Do you have to make us want to snatch the game off your
computer right now?
You're tired of hearing so much about that great new game, so you invent
technologies that will allow you to enter the person's computer and snatch
that new game. Upon entering the computer though, you discover that
Hi Rich,
Thank you very much for the file link. Don't know why, but I have never been
able to work with chm files.
- Original Message -
Hi,
Just found this in an old top tech tidbits newsletter. Checked the link and it
still works. I don't know what version though you are
Hi Ken,
Lol! Quite an amusing game idea you got there. Fortunately or
unfortunately hacking into someone's computer isn't that hair raising
in real life. Your idea is much more interesting.
Cheers!
On 3/17/11, Ken the Crazy kenwdow...@neo.rr.com wrote:
Do you have to make us want to snatch
Hi Jim,
Using chm help files really aren't that hard once you figure out how
to use them. Basically, you have a tree view on the left side with the
topics and subtopics in the document, and then there is a large edit
box on the right where the text is. You Switch between the tree view
and edit
Hi Dark,
very true. Unfortunately, having someone read an audio manual can get
quite expensive if using professional voice talent though. I've
thought about it, but figured it isn't worth the expense in the long
run. I just dropped another $30 into Mysteries of the Ancients this
week, and I'm
Hmmm, maybe that was what I was doing wrong. I always used just ctrl tab to
switch views, but found that the text in the eddit box didn't scroll for
some reason meaning that Hal would stop reading when it got to the bottom of
the visible text on screen, rather than the bottom of the actual text
Hi Dark,
That is quite a number of interesting points you raised here. I happen
to agree with you on all points. In fact, this is in large part why
Mysteries of the Ancients beta 18 is taking so long to release. I
decided to go back in and rewrite some of the various game mechanics
such as
Hi Philip,
Well, I for one, happen to feel the same way you do. I'd much prefer
some sort of audio feedback rather than always having a verbal message
saying this or that. It ruins the atmosphere and feel of the game for
me having Sapi or some other voice saying this or that all the time.
Hi,
I'm pretty much the same. I never use the look features in games unless it
is absolutely necessary for me to do so, such as in tank commander where I
can't tell where my open spaces are etc..
Regards,
Damien.
- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To:
Hi Phil,
Smile. You are in luck. As it so happens running jumps have been one
of the requests I've actually gotten around to adding to MOTA in beta
18. If you use shift+control+left arrow or shift+control+right arrow
Angela will run up to a pit, spike trap, etc then jump over it. With
the new
Hi Philip,
Wow! Glad to hear it. It sounds like you are taking a page out of my
playbook with the min and max range for weapons. That's something I
have had in Mysteries of the Ancients for a long time now, and it
definitely changes the strategy of the game somewhat. If you have a
shotgun you
Hi Dark,
Actually, there have been a few accessible games to use a true
analogue system for jumping. If you remember the original Montezuma's
Revenge written by Alchemy Game Studios used an analogue jump system.
For the life of me I can't remember why I didn't go ahead and use it
in the USA Games
Hi Thomas,
Oh my intention is definitely not to copy/steal Mota. In fact I have been
deliberately avoiding playing the latest betas while I am developing the
core of my game, as to avoid unintentionally copying things from you. If I
am faced with a new concept to implement and I have just
Hey everyone,
Ananse Productions is proud to announce our first title Stem Stumper. It's
puzzle game for iOS devices that blind accessible. The crew a Blind Bargains
did a really good intor podcast which you can listen to here
http://goo.gl/joT8O . You can find out more about the game by going to
Hi Dark,
Its funny that you brought this topic up as I think you and I have
been thinking on the same wave length lately. I've been considering
this same issue for a number of months, and I agree one thing
accessible games universally lack is realistic and dinamic movement.
In Q9, for example,
Hi Philip,
Smile. Oh, I wasn't accusing you of copying MOTA. I was merely
remarking/commenting on how glad I was that you were implamenting some
of the more advanced features/concepts I've used in developing my own
games. One thing I'm very interested in is realism. I.E. if you have a
shotgun you
You could also take a generic pit sound and apply filters to it to change
its timbre, so you have different sounds for pits to tell how narrow or wide
they are. A narrow pit would sound like an oo, ahile a wide pit would be
like an ah.
Ken Downey
President
DreamTechInteractive!
And,
Blind
Hi Dark,
Well, that might be a big part of the problem. The Microsoft help
viewer uses f6 to toggle between left and right pain not control+tab.
Not only that but the edit pain is a MSAA control so any screen reader
that hass MSAA support, which I think all of them do, should be able
to read it
Well that's true tom.
Even my reader/research assistant costs me roughly 11 usd per hour for
reading, and she is not reading professionally, though she does do a good
job of things and is qualified.
I think it's one of those things that would be nice to have, but only if it
could be done
Hi Thomas,
Ah, that is good. I misunderstood the message.
Another topic which I think deserves some consideration and which I have
been spending a lot of time on myself, is artificial intelligence. In a lot
of sidescrollers the enemies are very generic. If player left, walk left. if
player
Again, I think filters and EQ could come in handy here. Chop off the upper
few thousand HZ of the spike sound, and you've got a spike beneath you.
