Re: Accessible Nethack - A Research Study

2016-06-06 Thread AudioGames . net Forum — New releases room : aaron77 via Audiogames-reflector


  


Re: Accessible Nethack - A Research Study

I'm sorry I didn't get  back to you sooner.  I've been moving the last couple of weeks into a summer apartment and haven't had much time to check the forum.  I managed to duplicate the bug by running the game in wizard mode and wishing for a dart trap.  Oddly, magic trip, which doesn't seem to generate any items, did not trigger this crash.  Maybe it has to do with traps that generate items only?

URL: http://forum.audiogames.net/viewtopic.php?pid=263282#p263282





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Re: Accessible Nethack - A Research Study

2016-05-25 Thread AudioGames . net Forum — New releases room : aaron77 via Audiogames-reflector


  


Re: Accessible Nethack - A Research Study

had another idea earlier.  Could there be a way to determine what percentage of the floor has been explored?

URL: http://forum.audiogames.net/viewtopic.php?pid=261719#p261719





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Re: Accessible Nethack - A Research Study

2016-05-24 Thread AudioGames . net Forum — New releases room : firefly82 via Audiogames-reflector


  


Re: Accessible Nethack - A Research Study

Thats why i said coordinates could be usefull. Maybe this would help us to create a impression of the map in our mind.I am not sure if we can manage this with out autoexplore. But i want to try every possible workarround idea for it. Testing can be as much fun as playing. So dont be scared to come up with ideas.

URL: http://forum.audiogames.net/viewtopic.php?pid=261610#p261610





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Re: Accessible Nethack - A Research Study

2016-05-24 Thread AudioGames . net Forum — New releases room : apepers via Audiogames-reflector


  


Re: Accessible Nethack - A Research Study

No worries at all! I've been busy myself so wouldn't have been able to work on it right away anyway. Yes, debugging something that depends on randomness really is a pain, that is one of the major pains of game development compared to other software. Yes I'm impressed that people can do it at all, and when I was working on this I found that the real problem with these types of games is exactly the trying to give spatial kind of information as text. I know other games have gotten around this in various ways, like by using only sound like Entombed, or by abstracting out the location like Kerkerkruip, but I thought it would be worthwhile to try and see if it can be done without having to change it that much, since those changes make for a fairly different game I think. And obviously it would be nice for Nethack to be accessible just because it's an old game with such a rich history! But definitely it's really tricky, hopefully in a not entirely frustrati
 ng way 

URL: http://forum.audiogames.net/viewtopic.php?pid=261605#p261605





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Re: Accessible Nethack - A Research Study

2016-05-24 Thread AudioGames . net Forum — New releases room : aaron77 via Audiogames-reflector


  


Re: Accessible Nethack - A Research Study

I'm really sorry.  I've been very busy what with graduation related things, but will try to get you that save file tomorrow night at the latest.  I still need to find time to recreate the problem, which is entirely dependent on the random number god.It is surprisingly difficult to orient yourself in a non-visual world without any form of description or anything really.  generally text-based things are easy because you have descriptions to fall back on, but I never realized how hard it would be when none of that was present.  It's still doable, certainly, but it causes me to flex mental muscles I didn't even know I had.  

URL: http://forum.audiogames.net/viewtopic.php?pid=261604#p261604





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Re: Accessible Nethack - A Research Study

2016-05-24 Thread AudioGames . net Forum — New releases room : apepers via Audiogames-reflector


  


Re: Accessible Nethack - A Research Study

aaron77: A save file would be even more useful, thank you!! I'm glad you're able to make some progress even with the bug making things difficult. So you mean it would be useful just to have some indicator of if the room you're in is one that you've seen before? I think that's probably something that could be done. The auto explore is probably something that I won't be able to get into this project, since officially I'm finished working on it in a couple weeks and will be starting a full time job, but I do plan to try and get some of the changes you guys have requested in. Auto explore is a big change though. I do have all my changes open source, so maybe someone else will take up where I left off. Also, I agree with zkline's advice, when I play the only times I really bother to search are when I've reached a tunnel with a dead end, or if there's a room where I think there might be a door I will search along the edge of
  the room. The map generally takes up most of a rectangular space so for example if I'm in a room in the bottom left of the map and haven't found any rooms to the north then I'll search the north wall. Or just generally if I've searched all the rooms and haven't found a staircase I know I have to search rooms for a hidden door. That might actually be a scenario where it would be useful to have the absolute coordinates like some people have suggested.

