Re: [Audyssey] Interesting thing I heard

2006-06-25 Thread Maria visiting her folks
yes I can relate to that.

lol.

Maria

They that wait on the Lord
shall renew their strength.
Isaiah 40:31skype and paltalk bubbygirl1972
yahoo maria_rosa7

- Original Message - 
From: Allison Mervis [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, June 22, 2006 3:45 AM
Subject: Re: [Audyssey] Interesting thing I heard


 At this point, I would gold farm. It'd be a job. lol.
 Allison

 - Original Message - 
 From: Liam Erven [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, June 21, 2006 1:14 PM
 Subject: Re: [Audyssey] Interesting thing I heard


  There are also people in lower wage countrys who will be paid like 5
bucks
  an hour to gold farm.  It pretty much means they are given access to a
  player's account, and they log in and collect money all day for that
  player.
  I wish I had an example of this somewhere, but I have yet to find a site
  for
  any of them.
 
  - Original Message - 
  From: ari [EMAIL PROTECTED]
  To: Gamers Discussion list Gamers@audyssey.org
  Sent: Wednesday, June 21, 2006 11:59 AM
  Subject: [Audyssey] Interesting thing I heard
 
 
  Hi gamers,
  I found this quite interesting. I was listening to On Screen from the
BBC
  World Service, and their was a feature in their about how people sell
  virtual items in multi-player online games for real money! What I mean
  is,
  say now some of us were playing a strategy game. I've managed to
  accumulate
  many weapons, and huge wealth. I then go onto ebay and put my
  game-acumulated wealth up for auction, and a person who wants prestige
in
  the game buys it from me with cash! They say their are now game players
  who
  deliberately just collect certain items and large stocks to sell for
  cash.
  They say it's actually become a million-dollar industry. I suppose
  players
  would be furious if the developer reset the server! It's nearly about
as
  weird as that guy who's selling land on the moon.
  Ari
 
 
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Re: [Audyssey] Montezuma's Revenge Announcements.

2006-06-25 Thread Karl
A review mode would work, however we would also need some sort of look 
feature which could tell us things we need quickly, for example how many 
feet away a skull is.
Karl
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 25, 2006 1:57 AM
Subject: [Audyssey] Montezuma's Revenge Announcements.



 Hi, all.
 Ok, I just want to make a few public announcements about what we are
 going to be doing and where we will be going in the next week or so with
 Alpha 1. Before I get directly in to that though I would like to give a
 quick reminder to those just joining us, and for those who are doing
 public testing.
 First, I'd just like to remind  folks that this version is a test
 release only and that is why it is labeled as Alpha status. Second, not
 all the features have been added, levels, etc have been completed. This
 is very much a work in progress, and as such some things like reviewing
 the rooms have not been added to save time for release, but are fully
 intended to be added at some point.
 Ok, as for the issue for falling off ladders here is what we are going
 to do in the patch we are working on. In the classic arcade game it was
 impossible to fall off of ropes and ladders. The game wouldn't let you
 do it, and after just testing the Alchemy Demo that version wouldn't do
 it either. To be fair we will  fix it so you can't fall off the ladders,
 and are restricted to up or down movement on ladders. This is probably
 the fairist solution since previous versions of the game did it that way.
 As for jumping for the moment I will likely change it so space will jump
 you in the direction you are facing at the time. This is a crude fix,
 but I simply don't have the time at the moment to yank out all the
 keyboard handling code, start from scratch using DirectInput, rewrite
 the jumping code, etc to do the job the way it should be done. Long term
 though I will work on a DX Input interface for keyboard handling and
 rewrite it to work more like the NES and Atari games worked However,
 that is not going to happen in this weeks patch.
 Third, several of you really were disappointed or frustrated in the lake
 of reviw features in the current Alpha. This is more-or-less an easy
 update, and I'll work on a review mode setup for you guys so you can
 look around the rooms, find out what way ladders run, etc... I'm
 considering a sort of Jaws like setup where if you want to look around
 turn on review mode and the movement keys will navigate around the room,
 and tell you what it finds When you want to physically move turn review
 mode off. How does that sound?




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[Audyssey] Monty keys

2006-06-25 Thread M.J. Terblanche
Hi,
Just to put another spanner in the works grin the original keys worked 
like this:
when you are not on a ladder or rope, the up arrow jumps up, else it climbs.
in any stage, home jumps left, and pageup jumps to the right.
left and right? ah man, you would never guess.
down only climbs down, there was no jumpen down things as such.
Now back to the new monty, if the jump key works like a modifier key like 
ctrl or shift, meaning:
I'm running to the right, here's a snake, and time it to jump over it, so i 
keep on running and tap the jump key! yep, I made it!
At the moment, you need to stop for that moment, admittedly making it more 
of a chalange to time the snake, but then push jump and the direction, once 
again stops, and press the direction again to get mooven. This just feels 
unnatural to me.
The home and pageup thing might still do the trick because you dont need two 
keys for the jump, meaning keeping down right, get near the snake, quicly 
tap pageup, and press right again.  This wouldn't bee too bad.
Okay, my two cents.

Matthys.


- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 25, 2006 5:24 AM
Subject: Re: [Audyssey] thoughts on monty


Hi, Ron.
Well, obviously the time on releasing the patch will be dependant on how
long it takes to fix the various bug reports, test, etc.
As for reviewing I do have something planned for that. esentually, how
it would work you would use something like r and it would say review
mode on. You could then move the arrow keys or numpad keys around on the
screen to find out what is in that room, which way ladders, run, etc.
Basicly, like a Jaws curser mode you might think of it in that light.



The Kolesar Brothers wrote:
 OK Tom. Any eta on when the patch will be out? I realize you have your 
 plate
 full at the moment while you are trying to answer all of the question from
 we your customers. As well as truing to fix the game. Will there be 
 features
 in the game like examine where you are at? As well as a look command?
 Like I said the jurrey is still out on this game. I've beta games in the
 past. But your game looks like an old dos game that we once played. The 
 game
 was either adventure or huge cave. I also need to listen to learn the wave
 files once again. The one nice feature that you do have in this game is 
 that
 you can move via the arrow keys.
 Thanks for writing back.
 Ron
 The Kolesar Brothers and their
 great guide dogs.
 [EMAIL PROTECTED]



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Re: [Audyssey] Montezuma's Revenge released.

2006-06-25 Thread ari
Yes, I also would like to thank the game developers for being on the lists
and reading and responding to our comments. I know many other lists and
things where developers don't care or don't want to respond to the users of
products. It is great to see how people are giving suggestions and the
gamers and developer are working together to make a game work. In SA, this
spirit of togetherness is called ubuntu.
Ari


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Re: [Audyssey] Montezuma's Revenge Announcements.

