Re: [blind-gamers] News about Ebon Sky Studios and Paul stepping down

2022-04-13 Thread Scott Chesworth
All the best with whatever you take on next Paul, sending hope for Papa 
Lemm too.



Scott

On 4/13/2022 6:13 PM, Paul Lemm wrote:


Hi everyone,

It is with an in credibly heavy heart that I have to make the 
announcement that I will be stepping down as lead programmer for Ebon 
Sky Studios, due to family issues. Some people will already be aware, 
but my dad has been battling lung cancer now for the last 
two-and-a-half years. My dad is still going strong--all things 
considered—but I want to focus my full time on family.


Recoding Sable from the ground up is a massive undertaking, one which 
will require a huge commitment of time and resources, which for the 
foreseeable future I sadly don't feel I would be able to dedicate to 
such a project in order to truly do it justice. Even though I will be 
leaving Ebon Sky Studios, the rest of the team will be continuing to 
develop software, so this is definitely not the end for Ebon Sky 
Studios, just the end of my particular journey with the company. I 
know people may feel let down by me leaving, but hopefully people 
understand my reasons and the importance of family coming first.


Even though I’m leaving I want to thank each and every member of the 
community for all the support and love you have all shown myself and 
Sable over the past couple of years. Your continued support and faith 
in the project has been what’s kept me going, often keeping me up 
until the early hours of the morning coding away. Sable was always a 
labour of love for me, although the current build of Sable had many 
shortcomings and as it was my first full coding project I made a lot 
of newbie coding mistakes. However, I learnt a lot and had fun writing 
Sable and getting to see the joy it brought to people that played 
around with it. Even though I’m stepping down, hopefully the fact we 
have decided to continue to allow access to Sable--even if only for 
private use--this means that people who have enjoyed playing around 
with Sable and building projects can continue to get enjoyment from 
the current build.


The Ebon Sky Studios team will be making an official announcement in 
the coming days along with posting the promised download link for 
those interested in continuing to play around with the current build 
of Sable.


Once again, I just want to thank everyone for their continued support 
over the past few years, I also wish Ebon Sky Studios all the best 
with any future ventures and have full faith in them continuing the 
development of Sable.


Paul Lemm





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Re: [blind-gamers] Important information about the future of Ebon Sky Studios, Sable and Crimson Eclipse

2022-02-05 Thread Scott Chesworth
Oh man, that's a rough break! Thanks for the transparency. Here's hoping 
that the team can regroup and find a way forward.



All my best to everyone who's invested effort,


Scott


On 05/02/2022 17:20, Ebon sky studios wrote:


Hello all,

We regret that we have to pass along some very bad news to all of you:

we are going to have to put the production of Sable and our first 
game--Crimson Eclipse--on hold.


Without going into excruciating detail, we have discovered that BGT 
has an inherent issue with memory management, in other words, memory 
leaks. This memory issue isn't as noticeable in most games created 
using BGT, given that they don't require large amounts of data to be 
saved/loaded into/out of RAM using the scripting language's built-in 
memory management functions. On the other hand, game projects created 
using Sable are not hard-coded, but are frequently reading/writing to 
numerous external data files. This difference in process is where 
BGT's memory management functions do not work properly and why we have 
the potential for severe memory leak issues. After some investigative 
tinkering with Sable’s source code our programmer  Paul was able to 
optimize the application a little. Unfortunately, the optimizations 
just weren’t enough. Since the memory issues are inherent to BGT 
itself and not Sable, no matter how much we optimise, they cannot ever 
be completely overcome.


During our team meeting on 1 February, we discussed our best course of 
action. After some soul-searching, we decided that we needed to 
suspend all operations on both Sable and Crimson Eclipse. We do not 
want to release a product that has the potential to crash any of your 
computers. If someone did that to us, we’d be pissed and want to go 
running for the torches and pitchforks. We decided, that no matter how 
painful and soul-destroying it is for us personally, we will not 
release any sort of commercial product written in BGT.


At the moment, we have decided to step back for a little while and 
catch our breath. We need to give ourselves time to recover and think 
things through before we decide on our next course of action. We still 
want to create both quality developer tools and games with those 
tools, but we will need to reconsider our approach. The good news is 
that we learned a lot over these many years that we worked on Sable 
and Crimson Eclipse. We know what, and what not, to do in the future 
and have a better understanding of how not to make a nonsense out of 
this. So don’t count us out of the game yet.


