Re: [blind-gamers] Forza Driving Advice.

2023-11-18 Thread Nick and Gemma Adamson
Thanks Sly.
Matthew, it’s a theme park-based management game. Kind of similar to theme park 
world or sim city.
You manage staff, build rides, set prices, run add campaigns, all sorts of 
things.

It is showing its age a bit now, a bit like me., I think I wrote it back in 
2014.

Thanks.
Nick.



-Original Message-
From: blind-gamers@groups.io  On Behalf Of Sly
Sent: Saturday, November 18, 2023, 10:56 PM
To: blind-gamers@groups.io
Subject: Re: [blind-gamers] Forza Driving Advice.

All you need to know is at the link below! I Love Park Boss!
Game On!  Sly

http://ndadamson.com/index.php?slab=park-boss

On 11/18/23, Matthew Chao via groups.io  wrote:
> What is Park Boss?  Thanks.--Matthew Chao
>
>
>
> On 11/18/2023 4:06 PM, haylieg2...@gmail.com wrote:
>>
>> Park Boss is definitely fun, and I just installed it on my new computer.
>>
>> Haylie
>>
>> *From:*blind-gamers@groups.io  *On Behalf Of 
>> *Nick and Gemma Adamson
>> *Sent:* Friday, November 17, 2023 5:50 PM
>> *To:* blind-gamers@groups.io
>> *Subject:* Re: [blind-gamers] Forza Driving Advice.
>>
>> Thanks all for the ideas.
>>
>> I’m still not really getting anywhere with this. Even at really slow 
>> speed it just feels like I’m not really in control of what’s going on.
>> I was OK with top speed 3, the audio game, so I do get the idea of a 
>> driving game and what I’m trying to do.
>>
>> Maybe my PC just isn’t quite good enough to play this and there’s 
>> more impact to performance than just really messed up graphics and 
>> it’s impacting the game play.
>>
>> Maybe this one’s just not for me.
>>
>> Shame really.
>>
>> Thanks for your kind comments on Park Boss Paul. One day I’d love to 
>> get back to game dev, but just don’t have the time. I am starting to 
>> wonder though if the days of audio specific games and small one-man 
>> band developments like Park Boss and Tube Sim are numbered. For 
>> example, I can’t imagine how an audio specific racing game developed 
>> by a small group of devs would ever be able to be compared with 
>> something like Forza. As a player this is probably a good thing, as a 
>> dev it’s kind of sad. The next few years are going to be very 
>> interesting as more mainstream games go accessible, but I do wonder 
>> if this is going to be to the detriment of us more casual type gamers.
>>
>> Thanks.
>>
>> Nick.
>>
>> *From:*blind-gamers@groups.io  *On Behalf Of 
>> *Paul Lemm
>> *Sent:* Thursday, November 16, 2023 1:56 PM
>> *To:* blind-gamers@groups.io
>> *Subject:* Re: [blind-gamers] Forza Driving Advice.
>>
>> Hi Nick,
>>
>> I don’t know if you’ve already seen this, but someone else on the 
>> list here posted a YouTube video called Forsa driving education  for 
>> the blind, I haven’t actually watched it myself, but I’ve seen other 
>> people here and on the audio games forum say it was really helpful.
>> I’ll post the link to the video below, also really off topic, but I 
>> picked up park boss the other day and I’d forgotten how much I 
>> enjoyed the game it reminds me of playing theme park world before I 
>> lost my sight, so just wanted to say thanks for the hard work you put 
>> into making park boss, it’s a great game. anyway back on topic, the 
>> link to the Forsa video is below, I’ve just picked up Forsa myself 
>> too, I haven’t
>>
>> Started playing the game yet, but will probably give the video a 
>> watch myself first too, but really looking forward to giving Forsa a 
>> play as its been years since I’ve  played one of these games.
>>
>> https://youtu.be/mZfmexZ-sp8?si=eZc1P0xGiZjGK8zS
>>
>> **
>>
>> *Paul *
>>
>> *From:*blind-gamers@groups.io  *On Behalf Of 
>> *Nick and Gemma Adamson
>> *Sent:* 13 November 2023 23:55
>> *To:* blind-gamers@groups.io
>> *Subject:* [blind-gamers] Forza Driving Advice.
>>
>> Hi All.
>>
>> As some of you may know I’m currently trying out Forza Motorsport and 
>> I’m after a bit of driving advice.
>>
>> I’ve been playing around with some of the driver assist settings and 
>> what I’m finding is when I’m in control of the steering the car is 
>> just all over the track.
>>
>> I’m using an Xbox controller.
>>
>> This evening I’ve done a series of experiments. I drove the same 
>> circuit, with the same car and with different driver assist options.
>>
>> If I put steering to full assist, breaking to ABS and throttle to no 
>> assist, I could see progress in my ability to control the car. With 
>

Re: [blind-gamers] Forza Driving Advice.

2023-11-17 Thread Nick and Gemma Adamson
Thanks all for the ideas.

I’m still not really getting anywhere with this. Even at really slow speed it 
just feels like I’m not really in control of what’s going on. I was OK with top 
speed 3, the audio game, so I do get the idea of a driving game and what I’m 
trying to do.

Maybe my PC just isn’t quite good enough to play this and there’s more impact 
to performance than just really messed up graphics and it’s impacting the game 
play.

 

Maybe this one’s just not for me.

Shame really.

 

Thanks for your kind comments on Park Boss Paul. One day I’d love to get back 
to game dev, but just don’t have the time. I am starting to wonder though if 
the days of audio specific games and small one-man band developments like Park 
Boss and Tube Sim are numbered. For example, I can’t imagine how an audio 
specific racing game developed by a small group of devs would ever be able to 
be compared with something like Forza. As a player this is probably a good 
thing, as a dev it’s kind of sad. The next few years are going to be very 
interesting as more mainstream games go accessible, but I do wonder if this is 
going to be to the detriment of us more casual type gamers.

 

Thanks.

Nick.

 

 

From: blind-gamers@groups.io  On Behalf Of Paul Lemm
Sent: Thursday, November 16, 2023 1:56 PM
To: blind-gamers@groups.io
Subject: Re: [blind-gamers] Forza Driving Advice.

 

Hi Nick, 

 

I don’t know if you’ve already seen this, but someone else on the list here 
posted a YouTube video called Forsa driving education  for the blind, I haven’t 
actually watched it myself, but I’ve seen other people here and on the audio 
games forum say it was really helpful. I’ll post the link to the video below, 
also really off topic, but I picked up park boss the other day and I’d 
forgotten how much I enjoyed the game it reminds me of playing theme park world 
before I lost my sight, so just wanted to say thanks for the hard work you put 
into making park boss, it’s a great game. anyway back on topic, the link to the 
Forsa video is below, I’ve just picked up Forsa myself too, I haven’t 

Started playing the game yet, but will probably give the video a watch myself 
first too, but really looking forward to giving Forsa a play as its been years 
since I’ve  played one of these games.

 

https://youtu.be/mZfmexZ-sp8?si=eZc1P0xGiZjGK8zS

 

Paul 

From: blind-gamers@groups.io  On Behalf Of Nick and 
Gemma Adamson
Sent: 13 November 2023 23:55
To: blind-gamers@groups.io
Subject: [blind-gamers] Forza Driving Advice.

 

Hi All.

As some of you may know I’m currently trying out Forza Motorsport and I’m after 
a bit of driving advice.

I’ve been playing around with some of the driver assist settings and what I’m 
finding is when I’m in control of the steering the car is just all over the 
track.

I’m using an Xbox controller.

This evening I’ve done a series of experiments. I drove the same circuit, with 
the same car and with different driver assist options.

If I put steering to full assist, breaking to ABS and throttle to no assist, I 
could see progress in my ability to control the car. With this set up I’m only 
concentrating on the acceleration and breaking as I’m letting the assist do all 
the steering for me. after a few laps there was a noticeable improvement in lap 
time and reduced crashes.

If I switch it round so breaking and throttle are on full assist and steering 
partial then I’m all over the place.

It just feels like my car is all over the road, the race line engine sound is 
going left and right with what feels like very little logic.

I thought maybe I was just making abrupt turns but even when I do it gently the 
guide is left, then right, and just moving around all over.

So, the third experiment I did was to put steering assist to partial, throttle 
to off and breaks to ABS.