2006-06-25 Thread Brandon Cole
I like all those ideas. Or rather, I'm perfectly fine with them. Go for it, 
I say.
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 25, 2006 1:57 AM
Subject: [Audyssey] Montezuma's Revenge Announcements.



 Hi, all.
 Ok, I just want to make a few public announcements about what we are
 going to be doing and where we will be going in the next week or so with
 Alpha 1. Before I get directly in to that though I would like to give a
 quick reminder to those just joining us, and for those who are doing
 public testing.
 First, I'd just like to remind  folks that this version is a test
 release only and that is why it is labeled as Alpha status. Second, not
 all the features have been added, levels, etc have been completed. This
 is very much a work in progress, and as such some things like reviewing
 the rooms have not been added to save time for release, but are fully
 intended to be added at some point.
 Ok, as for the issue for falling off ladders here is what we are going
 to do in the patch we are working on. In the classic arcade game it was
 impossible to fall off of ropes and ladders. The game wouldn't let you
 do it, and after just testing the Alchemy Demo that version wouldn't do
 it either. To be fair we will  fix it so you can't fall off the ladders,
 and are restricted to up or down movement on ladders. This is probably
 the fairist solution since previous versions of the game did it that way.
 As for jumping for the moment I will likely change it so space will jump
 you in the direction you are facing at the time. This is a crude fix,
 but I simply don't have the time at the moment to yank out all the
 keyboard handling code, start from scratch using DirectInput, rewrite
 the jumping code, etc to do the job the way it should be done. Long term
 though I will work on a DX Input interface for keyboard handling and
 rewrite it to work more like the NES and Atari games worked However,
 that is not going to happen in this weeks patch.
 Third, several of you really were disappointed or frustrated in the lake
 of reviw features in the current Alpha. This is more-or-less an easy
 update, and I'll work on a review mode setup for you guys so you can
 look around the rooms, find out what way ladders run, etc... I'm
 considering a sort of Jaws like setup where if you want to look around
 turn on review mode and the movement keys will navigate around the room,
 and tell you what it finds When you want to physically move turn review
 mode off. How does that sound?




 ___
 Gamers mailing list .. Gamers@audyssey.org
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 visit
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Re: [Audyssey] RPG Games was thoughts on monty

2006-06-25 Thread X-Sight Interactive
Yes, I must agree, the sound effects for monti are absolutely fantastic -
where do you get all those sounds, tom? I'm trying to look for sound
archives for my games and I can't find them anywhere, especially in the
shops. Bearing in mind I'm in the UK.

Regards,

Damien Sadler

X-Sight Interactive

http://x-sight.brandoncole.net

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of ari
Sent: 25 June 2006 11:32
To: Gamers Discussion list
Subject: Re: [Audyssey] RPG Games was thoughts on monty

Hi Tom,
Could one solution be to ask normal game developers if you could modify
their old,  abandoned games to be accessible and sell them? You may have to
sell them at a bit of a higher price if the company also wants a royalty. On
the other hand, could another solution be to try and find totally free
windows games which include the source code, and then just ask the developer
if you could modify those? I agree with I think it was Ryan and Kelly that
it is not cool when you buy a game and can complete it in a few days,
especially when you think that so few accessible games are released.
One thing I will say about Monti though, is this one really looks like a
challenge. Also, I really like the sound effects. Haven't tried it properly
yet, but am hoping to do it this afternoon.
Ari


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[Audyssey] monti frustrations!!!!

2006-06-25 Thread simon.dowling
ok have nearly finished the old version, what I mean, I got to the lava pits 
in the new version, but can't manage to jump the first pit. I have tried 
going to the ledge and then jumping, taken a run up and jump, and the same 
deal all the time I all always end up getting killed. its through the green 
door if it helps folks.
gr!
Simon
owner of the winMX mailing list.
to join, send a blank email to:
[EMAIL PROTECTED]
msn [EMAIL PROTECTED]
skype: slifinger


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Re: [Audyssey] monti frustrations!!!!

2006-06-25 Thread ari
Where can I get the old version, would love to see what it's like compared
to the new.
Ari


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[Audyssey] Monty bug, fairly serious.

2006-06-25 Thread Karl
Hi,
If you hit U to pause the game, you can still move, jump, and collect pieces, 
but the monsters don't move. It is possible to beat the temple this way.
Karl
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Re: [Audyssey] thoughts on monty

2006-06-25 Thread Yohandy
Well yes, that would be nice, but I'm not sure we'll see that happening in 
the accessible gaming community. Or maybe we will, with monti.

- Original Message - 
From: Ryan Strunk [EMAIL PROTECTED]
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Saturday, June 24, 2006 11:24 PM
Subject: Re: [Audyssey] thoughts on monty


 Hours, even days? I want a game that's hard enough to take me weeks! If I
 buy a game, and I can beat it in only a few days, I'm not happy.

 Ryan

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
 Behalf Of Yohandy
 Sent: Saturday, June 24, 2006 10:59 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] thoughts on monty

 I actually really enjoy this game. That's the hole point, to make it
 realistic. I bet you won't be jumping off a ladder again, or jumping too 
 far
 to the right. *grin*. I really like it as it is. Audio games are just way
 too easy in my opinion, no insult to developers meant. this is the first
 audio game I've played that has some realism. it is one of the reasons I
 will buy it as soon as it's out. it'll certainly take me hours, maybe even
 days to complete.
 There is also nothing wrong with pressing space and up to jump up. Seems
 logical to me.
 P.S.
 Are we actually supposed to be able to jump from roof to roof?
 When the game first starts, I can just keep jumping up into the air, with
 out using ladders or ropes. pretty funny actually. If I jump way too high,
 the game freezes completely.



 - Original Message -
 From: Liam Erven [EMAIL PROTECTED]
 To: gamers discussion list Gamers@audyssey.org
 Sent: Saturday, June 24, 2006 11:45 AM
 Subject: [Audyssey] thoughts on monty


 Ok.  I thought I'd try and write up a very specific post on my feelings
 about this game.  It's kind of hard to review this fairly from a gamer's
 stand point as I develop games and constantly have ideas.  I certainly
 don't have anything against Tom or the work he does, so please keep that
 in mind.

 The demo does not impress me.  Plain and simple.  I liked the alchamy
 version much better.  and there are a number of reasons.  First off, I
 like the more fluid jumping motion evident in the older demo.  pressing
 the space bar and the up arrow to jump makes no sense to me as a gamer,
 and is really confusing.  The little I was able to get through, I just 
 got

 confused with jumping.  Second, I didn't like the lack of feedback I got
 on certain situations.  I'm climing a ladder, I hear a gem.  I jump up to
 pick up the gem as I get to the top of the ladder, and I fall to my 
 death.