URL: http://forum.audiogames.net/viewtopic.php?pid=261603#p261603





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Re: Accessible Nethack - A Research Study

2016-05-24 Thread AudioGames . net Forum — New releases room : zkline via Audiogames-reflector


  


Re: Accessible Nethack - A Research Study

I have yet to try this accessible fork personally, as I'm mostly a Linux person when it comes to playing roguelikes.The answer to when to search depends a lot on the exact map layout. Sometimes you'll have explored most of it, but there's a section or a corner you can't reach. This is easier to see visually or by exploring with the screen reader cursor. Tunnels which have mysterious dead ends are good candidates.

URL: http://forum.audiogames.net/viewtopic.php?pid=261574#p261574





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Re: Accessible Nethack - A Research Study

2016-05-23 Thread AudioGames . net Forum — New releases room : aaron77 via Audiogames-reflector


  


Re: Accessible Nethack - A Research Study

@firefly82:  I meant explored both first and second levels.  I made it to the fifth today but had to use save files to deal with traps.@Apepers:  I will do that.  I will also try to give you a save file where I've saved right before the crash.I'm not sure how close this is coming to an auto explore feature, but it would be nice if we were told that we had already explored a certain area before.  I don't know how this would be done, or if it would require modification of core nethack code, but it would be extremely useful.  I've been managing for now by writing on the ground and dropping objects to act as landmarks but that only gets you so far, especially after you've run out of things to drop.  Also, can anyone with more experience offer tips on the best times to search?  I've been finding secret thi
 ngs on occasion when I reach dead ends or corners, but I am hesitant to spend two or three turns searching every time I move; the lack of food will usually cause my horribly painful death.

URL: http://forum.audiogames.net/viewtopic.php?pid=261433#p261433





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Re: Accessible Nethack - A Research Study

2016-05-23 Thread AudioGames . net Forum — New releases room : firefly82 via Audiogames-reflector


  


Re: Accessible Nethack - A Research Study

@Aaron: Yes, me too! Nothing is better than participate in games for normaly sighted people.Did you mean you found the stairs or have you explored the hole first and second level?

URL: http://forum.audiogames.net/viewtopic.php?pid=261383#p261383





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Re: Accessible Nethack - A Research Study

2016-05-23 Thread AudioGames . net Forum — New releases room : aaron77 via Audiogames-reflector


  


Re: Accessible Nethack - A Research Study

Awesome, I don't know if I've ever been this excited for an update for anything else.  I keep getting to the second level or sometimes the third and then I encounter a trap and *crunch*.  

URL: http://forum.audiogames.net/viewtopic.php?pid=261381#p261381





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Re: Accessible Nethack - A Research Study

2016-05-23 Thread AudioGames . net Forum — New releases room : aaron77 via Audiogames-reflector


  


Re: Accessible Nethack - A Research Study

Awesome, I don't know if I've ever been excited for an update for anything else.  I keep getting to the second level or sometimes the third and then I encounter a trap and *crunch*.  

URL: http://forum.audiogames.net/viewtopic.php?pid=261381#p261381





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Re: Accessible Nethack - A Research Study

2016-05-22 Thread AudioGames . net Forum — New releases room : firefly82 via Audiogames-reflector


  


Re: Accessible Nethack - A Research Study

Hi apepers,Another general thing for maybe some blind players is to get only one information by pressing one key. For ;v; it is OK. But for example it would be nice to use control+up to check the visible tiles to the north. Control+down to check how many visible tiles to the south. In many cases you only need one information and not 4, 5 or more.This would speed up gameplay for us a lot.Hope you get my point. English is not my mothertounge.

