Re: [Audyssey] i'm slightly progressing in danger city

2007-01-18 Thread Dark
As a long time fan of the streets of rage games, Final fight, double dragon 
and just about all walk along beat -em ups (I've played far too many to list 
here). I'd love to try out Danger city even if it is just a short demo (and 
especially if more work on it is forthcoming).

Is there any chance somebody could please post a link? And if it is no 
longer available anywhere, could some kind server owner please host it?

Thanks in advance,

Beware the Grue!

Dark.
- Original Message - 
From: "Nicol Oosthuizen" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Friday, January 19, 2007 7:05 AM
Subject: Re: [Audyssey] i'm slightly progressing in danger city


>
> NB: This email and its contents are subject to our email legal notice
> which can be viewed at http://www.sars.gov.za/Email_Disclaimer.pdf
>
> 
> Damion, please! Please! Tell us if you are making any progress with the
> game. I'm overexcited.
> I'm excited to follow the old man or the car  or  whatever jasen had in
> mind. Did you guys  have a listen to that old man talking as you are
> walking through the water after you completed act3?  He's too old to
> chase that car, lol. Sounds like old man Stanley. No, sounds like phil.
> Lol lol lol.
> That man's voice sounds exactly like phil's voice! Hay phil would you be
> able to chase that car? Lol lol lol. I had a good laugh at that trailor
> or  whatever.
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
> On Behalf Of Bryan Peterson
> Sent: 19 January 2007 12:52 AM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] i'm slightly progressing in danger city
>
> I think somebody already got the code and is working on it. I believe
> it's
> Damian from XSite. But until such time as the game is updated there
> isn't
> any updated version.
> Bryan and his Girl Jenny
> ___
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Re: [Audyssey] Tempest was Centipede.

2007-01-18 Thread Dark
Battle zone? that was one of the first games I ever played, back when I was 
about three four or five and we owned an atari 2600. Many good games there 
(joust was always my personal favourite).

But to get back on topic, I also played Tempest on the amigar, though not 
very much. Unfortunately all the remakes I've managed to come across have 
crazy insane 3d Psychedellic graffics of doom which are fun to look at, but 
make it nerely impossible for me to see my ship, let alone the enemies. I'll 
restrain my wrant about pointless 3D things here though.

an audio tempest would certainly be cool, but given that the shape of the 
playing area wouldn't be visible, and the fact that in audio the amount of 
playing area the player is immediately aware of is much smaller, I don't 
know how you'd distinguish an audio tempest from a wrap around scrolling 
galaxians style audio shooter such as Torrent.

Any ideas anyone?

Beware the Grue!

Dark.
- Original Message - 
From: "Cara Quinn" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Friday, January 19, 2007 7:01 AM
Subject: Re: [Audyssey] Tempest was Centipede.


>   Ah I missed replying to this one.  Ah, what he said!  The game
> absolutely rocks and is one of my all time favs if not my fav
> altogether!One of the things I also liked about it was that 
> it's
> screen was fairly large and very crisp visually to look at.  everything
> stood out very well and the colors were just electric and intense!
>
>   the game play can get extremely fast and absolutely over the top off the
> hook crazy and it's just a blast and a half!!!
>
>   You'd control which segment of the tube you were shooting down, via a
> knob which you could spin very fast, and which had a lot of inertia which
> would allow you (in the case of the flat plain level) to go almost
> immediately from one side of the plain to the other and strafe all the way
> across if you wished.
>
> It was way wild to scoot under the red flippie ones as they crawled across
> at you!  
>
>   Jeez, can ya tell I love this game!  lol!  I have it somewhere on a
> Microsoft arcade classics disc along with Pole Position, Centipede,
> Asteroids, Missile Command, Battle Zone, and Pac Man I believe...  (all
> with the original sounds and such.  Was boat loads o fun!
>
>   Anyway, I'd love to find a copy of Tempest that will work on XP...
>
>   anyway, enough gushing from me!  lol!
>
> Have an awesome day / evening!...
>
> Smiles,
>
> Cara
>
> At 11:25 PM 1/18/2007 -0500, you wrote:
>
>>Hi all,
>>This message was over quota, but I cut out the responce and pasted it
>>here as I thought it was interesting.
>>
>>Sylvester Thomas wrote:
>>Hi Dean!  Well Tempest is a game by Atari from 1980 and It was the
>>first  game to
>>use a technology called vector graphics.  It was even in color.  Game
>>play is  You
>>control a yellow crab-shaped shooter that travels along  the outside rim
>>of a 3-dimensional
>>tunnel, shooting enemies down the alleys  of the tunnel while
>>avoiding any coming down the alleys. The tunnel takes on many different
>>forms.
>>You are given a vanishing-point perspective from the top, looking down
>>into  a geometric
>>shape. The shapes vary from a line, to a triangle, to a circle,
>>to more complex shapes. Enemies enter from the bottom and work their way
>>up  towards
>>the top. Collision with an enemy or an enemy's shot is fatal.
>>A level is cleared when all the enemies have been destroyed, or the
>>only  enemies
>>left are the red shooters that have reached the top of the tunnel.  When
>>proceeding to the next level, shoot and destroy, or avoid, the green
>>spikes  that
>>are left over, as a collision with them is fatal.
>>The superzapper will destroy all the enemies on screen the first time it
>>is  used.
>>The second time has a much more limited effect. The superzapper will
>>notwork a third
>>time. However, the superzapper recharges itself at the start  of each
>>new level.
>>The final levels of the game are the green, which begin  at
>>level 81, and repeat thereafter with no increase in difficulty. It's
>>really  Pulse
>>Pounding!  HTH!  Sly!
>>
>>
>>___
>>Gamers mailing list .. Gamers@audyssey.org
>>To unsubscribe send E-mail to [EMAIL PROTECTED] You can 
>>visit
>>http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
>>any subscription changes via the web.
>>
>>
>>
>>
>>--
>>No virus found in this incoming message.
>>Checked by AVG Free Edition.
>>Version: 7.1.410 / Virus Database: 268.16.14/637 - Release Date: 1/18/2007
>
> ---
>   View my on-line portfolio at:
>
> http://www.onemodelplace.com/CaraQuinn
>
>   "The only things I really think are important, are love, and each
> other.  -Then, anything is possible..."
>
> http://home.earthlink.net/~cara-quinn
>
>
> -- 
> No virus found in this outgoing message.
> Checked by AVG Free Edition.
> Version: 7.1.410 / Virus Database: 268.16.14/637 - Release Date: 1/18/2007
>
>
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> _

Re: [Audyssey] i'm slightly progressing in danger city

2007-01-18 Thread Nicol Oosthuizen

NB: This email and its contents are subject to our email legal notice
which can be viewed at http://www.sars.gov.za/Email_Disclaimer.pdf


Damion, please! Please! Tell us if you are making any progress with the
game. I'm overexcited. 
I'm excited to follow the old man or the car  or  whatever jasen had in
mind. Did you guys  have a listen to that old man talking as you are
walking through the water after you completed act3?  He's too old to
chase that car, lol. Sounds like old man Stanley. No, sounds like phil.
Lol lol lol.
That man's voice sounds exactly like phil's voice! Hay phil would you be
able to chase that car? Lol lol lol. I had a good laugh at that trailor
or  whatever.
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
On Behalf Of Bryan Peterson
Sent: 19 January 2007 12:52 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] i'm slightly progressing in danger city

I think somebody already got the code and is working on it. I believe
it's 
Damian from XSite. But until such time as the game is updated there
isn't 
any updated version.
Bryan and his Girl Jenny
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Re: [Audyssey] Tempest was Centipede.