 I understand that there is a more realistic touch, but how was I supposed
 to know that jumping off a ladder would result in something like this?
 further more, I didn't even know I wasn't at the top even though it
 certainly sounded like I was.  To then continue on about lack of 
 feedback.

 I'm about to jump over a snake that wants to bite me.  Well.  I take a
 nice huge jump, and plummit to my doom again.  Unfortunately, I wasn't
 aware that there was a ledge, and/or a rope.  There is one more thing 
 that

 was a little confusing.  The read me file.  I understand that this is a
 demo, and that things wil change and so forth.  But documentation
 shouldn't leaveme with unanswer questions.  For isntance.  I didn't knwo
 that jumping on a snake would kill me or that  I could actually step off 
 a

 ladder.  Maybe I missed an important line, but I'm not sure.

 There are things I like.  It's not all bad I promise.  One of my favorite
 enhancements are the new sounds.  Man are those cool.  The most important
 thing to me has got to be sounds.  If the game doesn't have good sounds
 that will put me right in the middle of the action, then I just can't get
 in to the game.  Monty really handles this well, as I really feel like 
 I'm

 exploring a temple.  I'm also quite pleased, that development on this
 title has continued.  It really looks to be a promising title that 
 already

 many are starting to enjoy.
 I hope to try and get farther in the game and see more of the fun things
 in this demo.

 In closing, I like the game but I feel much needs to be improved upon.
 The controls for one thing are something that needs to be address.  And
 situations where feedback should be given don't seem to be there.  Maybe
 I'm totally off base, but I won't if any others have noticed the same
 things i have?  Keep up the good work though.  The game needs improving,
 but I do see good things ahead if things are changed.

 Liam
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Re: [Audyssey] Monti problem

2006-06-25 Thread simon.dowling
to get the gem near the rope, jump left, you can still here the gem, so jump 
back on the rope, goo up once, then jump left you wuill grab that gem.
- Original Message - 
From: ari [EMAIL PROTECTED]
To: Gamers Discussion list Gamers@audyssey.org
Sent: Sunday, June 25, 2006 12:30 PM
Subject: [Audyssey] Monti problem


 Hi Tom,
 Just a question and comments:
 1. I think their should be a look feature as well.
 2. The documentation should discuss the monsters a bit better. What I 
 mean,
 and what I want to know is, when must I jump over a snake, for example? 
 I'm
 at the first snake, but sometimes it catches me, and if I manage to jump
 over it, I feel as if it's a bit of luck. When exactly is it right to make
 the jump, as sometimes I leave it too late?
 Another question is when I get over the snake, I think I climb up a rope.
 Two problems here, while I'm climbing, I can hear gems, but it sound that 
 I
 climb past them, how do I get them? Another problem is that when I get to
 the top, I get some gold, but when I walk forward, I die, not sure why. I
 hear the sound of cement and suddenly, I think I fall, actually, I'm not
 sure how I die their.
 Another thing that annoys me is tthat I can't skip the 'level one' and the
 sound effects of walking and the door, and when I hear that I die, I can't
 skip the sound sequence to get back to game play, I'm quite an impatient
 gamer who wants to get back to the place from where he lost his life as 
 soon
 as possible!
 Ari


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Re: [Audyssey] Sonic Invaders and mudsplat

2006-06-25 Thread Maria visiting her folks
Hi I could never get mud splat to start.  I just get something about blind
station when I start the game am I goin completely crazy?

Maria
ss
They that wait on the Lord
shall renew their strength.
Isaiah 40:31skype and paltalk bubbygirl1972
yahoo maria_rosa7

- Original Message - 
From: ari [EMAIL PROTECTED]
To: Gamers Discussion list Gamers@audyssey.org
Sent: Friday, June 23, 2006 7:52 PM
Subject: [Audyssey] Sonic Invaders and mudsplat


 Hi all,
 Is their actually a person who has got Sonic Invaders to work and played
it.
 I just get a stupid message I think it just said their was an error
running
 the game. I've read from other posts that most people have had errors, so
 what's the game really like, how close to Space Invaders is it, and are
 their those cool bonus rounds?
 Also, because it's such a large file, is it worthwhile downloading
mudsplat?
 Is it something like Troopanum where you line up centred and shoot? How
 difficult does it get?
 Ari


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Re: [Audyssey] Metris game

2006-06-25 Thread Maria visiting her folks
hi where do you get the metress game from?

Maria

They that wait on the Lord
shall renew their strength.
Isaiah 40:31skype and paltalk bubbygirl1972
yahoo maria_rosa7

- Original Message - 
From: Karl [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, June 23, 2006 9:44 PM
Subject: Re: [Audyssey] Metris game


 Hi,
 You need to use the left and right arrow keys to line up the piano note
with
 one of the seven blocks represented by the seven bass notes and the drum.
 You can also press the down arrow to lower the notes by one half step and
 one octave. You need to use different falling piano notes to make chords
 vertically, or scales horizontally.
 HTH,
 Karl
 - Original Message - 
 From: ari [EMAIL PROTECTED]
 To: Gamers Discussion list Gamers@audyssey.org
 Sent: Friday, June 23, 2006 6:13 AM
 Subject: [Audyssey] Metris game


  Hi all,
  I'm trying the Metris game. My problem is that for me the help file is
  very
  vague, and since I've never actually played tetris before, I'm not
  actually
  sure what to do, and their are no examples. I even get more confused,
  because it says I must make cords, but instead of having one instrument,
  it
  even has a drum as well, and I'm just not sure what to do when I hear
this
  drum and this piano note getting lower and lower (how on earth can you
  sync
  a piano note with a noteless drum!)
  Ari
 
 
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Re: [Audyssey] Monty bug, fairly serious.

2006-06-25 Thread simon.dowling
hi Karl, lol I tried that, but although I found somemore items, and rooms, I 
still got killed by trying not to jump on the spider and landed an acid pit 
lol.
- Original Message - 
From: Karl [EMAIL PROTECTED]
To: gamers discussion list Gamers@audyssey.org
Sent: Sunday, June 25, 2006 1:01 PM
Subject: [Audyssey] Monty bug, fairly serious.


