Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread dark
I'm not sure that's necessarily true Bryan. I agree that judgement day was a great achievement, but certainly now if someone started working on another space invaders game I'd be rather concerned how unique they could make it, where as if someone started on another type of game we have fewer

Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread dark
Hi Greg. Yes, it is possible with windows, but the compression rates, ease of use and ability to create different archives isn't that good, where as 7zip is fantastic for such things. I hope you find it useful. beware the grue! Dark. - Original Message - From: Greg Steel

[Audyssey] Reaction

2011-09-29 Thread Jim Kitchen
Reaction log file for 09-28-2011 By Jim Kitchen Your average reaction time was .1462 seconds Your fastest reaction time was .016 Your slowest reaction time was .203 you were faster than the record by .0008 seconds The record reaction time was .1470 seconds, by Jim. on 9/13/2011 1 = .094 2

Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Darren Harris
Hi dark, I've said this before and it may not be popular but it's true never the less, all these space invader and word type games boppit and the like are simply killing the community. It's turning the whole idea of audio games being a credible market into a joke quite honestly. Thus why I said a

Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread john
Ah, I see. I would never have guessed you'd edited those, that was a masterfull job. I use sound forge myself, it's nice to see a fellow user. - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Date sent: Wed, 28 Sep 2011

Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread john
Actuallly, windows gets standard zip compression rates (tested with winzip and 7-zip) but the zip format gets the least compression as a reule. - Original Message - From: dark d...@xgam.org To: Gamers Discussion list gamers@audyssey.org Date sent: Thu, 29 Sep 2011 07:48:47 +0100

Re: [Audyssey] side scrollers

2011-09-29 Thread john
AH thanks. I've never played hunter, but tarzan should have been obvious. Now that you mention pb-games, I can think of the recordings I've scene of the science invasion beta, that one was a side scroller as well. Also, the danger city beta that was on the x-site interactive website for a

Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread dark
Hi Darren. While I agree we need more complex games simply for the need of having! complex games, I'm not sure about the mainstream companies arguement. If anyone googled audio games net or asked for information, of course! we'd tell them about games like castaways, time of conflict, shades

Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Thomas Ward
Hi Darren, That is the reason I personally got into writing audio games in the first place. When I lost my sight I had come from a fairly mainstream gaming background. I had played everything from the original Packman right up to the FPS shooters like Doom, Quake, and Jedi Knight. I had played

Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Thomas Ward
Hi Dark, Yeah, here is to hoping things will improve. Like Darren, though, I am concerned the kind of message we send if we focus too much on any specific type of game or genre. Sure there is a place for word games, virtical shooters like Space Invaders, and probably room for simple Duck Hunt

Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Thomas Ward
Hi Dark, This is really getting off topic here, but you are correct. There are a number of ways a game developer could create another tank simulation like GMA Tank Commander, but make it completely different. For instance, there is a World War II tank game, I think it is called Metal of Honor,

Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Darren Harris
Hi dark, Oh yeah I think that with the addition of games like castaways there is definite improvements. I do agree with that. But they should be at the forefront of the community. For example, for resource management type games have castaways for action games pick between tank commander and lw.

Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Thomas Ward
Hi Will, No. The game will be divided up into different levels like any other game. The only difference you will notice is full 3d movement, and of course all of the rooms etc will be drawn to scale. There will be other differences like if you walk up a staircase you will actually walk up the

Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Darren Harris
Oh yeah david greenwood really did start the ball rolling. At first I only bought his games because they really were the only ones worth playing. The last title I purchased was entombed which I really do have to get back into again because I rather liked it. lol it gave me a few interesting

Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Thomas Ward
Hi, Just a couple of miner corrections. The file types are rar and tar. Not ra and ta. Not sure why but Dark seems to have missed a couple of r's in his post. :D Cheers! On 9/29/11, dark d...@xgam.org wrote: Hi greg. I'd recommend getting 7zip from http://www.7zip.com/ this is a free

[Audyssey] mainstream game experiences

2011-09-29 Thread john
Hi all, the recent conversation on mainstream games has gotten me thinking about the experiences I've had with them. I'm curious to see what kind of experiences you guys have had, whether it be how you play a certain game, or what you do to enjoy it. For my part, beyond the novalogic games I

Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Thomas Ward
Hi Dark, Yeah, I'd agree with that. Up until Montezuma's Revenge, now MOTA, came out there weren't any audio side-scrollers that were true side-scrollers. Super Liam and Q9 are primarily 1d games. IE walk left/right. There are no ladders, staircases, or things to jump onto that would give you a

Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Thomas Ward
Hi Greg, I highly recommend the free archiving tool 7zip. It has great compression, is totally free, and is as good as Winzip, Winrar, or any of the other professional zip tools. You can get it from http://www.7zip.com and as Dark mentioned it can open several file types including Windows, Mac,

Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread john
I'd have to say 7-zip is better than anything on the market (I've had experiences with several of them). It supports far more types than anything else, ans has many more compression options. Also, it's help files are much more detailed. --- Gamers mailing list __ Gamers@audyssey.org If you

Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Michael Gauler
Hi Thomas, this is my own opinion and my own experience here. I was born blind. And it is true that I never played mainstream console games. However I know the basics of games like Tomb Raider or Doom or Quake. Even if vi developers might not have the money for expensive sounds or music and

Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Thomas Ward
Hi John, Grin. I consider Soundforge Professional every bit a part of a developers toolkit as his/her compilers and debuggers. If you can edit and modify game sounds you are pretty much out of luck when it comes to game development goes. Even if you buy stock royalty free sounds and music from a

Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread dark
Hi tom. I think part of the problem is simply one of information. while I agree with you about training and lack of experience, there does also seem to be a conceptual and technological issue as well. People with functional eyeballs get about %80 of information about the world visually.

Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread john
Wow dark, that was amazing. You've obviously done some major research here. ONe thing I'd like to add, while sighted people may look at a table or some kind of pillar and they can see the object the same in the real world as they do in a game, some vi people (myself included) may use echos of

Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread dark
Hi Darren. The wind thing in entombed actually came up after a discussion on the audiogames.net forum of how to show passages in four directions, it was actually a nice example of community in put I think. i'm afraid I'm even more scheptical about whether a mainstream company would include

Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread dark
Hi tom. On the single level point, there is actually another way around it. What games like Metroid do, --- something I'd love to see done in audio actually, is have a large series of connected rooms. The game only loads the monsters in the current room, thus cutting down lag time, you can

Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread dark
Ah, the english accent of orphius strikes again! My mistake. Beware the grue! Dark. - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, September 29, 2011 1:41 PM Subject: Re: [Audyssey] USA Games Halloween

Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread dark
Hi Michael. leaving aside sounds and music, remember that programming a game is not an easy activity. People need training and qualification to do it, then the actual writing of the code is quite a tricky business is in itself, especially if you have to do everything from scratch. Even for

Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread dark
Hi John. Echos are actually a very good way to show space in audio, though obviously you cannot really defign what an object is. The Gma engine supported them a litle, but again there is rpobably more that could be done with them as an element to show space in games. Beware the grue!

Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Thomas Ward
Hi Dark, That is an excellent overview of the situation. As I can not constructively add to what you've already said I won't try. However, your explanation is a good one for why and how the audio games community has drifted into simple game concepts like BopIt, Space Invaders, etc without

Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Thomas Ward
Michael, Yeah, I understand where you are coming from. However, it is unrealistic for a community our size and with one or two man operations. Its not possible for a single indi developer to crank out anything remotely as advanced or complex as Final Fantasy. Although, it might be possible to

[Audyssey] alter aeon gold advice

2011-09-29 Thread john
HI all, I'm just wondering if any of you alter aeon players would have any suggestions as to where I could get a relatively stable gold supply? I'm finding funds rather short at the moment, and the griphins are a little tough to be considered a resource at the moment. --- Gamers mailing list

Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Michael Gauler
Hi Dark, while I am not an expert in programming myself, I know a few things and how tricky it can be to just create a simple program... I have done so myself with other people in a small team... But the point about simple VS complex games in our community is another. Look at Sryth. I have

Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Michael Gauler
Hi Thomas, first , back to combined projects. You are right, that everyone here probably uses different programming languages and tools. But isn't that the reason why mainstream companies have special tools or game engines to solve that problem? What about all the games with the Unreal Engine

[Audyssey] convention fun

2011-09-29 Thread Charles Rivard
A Wee experience: I know it isn't spelled that way, but it sounds right. (grin) Last weekend, I went to the Oklahoma State convention of the American Council of the Blind. One of the activities was bowling with the Wee. Based on the few minutes I spent, I have to say that it is not

Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Charles Rivard
Is that like when he mentions a litle bit rather than a little bit? (ornery grin) --- Be positive! When it comes to being defeated, if you think you're finished, you! are! finished! - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list

[Audyssey] sounds for the usa games project

2011-09-29 Thread john
Hi Thomas, I'm not sure if you've already thought of this, but you might be able to get some decent horror sounds from the horror folder that accompanies sound forge. I'm not absolutely certain weather or not this comes with the download (my audio studio is the cd version) but I'm of the

Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread dark
No Charse itt iss totaly diferent! Beware the grue! Dark. - Original Message - From: Charles Rivard wee1s...@fidnet.com To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, September 29, 2011 6:22 PM Subject: Re: [Audyssey] USA Games Halloween Project Is that like when he

Re: [Audyssey] mainstream game experiences

2011-09-29 Thread shaun everiss
well one major thing with mainstreamers is that they need loads of guts. Since us blindies don't really need large 500mb up external video cards, sound cards and big processers and enough memmory to control the borg well ok, maybe the sound cards, processers and memmory is probably something

Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread shaun everiss
well the industry started easy. And there is almost no motivation to get things going, we don't have teams of people working on things. When we do things the longer they take the bigger the flames. Not to mention that gaming development can't be a full life long job. And at minimal our games

Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread shaun everiss
I think another real aspect of this is the lack of technology and goes back to the legacy thing above. We don't or well didn't have the tools back then. as a result we have to deal with a legacy autoit, vb6 and other inferior languages as the basis for our games. including directx8. We don't

Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread shaun everiss
not to mention that the bigger sound you want the larger space you need for audio stuff. I have speakers but would still use headphones. I don't have any real space to put any more audio in here. I may upgrade my speaker set but that means the old one will need to go to the dump because I can't

[Audyssey] please help.