I then attempted the same track very slowly, hardily touching the accelerator. 
I assumed that doing it this way it would be really easy to follow the race 
line. But even then the race line was all over the place again and I was still 
crashing into stuff, going off the track and all sorts.

 

I’m guessing I’m doing something wrong, but I can’t figure out what. I guess I 
could just play with steering assist on full all the time, but that really 
takes away a lot of the game.

Anyone got any ideas of what I can do to try to improve the ability to steer?

 

Thanks.

Nick.

 





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[blind-gamers] Forza Driving Advice.

2023-11-13 Thread Nick and Gemma Adamson
Hi All.

As some of you may know I'm currently trying out Forza Motorsport and I'm
after a bit of driving advice.

I've been playing around with some of the driver assist settings and what
I'm finding is when I'm in control of the steering the car is just all over
the track.

I'm using an Xbox controller.

This evening I've done a series of experiments. I drove the same circuit,
with the same car and with different driver assist options.

If I put steering to full assist, breaking to ABS and throttle to no assist,
I could see progress in my ability to control the car. With this set up I'm
only concentrating on the acceleration and breaking as I'm letting the
assist do all the steering for me. after a few laps there was a noticeable
improvement in lap time and reduced crashes.

If I switch it round so breaking and throttle are on full assist and
steering partial then I'm all over the place.

It just feels like my car is all over the road, the race line engine sound
is going left and right with what feels like very little logic.

I thought maybe I was just making abrupt turns but even when I do it gently
the guide is left, then right, and just moving around all over.

So, the third experiment I did was to put steering assist to partial,
throttle to off and breaks to ABS.

I then attempted the same track very slowly, hardily touching the
accelerator. I assumed that doing it this way it would be really easy to
follow the race line. But even then the race line was all over the place
again and I was still crashing into stuff, going off the track and all
sorts.

 

I'm guessing I'm doing something wrong, but I can't figure out what. I guess
I could just play with steering assist on full all the time, but that really
takes away a lot of the game.

Anyone got any ideas of what I can do to try to improve the ability to
steer?

 

Thanks.

Nick.

 



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Re: [blind-gamers] (Forza Motorsport and onboard graphics,

2023-11-12 Thread Nick and Gemma Adamson
Hi All.

Just a quick update to the below.

I’ve now had someone with working eye’s look at it. And although It seems OK 
from an audio point of view, it’s really not doing well with the on-board 
graphics from a visual point of view. Even the menus are rendering badly and 
when you’re in a race any speed over 2 MPH turns everything red and its 
unusable.

 

I suspect this is having more impact from a game playability point of view than 
I thought, and I’m guessing it’s probably not a good idea to be running the 
hardware in such a way that it doesn’t cope.

 

So, I think the answer to my question of can you play it with on board graphics 
is “Kinda” but its probably not a good idea.

 

Happy to hear any thoughts.

Thanks.

Nick.

 

 

 

From: Nick Adamson  
Sent: Sunday, November 12, 2023 1:45 AM
To: 'blind-gamers@groups.io' 
Cc: 'Cara Quinn' 
Subject: RE: [blind-gamers] (Forza Motorsport and onboard graphics,

 

Hi Cara, Haylie, And all.

Thank you both for the emails.

I decided to get a £1 trial of the Xbox game pass for 14 days which lets me try 
out Forza on my PC with out having to pay the full amount, and this game is 
absolutely amazing.

If anyone is a bit unsure if there hardware is good enough to run it, or if 
they aren’t sure if this game is for them getting a £1 trial of Xbox game pass 
is a much more affordable test over spending the full amount to find they’d 
have an issue running it.

 

The level of detail in the accessibility is nothing short of wonderful.

I’m not sure why I care what my driver looks like, what there rase gear looks 
like, but I found I totally do. And the racing accessibility is fantastic.

If anyone is thinking it’s just like top speed 3 but just better, it kind of 
is, but just a million times better. It’s like comparing a pedal bike with an 
f1 car.

 

To answer my own question.

I’ve not had anyone look at it yet from a visual point of view but the game 
plays fine on my on-board graphics. It’s a bit slow, I hear “Loading” quite a 
bit on the video clips, but I suspect that’s because I’ve not installed it to 
an SSD, I didn’t have 118 Gig free on my SSD.

I did see keyboard options, but I’m playing with an Xbox controller at the 
moment. I suspect it would be quite a bit harder to play just using a keyboard. 
I’m not sure how it would work with any other controller.

 

The haptics on the Xbox controller are fabulous, although a little baffling at 
the start. So, I think It gives a little shake every time it changes gear, or 
if I’m driving over something a bit rough, or when I hit a barrier. It would be 
good to know exactly what all the little shakes and stuff mean.

 

My 14-year-old son was pretty infused that I was thinking about trying this out 
so in the morning I’m sure he’ll be all over it and I’ll get a better idea of 
what the visuals look like using the on-board graphics card I’ve got. He’ll 
also be nagging me to get his Logitech steering wheel set up on my PC. It’ll be 
interesting to see how the force feedback impacts my driving. In my first race 
I tried, with very high level of AI support I came 3rd, so I’m quite happy 
about that. I’m following the advice to start with driver assists high and 
bring them down as I understand how all the sounds work together. There’s quite 
a learning curve, but it’s well worth spending the time on this one I think.

 

This game could well be on my Christmas list.

 

Sorry for the slightly gushing email, but I’ve wanted to play a racing game 
like this for as long as I’ve known racing games are a thing.

Thanks.

Nick.

 

 

From: blind-gamers@groups.io <mailto:blind-gamers@groups.io>  
mailto:blind-gamers@groups.io> > On Behalf Of Cara 
Quinn
Sent: Saturday, November 11, 2023, 10:56 PM
To: blind-gamers@groups.io <mailto:blind-gamers@groups.io> 
Cc: Cara Quinn mailto:caraqu...@caraquinn.com> >
Subject: Re: [blind-gamers] (Forza Motorsport and onboard graphics,

 

Not sure if this will help, but there is a benchmark option in the PC version 
which will evaluate your system.

 

You can also adjust the game’s options for different frame rates and whether or 
not to use ray-tracing etc.

 

I don’t know about compatibility, as I’m not using the PC version, as I’d 
mentioned earlier, but hopefully this helps a bit.

 

Hope it works for you!

 

Cheers!

 

Cara

 

 

 

 

On Nov 11, 2023, at 3:48 AM, Nick and Gemma Adamson mailto:n...@ndadamson.com> > wrote:

 

Hi All.

I’m really quite interested in (Forza Motorsport. My son has a force feedback 
steering wheel, so this could be fantastic.

I’ve got a pretty good PC and easily meet the specs for everything other than 
graphics.

For what felt like obvious reasons at the time, I didn’t bother getting 
anything other than onboard graphics when I specified my PC and concentrated on 
processor and memory as I mostly use it for audio design and coding.

 

Has anyone tried playing (Forza Motorsport with onboard graphics or

Re: [blind-gamers] (Forza Motorsport and onboard graphics,

2023-11-11 Thread Nick and Gemma Adamson
Hi Cara, Haylie, And all.

Thank you both for the emails.

I decided to get a £1 trial of the Xbox game pass for 14 days which lets me try 
out Forza on my PC with out having to pay the full amount, and this game is 
absolutely amazing.

If anyone is a bit unsure if there hardware is good enough to run it, or if 
they aren’t sure if this game is for them getting a £1 trial of Xbox game pass 
is a much more affordable test over spending the full amount to find they’d 
have an issue running it.

 

The level of detail in the accessibility is nothing short of wonderful.

I’m not sure why I care what my driver looks like, what there rase gear looks 
like, but I found I totally do. And the racing accessibility is fantastic.

If anyone is thinking it’s just like top speed 3 but just better, it kind of 
is, but just a million times better. It’s like comparing a pedal bike with an 
f1 car.

 

To answer my own question.

I’ve not had anyone look at it yet from a visual point of view but the game 
plays fine on my on-board graphics. It’s a bit slow, I hear “Loading” quite a 
bit on the video clips, but I suspect that’s because I’ve not installed it to 
an SSD, I didn’t have 118 Gig free on my SSD.

I did see keyboard options, but I’m playing with an Xbox controller at the 
moment. I suspect it would be quite a bit harder to play just using a keyboard. 
I’m not sure how it would work with any other controller.