URL: http://forum.audiogames.net/viewtopic.php?pid=261361#p261361





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Re: Accessible Nethack - A Research Study

2016-05-22 Thread AudioGames . net Forum — New releases room : apepers via Audiogames-reflector


  


Re: Accessible Nethack - A Research Study

Thanks for the feedback everyone! I'm gonna really try and work out where this crashing bug is coming from today and hopefully get a fixed version out. Sometimes when the game crashes it will generate a file called paniclog in the same folder as the executable, if it does and you could let me know what it says that would be very helpful, but I'll try and track down what's happening myself either way.Here's a direct download link for a defaults.nh file that has the map essentially turned off, hopefully that will work and make things easier. It still draws kind of highlights over the player and pet, I'm not sure how much the screenreader will pick up on this, but it should at least be better than having the whole map there.https://dl.dropboxusercontent.com/s/eix … ts.nh?dl=1

URL: http://forum.audiogames.net/viewtopic.php?pid=261337#p261337





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Re: Accessible Nethack - A Research Study

2016-05-22 Thread AudioGames . net Forum — New releases room : Soul Keeper via Audiogames-reflector


  


Re: Accessible Nethack - A Research Study

Hi,pasting the ascii map removal code to the end of the defaults.nh file doesn't work for me, I get an error about a acutes and 032 and the map remains.

URL: http://forum.audiogames.net/viewtopic.php?pid=261302#p261302





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Re: Accessible Nethack - A Research Study

2016-05-22 Thread AudioGames . net Forum — New releases room : aaron77 via Audiogames-reflector


  


Re: Accessible Nethack - A Research Study

I just started playing this a couple of hours ago, but not sure if I've gone far enough to comment on the accessibility features.  I use v almost constantly, as well as the ; command.  I've gotten to the second floor, but certain things have caused it to crash, causing me to lose my progress.1.  Arrow and dart traps:  whenever I encounter one, the game tends to crash shortly after.  this probably has nothing to do with the accessibility features, but then again maybe it does.2. the ',' command to pick items up  causes my game to crash.  It's only happened once or twice, and I haven't quite figured out why it happens.  I believe it may have to do with being on the same tile as the item I'm trying to pick up (when I have the auto pick up disabled.)Is there an error log that I can paste here so we can determine whether this has anything to do with the accessibility changes or if it's jus
 t the game being a little unstable?Thanks, and thanks for trying to make this project accessible.  I am loving the game.

URL: http://forum.audiogames.net/viewtopic.php?pid=261291#p261291





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Re: Accessible Nethack - A Research Study

2016-05-21 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


  


Re: Accessible Nethack - A Research Study

Hi Apepus. Not having the ascii map drawn would be very helpful, sinse then the screen reader wouldn't read a lot of symbols etc each time and if you did go with something like letter abbreviations for directions it'd make more sense. The point of a directional look command is often to fix position of a player, eg, you know by looking n and w that your in the top corner of a room, though if room info was added that would help too sinse it'd be easier to tell where things were at least for most of the game, otherwise the look command would be likely what is used. Actually if room size info could be included that would do a lot for access, it always struck me with Angband this was the main problem, not being able to get an idea of immediate dimentions of the surrounding area. As to coordinates, there are different strengths. Using the far look curser to examine tyles and having a 5 north, six west type of approach (with or without letters or words)
 , gives much more spacial information and could be very helpful in battles, however having the player's individual coordinates mentioned gives an idea of where you are relative to the hole map and also a way of tracking the dungeon mentally, eg, I didn't explore down that passage at 22-34. I'd suggest therefore personally going with the relative coordinates for things like the v object views, but having a status command for the look curser or player position to report the absolute coordinates when used, say ctrl p.I'm afraid I can't find the paniclog file in the angband folder. The error occurred every time I used the extended pickup command to try and pickup an object. More access in roguelikes is a great idea, indeed so many roguelikes are on the verge of being accessible with their use of screen reader text, but it's just a question of output. Btw, I tried angband four, but some of the text was a bit weerd reading wise and
  i recall the graphics didn't contrast as well as they should in other games, particularly sinse the graphic tyles were much smaller than those in Angband, then again low vision access is a different kettle of fish and if the game were accessible just! with the text it'd be good for everyone.