After some additional back-and-forth, we decided that we will release 
the current build of Sable but only for a limited 8 week period, 
similar to what we did when we released the public beta in 2020. We 
appreciate this isn't a perfect solution, but we know many of you were 
keen to try Sable and We didn't want to deny you that opportunity. 
Furthermore, we are hoping that any of you that do want to play around 
with this proof-of-concept version of BGT Sable can pass along any 
suggestions that you think we ought to consider for a new version of 
the application. Again though, we need to emphasize that this version 
of Sable has those memory leak issues, so use at your own risk, also 
any projects created  during the release will be lost and unusable 
after the 8  week period. the link can be found at the bottom of the post.


We want to conclude this message by repeating our apology to all of 
you who have been waiting for us to put out Crimson Eclipse and/or the 
public release of Sable. We accept the fact that many of you will be 
sad, disappointed, pissed off or some combination of those emotions. 
We are prepared to take it on the chin, but we do hope that you will 
not lose your trust in us. Ebon Sky Studios exists to serve the 
community—that’s all of you—and without that community, we are nothing.


Sable download link below, please read the full details on the 
download page before running Sable:


https://ebonskystudios.com/download-sable-demo/

The Ebon Sky Studios Team:

Paul Lemm – Programmer

Justin Jones – Game Designer

Thaddeus Podtepa – Game Designer

Brian Fairbanks – Sound Designer

Kelly Baughman – Volunteer Project Manager





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Re: [blind-gamers] tune in to blind tech guys podcast 62.

2020-11-30 Thread Scott Chesworth
Is it exclusively a gaming podcast, Austin? That's a lot of messages
you've been posting about it here if not. Just saying.

Scott

On 11/30/20, Austin Pinto  wrote:
> hi all.
> yesterday we had 6 viewers on youtube. thanks for coming.
> if you were unable to catch us on youtube you can listen to our edited
> podcasts, which are short and to the point.
> https://www.buzzsprout.com/1163732
> if you have not still subscribed to our youtube channel wisit and subscribe
> at
> https://www.youtube.com/channel/UCe2O4s_B34goOtP78FvxX4g
> we go live at 8pm pacific time every Saturday.
> to contact us, visit the links.
> • To get in contact, feel free to use our email at
> blindtechguyspodc...@gmail.com
> https://www.facebook.com/blindtechguys/
> https://twitter.com/blindtechguys
> to join our telegram group use this link.
> https://t.me/joinchat/AEvuNB_7nyYND0KW6w
>
>
> 
>
>
>


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Re: [blind-gamers] Cards of Yore

2020-07-02 Thread Scott Chesworth
Well assuming your point was support for "usual screen readers", then
yeah, it kinda is. NVDA has wider adoption than JAWS nowadays (see
recent webAIM surveys).

I think it's also worth keeping in mind at times like these that the
JAWS ULA precludes a demo version of JAWS being used to develop or
test for accessibility, which creates a chicken and egg situation.
Supporting JAWS is an expensive endeavour because of the terms of its
ULA. If none of the users who want JAWS support step up to fund it (at
least in part), how does that expense get covered?

I'm honestly not attempting to shame you into funding the project
Justin, I've got no stake in the outcome either way, just pointing out
how the land lies.

Scott

On 7/2/20, Justin Jones  wrote:
> That's not really the point though.
>
> On 7/2/20, Ian McNamara  wrote:
>> NVDA is as good as JAWS in a lot of ways now, it’s recognised as a fully
>> fledged screen reader. I am an accessibility tester and NVDA is one of
>> the
>> screen readers I am required to test with.
>>
>> Best wishes.
>>
>> Ian Mcnamara
>>
>>> On 2 Jul 2020, at 17:21, Justin Jones  wrote:
>>>
>>> Thanks
>>>
>>> I'm out then. I wish them luck, but until they can support the usual
>>> screen-readers I cannot, in good conscience, support them.
>>>
>>>
>>> - Justin
>>>
>>> On 7/2/20, Robert Kingett  wrote:
 You have to use NVDA. Not JAWS, for now. They told me through FB
 Messenger
 that JAWS was giving them huge amounts of problems. Use NVDA for now,
 not
 JAWS.