 

The haptics on the Xbox controller are fabulous, although a little baffling at 
the start. So, I think It gives a little shake every time it changes gear, or 
if I’m driving over something a bit rough, or when I hit a barrier. It would be 
good to know exactly what all the little shakes and stuff mean.

 

My 14-year-old son was pretty infused that I was thinking about trying this out 
so in the morning I’m sure he’ll be all over it and I’ll get a better idea of 
what the visuals look like using the on-board graphics card I’ve got. He’ll 
also be nagging me to get his Logitech steering wheel set up on my PC. It’ll be 
interesting to see how the force feedback impacts my driving. In my first race 
I tried, with very high level of AI support I came 3rd, so I’m quite happy 
about that. I’m following the advice to start with driver assists high and 
bring them down as I understand how all the sounds work together. There’s quite 
a learning curve, but it’s well worth spending the time on this one I think.

 

This game could well be on my Christmas list.

 

Sorry for the slightly gushing email, but I’ve wanted to play a racing game 
like this for as long as I’ve known racing games are a thing.

Thanks.

Nick.

 

 

From: blind-gamers@groups.io  On Behalf Of Cara Quinn
Sent: Saturday, November 11, 2023, 10:56 PM
To: blind-gamers@groups.io
Cc: Cara Quinn 
Subject: Re: [blind-gamers] (Forza Motorsport and onboard graphics,

 

Not sure if this will help, but there is a benchmark option in the PC version 
which will evaluate your system.

 

You can also adjust the game’s options for different frame rates and whether or 
not to use ray-tracing etc.

 

I don’t know about compatibility, as I’m not using the PC version, as I’d 
mentioned earlier, but hopefully this helps a bit.

 

Hope it works for you!

 

Cheers!

 

Cara

 

 

 





On Nov 11, 2023, at 3:48 AM, Nick and Gemma Adamson  wrote:

 

Hi All.

I’m really quite interested in (Forza Motorsport. My son has a force feedback 
steering wheel, so this could be fantastic.

I’ve got a pretty good PC and easily meet the specs for everything other than 
graphics.

For what felt like obvious reasons at the time, I didn’t bother getting 
anything other than onboard graphics when I specified my PC and concentrated on 
processor and memory as I mostly use it for audio design and coding.

 

Has anyone tried playing (Forza Motorsport with onboard graphics or will it 
just not work? I did try a google but it’s quite an unusual question, 

 

According to the DX diagnostic tool my graphics card is:

   Card name: Intel(R) UHD Graphics 630

Manufacturer: Intel Corporation

   Chip type: Intel(R) UHD Graphics Family

  Display Memory: 8243 MB

Dedicated Memory: 128 MB

   Shared Memory: 8115 MB

Current Mode: 1920 x 1080 (32 bit) (60Hz)

 

Thanks.

Nick.

 

 





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[blind-gamers] (Forza Motorsport and onboard graphics,

2023-11-11 Thread Nick and Gemma Adamson
Hi All.

I'm really quite interested in (Forza Motorsport. My son has a force
feedback steering wheel, so this could be fantastic.

I've got a pretty good PC and easily meet the specs for everything other
than graphics.

For what felt like obvious reasons at the time, I didn't bother getting
anything other than onboard graphics when I specified my PC and concentrated
on processor and memory as I mostly use it for audio design and coding.

 

Has anyone tried playing (Forza Motorsport with onboard graphics or will it
just not work? I did try a google but it's quite an unusual question,


 

According to the DX diagnostic tool my graphics card is:

   Card name: Intel(R) UHD Graphics 630

Manufacturer: Intel Corporation

   Chip type: Intel(R) UHD Graphics Family

  Display Memory: 8243 MB

Dedicated Memory: 128 MB

   Shared Memory: 8115 MB

Current Mode: 1920 x 1080 (32 bit) (60Hz)

 

Thanks.

Nick.

 



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[blind-gamers] Audiogames buffet talks about Tube sim and N A Soft

2022-07-16 Thread Nick and Gemma Adamson
Hi All.

Some of you may remember me, I'm Nick Adamson and I develop audio games. I'm
having a chat with William from the Audio games Buffet podcast about Tube
Sim and other things related to N A Soft, the name of my development
projects.

There's nothing new to announce, as much as I'd love to be working on a new
game I'm not, but William runs a series of interviews and conversations with
developers, and he's asked me.

 

You can join us live today on club house, starting at 3 PM Easton, 8 PM here
in the UK or listen back later as a podcast.

The link to join us live is
https://www.clubhouse.com/event/m7r8K5LB?utm_medium=ch_event
 _campaign=7Ym4DrUNBBO4X76EtD_-yA-282818

We're hoping that this session will be interactive, and we'd love to get
people listening live involved.

 

Thanks.

Nick.

 



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Re: [blind-gamers] MOO, Eternal Wars, Purpose of the game?

2021-03-31 Thread Nick and Gemma Adamson
Hi.

Check out https://prometheus-enterprises.com/eternal-wars.html

This is where I got started anyway.

 

Thanks.

Nick.

 

 

From: blind-gamers@groups.io  On Behalf Of lori duncan
Sent: 31 March 2021 22:17
To: blind-gamers@groups.io
Subject: Re: [blind-gamers] MOO, Eternal Wars, Purpose of the game?

 

Hi Nick, I should think, going by other muds I've played which sound pritty 
similar it's up to you what you do, and if there's a newbie channel there's no 
harm in asking any questions there.

 

Do you know where I can find this game, I'd quite like to try it myself.

Thanks from Lori.

On 31/03/2021 19:05, Nick and Gemma Adamson wrote:

Hi All.

I’ve started playing a MOO which has been recommended to me called Eternal 
Wards.

So far I’m liking what I’m seeing. The world seems huge and the help system, 
sound packs and the general way the game works I’m starting to get the hang of. 
I’m not much of a mudder so I’m kind of new to this gaming style.

 

I’ve created my character, been able to move around. Purchased a ship, done a 
couple of deliveries.

What I’m struggling with at the moment is the point.

Are there missions that are to be completed, am I meant to be building a base, 
or joining the armed forces. Or something else or is it just totally up to me.

 

The help system is pretty good in terms of actual commands and the introduction 
topic is good enough to show you how to do stuff, but doesn’t really explain 
what it is you need to do.

 

Is there somewhere I should go in the game to start getting missions or find 
this stuff out?

Google hasn’t been very helpful with any links to documentation either.

Any advice or links gratefully received.

 

Thanks.

Nick.

 





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[blind-gamers] MOO, Eternal Wars, Purpose of the game?

2021-03-31 Thread Nick and Gemma Adamson
Hi All.

I've started playing a MOO which has been recommended to me called Eternal
Wards.

So far I'm liking what I'm seeing. The world seems huge and the help system,
sound packs and the general way the game works I'm starting to get the hang
of. I'm not much of a mudder so I'm kind of new to this gaming style.

 

I've created my character, been able to move around. Purchased a ship, done
a couple of deliveries.

What I'm struggling with at the moment is the point.

Are there missions that are to be completed, am I meant to be building a
base, or joining the armed forces. Or something else or is it just totally
up to me.

 

The help system is pretty good in terms of actual commands and the
introduction topic is good enough to show you how to do stuff, but doesn't
really explain what it is you need to do.

 

Is there somewhere I should go in the game to start getting missions or find
this stuff out?

Google hasn't been very helpful with any links to documentation either.

Any advice or links gratefully received.

 

Thanks.

Nick.

 



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Re: [blind-gamers] Questions about playing Tube sim

2020-06-23 Thread Nick and Gemma Adamson
Hi Mert.
That might be a bug, I'll check it. If the station is closed then you shouldn't 
get marked down.

Thanks.
Nick.



-Original Message-
From: blind-gamers@groups.io  On Behalf Of Mert Anlar
Sent: 21 June 2020 00:13
To: blind-gamers@groups.io
Subject: Re: [blind-gamers] Questions about playing Tube sim

hi there;

what am I supposed to do when my next scheduled stop is closed? if I pass the 
next station after I got that anouncement, my passengers complain about 
thousands of passengers I left at the station.

note that I tell them the next station is closed.

