Re: [Audyssey] unlocking jobs was entombed shops

2010-03-28 Thread Hayden Presley
Hi,
It's available out of the box.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of James Howard
Sent: Sunday, March 28, 2010 12:59 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] unlocking jobs was entombed shops

I'm curious about the shaman job, how do you actualy get it, sense
we're on the topics of jobs and such.

On 3/27/10, Richard Sherman squir...@gmail.com wrote:
 Hi,

 possible spoilers ahead. proceed at your own risk.

 s
 p
 o
 i
 l
 e
 r

 s
 p
 a
 c
 e

 now that that is over.

 I believe that you need to combine thief and wanderer. But don't quote me.
I
 don't believe it matters what order they are in. But to get the most bang
 for your buck, choose thief first. And I believe it must be your main
 character to do this, not a rescued one.

 i still have to unlock this one.

 If I am wrong, i hope that those who do know will correct me.

 Rich
 - Original Message -
 From: Hayden Presley
 Sent: Saturday, March 27, 2010 4:52 PM


 Hi,
 Which card gives you the Adventrer job? Oops, should I say, which two jobs
 give you the card?
 Best Regards,
 Hayden


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Re: [Audyssey] star wars games

2010-03-28 Thread Hayden Presley
That might work...
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jacob Kruger
Sent: Saturday, March 27, 2010 10:32 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] star wars games

Something to do with flat, since it's largely a desert planet, so, maybe 
FlatTooWind?

Original name is Tatooine FWIW, but gets pronounced sort of like 
TattooWeen - could also go for something like TattooWean - as in getting off

tattoo fixation...?

Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

- Original Message - 
From: Hayden Presley hdpres...@hotmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, March 28, 2010 5:15 AM
Subject: Re: [Audyssey] star wars games


 Can anyone think of one for the planet of Tadooine?
 Best Regards,
 Hayden

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of dark
 Sent: Saturday, March 27, 2010 7:25 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] star wars games

 And don't forget your other pal, the famous adventurer and owner of the
 ship, stan loner, with his alien companion chewing tobacca! You meet the 
 two

 of them in a run down club in the city of litchin miserly where they own a
 lot of money to the notorious gangster, baja the shack!

 Will you be able to save the galaxy, learn the powers of a  red eye 
 paladin
 without giving in to the black side of the pressure?  - find out in 
 the
 new game which is Sun battles! episode 4 old dispare!

 lol, couldn't resist  it!

 Beware the Grue!

 dark.
 - Original Message - 
 From: Phil Vlasak p...@pcsgames.net
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, March 27, 2010 8:26 PM
 Subject: Re: [Audyssey] star wars games


 Hi Thomas,
 So you could make a Star Wars like game, having the main character named
 Mock RyeWalker?
 Fighting with Sonic sabers?
 Finding Princess Mynah?
 Blowing up the Death Bar?
 And flying in the Millennium Turkey with a giant harry Cookie?


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Re: [Audyssey] looking for a checker game

2010-03-28 Thread Hayden Presley
Hi Andrew,
To my knowledge there is no such accessible game.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of 89434
Sent: Sunday, March 28, 2010 12:38 AM
To: gamers@audyssey.org
Subject: [Audyssey] looking for a checker game

High to the list.  I am still looking for a checker game to play on the
computer and against the computer.Where can I get a checker game to play on
the computer?  Hoping to here from some one on the list about finding a
checker game to play on the computer.
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Re: [Audyssey] looking for a checker game

2010-03-28 Thread Jacob Kruger
Not sure how perfect this one is, but on this page, you can find a download 
for accessible checkers:

http://wareseeker.com/free-accessible/

Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

- Original Message - 
From: 89434 89...@att.net

To: gamers@audyssey.org
Sent: Sunday, March 28, 2010 7:38 AM
Subject: [Audyssey] looking for a checker game


High to the list.  I am still looking for a checker game to play on the 
computer and against the computer.Where can I get a checker game to play 
on the computer?  Hoping to here from some one on the list about finding a 
checker game to play on the computer.

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Re: [Audyssey] entombed problem

2010-03-28 Thread Jess Varnell

I was able to use it when I rescued a thief.
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Saturday, March 27, 2010 8:07 PM
Subject: Re: [Audyssey] entombed problem



Hi,
The trickster is a job you can use? Hmmm...how do you unlock that one?
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: Saturday, March 27, 2010 6:19 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] entombed problem

Like a lot of jobs the Shaman's only available to certain races, usually
monsters.
Homer: Hey, uh, could you go across the street and get me a slice of 
pizza?

Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: Jess Varnell rory0...@yahoo.com

To: Gamers@audyssey.org
Sent: Saturday, March 27, 2010 4:43 AM
Subject: [Audyssey] entombed problem



Hi list. First of all, how do you unlock the trickster job? And why isn't
the version 1.01 on the web site? I stumbled on it by mistake looking at
posts from the discussion group. One more question. Do you have to unlock
the shaman job, because it isn't in the choices. Thanks for all your 
help.


Jess
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Re: [Audyssey] another rock band song on sendspace. down with the sickness. expert guitar.

2010-03-28 Thread Scott Chesworth
Nice job man.  Not sure exactly from listening to it what you were
missing in the mid section but it might help you to know that when it
goes back into the chords (underneath the no mommy lyrics) they're
playing 2 bars of 4 followed by a bar of 6 if memory serves.  Silly
phrasing.

On 3/27/10, Yohandy yohand...@gmail.com wrote:
 Again, sorry for the horrible quality! Here it is
 http://www.sendspace.com/file/kr4xan

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[Audyssey] FWD: National Postal Museum seeks Blind and Visually Impaired volunteers.

2010-03-28 Thread Jim Kitchen


Currently, the Smithsonian National Postal Museum is working on a
flash-based project.  The museum has a center called the Ford Education
Center (FEC) which has 5 touch screen computers and they offer cool content
such as games, maps, informative tidbits about stamps and the postal
operations all in flash program.  The content in the touch screen computers
are not accessible to visitors outside of the museum and we're currently
working on making the games available on our website.


What we would love to do is to have you and some of your colleagues who are
blind or have low vision to test out our flash games to make sure they are
accessible.  We want to see if the audio-descriptive tags work and if they
are FUN, and to see if you were able to cle arly understand the games in
order to play them.  The games we offer at the FEC are the following:
matching games, sorting the mail game, and stamp collecting games.



Would you be interested?  Would you have friends and/or colleagues who would
be interested in participating?



Basically our plan is to work on one game at a time.  The first is the
Sorting the Mail game (this is where you move mail into boxes categorized by
city).  Then we'll have a core group of people who are blind/have low vision
to come in and test out the games and give us feedback.  If the game is
successful, we'll move forward with the next game and the process starts
again.  I haven't set a date as to when the testing would begin, but I'll
know more information once I talk to our contractor.



If you want more information about the Ford Education Center, we have a bit
of commen tary in this link:
http://www.postalmuseum.si.edu/museum/1n_FEC.html



Please let me know if you have any questions or if you  need me to clarify
anything.  Otherwise, please email me at jacqu...@si.edu to inform me of
your interest by COB April 16th (Friday).


Thank you so much!


Tabitha Jacques

Jim

Check my web site for my free blind accessible pc dos and windows games.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] entombed shops

2010-03-28 Thread Muhammed Deniz

Its the theeth wonderer.
Do you love audio games? Would you like to chat about BGt a game creation 
tool for the blind? Do you need any tips or tricks on any saught of game? Do 
you need to ask questions about bying a game and help for the game? Well, 
this is the right place for you then! If you would like to joyn, just send a 
blank email to.

audiogamesfortheblind+subscr...@googlegroups.com
With the subject subscribe in the subject line.
Contact infermation.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, March 28, 2010 12:52 AM
Subject: Re: [Audyssey] entombed shops



Hi,
Which card gives you the Adventrer job? Oops, should I say, which two jobs
give you the card?
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Richard Sherman
Sent: Saturday, March 27, 2010 4:34 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] entombed shops

Hi,

Didn't notice that until you mentioned it.

my theory is that when Jason released the limit of things the general 
store

in twilight town could buy, he probably felt it was not necessary for the
occasional store on various floors.

As for finding secrets, that is a secret. hehehe

Actually, there are two ways to find secret rooms.

One, use a find secrets scroll. It will give you course directions to the
secret room. If you lose your way, press control slash to repeat 
directions

from where you are, to the secret room.

Secondly, the Z key can be used to find secret rooms. just press the Z 
key,
and if you are directly near a secret room, a special sound will play, and 
a


door will become available.

* note 1: many secret rooms contain locked chests. Unless you have a 
thief,

you cannot get the items inside.

* note 2: When you leave the floor, by going up or down stairs, the floor 
is


wiped clean. This means even the secret rooms.

Both these items have been discussed on the entombed discussion list. Most
feel that there should be a way to open locked chests without a thief. and
the secret rooms should be off limits to the scavengers who wipe the floor
clean when you go up or down stairs. This way you can return with a locate
secrets scroll if you wish.

As for unlockables, there are currently 4 of them.

Druid, adventurer, goblin, and fortune teller.

The crystal card, which unlocks the fortune teller, is only after you
complete the game.

The goblin card, which unlocks the goblin race, just appears randomly
through out the game.

The other two are mixes of two special jobs.

Need further help on this. just write.

HTH.

The Shermanator
- Original Message - 
From: Jess Varnell

Sent: Saturday, March 27, 2010 1:12 PM


Hi list. What happened to the shop on the second floor in version 1.00? It
isn't in version 1.01. And, how do you find secrets and secret shops?
Thanks.

Jess
p.s. Is there any jobs you can unlock besides the druid one?
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[Audyssey] BGT question regarding handles.

2010-03-28 Thread Andy

Hi,
I know this is a dumb question, but I don't really understand the point 
of handles or why I would need them. I mean, sound@ monster and sound 
monster, for instance. What's the difference between them?

Why would I need handles? What's the point of them?
Thanks for your help.


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Re: [Audyssey] BGT question regarding handles.

2010-03-28 Thread Phil Vlasak

Hi Andy,
I am not sure in this case but in general a sound handle is used to control 
a sound that is playing.
You could have a looping sound that is playing over and over with a handle 
such as a car engine sound.So if the car was stopped or blown up you would 
need something to tell the game to stop looping the sound and that is the 
handle.


- Original Message - 
From: Andy musicproa...@gmail.com

To: gamers@audyssey.org
Sent: Sunday, March 28, 2010 10:12 AM
Subject: [Audyssey] BGT question regarding handles.



Hi,
I know this is a dumb question, but I don't really understand the point
of handles or why I would need them. I mean, sound@ monster and sound
monster, for instance. What's the difference between them?
Why would I need handles? What's the point of them?
Thanks for your help.


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[Audyssey] BGT Error: Expected expression value

2010-03-28 Thread Casey Mathews
Hello. I'm very impressed with BGT. I'm trying to make my own guess the 
number game, just to try and get familiar with the sintax. I can't figure 
out what I'm missing. I've looked at the examples in the tutorial, and 
downloaded all of the examples from the web. The error is below, follloed by 
my simple attempt. Thanks for any help.