>>>
>>>
>>> --
>>> 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] Who's getting the Last of Us part 2 at launch?

2020-06-05 Thread Scott Chesworth
Yowzers, that's a biggy! Seems I need to make a local friend of
someone who owns a PS4. :)

Scott

On 6/5/20, Yohandy  wrote:
> that is doubtful. The accessibility is built into the game engine. Has
> nothing to do with regular vs premium. If you want the digital
> soundtrack and avatars though, I guess you could go for premium. I'll
> probably do the same myself. It's worth supporting this company. I think
> what is super awesome is the fact that they were allowed to take the
> time to add such awesome accessibility features. the TTS is even
> localized! this whole process had to be expensive.
>
>
>
>
>
> On 6/5/2020 11:08 AM, Robert Kingett wrote:
>>
>> I'm trying to decide if I should get the regular version or the
>> premium version. I hope that accessibility features, down the road
>> anyway, aren't priced in some way that leaves buyers of the original
>> LOU 2 game out,
>>
>>
>
> 
>
>

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Re: [blind-gamers] Guides for using PPSSPP, the PSP game console emulator, on Windows and iOS

2020-04-30 Thread Scott Chesworth
Super useful stuff! Thanks heaps fort the effort man.

Scott

On 4/30/20, Devin Prater  wrote:
> Branching from a discussion on the audio games forum, I decided to write
> guides for different emulators; using them to play games, and setting them
> up for best usage. Of course, using PPSSPP on Windows is a bit quicker than
> iOS, and iOS requires a lot more determination and Investiture. So, follow
> the below link to find the guides, and if anyone has any other ideas, or
> finds mistakes in the guide, or something you’d like to add, please let me
> know.
> Bonus: if you use the link near the top of every page, you’ll find the rest
> of that subsection of my site, with guides for playing video games using
> OCR, sound, or other methods. The only one I have for now is Dissidia Final
> Fantasy, but I’ll be adding more as I gather determination and investiture
> and all kinds of other stuff.
>
> https://devinprater.github.io/accessible-retro-games/emulation/
> 
>
>
> 
>
>

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Re: [blind-gamers] Off-topic - The enter key on my keyboard

2020-04-17 Thread Scott Chesworth
Each of those keys sends a differend ASCII code, I'm guessing that's
why NumPad Enter isn't supported in some audio games by default. Tbh
I'm not nerdy enough to know why both versions of Enter exist.

Scott

On 4/17/20, Tyler Zahnke  wrote:
> I wish I understood the difference between the functions of these keys.
>
> On 4/17/20, Scott Chesworth  wrote:
>> As a workaround, you could remap your physical NumPad enter key to
>> replicate the functionality of Enter to the right of Apostrophe.
>> SharpKeys is a good free mapping utility.
>> https://www.randyrants.com/category/sharpkeys/
>>
>> Hth,
>>
>> Scott
>>
>> On 4/17/20, Tyler Zahnke  wrote:
>>> This isn't a problem in most programs; word processors, web browsers,
>>> or audio games that use a browser engine like Oriol Gomez, but how
>>> come in typical audio games (like those made by L-Works), the enter
>>> key near the number pad doesn't work? You know, the long enter key to
>>> the right of the dot key on the number pad. I guess it's just that my
>>> regular enter key (to the right of apostrophe) doesn't work right now
>>> and I have to wait an extra month or two for this USB keyboard thanks
>>> to the current situation, so I stopped gaming for a while, but it got
>>> me thinking, why do those games only respond to the regular enter key
>>> and not the num pad enter key? Is there a way to change that, so the
>>> num pad enter key always does what enter is supposed to do? I mean, it
>>> does it in every other situation; typing documents, clicking links in
>>> a web browser; just not certain oddly specific programs like typical
>>> audio games
>>>
>>>
>>>
>>>
>>
>>
>>
>>
>
> 
>
>

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Re: [blind-gamers] Off-topic - The enter key on my keyboard

2020-04-17 Thread Scott Chesworth
As a workaround, you could remap your physical NumPad enter key to
replicate the functionality of Enter to the right of Apostrophe.
SharpKeys is a good free mapping utility.
https://www.randyrants.com/category/sharpkeys/

