Re: [Audyssey] Level 7 was Re: Need Help with Level 6 of Awesome Homer

2013-12-31 Thread Jim Kitchen
Hi Kelly, The first two cars, which are side by side, just randomly move back and forth, left and right. Then, yes, the next car does purposely try to block you. So you need to at the last second swerve around it. Then with practice you judge when the next car is about to drop the oil. So

Re: [Audyssey] Level 7 was Re: Need Help with Level 6 of Awesome Homer

2013-12-31 Thread Jim Kitchen
Hi Kelly, I forgot to say, if you run into too many cars, or don't keep the gas down, you then run out of fuel. Good luck. BFN Jim The only time you have too much fuel is when you're on fire. j...@kitchensinc.net http://www.kitchensinc.net (440) 286-6920 Chardon Ohio USA --- Gamers

Re: [Audyssey] Level 7 was Re: Need Help with Level 6 of Awesome Homer

2013-12-31 Thread lenron brown
does anyone know how I have to set up this game in windows 8.1 64 bit. I can't seem to get them to extract. It says something like can't create output file. I don't think this would have anything to do with these computers not coming with win zip but I could be wrong. Thanks for any help On

Re: [Audyssey] Internet Archive puts classic games online

2013-12-31 Thread dark
Hi Amanda, Rowland was a well known game o the Amstrad computer system, but not really on much else. The Amstrad itself got rather overshaddowed by the far more well known zx spectrum and Comador 64. I have read that Roland on the ropes had versions released for both those systems under the

Re: [Audyssey] Internet Archive puts classic games online

2013-12-31 Thread dark
Well I hope you sort out your ropy code. While I can certainly imagine something like rowland as an audio game, I'm less certain what people wuld make of it, since it was very simplified from even the 8 and 16 bit era games which I got used to later and required a sort of different style of

Re: [Audyssey] Internet Archive puts classic games online

2013-12-31 Thread Amanda Burt
oh that's a shame smiles Amanda -- From: dark d...@xgam.org Sent: Tuesday, December 31, 2013 2:49 PM To: Gamers Discussion list gamers@audyssey.org Subject: Re: [Audyssey] Internet Archive puts classic games online Hi Amanda, Rowland was a well

Re: [Audyssey] Internet Archive puts classic games online

2013-12-31 Thread dark
Hi Tom. It's a shame it's come to this sort of situation in the first place and I'm sorry you ran into that kind of thing, though I'm slightly surprised in your game resources you don't have some sort of index or other proof. i have a document for example, originally created in 2001 and

Re: [Audyssey] MindCraft for the blind.

2013-12-31 Thread dark
Hi Darren. Game editers for 2D maps are fine, howeve rht eproblem with minecraft is that what is done is essntially closer to painting or building abstractly, rather like using virtual lego bricks in a 3D space. While i can quite imagine some sort of 2D sim building game, that sort of

Re: [Audyssey] MindCraft for the blind.

2013-12-31 Thread dark
Myself, before minecraft, which seems to be as much about visual appeal and artistic creation of structures as it is the sim resource gathering and civilization building, I'd rather see a serious colonization and civilization game such as dwarf fortress of the type we've been discussing on

[Audyssey] The red herring of visual game recreation, was: MindCraft for the blind.

2013-12-31 Thread Christopher Bartlett
It's actually more complicated even than that. The notion of recreating in an audio medium games that are primarily visual is a tempting chimera that has, I feel, been one force behind the relative stagnation of the audio games world. The reasons for this make a lot of sense; people who grew up

[Audyssey] Smugglers game question

2013-12-31 Thread Bogdan Muresan
Hi all. I play smugglers5 and I have a problem that I had in all version of this game. How we can travel for example between planets sistems. For example I have some missions to travel in to the new Germany or New Manchester but I can not understand how to travel to these destinations. Thanks.

Re: [Audyssey] MindCraft for the blind.

2013-12-31 Thread Thomas Ward
Hi Dark: Thanks for that explanation. I was trying to think of a way to convey the reason why a 2d map editor wouldn't work, and your's is the best way to put it. As you said the 3d cubes are a bit like using virtual legos to build a 3d world. You can drag and drop them where you want them with

Re: [Audyssey] MindCraft for the blind.

2013-12-31 Thread Thomas Ward
Hi Dallas: That's definitely a good point. Since the majority of blind gamers are on fixed incomes like SSI, SSDI, and similar government disability incomes they don't want to spend a great deal of money on audio games. That's understandable, but it is also crippling when it comes to producing

Re: [Audyssey] MindCraft for the blind.

2013-12-31 Thread Cara Quinn
HI Thomas and all; Let me just present once again and ad infinitum actually, ;) the example of Audio Quake. There is a level design language associated with AQ which allows blind and visually impaired players to design / create their own maps which can then be used in the game. Since the game

Re: [Audyssey] MindCraft for the blind.

2013-12-31 Thread Cara Quinn
Hi Thomas, the Audio Quake level design I mentioned earlier is accomplished with an XML parser so it is platform independent. Yes, this type of access may be out of the 'norm' of a mainstream game for the moment, but it is definitely doable. Smiles, Cara :) --- iOS design and development -

Re: [Audyssey] The red herring of visual game recreation, was: MindCraft for the blind.