2007-01-18 Thread Cara Quinn
   Ah I missed replying to this one.  Ah, what he said!  The game 
absolutely rocks and is one of my all time favs if not my fav 
altogether!One of the things I also liked about it was that it's 
screen was fairly large and very crisp visually to look at.  everything 
stood out very well and the colors were just electric and intense!

   the game play can get extremely fast and absolutely over the top off the 
hook crazy and it's just a blast and a half!!!

   You'd control which segment of the tube you were shooting down, via a 
knob which you could spin very fast, and which had a lot of inertia which 
would allow you (in the case of the flat plain level) to go almost 
immediately from one side of the plain to the other and strafe all the way 
across if you wished.

It was way wild to scoot under the red flippie ones as they crawled across 
at you!  

   Jeez, can ya tell I love this game!  lol!  I have it somewhere on a 
Microsoft arcade classics disc along with Pole Position, Centipede, 
Asteroids, Missile Command, Battle Zone, and Pac Man I believe...  (all 
with the original sounds and such.  Was boat loads o fun!

   Anyway, I'd love to find a copy of Tempest that will work on XP...

   anyway, enough gushing from me!  lol!

Have an awesome day / evening!...

Smiles,

Cara

At 11:25 PM 1/18/2007 -0500, you wrote:

>Hi all,
>This message was over quota, but I cut out the responce and pasted it
>here as I thought it was interesting.
>
>Sylvester Thomas wrote:
>Hi Dean!  Well Tempest is a game by Atari from 1980 and It was the
>first  game to
>use a technology called vector graphics.  It was even in color.  Game
>play is  You
>control a yellow crab-shaped shooter that travels along  the outside rim
>of a 3-dimensional
>tunnel, shooting enemies down the alleys  of the tunnel while
>avoiding any coming down the alleys. The tunnel takes on many different
>forms.
>You are given a vanishing-point perspective from the top, looking down
>into  a geometric
>shape. The shapes vary from a line, to a triangle, to a circle,
>to more complex shapes. Enemies enter from the bottom and work their way
>up  towards
>the top. Collision with an enemy or an enemy's shot is fatal.
>A level is cleared when all the enemies have been destroyed, or the
>only  enemies
>left are the red shooters that have reached the top of the tunnel.  When
>proceeding to the next level, shoot and destroy, or avoid, the green
>spikes  that
>are left over, as a collision with them is fatal.
>The superzapper will destroy all the enemies on screen the first time it
>is  used.
>The second time has a much more limited effect. The superzapper will
>notwork a third
>time. However, the superzapper recharges itself at the start  of each
>new level.
>The final levels of the game are the green, which begin  at
>level 81, and repeat thereafter with no increase in difficulty. It's
>really  Pulse
>Pounding!  HTH!  Sly!
>
>
>___
>Gamers mailing list .. Gamers@audyssey.org
>To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit
>http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
>any subscription changes via the web.
>
>
>
>
>--
>No virus found in this incoming message.
>Checked by AVG Free Edition.
>Version: 7.1.410 / Virus Database: 268.16.14/637 - Release Date: 1/18/2007

---
   View my on-line portfolio at:

http://www.onemodelplace.com/CaraQuinn

   "The only things I really think are important, are love, and each 
other.  -Then, anything is possible..."

http://home.earthlink.net/~cara-quinn


-- 
No virus found in this outgoing message.
Checked by AVG Free Edition.
Version: 7.1.410 / Virus Database: 268.16.14/637 - Release Date: 1/18/2007



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[Audyssey] Nolan Vs. the Alien Swarm: another Torrent Soundbite

2007-01-18 Thread Nolan Darilek
Despite how silent things may seem here, lots is happening. To prove  
it, here's another _Torrent_ soundbite!

Quite a few bugs were fixed and new features added since the previous  
soundbite. Here are a few examples.

* Ship navigation is more physics-based with drag simulation. Sure,  
there isn't any air to create drag in space, but there's no sound in  
space, either.
* Collision alerts. When a target is five or fewer seconds from  
colliding, a collision alert sound overlays its positional cue. After  
all, being told that you're going to collide is no good if you aren't  
sure *what* is about to hit you. The alert system doesn't just look  
at current positions but extrapolates into the future as well, so if  
you and an asteroid will collide soon regardless of your current  
positions, the alert is triggered.
* The embedded screen-reader is complete. It's complex enough to  
support dialogues, sliders, buttons, checkboxes and text fields. When  
sampled speech isn't available, text-to-speech kicks in.
* Licensing is hardware-specific but almost instantaneous. Enter your  
name and email address and either be redirected to a purchase page or  
have a new key generated on the fly, all from within the game. Waits  
of hours or days for key generation are non-existent for _Surreal  
Horizons_ games.
* But perhaps the most interesting feature is the addition of aliens.  
These vicious creatures pursue you relentlessly, navigating the  
asteroid fields and swarming upon you from all directions.

Included is a soundbite of an alien swarm level. The aliens still  
need some tuning as they manage to hold their own quite well against  
me, and I might have had a more difficult time had one not collided  
with another and destroyed itself, but this gives some idea of how  
they will behave.

Much of the explanation from the previous soundbite still applies,  
though the sound index is again demonstrated. One interesting  
addition is the speaking state machine. While it might take a second  
or more to audibly note that an alien is retreating, it seems like it  
would be instantly visually obvious. As such, when the aliens change  
states from attacking to retreating, messages are spoken making it  
instantly obvious. This seems to offer numerous emersive  
possibilities for future games--speech cues tied into state machine  
changes might eventually provide a narrative flow of agents' actions  
to accompany the sound effects of those actions.

But, enough talk. [Listen for yourself][1].