Hth,

Scott

On 4/17/20, Tyler Zahnke  wrote:
> This isn't a problem in most programs; word processors, web browsers,
> or audio games that use a browser engine like Oriol Gomez, but how
> come in typical audio games (like those made by L-Works), the enter
> key near the number pad doesn't work? You know, the long enter key to
> the right of the dot key on the number pad. I guess it's just that my
> regular enter key (to the right of apostrophe) doesn't work right now
> and I have to wait an extra month or two for this USB keyboard thanks
> to the current situation, so I stopped gaming for a while, but it got
> me thinking, why do those games only respond to the regular enter key
> and not the num pad enter key? Is there a way to change that, so the
> num pad enter key always does what enter is supposed to do? I mean, it
> does it in every other situation; typing documents, clicking links in
> a web browser; just not certain oddly specific programs like typical
> audio games
>
> 
>
>

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Re: [blind-gamers] Grand Theft Accessibility Has Arrived

2020-04-08 Thread Scott Chesworth
Yah, PC only right now Jody.

Typed on the move. Please excuse brevity and/or clumsy thumbs.

> On 8 Apr 2020, at 20:18, Jody McKinniss  wrote:
> 
> Is this mod only available for PC, or for XBox as well?  I really want
> to try this, but the thought of having to reinstall and use
> Steam...ugh.
> 
>> On 4/8/20, Charles Rivard  wrote:
>> Not my kind of game, but I'm glad that it is becoming accessible for those
>> who are interested.  The more, the better.
>> 
>> 
>> 
>> 
>> If you think you're finished, you! really! are! finished!!
>> -Original Message-
>> From: Liam Erven
>> Sent: Wednesday, April 08, 2020 4:31 AM
>> To: blind-gamers@groups.io
>> Subject: [blind-gamers] Grand Theft Accessibility Has Arrived
>> 
>> What started as an experiment has grown in to a mod which as of today
>> you can now download and try out.
>> Grand theft Accessibility (or GTA11Y for short) is a mod which adds
>> features to Grand theft Auto V to improve playability for those who are
>> totally blind.
>> The mod has a few pitfalls and foibles that the end user needs to be
>> aware of, but regardless the mod will drastically improve the end user's
>> enjoyment of GTA V.
>> You can read more about the mod, and download it at http://gta11y.com
>> 
>> 
>> 
>> 
>> 
>> 
>> 
>> 
> 
> 
> 

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Re: [blind-gamers] Pitch Black Audio pong released.

2020-03-07 Thread Scott Chesworth
Hi Sharon,

They're just displaying the price in UK currency (I guess that's where
the developer is located based on the audio ad I heard). Whichever
payment processor you choose will convert the amount to US during
checkout.

Hth,

Scott

On 3/7/20, Sharon Hooley  wrote:
> I didn't see the price for the US.  Does that mean that it's not available
> here?
>
> Thanks,
>
>
> Is it hard to communicate, even with hearing aids?  Visit
> www.CochlearAmericas.com
>
>> On Mar 7, 2020, at 7:50 AM, Robert Kingett  wrote:
>>
>> 
>> This is very similar to Microsoft's audio pong, but is fully voice acted.
>> These developers are making Pitch Black, the AAA audio game. According to
>> their Twitter, the mobile versions are experiencing a delay in approvals
>> from app stores. The windows download is below.
>>
>> Product page for Windows version.
>>
>>
>
> 
>
>

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Re: [blind-gamers] New MLB the show will it have better accessibility?

2020-03-01 Thread Scott Chesworth
Dennis, so far as I can see there's really nothing for you to
apologize for. Stick around man.

Charles: 10 years ago this might've been a point, just about.
Nowadays, with so much accessibility advocacy taking place on social
platforms, it's completely possible (in many cases I'd go so far as to
say likely) that a more experienced gamer on a list like this would be
able to provide either a definitive answer or at least some insight
based on firsthand experience of the developer's track record, as Liam
did. Without such dialogue pre-purchase, everyone would have to throw
money at titles on a wing and a prayer to learn anything about their
accessibility. Given that many digital purchases are non-refundable,
that really would be pointless (almost as pointless as quibbling over
this question).