URL: http://forum.audiogames.net/viewtopic.php?pid=261186#p261186





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Re: Accessible Nethack - A Research Study

2016-05-20 Thread AudioGames . net Forum — New releases room : firefly82 via Audiogames-reflector


  


Re: Accessible Nethack - A Research Study

Hi apepers,Sure you are wright with what you are saying about the path. But i realy think that there is no other way for transfer useful informations about the map.About the other question, i like to have north, east, west, south, instead of n e w s. It doesnt make such a big difference. For example north is as short as n.OK, another thing: I am not sure but i think the game is often crashing and i cant see why.

URL: http://forum.audiogames.net/viewtopic.php?pid=261145#p261145





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Re: Accessible Nethack - A Research Study

2016-05-20 Thread AudioGames . net Forum — New releases room : Haramir via Audiogames-reflector


  


Re: Accessible Nethack - A Research Study

The first letters of a direction looks fine to me. Like e, s, w and n.Best regards, Haramir.

URL: http://forum.audiogames.net/viewtopic.php?pid=261136#p261136





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Re: Accessible Nethack - A Research Study

2016-05-20 Thread AudioGames . net Forum — New releases room : apepers via Audiogames-reflector


  


Re: Accessible Nethack - A Research Study

That's a good idea stewie, thanks! I didn't realize the screen reader would read it that way. A question related to that I'd actually like to ask in general, when it comes to giving coordinates we thought about a few ways to do it. The shortest is to give Cartesian type coordinates like (1, -2) meaning one north or you and two to the west. We decided that would be confusing so changed to north/south east/west but that's much more verbose. Maybe just using N/S and E/W might be a middle ground, so it would say 1N, 2W. I'm curious what people would prefer.I could look at putting an option in game but that can also be done in the option file fairly easily. If you open the defaults.nh file in a text editor and just copy and paste the following test into the end of the file, it will replace every character with a blank and essentially not draw the map. If you have trouble with that let me know and I can just put my options file up somewhere to down
 load. And I'm curious, do you not want the map drawing just so that the screenreader doesn't try and read it out?Text to copy into defaults.nh:DUNGEON=  032 032 032 032 032 032 032 032 032 032 \          032 032 032 032 032 032 032 032 032 032 \          032 032 032 032 032 032 032 032 032 032 \          032 032 032 032 032 032 032 032 TRAP=     032 032 032 032 032 032 032 032 032 032 \         032 032 032 032 032 032 032 032 032 032 \          032 032EFFECTS=  032 032 032 032 032 032 032 032         \          032 032 032 032                         \          032 032 032 032 032 032 032 032        
 bsp;\          032 032 032 032 032 032 032 032 032OBJECTS=  032 032 032 032 032 032 032 032 032 032 \          032 032 032 032 032 032 032MONSTERS= 032 032 032 032 032 032 032 032 032 032 \          032 032 032 032 032 032 032 032 032 032 \          032 032 032 032 032 032 032 032 032 032 \          032 032 032 032 032 032 032 032 032 032 \          032 032 032 032 032 032 032 032 032 032 \          032 032 032 032 032 032 032 032 032 032

URL: http://forum.audiogames.net/viewtopic.php?pid=261130#p261130





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Re: Accessible Nethack - A Research Study

2016-05-20 Thread AudioGames . net Forum — New releases room : stewie via Audiogames-reflector


  


Re: Accessible Nethack - A Research Study

I think the direction look command being remapped would be extremely useful, especially as the auto tile announce thing on movement gets overwritten a lot. Wit the far look command, I think announcing the coordinates of the focused tile as well as the objects on it would be useful.When a screen reader interacts with a command prompt, it reads any changes to a given position it detects, for example only reading the first line when it updates. therefore if you made it read the coordinates of the tile after announcing the object name, it would always note that first line change and read the coords on empty tiles instead of just reading the ascii or "blank". I can see it being an issue if there are enough objects to exceed the length of the line, though.Also, could you possibly include an option to stop the game printing the ascii map?