[1]: http://surrealhorizons.com/assets/2007/1/19/torrent-aliens.mp3

Just a few more notes. I'm very close to seeking testers for a closed  
beta. If interested, join the [mailing lists][2] and look for further  
announcements there.

[2]: http://lists.surrealhorizons.com

Also, news updates are available as an [atom feed][3], with  
accompanying audio as attachments. You can subscribe to _Surreal  
Horizons_ updates via your news aggregator, and even have accompanied  
soundbites delivered as podcasts!

[3]: http://surrealhorizons.com/feed/atom.xml

Enjoy.


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Re: [Audyssey] game-maker

2007-01-18 Thread Thomas Ward
Hi Josh,
I kind of figured as much. Games built with these off the shelf products 
often have no way to put all the resources in to sound effects and or 
use of SAPI to describe things thus becomes a visual only medium.


Josh wrote:
> Hi,
>
> I looked at the scripting language of the gamemaker program and it turns out 
> that gamemaker does not have the ability to effectively create audio games. 
> Yes it can pan and make 3d sound, but its tools are just not extensive 
> enough.
>
> Josh
>
> email: [EMAIL PROTECTED]
> AOL: kutztownstudent
> msn: [EMAIL PROTECTED]
> skype: jkenn337 
>
>
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> any subscription changes via the web.
>
>
>   


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Re: [Audyssey] Tempest was Centipede.

2007-01-18 Thread Ron Schamerhorn
I was never that good at Tempest but always thought the shapes were amazing! 
Quite an enjoyable game, though would it effectively translate into an audio 
game?  It was rather  visual.

Sylvester Thomas wrote:
Hi Dean!  Well Tempest is a game by Atari from 1980 and It was the
first  game to
use a technology called vector graphics.  It was even in color.  Game
play is  You
control a yellow crab-shaped shooter that travels along  the outside rim
of a 3-dimensional
tunnel, shooting enemies down the alleys  of the tunnel while
avoiding any coming down the alleys. The tunnel takes on many different
forms.
You are given a vanishing-point perspective from the top, looking down
into  a geometric
shape. The shapes vary from a line, to a triangle, to a circle,
to more complex shapes. Enemies enter from the bottom and work their way
up  towards
the top. Collision with an enemy or an enemy's shot is fatal.
A level is cleared when all the enemies have been destroyed, or the
only  enemies
left are the red shooters that have reached the top of the tunnel.  When
proceeding to the next level, shoot and destroy, or avoid, the green
spikes  that
are left over, as a collision with them is fatal.
The superzapper will destroy all the enemies on screen the first time it
is  used.
The second time has a much more limited effect. The superzapper will
notwork a third
time. However, the superzapper recharges itself at the start  of each
new level.
The final levels of the game are the green, which begin  at
level 81, and repeat thereafter with no increase in difficulty. It's
really  Pulse
Pounding!  HTH!  Sly!


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Re: [Audyssey] i'm slightly progressing in danger city

2007-01-18 Thread Sky Taylor
Hello. I don't know whether the game is going to be developed anymore. I 
think somebody really needs to finnish up the game.
- Original Message - 
From: "nicol" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Thursday, January 18, 2007 9:35 AM
Subject: Re: [Audyssey] i'm slightly progressing in danger city


> So is it the only version currently   available?
> I managed to complete act3. I think that  bomb thing is not a time bomb. 
> Its
> something you step into.  Because I was standing still and just fighting a
> lot and then I moved ahead and I got to the thing you press to  complete 
> the
> act.  First of all I couldn't get past those mines. When I finally managed
> to get passed them this bom thing killed me because I was just walking. 
> Now
> the last time I was just standing still and punching and then walked ahead
> and then it didn't killed me. The reason why I'm sure its not a time bomb,
> because in act1 I heard when the time was running out. The game  played a
> single note, and it went faster and faster and its pitch increased.
> When I completed act3,  I heard water and I heard a guy speaking and a car
> passing by and then I heard: intro level 2 and the program terminated.
> Please  could you guys get the code from Jason and  finish the game or 
> find
> out where I can get a more updated version?
>
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
> Behalf Of aaron danvers-jukes
> Sent: Thursday, January 18, 2007 5:42 PM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] i'm slightly progressing in danger city
>
> about intro levels:
> in the readme (yes, i had the pleasure of getting the beta from jason
> himself and with it the readme) it says there are a few intro levels to 
> get
> you used to the different parts of the game. (there are non side scrolling
> levels, but not in this version. act 3 is the last act in this version.)
>
>
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Re: [Audyssey] Voyager Elite Force.

2007-01-18 Thread Thomas Ward
Hi Josh,
Good deal, and it sounds like your demo doesn't have it all.

Josh wrote:
> yeah my demo pack file was smaller than that.
>
> I'll delete my pack file and wait for you to work on it. I think you could 
> really do that game justice.
>
> Josh
>   



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[Audyssey] Tempest was Centipede.

2007-01-18 Thread Thomas Ward
Hi all,
This message was over quota, but I cut out the responce and pasted it 
here as I thought it was interesting.

Sylvester Thomas wrote:
Hi Dean!  Well Tempest is a game by Atari from 1980 and It was the 
first  game to
use a technology called vector graphics.  It was even in color.  Game 
play is  You
control a yellow crab-shaped shooter that travels along  the outside rim 
of a 3-dimensional
tunnel, shooting enemies down the alleys  of the tunnel while
avoiding any coming down the alleys. The tunnel takes on many different  
forms.
You are given a vanishing-point perspective from the top, looking down 
into  a geometric
shape. The shapes vary from a line, to a triangle, to a circle,
to more complex shapes. Enemies enter from the bottom and work their way 
up  towards
the top. Collision with an enemy or an enemy's shot is fatal.
A level is cleared when all the enemies have been destroyed, or the 
only  enemies
left are the red shooters that have reached the top of the tunnel.  When
proceeding to the next level, shoot and destroy, or avoid, the green 
spikes  that
are left over, as a collision with them is fatal.
The superzapper will destroy all the enemies on screen the first time it 
is  used.
The second time has a much more limited effect. The superzapper will  
notwork a third
time. However, the superzapper recharges itself at the start  of each 
new level.
The final levels of the game are the green, which begin  at
level 81, and repeat thereafter with no increase in difficulty. It's 
really  Pulse
Pounding!  HTH!  Sly!


