or that Windows could support 
'em.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Jim Kitchen [EMAIL PROTECTED]
To: Audyssey gamers list Gamers@audyssey.org
Sent: Saturday, December 30, 2006 3:36 PM
Subject: [Audyssey] Collecting sound files for games


 Hi,

 I was running out of space for collecting sound files for games, so I had 
 to buy more.  I think that I have enough now for a little while.

 Directory of E:\

 brandnew txt  0 12/29/2006  06:59 PM
   1 File(s)  0 bytes
   0 Dir(s)  1,000,089,706,496 bytes free

 BFN
 Jim

 Check my web site for my free blind accessible pc dos and windows games.

 [EMAIL PROTECTED]
 http://www.kitchensinc.net
 (440) 286-6920
 Chardon Ohio USA
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[Audyssey] new games from danationcoders

2007-01-07 Thread Ken the Crazy
Hey yall, I was just wondering what games in the library are specifically 
accessible to the blind--lots of one switch games out there...
Did play audio escape the other day, and even though it didn't play the next 
level wave it still was pretty cool--kind of a souped  up version of Deekout 
but not quite as good as Super deekout.  The asteroids of Orion sounds fun--I 
might check it out tonight and see if it's accessible.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.
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Re: [Audyssey] spoonbill things

2007-01-09 Thread Ken the Crazy
sounds like yatzee.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: shaun everiss [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Tuesday, January 09, 2007 12:30 PM
Subject: [Audyssey] spoonbill things


 Hi all, just had a unschedualed crash.
 I found a file on my backups was corrupted can someone send the game 
 bgy.exe, sorry I don't know what the actual title is but thats all for 
 now.


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[Audyssey] My games are up again

2007-01-09 Thread Ken the Crazy
Enemy attack and Wrecking Ball are up again.  Here is the link.  Thanks, Kara.
http://tbrn.net/modgirl/Ken's%20games/ 
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.
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Re: [Audyssey] My games are up again

2007-01-10 Thread Ken the Crazy
Enemy Attack is FREE and open source.  Wrecking ball is a 1-level demo.  I 
think I posted their manuals a while back.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Matthew Bullis [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 10, 2007 11:40 AM
Subject: Re: [Audyssey] My games are up again


 Hello, what are these two games about? Are they free, or are they demos? 
 I'm
 downloading them anyhow, since I'm about to have limited internet access 
 for
 the next month while on vacation.
 Matthew


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Re: [Audyssey] enemy attack

2007-01-10 Thread Ken the Crazy
Use the machine gun to shoot the planes with q through left bracket
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Josh [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 10, 2007 4:37 PM
Subject: [Audyssey] enemy attack


 Hi,

 What key do I press to use the machine gun in enemy attack? It's not
 mentioned in the manual but there's a machine gun sound in the sounds 
 folder
 of the game.

 Josh


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Re: [Audyssey] a new free audiogame : Tampokme

2007-01-11 Thread Ken the Crazy
http://www.donationcoder.com/Forums/bb/index.php?PHPSESSID=5aa97c72f6452117121d70ed733e6fadboard=174.0
There is the game I told you about, called Cyberland sound escape---do a 
search for it.  I wish I knew what other games were accessible, but Sound 
escape is better than the mosquito eater game.  You are running from this 
unidentified entity--contact with him crashes the computer and the game 
ends.  You are trying to find the gate, which you do by moving around using 
the numpad keys.
I do have a few gripes with the game though, mainly that it's hard to get 
going and that you have to sit through the stupid intro without being able 
to stop it, and there is no sound telling you you're through the gate. 
Still a good game though--just needs work.

Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: AudioGames.net [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 04, 2007 10:49 AM
Subject: Re: [Audyssey] a new free audiogame : Tampokme


Hi,

Good to see people from this community participating in the contest. You can
find more links to other audio-game and one-switch-game entries in this
forum:

http://www.donationcoder.com/Forums/bb/index.php?PHPSESSID=5aa97c72f6452117121d70ed733e6fadboard=174.0

I'll put them on AudioGames.net and Game-Accessibility.com as well as soon
as possible.

Greets,

Richard


- Original Message - 
From: Thomas Gaudy [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 04, 2007 2:29 PM
Subject: [Audyssey] a new free audiogame : Tampokme


Hello !
Here is a game I write for the donation coder accessibility game contest
2006.
The name of the game is Tampokme. The meaning of Tampokme is : the audio
multi-players one-key mosquito eater, so it is an audiogame but also a one
switch game.
 Here is a link to download the game :
http://www.donationcoder.com/Contests/agame/entries/Tampokme.rar
it is a free multi players game.
Please, just tell me about your feeling about this game.
Thank you and happy new year.

Thomas Gaudy

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[Audyssey] techno shock

2007-01-11 Thread Ken the Crazy
I can't imagine David letting someone put out a freeware version like that.  
Also, a lot of David's sounds are used.  It does behave almost exactly as his 
engine, though, so I'm wondering if it's legit or if someone found a way to 
crack the engine, mod the sounds, and--I don't know.  Can you fall into water 
with the GMA engine?  I fell in and couldn't get out in this game, but it's 
extreme closeness to SOD makes me a little concerned.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.
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Re: [Audyssey] Technoshock, new audio game

2007-01-12 Thread Ken the Crazy
and if you hit e nothing happens.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Josh [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 11, 2007 12:02 PM
Subject: Re: [Audyssey] Technoshock, new audio game


 Hi,

 I can't seem to get around the acid pool in the first level. Also, the 
 scope
 doesn't seem to work for me either along with pressing n and some other 
 keys
 don't seem to work either.

 Josh

 - Original Message - 
 From: Dark [EMAIL PROTECTED]
 To: Gamers@audyssey.org
 Sent: Thursday, January 11, 2007 3:07 AM
 Subject: [Audyssey] Technoshock, new audio game


 Hi.

 I just checked audio games net, and a topic was posted announcing a new
 audio game, Technoshock, obviously inspired by shades of doom (and I
 believe, using the same or similar engine).

 The game release is listed as Beta, and a couple of things (like the
 scope), don't seem to work (or didn't for me), stil here's the link:

 http://www.tiflocomp.ru/games/ts/index.php?lang=en

 Beware the grue!

 Dark.
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Re: [Audyssey] Techno Shock - no game is safe!!! lol!

2007-01-12 Thread Ken the Crazy
No doubt.  I like the game a lot--it just freaked me out to hear all those 
SOD sounds.
If anyone is interested in sounds, I can make sounds for games--or find ones 
that are unique...
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Cara Quinn [EMAIL PROTECTED]
To: gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 11, 2007 3:29 PM
Subject: [Audyssey] Techno Shock - no game is safe!!! lol!


   Hey all, well I found a sound from Quake as
 well!  woohoo!  no game is safe!  smile

   I say this in humor, as Quake is totally open source, so it's cool, and
 I must say, the devs put a whole lot of effort into this.  It can be
 improved, (as most things can) and I'm sure that everyone will have their
 ideas as to how, but the time and effort they put into this, is obvious.

   It's no small feat, designing / working with a 3d engine, so thanks to
 them for releasing this freely!

 Smiles,

 Cara

 ---
   View my on-line portfolio at:

 http://www.onemodelplace.com/CaraQuinn

   The only things I really think are important, are love, and each
 other.  -Then, anything is possible...

 http://home.earthlink.net/~cara-quinn


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Re: [Audyssey] enemy attack

2007-01-12 Thread Ken the Crazy
I can't believe I didn't realize that--oh my goodness!  Next version will 
have a gun for the bottom row, a machine gun for the next, a cannon for the 
next, and a missile for the top--my my and I've played it so often too...
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Josh [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 11, 2007 12:41 PM
Subject: Re: [Audyssey] enemy attack


 yeah I noticed that too. If I press q it does the normal gun.