2013-12-31 Thread dark
Hi Chris. This was an interesting discussion to read, and I agree in part, it is trivially true that if all human sensoary input or even the approximation of those senses were equally functional via sound as opposed to vision, blindness would be not be a disability. However, I disagree that

Re: [Audyssey] Smugglers game question

2013-12-31 Thread dark
Hi. Firstly you will need a ship with jump engines, and the fighter you start with doesn't have them so you'll need to save up enough for a corvet. Once you have a corvet you can use the wormholes to travel between systems, just click twice on them to travel to the wormhole, then click again

[Audyssey] Happy new year

2013-12-31 Thread dark
well it's just turned midnight, so from me a happy new year to everyone on list and I hope people have a great 2014. Beware the grue! Dark. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or

Re: [Audyssey] Happy new year

2013-12-31 Thread loriduncan
Hi, same here Dark, and happy newyear to everyone. -Original Message- From: dark Sent: Wednesday, January 01, 2014 12:13 AM To: Gamers@audyssey.org Subject: [Audyssey] Happy new year well it's just turned midnight, so from me a happy new year to everyone on list and I hope people

Re: [Audyssey] MindCraft for the blind.

2013-12-31 Thread dark
Hi Kara. audio quake is a great example of what can be done, however one thing that struck me about the game when I played it is that access would only work in specifically designed maps. I did deathmatch with some bots and tried your starwars mod, however when I tried to play the main

Re: [Audyssey] Swamp was Re: new version of swamp

2013-12-31 Thread Dallas O'Brien
hi. In terms of sticks, yes, most sticks will work for most things. It's just that aircraft simulators require particular functions that aren't on standard sticks. I payed about 90 bucks for mine. So you don't have to go super expensive. And it has vibration in it. Rather cool feeling the stick

Re: [Audyssey] MindCraft for the blind.

2013-12-31 Thread Shaun Everiss
Well there are exchane rates and the like to. I'd pay 200 for a game if I knew it would be good quality. Most games are 30 or so bucks unless its a pack. There have been a few acceptions ofcause. entombed and tdv being really large games actually are worth a lot more but even so. In the shops

Re: [Audyssey] Level 7 was Re: Need Help with Level 6 of Awesome Homer

2013-12-31 Thread Shaun Everiss
you will have to run each of them as admin. At 11:33 p.m. 31/12/2013, you wrote: does anyone know how I have to set up this game in windows 8.1 64 bit. I can't seem to get them to extract. It says something like can't create output file. I don't think this would have anything to do with these

Re: [Audyssey] MindCraft for the blind.

2013-12-31 Thread Thomas Ward
Hi Shaun: Well, you might be willing to pay $200 for a good game, but I am certainly not willing to spend that on a game. Any audio game regardless of the replay value. I suspect many other audio gamers would not either. However, as to the issue of cost you are right that many audio games are

Re: [Audyssey] MindCraft for the blind.

2013-12-31 Thread Thomas Ward
Hi Cara: Yeah, I am aware of the xml parser you speak of. I've looked at the Audio Quake source and design in the past. Although, that is a bit of a different idea as to how Minecraft works which is really my point earlier on in the thread. Minecraft has a number of 3d cubes, think of them as

Re: [Audyssey] Smugglers game question

2013-12-31 Thread Shaun Everiss
Well I have had several issues when traveling to the sun that doesn't always happen though I was able to troubleshoot that with neils and he reacons it should be fixed. You need to target then travel twice to the wormhole at the end of each system, then find the plannet you need to be at once

Re: [Audyssey] MindCraft for the blind.

2013-12-31 Thread Thomas Ward
Hi Cara: I have a lot of respect for Audio Quake, and the work you and others have done on it, but I feel as though you are comparing apples to oranges and calling them equal. Yes, I am aware that there is a level design language in Audio Quake that allows a V.I. gamer to design his or her own

Re: [Audyssey] Happy new year

2013-12-31 Thread Thomas Ward
Hi Dark: Same to you. Have a happy new year. We in the USA are still stuck in 2013 right now. Only a few more hours and 2013 will be a memory for us as well. On 12/31/13, dark d...@xgam.org wrote: well it's just turned midnight, so from me a happy new year to everyone on list and I hope

Re: [Audyssey] Happy new year

2013-12-31 Thread Charles Rivard
Have a happy New Year, but I will not beware the Grue! Never never never ever! Live dangerously. --- Be positive! When it comes to being defeated, if you think you're finished, you! really! are! finished! - Original Message - From: dark d...@xgam.org To: Gamers@audyssey.org Sent:

Re: [Audyssey] The red herring of visual game recreation, was: MindCraft for the blind.

2013-12-31 Thread Christopher Bartlett
Good response, exactly the sort of push back I wanted to get from my strong premise. I wasn't aware of Chee's premise; interesting and it makes sense given the nature of the game. I would agree with you that we should be seeking the actual heart of a given genre of games rather than seeking to

Re: [Audyssey] The red herring of visual game recreation, was: MindCraft for the blind.

2013-12-31 Thread Charles Rivard
One thing that attracted me to Montezuma's Revenge, originally begun by James North, was the hope of playing what sighted gamers had played, in an audio version. It didn't work out as originally planned, but I'm still glad that Thomas Ward took over the project. Some people wouldn't want