Line: 5 (26)
Error: Expected expression value

void main()
{
alert(Number Guesser,Try to guess my number. I'll let you know if you're 
too high, or too low. Make your guesses between numbers 1, and 10. Have 
fun!);

int number=random(1, 10);
while (guess =number or = number)
{
int guess = input_box(Guess,What's your guess?);
if (guess == number)
{
input_box(You Won!,You guessed my number!);
}
else
{
alert(Your Guess,Your guess was +guess+.);
}
}
} 



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[Audyssey] Entombed wow I love it!

2010-03-28 Thread Darren Harris
Hi,

Just to say that I bought this wonderful game and I can't stop playing it!
All I can say is that I really love it! It's 40 bucks of anybody's money
well spent! Jason you've done an absolutely wonderful job with this! I do
hope you keep developing this game as it's really cool! 

Is every floor a single level? So I'm assuming that there's 25 floors to
complete the game?

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Re: [Audyssey] blindgamers forum

2010-03-28 Thread Darren Harris
I totally agree with this being honest. I'm on so many different mailing
lists and you know what web based forums really aren't that difficult to
use.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of James Dietz
Sent: 24 March 2010 15:25
To: Gamers Discussion list
Subject: [Audyssey] blindgamers forum


There has been a lot of list traffic lately, much of which consists of short
messages followed by more short messages answering the simple questions
asked in the original short messages (read the documentation, stop asking
inane questions and look something up for yourself for once, etc). How about
a forum? Here are some key benefits:
- We'd all have less clutter in our inboxes.
- Message length, quotation and other list requirements would no longer be
an issue
- Accounts can be locked, possibly liimiting spoofing and other internet
garbage
- Some forums have mailing-list interfaces allowing those who wish to follow
(and possibly respond to) traffic to do so through email.

Let's do it! To put it bluntly I'm sick of mailing lists.  Let's take the
blindgamers discussion group into the 21st freakin' century.

Thoughts?
Feel free to be less biased and/or inflamatory than I am.

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Re: [Audyssey] how does following work in time of conflict?

2010-03-28 Thread David Greenwood
Units which are following will move towards the leading unit until they are 
about two cells away and then they try to maintain that distance. If you 
daisy chain the convoy, that is d follows c which follows b which follows A, 
makes for a long wagon train of a convoy, but if you convoy them in a 
triangle fashion, that is unit B and C follow unit A, while Unit D and E 
follows B, and G and H follows unit C, the convoy is much tighter and easier 
to defend.  Sometimes it is just as good to have all the ships in a convoy 
just following one lead unit.  They tend to clump up, but its workable.


The lead unit reduces its speed to the slowest unit in the convoy.  The 
exception is when units slow down do to damage, they will most likely be 
left behind.


Regards,
David Greenwood
davidgreenw...@gmagames.com
http://www.GMAGames.com


- Original Message - 
From: Johnny Tai johnnyti...@shaw.ca

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 22, 2010 2:27 PM
Subject: [Audyssey] how does following work in time of conflict?


Well, suject says it, how does this work? Does that mean the units 
following

will move when the head unit is moving, or that they'll attempt to go
towards the head unit?
What happens if they travel at different speed?
No one ever kicked ass by saying I can't.

Johnny ST Tai

LIVE AND WALK WITH CONFIDENCE.

Interpersonal and Social Relationship Counselling-also offering private, 
one
on one self defense training- call or email to book your appointment 
today!


johnnyti...@shaw.ca

1-604-275-2795

Listen to, or buy our music at:

http://www.musicsubmit.com/thecat

http://www.cdbaby.com/thecat

http://www.mynoisyplanet.com/TheCAT.

http://www.rhythmqwest.com/TheCat

http://www.cdbaby.com/thecat2

The king who stands poised
With claws and fangs, eyes ablaze...
The hunt has begun.
-Haiku by Johnny Tai
- Original Message - 
From: David Greenwood davidgreenw...@rogers.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 22, 2010 2:52 AM
Subject: Re: [Audyssey] time of conflict thoughts and questions



Yes, I think it is called luck. lol.

Regards,
David greenwooddavidgreenw...@gmagames.com
http://www.GMAGames.com


- Original Message - 
From: Liam Erven liamer...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, March 21, 2010 11:19 PM
Subject: Re: [Audyssey] time of conflict thoughts and questions



I have never been able to attack infantry with fighters. they always,
always
get shot down.
am I missing something possibly?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
On

Behalf Of dark
Sent: Sunday, March 21, 2010 10:13 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] time of conflict thoughts and questions

Fighters are pretty good against enemy ships, and if you have many, you
can
use them to disrupt enemy offensive by attacking enemy infantry,   
but

I
agree their not the best offensive unit, and certainly not as good as
they
should be against enemy infantry,  hence my desire for a bomber
plane.;

Btw, I've not found the fuel thing to be a problem, sinse when set to
roaming, fighters will come back automatically, and otherwise you can
just
press H on them to bring them home to refuel.

Generally if I have fighters I just leave them roaming as scouts unless 
I

really need an attack somewhere and have many to spare,  such as an
enemy troop transport in the middle of the sea, or the enemy moving
infantry
towards a city when i've got a beachhead on their land,  though once
again, I'd really like to see a bomber to do this more efficiently, 
though with decreased speed and fuel range as a balance.

Beware the grue!

Dark.
- Original Message -
From: Johnny Tai johnnyti...@shaw.ca
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, March 21, 2010 11:43 PM
Subject: Re: [Audyssey] time of conflict thoughts and questions


The only part of the game I find really annoying thus far is the 
fighter

unit. They take awhile to build, take more managing than the rest, and
they don't really do much cept for getting shot down all the time lol.
Granted they're nice to scout with, but even then, if you don't keep
them
near your cities, they go bye-bye either by out of fuel or by enemy
hands.
My current game got like 20 fighters on my side, and most I do with 
them

is to keep them out of the ways of others.
No one ever kicked ass by saying I can't.

Johnny ST Tai

LIVE AND WALK WITH CONFIDENCE.

Interpersonal and Social Relationship Counselling-also offering 
private,
one on one self defense training- call or email to book your 
appointment

today!

johnnyti...@shaw.ca

1-604-275-2795

Listen to, or buy our music at:

http://www.musicsubmit.com/thecat

http://www.cdbaby.com/thecat

http://www.mynoisyplanet.com/TheCAT.

http://www.rhythmqwest.com/TheCat

http://www.cdbaby.com/thecat2

The king who stands poised
With claws and 

[Audyssey] A question of real-time

2010-03-28 Thread David Greenwood
Wow! I love these types of discussions.  I'll just start by playing the 
devil's advocate and say that there is no such thing as a true real-time 
strategy or real-time any other type of game on the computer.  To me, 
real-time game play is where the time frames are infinitely small and the 
moving playing pieces only have an exact position for that infinitely small 
time frame. Okay, I'm playing with semantics here, but bear with me for a 
bit.


For example, GMA Tank Commander and Shades of Doom are described as 
real-time , but the fact of the matter is that they just make their moves 
every 0 .2 of a second, rather than every minute or so.  It uses a 
continuous position though.  That is, your tank could be located at x 
1.235456 and Y 4.56754 rather than x 1, y 4.
two.  It has been a long time so forgive me if I am wrong here, but if I 
recall Sound-RTS works on a non-continuous grid.  That is the environment is 
like a chess board, rather than a pin point position on a table top. When a 
unit moves from cell D3 to D4, that is quite a leap.  In a true real time 
game there would be a gradual movement from one cell to another with an 
infinite spectrum of positions where the playing piece has been located 
between these locations. Don't get me wrong, there is absolutely nothing 
wrong with this.  Matter of fact, due to the nature of the game, it is 
probably the best way to do it, as I decided with TOC.


Although I wouldn't agree with this point very strongly, it could be argued 
that TOC is real time.  The time frames are just bigger.  The computer 
appears to move and then you move, but what really is happening is that the 
computer can control and move all of its units in a second or two, while you 
may take a minute or more.  I actually tried spacing out the computers moves 
over a wider period of time so you could be attacked at any moment, but 
after trying it, it didn't seem to add anything to the game, and it really 
did mess up entering operators and reviewing situations.


Try this with TOC. You will need someone sighted for this. Create two or 
three units and change your city's production so that it won't produce 
anything for a while. Make sure the visual map is on. Now set an operator on 
the two or three units so they are moving directly into the enemy units. 
You will see the units moving continuously across the map with an occasional 
battle with the enemy.  Sure looks like real-time. *grin*


In any event, I am currently prototyping multi-user game play and in this 
type of game play you won't be waiting for anyone to make his or her turn. 
You will be constantly commanding your units.  When it is released I may 
market it as real-time, but we all know better. *smile*



Just in case someone takes umbrage with any comments I've made here, please 
realize I'm probably only half serious.


Regards,
David Greenwood
davidgreenw...@gmagames.com
http://www.GMAGames.com




- Original Message - 
From: Jacob Kruger jac...@mailzone.co.za

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, March 25, 2010 2:18 AM
Subject: Re: [Audyssey] Time of Conflict from GMA games.


Well, like said, 'simple' answer - idea being that while know what you 
mean,

I still think it's more or less a similar game type - either sort of turn
based, or fully real time.

Suppose similar to either playing something like chess with a turn timer
clock, or just having to wait for the other player to make up his mind -
some guys still play chess remotely via emailing each other.

Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, March 25, 2010 5:29 AM
Subject: Re: [Audyssey] Time of Conflict from GMA games.



Hi,
Real Time strategy? Not exactly. A Real Time Strategy game does not wait
for
you to make a move. Sound RTS is a real time strategy d=because every
second
of the game is spent. In Time of Conflict, there is an interval before
anything happens. Granted, your infantry can take a city immediately, but
that's about it. You have to wait for time to advance.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jacob Kruger
Sent: Wednesday, March 24, 2010 1:05 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Time of Conflict from GMA games.

Yes, simple answer is it's also a form of real-time strategy game.

Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

- Original Message - 
From: nicol 0722001...@vodamail.co.za

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Wednesday, March 24, 2010 7:34 PM
Subject: Re: [Audyssey] Time of Conflict from GMA games.



HI phil
Is  toc  similar to sound rts?
- Original Message - 
From: Phil Vlasak 

[Audyssey] Miriani

2010-03-28 Thread Lindsay Cowell
Hi folks

I play Miriani a lot and am on it most of the day here in the UK . I keep 
reroling because my characters get involved with bad characters. I am Penny 
Darlington at the moment. I can only asteroid haul, salvage in a cargo hauler 
and planetary mine. I know about missions but don't want to be asking for them 
constantly over general. I am getting bored with the activities I can do. I 
want to stay on Miriani all day as before. Any ideas how I might structure my 
day on Miriani to prevent this boredom?

Lindsay Cowell




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[Audyssey] FW: Miriani

2010-03-28 Thread Lindsay Cowell


-original message-
Subject: Miriani 
From: Lindsay Cowell lind...@lindsaycowell.freeserve.co.uk
Date: 27/03/2010 6:17 am

Hi folks

I play Miriani a lot and am on it most of the day here in the UK . I keep 
reroling because my characters get involved with bad characters. I am Penny 
Darlington at the moment. I can only asteroid haul, salvage in a cargo hauler 
and planetary mine. I know about missions but don't want to be asking for them 
constantly over general. I am getting bored with the activities I can do. I 
want to stay on Miriani all day as before. Any ideas how I might structure my 
day on Miriani to prevent this boredom?

Lindsay Cowell




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Re: [Audyssey] Beta version 0.1 of the blastbay Game Toolkit released!