Scott

On 3/1/20, Charles Rivard  wrote:
> The question that he asked should not have asked of people who cannot try a
>
> game that does not yet exist.  It should have been asked of those who are
> developing it.  None of this list's members would know the answer because we
>
> cannot get our hands on the game.  This is why I say that it was pointless.
>
> Maybe it is a valid question if asked of those who are developing the game
> instead of people who cannot even get the game for a test run?
>
>
>
>
> If you think you're finished, you! really! are! finished!!
> -Original Message-
> From: Scott Chesworth
> Sent: Sunday, March 01, 2020 9:39 AM
> To: blind-gamers@groups.io
> Subject: Re: [blind-gamers] New MLB the show will it have better
> accessibility?
>
> I'd argue that the the question is far from pointless if someone
> intends to advocate for accessibility improvements (to take just one
> of many potential scenarios).
>
> The response on the other hand... what did that add?
>
> Scott
>
>
> On 3/1/20, Charles Rivard  wrote:
>> Is it available now?  If so, there is one way to find out.  Try it.  If
>> it
>> is not available yet, the question is pointless.
>>
>>
>> If you think you're finished, you! really! are! finished!!
>>
>> From: Dennis L
>> Sent: Saturday, February 29, 2020 8:50 PM
>> To: blind-gamers@groups.io
>> Subject: [blind-gamers] New MLB the show will it have better
>> accessibility?
>>
>> Do we know if the new MLB the show will it have better accessibility?
>>
>>
>>
>>
>>
>
>
>
>
> 
>
>

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Re: [blind-gamers] New MLB the show will it have better accessibility?

2020-03-01 Thread Scott Chesworth
I'd argue that the the question is far from pointless if someone
intends to advocate for accessibility improvements (to take just one
of many potential scenarios).

The response on the other hand... what did that add?

Scott


On 3/1/20, Charles Rivard  wrote:
> Is it available now?  If so, there is one way to find out.  Try it.  If it
> is not available yet, the question is pointless.
>
>
> If you think you're finished, you! really! are! finished!!
>
> From: Dennis L
> Sent: Saturday, February 29, 2020 8:50 PM
> To: blind-gamers@groups.io
> Subject: [blind-gamers] New MLB the show will it have better accessibility?
>
> Do we know if the new MLB the show will it have better accessibility?
>
>
> 
>
>

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Re: [blind-gamers] q-9 action game.

2020-01-27 Thread Scott Chesworth
To be fair to Philip, I suspect he had no choice.

The gentleman that owns Q9 nowadays has no qualms about whether his
choices are popular. I should know - I've had to spend many, many
hours mopping up the mess he makes by selling misinformation in a
different field.

Anyway, yeah, it's a good game.

Scott

On 1/28/20, lori duncan  wrote:
> I can't think why this game hasn't been made abandon or freeware, it's a
> top quality game and mean of Philip to take it down completely.
>
> On 28/01/2020 00:09, michael barnes wrote:
>> No there is nothing wrong with your computer. I have to do this
>> sometimes as well.
>> I am glad to be help to you.
>>
>>
>>
>
> 
>
>

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Re: [blind-gamers] Narrated Video Game Playthrough

2020-01-21 Thread Scott Chesworth
Dear Mr Gorilla (it feels wrong to call you clueless) :P

Great idea, and I thoroughly enjoyed your first run. I'd subscribe to
this as a podcast for sure, but can also see some merit in doing these
as YouTube videos. I mean, imagine if this level of narration became a
trend among folks who enjoy making Let's Play videos?

Hope you keep it up man, in whichever form!

Scott

On 1/21/20, Paul Lemm  wrote:
> Hi,
>
>
>
> I think this is a great idea,  I’d definitely be interested in seeing more
> videos like this. Similar to Devon, I’d love to see some final fantasy
> videos as I’m a big fan of the series. As for the video you  posted, your
> audio description was brilliant , really nice descriptions of everything in
> the game. Keep up the good work, hope to see more videos like this.
>
>
>
> Paul Lemm
>
>
>
>
>
>
>
> From: blind-gamers@groups.io  On Behalf Of
> CluelessGorilla
> Sent: 21 January 2020 02:00
> To: blind-gamers@groups.io
> Subject: [blind-gamers] Narrated Video Game Playthrough
>
>
>
> Hi all,
>
> Decided to make a video recently and I'm testing the waters.
> My plan was to hit some RPGs and adventure games, and heavily describe
> surroundings, characters, atmosphere, gameplay etc.
> Anyone here have an interest in something like this?
>
> Here is the first one I just finished making. (FYI mature content and
> language)
> https://www.youtube.com/watch?v=CtipuSJC-hA
> 
> =youtu.be
>
> Thanks.
>
>
>
>
> 
>
>

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Re: [blind-gamers] Sequence storm was just released on itch

2019-09-09 Thread Scott Chesworth
Typically racing games aren't my thing, but I'll be giving this one a 
shot when I get some downtime at the weekend and leaving a review of 
course. Most likely gonna go for the Itch version here. Really excited 
that you've found another indie dev who's receptive to accessibility!