Leave it alone for the same level, and chop off a bit of it's bassness and
you've got one that's above you
By the way, I'm putting out my offer
Hi Tom.
Fantastic that a game is finally implementing this, in fact the lava ledge
jumping you describe very much resembles a section from the first bowser
castle in the first mario brothers.
I'll deffinately be looking forward to trying this.
As to difficulty, it'll be really nice to see
Hi Tom.
Actually, I've only tried alchemy monti a couple of times last year and each
time I got to a point where the game crashed (sinse the last usa games beta
I have is far more complete and playable), so gave up with it, so I never
noticed the analogue jumps.
I never played it at the
Man, Thomas and Phillip,
you guys are getting hold of what I've always wanted in a game--one that
really makes you feel like you're there instead of just pushing buttons and
memorizing what comes next to avoid it. Just hearing that description of
the monkey chasing you through the jungle, and
You can also use 3d audio to let you know if things are above or below you,
though you'll have to find something better the Directx for that. There is
a program called AM3D that is wonderful, being the same one used in the
Blind Eye--but you don't really get a feel for how awesome it is by
Ok, since Heli kinda wasn't working out for a community project, I have another
idea. What about building on Moosik? There are several advantages to this.
First of all, sighted people can play it too.
Second, it's easy enough to edit your own levels.
Third, it's written in Python so you don't
Hi tom.
Glad to here about the analogue system, but I do take the point regarding
pitch only going so far, however there is another fact to considder, namely
that of necessary information.
I do not have a wide field of vision, and need to sit fairly close to the tv
in order to see anything
Hi Tom.
I just pulled up a program with a help file and tried f6 out and it worked
fine, I could use all of Hal's usual nav keys in the eddit pane just as if
it were a webpage or text document, including reading right to the bottom.
So, thanks for letting me know that, that's going to make
Hi Philip.
this ai business sounds interesting certainly and I have seen occasions in
mainstream games where certain enemies used tactics based on the players'
actions and thus fought semi inteligently even going back to the nes era.
however, what I've tended to find in audio games is that
Hi Dark,
The enemies, or creatures in this case since the ones I have so far are just
animals, do not have multiple types of attacks. I can give my characters any
type of weapon, however, and they will adjust their tactics based on how
they are armed. If a character has a knife, for instance,
Hey now--those are some pretty smart animals--knowing what type of weapon
you have and what it does. I hate to see how devilishly smart your people
are! Evil Grins
Ken Downey
---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to
Hey there,
To be honest I would have made it so you can shoot at your enemy with a gun
if you were standing near it, since I don't know the mechanics of guns. I
live in the UK and they are not allowed in our society and I've never really
played around with any other weaponry. Grin.
Regards,
hi. cool, are you planning in making this game available to pc users?
thanks!
-Mensagem original-
De: Kwasi Mensah kwasi.men...@ananseproductions.com
Para: Gamers Discussion list gamers@audyssey.org
Data: Quinta, 17 de Março de 2011 08:18
Assunto: [Audyssey] Stem Stumper on Blind Bargains
Ok does this game have good sound? it seems with NVDA I can't seem to
pull up the about page, that's why I want to know before I playit. I
don't like those text adventure games as much I rather have games with
sound thanks.
On 3/16/2011 3:41 PM, Ron Kolesar wrote:
For all rpg gaming fans.
Oh ok Ron I used to play that old it was mostly text so I don't think I
will be playing this one.
On 3/16/2011 4:26 PM, Ron Kolesar wrote:
It'sthe the old game with a few new features in it.
So if you enjoyed driving in the old original game? You'll enjoy this one
even better.
HTH
Ron
Ron
Hello Jim since I know you can edit your text files in your baseball for
the home and visitors teams for batters and pitchers could you possibly
get the team rosters for all the players and zip them up and then we
can download them from your site? The reason I am asking this because
when we
What about Windows Mobile 6?
Ken Downey
President
DreamTechInteractive!
And,
Blind Comfort!
The pleasant way to experience massage!
It's the Caring
without the Staring!
- Original Message -
From: Kwasi Mensah kwasi.men...@ananseproductions.com
To: Gamers Discussion list
Wow! Phil and Thomas making me looking forward to the release! I'm excited.
Tommy
- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, March 17, 2011 5:58 AM
Subject: Re: [Audyssey] Reviewing space in audio
Hi Philip,
Well, all I can say is you are right. Good high quality artificial
intelligence is something that has been sorely lacking in most audio
games to date. Of course, how advanced the artificial intelligence
needs to be is dependant on the style of game in question
For example, in Final
Hi Damien,
Well, what Philip and i are talking about isn't so much the mechanics
of guns, but simple logistics when firing them. If you have a shotgun
or rifle three feet long there is no way on earth you can point it at
a target one feet away because there is not enough room between you
and the
Hi Ken,
that's a big part of the problem though. Most VI gamers frankly don't
have the right hardware/software to do 3d audio properly. I know
XAudio2 is pretty good if you have a 5.1 surround sound set of
headphones and/or speakers, but there we go looking at $99 or more
just to obtain some
Hi Dark,
Oh, you noticed? Super Mario Brothers is exactly where I got the idea
for the lava pit from. Although, it doesn't appear in the demo since
the demo only goes to level 2. However, there are a number of
side-scrollers out there that have this style of jump onto a distant
ledge, then use
it can not be completed
On 15 Mar 2011, at 17:30, Charles Rivard wrote:
Has anyone completed the game, and what are your impressions? I haven,'t
finished it, but think it is neat little entertainer.