2010-03-28 Thread Jayson Smith
Just a word about this download. As of now (Wednesday, 7:12 A.M.) I'm 
getting maybe 1KB per second. I'm sure everybody and their dog is trying to 
download the thing, which is why it's so slow. Well, just finished, but the 
point is, for the first while, don't expect the download to be lightning 
fast, it's not going to be.

Jayson

- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 5:57 AM
Subject: [Audyssey] Beta version 0.1 of the blastbay Game Toolkit released!



Hi all!

I am very happy to announce the availability of beta version 0.1 of the 
Blastbay Game Toolkit (BGT). This tool allows users with no prior 
programming experience to dive in and create audio games from the ground 
up, using an incredibly versatile scripting language that in turn controls 
the powerful Blastbay game engine that you've already seen in titles such 
as Q9 and Kringle Crash. The tool ships with extensive documentation as 
well as an in-depth language tutorial, which also is available in audio 
form narrated by a professional voiceover artist.


The tool is still in testing and active development, and so I would love 
to hear your thoughts, suggestions and any other feedback that springs to 
mind... So head over to www.blastbay.com right now! I will be patrolling 
the forum there, ready to answer any questions that you may have. So don't 
hesitate to sign up and ask questions if you get stuck and, above all, 
have lots of fun making new and exciting games!


Kind regards,

Philip Bennefall
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Re: [Audyssey] free games with game creation toolkit

2010-03-28 Thread Jayson Smith

Hi,

Just a warning here. I rather assume the sounds, names, titles, 
concepts, etc. you want to use, E.G. Starwars, StarTrek, etc. are either 
copyrighted, trademarked, or both. I have no idea about trademarks, but 
copyright law still applies even if you give your work away for free. So, if 
the copyright holders got wind of your creations and were of a mind to sue 
you, you couldn't weasel out of it by saying, But I'm not making any money 
off it!

Jayson

- Original Message - 
From: Josh jkenn...@gmail.com

To: gamers list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 10:45 AM
Subject: [Audyssey] free games with game creation toolkit



Hi guys
I would rather get the lite version and make free games because then I 
have more liberty with the types of games I make like really cool star 
wars games using ripped sounds and music and such. If I start selling 
games then my creativity must also be sacrificed. I'll do it as a hobby 
alongside school, and then along side my fulltime job I hope to get.


Josh Kennedy jkenn...@gmail.com http://jkenn337.klangoblog.net
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[Audyssey] My first BGT script

2010-03-28 Thread Jayson Smith

Hi,

I've just created my first working BGT script! The code is pasted 
below. It's not much of a game, but still lets you play around. You'll need 
to supply your own .wav files, the ones I used are quite silly. But first, a 
description of the, um, game.


You, the player of this fine game that's sure to make me a 
multi-millionaire, are at the left edge of a game board fifty-spaces long. 
You move your, er, character across the board using the left and right arrow 
keys. Each time you successfully move, a walking sound is played. If you 
bump the left edge, a bump left sound is played, and if you bump the right 
edge, a bump right sound is played. The goal of the game is to make 100 
successful movements before bumping an edge six times. If you bump six 
times, a losing sound is played and the game exits. If you move 100 times 
successfully, a winning sound is played and the game exits. And of course, 
we have a logo sound to get things started for my wonderful audiogames 
company! Also, a background sound to get you in the mood to play!So here's 
the code, hopefully it will be useful to someone!

Jayson

// Define sound objects.
sound logo; // Starting sound.
sound amb; // Background sound.
sound walk; // Movement sound.
sound bumpl; // Bump left edge.
sound bumpr; // Bump right edge.
sound youlose;
sound youwin;

// Define variables we'll need.
int position; // The player's position on the board.
int bumps; // How many times we've bumped an edge.
int moves; // How many times we've moved successfully.

void main() {
// Load sounds.
amb.load(amb.wav);
bumpl.load(bumpl.wav);
bumpr.load(bumpr.wav);
logo.load(logo.wav);
walk.load(walk.wav);
youlose.load(youlose.wav);
youwin.load(youwin.wav);
// Play the logo.
logo.play_wait();
wait(1000);

// Initialize the environment.
position = 0;
bumps = 0;
moves = 0;
show_game_window(Jayson's Test Game);
amb.volume = -10.0;
amb.play_looped();

// The main game loop!
while (true) {
if (bumps  5) {
// You lose!
amb.stop();
wait(50);
youlose.play_wait();
wait(100);
exit();
}
if (moves = 100) {
// You win!
amb.stop();
wait(50);
youwin.play_wait();
wait(100);
exit();
}
if (key_down(KEY_RIGHT)) move_right();
if (key_down(KEY_LEFT)) move_left();
}
}

// Move right.
void move_right() {
if (position == 49) {
// Oops. Too far. Bump.
bumpr.play_wait();
wait(100);
bumps ++;
return;
}
moves ++;
position ++;
walk.play_wait();
wait(50);
}

// Move left.
void move_left() {
if (position == 0) {
// Oops. Too far. Bump.
bumpl.play_wait();
wait(100);
bumps ++;
return;
}
moves ++;
position --;
walk.play_wait();
wait(50);
}


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Re: [Audyssey] Bgt stuff that confuses me

2010-03-28 Thread Jayson Smith

Okay, I'll explain about functions, return values, etc.

Let's take an example function that adds two numbers. This would be 
like you meeting some guy, and saying, From time to time I may call on you. 
When I do, I'll give you two numbers. I want you to add them together, and 
then give me the result, as a number. Then, you might tell the guy, 3 and 
5. He would then say 8.
The return type of a function tells the program what type of value to 
expect back from the function. If we say void, that means the function will 
not return anything. If we say int, that means that, when we call the 
function, we expect it to return an int to us.
When we specify function parameters, here's where the first and second 
ints come into play. These are undefined outside our adding function, 
because there's no need for them anywhere else. They're kind of like that 
particular function's private workspace, where it can do anything it wants. 
It can also define other variables that are only valid within that function, 
within its private workspace. When the function returns, the janitor comes 
along and clears away all the junk from the function's private workspace, so 
nobody else will ever see it again.
When we call the function inside the main function, we're passing in 
two parameters to the function. These parameters will fill the first and 
second ints. That means, the function already has data in its private 
workspace when it begins. It then manipulates that data, and returns the 
result of those manipulations.

Hope that helped!
Jayson

- Original Message - 
From: dark d...@xgam.org

To: Gamers@audyssey.org
Sent: Wednesday, March 24, 2010 2:57 PM
Subject: [Audyssey] Bgt stuff that confuses me



Hi.

Having already read through the tutorial once, I stil find myself mildly 
confused on a couple of matters.


Firstly, all the stuff relating to doubled short or long intagers and bits 
and bytes. I'm rather uncertain why or when I would want to use variables 
such as int8, double, or short which relate to the size of bits and bytes. 
Shorely, a number is a number and can be written as such?


Secondly, I'm uncertain as to the difference betwene void functions and 
return result functions, and I must confess I don't follow this example:


void main()
{
int x=add_numbers(3, 5);
alert(Wow, 3 + 5 is...  + x + !);
}
int add_numbers(int first, int second)
{
int result=first+second;


I can see that the alert will write the text string with the int x, 
however, hasn't the (3 + 5), already produced the result of 8 for x?


Also, I have absolutely no idea what the business involving int first 
and int second is all about, sinse how does bgt know what first and 
second actually mean? it seems this function is working with a lot of 
intagers which haven't been defigned successfully, but which work (I tried 
creating a secript with this and it printed fine).


Any thoughts on this would be appreciated.

Btw, sinse I'm interested in rpg games (and sinse I'm not exactly 
overflowing with useable sounds), I thought I'd begin by writing a basic 
text box turn based combat game similar to acefire. I can't promise 
anything astounding, but I'm hoping it'll be a good exercise for me if 
nothing els, and teach me something useful about Bgt.


Beware the grue!

Dark.
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Re: [Audyssey] Time of Conflict from GMA games.

2010-03-28 Thread Tony
As will I, a superb game indeed!

Once again, GMA are to be congratulated.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jorge Gonçalves
Sent: 25 March 2010 14:02
To: Gamers Discussion list
Subject: Re: [Audyssey] Time of Conflict from GMA games.

Now I solved the problems and I played a lot!
It's really a fantastic game!
I will definitely purchase it!
Yesterday I spent several hours playing in a campaign in the sea! It was a 
great moment!
Cheers,

Jorge Gonçalves
Email  MSN: jopo...@hotmail.com
Skype Username: joport3
Webpage: www.jorgegoncalves.com
- Original Message - 
From: Christopher Bartlett themusicalbre...@gmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, March 25, 2010 12:26 AM
Subject: Re: [Audyssey] Time of Conflict from GMA games.


I would have to say that TOC is not similar to SoundRTS, unless Axis and
 Allies is similar to Risk.  There is no comparison in the delicious
 complexity of TOC.

 Chris Bartlett



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Re: [Audyssey] Beta version 0.1 of the blastbay Game Toolkitreleased!

2010-03-28 Thread Muhammed Deniz

Use Mozila firefox,  that's what I use and its faster.
Do you love audio games? Would you like to chat about BGt a game creation 
tool for the blind? Do you need any tips or tricks on any saught of game? Do 
you need to ask questions about bying a game and help for the game? Well, 
this is the right place for you then! If you would like to joyn, just send a 
blank email to.

audiogamesfortheblind+subscr...@googlegroups.com
With the subject subscribe in the subject line.
Contact infermation.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message - 
From: Jayson Smith rat...@insightbb.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 12:14 PM
Subject: Re: [Audyssey] Beta version 0.1 of the blastbay Game 
Toolkitreleased!



Just a word about this download. As of now (Wednesday, 7:12 A.M.) I'm 
getting maybe 1KB per second. I'm sure everybody and their dog is trying 
to download the thing, which is why it's so slow. Well, just finished, but 
the point is, for the first while, don't expect the download to be 
lightning fast, it's not going to be.

Jayson

- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 5:57 AM
Subject: [Audyssey] Beta version 0.1 of the blastbay Game Toolkit 
released!




Hi all!

I am very happy to announce the availability of beta version 0.1 of the 
Blastbay Game Toolkit (BGT). This tool allows users with no prior 
programming experience to dive in and create audio games from the ground 
up, using an incredibly versatile scripting language that in turn 
controls the powerful Blastbay game engine that you've already seen in 
titles such as Q9 and Kringle Crash. The tool ships with extensive 
documentation as well as an in-depth language tutorial, which also is 
available in audio form narrated by a professional voiceover artist.


The tool is still in testing and active development, and so I would love 
to hear your thoughts, suggestions and any other feedback that springs to 
mind... So head over to www.blastbay.com right now! I will be patrolling 
the forum there, ready to answer any questions that you may have. So 
don't hesitate to sign up and ask questions if you get stuck and, above 
all, have lots of fun making new and exciting games!


Kind regards,

Philip Bennefall
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Re: [Audyssey] BGT Error: Expected expression value

2010-03-28 Thread Philip Bennefall

Hi Casey,

The following line:

while (guess =number or = number)

is incorrect. I mentioned this in my private reply to you but I don't think 
I explained it very well. The exact same line would be written like this in 
proper code:


while (guess =number or guess= number)

In short, you have to specify the variable to check in both parts of your 
expression.