 Hi,
 If you hit U to pause the game, you can still move, jump, and collect 
 pieces, but the monsters don't move. It is possible to beat the temple 
 this way.
 Karl
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Re: [Audyssey] thoughts on monty

2006-06-25 Thread The Kolesar Brothers
Hey Thanks for explainging that Tom. That surely would help while playing 
the game. I also could give you a better opinion of the game after I try 
that as well.
There has been some of those grid games. Some of the hand to ear gamer are 
trying to fit a two d game into a three d platform at in my opinion they 
just don't work. I wished that they did though. But I've down loaded almost 
every game that has come out thus far and rejected only a few of them. So 
can't wait until the pat and or up grade comes out to get this a honest 
opinion.
Ron and Boz
The Kolesar Brothers and their
great guide dogs.
[EMAIL PROTECTED]

- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, June 24, 2006 11:24 PM
Subject: Re: [Audyssey] thoughts on monty


 Hi, Ron.
 Well, obviously the time on releasing the patch will be dependant on how
 long it takes to fix the various bug reports, test, etc.
 As for reviewing I do have something planned for that. esentually, how
 it would work you would use something like r and it would say review
 mode on. You could then move the arrow keys or numpad keys around on the
 screen to find out what is in that room, which way ladders, run, etc.
 Basicly, like a Jaws curser mode you might think of it in that light.



 The Kolesar Brothers wrote:
 OK Tom. Any eta on when the patch will be out? I realize you have your 
 plate
 full at the moment while you are trying to answer all of the question 
 from
 we your customers. As well as truing to fix the game. Will there be 
 features
 in the game like examine where you are at? As well as a look command?
 Like I said the jurrey is still out on this game. I've beta games in the
 past. But your game looks like an old dos game that we once played. The 
 game
 was either adventure or huge cave. I also need to listen to learn the 
 wave
 files once again. The one nice feature that you do have in this game is 
 that
 you can move via the arrow keys.
 Thanks for writing back.
 Ron
 The Kolesar Brothers and their
 great guide dogs.
 [EMAIL PROTECTED]



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Re: [Audyssey] monti frustrations!!!!

2006-06-25 Thread Kellie and Lady J
Hey simon
there is a spider there, at the lava pits that you have to watch out for, 
perhaps you are running into him? I did that a few times at first as well. 
smiles
Kellie and my loveable Lady J.
Until you make peace with who you are, you'll never be content with what 
you have.
 Doris Mortman
msn, [EMAIL PROTECTED]
aim sionnain74
skype, sabrielle

- Original Message - 
From: simon.dowling [EMAIL PROTECTED]
To: audysy Gamers@audyssey.org
Sent: Sunday, June 25, 2006 7:32 AM
Subject: [Audyssey] monti frustrations


 ok have nearly finished the old version, what I mean, I got to the lava 
 pits
 in the new version, but can't manage to jump the first pit. I have tried
 going to the ledge and then jumping, taken a run up and jump, and the same
 deal all the time I all always end up getting killed. its through the 
 green
 door if it helps folks.
 gr!
 Simon
 owner of the winMX mailing list.
 to join, send a blank email to:
 [EMAIL PROTECTED]
 msn [EMAIL PROTECTED]
 skype: slifinger


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Re: [Audyssey] Montezuma's Revenge released.

2006-06-25 Thread shaun everiss
the second ladder has a gem that I can't get.
I jump left
I am on a ledge near water and the gem is between that and the ladder.
At 03:16 AM 6/25/2006, you wrote:
Ok That is pretty strange.  Which gem was it. In the first room you
come to there are two gems in that room. One to your left and one to the
right. Which gem was it. I'll see if I can duplicate what happened.
Frankly, there is nothing in that room that should kill you unless you
fell off a ladder.


Liam Erven wrote:
  well.  I went to jump up to grab a gem, and I went too far left, and died.
  this was after I climbed the first ladder.  heh.
 


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Re: [Audyssey] net framework

2006-06-25 Thread shaun everiss
No you don't just load 1.1.
I have 1.1 and 2.0.
At 04:03 AM 6/25/2006, you wrote:
I have 2.0 installed, but monty installer doesn't recognize that. Do I have
to uninstall 2.0 and reinstall 1.144?



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[Audyssey] Ardwolf.

2006-06-25 Thread ron
I was wondering if there are any blind people who play ardwolf, if so, how are 
you able to get all of the directions to the various areas for the quest?
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[Audyssey] Monty thoughts

2006-06-25 Thread matt
Hello Thomas and all. I just wanted to say to Thomas what a great game Monty 
seems like already. I have just played around in the first part of the first 
level but it looks really cool. Time to read the manual though so I can have a 
clue of what I am doing lol.
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[Audyssey] Need Help with Extreme Wild West Table

2006-06-25 Thread Kelly Sapergia
Hi,
I just purchased the Pinball Party Pack 1 add-on. So far, I think it's 
cool, but I'm having a problem on the Extreme Wild West table. When I get 
involved in a fight in the saloon, I'll hear a punch being thrown from, for 
example the left. I press the Left shift key, then something like the Space 
bar. After that, there's a pause, then I get hit and lose. Is there 
something else I need to do to keep the fight going?
Thanks.


Yours Sincerely,
Kelly John Sapergia
For a mix of New Age, Ambient, Easy Listening, Smooth Jazz and Global 
Fusion music, listen to Northern Lights, Thursdays from 01:00 to 03:00 
GMT (Wednesdays in North America) on ACB (American Council of the Blind) 
Radio Interactive at http://interactive.acbradio.org
Visit the show's web site at http://www.ksapergia.net/northernlights.html
For high-quality audio productions at affordable prices, visit KJS 
Productions at: http://www.kjsproductions.com
You can also visit my personal web site at:
http://www.ksapergia.net


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Re: [Audyssey] Need Help with Extreme Wild West Table

2006-06-25 Thread Angel L Adorno
hi can you give me the link to where I could get this game?
thanks so much.

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Re: [Audyssey] Need Help with Extreme Wild West Table

2006-06-25 Thread jack scrimshaw
Reckon u have to throw the punch in the opposite direction to the hit he's 
throwing at you to hit him. But it is bloody hard to do. So far i've landed 
one punch before having my self some free dental surgery.
you ai'nt heard nothing til ya heard it from the mad man 
www.livejournal.com/users/afro_thunder nothing but pure truth.
- Original Message - 
From: Kelly Sapergia [EMAIL PROTECTED]
To: Gamers@audyssey.org
Sent: Sunday, June 25, 2006 7:07 PM
Subject: [Audyssey] Need Help with Extreme Wild West Table


 Hi,
I just purchased the Pinball Party Pack 1 add-on. So far, I think it's
 cool, but I'm having a problem on the Extreme Wild West table. When I get
 involved in a fight in the saloon, I'll hear a punch being thrown from, 
 for
 example the left. I press the Left shift key, then something like the 
 Space
 bar. After that, there's a pause, then I get hit and lose. Is there
 something else I need to do to keep the fight going?
Thanks.