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Re: [Audyssey] game-maker

2007-01-18 Thread Che

  Earlier on the show, Josh wrote:
> I looked at the scripting language of the gamemaker program and it turns 
> out
> that gamemaker does not have the ability to effectively create audio 
> games.
 end quote

 I read a good bit of the docs on game maker, and I disagree.
  This is a construction set, not a programming language, so you aren't 
going to be able to make the next massive MP online slaying universe 
complete with bells and whistles, but you will be able to express your 
creativity and put a lot of game ideas into action with this software from 
what I can tell.
  Also, keep in mind this is a first release, so there is no telling how far 
this package will go as it matures.
  My hat is off to the creators of this one for opening up a world of 
creativity to folks that don't have the time to learn a complete programming 
language.  Well done guys.  I look forward to checking it out, and seeing 
what games folks come up with in the near future.
  Later,
  Che 


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[Audyssey] game-maker

2007-01-18 Thread Josh
Hi,

I looked at the scripting language of the gamemaker program and it turns out 
that gamemaker does not have the ability to effectively create audio games. 
Yes it can pan and make 3d sound, but its tools are just not extensive 
enough.

Josh

email: [EMAIL PROTECTED]
AOL: kutztownstudent
msn: [EMAIL PROTECTED]
skype: jkenn337 


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[Audyssey] OT so please reply offlist...

2007-01-18 Thread Bryan Peterson
As the subject implies this question is off topic, so if someone could reply 
off list I'd appreciate it. I remember hearing on a Main Menu program about JFW 
scripts for the I-Tunes software. Does anyone know where i might find them, if 
indeed they exist? As I said, I'd appreciate a reply off list so we don't 
clutter everything up. One of my teachers this semester does podcasts of his 
class and he suggested I-Tunes. Any help would be appreciated.
Bryan and his Girl Jenny
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Re: [Audyssey] i'm slightly progressing in danger city

2007-01-18 Thread Bryan Peterson
I think somebody already got the code and is working on it. I believe it's 
Damian from XSite. But until such time as the game is updated there isn't 
any updated version.
Bryan and his Girl Jenny
- Original Message - 
From: "nicol" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Thursday, January 18, 2007 10:35 AM
Subject: Re: [Audyssey] i'm slightly progressing in danger city


> So is it the only version currently   available?
> I managed to complete act3. I think that  bomb thing is not a time bomb. 
> Its
> something you step into.  Because I was standing still and just fighting a
> lot and then I moved ahead and I got to the thing you press to  complete 
> the
> act.  First of all I couldn't get past those mines. When I finally managed
> to get passed them this bom thing killed me because I was just walking. 
> Now
> the last time I was just standing still and punching and then walked ahead
> and then it didn't killed me. The reason why I'm sure its not a time bomb,
> because in act1 I heard when the time was running out. The game  played a
> single note, and it went faster and faster and its pitch increased.
> When I completed act3,  I heard water and I heard a guy speaking and a car
> passing by and then I heard: intro level 2 and the program terminated.
> Please  could you guys get the code from Jason and  finish the game or 
> find
> out where I can get a more updated version?
>
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
> Behalf Of aaron danvers-jukes
> Sent: Thursday, January 18, 2007 5:42 PM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] i'm slightly progressing in danger city
>
> about intro levels:
> in the readme (yes, i had the pleasure of getting the beta from jason
> himself and with it the readme) it says there are a few intro levels to 
> get
> you used to the different parts of the game. (there are non side scrolling
> levels, but not in this version. act 3 is the last act in this version.)
>
>
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Re: [Audyssey] Cricket

2007-01-18 Thread Willem
Sorry for replying so late.
Battrick is an online cricket management game.  It can be found at
http://www.battrick.org/

Willem.
- Original Message - 
From: "john snowling" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, January 15, 2007 8:58 PM
Subject: Re: [Audyssey] Cricket


> what is battrick.
> - Original Message - 
> From: "Willem" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" 
> Sent: Monday, January 15, 2007 10:28 AM
> Subject: Re: [Audyssey] Cricket
>
>
>>I endorse!
>> Btw Who of you plays battrick on here?
>> - Original Message - 
>> From: "mark bishop" <[EMAIL PROTECTED]>
>> To: "Gamers Discussion list" 
>> Sent: Monday, January 15, 2007 12:05 AM
>> Subject: Re: [Audyssey] Cricket
>>
>>
>>> Just wanted to add my voice to the call for an accessible cricket game.
>>> - Original Message - 
>>> From: "simon.dowling" <[EMAIL PROTECTED]>
>>> To: "Gamers Discussion list" 
>>> Sent: Saturday, January 13, 2007 7:40 AM
>>> Subject: Re: [Audyssey] Cricket
>>>
>>>
 hi mark, I did send the aski code to a couple of members to develope 
 the
 game from the old eureka days, but haven't heard anything for ages.
 I no Quinton pendal from south Africa was planning a project for 
 further
 developing the game, but I think he's busy with other stuff at the mo.
 - Original Message - 
 From: "Mark Pemberton" <[EMAIL PROTECTED]>
 To: "gamers discussion list" 
 Sent: Saturday, January 13, 2007 3:20 PM
 Subject: [Audyssey] Cricket


> Does anyone know if there's an accessible PC Cricket game out there?
> Is
> there an English version of Jim Kitchen who could developed one?  I've
> played a couple of board games  such as "Wickitz" for example, with a
> great deal of sighted assistance, of course and hope one might be in
> the
> works.
> Ps.  When I say English I mean non American as they have no knowledge
> of
> the beautiful game at all!  Grin.
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>>>
>>>
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>>> 2007/01/15
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>>
>>
>>
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Re: [Audyssey] i'm slightly progressing in danger city

2007-01-18 Thread nicol
So is it the only version currently   available?
I managed to complete act3. I think that  bomb thing is not a time bomb. Its
something you step into.  Because I was standing still and just fighting a
lot and then I moved ahead and I got to the thing you press to  complete the
act.  First of all I couldn't get past those mines. When I finally managed
to get passed them this bom thing killed me because I was just walking. Now
the last time I was just standing still and punching and then walked ahead
and then it didn't killed me. The reason why I'm sure its not a time bomb,
because in act1 I heard when the time was running out. The game  played a
single note, and it went faster and faster and its pitch increased.
When I completed act3,  I heard water and I heard a guy speaking and a car
passing by and then I heard: intro level 2 and the program terminated.
Please  could you guys get the code from Jason and  finish the game or find
out where I can get a more updated version?

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
Behalf Of aaron danvers-jukes
Sent: Thursday, January 18, 2007 5:42 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] i'm slightly progressing in danger city

about intro levels:
in the readme (yes, i had the pleasure of getting the beta from jason
himself and with it the readme) it says there are a few intro levels to get
you used to the different parts of the game. (there are non side scrolling
levels, but not in this version. act 3 is the last act in this version.)


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Re: [Audyssey] Accessible online gambling site?