URL: http://forum.audiogames.net/viewtopic.php?pid=261129#p261129





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Re: Accessible Nethack - A Research Study

2016-05-20 Thread AudioGames . net Forum — New releases room : stewie via Audiogames-reflector


  


Re: Accessible Nethack - A Research Study

I think the direction look command being remapped would be extremely useful, especially as the auto tile announce thing on movement gets overwritten a lot. Wit the far look command, I think announcing the coordinates of the focused tile as well as the objects on it would be useful.When a screen reader interacts with a command prompt, it reads any changes to a given position it detects, for example only reading the first line when it updates. therefore if you made it read the coordinates of the tile after announcing the object name, it would always note that first line change and read the coords on empty tiles instead of just reading the ascii or "blank". I can see it being an issue if there are enough objects to exceed the length of the line, though.

URL: http://forum.audiogames.net/viewtopic.php?pid=261129#p261129





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Re: Accessible Nethack - A Research Study

2016-05-20 Thread AudioGames . net Forum — New releases room : stewie via Audiogames-reflector


  


Re: Accessible Nethack - A Research Study

I think the direction look command being remapped would be extremely useful, especially as the auto tile announce thing on movement gets overwritten a lot. Another change I see as being especially useful is to find some way of displaying the entire visible map at once (IE, allowing the user to arrow around to view each visible tile and list any objects on it, etc.). Particularly with Nethack as objects can cover others.

URL: http://forum.audiogames.net/viewtopic.php?pid=261129#p261129





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Re: Accessible Nethack - A Research Study

2016-05-20 Thread AudioGames . net Forum — New releases room : stewie via Audiogames-reflector


  


Re: Accessible Nethack - A Research Study

I think the direction look command being remapped would be extremely useful, especially as the auto tile announce thing on movement gets overwritten a lot. Another change I see as being especially useful is to find some way of displaying the entire visible map at once (IE, allowing the user to arrow around to view each visible tile and list any objects on it, etc.). Particularly with Nethack is objects can cover others.

URL: http://forum.audiogames.net/viewtopic.php?pid=261129#p261129





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Re: Accessible Nethack - A Research Study

2016-05-20 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


  


Re: Accessible Nethack - A Research Study

Okay, I'm having a look at things now. First, great job on extra commands and distance info with v. the problem I'm having however is that the directional look command rather cumbersome to use typing #dirlook, which you will need to do a lot. it'd be nice if it could be mapped to something like shift ctrl direction or something else usable. I like the description of walls and what is in the immediate surroundings, but one other element I did wonder about is giving the player a shorthand of what sort of dungeon feature they were in, ie, a corridor or a chamber and a rough idea of it's layout, eg, a 5x3 corridor north to south. I presume th game hs drawing code for drawing the different dungeon features, though whether it distinguishes between rooms and corridors I don't know. I'll be back with more when I've had a more extensive look at the game and also got a bit more used to all the various commands.Edit: okay, 
 I've found a bug, when using the pickup command and hitting a to pickup a wand I got an application error message which was annoying.

URL: http://forum.audiogames.net/viewtopic.php?pid=261097#p261097





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Re: Accessible Nethack - A Research Study

2016-05-20 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


  


Re: Accessible Nethack - A Research Study

Okay, I'm having a look at things now. First, great job on extra commands and distance info with v. the problem I'm having however is that the directional look command rather cumbersome to use typing #dirlook, which you will need to do a lot. it'd be nice if it could be mapped to something like shift ctrl direction or something else usable. I like the description of walls and what is in the immediate surroundings, but one other element I did wonder about is giving the player a shorthand of what sort of dungeon feature they were in, ie, a corridor or a chamber and a rough idea of it's layout, eg, a 5x3 corridor north to south. I presume th game hs drawing code for drawing the different dungeon features, though whether it distinguishes between rooms and corridors I don't know. I'll be back with more when I've had a more extensive look at the game and also got a bit more used to all the various commands.

URL: http://forum.audiogames.net/viewtopic.php?pid=261097#p261097





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Re: Accessible Nethack - A Research Study

2016-05-20 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


  


Re: Accessible Nethack - A Research Study

Okay apepers, I have the file now thanks. I have some work and other things to get on with this morning but will give it a try later today. The only roguelike I've ever played extensively is Angband and some of it's varients, and those more through a combination of my screen reader, my remaining vision and the large 32 or 64 graphic tiles, (sadly not a game accessible without use of said graphics).I've tried nethack but found that the screen reader load of information was too problematic, and the graphics not quite as contrasting as  angband, so it'd be great to have a way of playing just using info messages that would be accessible to everyone.