 Josh

 - Original Message - 
 From: aaron danvers-jukes [EMAIL PROTECTED]
 To: Ken the Crazy [EMAIL PROTECTED]; Gamers Discussion list
 gamers@audyssey.org
 Sent: Thursday, January 11, 2007 10:49 AM
 Subject: Re: [Audyssey] enemy attack


 there is not a machine gun. the machine gun sound is in the folder, but 
 if
 i
 press q it does a normal gun


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Re: [Audyssey] ENEMY ATTACK

2007-01-12 Thread Ken the Crazy
If anyone does beat the game I wanna know about it so I can add harder 
levels.  I designed it to be unbeatable--or close enough.  I haven't even 
beaten it yet.  How do yall feel about more gunners in the next version?
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Josh [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 11, 2007 2:36 PM
Subject: [Audyssey] ENEMY ATTACK


 HI,

 On enemy attack I got to the insane level this time and the last time I 
 got
 to impossible. Abyone beat the game yet?

 Josh

 email: [EMAIL PROTECTED]
 AOL: kutztownstudent
 msn: [EMAIL PROTECTED]
 skype: jkenn337


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Re: [Audyssey] Danger City Keys

2007-01-12 Thread Ken the Crazy
I beat it a couple times, you just get right up to the pit, jump, and tap 
the run key as fast as you can.  Also, don't spend time fighting--just run!
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: ShadowDragon [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 11, 2007 7:05 PM
Subject: [Audyssey] Danger City Keys


 Hello,
 For those of you who don't know, I've done some experimentation and I've 
 figured out pretty much all of the keys, at least I think I have. Here 
 they are. Sorry if someone's already done this.
 Left and right arrow keys: Move left and right. If standing still, simply 
 spins your guy the other direction.
 Up arrow: Jump. Rapidly pressing either left or right when in the air 
 makes you jump faster and farther, though I think you can jump and hold 
 the arrow down. Also note, you have to be facing the way you want to jump 
 before you can jump in that direction. For example, your guy doesn't spin 
 in the air so if you wanted to jump right and you were facing left, you'd 
 have to tap right to turn around, then jump right.
 Space Bar: Punch. Also counts as action button for beating acts, ETC.
 Tab: Brings up your inventory. Allows you to equip weapons, repair weapons 
 and so on using items, Obviously.
 I: Announces your current points for that level and then your current 
 score.
 H: Announces health.
 L: Announces lives.
 R: Brings up a dialogue of unknown purposes. Might have to investigate 
 further to find out what this is.
 Control: Screen clear. I assume you get a limited number of these, but it 
 instantly kills all enemies on the screen.

 I might have missed a couple, but those are the ones I can remember. I 
 haven't found a weapon status key of any kind either, so you pretty much 
 have to guess when to use your weapon repair kits. Also, Act III has to be 
 freakin impossible, the pits or whatever they are aren't spaced far enough 
 apart to keep track of, and the sound they make is entirely too lou. Any 
 comments on this? Hope my key listing helps, for those of you who haven't 
 figured it out.
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Re: [Audyssey] full version of quake

2007-01-12 Thread Ken the Crazy
You're not missing much, believe me.  Most of the episodes are not navigable 
at this time.  The ones that are are barely so.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Josh [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 11, 2007 9:42 PM
Subject: [Audyssey] full version of quake


 Hi,

 Since it seems like I need the full version of quake to take advantage of
 all that audio quake has to offer, does anyone have the full version of
 quake that maybe they could put on sendspace? If I have to though and 
 nobody
 is first willing to share I'll just put out the $20 for it.

 Josh

 email: [EMAIL PROTECTED]
 AOL: kutztownstudent
 msn: [EMAIL PROTECTED]
 skype: jkenn337


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Re: [Audyssey] Harry Potter movies and books - Re: sarah

2007-01-12 Thread Ken the Crazy
Yes, he does--and Hermione sounds like I pictured her sounding too.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Charles Rivard [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 11, 2007 10:29 PM
Subject: Re: [Audyssey] Harry Potter movies and books - Re: sarah


 The best actor for the part throughout the whole series of movies thusfar,
 at least as far as their voice and inflection is concerned, to me, is the
 guy that portrays Severus Snape.  He sounds exactly as I figured that 
 Snape
 would.


 - Original Message - 
 From: Bryan Peterson [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, January 11, 2007 8:33 AM
 Subject: Re: [Audyssey] Harry Potter movies and books - Re: sarah


I really liked Ralph Fiens' portrayal of Voldemort in movie 4. Couldn't
have
 found a much better actor.
 It ain't pretty when the pretty leaves you with no place to go.
 J.D. Fortune, Pretty Vegas
 - Original Message - 
 From: Thomas Ward [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, January 11, 2007 7:14 PM
 Subject: Re: [Audyssey] Harry Potter movies and books - Re: sarah


 Hi Charles,
 I own the first three movies on dvd, and have seen them. In both cases I
 think the changes were warrented and funny.
 I love wen Aunt Marge began blowing up like a baloon and then floated
 away out the window yelling all the way. I laughed my butt off.
 It's those bits of humor that gives Harry Potter the right mix of
 action, old world fantacy, humor, and imagination for children.

 Charles Rivard wrote:
 Yes, the Ford Anglia was cool, especially later on in the book when it
 was
 found again.  And, if you saw the movie of the first book, I liked the
 change that was put into the zoo scene.  Dudley was leaning against the
 glass front of the cage when it vanished.  He fell into a pit or tank 
 of
 water, but then the glass reappeared, locking him in the cage!  heh heh
 heh.
 If you have read the third book but not seen the third movie, I won't
 spoil
 the fun when Aunt Marge was eating the last meal at the Dursleys, but
 that
 was every bit as enjoyable.



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Re: [Audyssey] to proove my point about game developers - Re: sarah

2007-01-12 Thread Ken the Crazy
Well, I am a staunch Christian and I read 'em all the time--they are great 
works.  But it's not like I get delusions about magic or decide to become a 
sorcerer--well maybe I should!  I could wave my cane in the air and shout, 
Lumos!  Of course, if it lights up what good will it do me anyway!

Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Charles Rivard [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 11, 2007 10:14 PM
Subject: [Audyssey] to proove my point about game developers - Re: sarah


 Corrupted?  Hmm.  I always thought that is one quality in a game developer
 that is a must!  Examples:  Phil Vlassak, David Greenwood, James North,
 Thomas--uh, what's that guy's name that's working on Montezuma's
 Revenge?--oh, yeah--Ward, Josh de Lioncourt, Michael Fehr, Justin
 Dobbinmeyer?  All make good games.  Are any of them, well, normal?
 - Original Message - 
 From: Thomas Ward [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, January 11, 2007 8:07 PM
 Subject: Re: [Audyssey] sarah


 Hi Charles,
 I feel as though I have gone down this road to far already, but I do
 want to make a quick comment.
 Oh, sure that is of the extremist point of view. What she is likely
 talking about is Deuteronomy Chapter 18 verses 10 through 12 where God
 was commanding the children of Israel not to practice witchcraft,
 astrology, etc
 However, as I have read it it specifically targeted the doers of those
 things not someone who read it in a book about fictional characters and
 tv. I guess it is kind of hard to apply old world concepts to the modern
 world.
 The extremest view of course is to abandon any discussion, tv programs,
 or even the notion of it. That is fine if the person chooses to take
 that route, but I think it is a bit narrow, extreme, and a bit
 unrealistic. Then again, such a person would just say I have to  many
 worldly values, and am corrupted by the world.



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Re: [Audyssey] quake maps in the full game

2007-01-13 Thread Ken the Crazy
The navigational features just aren't that well developed yet.  For example, 
the wall scraping sound is mono--it's not placed positionally so you can't 
tell where you are scraping the wall so you can know which way to turn. 
Also, some buttons are not identified with audio cues, like the one you 
shoot to lower the bridge--and when you're walking on the bridge you don't 
even know you're walking on anything different than the ground.  Changing 
footstep sounds would be helpful here, but there are already so many 
problems with sound I don't think it's feasible.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Josh [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 12, 2007 8:05 AM
Subject: [Audyssey] quake maps in the full game


 Hi,

 Why aren't the other quake maps very navigable? Is it that they're just 
 too
 confusing? Or don't the accessibility features work in the other maps such
 as the radar?

 Josh

 email: [EMAIL PROTECTED]
 AOL: kutztownstudent
 msn: [EMAIL PROTECTED]
 skype: jkenn337


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Re: [Audyssey] more than one mod? was jedi quake

2007-01-13 Thread Ken the Crazy
Speaking of mods, how do I install more than one mod, and how do I keep the 
AQ program from installing them in the wrong directory?
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Cara Quinn [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 12, 2007 2:40 PM
Subject: Re: [Audyssey] jedi quake


   Hi Josh, wow, that, I wasn't expecting!  smile  no prob though.  just
 type pause to stop the demo and then type any one of the commands I'd sent
 along to the list to start whichever game you'd like.  Does this help?...