 Yours Sincerely,
 Kelly John Sapergia
 For a mix of New Age, Ambient, Easy Listening, Smooth Jazz and Global
 Fusion music, listen to Northern Lights, Thursdays from 01:00 to 03:00
 GMT (Wednesdays in North America) on ACB (American Council of the Blind)
 Radio Interactive at http://interactive.acbradio.org
 Visit the show's web site at http://www.ksapergia.net/northernlights.html
 For high-quality audio productions at affordable prices, visit KJS
 Productions at: http://www.kjsproductions.com
 You can also visit my personal web site at:
 http://www.ksapergia.net


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 Gamers mailing list .. Gamers@audyssey.org
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 visit
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
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[Audyssey] topspeed2 servers

2006-06-25 Thread michael feir
Hello, everyone. Do any of you have a list of ip addresses for people who 
host races for Topspeed2? It seems harder to find places one can go and 
regularly race. If anybody has such a list, please send it my way.
Michael Feir
Creator and former Editor of Audyssey Magazine
1996-2004
E-mail: [EMAIL PROTECTED]


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Re: [Audyssey] topspeed2 servers

2006-06-25 Thread Kay Scrimshaw
Hi,

i'm stuck with that problem too. i know a few, but they're servers of 
friends and aren't up that often.
Me and my fiance love to race, but can't connect to each other's i p 
address, so i'm looking for places too.

Kay

- Original Message - 
From: michael feir [EMAIL PROTECTED]
To: Discussion list for blind gamers Gamers@audyssey.org
Sent: Sunday, June 25, 2006 8:20 PM
Subject: [Audyssey] topspeed2 servers


 Hello, everyone. Do any of you have a list of ip addresses for people who
 host races for Topspeed2? It seems harder to find places one can go and
 regularly race. If anybody has such a list, please send it my way.
 Michael Feir
 Creator and former Editor of Audyssey Magazine
 1996-2004
 E-mail: [EMAIL PROTECTED]


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Re: [Audyssey] topspeed2 servers

2006-06-25 Thread jack scrimshaw
Sure what we need is a dedicated server or something of that description for 
ourselves and fellow top speed racers.
you ai'nt heard nothing til ya heard it from the mad man 
www.livejournal.com/users/afro_thunder nothing but pure truth.
- Original Message - 
From: Kay Scrimshaw [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 25, 2006 8:36 PM
Subject: Re: [Audyssey] topspeed2 servers


 Hi,

 i'm stuck with that problem too. i know a few, but they're servers of
 friends and aren't up that often.
 Me and my fiance love to race, but can't connect to each other's i p
 address, so i'm looking for places too.

 Kay

 - Original Message - 
 From: michael feir [EMAIL PROTECTED]
 To: Discussion list for blind gamers Gamers@audyssey.org
 Sent: Sunday, June 25, 2006 8:20 PM
 Subject: [Audyssey] topspeed2 servers


 Hello, everyone. Do any of you have a list of ip addresses for people who
 host races for Topspeed2? It seems harder to find places one can go and
 regularly race. If anybody has such a list, please send it my way.
 Michael Feir
 Creator and former Editor of Audyssey Magazine
 1996-2004
 E-mail: [EMAIL PROTECTED]


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Re: [Audyssey] topspeed2 servers

2006-06-25 Thread Kay Scrimshaw
Yep, we certainly do need that.
some can be quite unreliable.

- Original Message - 
From: jack scrimshaw [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 25, 2006 8:51 PM
Subject: Re: [Audyssey] topspeed2 servers


 Sure what we need is a dedicated server or something of that description 
 for
 ourselves and fellow top speed racers.
 you ai'nt heard nothing til ya heard it from the mad man
 www.livejournal.com/users/afro_thunder nothing but pure truth.
 - Original Message - 
 From: Kay Scrimshaw [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, June 25, 2006 8:36 PM
 Subject: Re: [Audyssey] topspeed2 servers


 Hi,

 i'm stuck with that problem too. i know a few, but they're servers of
 friends and aren't up that often.
 Me and my fiance love to race, but can't connect to each other's i p
 address, so i'm looking for places too.

 Kay

 - Original Message - 
 From: michael feir [EMAIL PROTECTED]
 To: Discussion list for blind gamers Gamers@audyssey.org
 Sent: Sunday, June 25, 2006 8:20 PM
 Subject: [Audyssey] topspeed2 servers


 Hello, everyone. Do any of you have a list of ip addresses for people 
 who
 host races for Topspeed2? It seems harder to find places one can go and
 regularly race. If anybody has such a list, please send it my way.
 Michael Feir
 Creator and former Editor of Audyssey Magazine
 1996-2004
 E-mail: [EMAIL PROTECTED]


 ___
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Re: [Audyssey] topspeed2 servers

2006-06-25 Thread Dave
Hi,
If i'm understanding this correctly since whoever is hosting the server 
must also be playing, what sounds like is needed is a standalone server 
program, that someone with a static IP can set up, and others can connect 
to. An example of this is online poker, connect up, find a table that's 
open, join, and play. It would be the same idea here.
HTH
Dave.

- Original Message - 
From: Kay Scrimshaw [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 25, 2006 4:34 PM
Subject: Re: [Audyssey] topspeed2 servers


 Yep, we certainly do need that.
 some can be quite unreliable.

 - Original Message - 
 From: jack scrimshaw [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, June 25, 2006 8:51 PM
 Subject: Re: [Audyssey] topspeed2 servers


 Sure what we need is a dedicated server or something of that description
 for
 ourselves and fellow top speed racers.
 you ai'nt heard nothing til ya heard it from the mad man
 www.livejournal.com/users/afro_thunder nothing but pure truth.
 - Original Message - 
 From: Kay Scrimshaw [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, June 25, 2006 8:36 PM
 Subject: Re: [Audyssey] topspeed2 servers


 Hi,

 i'm stuck with that problem too. i know a few, but they're servers of
 friends and aren't up that often.
 Me and my fiance love to race, but can't connect to each other's i p
 address, so i'm looking for places too.

 Kay

 - Original Message - 
 From: michael feir [EMAIL PROTECTED]
 To: Discussion list for blind gamers Gamers@audyssey.org
 Sent: Sunday, June 25, 2006 8:20 PM
 Subject: [Audyssey] topspeed2 servers


 Hello, everyone. Do any of you have a list of ip addresses for people
 who
 host races for Topspeed2? It seems harder to find places one can go and
 regularly race. If anybody has such a list, please send it my way.
 Michael Feir
 Creator and former Editor of Audyssey Magazine
 1996-2004
 E-mail: [EMAIL PROTECTED]


 ___
 Gamers mailing list .. Gamers@audyssey.org
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 visit
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
 any subscription changes via the web.