Kind regards,

Philip Bennefall
- Original Message - 
From: Casey Mathews csm...@cfl.rr.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 26, 2010 10:29 PM
Subject: [Audyssey] BGT Error: Expected expression value


Hello. I'm very impressed with BGT. I'm trying to make my own guess the 
number game, just to try and get familiar with the sintax. I can't figure 
out what I'm missing. I've looked at the examples in the tutorial, and 
downloaded all of the examples from the web. The error is below, follloed 
by my simple attempt. Thanks for any help.

Line: 5 (26)
Error: Expected expression value

void main()
{
alert(Number Guesser,Try to guess my number. I'll let you know if 
you're too high, or too low. Make your guesses between numbers 1, and 10. 
Have fun!);

int number=random(1, 10);
while (guess =number or = number)
{
int guess = input_box(Guess,What's your guess?);
if (guess == number)
{
input_box(You Won!,You guessed my number!);
}
else
{
alert(Your Guess,Your guess was +guess+.);
}
}
}

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Re: [Audyssey] BGT Error: Expected expression value

2010-03-28 Thread Willem
Hi. You should ceparate your conditional statements. I'm also not sure 
you used the correct or (I know some languages use ||), but I don't know 
bgt sintax that well, anyway, try this in your while loop:


while (guess =number or guess = number)
On 3/26/2010 10:29 PM, Casey Mathews wrote:
Hello. I'm very impressed with BGT. I'm trying to make my own guess 
the number game, just to try and get familiar with the sintax. I can't 
figure out what I'm missing. I've looked at the examples in the 
tutorial, and downloaded all of the examples from the web. The error 
is below, follloed by my simple attempt. Thanks for any help.

Line: 5 (26)
Error: Expected expression value

void main()
{
alert(Number Guesser,Try to guess my number. I'll let you know if 
you're too high, or too low. Make your guesses between numbers 1, and 
10. Have fun!);

int number=random(1, 10);
while (guess =number or = number)
{
int guess = input_box(Guess,What's your guess?);
if (guess == number)
{
input_box(You Won!,You guessed my number!);
}
else
{
alert(Your Guess,Your guess was +guess+.);
}
}
}

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[Audyssey] bgt question again

2010-03-28 Thread Valiant8086
Ok.
This one is a whopper. I'm considering porting the auto it voiceover script I 
wrote for PKB group to bgt so we can have the same capabilities there as we do 
with auto it. I'd like to know if it's possible for bgt to run more than one 
loop at a time. In auto it, when the voiceover there runs it stopps Auto It's 
main loop and would mess up say a racing game if you tried to check how fast 
you were going. it would make the game pause while it was reading it. Is there 
a way around that with bgt?

The voiceover script has one loop in it that makes it wait for the currently 
playing file to stop or to be near to stopping before it goes on to play the 
next one. Can that loop run without calling a hault to the rest of the program?


  Regards: 
  Valiant8086: website valiant8086.com 
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Re: [Audyssey] Beta version 0.1 of the blastbay Game Toolkitreleased!

2010-03-28 Thread Ryan Smith
Hi Muhammed,
The browser has little to do with download speeds. Since I'm sure many
people are downloading BGT, that is the most likely cause.
-Ryan

On Sun, Mar 28, 2010 at 1:19 PM, Muhammed Deniz
muhamme...@googlemail.com wrote:
 Use Mozila firefox,  that's what I use and its faster.
 Do you love audio games? Would you like to chat about BGt a game creation
 tool for the blind? Do you need any tips or tricks on any saught of game? Do
 you need to ask questions about bying a game and help for the game? Well,
 this is the right place for you then! If you would like to joyn, just send a
 blank email to.
 audiogamesfortheblind+subscr...@googlegroups.com
 With the subject subscribe in the subject line.
 Contact infermation.
 email:
 muhamme...@googlemail.com
 msn:
 muhammed123...@hotmail.co.uk
 Skype:
 muhammed.deniz
 Klango username.
 muhammed
 - Original Message - From: Jayson Smith rat...@insightbb.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, March 24, 2010 12:14 PM
 Subject: Re: [Audyssey] Beta version 0.1 of the blastbay Game
 Toolkitreleased!


 Just a word about this download. As of now (Wednesday, 7:12 A.M.) I'm
 getting maybe 1KB per second. I'm sure everybody and their dog is trying to
 download the thing, which is why it's so slow. Well, just finished, but the
 point is, for the first while, don't expect the download to be lightning
 fast, it's not going to be.
 Jayson

 - Original Message - From: Philip Bennefall
 phi...@blastbay.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, March 24, 2010 5:57 AM
 Subject: [Audyssey] Beta version 0.1 of the blastbay Game Toolkit
 released!


 Hi all!

 I am very happy to announce the availability of beta version 0.1 of the
 Blastbay Game Toolkit (BGT). This tool allows users with no prior
 programming experience to dive in and create audio games from the ground up,
 using an incredibly versatile scripting language that in turn controls the
 powerful Blastbay game engine that you've already seen in titles such as Q9
 and Kringle Crash. The tool ships with extensive documentation as well as an
 in-depth language tutorial, which also is available in audio form narrated
 by a professional voiceover artist.

 The tool is still in testing and active development, and so I would love
 to hear your thoughts, suggestions and any other feedback that springs to
 mind... So head over to www.blastbay.com right now! I will be patrolling the
 forum there, ready to answer any questions that you may have. So don't
 hesitate to sign up and ask questions if you get stuck and, above all, have
 lots of fun making new and exciting games!

 Kind regards,

 Philip Bennefall
 ---
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[Audyssey] thanks for code

2010-03-28 Thread Josh
hi

thanks for sending the code. the more I read the more of it is seeming to sink 
in and I do turn on all punctuation before I read it. 


Josh Kennedy jkenn...@gmail.com http://jkenn337.klangoblog.net
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Re: [Audyssey] bgt question again

2010-03-28 Thread Philip Bennefall

Hello there,

BGT does not support neither co-routines nor multithreading, as both of 
these concepts are rather advanced; especially for beginners. However, the 
sound object has asynchronous methods so that your script will not block 
while the method in question is executing. There is the play method which, 
when called, will just start the playback of the sound and then return 
control to your script immediately. you can then go into a loop and check 
the playing property of this sound in every cycle, while simultaneously 
performing any other tasks in the same loop. What I'm trying to say is, you 
are not restricted to performing just one operation inside your loop, 
checking if the sound is playing can be one of 10 things that you do. So 
while the BGT engine does not at this time support threads or co-routines, 
there's nothing stopping you from accomplishing what you want with just one 
loop. Q9 is a good example of this, I do hundreds of things at once there 
without blocking.


Kind regards,

Philip Bennefall
- Original Message - 
From: Valiant8086 valiant8...@lavabit.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, March 28, 2010 7:45 PM
Subject: [Audyssey] bgt question again



Ok.
This one is a whopper. I'm considering porting the auto it voiceover 
script I wrote for PKB group to bgt so we can have the same capabilities 
there as we do with auto it. I'd like to know if it's possible for bgt to 
run more than one loop at a time. In auto it, when the voiceover there 
runs it stopps Auto It's main loop and would mess up say a racing game if 
you tried to check how fast you were going. it would make the game pause 
while it was reading it. Is there a way around that with bgt?


The voiceover script has one loop in it that makes it wait for the 
currently playing file to stop or to be near to stopping before it goes on 
to play the next one. Can that loop run without calling a hault to the 
rest of the program?



 Regards:
 Valiant8086: website valiant8086.com
---
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Re: [Audyssey] BGT Error: Expected expression value

2010-03-28 Thread Jacob Kruger
Off hand, I think your intro string is too long and shouldn't wrap line to 
line - rather build it bit by bit, and then use it.


Apart from that, you don't seem to have declared, or assigned a value to 
Guess?


Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

- Original Message - 
From: Casey Mathews csm...@cfl.rr.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 26, 2010 10:29 PM
Subject: [Audyssey] BGT Error: Expected expression value


Hello. I'm very impressed with BGT. I'm trying to make my own guess the 
number game, just to try and get familiar with the sintax. I can't figure 
out what I'm missing. I've looked at the examples in the tutorial, and 
downloaded all of the examples from the web. The error is below, follloed 
by my simple attempt. Thanks for any help.

Line: 5 (26)
Error: Expected expression value

void main()
{
alert(Number Guesser,Try to guess my number. I'll let you know if 
you're too high, or too low. Make your guesses between numbers 1, and 10. 
Have fun!);

int number=random(1, 10);
while (guess =number or = number)
{
int guess = input_box(Guess,What's your guess?);
if (guess == number)
{
input_box(You Won!,You guessed my number!);
}
else
{
alert(Your Guess,Your guess was +guess+.);
}
}
}

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Re: [Audyssey] BGT Error: Expected expression value

2010-03-28 Thread Casey Mathews
Ahh, that makes sense. It's working now, and I'm just trying some things to 
try and understand it better.

Thanks again.
Thanks

--
From: Philip Bennefall phi...@blastbay.com
Sent: Sunday, March 28, 2010 1:35 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] BGT Error: Expected expression value


Hi Casey,

The following line:

while (guess =number or = number)

is incorrect. I mentioned this in my private reply to you but I don't 
think I explained it very well. The exact same line would be written like 
this in proper code:


while (guess =number or guess= number)

In short, you have to specify the variable to check in both parts of your 
expression.


Kind regards,

Philip Bennefall
- Original Message - 
From: Casey Mathews csm...@cfl.rr.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 26, 2010 10:29 PM
Subject: [Audyssey] BGT Error: Expected expression value


Hello. I'm very impressed with BGT. I'm trying to make my own guess the 
number game, just to try and get familiar with the sintax. I can't figure 
out what I'm missing. I've looked at the examples in the tutorial, and 
downloaded all of the examples from the web. The error is below, follloed 
by my simple attempt. Thanks for any help.

Line: 5 (26)
Error: Expected expression value

void main()
{
alert(Number Guesser,Try to guess my number. I'll let you know if 
you're too high, or too low. Make your guesses between numbers 1, and 10. 
Have fun!);

int number=random(1, 10);
while (guess =number or = number)
{
int guess = input_box(Guess,What's your guess?);
if (guess == number)
{
input_box(You Won!,You guessed my number!);
}
else
{
alert(Your Guess,Your guess was +guess+.);
}
}
}

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[Audyssey] BGT calling/making use of external components/DLLs?

2010-03-28 Thread Jacob Kruger
Just wondering since still haven't really gotten around to more than 
downloading it, but just wondering if the script can create something like 
an instance of a COM component/DLL, and then make calls to it's public 
functions etc.?


Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'


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Re: [Audyssey] bgt question again

2010-03-28 Thread Willem

Hi Philip.
If possible the ability to have multiple threads would be nice. Although 
implementation could get complicated, nothing forces scripters to use it.

On 3/28/2010 7:55 PM, Philip Bennefall wrote:

Hello there,

BGT does not support neither co-routines nor multithreading, as both 
of these concepts are rather advanced; especially for beginners. 
However, the sound object has asynchronous methods so that your script 
will not block while the method in question is executing. There is the 
play method which, when called, will just start the playback of the 
sound and then return control to your script immediately. you can then 
go into a loop and check the playing property of this sound in every 
cycle, while simultaneously performing any other tasks in the same 
loop. What I'm trying to say is, you are not restricted to performing 
just one operation inside your loop, checking if the sound is playing 
can be one of 10 things that you do. So while the BGT engine does not 
at this time support threads or co-routines, there's nothing stopping 
you from accomplishing what you want with just one loop. Q9 is a good 
example of this, I do hundreds of things at once there without blocking.