2007-01-18 Thread Che
  I have been able to play party poker with jaws, but it is way more trouble 
than it is worth, and the other folks at the table get annoyed because it 
takes you so long to get your decisions made, so I gave up.
  However, I bet a lot of sports, and found a very accessible sports bet 
sight that is one of the most reliable out there: www.vip.com
  Now go bet on the Colts while the line is still good.
  Later,
  Che
- Original Message - 
From: "Christian" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, January 18, 2007 10:25 AM
Subject: [Audyssey] Accessible online gambling site?


> Hi,
> Have been away from this list for a little while. Just wondeirng has 
> anyone found any accessible online gambling site?
> Many thanks,
> Christian
>
>
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Re: [Audyssey] Accessible online gambling site?

2007-01-18 Thread Christian
Hello Che,
Many thanks for your message.
It aws some time now since i tried Partypoker. Going to try it again now with 
Window-Eyes just for fun. When I tried it i didn't see my pocket cards how is 
that at the moment?
Also, I was not able to take a seat, how did you do that?
Also, I am going to try out that vip.com site as well. Many thanks!
Christian


On 2007-01-18 at 11:04 Che wrote:

>I have been able to play party poker with jaws, but it is way more
>trouble 
>than it is worth, and the other folks at the table get annoyed because it 
>takes you so long to get your decisions made, so I gave up.
>  However, I bet a lot of sports, and found a very accessible sports bet 
>sight that is one of the most reliable out there: www.vip.com
>  Now go bet on the Colts while the line is still good.
>  Later,
>  Che
>- Original Message - 
>From: "Christian" <[EMAIL PROTECTED]>
>To: 
>Sent: Thursday, January 18, 2007 10:25 AM
>Subject: [Audyssey] Accessible online gambling site?
>
>
>> Hi,
>> Have been away from this list for a little while. Just wondeirng has 
>> anyone found any accessible online gambling site?
>> Many thanks,
>> Christian
>>
>>
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>> any subscription changes via the web.
>> 
>
>
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Re: [Audyssey] game maker

2007-01-18 Thread Josh
all the sample games can be found at www.gamemaker.nl on the games link. 
they're for sighted people though so not sure how useable or playable 
they'll be.

Josh

- Original Message - 
From: "Ken the Crazy" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Thursday, January 18, 2007 2:18 AM
Subject: Re: [Audyssey] game maker


> how bout a sample game?
> Ken Downey
> President
> DreamTechInteractive!
>
> And,
> Coming soon,
> Blind Comfort!
> The pleasant way to get a massage--no staring, just caring.
>
> - Original Message - 
> From: "Josh" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" ;
> <[EMAIL PROTECTED]>; <[EMAIL PROTECTED]>
> Sent: Wednesday, January 17, 2007 10:01 PM
> Subject: [Audyssey] game maker
>
>
>> Hi,
>>
>> I downloaded and tried the gamemaker software. It's very accessible using
>> a
>> screen reader. There are keyboard shortcuts everywhere and as far as I 
>> can
>> see everything talks using jaws7 and window-eyes too, most likely. Now 
>> the
>> thing about the program from www.gamemaker.nl is there's a lot of 
>> features
>> we don't need such as features for makeing drawings move and things like
>> that. But game-maker does have sound features, requires DirectX8 or more
>> to
>> play sounds, can play multiple sounds and loop them, and you can pan
>> sounds
>> from left to right in advanced mode. And if you register it for $20 you
>> get
>> even more features like libraries and things like that. You can even make
>> games with gamemaker in which you can save your players progress in the
>> .exe
>> files that gamemaker can create. registration is only $20, the software 
>> is
>> very very accessible.
>>
>> Josh
>>
>> email: [EMAIL PROTECTED]
>> AOL: kutztownstudent
>> msn: [EMAIL PROTECTED]
>> skype: jkenn337
>>
>>
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>>
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>> Version: 7.1.410 / Virus Database: 268.16.13/634 - Release Date: 
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>>
>>
>
>
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Re: [Audyssey] game maker

2007-01-18 Thread Josh
I doubt it too. Just because I got this program well I'm still getting audio 
game maker! why? because maybe it can do things that this one cannot.
it probably can do things this game maker cannot do.

Josh

- Original Message - 
From: "Ken the Crazy" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Thursday, January 18, 2007 2:20 AM
Subject: Re: [Audyssey] game maker


>I highly highly doubt it.
> Ken Downey
> President
> DreamTechInteractive!
>
> And,
> Coming soon,
> Blind Comfort!
> The pleasant way to get a massage--no staring, just caring.
>
> - Original Message - 
> From: "Bryan Peterson" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" 
> Sent: Wednesday, January 17, 2007 11:46 PM
> Subject: Re: [Audyssey] game maker
>
>
>> You might want to be careful about that. You might just turn everybody 
>> off
>> Audio Game Maker. If a program exists that already allows players to save
>> their in-game progress, people aren't going to want to try the specially
>> designed program, meaning it won't be updated because the devs won't get
>> the
>> funding they need to continue work on it.
>> Bryan and his Girl Jenny
>> - Original Message - 
>> From: "Josh" <[EMAIL PROTECTED]>
>> To: "Gamers Discussion list" ;
>> <[EMAIL PROTECTED]>; <[EMAIL PROTECTED]>
>> Sent: Wednesday, January 17, 2007 8:01 PM
>> Subject: [Audyssey] game maker
>>
>>
>>> Hi,
>>>
>>> I downloaded and tried the gamemaker software. It's very accessible 
>>> using
>>> a
>>> screen reader. There are keyboard shortcuts everywhere and as far as I
>>> can
>>> see everything talks using jaws7 and window-eyes too, most likely. Now
>>> the
>>> thing about the program from www.gamemaker.nl is there's a lot of
>>> features
>>> we don't need such as features for makeing drawings move and things like
>>> that. But game-maker does have sound features, requires DirectX8 or more
>>> to
>>> play sounds, can play multiple sounds and loop them, and you can pan
>>> sounds
>>> from left to right in advanced mode. And if you register it for $20 you
>>> get
>>> even more features like libraries and things like that. You can even 
>>> make
>>> games with gamemaker in which you can save your players progress in the
>>> .exe
>>> files that gamemaker can create. registration is only $20, the software
>>> is
>>> very very accessible.
>>>
>>> Josh
>>>
>>> email: [EMAIL PROTECTED]
>>> AOL: kutztownstudent
>>> msn: [EMAIL PROTECTED]
>>> skype: jkenn337
>>>
>>>
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>>>
>>
>>
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>> Checked by AVG Free Edition.
>> Version: 7.1.410 / Virus Database: 268.16.13/634 - Release Date: 
>> 1/17/2007
>>
>>
>
>
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Re: [Audyssey] Voyager Elite Force.