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[Audyssey] some people don't like challenge

2006-06-25 Thread Charles Rivard
I've noticed the Emails being sent asking how to do stuff when playing Tom's 
newest demo.  People want cheats and hints and tricks already, and it has been 
available for, um, how? long??  Part of the fun of a game is figuring out the 
game, isn't it??  Think about it--if you were given a file that told you, step 
by step, how to beat the game when you first bought it, and you used that file 
to beat the game enough times that you could, figuratively speaking, beat it 
blindfolded, what would you then do with the game?  Here's an idea for Tom:  
Create just such a file.  Explain, step by step, how to beat the game, level by 
level.  Each level is a separate file, and can be purchased for, well, that 
would be up to Tom, wouldn't it?  How many people would buy it?


shepherds are the best beasts
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Re: [Audyssey] Need Help with Extreme Wild West Table

2006-06-25 Thread Charles Rivard
s
p
o
i
l
e
r


s
p
a
c
e


Do just as you did with the first punch.  If you are familiar with the game 
ESP WhoopAss, it works the same way.
- Original Message - 
From: Kelly Sapergia [EMAIL PROTECTED]
To: Gamers@audyssey.org
Sent: Sunday, June 25, 2006 11:07 AM
Subject: [Audyssey] Need Help with Extreme Wild West Table


 Hi,
I just purchased the Pinball Party Pack 1 add-on. So far, I think it's
 cool, but I'm having a problem on the Extreme Wild West table. When I get
 involved in a fight in the saloon, I'll hear a punch being thrown from, 
 for
 example the left. I press the Left shift key, then something like the 
 Space
 bar. After that, there's a pause, then I get hit and lose. Is there
 something else I need to do to keep the fight going?
Thanks.


 Yours Sincerely,
 Kelly John Sapergia
 For a mix of New Age, Ambient, Easy Listening, Smooth Jazz and Global
 Fusion music, listen to Northern Lights, Thursdays from 01:00 to 03:00
 GMT (Wednesdays in North America) on ACB (American Council of the Blind)
 Radio Interactive at http://interactive.acbradio.org
 Visit the show's web site at http://www.ksapergia.net/northernlights.html
 For high-quality audio productions at affordable prices, visit KJS
 Productions at: http://www.kjsproductions.com
 You can also visit my personal web site at:
 http://www.ksapergia.net


 ___
 Gamers mailing list .. Gamers@audyssey.org
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 visit
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
 any subscription changes via the web.
 



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Re: [Audyssey] some people don't like challenge

2006-06-25 Thread matt
When I used to be able to see I would always buy cheat books for playstation 
games. It is a practice that has been around in the sighted game world for 
years and years now. Why not have a blind version of these cheat books?
- Original Message - 
From: Charles Rivard [EMAIL PROTECTED]
To: audyssey gamers list gamers@audyssey.org
Sent: Sunday, June 25, 2006 4:53 PM
Subject: [Audyssey] some people don't like challenge


 I've noticed the Emails being sent asking how to do stuff when playing 
 Tom's newest demo.  People want cheats and hints and tricks already, and 
 it has been available for, um, how? long??  Part of the fun of a game is 
 figuring out the game, isn't it??  Think about it--if you were given a 
 file that told you, step by step, how to beat the game when you first 
 bought it, and you used that file to beat the game enough times that you 
 could, figuratively speaking, beat it blindfolded, what would you then do 
 with the game?  Here's an idea for Tom:  Create just such a file. 
 Explain, step by step, how to beat the game, level by level.  Each level 
 is a separate file, and can be purchased for, well, that would be up to 
 Tom, wouldn't it?  How many people would buy it?


 shepherds are the best beasts
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Re: [Audyssey] some people don't like challenge

2006-06-25 Thread Dave
Hi,
My first idea with cheat codes came with I believe it was Nintendo's 
game genie, which yah it gave you cheat codes, infinite enemy hits, and so 
forth, but it also unlocked other parts of the game where you wouldn't have 
been able to get to normally.
Dave.

- Original Message - 
From: matt [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 25, 2006 6:06 PM
Subject: Re: [Audyssey] some people don't like challenge


 When I used to be able to see I would always buy cheat books for 
 playstation
 games. It is a practice that has been around in the sighted game world for
 years and years now. Why not have a blind version of these cheat books?
 - Original Message - 
 From: Charles Rivard [EMAIL PROTECTED]
 To: audyssey gamers list gamers@audyssey.org
 Sent: Sunday, June 25, 2006 4:53 PM
 Subject: [Audyssey] some people don't like challenge


 I've noticed the Emails being sent asking how to do stuff when playing
 Tom's newest demo.  People want cheats and hints and tricks already, and
 it has been available for, um, how? long??  Part of the fun of a game is
 figuring out the game, isn't it??  Think about it--if you were given a
 file that told you, step by step, how to beat the game when you first
 bought it, and you used that file to beat the game enough times that you
 could, figuratively speaking, beat it blindfolded, what would you then do
 with the game?  Here's an idea for Tom:  Create just such a file.
 Explain, step by step, how to beat the game, level by level.  Each level
 is a separate file, and can be purchased for, well, that would be up to
 Tom, wouldn't it?  How many people would buy it?


 shepherds are the best beasts
 ___
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 To unsubscribe send E-mail to [EMAIL PROTECTED] You can
 visit
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Re: [Audyssey] some people don't like challenge

2006-06-25 Thread matt
Two of the best cheat books I have ever seen had to be for tomb raider and 
final fantasy seven. Both games were so complex that there was a bunch of 
stuff that was easily missed. I think they used to even have cheat codes in 
gaming magazines and sure they still do today.
- Original Message - 
From: Dave [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 25, 2006 5:02 PM
Subject: Re: [Audyssey] some people don't like challenge


 Hi,
My first idea with cheat codes came with I believe it was Nintendo's
 game genie, which yah it gave you cheat codes, infinite enemy hits, and so
 forth, but it also unlocked other parts of the game where you wouldn't 
 have
 been able to get to normally.
 Dave.