On 16.06.2020 19:18 Nick and Gemma Adamson wrote:

> Hi lori.
> If you want to stop a run early you have to push f7 to request a relief crew. 
> The next time you open the doors then the new crew get on and the run ends.
> So, if your already at a platform you could cheat and close and open the 
> doors again to force this to happen.
>
> If you driver report says you are making to many announcements then this will 
> impact your customer service scores, not your safety score.
>
> In terms of which announcements are needed then:
> Announcement 3 before you close the doors.
> Announcement 1 as you are coming up to a station.
> Announcement 1 again once you stop at the station and open the doors.
>
> Thanks.
> Nick.
>
>
> -Original Message-
> From: blind-gamers@groups.io  On Behalf Of 
> lori duncan
> Sent: 15 June 2020 23:53
> To: blind-gamers@groups.io
> Subject: [blind-gamers] Questions about playing Tube sim
>
> Hi I'm wondering when playing Tube Sim if there's a way to get back to the 
> main menu from the game, as I accidentally selected the wrong run, when I 
> meant to pick a shorter one to practice with and hitting escape only pauses 
> and unpauses the game.  Also I'm told a lot I'm making the wrong pa 
> announcements when stopping at stations, when I know I'm not because I'm 
> pressing the pa button, number 1 to announce the station we're currrently 
> stopped at.  I was also given the safe pair of hands badge, despite still 
> getting customer complaints about too many pa announcements.
>
> I'd be glad of some tips from others as to how to improve my game play. 
> Thanks from Lori.
>
>
>
>
>
>
> 
>





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Re: [blind-gamers] Questions about playing Tube sim

2020-06-16 Thread Nick and Gemma Adamson
Hi lori.
If you want to stop a run early you have to push f7 to request a relief crew. 
The next time you open the doors then the new crew get on and the run ends.
So, if your already at a platform you could cheat and close and open the doors 
again to force this to happen.

If you driver report says you are making to many announcements then this will 
impact your customer service scores, not your safety score.

In terms of which announcements are needed then:
Announcement 3 before you close the doors.
Announcement 1 as you are coming up to a station.
Announcement 1 again once you stop at the station and open the doors.

Thanks.
Nick.


-Original Message-
From: blind-gamers@groups.io  On Behalf Of lori duncan
Sent: 15 June 2020 23:53
To: blind-gamers@groups.io
Subject: [blind-gamers] Questions about playing Tube sim

Hi I'm wondering when playing Tube Sim if there's a way to get back to the main 
menu from the game, as I accidentally selected the wrong run, when I meant to 
pick a shorter one to practice with and hitting escape only pauses and unpauses 
the game.  Also I'm told a lot I'm making the wrong pa announcements when 
stopping at stations, when I know I'm not because I'm pressing the pa button, 
number 1 to announce the station we're currrently stopped at.  I was also given 
the safe pair of hands badge, despite still getting customer complaints about 
too many pa announcements.

I'd be glad of some tips from others as to how to improve my game play. Thanks 
from Lori.






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Re: [blind-gamers] N A Soft is pleased to announce a new version of Tube Sim, v1.1

2020-06-15 Thread Nick and Gemma Adamson
Hi Lori.

Have you made sure you’ve got enough air pressure, f4 tells you that, and have 
you made sure your doors are closed.

 

Thanks.

Nick.

 

 

From: blind-gamers@groups.io  On Behalf Of lori duncan
Sent: 15 June 2020 08:06
To: blind-gamers@groups.io
Subject: Re: [blind-gamers] N A Soft is pleased to announce a new version of 
Tube Sim, v1.1

 

Hi Nick, I'm trying to play the latest Tube Sim version, but am unable to move 
my train with the deadman switch with either tab or f12.  When I hold down tab 
nothing happens and when I press f12 nothing happens either.  I've tried 
disabling Jaws, but that hasn't helped, and I'm running the latest version.  Do 
you know what could be wrong?  I'm using windows 7 on a del laptop.

Thanks from Lori.

On 15/06/2020 00:45, Nick and Gemma Adamson wrote:

Hi All.

In 2016 I released Tube Sim, a simulation of the London Underground train 
system where you get to drive the tube.

Today, June 15th, 2020, I’m pleased to let you know I’ve released an update to 
Tube Sim.

In game audio is now available in French and significant updates to the code 
have been made to allow the possibility of supporting more languages in the 
future.

The update also contains a number of bug fixes and minor updates for all 
languages including:

removing a number of leading silences in audio files.

reducing the possibility of large speed reductions.

improving the carriage temperature system to avoid implausible values.

, improving a number of sounds and rerecording some prompts.

Reducing the sound of outside ambience events when near a platform.

Option in the main menu to select language.

Option in the main menu to switch on and off unit announcements during game 
play.

Improved intelligence of passenger boarding and disembarking code.

 

To find out more about Tube Sim and to download visit 
http://www.ndadamson.com/index.php?slab=tube-sim

For details for upgrading an existing version please check out 
http://www.ndadamson.com/index.php?slab=tube-sim-version-information

 

Happy driving.

Nick.

 

N A Soft.

 




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[blind-gamers] N A Soft is pleased to announce a new version of Tube Sim, v1.1

2020-06-14 Thread Nick and Gemma Adamson
Hi All.

In 2016 I released Tube Sim, a simulation of the London Underground train
system where you get to drive the tube.

Today, June 15th, 2020, I'm pleased to let you know I've released an update
to Tube Sim.

In game audio is now available in French and significant updates to the code
have been made to allow the possibility of supporting more languages in the
future.

The update also contains a number of bug fixes and minor updates for all
languages including:

removing a number of leading silences in audio files.

reducing the possibility of large speed reductions.

improving the carriage temperature system to avoid implausible values.

, improving a number of sounds and rerecording some prompts.

Reducing the sound of outside ambience events when near a platform.

Option in the main menu to select language.

Option in the main menu to switch on and off unit announcements during game
play.

Improved intelligence of passenger boarding and disembarking code.

 

To find out more about Tube Sim and to download visit
http://www.ndadamson.com/index.php?slab=tube-sim

For details for upgrading an existing version please check out
http://www.ndadamson.com/index.php?slab=tube-sim-version-information

 

Happy driving.

Nick.

 

N A Soft.

 


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Re: [blind-gamers] Tube Sim Update on the way, do you have any bugs you'd like to see fixed?

2020-06-07 Thread Nick and Gemma Adamson
Hi Josive.

 

Thanks for the idea, but for now I’m not planning an auto updater.

The game will tell you when a new version is available for you to go and 
download and install manually.

 

Thanks.

Nick.

 

From: blind-gamers@groups.io  On Behalf Of joseph 
weakland via groups.io
Sent: 31 May 2020 23:52
To: blind-gamers@groups.io
Subject: Re: [blind-gamers] Tube Sim Update on the way, do you have any bugs 
you'd like to see fixed?

 

i have an idea can you include an auto updater or would we have to download the 
fresh zip if using portable version?

 

On 5/31/2020 3:11 PM, Nick and Gemma Adamson wrote:

Hi Everyone.

For those of you who don’t know me my name is Nick Adamson. I develop audio 
games under the N A Soft branding.

A couple of years ago I released Tube Sim, an audio simulator of the London 
Underground.

 

I’m about to release an update to the game. The main change is to support 
multiple languages, in this update I’ll be adding French as the first 
non-English language supported.

 

For English players there will be very little difference however I thought I’d 
try and fix a couple of small minor things. I’ve not got the time to make any 
major changes like adding new lines or supporting whole new cities.

 

So far on my list of things to look at is:

1.   At Stratford on the Central Line, it says: “Change here for the 
Jubilee Line and the Jubilee Line” i.e. the Jubilee Line is announced twice

2.   Put checks in to avoid really abrupt speed changes

3.   Hitting the buffers in a depo will now become a safety infraction.

4.   Put some limits on the carriage temperatures so you don’t get crazy 
numbers, as well as make the number changing a bit slower.

5.   Turn down the siren on the outside ambiance.

 

If you’ve played the current version and have any bugs you’d like to report 
that aren’t on the above list, even if you’ve told me about them before, please 
let me know.

I’ve not got a huge amount of time and any bugs reported will make it into the 
update based on how critical they are and how much time it’ll take to fix. 
Sorry, I’d love to take on a load of updates like supporting new cities or 
being able to switch your train, but this is only a very minor release.

 

Thanks.

Nick.