   Sorry for the inconvenience

 Smiles,

 Cara

 At 12:04 PM 1/12/2007 -0500, you wrote:

Hi,

Ok I set the console toggle to be f2. Now that I have access to the 
console,
and I also put the jedi quake folder inside the shareware quake folder. 
When
I go into audio quake and press m for mods press enter till I'm on
jedi-quake, and then press p and enter to play it it still plays the same
quake demo as it did before. How do I make it play jedi quake?

Josh

email: [EMAIL PROTECTED]
AOL: kutztownstudent
msn: [EMAIL PROTECTED]
skype: jkenn337


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--
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Checked by AVG Free Edition.
Version: 7.1.410 / Virus Database: 268.16.10/624 - Release Date: 1/12/2007

 ---
   View my on-line portfolio at:

 http://www.onemodelplace.com/CaraQuinn

   The only things I really think are important, are love, and each
 other.  -Then, anything is possible...

 http://home.earthlink.net/~cara-quinn


 -- 
 No virus found in this outgoing message.
 Checked by AVG Free Edition.
 Version: 7.1.410 / Virus Database: 268.16.10/624 - Release Date: 1/12/2007



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Re: [Audyssey] ENEMY ATTACK

2007-01-13 Thread Ken the Crazy
Well, if you want Enemy Attack to be beatable, tell yourselves you've beaten 
the game when you beat the insane levelmake yourselves some fanfare 
music...  lol
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: nicol [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, January 13, 2007 2:41 AM
Subject: Re: [Audyssey] ENEMY ATTACK


I feel the same about light cars. I think light cars should also be
 beatable.

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
 Behalf Of joseli Walter
 Sent: Friday, January 12, 2007 4:33 PM
 To: Ken the Crazy; Gamers Discussion list
 Subject: Re: [Audyssey] ENEMY ATTACK

 I think it should be beatable, or people will start giving up.



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Re: [Audyssey] ENEMY ATTACK

2007-01-13 Thread Ken the Crazy
I made the thing and haven't beaten it yet--come awful close though and if I 
ever do I'll add an additional level.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Josh [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, January 13, 2007 10:54 AM
Subject: Re: [Audyssey] ENEMY ATTACK


 they might not start giving up until they beat it. I almost beat it one
 time.

 Josh

 - Original Message - 
 From: joseli Walter [EMAIL PROTECTED]
 To: Ken the Crazy [EMAIL PROTECTED]; Gamers Discussion list
 gamers@audyssey.org
 Sent: Friday, January 12, 2007 9:32 AM
 Subject: Re: [Audyssey] ENEMY ATTACK


I think it should be beatable, or people will start giving up.

 - Original Message - 
 From: Ken the Crazy [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, January 12, 2007 2:03 AM
 Subject: Re: [Audyssey] ENEMY ATTACK


 If anyone does beat the game I wanna know about it so I can add harder
 levels.  I designed it to be unbeatable--or close enough.  I haven't 
 even
 beaten it yet.  How do yall feel about more gunners in the next version?
 Ken Downey
 President
 DreamTechInteractive!

 And,
 Coming soon,
 Blind Comfort!
 The pleasant way to get a massage--no staring, just caring.

 - Original Message - 
 From: Josh [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, January 11, 2007 2:36 PM
 Subject: [Audyssey] ENEMY ATTACK


 HI,

 On enemy attack I got to the insane level this time and the last time I
 got
 to impossible. Abyone beat the game yet?

 Josh

 email: [EMAIL PROTECTED]
 AOL: kutztownstudent
 msn: [EMAIL PROTECTED]
 skype: jkenn337


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 1/10/2007




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Re: [Audyssey] ENEMY ATTACK

2007-01-13 Thread Ken the Crazy
ftp.tbrn.net/modgirl
Look for a folder that says ken's games then click on it.  Two games in that 
folder.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: christopher huby [EMAIL PROTECTED]
To: 'Ken the Crazy' [EMAIL PROTECTED]; 'Gamers Discussion list' 
gamers@audyssey.org
Sent: Friday, January 12, 2007 8:36 AM
Subject: Re: [Audyssey] ENEMY ATTACK


 Hi Ken and all, Please could any one tell me where you can download this
 game from?

 It sounds very good.

 Many thanks.


 Regards

 Christopher Huby
 E-MAIL ADDRESS:
 [EMAIL PROTECTED]
 MSN E-MAIL ADDRESS:
 [EMAIL PROTECTED]
 SKYPE USER NAME:
 christopherhuby1
 TELEPHONE NUMBER:
 07967603395
 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
 Behalf Of Ken the Crazy
 Sent: 12 January 2007 08:03
 To: Gamers Discussion list
 Subject: Re: [Audyssey] ENEMY ATTACK

 If anyone does beat the game I wanna know about it so I can add harder
 levels.  I designed it to be unbeatable--or close enough.  I haven't even
 beaten it yet.  How do yall feel about more gunners in the next version?
 Ken Downey
 President
 DreamTechInteractive!

 And,
 Coming soon,
 Blind Comfort!
 The pleasant way to get a massage--no staring, just caring.

 - Original Message -
 From: Josh [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, January 11, 2007 2:36 PM
 Subject: [Audyssey] ENEMY ATTACK


 HI,

 On enemy attack I got to the insane level this time and the last time I
 got
 to impossible. Abyone beat the game yet?

 Josh

 email: [EMAIL PROTECTED]
 AOL: kutztownstudent
 msn: [EMAIL PROTECTED]
 skype: jkenn337


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Re: [Audyssey] to proove my point about game developers - Re: sarah

2007-01-13 Thread Ken the Crazy
I use vb6.  I'd like to work with VB.net, but the latest game I'm working 
on, wrecking ball, would totally have to be rewritten and I'm not up for 
that so vb6 it is until then.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Josh [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, January 13, 2007 10:50 AM
Subject: Re: [Audyssey] to proove my point about game developers - Re: sarah


 do most of you use visual basic6 for game creation or does c++ work better
 for that sort of thing?

 Josh

 - Original Message - 
 From: Charles Rivard [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, January 12, 2007 11:41 PM
 Subject: Re: [Audyssey] to proove my point about game developers - Re: 
 sarah


 In your life, yes.  But isn't that part of the fun of game design and
 creation?  Let the spirit of devilishness loose, and may the gamers
 beware!

 - Original Message - 
 From: Thomas Ward [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, January 11, 2007 10:10 PM
 Subject: Re: [Audyssey] to proove my point about game developers - Re:
 sarah


 Hi,
 Good point. We are all crazier than a barn ratt.
 Seriously, I try to be level headed, and take great thought to what I do
 in my life. Smile.

 Charles Rivard wrote:
 Corrupted?  Hmm.  I always thought that is one quality in a game
 developer
 that is a must!  Examples:  Phil Vlassak, David Greenwood, James North,
 Thomas--uh, what's that guy's name that's working on Montezuma's
 Revenge?--oh, yeah--Ward, Josh de Lioncourt, Michael Fehr, Justin
 Dobbinmeyer?  All make good games.  Are any of them, well, normal?




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Re: [Audyssey] ENEMY ATTACK

2007-01-13 Thread Ken the Crazy
exactly.  Remember Bop it?  Why don't you play it much any more?  Because 
you *beat* it!
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: [EMAIL PROTECTED] [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, January 13, 2007 5:44 AM
Subject: Re: [Audyssey] ENEMY ATTACK



 Hi all,
 Light Cars is not beatable, because if we say it will end on level twenty,
 then no challange for those who wants to send their scores and wants to
 compete with other gamers. We can make it beatable, but then no replay
 value, you complete it once, and that's all.

 - Original Message -
 From: nicol [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Date: Sat, 13 Jan 2007 09:41:19 +0200
 Subject: Re: [Audyssey] ENEMY ATTACK

 I feel the same about light cars. I think light cars should also be
 beatable.