2007-01-18 Thread Josh
yeah my demo pack file was smaller than that.

I'll delete my pack file and wait for you to work on it. I think you could 
really do that game justice.

Josh

- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Wednesday, January 17, 2007 11:45 PM
Subject: Re: [Audyssey] Voyager Elite Force.


> Hi Josh,
> I have never tried the demo. I've got the full version, and the pak file
> the sounds are in is something like 524 MB. Pretty huge. If your demo
> pak file is smaller than that then you might not have it all.
> Although, the pak file holds sounds, vidios, music, graphics, and a
> bunch of other things so on and I am not sure what is and is not
> included in the demo.
> I suppose you could make multiple exe files with Audio Game maker to
> make multiple games, but with VEF it has two modes which is single
> player mode and a team player mode type game.
> As for the math there are books out there as well as other programmers
> that could probably give you the formulas to use for certain things.
> Also google is your friend for stuff like that.
> Another thing I did was grabbed a few open source games for Linux,
> scanned the source, and wripped out the formulas I needed for my games
> if I didn't already have it  figured out.
>
>
> Josh wrote:
>> so tom, do I just have a demo or do I have all the sounds? Do I need to 
>> buy
>> the full version to get all the sounds? Also, wonder if audio game maker
>> would be up to the task of makeing a few voyager games packaged as one
>> voyager game that people could choose which game to play?
>> Since I didn't get a chance to take calculus or trig in either high 
>> school
>> or college, and since I am living on SSI and can't afford to attend 
>> college
>> with my wife who is also blind, our first child on the way, I can't take
>> calculus or trig so audio game maker is gunna have to due.
>>
>> Josh
>>
>
>
>
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Re: [Audyssey] game maker

2007-01-18 Thread Josh
I suggest everyone use audio-game-maker anyway. Although I have this 
program, what if audo-game-maker has something this program does not? 
Besides, I think for to get the most out of makeing games it's good to have 
more than one of these programs. As soon as audio-game-maker is available 
for download I'm getting it and useing it! And if the makers of 
audio-game-maker would put a pay-pal button on their website even if they 
couldn't get funding, couldn't we each donate some money to help them 
continue the project? I'd be willing to donate some money!

Josh

- Original Message - 
From: "Bryan Peterson" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Wednesday, January 17, 2007 11:46 PM
Subject: Re: [Audyssey] game maker


> You might want to be careful about that. You might just turn everybody off
> Audio Game Maker. If a program exists that already allows players to save
> their in-game progress, people aren't going to want to try the specially
> designed program, meaning it won't be updated because the devs won't get 
> the
> funding they need to continue work on it.
> Bryan and his Girl Jenny
> - Original Message - 
> From: "Josh" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" ;
> <[EMAIL PROTECTED]>; <[EMAIL PROTECTED]>
> Sent: Wednesday, January 17, 2007 8:01 PM
> Subject: [Audyssey] game maker
>
>
>> Hi,
>>
>> I downloaded and tried the gamemaker software. It's very accessible using
>> a
>> screen reader. There are keyboard shortcuts everywhere and as far as I 
>> can
>> see everything talks using jaws7 and window-eyes too, most likely. Now 
>> the
>> thing about the program from www.gamemaker.nl is there's a lot of 
>> features
>> we don't need such as features for makeing drawings move and things like
>> that. But game-maker does have sound features, requires DirectX8 or more
>> to
>> play sounds, can play multiple sounds and loop them, and you can pan
>> sounds
>> from left to right in advanced mode. And if you register it for $20 you
>> get
>> even more features like libraries and things like that. You can even make
>> games with gamemaker in which you can save your players progress in the
>> .exe
>> files that gamemaker can create. registration is only $20, the software 
>> is
>> very very accessible.
>>
>> Josh
>>
>> email: [EMAIL PROTECTED]
>> AOL: kutztownstudent
>> msn: [EMAIL PROTECTED]
>> skype: jkenn337
>>
>>
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>> any subscription changes via the web.
>>
>
>
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[Audyssey] Accessible online gambling site?

2007-01-18 Thread Christian
Hi,
Have been away from this list for a little while. Just wondeirng has anyone 
found any accessible online gambling site?
Many thanks,
Christian


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Re: [Audyssey] game maker

2007-01-18 Thread Josh
I'm not sure if you can do 3d sound or not. if you can, it's probably with 
the registered version. and probably if you want to do more you have to 
learn their scripting language. also the registered version you can get more 
libraries for it. what that does or lets you do I don't know.

Josh

- Original Message - 
From: "Dark" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Thursday, January 18, 2007 1:14 AM
Subject: Re: [Audyssey] game maker


> Having not looked into the thing I can't be certain, but I've heard quite 
> a
> lot of talk about the limitations of that program, and that to actually 
> get
> a game worth playing it's a good idea to tinker with the code in the exe
> file yourself.
>
> Also, even if it can pan sounds left to right and play different amounts 
> of
> sounds at once, does it have the same ability to create a 3D environment 
> and
> objects in sound you can interact with, as in Sod? could you have sound
> cutscenes with it?
>
> Personally, i can't wait for the audio game maker to come out, sinse i've
> already considdered how to do some fun things with it.
>
> My only problem is that the production I'm in happens in early march, so
> it'll be a while before I can spend all my time and energy on Audio game
> maker.
>
> Beware the Grue!
>
> Dark.
> - Original Message - 
> From: "Bryan Peterson" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" 
> Sent: Thursday, January 18, 2007 4:46 AM
> Subject: Re: [Audyssey] game maker
>
>
>> You might want to be careful about that. You might just turn everybody 
>> off
>> Audio Game Maker. If a program exists that already allows players to save
>> their in-game progress, people aren't going to want to try the specially
>> designed program, meaning it won't be updated because the devs won't get
>> the
>> funding they need to continue work on it.
>> Bryan and his Girl Jenny
>> - Original Message - 
>> From: "Josh" <[EMAIL PROTECTED]>
>> To: "Gamers Discussion list" ;
>> <[EMAIL PROTECTED]>; <[EMAIL PROTECTED]>
>> Sent: Wednesday, January 17, 2007 8:01 PM
>> Subject: [Audyssey] game maker
>>
>>
>>> Hi,
>>>
>>> I downloaded and tried the gamemaker software. It's very accessible 
>>> using
>>> a
>>> screen reader. There are keyboard shortcuts everywhere and as far as I
>>> can
>>> see everything talks using jaws7 and window-eyes too, most likely. Now
>>> the
>>> thing about the program from www.gamemaker.nl is there's a lot of
>>> features
>>> we don't need such as features for makeing drawings move and things like
>>> that. But game-maker does have sound features, requires DirectX8 or more
>>> to
>>> play sounds, can play multiple sounds and loop them, and you can pan
>>> sounds
>>> from left to right in advanced mode. And if you register it for $20 you
>>> get
>>> even more features like libraries and things like that. You can even 
>>> make
>>> games with gamemaker in which you can save your players progress in the
>>> .exe
>>> files that gamemaker can create. registration is only $20, the software
>>> is
>>> very very accessible.
>>>
>>> Josh
>>>
>>> email: [EMAIL PROTECTED]
>>> AOL: kutztownstudent
>>> msn: [EMAIL PROTECTED]
>>> skype: jkenn337
>>>
>>>
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>>> visit
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>>> any subscription changes via the web.
>>>
>>
>>
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>
>
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Re: [Audyssey] i'm slightly progressing in danger city