 

 

 

-- 
email
josephweakl...@icloud.com <mailto:josephweakl...@icloud.com> 
sent from joseph's windows pc




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Re: [blind-gamers] Tube Sim Update on the way, do you have any bugs you'd like to see fixed?

2020-06-07 Thread Nick and Gemma Adamson
Hi Yusuf.

Yep, I really wish I’d done that in the first place but unpicking it and 
getting it in at this point would be a more major activity than I’m planning 
for this time.

 

Thanks.

Nick.

 

 

From: blind-gamers@groups.io  On Behalf Of Yusuf Osman
Sent: 31 May 2020 23:00
To: blind-gamers@groups.io
Subject: Re: [blind-gamers] Tube Sim Update on the way, do you have any bugs 
you'd like to see fixed?

 

Nick, the one thing I would like altered is the way the simulator currently 
deals with lines with branches. If you are on the Northern Line it simply 
allows you to go through all the stations as if they were on the same track, 
which they aren’t. It is the same with the District Line, and in-fact any other 
lines that split. I’d like to be able to select which of the branches to drive.

 

That might be quite difficult to sort out though.

Yusuf

 

From: blind-gamers@groups.io  On Behalf Of Nick and 
Gemma Adamson
Sent: 31 May 2020 21:12
To: blind-gamers@groups.io
Subject: [blind-gamers] Tube Sim Update on the way, do you have any bugs you'd 
like to see fixed?

 

Hi Everyone.

For those of you who don’t know me my name is Nick Adamson. I develop audio 
games under the N A Soft branding.

A couple of years ago I released Tube Sim, an audio simulator of the London 
Underground.

 

I’m about to release an update to the game. The main change is to support 
multiple languages, in this update I’ll be adding French as the first 
non-English language supported.

 

For English players there will be very little difference however I thought I’d 
try and fix a couple of small minor things. I’ve not got the time to make any 
major changes like adding new lines or supporting whole new cities.

 

So far on my list of things to look at is:

1.  At Stratford on the Central Line, it says: “Change here for the Jubilee 
Line and the Jubilee Line” i.e. the Jubilee Line is announced twice
2.  Put checks in to avoid really abrupt speed changes
3.  Hitting the buffers in a depo will now become a safety infraction.
4.  Put some limits on the carriage temperatures so you don’t get crazy 
numbers, as well as make the number changing a bit slower.
5.  Turn down the siren on the outside ambiance.

 

If you’ve played the current version and have any bugs you’d like to report 
that aren’t on the above list, even if you’ve told me about them before, please 
let me know.

I’ve not got a huge amount of time and any bugs reported will make it into the 
update based on how critical they are and how much time it’ll take to fix. 
Sorry, I’d love to take on a load of updates like supporting new cities or 
being able to switch your train, but this is only a very minor release.

 

Thanks.

Nick.

 

 

 




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Re: [blind-gamers] Tube Sim Update on the way, do you have any bugs you'd like to see fixed?

2020-06-07 Thread Nick and Gemma Adamson
Hi Miloš.

When you launch the updated game for the first time you’ll be asked which 
language you wish to use.

There’s also an option in the main menu to change language.

 

Thanks.

Nick.

 

From: blind-gamers@groups.io  On Behalf Of Milos Przic
Sent: 01 June 2020 12:09
To: blind-gamers@groups.io
Subject: Re: [blind-gamers] Tube Sim Update on the way, do you have any bugs 
you'd like to see fixed?

 

 

Hi Niak,

Great stuff! I play Tube Sim or Park Boss every now and then, and I like them a 
lot!

Will it be possible to change the language in the menu, as I would also like to 
play in French? If I understand well, even in the french interface the city is 
London for now?

Keep up the good work!

  Miloš

- Original Message - 

From: Nick and Gemma Adamson <mailto:n...@ndadamson.com>

To: blind-gamers@groups.io <mailto:blind-gamers@groups.io>

Sent: Sunday, May 31, 2020 10:11 PM

Subject: [blind-gamers] Tube Sim Update on the way, do you have any bugs you'd 
like to see fixed?

 

Hi Everyone.

For those of you who don’t know me my name is Nick Adamson. I develop audio 
games under the N A Soft branding.

A couple of years ago I released Tube Sim, an audio simulator of the London 
Underground.

 

I’m about to release an update to the game. The main change is to support 
multiple languages, in this update I’ll be adding French as the first 
non-English language supported.

 

For English players there will be very little difference however I thought 
I’d try and fix a couple of small minor things. I’ve not got the time to 
make any major changes like adding new lines or supporting whole new cities.

 

So far on my list of things to look at is:

1.  At Stratford on the Central Line, it says: “Change here for the 
Jubilee Line and the Jubilee Line” i.e. the Jubilee Line is announced twice 
2.  Put checks in to avoid really abrupt speed changes 
3.  Hitting the buffers in a depo will now become a safety infraction. 
4.  Put some limits on the carriage temperatures so you don’t get crazy 
numbers, as well as make the number changing a bit slower. 
5.  Turn down the siren on the outside ambiance.

 

If you’ve played the current version and have any bugs you’d like to report 
that aren’t on the above list, even if you’ve told me about them before, 
please let me know.

I’ve not got a huge amount of time and any bugs reported will make it into 
the update based on how critical they are and how much time it’ll take to 
fix. Sorry, I’d love to take on a load of updates like supporting new cities 
or being able to switch your train, but this is only a very minor release.

 

Thanks.

Nick.

 

 

 




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[blind-gamers] Tube Sim Update on the way, do you have any bugs you'd like to see fixed?

2020-05-31 Thread Nick and Gemma Adamson
Hi Everyone.

For those of you who don't know me my name is Nick Adamson. I develop audio
games under the N A Soft branding.

A couple of years ago I released Tube Sim, an audio simulator of the London
Underground.

 

I'm about to release an update to the game. The main change is to support
multiple languages, in this update I'll be adding French as the first
non-English language supported.

 

For English players there will be very little difference however I thought
I'd try and fix a couple of small minor things. I've not got the time to
make any major changes like adding new lines or supporting whole new cities.

 

So far on my list of things to look at is:

1.  At Stratford on the Central Line, it says: "Change here for the
Jubilee Line and the Jubilee Line" i.e. the Jubilee Line is announced twice
2.  Put checks in to avoid really abrupt speed changes
3.  Hitting the buffers in a depo will now become a safety infraction.
4.  Put some limits on the carriage temperatures so you don't get crazy
numbers, as well as make the number changing a bit slower.
5.  Turn down the siren on the outside ambiance.

 

If you've played the current version and have any bugs you'd like to report
that aren't on the above list, even if you've told me about them before,
please let me know.

I've not got a huge amount of time and any bugs reported will make it into
the update based on how critical they are and how much time it'll take to
fix. Sorry, I'd love to take on a load of updates like supporting new cities
or being able to switch your train, but this is only a very minor release.

 

Thanks.

Nick.

 

 

 


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[blind-gamers] Tube Sim in French.

2020-05-01 Thread Nick and Gemma Adamson
Hi All.

I hope your all keeping well in these crazy times.

A couple of months ago I was contacted with regards translating Tube Sim, my
audio game based on the London underground, into French.

Manu has been making progress on the translation and on Sunday the 3rd at 4
PM, French time, he'll be talking about his progress on his Facebook page.
The presentation will be in French so if your language skills are better
than mine and you'd like to hear how he's getting on then please visit
https://www.facebook.com/manudpk38/live/ on Sunday for his video.

 

I want to say a public thank you to Manu for all the time he's putting into
this. It's not quite ready for release yet but when it is, I'm sure you'll
be impressed.

 

If you've never heard of Tube Sim and want to check it, or any of my other
games, out, see www.ndadamson.com  

 

Kind Regards.

Nick.

N A Soft

 

 


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Re: [blind-gamers] Give me your thoughts

2020-04-01 Thread Nick and Gemma Adamson
Hi Justin.
That is your definition of abandoned, not everyone may agree with your 
definition.
With out a specific statement that says the software is abandoned then you have 
no way of knowing whether your definition applies.

How do you know that a company hasn't sold the IPR to someone else, how do you 
know that the company hasn't rebranded?
Its these kinds of points that make this so interesting, and why this isn't 
black and white.

Thanks.
Nick.