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Re: [Audyssey] audio quake navigating

2007-01-14 Thread Ken the Crazy
Actually, I think it should be cites!
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Cara Quinn [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, January 13, 2007 3:53 PM
Subject: Re: [Audyssey] audio quake navigating


   Oh my God!  am totally doing the blonde thing!  lol!  I actually meant
 sights!  and not sites!  lol!

   anyway, to keep this game related, Josh, I believe it was you who asked
 what most of us are using to code?  I'm currently doing the C# / Direct X
 thing, but have used C / C++, with the JQ stuff being written in QC, and C
 for the game engine...

   Just as a word of advice, acquaint yourself with Object Oriented
 programming concepts, as it will make your intro to coding more current...

   The idea of working with classes / objects is one that will help you out
 immensely in what you'd like to do...

 Just my thoughts, of course...

 Smiles,

 Cara

 At 12:11 PM 1/13/2007 -0800, you wrote:

Do you have any opponents in your sites?  It won't work unless you 
 have
an opponent to use it on...

Smiles,

Cara


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Re: [Audyssey] Dragon Warriors

2007-01-14 Thread Ken the Crazy
I subscribed to the list before I knew he was pulling any of this garbage--I 
just trash the messages now...
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: x-sight interactive [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, January 14, 2007 4:24 AM
Subject: Re: [Audyssey] Dragon Warriors


 but now look what's happened. it's gotten to blindcooltech. that's even 
 more
 disgusting. people who don't know about superliam could download this,
 think, oh i love the sound of this game, and then? well i don't know if
 you've seen the eray gametalk mailing list that he runs but he comes on as
 two people, ivan fegundez and this supposed john person.
 what's also a bit out of the ordinary about that list is that there's no 
 way
 to subscribe, otherwise i'd have done it when i first found out about 
 this.

 so he doesn't just lie about the game either. he's just a general, lowlife
 liar.

 regards,

 damien




 - Original Message -
 From: Dark [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, January 14, 2007 5:31 AM
 Subject: Re: [Audyssey] Dragon Warriors


 Well Liam, I certainly noticed the similarity with the boss, and it did
 strike me as odd that Ivan was talking about being hit by the boss's fire
 when the boss clearly wasn't shooting.

 the tripping also did seem a bit weerd to me, which is why I didn't
 mention
 it, and I did in fact notice hhim walking into an object (an extra life),
 to
 pick it up.

 Being as you made the game in the first place, you'd certainly be the one
 to
 know if the item placement was exactly the same, as well as about the
 visual
 basic stuff.

 I was just trying to be fair and give Ivan the full bennifit of the 
 doubt,
 (innicent until prooven guilty), but if he has indeed done this type of
 thing before, then the evidence deffinately points to some extremely fowl
 play going on here.

 I'd certainly agree that completely ripping off somebody's game and
 passing
 it off as your own is pretty disgusting, especially deliberately lying
 about
 key presses and such in a pod cast to throw people off.


 All the best,

 Dark.


 - Original Message -
 From: Liam Erven [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, January 14, 2007 5:04 AM
 Subject: Re: [Audyssey] Dragon Warriors


  dark.  it is the same game, and I'll tell you why.
  1. the menu was the exact same.
  2. he says he was tripping.  not true.  Besides, what would he have
  tripped
  over?  He never said.
  3. you get extra points for jumping over things because you will
 complete
  the level faster and gain more bonus points.  The same is true in super
  Liam.
  4. The boss is absolutely the same as in Super Liam with different
 sounds.
  5. after playing through the demo of Super Liam to check, The placement
 of
  enemies is the same.
  6. You don't have to jump on the teleporter and bonus objects, he just
  chose
  to to throw people off.
  7.  this one is purely based on judgment, but Ivan does not have the
  skills
  or know how to program a single line of code let alone a demo of a game
  that
  oddly enough sounds exactly like super Liam.
  8. The fact that you hear his synth say syntax error followed by five
  seconds of silence is missleading when you can obviously hear him
 pressing
  keys during the main menu.
  9. If using vb 6, syntax errors are displayed in diologue boxes.  to
 add,
  syntax errors are fairly rare.
  10. He tried a similar tactic once before, pitch shifting wild woods 
  act
 1
  to a lower pitch and cliaming it was his own.
 
  The fact I can come up with at least ten reasons is pretty sad.  It is 
  a
  very disgusting thing to do on his part.
 
 
 
  - Original Message -
  From: Dark [EMAIL PROTECTED]
  To: Gamers Discussion list gamers@audyssey.org
  Sent: Saturday, January 13, 2007 10:37 PM
  Subject: Re: [Audyssey] Dragon Warriors
 
 
 I must admit I'd not heard of this game before, but my first thought
 when
 I
  heard the demo was indeed of superliam.
 
  the similarities did rather strike me, even in some of the item
  placements
  (the health bonush in betwene two Motionless dragons on the second act
  for
  example).
 
  There also were a few differences I noticed in gameplay:
 
  1: You could jump over random monsters and apparently gain score, 
  which
  you
  obviously can't in superliam.
 
  2: You apparently have to jump ontop of objects and teleporters in
 Dragon
  warriors to pick them up.
 
  3: different keys used for the health and lives.
 
  4: The developer didn't seem to mention any ability to run.
 
  apart from these though, I will admit the game did seem incredibly
  similar
  to Superliam, even down to having the same bonus sound and walking
 sounds
  (though as the developer said, these could just be place holders).

Re: [Audyssey] Golf and Simon

2007-01-14 Thread Ken the Crazy
They would be good even if they weren't free.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: x-sight interactive [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, January 14, 2007 11:52 AM
Subject: Re: [Audyssey] Golf and Simon


i do think that's cool. i do have a suggestion for that though. how about
 you can have a set of files in directories? so you could have a directory
 called presets and custom and in custom you check for the files in there?
 yes i would agree that 28 sets is rather a lot but it would be cool if 
 users
 could write multiple sets of their own. if you don't want to, that's your
 ultimate decision at the end of the day, i'm not complaining i think 
 you've
 done a good job. you were the one that sat there and coded the games and
 they are very good for free games.

 regards,

 damien


 - Original Message -
 From: Jim Kitchen [EMAIL PROTECTED]
 To: aaron danvers-jukes Gamers@audyssey.org
 Sent: Sunday, January 14, 2007 4:40 PM
 Subject: Re: [Audyssey] Golf and Simon


 Hi Aaron,

 I'm sorry, but those are two different games with different concepts. 
 The
 Trivia game engine was written with the idea that people would create 
 files
 for the engine thus the game is looking for all files in that folder with
 the file extension tgf and then lists as it's name each of those files.
 Similarly the golf game now looks for all files in that folder with the
 extension gcf and lists all of those files.  On the other hand the Simon
 game is looking to see if you have put wave files in the folder named
 simon21.wav through simon29.wav.  So there is no way for the game to pick 
 up
 a name of that group of sound files.  I did not intend the game to be so
 that one could add thousands of your custom sets of files as the trivia
 engine and golf game can do.  I kind of thought that my 26 sets of sound
 files, the sapi5 part and having it look for one custom set of your sound
 files was pretty cool.

 BFN

  Jim

 I assume full responsibility for my actions, except the ones that are
 someone else's fault.

 [EMAIL PROTECTED]
 http://www.kitchensinc.net
 (440) 286-6920
 Chardon Ohio USA
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Re: [Audyssey] Golf and Simon

2007-01-14 Thread Ken the Crazy
Hey Jim,
Where did you get those cartoon sounds!  Love em, and I've been looking for 
some of those for a long time.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Jim Kitchen [EMAIL PROTECTED]
To: aaron danvers-jukes Gamers@audyssey.org
Sent: Sunday, January 14, 2007 11:40 AM
Subject: Re: [Audyssey] Golf and Simon


 Hi Aaron,

 I'm sorry, but those are two different games with different concepts.  The 
 Trivia game engine was written with the idea that people would create 
 files for the engine thus the game is looking for all files in that folder 
 with the file extension tgf and then lists as it's name each of those 
 files.  Similarly the golf game now looks for all files in that folder 
 with the extension gcf and lists all of those files.  On the other hand 
 the Simon game is looking to see if you have put wave files in the folder 
 named simon21.wav through simon29.wav.  So there is no way for the game to 
 pick up a name of that group of sound files.  I did not intend the game to 
 be so that one could add thousands of your custom sets of files as the 
 trivia engine and golf game can do.  I kind of thought that my 26 sets of 
 sound files, the sapi5 part and having it look for one custom set of your 
 sound files was pretty cool.

