[Audyssey] Games we'd like to play: Game Snatcher

2011-03-17 Thread Ken the Crazy
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

Re: [Audyssey] Compiling Help Files

2011-03-17 Thread Jim Kitchen
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

Re: [Audyssey] Games we'd like to play: Game Snatcher

2011-03-17 Thread Thomas Ward
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

Re: [Audyssey] Compiling Help Files

2011-03-17 Thread Thomas Ward
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

Re: [Audyssey] Compiling Help Files

2011-03-17 Thread Thomas Ward
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

Re: [Audyssey] Compiling Help Files

2011-03-17 Thread dark
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

Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread Thomas Ward
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

Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread Thomas Ward
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.

Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread Damien Pendleton
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:

Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread Thomas Ward
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

Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread Thomas Ward
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

Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread Thomas Ward
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

Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread Philip Bennefall
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

[Audyssey] Stem Stumper on Blind Bargains podcast

2011-03-17 Thread Kwasi Mensah
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

Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread Thomas Ward
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,

Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread Thomas Ward
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

Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread Ken the Crazy
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

Re: [Audyssey] Compiling Help Files

2011-03-17 Thread Thomas Ward
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

Re: [Audyssey] Compiling Help Files

2011-03-17 Thread dark
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

Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread Philip Bennefall
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

[Audyssey] offering sound design for games: was Re: Reviewing space in audio

2011-03-17 Thread Ken the Crazy
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

Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread dark
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

Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread dark
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

[Audyssey] okay, you guys have me jonzing: Re: Reviewing space in audio

2011-03-17 Thread Ken the Crazy
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

Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread Ken the Crazy
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

[Audyssey] New idea for Community Project

2011-03-17 Thread Ken the Crazy
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

Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread dark
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

Re: [Audyssey] Compiling Help Files

2011-03-17 Thread dark
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

Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread dark
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

Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread Philip Bennefall
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,

Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread Ken the Crazy
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

Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread Damien Pendleton
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,

Re: [Audyssey] Stem Stumper on Blind Bargains podcast

2011-03-17 Thread Matheus r.c. souza
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

Re: [Audyssey] A new online RPG game.

2011-03-17 Thread jason
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.

Re: [Audyssey] A new online RPG game.

2011-03-17 Thread jason
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

Re: [Audyssey] Compiling Help Files

2011-03-17 Thread jason
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

Re: [Audyssey] Stem Stumper on Blind Bargains podcast

2011-03-17 Thread Ken the Crazy
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

Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread Tommy
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

Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread Thomas Ward
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

Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread Thomas Ward
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

Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread Thomas Ward
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

Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread Thomas Ward
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

Re: [Audyssey] Aurifi

2011-03-17 Thread william lomas
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

Re: [Audyssey] Stem Stumper on Blind Bargains podcast

2011-03-17 Thread william lomas
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

Re: [Audyssey] where do I start with Aurora

2011-03-17 Thread shaun everiss
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

Re: [Audyssey] Compiling Help Files

2011-03-17 Thread shaun everiss
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

Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread shaun everiss
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

Re: [Audyssey] Stem Stumper on Blind Bargains podcast

2011-03-17 Thread shaun everiss
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

Re: [Audyssey] A new online RPG game.

2011-03-17 Thread shaun everiss
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

Re: [Audyssey] New idea for Community Project

2011-03-17 Thread shaun everiss
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

Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread dark
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

Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread dark
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

Re: [Audyssey] New idea for Community Project

2011-03-17 Thread Thomas Ward
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

Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread dark
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

Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread dark
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

Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread Thomas Ward
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

Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread Damien Pendleton
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

Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread Damien Pendleton
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

Re: [Audyssey] Reviewing space in audio

2011-03-17 Thread dark
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

[Audyssey] intelligent creatures in MOTA

2011-03-17 Thread Phil Vlasak
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