-Original Message-
From: blind-gamers@groups.io  On Behalf Of Justin Jones
Sent: 01 April 2020 16:05
To: blind-gamers@groups.io
Subject: Re: [blind-gamers] Give me your thoughts

I made it very clear what constitutes "abandonment" in my examples; there is no 
ambiguity here, but I will have another go at it:

If you release a piece of software and sell it, then you own that software and 
have the right to pursue legal action against people that crack said piece of 
software. If you indicate that you are discontinuing support for that piece of 
software, but still maintain your web site and your business, your rights to 
pursue legal action still exist. However, if you dissolve your business and 
shut down your web site, then you have "abandoned" that software and any legal 
rights to it.

I hope this clarifies my position a bit more.

On 4/1/20, Nick and Gemma Adamson  wrote:
> Hi Justin.
> I understand your position.
> The Obvious point here is who makes the decision that the item has 
> been abandoned.
> Surely the only person that can make that decision is the owner.
>
> Take your example.
> I'd be pretty ticked off if I left food in a public area and someone 
> went and ate it on the assumption that it had been "abandoned". If I 
> said to the rest of the people in the house, "I don't want this help 
> yourself" then that’s been abandoned, but without that statement if I 
> put it down, walk away from it as far as everyone else in the house is 
> concerned then it's not been abandoned and they would be wrong to eat it.
>
> Let's take that a bit further.
> If I left something in a shared house, left the house and forgot the 
> thing, I would still be in my rights to go back and pick it up, I've 
> not abandoned it. That is why a tenancy agreement often has a 
> statement regarding what happens to any belongings you leave in the house at 
> the end of your tenancy.
> With out some sort of agreement of the owner of the item detailing how 
> transfer of ownership happens then know one has the right to take 
> ownership of something without the consent of the original owner.
>
> My point on this stuff is unless someone has specifically released all 
> rights to something, then they still own it, and there for its not 
> abandoned.
>
> Thanks.
> Nick.
>
>
> -Original Message-
> From: blind-gamers@groups.io  On Behalf Of 
> Justin Jones
> Sent: 01 April 2020 14:33
> To: blind-gamers@groups.io
> Subject: Re: [blind-gamers] Give me your thoughts
>
> I'm sorry, I have to disagree with you here. If you, as a developer, 
> have abandoned, and this is very deliberate wording here, rather than 
> stopped supporting, again, very specific wording here, you have, in 
> essence, given up any pretense at ownership. Now, if you, as a 
> developer, see that there is interest in that old product and you pick 
> it up again/start selling it on your web site, then the software is not 
> abandoned.
>
> Short answer: you are not stealing something that has been abandoned 
> (see above for what I mean by "abandoned").
>
> Since you answered my question, I will answer yours. If someone "abandons,"
> and not merely mislays/misplaces something, then they have given up 
> all ownership to it. If I, for instance, have some canned food that I 
> do not want and simply leave out in my apartment building's lounge, I 
> have abandoned that property, i.e. given up any pretense at ownership. 
> If someone abandons a farm and there are still crops growing there, 
> then those crops are free for the taking by anyone who wants them. 
> Regarding buildings, that gets a little more complicated as there are 
> other ordinances that may be in place that dictates what happens to a 
> building that has been abandoned. Make sense?
>
> On 4/1/20, Nick and Gemma Adamson  wrote:
>> Hi Justin.
>> A single word, consent.
>> It comes down to who owns the intellectual property.
>> As a dev When I write software for my company they own the 
>> intellectual property, when I code in my own time, what little of it 
>> I get, I own the intellectual property.
>>
>> As the owner of the property, weather physical or not it is still my 
>> property and there for its my choice what I do with it.

Re: [blind-gamers] Give me your thoughts

2020-04-01 Thread Nick and Gemma Adamson
Hi Justin.
I understand your position.
The Obvious point here is who makes the decision that the item has been 
abandoned.
Surely the only person that can make that decision is the owner.

Take your example.
I'd be pretty ticked off if I left food in a public area and someone went and 
ate it on the assumption that it had been "abandoned". If I said to the rest of 
the people in the house, "I don't want this help yourself" then that’s been 
abandoned, but without that statement if I put it down, walk away from it as 
far as everyone else in the house is concerned then it's not been abandoned and 
they would be wrong to eat it.

Let's take that a bit further.
If I left something in a shared house, left the house and forgot the thing, I 
would still be in my rights to go back and pick it up, I've not abandoned it. 
That is why a tenancy agreement often has a statement regarding what happens to 
any belongings you leave in the house at the end of your tenancy. With out some 
sort of agreement of the owner of the item detailing how transfer of ownership 
happens then know one has the right to take ownership of something without the 
consent of the original owner.

My point on this stuff is unless someone has specifically released all rights 
to something, then they still own it, and there for its not abandoned.

Thanks.
Nick.


-Original Message-
From: blind-gamers@groups.io  On Behalf Of Justin Jones
Sent: 01 April 2020 14:33
To: blind-gamers@groups.io
Subject: Re: [blind-gamers] Give me your thoughts

I'm sorry, I have to disagree with you here. If you, as a developer, have 
abandoned, and this is very deliberate wording here, rather than stopped 
supporting, again, very specific wording here, you have, in essence, given up 
any pretense at ownership. Now, if you, as a developer, see that there is 
interest in that old product and you pick it up again/start selling it on your 
web site, then the software is not abandoned.

Short answer: you are not stealing something that has been abandoned (see above 
for what I mean by "abandoned").

Since you answered my question, I will answer yours. If someone "abandons," and 
not merely mislays/misplaces something, then they have given up all ownership 
to it. If I, for instance, have some canned food that I do not want and simply 
leave out in my apartment building's lounge, I have abandoned that property, 
i.e. given up any pretense at ownership. If someone abandons a farm and there 
are still crops growing there, then those crops are free for the taking by 
anyone who wants them. Regarding buildings, that gets a little more complicated 
as there are other ordinances that may be in place that dictates what happens 
to a building that has been abandoned. Make sense?

On 4/1/20, Nick and Gemma Adamson  wrote:
> Hi Justin.
> A single word, consent.
> It comes down to who owns the intellectual property.
> As a dev When I write software for my company they own the 
> intellectual property, when I code in my own time, what little of it I 
> get, I own the intellectual property.
>
> As the owner of the property, weather physical or not it is still my 
> property and there for its my choice what I do with it.
> As to harm, there's absolutely no harm, however in my eyes its still 
> classified as steeling.
>
> Its very different if the dev makes a public statement abandoning the work.
> At that point they may specifically say that they release all rights 
> to the software, then at that point go for it. But IMO unless the dev 
> specifically says that then it's still their property and by making 
> assumptions about weather something has been abandoned or not your 
> taking the dev's IP without consent.
>
> For me this is all about consent.
>
> So, I've answered your question, I'd love to hear your answers to my 
> questions, I'm genuinely interested in to how people think on this 
> kind of thing.
>
> Thanks.
> Nick.
>
> -Original Message-
> From: blind-gamers@groups.io  On Behalf Of 
> Justin Jones
> Sent: 01 April 2020 11:21
> To: blind-gamers@groups.io
> Subject: Re: [blind-gamers] Give me your thoughts
>
> I am going to counter your question with a question: what is the harm 
> in using software that a developer no longer uses/makes any profit off of?
>
> On 4/1/20, Nick and Gemma Adamson  wrote:
>> Hi all.
>>
>> Interesting conversation.
>> So far everyone has pretty much said its fine.
>> Other than "So I can play it" are what are your reasons for this.
>>
>> I come at it from a slightly different angle, although i get why some 
>> of you think it's OK and I also don't feel software should just die.
>> If it was a physical thing, car, building, computer, whatever, that 
>> had been abandoned would you think it would be OK

Re: [blind-gamers] Give me your thoughts

2020-04-01 Thread Nick and Gemma Adamson
Hi Justin.
A single word, consent.
It comes down to who owns the intellectual property.
As a dev When I write software for my company they own the intellectual 
property, when I code in my own time, what little of it I get, I own the 
intellectual property.

As the owner of the property, weather physical or not it is still my property 
and there for its my choice what I do with it.
As to harm, there's absolutely no harm, however in my eyes its still classified 
as steeling.