 BFN

 Jim

 I assume full responsibility for my actions, except the ones that are 
 someone else's fault.

 [EMAIL PROTECTED]
 http://www.kitchensinc.net
 (440) 286-6920
 Chardon Ohio USA
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Re: [Audyssey] Illegal activity was: star wars sounds

2007-01-15 Thread Ken the Crazy
What will these companies do anyway, sue?  Let 'em!  You can't get blood 
from turnips, and whenever ethical concerns arise I invariably choose the 
people over the company.  If a beggar is starving, is it wrong for him to 
steal a loaf of bread or two from a rich man?  No--it's wrong for the rich 
man not to help the beggar, and he pays for his apathy.  I wouldn't worry 
about getting sued though--how many ST games have been made for the blind? 
Well, PCS made one, then GMA, and finally USA.  That's three games, two of 
which were sold--and they are absolutely loaded with sound effects.  The big 
companies know that it would be more of a waste of time to sue these very 
small-time game companies than it would be to produce accessible games 
themselves (not that it would be all that difficult.)  That's why I say if 
there's a game you want, talk to the companies that produce similar sighted 
games.  If they won't give you the time of day, make the game and relax.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, January 14, 2007 10:41 PM
Subject: Re: [Audyssey] Illegal activity was: star wars sounds


 Hi Che, Liam, and all,
 What we are discussing here has some deep ethical concerns I don't think
 we can solve. On One hand you have the die-hard SW fans on here that
 would do anything for an accessible SW game. On the other hand you have
 the major companies with the licenses saying no way buddy show us the
 big cash. You then end up with a no win situation.
 Che is correct there are plenty of original ideas that can be used. From
 what I know of Che he likes new and original things as rather to others
 ideas. That is great, and originality is a wonderful thing.
 However, not everyone shares that, and wishes to enter some of the
 fantacies, stories, and tv shows others have created before. Just
 walking through aspce station killing aliens might be enough for some
 people. Add a light saber, force powers, and a bunch of storm troopers
 and the SW fans will go mad for it. That is just how a really good story
 works.
 Look at Harry Potter as an example. When the last book came out there
 were people waiting in the parking lot for hours waiting for the stores
 to open there doors so they could buy the new Harry Potter book. That is
 the hold it has on people.
 Yes, using sounds trade marks, etc is probably steeling. Steeling is
 wrong, but that leaves us with the ethical situation of walking away
 from the thing we want most in life.



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Re: [Audyssey] Golf and Simon

2007-01-15 Thread Ken the Crazy
Yes, being free makes them far far better!
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: x-sight interactive [EMAIL PROTECTED]
To: Ken the Crazy [EMAIL PROTECTED]; Gamers Discussion list 
gamers@audyssey.org
Sent: Monday, January 15, 2007 3:04 AM
Subject: Re: [Audyssey] Golf and Simon


 yes but as they are free they are sort of better. mind you i can't see why
 simon would be sold most of the simon games i've seen are free anyway.

 regards,

 damien




 - Original Message -
 From: Ken the Crazy [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, January 15, 2007 7:24 AM
 Subject: Re: [Audyssey] Golf and Simon


 They would be good even if they weren't free.
 Ken Downey
 President
 DreamTechInteractive!

 And,
 Coming soon,
 Blind Comfort!
 The pleasant way to get a massage--no staring, just caring.

 - Original Message -
 From: x-sight interactive [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, January 14, 2007 11:52 AM
 Subject: Re: [Audyssey] Golf and Simon


 i do think that's cool. i do have a suggestion for that though. how 
 about
  you can have a set of files in directories? so you could have a
 directory
  called presets and custom and in custom you check for the files in
 there?
  yes i would agree that 28 sets is rather a lot but it would be cool if
  users
  could write multiple sets of their own. if you don't want to, that's
 your
  ultimate decision at the end of the day, i'm not complaining i think
  you've
  done a good job. you were the one that sat there and coded the games 
  and
  they are very good for free games.
 
  regards,
 
  damien
 
 
  - Original Message -
  From: Jim Kitchen [EMAIL PROTECTED]
  To: aaron danvers-jukes Gamers@audyssey.org
  Sent: Sunday, January 14, 2007 4:40 PM
  Subject: Re: [Audyssey] Golf and Simon
 
 
  Hi Aaron,
 
  I'm sorry, but those are two different games with different concepts.
  The
  Trivia game engine was written with the idea that people would create
  files
  for the engine thus the game is looking for all files in that folder
 with
  the file extension tgf and then lists as it's name each of those files.
  Similarly the golf game now looks for all files in that folder with the
  extension gcf and lists all of those files.  On the other hand the 
  Simon
  game is looking to see if you have put wave files in the folder named
  simon21.wav through simon29.wav.  So there is no way for the game to
 pick
  up
  a name of that group of sound files.  I did not intend the game to be 
  so
  that one could add thousands of your custom sets of files as the trivia
  engine and golf game can do.  I kind of thought that my 26 sets of 
  sound
  files, the sapi5 part and having it look for one custom set of your
 sound
  files was pretty cool.
 
  BFN
 
   Jim
 
  I assume full responsibility for my actions, except the ones that are
  someone else's fault.
 
  [EMAIL PROTECTED]
  http://www.kitchensinc.net
  (440) 286-6920
  Chardon Ohio USA
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Re: [Audyssey] M.U.L.E.

2007-01-15 Thread Ken the Crazy
Commodore 64, eh?  Now there is a blast from the past.  I loved that 
computer and have the VICE emulator--and I still play the old c64 pole 
position game--on my pc!  I do pretty dang good too--I qualified second 
once.  Also, the software automatic mouth is hilarious.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Che [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, January 15, 2007 2:12 AM
Subject: Re: [Audyssey] M.U.L.E.


  Hi Kelly, thanks for the info, but Jim's version of Mule, though fun and
 hilarious to play, isn't the same game as the classic Mule we used to play
 on the old Commodore 64.
  This will have to be a multiplayer deal over the internet to capture the
 essence of Mule, with you pitting wits and business skill against other
 human players.
   Mule was multiplayer before multiplayer got cool, and way before the
 internet was popular.
  I hope to develop it two or three games down the line, using the engine I
 have built for Rail Racer to handle the online play.
  I think it will be a blast.
  Later,
  Che

 - Original Message - 
 From: Kelly Sapergia [EMAIL PROTECTED]
 To: Gamers@audyssey.org
 Sent: Sunday, January 14, 2007 10:58 PM
 Subject: Re: [Audyssey] M.U.L.E.


 Hi,
Jim Kitchen has a game like this on his TTS games page called WinMule.
Thanks.


 Yours Sincerely,
 Kelly John Sapergia
 For a mix of New Age, Ambient, Easy Listening, Smooth Jazz and Global
 Fusion music, listen to Northern Lights, Thursdays from 01:00 to 03:00
 GMT (Wednesdays in North America) on ACB (American Council of the Blind)
 Radio Interactive at http://interactive.acbradio.org
 Visit the show's website at http://nl.ksapergia.net
 For high-quality audio productions at affordable prices, visit KJS
 Productions at: http://www.kjsproductions.com
 You can also visit my personal website at:
 http://www.ksapergia.net


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Re: [Audyssey] Technoshock: Story 4 is absolutely twisted!!!

2007-01-17 Thread Ken the Crazy
Neither have I!
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, January 15, 2007 10:35 AM
Subject: Re: [Audyssey] Technoshock: Story 4 is absolutely twisted!!!


 Tha't okay, guys, I haven't even gotten past level one.

 Tim

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Re: [Audyssey] C64 Games was Re: M.U.L.E.

2007-01-17 Thread Ken the Crazy
First, download the vice emulator for windows.  Then go find your games. 
One site I think is gamebase64.com.  In options, click joystick settings, 
and use the num pad keys setting.  Click file, auto start disk tape image, 
then pick your game.  The vice interfaces perfectly with jaws except that it 
can't read the c64 screen.  Once you start the game you then have to 
remember what keystrokes do what.  The two games I used to play well are 
pole position and karate devil--I almost beat that one--perfectly 
accessible!  I was halfway decent at Blue Max too, but you couldn't tell 
where the buildings were to blow em up.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Kelly Sapergia [EMAIL PROTECTED]
To: Gamers@audyssey.org
Sent: Monday, January 15, 2007 10:02 AM
Subject: [Audyssey] C64 Games was Re: M.U.L.E.