2007-01-18 Thread aaron danvers-jukes
about intro levels:
in the readme (yes, i had the pleasure of getting the beta from jason 
himself and with it the readme) it says there are a few intro levels to get 
you used to the different parts of the game. (there are non side scrolling 
levels, but not in this version. act 3 is the last act in this version.)


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Re: [Audyssey] sod

2007-01-18 Thread joseli Walter
thanks. I'll have to try that.

- Original Message - 
From: "Bryan Peterson" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Wednesday, January 17, 2007 10:43 PM
Subject: Re: [Audyssey] sod


> It's on the last monster in the level. If you take one of the two
> teleporters in the room with two, it'll take you to a room with a machine
> and a Cyborg. Kill it and it should have the message, assuming you didn't
> miss an other monsters up to that point. Then just use a mine to get out.
> Bryan and his Girl Jenny
> - Original Message - 
> From: "joseli Walter" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" 
> Sent: Wednesday, January 17, 2007 5:17 PM
> Subject: Re: [Audyssey] sod
>
>
>> hey can anyone give me a clue as to hwo to find the message in level five
>> of
>> sod?
>> thanks.
>>
>> - Original Message - 
>> From: "nicol" <[EMAIL PROTECTED]>
>> To: "Audyssey Blind gaming Gamers discussion list" 
>> Sent: Friday, January 12, 2007 3:17 PM
>> Subject: [Audyssey] sod
>>
>>
>>> Hi all
>>> I have beaten sod on its my turn daddy! You guys were right, I
>>> backtracked
>>> in level 8 and  I found a silent walker and when I killed him, I found
>>> the
>>> message. I enjoyed the ending sequence a lot. You go up the elevator,
>>> then
>>> you hear seagulls and all  you have to do is use the radio from your
>>> inventory and the ship is on its way.
>>> Just a question for those of you who have done a lot of exploring. In 
>>> the
>>> area outside the boss room, there is this long passage stretching from
>>> the
>>> elevator to the door of the boss room. As I walk down this passage there
>>> is
>>> passages to my left and right, and from them monsters came out. I 
>>> managed
>>> to
>>> kill them all, what I would like to know: is it necesary to walk down
>>> each
>>> of those passages?
>>> If there's no  ammo  etc. lying there, then it sno use me walking down
>>> each
>>> one of them.
>>> Because I tried it and I got lost somewhere so it took me  a while to 
>>> get
>>> back to the main passage.
>>> I'm just asking for when I play the boss level on higher experience
>>> levels.
>>> Well the monsters doesn't carry anything, but if any one found stuff
>>> lying
>>> around in those passages then its worth  walking down each one of  those
>>> passages.
>>> After the guy says: tie yourself, you deserve a medal for this, the ship
>>> makes a sound as its departing and the eva says: congrachulations, you
>>> have
>>> completed shades of  doom successfully.
>>> But then the ship's sound  continues. I waited a while to  hear if the
>>> sound
>>> will vanish but it just continues. So then I pressed a key and the sound
>>> stops and I was back in the menu.
>>> Will this sound play and  play until I  press a key? Or will it  fade
>>> awayh
>>> after a while?
>>>
>>>
>>>
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>>> any subscription changes via the web.
>>
>>
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>>
>
>
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[Audyssey] the old days are back, at least for a bit

2007-01-18 Thread shaun everiss
Hi all.
After searching around local oction sites I found my new old system I will use 
for if games and other games with sfx.
Its a toshiba sxw 3200 part of the t series and was made 2 years before my 1850.
The advantages over the now broke 1850 are the 9mb addon making 13mb and the 
116 mb drive although it was p7ut as 120mb.
It seems in good condition for its age and is really cool.
THe add said it was luggable.
What it ment is that to lift it if you wanted to lift the disgusting bag it 
came in that is, well it would take a small tank to lift it.
For what its worth its ok apart from the fact that if you power the thing up 
you will have to set the bios since its batryless.
Another thing that is a pain is the fact my external synth has a flat battery, 
even though I don't use it, and this means bad things will happen.
So far I have reformatted the system, loaded dos 6.22 keynote mastertouch and 
keysoft.
In the next few days I will put my gaming software onto my win98 system, then 
using interlink and its associated server transfer via paralel or com port, all 
of my stuff.
Except for the stuff that needs loading that is.
Eg toshiba utilities, and cleanup of the hard disk.
once thats done, a general config and things.
Then its time to find more power ports and a place to install this monster.
I really can't put it on my desk as it just doesn't  fit there.
It has a full computer keyboard, a thing I am not really used to since I have 
always used a laptop style keyboard.
And unless there is a way to get a laptop keyboard with serial or ps2 interface 
I may have to learn things.
On the pluss side well who knows.
I can understand now how we mannaged to have slimmed down systems.
This thing weighs a tonn  the keyboard is most of it.
Anyway my real question was now since i have a system that I can play if again 
using dos programs, is there anything good I have missed.
after trimming down things I may if I get everything placed as it should start 
shopping for more material.
free mind you though.