Scott


On 09/09/2019 23:35, Yohandy wrote:


Everyone get this gem of a game. if anyone deserves our money, this 
dev does. what he has done in terms of accessibility is unprecedented. 
There are so many accessibility features it's insane. And he's still 
working on it! Although I think it's just fixing bugs at this point. I 
don't think there's much left for him to do haha. I have the game on 
Steam, and I'm considering also purchasing it on itch. That's how much 
what this dev does means to me. Also guys, leave reviews. it's the 
best way to bring attention to his content. which in turn means more 
money for him, and more incredible games for everyone. He already 
mentioned on Twitter a few weeks back that he was thinking up a 
sequel, which I'm super excited about!







On 9/8/2019 12:53 PM, Robert Kingett wrote:


The developer of this accessible rhythm racing game has just now put 
the game, with all the accessibility features, on itch.io. It comes 
in a zip folder and is far better than steam, even with it's 
unlabeled links and unlabeled buttons. Paying by PayPal is the most 
accessible payment method. The game page is below.


https://special-magic-games-llc.itch.io/sequence-storm





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Re: [blind-gamers] Free Accessible Sound Design Course

2019-04-05 Thread Scott Chesworth
Hey chaps,

This is exciting! I've just had a gander at the initial posts in the
thread and will definitely be following along with the course. It's
particularly interesting to me that Brian is tackling this stuff using
OSARA, because I was involved with development of that and - to my
knowledge - Brian is only the second sightling who's gotten into it.

I've been paying the bills with Reaper for a couple of years here, so
if anything crops up that I might be able to help with, feel free to
hit me up off list.

Very much looking forward to seeing where this goes...

Scott

On 4/5/19, Ebon sky studios  wrote:
> Hi Everyone,
>
>
>
> Our Ebon Sky Studios sound designer  (Brian, from Daisy Ale Sound works) is
> doing an  online video series about sound design . Brian, is sighted, but
> will be doing the course using a screen reader, so that everyone can follow
> what he is doing on screen and which will ensure everything he is doing is
> accessible to a screen reader user. for anyone interested in learning more
> about sound design you can follow the topic on the audio games forum, where
> he'll be posting videos  , setting assignments and commenting on questions
> asked. If you're interested at all in sound design, or want to learn some
> tips and tricks you can check out the topic on the audio games forum at the
> below link
>
>
>
> https://forum.audiogames.net/topic/28100/accessible-sound-design-course-firs
> t-lesson-up/
>
>
>
> The Ebon Sky Studios Team
>
> email:   i...@ebonskystudios.com
>
> Facebook:  
> https://m.facebook.com/ebonskystudios/
>
> Twitter: @ebonskystudios
>
>
>
>
> 
>
>

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Re: [blind-gamers] a chance to help support the Sable development tool

2019-02-21 Thread Scott Chesworth
Liked and shared here. Good luck, chaps!

Scott

On 2/20/19, Ebon sky studios  wrote:
> hi Everyone,
>
>
>
> We have a favour to ask of all of you who have shown an interest in the
> project. We have entered Sable into a competition, winning this would be
> huge for the progression of Sable and would allow us to expand and add so
> much more to Sable. Our entry is in the form of a YouTube Video and we need
> to get as many likes on the video as possible, it's a  90 second video of
> the team talking about and showing Sable. if you're interested in our
> project or are looking for a way to support and help further expand Sable
> adding  a like to the video would be fantastic. ,  if you know of others
> who
> would also be  interested please share the link   and ask them to like  the
> video as the more likes we can get the better. the link to the video is
> below
>
>
>
> https://www.youtube.com/watch?v=FbNOid8rejw
>
>
>
> a huge thanks in advance to anyone who can add a like to the video or share
> the link your help is hugely appreciated.
>
>
>
> The Ebon Sky Studios Team
>
> email:   i...@ebonskystudios.com
>
> Facebook:  
> https://m.facebook.com/ebonskystudios/
>
> Twitter: @ebonskystudios
>
>
>
>
> 
>
>

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Re: [blind-gamers] Should video games have accessibility features?