 Hi Ken,
How do you use the Vice emulator to play those games? I think I tried
 it a few years ago and couldn't do anything with it. It would be cool to
 play OutRun again, I love the soundtrack for that game!
Thanks.


 Yours Sincerely,
 Kelly John Sapergia
 For a mix of New Age, Ambient, Easy Listening, Smooth Jazz and Global
 Fusion music, listen to Northern Lights, Thursdays from 01:00 to 03:00
 GMT (Wednesdays in North America) on ACB (American Council of the Blind)
 Radio Interactive at http://interactive.acbradio.org
 Visit the show's website at http://nl.ksapergia.net
 For high-quality audio productions at affordable prices, visit KJS
 Productions at: http://www.kjsproductions.com
 You can also visit my personal website at:
 http://www.ksapergia.net


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Re: [Audyssey] Another perspective on programming games

2007-01-17 Thread Ken the Crazy
Remember we have a python example, called Moosik.  Apparently the scripts 
don't even need to be compiled, so if ya wanna see it in action check it 
out.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Josh [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, January 15, 2007 10:03 PM
Subject: Re: [Audyssey] Another perspective on programming games


 can pithon interface with directX then?

 Josh

 - Original Message - 
 From: Nolan Darilek [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, January 15, 2007 9:52 PM
 Subject: Re: [Audyssey] Another perspective on programming games


 Replying to both of these messages because I seem to have missed one.

 On Jan 15, 2007, at 2:35 AM, shaun everiss wrote:

 I have the vb stuff but another language would be cool.
 What restrictions is ruby over say c#?

 A bit slower, but audio games are generally not as demanding as their
 graphical counterparts. You're also restricted to distributing the
 source with your applications as both are interpreted, though there
 are utilities for both to convert the scripts to windows executables.


 At 08:52 p.m. 15/01/2007, you wrote:
 that sounds a whole lot easier. if i remember that looks like ruby
 code, as
 i've seen the midi scripter that emanuel borsboom wrote in ruby,
 and to
 script midi uses lines like that.

 Yeah, that's one of the more advanced features that I like--you can
 design what are called domain-specific languages, mini-programming
 languages for doing very specific tasks. See, for instance, how I'm
 defining game menus in the game I'm planning to release after Torrent:

 menu do
 menu(Start game) do
 item(Easy) do
 WaveManager.difficulty = WaveManager.Easy
 Game.start
 end
 item(Hard) do
 WaveManager.difficulty = WaveManager.hard
 Game.start
 end
 end
 item(Configure) do
 end
 item(Exit) do
 Game.shutdown
 end
 end

 What I've done here is define a game menu with three items--Start
 game, Configure and Exit. The Start game menu item brings up a
 submenu with two items, Easy and Hard. Each of these sets
 WaveManager.difficulty appropriately and starts the game. The
 Configure item does nothing for now. Exit shuts down the game.

 Now, none of that is standard Ruby. I'm basically developing my own
 mini-language for defining menus from within Ruby itself, and it's
 super easy. This is also very easy to extend to something like, say,
 game entity scripting, so you can easily develop mini-languages for
 creating missions, levels, etc.:

 ship do
 name = CNV Titan
 position = [100, 200, 0]
 speed = 0
 mode = :peaceful
 end

 or something similar. The possibilities are quite exhaustive for what
 can be accomplished with domain-specific languages.

 Anyhow, as I stated, that's a rather advanced feature of Ruby, but it
 gives you some sense of what is possible. It's an easy language, but
 no toy or Kids Programming Language. :P


 however, i didn't realise ruby could actually be coded in windows.
 i tried
 to download ruby but all i got was the interpreter. it didn't
 include any
 docs on how to script it or anything.

 Yeah, that's all there is to it. For a good introductory book, see:

 http://rubycentral.com/book


 and you say it can interface to dx? wow!

 No, I didn't say that. As far as I know, it can't. It does, however,
 work nicely with SDL which is a DirectX alternative.


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Re: [Audyssey] encrypting sound files

2007-01-17 Thread Ken the Crazy
Yeah, look at GMA games's sounds--gsf sounds, but you can easily load em up 
in gold wave.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 17, 2007 1:12 AM
Subject: Re: [Audyssey] encrypting sound files


 Hi Allen,
 There are various methods for encrypting a sound file, but the end
 problem is there are so few actual methods used that any seasoned
 cracker or another programmer can easily crack them, and have access to
 those files.
 One program that works with VB 6 and C++ applications is molebox. It is
 a nice tool for packing your executable and sound files, and then
 encrypting the file.


 Allen wrote:
 What is the easiest way to encrypt files or is there one?
 I have purchased a sound pack from Sound Ideas and if I use them I don't
 want them stolen by someone.
 If enough people would steal Sound Ideas sounds then they'd go out of
 business and all programmers would lose a valuable source of high quality
 royalty-free sounds.

 Allen
 Email:  [EMAIL PROTECTED]
 Web Site:  www.fantasystorm.net






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Re: [Audyssey] audio game developers list

2007-01-17 Thread Ken the Crazy
snip
Of course maybe I should set jaws 7.0 punctuation to all when
 reading source code?
snip
That is a must!  If you would like some help with VB6--getting started, 
there are tons of folks who could help.  I haven't made great games like 
some of these other folks but I can at least get you headed down the right 
path--maybe...Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Josh [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 16, 2007 7:44 PM
Subject: [Audyssey] audio game developers list


 Hi,

 Just to let you all know I subscribed to the audio game developer's list.
 Maybe someone on there can start me off with something a bit less daunting
 than chopper patrol? yes it's a simple game to play but the source code is
 intimidateing. Of course maybe I should set jaws 7.0 punctuation to all 
 when
 reading source code?

 Josh

 email: [EMAIL PROTECTED]
 AOL: kutztownstudent
 msn: [EMAIL PROTECTED]
 skype: jkenn337


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Re: [Audyssey] audio game maker

2007-01-17 Thread Ken the Crazy
Me too!
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Josh [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 16, 2007 7:42 PM
Subject: [Audyssey] audio game maker


 Hi,

 I'd also like to see someone maybe rip the sounds from grand theft auto 
 and
 maybe make an accessible version of that game.

 Josh


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Re: [Audyssey] Audio Game Maker Update (includes first audioimpression)

2007-01-17 Thread Ken the Crazy
I wouldn't make it monotone--sounds good just as it is.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: AudioGames.net [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 17, 2007 2:25 AM
Subject: Re: [Audyssey] Audio Game Maker Update (includes first 
audioimpression)


Hi,

She's a personal friend who I've known for over twelve years. She's
semi-professional, not doing it for a living but she has got quite some
experience doing English (and Chinese) voice-over work. It's pretty hard to
find a descent and non-expensive English-language voice-over here in
Holland. There aren't that many native speakers who do voice-over work here
and those who do often aren't cheap. But we took Eveline in well
consideration (she isn't a native speaker, which is audible, but for a menu
voice-over her tone of voice and pronunciation were more than descent
enough). Next time I might choose to make it a bit more monotone though, but
I *really really really* love the level of expression. Mind that we didn't
use the non-professional
oh-let's-have-the-neigbour-do-the-evil-villain-type of approach - we know
better than that (I teach my students this as one of the main rules of good
game audio design in my game audio design classes).

Greets,

Richard




- Original Message - 
From: Cara Quinn [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 16, 2007 10:36 PM
Subject: Re: [Audyssey] Audio Game Maker Update (includes first audio
impression)


   Thanks Richard, did you guys go through a talent agent to locate pro VO
talent or did you locate her just by word of mouth or such?...  Being in
the entertainment biz myself, I'm always interested to know how people
connect.  smile

   Anyway, good show!  Your talent is top notch and I'm impressed!


Kudos  to you all!...

Have an awesome day!...