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Re: [Audyssey] encrypting sound files

2007-01-18 Thread x-sight interactive
the bsc sound files can be cracked. i got sent a game which i was meant to 
be hosting with lots of those files in it. i obviously said, no, way! i am 
not, under any circumstances, hosting that unless you change those sounds, 
because i'm not sure that justin would approve of that.

i myself have also witnessed someone decompiling the pipe2 sounds with a 
program made for unpacking game files and scanning an encrypted zip file for 
sounds.

regards,

damien



- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Ken the Crazy" <[EMAIL PROTECTED]>; "Gamers Discussion list" 

Sent: Thursday, January 18, 2007 8:25 AM
Subject: Re: [Audyssey] encrypting sound files


> Hi Ken,
> That is a perfect example of what does and does not work for encryption.
> BSC's games like Troopenum seam to be using an encrypted file packing
> utility like Molebox. I don't know of anyone who cracked in to it which
> is good.
> GMA Games sound encryption isn't all that advanced. In fact I am not
> sure they are encrypted. They appear to be some raw sound source which
> gets loaded in to the SOD engine and reconstructed at runtime.
> All you are doing with Soundforge or Goldwave is reconstructing the
> sounds from that raw state.
> A C++ programmer does have the advantage of packing all sounds in to a
> dll, but there are tools out there that can pick icons and sounds out of
> compiled dlls.
> I have heard one of the ways to secure sounds is to include them
> directly in to your exe file, and then use a binary encryption tool to
> scramble the exe file so it can not be decompiled and other hacking
> tools can not steel the sounds or images from it. Down side as with
> Molebox you have a file several hundred megs large or at least 20 or 30
> MB, or whatever size it ends up being.
>
>
> Ken the Crazy wrote:
>> Yeah, look at GMA games's sounds--gsf sounds, but you can easily load em 
>> up
>> in gold wave.
>> Ken Downey
>> President
>> DreamTechInteractive!
>>
>
>
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>
> 


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Re: [Audyssey] Voyager Elite Force.

2007-01-18 Thread Thomas Ward
Hi Cara,
I've been giving this VEF game allot of serious thought.
Rather than use the actual open source Quake engines I think what as a 
developer I should do is design my own open source Quake-Like engine 
which has accessibility out of the box. It could include many of the 
design elements from the Quake engine, but also could use many good 
design elements from the SOD engine. The f1 interactive help system, 
ammo announcement commands, health announcement, bla. A similar keyboard 
layout like SOD would be nice as well.
I've never liked the Quake-like layouts of w for foward, a for left, d 
for right, s for backward, and so on.
Anyway, I've been writing up some design ideas, and thoughts, and I 
think VEF is doable. As for help I am not use to helping hands when 
designing games, but I figure since this would be a free game it could 
be put out under the open source GPL license.
Cheers.


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Re: [Audyssey] star trek voyager elite force

2007-01-18 Thread Thomas Ward
Hi Shaun,
Well, the manual seams to indicate that written permission must be 
requested first, but since the license agreement is written rather 
leniently some of these games like this might be possibly modded to work 
in our favor.


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Re: [Audyssey] encrypting sound files

2007-01-18 Thread Thomas Ward
Hi Ken,
That is a perfect example of what does and does not work for encryption.
 BSC's games like Troopenum seam to be using an encrypted file packing 
utility like Molebox. I don't know of anyone who cracked in to it which 
is good.
GMA Games sound encryption isn't all that advanced. In fact I am not 
sure they are encrypted. They appear to be some raw sound source which 
gets loaded in to the SOD engine and reconstructed at runtime.
All you are doing with Soundforge or Goldwave is reconstructing the 
sounds from that raw state.
A C++ programmer does have the advantage of packing all sounds in to a 
dll, but there are tools out there that can pick icons and sounds out of 
compiled dlls.
I have heard one of the ways to secure sounds is to include them 
directly in to your exe file, and then use a binary encryption tool to 
scramble the exe file so it can not be decompiled and other hacking 
tools can not steel the sounds or images from it. Down side as with 
Molebox you have a file several hundred megs large or at least 20 or 30 
MB, or whatever size it ends up being.


Ken the Crazy wrote:
> Yeah, look at GMA games's sounds--gsf sounds, but you can easily load em up 
> in gold wave.
> Ken Downey
> President
> DreamTechInteractive!
>   


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Re: [Audyssey] game maker

2007-01-18 Thread Thomas Ward
Hi Dark,
I've heard that to. Problem with these off the shelf engines and 
building tools many of them  simply don't have the ability to create the 
kinds of access features we want. I am happy to see Audio Games Maker is 
at least going to be an off the shelf tool from which to create games 
with accessibility in mind.


Dark wrote:
> Having not looked into the thing I can't be certain, but I've heard quite a 
> lot of talk about the limitations of that program, and that to actually get 
> a game worth playing it's a good idea to tinker with the code in the exe 
> file yourself.
>
> Also, even if it can pan sounds left to right and play different amounts of 
> sounds at once, does it have the same ability to create a 3D environment and 
> objects in sound you can interact with, as in Sod? could you have sound 
> cutscenes with it?
>
> Personally, i can't wait for the audio game maker to come out, sinse i've 
> already considdered how to do some fun things with it.
>
> My only problem is that the production I'm in happens in early march, so 
> it'll be a while before I can spend all my time and energy on Audio game 
> maker.
>   


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Re: [Audyssey] game maker

2007-01-18 Thread Thomas Ward
Hi Bryan,
I kind of doubt that. It has been my general experience when something 
is made specially for the blind, especially designed to be accessible, 
it is most often chosen over more mainstream commercial products.
Take OCR software. There are some really good OCR products out there 
like Omnipage and Text Bridge, but acessible OCR products like Openbook 
and K1000are still being baught and used by the blind. The only thing I 
can think of that is better about say Openbook is the ability to scan 
and read, and of course the built in text to speech. Otherwise with a 
screen reader and MS Word you can just sscan your document in to Word 
with Omnipage's MS Word plugins.


Bryan Peterson wrote:
> You might want to be careful about that. You might just turn everybody off 
> Audio Game Maker. If a program exists that already allows players to save 
> their in-game progress, people aren't going to want to try the specially 
> designed program, meaning it won't be updated because the devs won't get the 
> funding they need to continue work on it.
> Bryan and his Girl Jenny
>   


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Re: [Audyssey] Voyager Elite Force.

2007-01-18 Thread Thomas Ward
Hi Sean,
I am still working out mission 2 where you must make it to main 
engineering and fix the warp core. I was suprised when the turbolift got 
stuck, and I had to find engineering via jefferies tube.
I'm beginning to notice how real games for the sighted gamers blows away 
the accessible games. None of them come close to this complexity.
Although, I'd think if an accesible version was made some of the 
complexity would have to be skipped or no one single dev could design it 
in 5 years.


Sean Mealin wrote:
> WOW. I love this game. The last time I played it was when it first came
> out on the PS2; that was back when I had half decent sight. 
> Now, the fun part is go watch the Voyager TV show; every now and then you
> will here references to Munro or one of his team mates. Where are you right
> now Tom? It gets really really good; I think I must have played that game
> for like a week strait. The game is amazing; what happens in one mission
> will affect the rest of the game. For example, if you don't protect your
> team mate in one mission, 3 missions down the line you will have to do some
> really hard task because your team mate (who you did not protect) is not
> there. That or you miss out on some really funny arguments between team
> mates.
>   



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