2011-09-29 Thread michael barnes
Hello I just install neospeech to my windows 7 computer but I am having a bit of problem. I can't get my neospeech to work with the kitchensinc games. However I can get it to work with narrator. I set the voice as my default voice but when I go into the kitchensinc program I don't get any voice

Re: [Audyssey] mainstream game experiences

2011-09-29 Thread john
Hmmm, I've actually got a beautiful laptop that can run pretty much anything, though I do see where you're coming from. I've actually got a windows 98 machine within three feet of me (6 gb hardrive, 96 mb ram (after upgrade) and a 350 mhz processor) right next to my two very modern windows 7

Re: [Audyssey] Castaways version 2.4

2011-09-29 Thread Christina
Yay! Thanks for fixing the bug with the walls. A thousand people? I think the most I ever had was a hundred and thirty. Christina - Original Message - From: Jeremy Kaldobsky jer...@kaldobsky.com To: audyssey gamers@audyssey.org Sent: Wednesday, September 28, 2011 9:00 PM Subject:

Re: [Audyssey] Castaways version 2.4

2011-09-29 Thread Jeremy Kaldobsky
I think my person best was like 60 or 65. There are some truly insane people though, who have crashed the game because they passed its 500 population limit. I simply cannot imagine how many messages you would have to go through for every single tick of game time. My hat is off to them, lol.

Re: [Audyssey] Castaways version 2.4

2011-09-29 Thread Christina
Now, I want to try it and see how many people I can manage. Looking forward to Mission Five! Christina - Original Message - From: Jeremy Kaldobsky jer...@kaldobsky.com To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, September 29, 2011 5:41 PM Subject: Re: [Audyssey]

Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Hayden Presley
Hi,L Ol...it strikes often. Perhaps my favorite from you is calling Amiga Amiger. Best Regards, Hayden -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of dark Sent: Thursday, September 29, 2011 9:23 AM To: Gamers Discussion list

Re: [Audyssey] side scrollers

2011-09-29 Thread Hayden Presley
Hi, Really I'd have to disagree with that last one, and say CHoppe Challenge was more a Space Invaders Clone than anything else. Best Regards, Hayden -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of john Sent: Thursday, September 29,

Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Hayden Presley
HI, That's definitely tre. After beating it once through, I said the heck with these monsters and just pressed F5 to get passed them. Fighting them all the time, every time, you go into reigons beyond the twon is just ridiculous. Best Regards, Hayden -Original Message- From:

Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Hayden Presley
Hi, Try Pet Cemetary. Or perhaps Salem's Lot. Lol...But That's off topic so I'll stop now. Best Regards, Hayden -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Lori Duncan Sent: Wednesday, September 28, 2011 8:58 AM To: Gamers

Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread Hayden Presley
Hi Dark, Yes, I did like the atmosphere in Decent into Madness. There was too much whispering for my liking, but I did like the story line and the wafers you picked up along the way. Best Regards, Hayden -Original Message- From: gamers-boun...@audyssey.org

Re: [Audyssey] USA Games Halloween Project

2011-09-29 Thread dark
Hi haiden. I agree on the whispering, it might have been better if they just read the lines rather than tried to make them scary, sinse the atmosphere and plot is scary enough, but I don't mind this at all. The only problem with descent into madness is the lack of saving bug. I actually got

Re: [Audyssey] Great game!

2011-09-29 Thread Hayden Presley
Hi Thomas, I won't badger you about this one too much, considering that you are working on your HOlloween project, but any idea as to when MOTA RC1 will go public? Best Regards, Hayden -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of

Re: [Audyssey] Great game!

2011-09-29 Thread Bryan Peterson
When it's ready? LOL. It's hard for me to turn on that radio when I'm at home. 'Cuz every song has got some Autotune. - Original Message - From: Hayden Presley hdpres...@hotmail.com To: 'Gamers Discussion list' gamers@audyssey.org Sent: Thursday, September 29, 2011 6:34 PM Subject: Re:

Re: [Audyssey] Castaways version 2.4

2011-09-29 Thread Steady Goh
Managing a large population is not difficult. Your food and resources will just get more and more and you will become a supplier for other online players. haha! After some point when you get things settled down, to play the game is just simply hitting the space bar to let it carry on running