Kind regards,

Philip Bennefall
- Original Message - From: Valiant8086 
valiant8...@lavabit.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, March 28, 2010 7:45 PM
Subject: [Audyssey] bgt question again



Ok.
This one is a whopper. I'm considering porting the auto it voiceover 
script I wrote for PKB group to bgt so we can have the same 
capabilities there as we do with auto it. I'd like to know if it's 
possible for bgt to run more than one loop at a time. In auto it, 
when the voiceover there runs it stopps Auto It's main loop and would 
mess up say a racing game if you tried to check how fast you were 
going. it would make the game pause while it was reading it. Is there 
a way around that with bgt?


The voiceover script has one loop in it that makes it wait for the 
currently playing file to stop or to be near to stopping before it 
goes on to play the next one. Can that loop run without calling a 
hault to the rest of the program?



 Regards:
 Valiant8086: website valiant8086.com
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Re: [Audyssey] BGT calling/making use of external components/DLLs?

2010-03-28 Thread Willem

Hi.
I haven't seen anything in the manual about doing this. I don't think 
you can atm.


On 3/28/2010 8:07 PM, Jacob Kruger wrote:
Just wondering since still haven't really gotten around to more than 
downloading it, but just wondering if the script can create something 
like an instance of a COM component/DLL, and then make calls to it's 
public functions etc.?


Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'


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Re: [Audyssey] Beta version 0.1 of the blastbay GameToolkitreleased!

2010-03-28 Thread Muhammed Deniz

Hi Ryan,
I don't think so. I think it took me 1 minute to download that thing and I 
can't see why its doing 1 kb a seck.
Do you love audio games? Would you like to chat about BGt a game creation 
tool for the blind? Do you need any tips or tricks on any saught of game? Do 
you need to ask questions about bying a game and help for the game? Well, 
this is the right place for you then! If you would like to joyn, just send a 
blank email to.

audiogamesfortheblind+subscr...@googlegroups.com
With the subject subscribe in the subject line.
Contact infermation.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message - 
From: Ryan Smith computerwi...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, March 28, 2010 6:48 PM
Subject: Re: [Audyssey] Beta version 0.1 of the blastbay 
GameToolkitreleased!



Hi Muhammed,
The browser has little to do with download speeds. Since I'm sure many
people are downloading BGT, that is the most likely cause.
-Ryan

On Sun, Mar 28, 2010 at 1:19 PM, Muhammed Deniz
muhamme...@googlemail.com wrote:

Use Mozila firefox, that's what I use and its faster.
Do you love audio games? Would you like to chat about BGt a game creation
tool for the blind? Do you need any tips or tricks on any saught of game? 
Do

you need to ask questions about bying a game and help for the game? Well,
this is the right place for you then! If you would like to joyn, just send 
a

blank email to.
audiogamesfortheblind+subscr...@googlegroups.com
With the subject subscribe in the subject line.
Contact infermation.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message - From: Jayson Smith rat...@insightbb.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 12:14 PM
Subject: Re: [Audyssey] Beta version 0.1 of the blastbay Game
Toolkitreleased!



Just a word about this download. As of now (Wednesday, 7:12 A.M.) I'm
getting maybe 1KB per second. I'm sure everybody and their dog is trying 
to
download the thing, which is why it's so slow. Well, just finished, but 
the

point is, for the first while, don't expect the download to be lightning
fast, it's not going to be.
Jayson

- Original Message - From: Philip Bennefall
phi...@blastbay.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 5:57 AM
Subject: [Audyssey] Beta version 0.1 of the blastbay Game Toolkit
released!



Hi all!

I am very happy to announce the availability of beta version 0.1 of the
Blastbay Game Toolkit (BGT). This tool allows users with no prior
programming experience to dive in and create audio games from the ground 
up,
using an incredibly versatile scripting language that in turn controls 
the
powerful Blastbay game engine that you've already seen in titles such as 
Q9
and Kringle Crash. The tool ships with extensive documentation as well 
as an
in-depth language tutorial, which also is available in audio form 
narrated

by a professional voiceover artist.

The tool is still in testing and active development, and so I would love
to hear your thoughts, suggestions and any other feedback that springs 
to
mind... So head over to www.blastbay.com right now! I will be patrolling 
the

forum there, ready to answer any questions that you may have. So don't
hesitate to sign up and ask questions if you get stuck and, above all, 
have

lots of fun making new and exciting games!

Kind regards,

Philip Bennefall
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Re: [Audyssey] BGT Error: Expected expression value

2010-03-28 Thread Hayden Presley
Hi,
Firstly, there rre too many right brace characters. If you make a function,
you need to put a right brace at the end of your main function.
HTH,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jacob Kruger
Sent: Sunday, March 28, 2010 12:56 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] BGT Error: Expected expression value

Off hand, I think your intro string is too long and shouldn't wrap line to 
line - rather build it bit by bit, and then use it.

Apart from that, you don't seem to have declared, or assigned a value to 
Guess?

Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

- Original Message - 
From: Casey Mathews csm...@cfl.rr.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 26, 2010 10:29 PM
Subject: [Audyssey] BGT Error: Expected expression value


 Hello. I'm very impressed with BGT. I'm trying to make my own guess the 
 number game, just to try and get familiar with the sintax. I can't figure 
 out what I'm missing. I've looked at the examples in the tutorial, and 
 downloaded all of the examples from the web. The error is below, follloed 
 by my simple attempt. Thanks for any help.
 Line: 5 (26)
 Error: Expected expression value

 void main()
 {
 alert(Number Guesser,Try to guess my number. I'll let you know if 
 you're too high, or too low. Make your guesses between numbers 1, and 10. 
 Have fun!);
 int number=random(1, 10);
 while (guess =number or = number)
 {
 int guess = input_box(Guess,What's your guess?);
 if (guess == number)
 {
 input_box(You Won!,You guessed my number!);
 }
 else
 {
 alert(Your Guess,Your guess was +guess+.);
 }
 }
 }

 ---
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Re: [Audyssey] Beta version 0.1 of the blastbay Game Toolkitreleased!

2010-03-28 Thread Hayden Presley
Also remember that connections make quite a difference; I run on WiFi and
I've had downloads at 1 byte per second when my connection decided not to
behave itself.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Ryan Smith
Sent: Sunday, March 28, 2010 12:48 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Beta version 0.1 of the blastbay Game
Toolkitreleased!

Hi Muhammed,
The browser has little to do with download speeds. Since I'm sure many
people are downloading BGT, that is the most likely cause.
-Ryan

On Sun, Mar 28, 2010 at 1:19 PM, Muhammed Deniz
muhamme...@googlemail.com wrote:
 Use Mozila firefox,  that's what I use and its faster.
 Do you love audio games? Would you like to chat about BGt a game creation
 tool for the blind? Do you need any tips or tricks on any saught of game?
Do
 you need to ask questions about bying a game and help for the game? Well,
 this is the right place for you then! If you would like to joyn, just send
a
 blank email to.
 audiogamesfortheblind+subscr...@googlegroups.com
 With the subject subscribe in the subject line.
 Contact infermation.
 email:
 muhamme...@googlemail.com
 msn:
 muhammed123...@hotmail.co.uk
 Skype:
 muhammed.deniz
 Klango username.
 muhammed
 - Original Message - From: Jayson Smith rat...@insightbb.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, March 24, 2010 12:14 PM
 Subject: Re: [Audyssey] Beta version 0.1 of the blastbay Game
 Toolkitreleased!


 Just a word about this download. As of now (Wednesday, 7:12 A.M.) I'm
 getting maybe 1KB per second. I'm sure everybody and their dog is trying
to
 download the thing, which is why it's so slow. Well, just finished, but
the
 point is, for the first while, don't expect the download to be lightning
 fast, it's not going to be.
 Jayson

 - Original Message - From: Philip Bennefall
 phi...@blastbay.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, March 24, 2010 5:57 AM
 Subject: [Audyssey] Beta version 0.1 of the blastbay Game Toolkit
 released!


 Hi all!

 I am very happy to announce the availability of beta version 0.1 of the
 Blastbay Game Toolkit (BGT). This tool allows users with no prior
 programming experience to dive in and create audio games from the ground
up,
 using an incredibly versatile scripting language that in turn controls
the
 powerful Blastbay game engine that you've already seen in titles such as
Q9
 and Kringle Crash. The tool ships with extensive documentation as well
as an
 in-depth language tutorial, which also is available in audio form
narrated
 by a professional voiceover artist.

 The tool is still in testing and active development, and so I would love
 to hear your thoughts, suggestions and any other feedback that springs
to
 mind... So head over to www.blastbay.com right now! I will be patrolling
the
 forum there, ready to answer any questions that you may have. So don't
 hesitate to sign up and ask questions if you get stuck and, above all,
have
 lots of fun making new and exciting games!

 Kind regards,

 Philip Bennefall
 ---
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If 

Re: [Audyssey] BGT Error: Expected expression value

2010-03-28 Thread Hayden Presley
Hmmm. I'm no brilliant programmer and I have not read all of the BGT manual,
but I'm not sure you need a loo there either. Someone correct me if I'm
wrong.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Willem
Sent: Sunday, March 28, 2010 12:35 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] BGT Error: Expected expression value

Hi. You should ceparate your conditional statements. I'm also not sure 
you used the correct or (I know some languages use ||), but I don't know 
bgt sintax that well, anyway, try this in your while loop:

while (guess =number or guess = number)
On 3/26/2010 10:29 PM, Casey Mathews wrote:
 Hello. I'm very impressed with BGT. I'm trying to make my own guess 
 the number game, just to try and get familiar with the sintax. I can't 
 figure out what I'm missing. I've looked at the examples in the 
 tutorial, and downloaded all of the examples from the web. The error 
 is below, follloed by my simple attempt. Thanks for any help.
 Line: 5 (26)
 Error: Expected expression value

 void main()
 {
 alert(Number Guesser,Try to guess my number. I'll let you know if 
 you're too high, or too low. Make your guesses between numbers 1, and 
 10. Have fun!);
 int number=random(1, 10);
 while (guess =number or = number)
 {
 int guess = input_box(Guess,What's your guess?);
 if (guess == number)
 {
 input_box(You Won!,You guessed my number!);
 }
 else
 {
 alert(Your Guess,Your guess was +guess+.);
 }
 }
 }

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Re: [Audyssey] Bgt stuff that confuses me

2010-03-28 Thread Hayden Presley
Good analogy Jason.
Best Regards,
Hawyden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jayson Smith
Sent: Wednesday, March 24, 2010 2:31 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Bgt stuff that confuses me

Okay, I'll explain about functions, return values, etc.

 Let's take an example function that adds two numbers. This would be 
like you meeting some guy, and saying, From time to time I may call on you.