2018-06-05 Thread Scott Chesworth
I reckon that if you swap the word "all" for the word "more", then
most of this starts to make sense. To me, it seems like some
encouragement (perhaps on a legislative level) for mainstream game
companies could be a good thing, but as has been pointed out many
times already, absolutes are an impossibility in this area.

Scott

On 6/5/18, Charles Rivard  wrote:
> All is the key word that is being either missed or ignored.  Another point
> that is being missed is this:  Accessible to who?  Should all disabilities
> be taken into account?  Blind?  Deaf?  Mental disabilities that slow
> comprehention?  Poor motor skills?  This would drive the cost and size of
> games to an unaffordable cost.  You want all, meaning every single game, to
>
> be made so that every single person, regardless of their disability or lack
>
> thereof, can play it??  I think you need a huge reality check.  It won't,
> and it cannot, be done.
>
>
>
>
> If you think you're finished, you! really! are! finished!!
> -Original Message-
> From: michael barnes
> Sent: Tuesday, June 05, 2018 3:27 PM
> To: blind-gamers@groups.io
> Subject: Re: [blind-gamers] Should video games have accessibility features?
>
> I think that this is great getting all of the responses that I am
> getting from here.
> I do agree that there should be a setting that will allow players to
> turn on and off the different accessibility features that they want and
> don't want.
> I personally like to see all future video games get accessibility added
> do to the reason that I use to have sight.
> There are certain games that I have asked different developers to make
> an audio version.
> However they are not willing to make.
> So yes once again I would like to see accessibility get added.
>
>
>
>
> 
>
>

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Re: [blind-gamers] Updates on What's Going ON With LWorks

2018-04-06 Thread Scott Chesworth
Thirded. My brain is still gonna need training when you get back. 

Typed on the move. Please excuse brevity and/or clumsy thumbs.

> On 6 Apr 2018, at 14:11, john  wrote:
> 
> Seconded. Focus on getting better first. We'll still be here when you get 
> back.
> 
> --
> From: "Oriol Gómez" 
> Sent: Friday, April 06, 2018 6:43
> To: 
> Subject: Re: [blind-gamers] Updates on What's Going ON With LWorks
> 
> I hope you get soon well big L!
> 
> Cheers
> 
>> On 4/6/18, Liam Erven  wrote:
>> Hi Everyone.
>> As you know, I've been working on Brain Station, but have been quiet for 
>> an
>> extended amount of time. I thought I'd take a moment and explain what's 
>> up.
>> Around the middle of March I was hospitalized for about ten days. I will 
>> not
>> go in to the particular details of why since it's rather personal, but
>> needless to say it was not a fun time. The end result is that I was put on
>> some pretty strong medicine which my body is still adjusting to. It tends 
>> to
>> make me tired and foggy. Coding to say the least has been almost
>> impossible.
>> I'm hoping that by the middle to end of April I'll be back to working on
>> code, but I just don't know. Meds may have to be adjusted which can be a
>> long process.
>> I still plan on releasing Brain Station, but I don't have a time table at
>> this moment.
>> I just want to let the community know that. 1. I'm perfectly okay, and 2. 
>> I
>> haven't forgotten about you guys. I still have games to make, and I plan 
>> on
>> getting them done.
>> 
>> Liam
>> 
>> Sent from Mail for Windows 10
>> 
>> 
> 
> 
> 
> 
> 
> 

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Re: [blind-gamers] Brain Station Updates

2018-02-11 Thread Scott Chesworth
Good to hear man. Very much looking forward to this title! Keep us posted.