Smiles,

Cara

At 08:46 PM 1/16/2007 +0100, you wrote:

Hi Cara,

(sorry for late reply and thanks for your other email)...

Her name is Eveline and she *is* a real person. She is not the same Eveline
who did the voice-over for Drive (http://www.audiogames.net/drive/ - this
was a girl named Evelien - notice the detail in spelling ;). I think
Eveline
did an amazing job too and we've already discussed doing a Chinese
translation of Audio Game Maker because she actually can and we really want
to do one too (not a joke, folks - there are seriously a couple of million
visually impaired chinese people out there craving chinese-languaged audio
games). So maybe more Eveline in the future... :)

Greets,

Richard

http://www.audiogames.net
http://www.audiogamemaker.com







- Original Message -
From: Cara Quinn [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, January 15, 2007 9:21 PM
Subject: Re: [Audyssey] Audio Game Maker Update (includes first audio
impression)


Hi Richard, thanks for the demo.  You're voice over talent is
excellent!!!  Who is she?...

Smiles,

Cara

At 07:24 PM 1/15/2007 +0100, you wrote:

 Hi Folks!
 
 Development on Audio Game Maker is still going on. Due to time
 constraints
 we fear that we will have very little to no time available for extensive
 testing. We would therefore like to call the release on February 1st 2007
 a béta-release. This means that Audio Game Maker is still released
 Februari 1st but it may still contain some bugs and may not feature some
 specific functionalities. We will keep you updated!
 
 On a slightly more positive note, click the following link to download an
 mp3 preview of what Audio Game Maker will approximately sound like:
 
 http://www.audiogamemaker.com/downloads/audiogamemakerpreview1.mp3
 
 In this preview you will first hear how a new world is selected and how a
 new player object is added to this world. After that you will hear how a
 property (in this case the y-property of the player) is set to 1. You
 will
 then hear a Portal Object being built at some distance from the Player
 Object (the Builder moves away from the Player Object). The Audio
 Environment is then temporarily exited to create a new World. In the
 World
 Settings Menu the acoustics of this second world is then set to
 cathedral. Then you will hear how the Worldsound and the Moodsound for
 this world is set. After that a new player and another portal are added
 to
 the second world (you will then hear the builder turn 360 degrees in
 front
 of the player object). Then we return to the first world and set the
 properties of Portal 1 so that it links to the portal in world 2.
 
 Please note that this is only a preview to give you a first impression of
 Audio Game Maker. Many sounds are still missing and this is *not* the
 final soundmix.
 
 Greets,
 
 Richard
 
 http://www.audiogamemaker.com
 http://www.audiogames.net
 ___
 Gamers 

Re: [Audyssey] game maker

2007-01-17 Thread Ken the Crazy
how bout a sample game?
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Josh [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org; 
[EMAIL PROTECTED]; [EMAIL PROTECTED]
Sent: Wednesday, January 17, 2007 10:01 PM
Subject: [Audyssey] game maker


 Hi,

 I downloaded and tried the gamemaker software. It's very accessible using 
 a
 screen reader. There are keyboard shortcuts everywhere and as far as I can
 see everything talks using jaws7 and window-eyes too, most likely. Now the
 thing about the program from www.gamemaker.nl is there's a lot of features
 we don't need such as features for makeing drawings move and things like
 that. But game-maker does have sound features, requires DirectX8 or more 
 to
 play sounds, can play multiple sounds and loop them, and you can pan 
 sounds
 from left to right in advanced mode. And if you register it for $20 you 
 get
 even more features like libraries and things like that. You can even make
 games with gamemaker in which you can save your players progress in the 
 .exe
 files that gamemaker can create. registration is only $20, the software is
 very very accessible.

 Josh

 email: [EMAIL PROTECTED]
 AOL: kutztownstudent
 msn: [EMAIL PROTECTED]
 skype: jkenn337


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Re: [Audyssey] game maker

2007-01-17 Thread Ken the Crazy
I highly highly doubt it.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Bryan Peterson [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 17, 2007 11:46 PM
Subject: Re: [Audyssey] game maker


 You might want to be careful about that. You might just turn everybody off
 Audio Game Maker. If a program exists that already allows players to save
 their in-game progress, people aren't going to want to try the specially
 designed program, meaning it won't be updated because the devs won't get 
 the
 funding they need to continue work on it.
 Bryan and his Girl Jenny
 - Original Message - 
 From: Josh [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org;
 [EMAIL PROTECTED]; [EMAIL PROTECTED]
 Sent: Wednesday, January 17, 2007 8:01 PM
 Subject: [Audyssey] game maker


 Hi,

 I downloaded and tried the gamemaker software. It's very accessible using
 a
 screen reader. There are keyboard shortcuts everywhere and as far as I 
 can
 see everything talks using jaws7 and window-eyes too, most likely. Now 
 the
 thing about the program from www.gamemaker.nl is there's a lot of 
 features
 we don't need such as features for makeing drawings move and things like
 that. But game-maker does have sound features, requires DirectX8 or more
 to
 play sounds, can play multiple sounds and loop them, and you can pan
 sounds
 from left to right in advanced mode. And if you register it for $20 you
 get
 even more features like libraries and things like that. You can even make
 games with gamemaker in which you can save your players progress in the
 .exe
 files that gamemaker can create. registration is only $20, the software 
 is
 very very accessible.

 Josh

 email: [EMAIL PROTECTED]
 AOL: kutztownstudent
 msn: [EMAIL PROTECTED]
 skype: jkenn337


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Re: [Audyssey] technoshock

2007-01-30 Thread Ken the Crazy
Yeah, I'm stuck on the second level too.  I have gotten past the fire balls 
but can't find any keys.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Janet [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Monday, January 29, 2007 10:57 PM
Subject: [Audyssey] technoshock


 This is Janet. I play Technoshock, and I was just looking for some hints 
 and
 tips on getting through the second level. I figured out how to beat the
 first level on my own, but any help with the nex one would be greatly
 appreciated.

 Happy Gaming

 Janet Denton

 [EMAIL PROTECTED]

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Re: [Audyssey] technoshock story two

2007-01-31 Thread Ken the Crazy
Hug the walls and you'll be fine.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Janet [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Tuesday, January 30, 2007 3:05 PM
Subject: [Audyssey] technoshock story two


 Hey! It's Janet. I get started, but to tell you the truth, I can't even 
 get
 past the fire balls. I flip the switch, drop, and then I die. If I choose
 to, I can bypass the fire and head straight for the other door. I can get
 through that one ok and kill the robots. I fall into the pit sometimes, 
 but
 not that often. I just run out of places to go and run around in circles.

 For anyone who wants to Email me outside of the gamers list, my Email
 address is: [EMAIL PROTECTED]

 Happy gaming to all!

 Janet Denton

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Re: [Audyssey] technoshock story two

2007-01-31 Thread Ken the Crazy
I've tried jumping it and you can't--if that's the cliff with the wall past 
it anyway.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: shaun everiss [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 31, 2007 1:37 AM
Subject: Re: [Audyssey] technoshock story two


 do the first door that opens. the pit.
 I suppose you can jump it but you need keys.
 Once or twice I mannaged to navigate to the room where I found a key.
 However Navigating back is total hell.
 I just can't do it.
 At 09:05 a.m. 31/01/2007, you wrote:
Hey! It's Janet. I get started, but to tell you the truth, I can't even 
get
past the fire balls. I flip the switch, drop, and then I die. If I choose
to, I can bypass the fire and head straight for the other door. I can get
through that one ok and kill the robots. I fall into the pit sometimes, 
but
not that often. I just run out of places to go and run around in circles.

For anyone who wants to Email me outside of the gamers list, my Email
address is: [EMAIL PROTECTED]

Happy gaming to all!