Its very different if the dev makes a public statement abandoning the work. At 
that point they may specifically say that they release all rights to the 
software, then at that point go for it. But IMO unless the dev specifically 
says that then it's still their property and by making assumptions about 
weather something has been abandoned or not your taking the dev's IP without 
consent.

For me this is all about consent.

So, I've answered your question, I'd love to hear your answers to my questions, 
I'm genuinely interested in to how people think on this kind of thing.

Thanks.
Nick.

-Original Message-
From: blind-gamers@groups.io  On Behalf Of Justin Jones
Sent: 01 April 2020 11:21
To: blind-gamers@groups.io
Subject: Re: [blind-gamers] Give me your thoughts

I am going to counter your question with a question: what is the harm in using 
software that a developer no longer uses/makes any profit off of?

On 4/1/20, Nick and Gemma Adamson  wrote:
> Hi all.
>
> Interesting conversation.
> So far everyone has pretty much said its fine.
> Other than "So I can play it" are what are your reasons for this.
>
> I come at it from a slightly different angle, although i get why some 
> of you think it's OK and I also don't feel software should just die.
> If it was a physical thing, car, building, computer, whatever, that 
> had been abandoned would you think it would be OK to take it in that 
> scenario? That's not a judgemental question, it’s an open enquiry. How 
> about an abandoned farm, would you take some of the fruit or whatever 
> was growing? If you say no to a physical thing but yes to software, 
> why do you see it as being different, again, I'm making no judgements, 
> I'm genuinely interested in your thinking.
> If you think its OK and this is justified because we don't have that 
> many games, what is your thinking for why this should change things?
>
>
> Personally, if you've bought the game and but are unable to access 
> your key then I would say it's OK. If not or the game was freeware then I'd 
> say no.
> The software is owned by the developer and what they choose to do with 
> it is up to them, if they choose to abandon it then that is there 
> choice, I don't think we have the right to take their work without 
> permission, even if that does mean that the game is no longer available.
>
> Having said that, as a dev, I'm maybe a bit biased.
> Thanks.
> Nick.
>
>
> -Original Message-
> From: blind-gamers@groups.io  On Behalf Of 
> Justin Jones
> Sent: 01 April 2020 10:40
> To: blind-gamers@groups.io
> Subject: Re: [blind-gamers] Give me your thoughts
>
> If the developer indeed no longer has a presence/does not support 
> their software, then the game would be classified as "abandonware."
> The answer, most definitively, is no, it is not wrong to crack abandonware.
>
> On 4/1/20, michael barnes  wrote:
>>
>>
>> Me personally I don't think it is wrong. Especially if you purchased 
>> the software.
>> I also don't think it is wrong if the developer just up and left with 
>> no trace to contact the developer. That is just like Bavisoft and 
>> VipGamesZone.
>> It is sad for those who want to get a copy of a software that is no 
>> longer available for purchase and download. I personally don't see 
>> anything wrong with giving that person a crack to activate the 
>> software. Obviously the developer don't care what happens to their 
>> software.
>> If the developer care for what happens with their software then they 
>> would do a couple of things. One they would unlock it so that people 
>> could get it.
>> Two they would at least have a way for you to contact them to get the 
>> software even if you have to pay for it. I see this happening a lot 
>> in the audio game world.
>>
>>
>>
>>
>
>
> --
> Justin M. Jones, M.A.
> atreides...@gmail.com
> (254) 624-9155
> 701 Ewing St. #509-C, Ft. Wayne IN, 46802
>
>
>
>
>
> 
>
>


--
Justin M. Jones, M.A.
atreides...@gmail.com
(254) 624-9155
701 Ewing St. #509-C, Ft. Wayne IN, 46802





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Re: [blind-gamers] Give me your thoughts

2020-04-01 Thread Nick and Gemma Adamson
Hi all.

Interesting conversation.
So far everyone has pretty much said its fine.
Other than "So I can play it" are what are your reasons for this.

I come at it from a slightly different angle, although i get why some of you 
think it's OK and I also don't feel software should just die.
If it was a physical thing, car, building, computer, whatever, that had been 
abandoned would you think it would be OK to take it in that scenario? That's 
not a judgemental question, it’s an open enquiry. How about an abandoned farm, 
would you take some of the fruit or whatever was growing? If you say no to a 
physical thing but yes to software, why do you see it as being different, 
again, I'm making no judgements, I'm genuinely interested in your thinking.
If you think its OK and this is justified because we don't have that many 
games, what is your thinking for why this should change things?


Personally, if you've bought the game and but are unable to access your key 
then I would say it's OK. If not or the game was freeware then I'd say no. The 
software is owned by the developer and what they choose to do with it is up to 
them, if they choose to abandon it then that is there choice, I don't think we 
have the right to take their work without permission, even if that does mean 
that the game is no longer available.

Having said that, as a dev, I'm maybe a bit biased.
Thanks.
Nick.


-Original Message-
From: blind-gamers@groups.io  On Behalf Of Justin Jones
Sent: 01 April 2020 10:40
To: blind-gamers@groups.io
Subject: Re: [blind-gamers] Give me your thoughts

If the developer indeed no longer has a presence/does not support their 
software, then the game would be classified as "abandonware."
The answer, most definitively, is no, it is not wrong to crack abandonware.

On 4/1/20, michael barnes  wrote:
>
>
> Me personally I don't think it is wrong. Especially if you purchased 
> the software.
> I also don't think it is wrong if the developer just up and left with 
> no trace to contact the developer. That is just like Bavisoft and 
> VipGamesZone.
> It is sad for those who want to get a copy of a software that is no 
> longer available for purchase and download. I personally don't see 
> anything wrong with giving that person a crack to activate the 
> software. Obviously the developer don't care what happens to their 
> software.
> If the developer care for what happens with their software then they 
> would do a couple of things. One they would unlock it so that people 
> could get it.
> Two they would at least have a way for you to contact them to get the 
> software even if you have to pay for it. I see this happening a lot in 
> the audio game world.
>
> 
>
>


--
Justin M. Jones, M.A.
atreides...@gmail.com
(254) 624-9155
701 Ewing St. #509-C, Ft. Wayne IN, 46802





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Re: [blind-gamers] Coming up with ideas for a new game project.

2018-05-18 Thread Nick and Gemma Adamson
Hi Aaron.
Thanks. I guess you could call the concept an extension of what I did in Park 
boss.
However, with any luck, it won't just feel like you're playing a bigger version 
of the same game. Game play is going to be quite different.
BGT is OK for what it is. Unfortunately it's got its limits. For me the major 
issues with it are the lack of multi-threading, There's going to be a fair bit 
of background processing going on in City Boss which would make the game feel 
very sluggish if it was all single threaded. The lack of full proper 3d audio, 
particularly positional audio that moves around the listener as they change 
direction and the performance, it's just not quite quick enough for what I'm 
after.

I'd love to see BGT get an update, mainly to see if the anti-virus issue could 
be resolved as it's great for quickly pulling a project together but personally 
for me I think I've hit its limits. There were things I wanted to do in Tube 
Sim which I really had to cludge together in BGT that could have been done 
easier with a more complete language.

As a day job I'm a c++ software engineer and it's been my main professional 
language for about 13 years now so it was the obvious way to go for me for City 
Boss. I'm using a couple of other third party libraries. FMOD for sound, an 
epic 3d audio library with all sorts of fun bells and whistles. I'm also using 
SDL, a library for simple 2d graphics, multi-threading, eventing and input.
If only I had more time to spend on City Boss, at the moment it’s a bit slow 
going.

Thanks.
Nick.


-Original Message-
From: blind-gamers@groups.io [mailto:blind-gamers@groups.io] On Behalf Of 
valiant8086
Sent: 18 May 2018 15:44
To: blind-gamers@groups.io
Subject: Re: [blind-gamers] Coming up with ideas for a new game project.

Hi.


I like this. What's more, it's similar to other projects you have so 
something you have a good idea how to do already. You could in theory do 
this with bgt too I think, if you actually ended up needing to stick 
with it for one reason or another.