 - Original Message - 
 From: matt [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, June 25, 2006 6:06 PM
 Subject: Re: [Audyssey] some people don't like challenge


 When I used to be able to see I would always buy cheat books for
 playstation
 games. It is a practice that has been around in the sighted game world 
 for
 years and years now. Why not have a blind version of these cheat books?
 - Original Message - 
 From: Charles Rivard [EMAIL PROTECTED]
 To: audyssey gamers list gamers@audyssey.org
 Sent: Sunday, June 25, 2006 4:53 PM
 Subject: [Audyssey] some people don't like challenge


 I've noticed the Emails being sent asking how to do stuff when playing
 Tom's newest demo.  People want cheats and hints and tricks already, and
 it has been available for, um, how? long??  Part of the fun of a game is
 figuring out the game, isn't it??  Think about it--if you were given a
 file that told you, step by step, how to beat the game when you first
 bought it, and you used that file to beat the game enough times that you
 could, figuratively speaking, beat it blindfolded, what would you then 
 do
 with the game?  Here's an idea for Tom:  Create just such a file.
 Explain, step by step, how to beat the game, level by level.  Each level
 is a separate file, and can be purchased for, well, that would be up to
 Tom, wouldn't it?  How many people would buy it?


 shepherds are the best beasts
 ___
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 To unsubscribe send E-mail to [EMAIL PROTECTED] You can
 visit
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Re: [Audyssey] Need Help with Extreme Wild West Table

2006-06-25 Thread Kelly Sapergia
Hi Jack,
Thanks for your help. I finally got through a match. I guess I'm used 
to the regular version of the game, where the opponent's punches are 
quicker. Now all I've got to do is figure out the Dynaman table (I haven't 
played the original game before, but might take a look at it sometime.) 
Old Man Stanley's House is so far my favorite table from this pack.


Yours Sincerely,
Kelly John Sapergia
For a mix of New Age, Ambient, Easy Listening, Smooth Jazz and Global 
Fusion music, listen to Northern Lights, Thursdays from 01:00 to 03:00 
GMT (Wednesdays in North America) on ACB (American Council of the Blind) 
Radio Interactive at http://interactive.acbradio.org
Visit the show's web site at http://www.ksapergia.net/northernlights.html
For high-quality audio productions at affordable prices, visit KJS 
Productions at: http://www.kjsproductions.com
You can also visit my personal web site at:
http://www.ksapergia.net


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Re: [Audyssey] topspeed2 servers

2006-06-25 Thread Yohandy
That would be nice, except they'd have to write an application that picks 
random tracks to race on, starts the race, then repeats the same steps when 
racers are done.
not sure how the server would race, maybe it could just stay out of the race 
all together, then when race is finished, pick another track.
although I'm not sure that could be done.

- Original Message - 
From: Dave [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 25, 2006 4:50 PM
Subject: Re: [Audyssey] topspeed2 servers


 Hi,
If i'm understanding this correctly since whoever is hosting the server
 must also be playing, what sounds like is needed is a standalone server
 program, that someone with a static IP can set up, and others can connect
 to. An example of this is online poker, connect up, find a table that's
 open, join, and play. It would be the same idea here.
 HTH
 Dave.

 - Original Message - 
 From: Kay Scrimshaw [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, June 25, 2006 4:34 PM
 Subject: Re: [Audyssey] topspeed2 servers


 Yep, we certainly do need that.
 some can be quite unreliable.

 - Original Message - 
 From: jack scrimshaw [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, June 25, 2006 8:51 PM
 Subject: Re: [Audyssey] topspeed2 servers


 Sure what we need is a dedicated server or something of that description
 for
 ourselves and fellow top speed racers.
 you ai'nt heard nothing til ya heard it from the mad man
 www.livejournal.com/users/afro_thunder nothing but pure truth.
 - Original Message - 
 From: Kay Scrimshaw [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, June 25, 2006 8:36 PM
 Subject: Re: [Audyssey] topspeed2 servers


 Hi,

 i'm stuck with that problem too. i know a few, but they're servers of
 friends and aren't up that often.
 Me and my fiance love to race, but can't connect to each other's i p
 address, so i'm looking for places too.

 Kay

 - Original Message - 
 From: michael feir [EMAIL PROTECTED]
 To: Discussion list for blind gamers Gamers@audyssey.org
 Sent: Sunday, June 25, 2006 8:20 PM
 Subject: [Audyssey] topspeed2 servers


 Hello, everyone. Do any of you have a list of ip addresses for people
 who
 host races for Topspeed2? It seems harder to find places one can go 
 and
 regularly race. If anybody has such a list, please send it my way.
 Michael Feir
 Creator and former Editor of Audyssey Magazine
 1996-2004
 E-mail: [EMAIL PROTECTED]


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Re: [Audyssey] Need Help with Extreme Wild West Table

2006-06-25 Thread Draconis Entertainment
Hi Kelly and all,

Very pleased you're enjoying the tables.  Old Man Stanley's House 
does appear to be the overall favorite.  It was a lot of fun to put 
together.  My own personal favorite is the DynaMan/ShockRa 
table.  Familiarity with the DynaMan game is definitely not required 
to enjoy the pinball table.  We hope to do more and varied things 
with the DynaMan brand in the future.

At 03:22 PM 6/25/2006, you wrote:

Hi Jack,
 Thanks for your help. I finally got through a match. I guess I'm used
to the regular version of the game, where the opponent's punches are
quicker. Now all I've got to do is figure out the Dynaman table (I haven't
played the original game before, but might take a look at it sometime.)
Old Man Stanley's House is so far my favorite table from this pack.


Yours Sincerely,
Kelly John Sapergia
For a mix of New Age, Ambient, Easy Listening, Smooth Jazz and Global
Fusion music, listen to Northern Lights, Thursdays from 01:00 to 03:00
GMT (Wednesdays in North America) on ACB (American Council of the Blind)
Radio Interactive at http://interactive.acbradio.org
Visit the show's web site at http://www.ksapergia.net/northernlights.html
For high-quality audio productions at affordable prices, visit KJS
Productions at: http://www.kjsproductions.com
You can also visit my personal web site at:
http://www.ksapergia.net


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Re: [Audyssey] some people don't like challenge

2006-06-25 Thread Charles Rivard
A thought:  This might be a regular article to be put into Audyssey 
Magazine?  Ron?  Anybody?  I think it was tried before, but there weren't 
many takers.  Maybe it's time to revive it?
- Original Message - 
From: matt [EMAIL PROTECTED]
To: Dave [EMAIL PROTECTED]; Gamers Discussion list 
gamers@audyssey.org
Sent: Sunday, June 25, 2006 3:25 PM
Subject: Re: [Audyssey] some people don't like challenge


 Two of the best cheat books I have ever seen had to be for tomb raider and
 final fantasy seven. Both games were so complex that there was a bunch of
 stuff that was easily missed. I think they used to even have cheat codes 
 in
 gaming magazines and sure they still do today.
 - Original Message - 
 From: Dave [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, June 25, 2006 5:02 PM
 Subject: Re: [Audyssey] some people don't like challenge


 Hi,
My first idea with cheat codes came with I believe it was Nintendo's
 game genie, which yah it gave you cheat codes, infinite enemy hits, and 
 so
 forth, but it also unlocked other parts of the game where you wouldn't
 have
 been able to get to normally.
 Dave.