When I do, I'll give you two numbers. I want you to add them together, and 
then give me the result, as a number. Then, you might tell the guy, 3 and 
5. He would then say 8.
 The return type of a function tells the program what type of value to 
expect back from the function. If we say void, that means the function will 
not return anything. If we say int, that means that, when we call the 
function, we expect it to return an int to us.
 When we specify function parameters, here's where the first and second 
ints come into play. These are undefined outside our adding function, 
because there's no need for them anywhere else. They're kind of like that 
particular function's private workspace, where it can do anything it wants. 
It can also define other variables that are only valid within that function,

within its private workspace. When the function returns, the janitor comes 
along and clears away all the junk from the function's private workspace, so

nobody else will ever see it again.
 When we call the function inside the main function, we're passing in 
two parameters to the function. These parameters will fill the first and 
second ints. That means, the function already has data in its private 
workspace when it begins. It then manipulates that data, and returns the 
result of those manipulations.
Hope that helped!
Jayson

- Original Message - 
From: dark d...@xgam.org
To: Gamers@audyssey.org
Sent: Wednesday, March 24, 2010 2:57 PM
Subject: [Audyssey] Bgt stuff that confuses me


 Hi.

 Having already read through the tutorial once, I stil find myself mildly 
 confused on a couple of matters.

 Firstly, all the stuff relating to doubled short or long intagers and bits

 and bytes. I'm rather uncertain why or when I would want to use variables 
 such as int8, double, or short which relate to the size of bits and bytes.

 Shorely, a number is a number and can be written as such?

 Secondly, I'm uncertain as to the difference betwene void functions and 
 return result functions, and I must confess I don't follow this example:

 void main()
 {
 int x=add_numbers(3, 5);
 alert(Wow, 3 + 5 is...  + x + !);
 }
 int add_numbers(int first, int second)
 {
 int result=first+second;


 I can see that the alert will write the text string with the int x, 
 however, hasn't the (3 + 5), already produced the result of 8 for x?

 Also, I have absolutely no idea what the business involving int first 
 and int second is all about, sinse how does bgt know what first and 
 second actually mean? it seems this function is working with a lot of 
 intagers which haven't been defigned successfully, but which work (I tried

 creating a secript with this and it printed fine).

 Any thoughts on this would be appreciated.

 Btw, sinse I'm interested in rpg games (and sinse I'm not exactly 
 overflowing with useable sounds), I thought I'd begin by writing a basic 
 text box turn based combat game similar to acefire. I can't promise 
 anything astounding, but I'm hoping it'll be a good exercise for me if 
 nothing els, and teach me something useful about Bgt.

 Beware the grue!

 Dark.
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Re: [Audyssey] My first BGT script

2010-03-28 Thread Hayden Presley
Hi,
Lol! I'll be bying that one! How much are you planning to sell it for, $.6?
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jayson Smith
Sent: Wednesday, March 24, 2010 12:21 PM
To: Gamers Discussion list
Subject: [Audyssey] My first BGT script

Hi,

 I've just created my first working BGT script! The code is pasted 
below. It's not much of a game, but still lets you play around. You'll need 
to supply your own .wav files, the ones I used are quite silly. But first, a

description of the, um, game.

You, the player of this fine game that's sure to make me a 
multi-millionaire, are at the left edge of a game board fifty-spaces long. 
You move your, er, character across the board using the left and right arrow

keys. Each time you successfully move, a walking sound is played. If you 
bump the left edge, a bump left sound is played, and if you bump the right 
edge, a bump right sound is played. The goal of the game is to make 100 
successful movements before bumping an edge six times. If you bump six 
times, a losing sound is played and the game exits. If you move 100 times 
successfully, a winning sound is played and the game exits. And of course, 
we have a logo sound to get things started for my wonderful audiogames 
company! Also, a background sound to get you in the mood to play!So here's 
the code, hopefully it will be useful to someone!
Jayson

// Define sound objects.
sound logo; // Starting sound.
sound amb; // Background sound.
sound walk; // Movement sound.
sound bumpl; // Bump left edge.
sound bumpr; // Bump right edge.
sound youlose;
sound youwin;

// Define variables we'll need.
int position; // The player's position on the board.
int bumps; // How many times we've bumped an edge.
int moves; // How many times we've moved successfully.

void main() {
// Load sounds.
amb.load(amb.wav);
bumpl.load(bumpl.wav);
bumpr.load(bumpr.wav);
logo.load(logo.wav);
walk.load(walk.wav);
youlose.load(youlose.wav);
youwin.load(youwin.wav);
// Play the logo.
logo.play_wait();
wait(1000);

// Initialize the environment.
position = 0;
bumps = 0;
moves = 0;
show_game_window(Jayson's Test Game);
amb.volume = -10.0;
amb.play_looped();

// The main game loop!
while (true) {
if (bumps  5) {
// You lose!
amb.stop();
wait(50);
youlose.play_wait();
wait(100);
exit();
}
if (moves = 100) {
// You win!
amb.stop();
wait(50);
youwin.play_wait();
wait(100);
exit();
}
if (key_down(KEY_RIGHT)) move_right();
if (key_down(KEY_LEFT)) move_left();
}
}

// Move right.
void move_right() {
if (position == 49) {
// Oops. Too far. Bump.
bumpr.play_wait();
wait(100);
bumps ++;
return;
}
moves ++;
position ++;
walk.play_wait();
wait(50);
}

// Move left.
void move_left() {
if (position == 0) {
// Oops. Too far. Bump.
bumpl.play_wait();
wait(100);
bumps ++;
return;
}
moves ++;
position --;
walk.play_wait();
wait(50);
}


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Re: [Audyssey] BGT Error: Expected expression value

2010-03-28 Thread Willem
You do need a loop, if that is what you meant. It loops each time an 
incorrect guess is made to let you guess again.

On 3/28/2010 9:36 PM, Hayden Presley wrote:

Hmmm. I'm no brilliant programmer and I have not read all of the BGT manual,
but I'm not sure you need a loo there either. Someone correct me if I'm
wrong.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Willem
Sent: Sunday, March 28, 2010 12:35 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] BGT Error: Expected expression value

Hi. You should ceparate your conditional statements. I'm also not sure
you used the correct or (I know some languages use ||), but I don't know
bgt sintax that well, anyway, try this in your while loop:

while (guess=number or guess= number)
On 3/26/2010 10:29 PM, Casey Mathews wrote:
   

Hello. I'm very impressed with BGT. I'm trying to make my own guess
the number game, just to try and get familiar with the sintax. I can't
figure out what I'm missing. I've looked at the examples in the
tutorial, and downloaded all of the examples from the web. The error
is below, follloed by my simple attempt. Thanks for any help.
Line: 5 (26)
Error: Expected expression value

void main()
{
alert(Number Guesser,Try to guess my number. I'll let you know if
you're too high, or too low. Make your guesses between numbers 1, and
10. Have fun!);
int number=random(1, 10);
while (guess=number or= number)
{
int guess = input_box(Guess,What's your guess?);
if (guess == number)
{
input_box(You Won!,You guessed my number!);
}
else
{
alert(Your Guess,Your guess was +guess+.);
}
}
}

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[Audyssey] new audio games for the blind group.

2010-03-28 Thread Muhammed Deniz
Hi listeners,
Yes. Todays addvurt is audio games for the blind at the google groups. Its 
quite cool! Come and joyn today! Will only get to talk off topic as in computer 
related problems, but on the holidays talk about what you want to talk about! 
Hayden, what do you think of this group? Its really excellent! I really love 
it! Its really cool! Yes, and if you want to joyn, just send a blank email to.
audiogamesfortheblind+subscr...@googlegroups.com
Enjoy and have fun! 
Do you love audio games? Would you like to chat about BGt a game creation tool 
for the blind? Do you need any tips or tricks on any saught of game? Do you 
need to ask questions about bying a game and help for the game? Well, this is 
the right place for you then! If you would like to joyn, just send a blank 
email to.
audiogamesfortheblind+subscr...@googlegroups.com
With the subject subscribe in the subject line.
Contact infermation.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
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Re: [Audyssey] Beta version 0.1 of the blastbay Game Toolkitreleased!

2010-03-28 Thread Ryan Smith
Hi,
Right. Downloading depends on the upload speed of the server, in this
case, BlastBay's HTTP server, and the connection you have. The browser
has little to do with it. Muhammed may have had a decent connection
because he downloaded it at a time when other people weren't, or
because he has a better connection then Jayson. When browsers are
called fast, this is typically how fast it can parse and display
HTML, and how quickly it can render JavaScript. While I completely
agree with you Muhammed that Firefox is a good browser, it doesn't
necessarily have a better download speed then Internet Explorer or
Opera That is entirely dependent on the server and your connection.
HTH.
-Ryan

On Sun, Mar 28, 2010 at 3:34 PM, Hayden Presley hdpres...@hotmail.com wrote:
 Also remember that connections make quite a difference; I run on WiFi and
 I've had downloads at 1 byte per second when my connection decided not to
 behave itself.
 Best Regards,
 Hayden

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Ryan Smith
 Sent: Sunday, March 28, 2010 12:48 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Beta version 0.1 of the blastbay Game
 Toolkitreleased!

 Hi Muhammed,
 The browser has little to do with download speeds. Since I'm sure many
 people are downloading BGT, that is the most likely cause.
 -Ryan

 On Sun, Mar 28, 2010 at 1:19 PM, Muhammed Deniz
 muhamme...@googlemail.com wrote:
 Use Mozila firefox,  that's what I use and its faster.
 Do you love audio games? Would you like to chat about BGt a game creation
 tool for the blind? Do you need any tips or tricks on any saught of game?
 Do
 you need to ask questions about bying a game and help for the game? Well,
 this is the right place for you then! If you would like to joyn, just send
 a
 blank email to.
 audiogamesfortheblind+subscr...@googlegroups.com
 With the subject subscribe in the subject line.
 Contact infermation.
 email:
 muhamme...@googlemail.com
 msn:
 muhammed123...@hotmail.co.uk
 Skype:
 muhammed.deniz
 Klango username.
 muhammed
 - Original Message - From: Jayson Smith rat...@insightbb.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, March 24, 2010 12:14 PM
 Subject: Re: [Audyssey] Beta version 0.1 of the blastbay Game
 Toolkitreleased!


 Just a word about this download. As of now (Wednesday, 7:12 A.M.) I'm
 getting maybe 1KB per second. I'm sure everybody and their dog is trying
 to
 download the thing, which is why it's so slow. Well, just finished, but
 the
 point is, for the first while, don't expect the download to be lightning
 fast, it's not going to be.
 Jayson

 - Original Message - From: Philip Bennefall
 phi...@blastbay.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, March 24, 2010 5:57 AM
 Subject: [Audyssey] Beta version 0.1 of the blastbay Game Toolkit
 released!


 Hi all!

 I am very happy to announce the availability of beta version 0.1 of the
 Blastbay Game Toolkit (BGT). This tool allows users with no prior
 programming experience to dive in and create audio games from the ground
 up,
 using an incredibly versatile scripting language that in turn controls
 the
 powerful Blastbay game engine that you've already seen in titles such as
 Q9
 and Kringle Crash. The tool ships with extensive documentation as well
 as an
 in-depth language tutorial, which also is available in audio form
 narrated
 by a professional voiceover artist.

 The tool is still in testing and active development, and so I would love
 to hear your thoughts, suggestions and any other feedback that springs
 to
 mind... So head over to www.blastbay.com right now! I will be patrolling
 the
 forum there, ready to answer any questions that you may have. So don't
 hesitate to sign up and ask questions if you get stuck and, above all,
 have
 lots of fun making new and exciting games!