On 2/11/18, Liam Erven  wrote:
> It's been a while since I've posted anything about Brain Station. So here
> goes.
> Brain Station currently stands at 19 games. Achievement collectors can
> rejoice as there are currently 254 achievements to collect with many more
> planned as the game list increases.
> Another five or six games are planned which will hopefully be written by the
> end of the month, or in to early March.
> Then balance testing will be done to make sure everything is fair and
> balanced for players.
> There is no set release date, but the plan is to have it out in the first
> half of 2018. More information, a playable alpha version, plus audio demos
> which were just rerecorded today of six games can be found at
> http://l-works.net/brainstation.php
>
> Liam
>
>
> Sent from Mail for Windows 10
>
>

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Re: [blind-gamers] Brain Station is Coming in 2018

2017-11-10 Thread Scott Chesworth
I've caught a couple of the impromptu demos, and can't wait to get my
clumsy paws on this.

Best of luck, looking forward to the release.

Scott

On 11/10/17, Jack Falejjczyk  wrote:
> And whatever the price, it's gonna be worth it, folks. It's a
> collection of brain-based minigames, but the arcade elements of
> l-works games we all know and love are still around. That is to say,
> tons of accomplishments, new games to order through coins, you name
> it.
>
> On 11/10/17, Liam Erven  wrote:
>> So I've been pretty quiet about what I've working on, but happy to say I
>> feel like I'm comfortable enough with what I've got going on to announce
>> it
>> on the forum.
>> In 2018, LWorks is going to be releasing Brain Station. it's a collection
>> of
>> word, logic, and math games for Windows. I'm hoping to have over a dozen
>> games which can be played. Part of the fun of the game is to play it
>> every
>> day to try and sharpen your brain.
>> The idea came to me when I read some articles on the positive effects of
>> computer games on those with Alzheimer's disease. I wondered if a pack of
>> fun educational games could help people with short term memory issues
>> along
>> with sharpening skills like math.
>> there's a bit more info over at
>> http://l-works.net/brainstation.php, and I'm hoping to organize some
>> audio
>> demonstrations of the various games. Right now they're scattered over
>> Twitter and YouTube, but my hope is to record some solid demos and have
>> them
>> up on the page.
>> I don't have a release date or price for the collection yet, but I'm
>> aiming
>> for a q1 2018 release.
>>
>> Sent from Mail for Windows 10
>>
>>
>
> 
>
>

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Re: [blind-gamers] No more Blindfold Games or Updates

2017-11-09 Thread Scott Chesworth
I can't say I'm able to follow Dark's train of thought on how this is
related to sighted vs blind players or the way things look. Seems to
me that this is an effort on Apple's part to keep search results from
being overwhelming, and also to cut down on the amount of
copycat/lookalike apps in the store. That in itself is understandable,
but I think they're barking up the wrong tree here, because these
aren't just copycat apps are they.

Tbh, as an end user, I'd probably prefer to have one master Blindfold
Games app with a menu system on my phone, but seeing as that doesn't
seem to be economically viable for Marty, I'll also be writing to
Apple and urging them to reconsider their decision.

Off to do that now.

Scott


On 11/9/17, dark  wrote:
> Hi Marty.
>
> Really sad to hear.
>
> I have sent apple a polite but indignant email on the subject you mention,
> so hopefully we can get them to move said rock. This decision seems more to
> me to be motivated by the needs of sighted people who need ever flashy menus
> and different things to look at, than the needs of Vi gamers.
>
> Hopefully Apple can  be persuaded to change their mind, since this sounds to
> me like a decision with not much related to access behind it and everything
> related to how things @loook@ 
>
> I really hope you can keep developing.
>
> All the best,
>
> Dark.
>
> Sent from Mail for Windows 10
>
> From: Marty Schultz
> Sent: 08 November 2017 23:34
> To: blind-gamers@groups.io
> Subject: [blind-gamers] No more Blindfold Games or Updates
>
> I just finished talking with an Apple representative, and Apple’s decision
> is that unless I merge the 80 Blindfold Games into a handful of apps, they
> will no longer allow new games to be released or allow updates to be make.
> From a technology perspective, that’s extremely hard and time-consuming.
>  From a business perspective, that would mean spending hundreds of hours
> recoding the games, with no possible return-on-investment.  Most of the
> games generate sales in the first three months of the game being released,
> and I’ve been building these games for 4 years.
> From a usability perspective, that means the main menus would be
> ridiculously complex, and the settings screens would be confusing and almost
> unusable.
> If you are unhappy with this decision, you can express your opinion to
> Apple.  The accessibility desk is at accessibil...@apple.com or you can call
> 1-800-MY-APPLE.  Thanks to everyone for enjoying my games.
>
>
>

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