Cheers:
Aaron Spears, A.K.A. valiant8086. General Partner - Valiant Galaxy Associates 
"We make Very Good Audiogames for the blind community - 
http://valiantGalaxy.com;



On 2/11/2018 5:35 PM, Nick and Gemma Adamson wrote:
> Hi All.
> Thank you all for the ideas on and off list.
> It looks like Sims are very popular and I’ve got a great list of ideas you’ve 
> all suggested so thank you for your time.
>
> The idea that has captured my imagination, as you can see below, is a city 
> building simulator. I’ve been letting my mind run wild a bit and have pulled 
> together an idea of what I’m thinking. It’s potentially quite a big project 
> so don’t expect anything in the next month or so, 
> Also at this moment in time this has captured my imagination and I’m quite 
> enthusiastic about it however I’ve got a folder of projects sitting on my 
> computer that I’ve started and didn’t really go anywhere. I’m hoping this 
> won’t be another one of these. But I don’t believe in miss leading people so 
> consider the below a set of ideas which “could” turn in to a game, there’s no 
> promises.
>
> Take a look at the brain dump below. This isn’t a complete set of features I 
> think the game may have, it just some ideas I’ve had as I’ve been reading the 
> various replies I received. Are there additional things you’d like to add to 
> the wish list? Again, no promises that any of the below or any ideas will 
> make the final cut but if we’re thinking big then why not add things. It’s 
> much easier to add ideas in at the design stage rather than trying to squeeze 
> them in at a later date.
>
> So my ideas:
> Concept
> You start in an empty field. Your task is to take your empty field and turn 
> it in to a city. The main scoring mechanism is the population of your city.
> The terrain of your city plot will be randomly generated. Somewhere on the 
> field will be an interstate/motorway which you need to connect your road 
> system to for contact with the outside world. There may also be a river, 
> lake, mountains, sea shore, national railway link, natural resources such as 
> coal, iron, copper, gold, stone, ETC.
> The environment will be randomly set at the start. This will include factors 
> like average yearly temperature, rain fall, wind.
>
> Game play.
> I was thinking 2 modes of game play. A city planner part where all of the 
> money stuff is managed for you and it’s all about laying out your city and 
> designing the environment. In this mode every time you build a road it'll 
> automatically include the utility supply systems. The idea is that this mode 
> is more casual.
> The second mode is city mayor where all of the below is up to you. More 
> complex but allows for more interesting game play.
> You'll be able to move around your pl

Re: [blind-gamers] Coming up with ideas for a new game project.

2018-02-11 Thread Nick and Gemma Adamson
Hi All.
Thank you all for the ideas on and off list.
It looks like Sims are very popular and I’ve got a great list of ideas you’ve 
all suggested so thank you for your time.

The idea that has captured my imagination, as you can see below, is a city 
building simulator. I’ve been letting my mind run wild a bit and have pulled 
together an idea of what I’m thinking. It’s potentially quite a big project so 
don’t expect anything in the next month or so, 
Also at this moment in time this has captured my imagination and I’m quite 
enthusiastic about it however I’ve got a folder of projects sitting on my 
computer that I’ve started and didn’t really go anywhere. I’m hoping this won’t 
be another one of these. But I don’t believe in miss leading people so consider 
the below a set of ideas which “could” turn in to a game, there’s no promises.

Take a look at the brain dump below. This isn’t a complete set of features I 
think the game may have, it just some ideas I’ve had as I’ve been reading the 
various replies I received. Are there additional things you’d like to add to 
the wish list? Again, no promises that any of the below or any ideas will make 
the final cut but if we’re thinking big then why not add things. It’s much 
easier to add ideas in at the design stage rather than trying to squeeze them 
in at a later date.

So my ideas:
Concept
You start in an empty field. Your task is to take your empty field and turn it 
in to a city. The main scoring mechanism is the population of your city.
The terrain of your city plot will be randomly generated. Somewhere on the 
field will be an interstate/motorway which you need to connect your road system 
to for contact with the outside world. There may also be a river, lake, 
mountains, sea shore, national railway link, natural resources such as coal, 
iron, copper, gold, stone, ETC. 
The environment will be randomly set at the start. This will include factors 
like average yearly temperature, rain fall, wind.

Game play.
I was thinking 2 modes of game play. A city planner part where all of the money 
stuff is managed for you and it’s all about laying out your city and designing 
the environment. In this mode every time you build a road it'll automatically 
include the utility supply systems. The idea is that this mode is more casual.
The second mode is city mayor where all of the below is up to you. More complex 
but allows for more interesting game play.
You'll be able to move around your plot of land in a 3d sound environment, 
similar to how you did in Park Boss. Depending on what players think a future 
update may include the ability to drive around the city.
Most spoken text will be done using screen reader/tts however there'll be a 
spoken guide that is able to give context sensitive hints, this is the help 
system.
I'm planning that there will be basic textual information on screen. 
Interaction will be via keyboard or game controller.
You'll be able to build multiple cities at one time and the mode, planner or 
mayor, will be set on a per city basis.
In a future version you may even be able to tour other player’s cities.

Utilities
For water supply, power, telephone/internet service, natural gas, water 
purification, ETC., you start out by getting this from the national grid. Each 
will have a cost associated with the supply of the utility. You will be able to 
build industrial facilities for all possible utilities which can reduce the 
need for the national grid. There will be different types of industrial units 
you can build. For instance, for power you could build different types of power 
plant, nuclear, coal, gas, wind, hydro, sola. Each will have an associated cost 
for building and then ongoing generation. You’ll be able to sell services back 
to the national grid to make money. You’ll also be able to sell your services 
back to other real world players using some sort of online being and selling 
system. You’ll be able to set your prices and undercut other players and the 
national grid. When building your city you’ll need to build supply lines for 
the utilities to the development in your city.

Transportation:
Your city will be linked using various transportation systems. Roads, Metro 
train system, busses, cycle and walking paths, ETC. you’ll be able to Control 
schedules and routes for busses and trains. Roads will be different types from 
major high ways to more suburban routes. You’ll be able to place gas stations 
and be able to select the mix of gasoline to electric charge points.

Buildings:
The main point will be building. There’ll be industrial buildings, factories, 
farms, offices, ETC. basically most of your population are employed at the 
industrial buildings, these will be privately run and once built you won't need 
to manage each industrial building. There'll be city facilities, schools, 
garbage collection, city hall, leisure centres, parks, police, fire service, 
ambulance, hospitals, ETC., which will have employees who you'll 

[blind-gamers] Coming up with ideas for a new game project.

2018-02-10 Thread Nick and Gemma Adamson
Hi All.
As you may know I develop audio games and currently have 3 titles I've
released over the last 6 years, check out www.ndadamson.com for Dotris, Park
Boss, and Tube Sim.

I'm trying to come up with a new project that I can work on and I thought
I'd ask what area do players feel is lacking with in the audio games
community.
As a day job I'm a developer in a field which is not related to games at all
so developing audio games is something I do for fun.
So I'm after your ideas. What is a type of game which you'd like to play
which there's not an audio game for?
Now that's quite a big question so I'm going to put some limits.
1.  I'm not after a whole game synopsis or script yet. A brief paragraph
is more than enough. Tell me just enough so I get the idea of the game or
the type of game you'd like to play.
2.  I'm not interested in rewriting an audio game that already exists.
That's not to say that if your idea has enough differences to something that
already exists it won't be considered. For example, suggesting a "better
racing game" is a bit vague. You'd need to tell me why it's not the same as
topspeed3. Or a submarine simulator, why isn't it lone wolf. Feel free to
consider games from the past that are no longer available but what would
make it better.
3.  I'm not really interested in developing another first person shooter
or version of space invaders.
4.  I'm not really in to games that don't really have any skill to them.
That's not to say the concept of casual games shouldn't be suggested, but
I'd like to develop a game that has replay value and isn't something that
you'd play for 15 minutes before getting board of.
5.  Consider game genres. Think big, Think small, Think card games,
Think board games, Think simulator, think adventure games, think games that
tell a story, think games that don't, basically let your imagination run
wild, other than the couple of limits above, know idea is off the table.

For those who have played the games I've released are there any areas that I
could improve on. I'm not after specific changes you'd like to see, it's
more of a general question, Better audio, more immersive, less repetitive,
more or less challenging. I'm looking for things that will help with future
developments. One of the things is I'm going to be moving away from BGT as a
development environment, I think I've just about hit the limits of what it
can do.

There's no promises that any ideas will be taken forward, and don't expect
anything to be released in the next couple of weeks. Really what I'm hoping
will happen is that someone will suggest something and it'll grab my
attention and spark my imagination.

Thanks.
Nick.


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