 Kind regards,

 Philip Bennefall
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 If you 

Re: [Audyssey] bgt question again

2010-03-28 Thread Valiant8086
Hi.
I'm not exactly sure what to do here then, maybe I can write the script but if 
folks want to use it they have to copy a portion of it into what ever their 
main loop is. I figured I could write the script and a user could use it's 
functions, but if it's going to need to run without haulting other loops just 
including the file won't work.



  Regards: 
  Valiant8086: website valiant8086.com 
  - Original Message - 
  From: Philip Bennefall 
  To: Gamers Discussion list 
  Sent: Sunday, March 28, 2010 1:55 PM
  Subject: Re: [Audyssey] bgt question again


  Hello there,

  BGT does not support neither co-routines nor multithreading, as both of 
  these concepts are rather advanced; especially for beginners. However, the 
  sound object has asynchronous methods so that your script will not block 
  while the method in question is executing. There is the play method which, 
  when called, will just start the playback of the sound and then return 
  control to your script immediately. you can then go into a loop and check 
  the playing property of this sound in every cycle, while simultaneously 
  performing any other tasks in the same loop. What I'm trying to say is, you 
  are not restricted to performing just one operation inside your loop, 
  checking if the sound is playing can be one of 10 things that you do. So 
  while the BGT engine does not at this time support threads or co-routines, 
  there's nothing stopping you from accomplishing what you want with just one 
  loop. Q9 is a good example of this, I do hundreds of things at once there 
  without blocking.

  Kind regards,

  Philip Bennefall
  - Original Message - 
  From: Valiant8086 valiant8...@lavabit.com
  To: Gamers Discussion list gamers@audyssey.org
  Sent: Sunday, March 28, 2010 7:45 PM
  Subject: [Audyssey] bgt question again


   Ok.
   This one is a whopper. I'm considering porting the auto it voiceover 
   script I wrote for PKB group to bgt so we can have the same capabilities 
   there as we do with auto it. I'd like to know if it's possible for bgt to 
   run more than one loop at a time. In auto it, when the voiceover there 
   runs it stopps Auto It's main loop and would mess up say a racing game if 
   you tried to check how fast you were going. it would make the game pause 
   while it was reading it. Is there a way around that with bgt?
  
   The voiceover script has one loop in it that makes it wait for the 
   currently playing file to stop or to be near to stopping before it goes on 
   to play the next one. Can that loop run without calling a hault to the 
   rest of the program?
  
  
Regards:
Valiant8086: website valiant8086.com
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Re: [Audyssey] another rock band song on sendspace. down with thesickness. expert guitar.

2010-03-28 Thread Yohandy
thanks! I practiced that part quite a bit, and I know it pretty well, it's 
just playing it consistently that's the problem. quite a few chords and 
single notes close together. it's a very confusing pattern and I always mess 
it up lol. I'll be uploading Paramore's CrushCrushCrush next. just 
learned it.



- Original Message - 
From: Scott Chesworth scottcheswo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, March 28, 2010 5:56 AM
Subject: Re: [Audyssey] another rock band song on sendspace. down with 
thesickness. expert guitar.




Nice job man.  Not sure exactly from listening to it what you were
missing in the mid section but it might help you to know that when it
goes back into the chords (underneath the no mommy lyrics) they're
playing 2 bars of 4 followed by a bar of 6 if memory serves.  Silly
phrasing.

On 3/27/10, Yohandy yohand...@gmail.com wrote:

Again, sorry for the horrible quality! Here it is
http://www.sendspace.com/file/kr4xan

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Re: [Audyssey] Beta version 0.1 of the blastbay Game Toolkitreleased!

2010-03-28 Thread Willem
Though I don't know anything about the different techniques the two 
browsers use downloading files, I've found that ie  in general downloads 
slower.


If you can prove what you are saying, I'll take your word, but ...

Anyway, this is not game related anymore, so lets leave it at that.

On 3/28/2010 10:12 PM, Ryan Smith wrote:

Hi,
Right. Downloading depends on the upload speed of the server, in this
case, BlastBay's HTTP server, and the connection you have. The browser
has little to do with it. Muhammed may have had a decent connection
because he downloaded it at a time when other people weren't, or
because he has a better connection then Jayson. When browsers are
called fast, this is typically how fast it can parse and display
HTML, and how quickly it can render JavaScript. While I completely
agree with you Muhammed that Firefox is a good browser, it doesn't
necessarily have a better download speed then Internet Explorer or
Opera That is entirely dependent on the server and your connection.
HTH.
-Ryan

On Sun, Mar 28, 2010 at 3:34 PM, Hayden Presleyhdpres...@hotmail.com  wrote:
   

Also remember that connections make quite a difference; I run on WiFi and
I've had downloads at 1 byte per second when my connection decided not to
behave itself.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Ryan Smith
Sent: Sunday, March 28, 2010 12:48 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Beta version 0.1 of the blastbay Game
Toolkitreleased!

Hi Muhammed,
The browser has little to do with download speeds. Since I'm sure many
people are downloading BGT, that is the most likely cause.
-Ryan

On Sun, Mar 28, 2010 at 1:19 PM, Muhammed Deniz
muhamme...@googlemail.com  wrote:
 

Use Mozila firefox,  that's what I use and its faster.
Do you love audio games? Would you like to chat about BGt a game creation
tool for the blind? Do you need any tips or tricks on any saught of game?
   

Do
 

you need to ask questions about bying a game and help for the game? Well,
this is the right place for you then! If you would like to joyn, just send
   

a
 

blank email to.
audiogamesfortheblind+subscr...@googlegroups.com
With the subject subscribe in the subject line.
Contact infermation.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message - From: Jayson Smithrat...@insightbb.com
To: Gamers Discussion listgamers@audyssey.org
Sent: Wednesday, March 24, 2010 12:14 PM
Subject: Re: [Audyssey] Beta version 0.1 of the blastbay Game
Toolkitreleased!


   

Just a word about this download. As of now (Wednesday, 7:12 A.M.) I'm
getting maybe 1KB per second. I'm sure everybody and their dog is trying
 

to
 

download the thing, which is why it's so slow. Well, just finished, but
 

the
 

point is, for the first while, don't expect the download to be lightning
fast, it's not going to be.
Jayson

- Original Message - From: Philip Bennefall
phi...@blastbay.com
To: Gamers Discussion listgamers@audyssey.org
Sent: Wednesday, March 24, 2010 5:57 AM
Subject: [Audyssey] Beta version 0.1 of the blastbay Game Toolkit
released!


 

Hi all!

I am very happy to announce the availability of beta version 0.1 of the
Blastbay Game Toolkit (BGT). This tool allows users with no prior
programming experience to dive in and create audio games from the ground
   

up,
 

using an incredibly versatile scripting language that in turn controls
   

the
 

powerful Blastbay game engine that you've already seen in titles such as
   

Q9
 

and Kringle Crash. The tool ships with extensive documentation as well
   

as an
 

in-depth language tutorial, which also is available in audio form
   

narrated
 

by a professional voiceover artist.

The tool is still in testing and active development, and so I would love
to hear your thoughts, suggestions and any other feedback that springs
   

to
 

mind... So head over to www.blastbay.com right now! I will be patrolling
   

the
 

forum there, ready to answer any questions that you may have. So don't
hesitate to sign up and ask questions if you get stuck and, above all,
   

have
 

lots of fun making new and exciting games!

Kind regards,

Philip Bennefall
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Re: [Audyssey] bgt question again

2010-03-28 Thread Willem
AngelScript has something called coRoutines, which is basically 
multithreading, but I don't know if Philip will, and how difficult it 
will be to include in bgt.



On 3/28/2010 10:14 PM, Valiant8086 wrote:

Hi.
I'm not exactly sure what to do here then, maybe I can write the script but if 
folks want to use it they have to copy a portion of it into what ever their 
main loop is. I figured I could write the script and a user could use it's 
functions, but if it's going to need to run without haulting other loops just 
including the file won't work.



   Regards:
   Valiant8086: website valiant8086.com
   - Original Message -
   From: Philip Bennefall
   To: Gamers Discussion list
   Sent: Sunday, March 28, 2010 1:55 PM
   Subject: Re: [Audyssey] bgt question again


   Hello there,

   BGT does not support neither co-routines nor multithreading, as both of
   these concepts are rather advanced; especially for beginners. However, the
   sound object has asynchronous methods so that your script will not block
   while the method in question is executing. There is the play method which,
   when called, will just start the playback of the sound and then return
   control to your script immediately. you can then go into a loop and check
   the playing property of this sound in every cycle, while simultaneously
   performing any other tasks in the same loop. What I'm trying to say is, you
   are not restricted to performing just one operation inside your loop,
   checking if the sound is playing can be one of 10 things that you do. So
   while the BGT engine does not at this time support threads or co-routines,
   there's nothing stopping you from accomplishing what you want with just one
   loop. Q9 is a good example of this, I do hundreds of things at once there
   without blocking.

   Kind regards,

   Philip Bennefall
   - Original Message -
   From: Valiant8086valiant8...@lavabit.com
   To: Gamers Discussion listgamers@audyssey.org
   Sent: Sunday, March 28, 2010 7:45 PM
   Subject: [Audyssey] bgt question again


 Ok.
 This one is a whopper. I'm considering porting the auto it voiceover
 script I wrote for PKB group to bgt so we can have the same capabilities
 there as we do with auto it. I'd like to know if it's possible for bgt to
 run more than one loop at a time. In auto it, when the voiceover there
 runs it stopps Auto It's main loop and would mess up say a racing game if
 you tried to check how fast you were going. it would make the game pause
 while it was reading it. Is there a way around that with bgt?
   
 The voiceover script has one loop in it that makes it wait for the
 currently playing file to stop or to be near to stopping before it goes on
 to play the next one. Can that loop run without calling a hault to the
 rest of the program?
   
   
  Regards:
  Valiant8086: website valiant8086.com
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[Audyssey] Time of Conflict, some thoughts and a wish list part 1

2010-03-28 Thread Christopher Bartlett
I've never had a message rejected for size before.  Here is part 1 of some
TOC thoughts.

 

First and foremost, this is a worthy successor to Lone Wolf, David
Greenwood's fantastic submarine warfare simulation.  It is a game of
engrossing complexity with a learning curve that will turn off some but
rewards the persistent with a rich and varied experience.

 

I have some thoughts about further development as follows:

 

Attack coordination:  I may not be getting something, but it looks
impossible to coordinate an attack by multiple units on a single target.  If
I have five infantry and an armored unit outside a fortified city, it seems
like I have to attack one by one rather than being able to throw all six
units into one attack.  I haven't yet encountered this scenario, so I may be
wrong about this.

 

Ground units: I agree with the earlier suggestion of an artillery unit, able
to bombard like a battleship, so more powerfully than an armored unit.  For
balance, I'd say that if attacked without some sort of supporting infantry
it would be easy prey.  I understand using armor in this role, but the
advantage of armor should be its mobility, not its firepower.  For sheer
firepower there should be artillery.

 

Cruisers: There should be a class of ship between destroyer and battleship,
with say six hit points and the ability to bombard like an armored unit.
This would make the construction of certain historical scenarios more
doable, such as the cruiser duels in the Solomons during World War II.
Again, it fills a gap.