Janet Denton

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[Audyssey] wrecking ball

2007-01-31 Thread Ken the Crazy
Many of you have played Wrecking Ball.  Now that I have graduated massage 
school I have more time to write games and am again in development.  What would 
you like to see improved in this game?  Please play it before you respond, the 
link is at
http://modgirl.tbrn.net
as Kara is graciously hosting it for me for the time being.
The game, as it stands, will include
Ten levels, and you have to hit each block the same number of times as is the 
level to break it--so if you're on level five you have to hit the ball five 
times to break it.
With each level, the block size will decrease, making them harder to hit.
Bonuses: there is already a bonus that makes the blocks grow, but this area 
will be expanded a bit.
The speed bonus area may be shrunk somewhat as it's not too hard to hit.
Another bonus will be that the ball stops, and you get a gun with six shots, 
and moving horizontally you can position your gun to blow up all the blocks in 
a straight line in any direction, the gun being at the bottom of the screen.
The sounds will be turned down slightly so SAPI speech can be heard more 
clearly.
The walls will move in toward each other in the higher levels, so you'll have 
to be quick to smash those blocks.
I don't have a release date for the game yet, but I'd like to see it done 
before Christmas of this year--no promises though.  The more features I put 
into this game, the longer the code will take to write, and I still have to 
implement a registration system.
The price of this game will be 20 bucks.
Anyway, feedback is highly appreciated.Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.
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Re: [Audyssey] wrecking ball

2007-02-01 Thread Ken the Crazy
Yes it is--that's what happens when you post a link at five a.m.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Willem [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 31, 2007 8:28 AM
Subject: Re: [Audyssey] wrecking ball


 Isn't it
 http://www.tbrn.net/modgirl
 - Original Message - 
 From: Chris Reagan [EMAIL PROTECTED]
 To: Ken the Crazy [EMAIL PROTECTED]; Gamers Discussion list
 gamers@audyssey.org
 Sent: Wednesday, January 31, 2007 3:07 PM
 Subject: Re: [Audyssey] wrecking ball


 The link is broden.
 Chris
 - Original Message - 
 From: Ken the Crazy [EMAIL PROTECTED]
 To: Gamers Discussion list Gamers@audyssey.org
 Sent: Wednesday, January 31, 2007 4:07 AM
 Subject: [Audyssey] wrecking ball


 Many of you have played Wrecking Ball.  Now that I have graduated 
 massage
 school I have more time to write games and am again in development. 
 What
 would you like to see improved in this game?  Please play it before you
 respond, the link is at
 http://modgirl.tbrn.net
 as Kara is graciously hosting it for me for the time being.
 The game, as it stands, will include
 Ten levels, and you have to hit each block the same number of times as 
 is
 the level to break it--so if you're on level five you have to hit the
 ball
 five times to break it.
 With each level, the block size will decrease, making them harder to 
 hit.
 Bonuses: there is already a bonus that makes the blocks grow, but this
 area will be expanded a bit.
 The speed bonus area may be shrunk somewhat as it's not too hard to hit.
 Another bonus will be that the ball stops, and you get a gun with six
 shots, and moving horizontally you can position your gun to blow up all
 the blocks in a straight line in any direction, the gun being at the
 bottom of the screen.
 The sounds will be turned down slightly so SAPI speech can be heard more
 clearly.
 The walls will move in toward each other in the higher levels, so you'll
 have to be quick to smash those blocks.
 I don't have a release date for the game yet, but I'd like to see it 
 done
 before Christmas of this year--no promises though.  The more features I
 put into this game, the longer the code will take to write, and I still
 have to implement a registration system.
 The price of this game will be 20 bucks.
 Anyway, feedback is highly appreciated.Ken Downey
 President
 DreamTechInteractive!

 And,
 Coming soon,
 Blind Comfort!
 The pleasant way to get a massage--no staring, just caring.
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 visit
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 -- 
 No virus found in this incoming message.
 Checked by AVG Free Edition.
 Version: 7.0.410 / Virus Database: 268.17.17/661 - Release Date:
 2007/01/30





 -- 
 No virus found in this outgoing message.
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 2007/01/30



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Re: [Audyssey] silly game idea

2007-02-01 Thread Ken the Crazy
I think it's as good as SOD.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Davy Kager [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, February 01, 2007 2:22 AM
Subject: Re: [Audyssey] silly game idea


 Never underestimate the power of Pizza Hawaii! However, have you tried
 Technoshock? It's not as good as SOD, but also not as expensive.
 - Original Message - 
 From: Kim Etheridge [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, February 01, 2007 12:38 AM
 Subject: Re: [Audyssey] silly game idea


 I wish. The other day, I tried to purchase Sod 1.2 from GMA games, and 
 tried
 to use the Paypal shopping cart. After I added the cheat codes and the 
 game
 itself to the cart, and logged into my account, I was told that the 
 purchase
 was above my sending limit. Boy, did it evermore make me angry! So far, I
 got a radio, a bag of hot tamale candies, and later, I'll get a new ink
 cartridge for my printer. Plus, there's a pan of brownies on the stove,
 waiting for me, and we're getting pizza tonight. Other than that, no
 presents.
 - Original Message - 
 From: Davy Kager [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, January 31, 2007 11:30 AM
 Subject: Re: [Audyssey] silly game idea


 Congrats! Any nice presents got? Some gaming stuff?
 - Original Message - 
 From: Kim Etheridge [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, January 31, 2007 6:24 PM
 Subject: Re: [Audyssey] silly game idea


 Thanks. It has been a nice day so far. Forgive me if I'm getting a bit 
 off
 topic here.
 - Original Message - 
 From: K4NKZ SICK and derange Jim [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, January 31, 2007 10:54 AM
 Subject: Re: [Audyssey] silly game idea


 well! happy hatch day to you! and hope you have many more
 *-*-*
 Have A Nice Day, cause somebody should!
From SICK and derange Jim eMail = [EMAIL PROTECTED]
 - Original Message - 
 From: Kim Etheridge [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, January 31, 2007 11:50 AM
 Subject: Re: [Audyssey] silly game idea


 I agree. It sounds like it would be a good birthday present for someone.
 Speaking of birthdays, I'm 34 today.
 - Original Message - 
 From: aaron danvers-jukes [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, January 31, 2007 10:11 AM
 Subject: Re: [Audyssey] silly game idea


 ok. another thing, while you are smashing up the house he (or it???)
 tries
 to destract you. with, say, pots and pans, he throws them at you. no
 matter
 if it hits you or not, it will land on the floor. and, you guessed 
 it...
 you
 can pick them up. and then you can use the things he throws at you as
 weapons!
 in the living room is a fireplace, so he will try to use it as an
 advantage,
 burning objects and throwing them. your best bet is to avoid them,
 otherwize
 he will go for them again and throw them again, and the flames are hot,
 and
 they basicly stun you for different amounts of time depending on the
 difficulty level.
 i'm not too sure what else to say, if anyone has any questions don't
 hesitate to ask and i will try and answer them. lol, if you want you
 could
 even try your hand at this game.
 oh and one more thing. i recommend making this a freebie.


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Re: [Audyssey] Deathly Hallows and Sarah

2007-02-02 Thread Ken the Crazy
Hey, Phil:
how about a regergitating toilet or two--when Sarah is done going pee, she 
flushes and it all comes back to uh, haunt her!
 


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[Audyssey] Wrecking ball Trailor

2007-02-08 Thread Ken the Crazy
Hi folks,
I'm pleased to announce that I've just posted a trailer for Wrecking ball, 
which is an 80's style breakout game.  It is different from the demo in many 
ways.  The recording abilities I have presently aren't too good, but you'll get 
the general idea.  The big difference is in coding--it's a much less bulky game 
now that the layers aren't done individually.  The differences you will hear 
however are significant.  First, as the levels progress, the blocks become 
harder to break and must be hit multiple times before they do.  The breaking 
sound has been modified and might be too long now.  The higher the level, the 
more hits it takes to break the blocks, so on level five you'll hear a 
tremendous amount of bonks.  The drum patterns of the bonks as the ball bounces 
can be quite intriguing.  Some bonks are just too bassy and I'm going to change 
them somehow, but the over-all effect I like.  I'm also going to take out a 
layer of bonks, the highest level which isn't on this trailer cuz I got my butt 
kicked, and replace it with pinball machine bells.  I think that would rock.  
Anyway, enjoy the trailer.  It's on ftp.tbrn.net/modgirl
under Ken's games.  It's the wrecking ball trailer.MP3 file.
I can't find the link, but I know it's there!
Thanks, Kara, for hosting my files.  I'm still looking for my own free  web 
hosting but this definitely works for me.  When ya want me out of yur hair just 
let me know...
By the way, if you want lots of free web space don't go through Roadrunner, cuz 
they only give ya 3 or 4 megs.Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.
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