URL: http://forum.audiogames.net/viewtopic.php?pid=261070#p261070





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Re: Accessible Nethack - A Research Study

2016-05-20 Thread AudioGames . net Forum — New releases room : firefly82 via Audiogames-reflector


  


Re: Accessible Nethack - A Research Study

Hi apepers,Maybe you could add two extended commands wich could be usefull.First: A command wich will show you the coordinates where you are.Second: Maybe a command wich shows you the path to the nearest unexplored place.I tryed to download nethack 4 but i only found the surcecode wich you have to compile first.Could you give us a link with a compiled version? Maybe the autoexplore-feature is good enough to use it in your version too.

URL: http://forum.audiogames.net/viewtopic.php?pid=261061#p261061





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Re: Accessible Nethack - A Research Study

2016-05-19 Thread AudioGames . net Forum — New releases room : apepers via Audiogames-reflector


  


Re: Accessible Nethack - A Research Study

Stewie: Thanks, I'm glad you're liking it! Luckily, the changes already are open source, as Nethack did indeed have a public repository. I'll post a link to my public repo, right now since I'm still in the process of conducting my study I'm not making more changes (for the sake of my study results being useful I need to try and make sure everyone answering is playing the same version of the game), but when the official study is over I'll likely make a few more improvements based on suggestions and then hand it off to anyone who might want to keep improving it.https://github.com/apepers/NetHackYes, it is a bit annoying that the tile information text is part of the same text as events and things. I wasn't able to find a way around it, though it sure would be better that way!firefly82: Thank you, I love these games too  Sure, the dirlook command is actually not quite as helpful as that unfortunately, but the way that it works is that you type #dirlook and then it will prompt you to give a direction to look in, and then it will tell you how many tiles away the nearest wall or unexplored tile is. So if you are in a room like so:#..[ a-t ]..#And do #dirlook to the right, it will tell you the wall is 3 tiles away. I do know that Dungeon Crawl Stone Soup's autoexplore is very useful for navigation, I kind of wanted to try and find a way to make navigation easier without making it quite that easy, but maybe it would be worth doing in the future. You might try out Nethack 4, which is a fork of Nethack that has an auto explore function, as well as some other changes.I actually thought that playing sounds in Nethack wasn't a working functionality anymore, I played with it a bit but couldn't get it working and it seemed to not be
  used very much. It might be that I was wrong, I'll have to look into it further!

URL: http://forum.audiogames.net/viewtopic.php?pid=261048#p261048





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Re: Accessible Nethack - A Research Study

2016-05-19 Thread AudioGames . net Forum — New releases room : firefly82 via Audiogames-reflector


  


Re: Accessible Nethack - A Research Study

Hey hey!Very very nice idea! I like this type of games.But i am having a little trouble with the exploration and navigation. I saw something about a extended dirlook command to find the nearest unexplored places. Could you explain how to use it?I think i will play this for a very long time if i find out how to manage the navigation stuff. For example i liked crawl stonesoup very much. This crawl had a autoexplore feature. Yes, i know this makes navigation maybe too easy. But i liked to focus on charactermanagement and fighting skills.Oh, one more thing.I think i can remember nethack allready had good soundpacks. Sounds make handling often faster and better for us. Could you include this soundpacks into your Version?

URL: http://forum.audiogames.net/viewtopic.php?pid=261046#p261046





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Re: Accessible Nethack - A Research Study

2016-05-19 Thread AudioGames . net Forum — New releases room : stewie via Audiogames-reflector


  


Re: Accessible Nethack - A Research Study

this is an awesome project. the changes do work particularly well and you can get information on what is around you. Is there the possibility of making your changes open source? I was thinking you could fork the official (if there is an official nethack Github repository.)I noticed that the lines of text giving information on nearby tiles appears on the same line as other event text does, so it does not always show up. I don't really know what you can do about that though.