 

Bombers:  As suggested by someone else, it would be good to have an aircraft
with better ground striking power and longer range at the price of slower
speed and more vulnerability to fighters.  I understand that the air
component is an abstraction meant to cover scouting, fighting and ground
attack, and as such I feel it tries to do too much.  Create a bomber unit
with range 35 and speed 5 that is vulnerable to fighter attack.  Give it
increased striking power.

 

Christopher Bartlett

 

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[Audyssey] Time of Conflict thoughts and a wish list part 2.

2010-03-28 Thread Christopher Bartlett
Horizon:  Air units should have a detection radius of two cells.  During
World War II, the Germans were able to use long-range air patrols to cover
vast swathes of ocean surface, taking advantage of the much bigger horizon
afforded an aerial observe to make their searches more effective.

 

Radar: It would be cool to be able to build radar installations to give
advanced warning of air and sea approaches.  I note there is a Battle of
Britain scenario.  Radar was an integral and important part of the British
defensive web, allowing them to vector their fighters effectively, rather
than relying on the luck of patrolling.  Modern air war is of course
dependent upon radar.

 

A city could build a radar post as a special production type, or as in my
next suggestion, one might be able to build a station on an arbitrary land
cell.  It could afford a detection radius of three or four cells.

 

Bases/airfields:  If this suggestion is adopted, it would be possible to
build an airfield on any land cell or a naval base on a coastal cell.  These
would provide the benefits of cities, repair and refueling, but no
production.  This would permit a Solomons campaign, where there are precious
few cities but lots of bases.  This could go hand in hand with:

 

Outside reinforcement:  For certain kinds of scenarios, it would be
beneficial to have reinforcements show up at scheduled times, regardless of
intrinsic production.  This is an old stand-by in war gaming, allowing one
to play tactically in a strategic environment with reinforcements determined
on a schedule, or even randomly.  One would designate spots on the map where
the strategic reinforcements would appear, either at scheduled intervals, or
perhaps randomly, or perhaps some hybrid of these possibilities.

 

By the way, in case it's not obvious, I'm itching to design a Solomons
campaign scenario for TOC.

 

Anyway, it's clear this game is going to eat my brain for quite a while, and
I'll be purchasing it when it's available.

 

Chris Bartlett

 

 

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[Audyssey] First BGT Game

2010-03-28 Thread Ryan Smith
Hey,
Here is a small example BGT game I wrote that I call Target Practice.
A sound pans randomly from left to right, or right to left. Your goal
is to press space when the sound is as close to the center as
possible. It is a bit harder then it sounds. Target Practice includes
three difficulty levels: Easy, Medium and Hard. I have zipped it up.
Unzip it, and open readme.txt for more information.
You can find the game here:
http://www.x-sight-interactive.net/rsgames/ccount/click.php?id=17

Enjoy.
-Ryan
www.rsgames.co.nr

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[Audyssey] playing sounds in BGT?

2010-03-28 Thread Casey Mathews
Hello all. I've really been working on this for a while. I'm trying some 
stuff just for my own personal understanding, and while I realize the 
function below isn't complete, I don't understand why none of the sounds 
play.  The script runs, but the sounds don't play unless I put an alert box 
up first. Thanks for any ideas. Note: I do have a main function that works 
fine.


void borg()
{
background.play_looped();

int borg; //This will be the location of the borg on the sound scape.
borg=random(1, 3);
if (borg==1)
{
spon.pan=-100;
spon.play();
if (key_pressed(KEY_LEFT))
{
borgdown.play();
kills++;
alert(Kills,You killed +kills+ borg.);

}
alert(OK,else);
} //end if
} //end borg 



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Re: [Audyssey] playing sounds in BGT?

2010-03-28 Thread Valiant8086
Hi.
The program is closing before the sound can begin playing unless you have those 
alerts in there. Need a loop or something running.

At least you could do a while loop that would go while playing blahblah

  Regards: 
  Valiant8086: website valiant8086.com 
  - Original Message - 
  From: Casey Mathews 
  To: Gamers Discussion list 
  Sent: Sunday, March 28, 2010 8:17 PM
  Subject: [Audyssey] playing sounds in BGT?


  Hello all. I've really been working on this for a while. I'm trying some 
  stuff just for my own personal understanding, and while I realize the 
  function below isn't complete, I don't understand why none of the sounds 
  play.  The script runs, but the sounds don't play unless I put an alert box 
  up first. Thanks for any ideas. Note: I do have a main function that works 
  fine.

  void borg()
  {
  background.play_looped();

  int borg; //This will be the location of the borg on the sound scape.
  borg=random(1, 3);
  if (borg==1)
  {
  spon.pan=-100;
  spon.play();
  if (key_pressed(KEY_LEFT))
  {
  borgdown.play();
  kills++;
  alert(Kills,You killed +kills+ borg.);

  }
  alert(OK,else);
  } //end if
  } //end borg 


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Re: [Audyssey] playing sounds in BGT?

2010-03-28 Thread Andy

Hello,
You need to load the sounds first.
sound.load(/sounds/sound1.wav);
Or whatever your sound path is. Then call play on the sound, or 
play_looped or any of the other play functions.
 



Casey Mathews wrote:
Hello all. I've really been working on this for a while. I'm trying 
some stuff just for my own personal understanding, and while I realize 
the function below isn't complete, I don't understand why none of the 
sounds play.  The script runs, but the sounds don't play unless I put 
an alert box up first. Thanks for any ideas. Note: I do have a main 
function that works fine.


void borg()
{
background.play_looped();

int borg; //This will be the location of the borg on the sound scape.
borg=random(1, 3);
if (borg==1)
{
spon.pan=-100;
spon.play();
if (key_pressed(KEY_LEFT))
{
borgdown.play();
kills++;
alert(Kills,You killed +kills+ borg.);

}
alert(OK,else);
} //end if
} //end borg

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[Audyssey] more rock band 2. crush crush crush this time.

2010-03-28 Thread Yohandy
For those that enjoyed my previous uploads, here's a new song. this song has 
some annoying tricky parts that I sorta messed up lol.

http://www.sendspace.com/file/kqxiqq


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Re: [Audyssey] playing sounds in BGT?

2010-03-28 Thread Casey Mathews
OK. That makes sense. Thanks a lot. I'm still trying to wrap my head around 
a lot of these concepts. I find that while most of the time it looks good, 
and may even run, the script see things totally differently.


--
From: Valiant8086 valiant8...@lavabit.com
Sent: Sunday, March 28, 2010 8:27 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] playing sounds in BGT?


Hi.
The program is closing before the sound can begin playing unless you have 
those alerts in there. Need a loop or something running.


At least you could do a while loop that would go while playing blahblah

 Regards:
 Valiant8086: website valiant8086.com
 - Original Message - 
 From: Casey Mathews

 To: Gamers Discussion list
 Sent: Sunday, March 28, 2010 8:17 PM
 Subject: [Audyssey] playing sounds in BGT?


 Hello all. I've really been working on this for a while. I'm trying some
 stuff just for my own personal understanding, and while I realize the
 function below isn't complete, I don't understand why none of the sounds
 play.  The script runs, but the sounds don't play unless I put an alert 
box
 up first. Thanks for any ideas. Note: I do have a main function that 
works

 fine.

 void borg()
 {
 background.play_looped();

 int borg; //This will be the location of the borg on the sound scape.
 borg=random(1, 3);
 if (borg==1)
 {
 spon.pan=-100;
 spon.play();
 if (key_pressed(KEY_LEFT))
 {
 borgdown.play();
 kills++;
 alert(Kills,You killed +kills+ borg.);

 }
 alert(OK,else);
 } //end if
 } //end borg


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Re: [Audyssey] Beta version 0.1 of the blastbay Game Toolkit released!

2010-03-28 Thread shaun everiss
well I got it the first day when it came out.
though I could have saved someone's bandwidth as it appeared on pkb soon after.
At 12:14 a.m. 25/03/2010, you wrote:
Just a word about this download. As of now (Wednesday, 7:12 A.M.) I'm getting 
maybe 1KB per second. I'm sure everybody and their dog is trying to download 
the thing, which is why it's so slow. Well, just finished, but the point is, 
for the first while, don't expect the download to be lightning fast, it's not 
going to be.
Jayson

- Original Message - From: Philip Bennefall phi...@blastbay.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 5:57 AM
Subject: [Audyssey] Beta version 0.1 of the blastbay Game Toolkit released!


Hi all!

I am very happy to announce the availability of beta version 0.1 of the 
Blastbay Game Toolkit (BGT). This tool allows users with no prior programming 
experience to dive in and create audio games from the ground up, using an 
incredibly versatile scripting language that in turn controls the powerful 
Blastbay game engine that you've already seen in titles such as Q9 and 
Kringle Crash. The tool ships with extensive documentation as well as an 
in-depth language tutorial, which also is available in audio form narrated by 
a professional voiceover artist.

The tool is still in testing and active development, and so I would love to 
hear your thoughts, suggestions and any other feedback that springs to 
mind... So head over to www.blastbay.com right now! I will be patrolling the 
forum there, ready to answer any questions that you may have. So don't 
hesitate to sign up and ask questions if you get stuck and, above all, have 
lots of fun making new and exciting games!

Kind regards,

Philip Bennefall
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Re: [Audyssey] FWD: National Postal Museum seeks Blind and Visually Impaired volunteers.

2010-03-28 Thread shaun everiss
that sounds quite good jim.
one thing though I'd like to test but I am outside the us.
So if I can test online great if i can coference online with teamtalk, skype or 
even something  like for - the - people then I'm interested.
otherwise no.
At 11:37 p.m. 28/03/2010, you wrote:

Currently, the Smithsonian National Postal Museum is working on a
flash-based project.  The museum has a center called the Ford Education
Center (FEC) which has 5 touch screen computers and they offer cool content
such as games, maps, informative tidbits about stamps and the postal
operations all in flash program.  The content in the touch screen computers
are not accessible to visitors outside of the museum and we're currently
working on making the games available on our website.


What we would love to do is to have you and some of your colleagues who are
blind or have low vision to test out our flash games to make sure they are
accessible.  We want to see if the audio-descriptive tags work and if they
are FUN, and to see if you were able to cle arly understand the games in
order to play them.  The games we offer at the FEC are the following:
matching games, sorting the mail game, and stamp collecting games.



Would you be interested?  Would you have friends and/or colleagues who would
be interested in participating?



Basically our plan is to work on one game at a time.  The first is the
Sorting the Mail game (this is where you move mail into boxes categorized by
city).  Then we'll have a core group of people who are blind/have low vision
to come in and test out the games and give us feedback.  If the game is
successful, we'll move forward with the next game and the process starts
again.  I haven't set a date as to when the testing would begin, but I'll
know more information once I talk to our contractor.



If you want more information about the Ford Education Center, we have a bit
of commen tary in this link:
http://www.postalmuseum.si.edu/museum/1n_FEC.html



Please let me know if you have any questions or if you  need me to clarify
anything.  Otherwise, please email me at jacqu...@si.edu to inform me of
your interest by COB April 16th (Friday).


Thank you so much!


Tabitha Jacques

Jim

Check my web site for my free blind accessible pc dos and windows games.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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[Audyssey] World of Darkness again.

2010-03-28 Thread Ryan Conroy
Hello,

I believe World of Darkness is free now, but how to you make it into the full 
copy? What do I have to do to register it?




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