Shepherds are the best beasts!
---
Gamers mailing list __ Gamers@audyssey.org
If you
think it is just designed for IOS
On 17 Mar 2011, at 14:50, Matheus r.c. souza wrote:
hi. cool, are you planning in making this game available to pc users?
thanks!
-Mensagem original-
De: Kwasi Mensah kwasi.men...@ananseproductions.com
Para: Gamers Discussion list
I fiddled with the game but to be honest I did not really manage to
muck with it then again I don't have as much time as I used to have.
At 12:56 p.m. 16/03/2011, you wrote:
Hi list.
I just came across the Aurora game on the pcs games website.
I must say the game sounds like it is going to be
I must admit I like these to html books and manuals are good with the
headings etc.
As long as you don't make those that flashy.
At 11:41 p.m. 16/03/2011, you wrote:
Hi Shaun,
Well, as for myself I prefer html manuals for the simple fact they are
cross-platform and can be read by any html web
well I think pitches with tones, success bells and falier buzzes or
whatever could work.
if a game is arcade then you should have sfx of that machine for things.
At 01:30 a.m. 17/03/2011, you wrote:
Hi Philip.
I do agree that relying entirely upon numeric look commands is not
good, that's why
well I wouldn't mind games on pc since thats what I use.
At 05:17 a.m. 18/03/2011, you wrote:
We're focusing on mobile right now. But organizations like the AbleGamers
Foundation really want us on PC so once the game's out in April I'm going to
see how hard it is to port to PC.
Thanks for the
well I don't care for text games that run in real time.
I really want an audio trucking sim if it was online I'd pay cash
just to play that.
At 05:37 a.m. 18/03/2011, you wrote:
There are no sounds with this onlinetruck driving game.
I have suggested a few times that for sound effects that
Moosic is really old using old libs, etc.
We would have to rewrite the game.
I could do pits and stuff warnings but never was able to do it well
and never was able to play it right.
As it was written or is now you need python 2.4 pywin32 pygame,
pysonic pymidi pytts and pyapi I think loaded
Hi Philip.
I'm afraid as an exploration fan and a fan of diverse enemies I myself would
rather like more attacks to avoid, giving each enemy something unique and
making something new for the player to adjust to in each level, then again I
also enjoy large areas to explore as well.
Certainly
Hi Tom.
oh come on, you can deffinately aime at a targit in front of you with a
three foot rifle, you just need extremly bendy elbows!
yes I can see it now, the new super heroe, Yoga man, no position too
complex, no contortion too hard, villains will bend to his superior double
Hi Ken,
Well, the problem with Moosic is that even though it is written in
Python the code isn't up to spec. The current Python release is 2.7
and I believe Moosic was built using 2.3. So if you wanted to get it
upgraded you would first have to convert/update the code to meet
current Python
Hi Tom.
no, that isn't actually what I was thinking at all.
imagine a system of coordinates, and you are on a ledge at 3-2, but here
nothing to the right of you, just a long pit.
However, if you activate the look up command, instead of hereing just that
pit to the right of you, you will
Hi Tom.
Funnily enough there is a very similar 2D version of that style of puzle in
junk man's stage in MEga man 7 for the Snes, where using one of Mega man's
weapons can cause metal bricks to fall down from the cieling into a pit of
liquid metal. Only problem is, they start sinking so you
HI Dark,
Oh, I see. As it happens MOTA does have a look up/down feature, but it
was disabled prior to beta 18. The problem I have with your idea is
that as you climb up/down ropes you actually need to here where the
dripping ledges are in relation to you as you climb. IN a case like
that looking
Hi Thomas,
To be honest I didn't. As pretty much a beginner in audio games, only seeing
the basics in them, that is the only thing I know. True, I could have
perhaps thought better about what other in-game characters might do, but
since I have only seen a search and destroy tactic, that's all
Hi Thomas,
Oh wow! Now we're really looking into advanced concepts here! I expect it
would feel just about as complicated to a newby gamer to play it as it would
be for somebody to program it. Grin.
I hope I can do it and look forward to seeing some of it. I'm not really a
hardcore gamer but
Hi Tom.
that is true regarding ropes, though with the harpies example I was going on
the basis that something flying above you is not at the same level as you
and thus cannot attack unless it's dropping bombs or similar.
At the moment, for all gameplay purposes the harpies seem to be on the
Hi Thomas,
A thought about harpies.
Being intelligent, shouldn't they sometimes fly over you then dive down and
attack you from the back?
To indicate this their sound could raise in pitch as they flew higher.
In the GMA game engine, I can get this affect by having you become invisible
for a
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