URL: http://forum.audiogames.net/viewtopic.php?pid=261037#p261037





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Re: Accessible Nethack - A Research Study

2016-05-19 Thread AudioGames . net Forum — New releases room : apepers via Audiogames-reflector


  


Re: Accessible Nethack - A Research Study

Thanks for the welcome Dark! Yes, I was very impressed that some people do play games like Nethack using screenreaders, and the thought behind the research was that hopefully a few changes to give better text information might be enough to make the game playable. I'm very interested to hear what you think of the changes I've made!Sorry the link isn't working too well, if mojsior's suggestion doesn't work I think this might work as a direct download link:https://dl.dropboxusercontent.com/s/biw … k.zip?dl=0If you're still having trouble let me know and I can try hosting it somewhere else as well.

URL: http://forum.audiogames.net/viewtopic.php?pid=261023#p261023





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Re: Accessible Nethack - A Research Study

2016-05-19 Thread AudioGames . net Forum — New releases room : mojsior via Audiogames-reflector


  


Re: Accessible Nethack - A Research Study

Hi dark you can download this game without clicking.Open the download link go to the address bar, and change theere dl0 to dl1 and press enter.Tese character are in the end after .zip word.After that hit enter and it should start downloading

URL: http://forum.audiogames.net/viewtopic.php?pid=261016#p261016





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Re: Accessible Nethack - A Research Study

2016-05-19 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


  


Re: Accessible Nethack - A Research Study

Hi and welcome to the forum.  Nethack access is something of a bug bare sinse while the game is all text, hearing your screen reader saying "dash dash dash dash dot at dash dash hash t dash dash dash bar" isn't too informative. A braille display can help (for those who have them), though sinse a braille display only displays a 40 or 80 character line (and costs a bomb), even then screen review of something as complex as most roguelikes is a tortuous business. Then again, I'm fairly suree access could! be added by a few informative text messages and directions as to what is where, so I'm really interested to try this project out as having full access to as venerable and complex a game as Nethack would be great.I am however having a miner problem. I'm afraid the download link is not working, I get a dropbox page with a "download" text but clicking on it does no good and for some silly reason I can't sign in to drop
 box either. could you please post a direct download link to the file?Sorry if I'm missing something.

URL: http://forum.audiogames.net/viewtopic.php?pid=261015#p261015





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Re: Accessible Nethack - A Research Study

2016-05-19 Thread AudioGames . net Forum — New releases room : apepers via Audiogames-reflector


  


Re: Accessible Nethack - A Research Study

Here is the link to the survey: http://goo.gl/forms/icgEs5WRuFTo reiterate, feel free to just play the game if you'd like, but it would be appreciated if you'd consider taking part in the study by filling out the survey once you've tried the game out for a while.

URL: http://forum.audiogames.net/viewtopic.php?pid=261006#p261006





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Accessible Nethack - A Research Study

2016-05-19 Thread AudioGames . net Forum — New releases room : apepers via Audiogames-reflector


  


Accessible Nethack - A Research Study

Hello,I’m a student from the University of Calgary, and I’ve been working on a research project investigating how roguelike games could be make more accessible for visually impaired people. I’ve created a version of Nethack which has had changes made to try and make it more accessible, and I’d like anyone interested to try it out. This Dropbox link contains the .zip file for the folder which has the game (runnable on Windows), and also contains an “README” file which explains the accessibility changes in the game, as well as license information.https://www.dropbox.com/s/biwnbu1xv4i4g … k.zip?dl=0I’m also conducting a survey to try and learn if the changes were actually successful and how they could be improved. If you do play the game, please consider taking part in this short survey. Your responses will be confidential, though the online survey is being administered by Google Forms™, an American software company.  As such, your responses are subject to U.S. laws, including the USA Patriot Act.  The risks associated with participation are minimal, however, and similar to those associated with many e-mail programs, such as Hotmail™ and social utilities spaces, such as Facebook™.I'll post a link to the survey in a second post, since I'm only allowed to post one link per post.If you have any questions you can ask me here, or email me at ampep...@ucalgary.caThis study has been approved by the Conjoint Faculties Research Ethics Board at the University of Calgary.

URL: http://forum.audiogames.net/viewtopic.php?pid=261005#p261005





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