 - Original Message - 
 From: matt [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, June 25, 2006 6:06 PM
 Subject: Re: [Audyssey] some people don't like challenge


 When I used to be able to see I would always buy cheat books for
 playstation
 games. It is a practice that has been around in the sighted game world
 for
 years and years now. Why not have a blind version of these cheat books?
 - Original Message - 
 From: Charles Rivard [EMAIL PROTECTED]
 To: audyssey gamers list gamers@audyssey.org
 Sent: Sunday, June 25, 2006 4:53 PM
 Subject: [Audyssey] some people don't like challenge


 I've noticed the Emails being sent asking how to do stuff when playing
 Tom's newest demo.  People want cheats and hints and tricks already, 
 and
 it has been available for, um, how? long??  Part of the fun of a game 
 is
 figuring out the game, isn't it??  Think about it--if you were given a
 file that told you, step by step, how to beat the game when you first
 bought it, and you used that file to beat the game enough times that 
 you
 could, figuratively speaking, beat it blindfolded, what would you then
 do
 with the game?  Here's an idea for Tom:  Create just such a file.
 Explain, step by step, how to beat the game, level by level.  Each 
 level
 is a separate file, and can be purchased for, well, that would be up to
 Tom, wouldn't it?  How many people would buy it?


 shepherds are the best beasts
 ___
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Re: [Audyssey] some people don't like challenge

2006-06-25 Thread Charles Rivard
Cheat books are OK, but my point is, so soon??  Isn't it more fun to work 
your own way through what is, in comparison to games for the sighted, such a 
small game?  And to think that this is one twelfth of the full game!
- Original Message - 
From: matt [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 25, 2006 3:06 PM
Subject: Re: [Audyssey] some people don't like challenge


 When I used to be able to see I would always buy cheat books for 
 playstation
 games. It is a practice that has been around in the sighted game world for
 years and years now. Why not have a blind version of these cheat books?
 - Original Message - 
 From: Charles Rivard [EMAIL PROTECTED]
 To: audyssey gamers list gamers@audyssey.org
 Sent: Sunday, June 25, 2006 4:53 PM
 Subject: [Audyssey] some people don't like challenge


 I've noticed the Emails being sent asking how to do stuff when playing
 Tom's newest demo.  People want cheats and hints and tricks already, and
 it has been available for, um, how? long??  Part of the fun of a game is
 figuring out the game, isn't it??  Think about it--if you were given a
 file that told you, step by step, how to beat the game when you first
 bought it, and you used that file to beat the game enough times that you
 could, figuratively speaking, beat it blindfolded, what would you then do
 with the game?  Here's an idea for Tom:  Create just such a file.
 Explain, step by step, how to beat the game, level by level.  Each level
 is a separate file, and can be purchased for, well, that would be up to
 Tom, wouldn't it?  How many people would buy it?


 shepherds are the best beasts
 ___
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Re: [Audyssey] Montezuma's Revenge Announcements.

2006-06-25 Thread Mich Verrier
hi that all sounds fine.
from Mich Verrier from New Liskeard Ontario Canada
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 25, 2006 1:57 AM
Subject: [Audyssey] Montezuma's Revenge Announcements.



 Hi, all.
 Ok, I just want to make a few public announcements about what we are
 going to be doing and where we will be going in the next week or so with
 Alpha 1. Before I get directly in to that though I would like to give a
 quick reminder to those just joining us, and for those who are doing
 public testing.
 First, I'd just like to remind  folks that this version is a test
 release only and that is why it is labeled as Alpha status. Second, not
 all the features have been added, levels, etc have been completed. This
 is very much a work in progress, and as such some things like reviewing
 the rooms have not been added to save time for release, but are fully
 intended to be added at some point.
 Ok, as for the issue for falling off ladders here is what we are going
 to do in the patch we are working on. In the classic arcade game it was
 impossible to fall off of ropes and ladders. The game wouldn't let you
 do it, and after just testing the Alchemy Demo that version wouldn't do
 it either. To be fair we will  fix it so you can't fall off the ladders,
 and are restricted to up or down movement on ladders. This is probably
 the fairist solution since previous versions of the game did it that way.
 As for jumping for the moment I will likely change it so space will jump
 you in the direction you are facing at the time. This is a crude fix,
 but I simply don't have the time at the moment to yank out all the
 keyboard handling code, start from scratch using DirectInput, rewrite
 the jumping code, etc to do the job the way it should be done. Long term
 though I will work on a DX Input interface for keyboard handling and
 rewrite it to work more like the NES and Atari games worked However,
 that is not going to happen in this weeks patch.
 Third, several of you really were disappointed or frustrated in the lake
 of reviw features in the current Alpha. This is more-or-less an easy
 update, and I'll work on a review mode setup for you guys so you can
 look around the rooms, find out what way ladders run, etc... I'm
 considering a sort of Jaws like setup where if you want to look around
 turn on review mode and the movement keys will navigate around the room,
 and tell you what it finds When you want to physically move turn review
 mode off. How does that sound?




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Re: [Audyssey] Accessible games was: thoughts on Monty

2006-06-25 Thread Thomas Ward
Hi, Sean.
One of the major things that I see has made the accessible games market 
so stagnant is quite a number of simple games like card games, board 
games, and space invader style clones, and developers for one reason or 
another have not really put the effort in to pushing the game designs to 
the fullest potential.
I know you mentioned Tank Commander and of course Shades of Doom come 
pretty close to games made for sighted players of a few years ago before 
the online game craze. I think more games like this could be developed, 
and should be developed as it would change the offerings a great deal of 
what is out there.
I know one of my projects Jedi Strike is going to come close to Shades 
of Doom type level, but many elements will actually be more advanced 
like a true 3D environment etc.
The only reason I am certain such games have not been widely developed 
already is the game developers simply don't have the skill or know how 
at this point to do so.



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Re: [Audyssey] Accessible games was: thoughts on Monty

2006-06-25 Thread Charles Rivard
Is it a lack of skill or knowHow?, or maybe a lack of funding to get what is 
needed to create such games, not to mention the time and effort involved in 
producing such games.  Can companies the size of those that produce games 
for the blind produce such games quickly enough to satisfy gamers?  And how 
about the customer support after the games are marketed?  Even the current 
demo of Monty has produced how much for you to follow up on just in Email on 
this list??
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 25, 2006 7:11 PM
Subject: Re: [Audyssey] Accessible games was: thoughts on Monty


 Hi, Sean.
 One of the major things that I see has made the accessible games market
 so stagnant is quite a number of simple games like card games, board
 games, and space invader style clones, and developers for one reason or
 another have not really put the effort in to pushing the game designs to
 the fullest potential.
 I know you mentioned Tank Commander and of course Shades of Doom come
 pretty close to games made for sighted players of a few years ago before
 the online game craze. I think more games like this could be developed,
 and should be developed as it would change the offerings a great deal of
 what is out there.
 I know one of my projects Jedi Strike is going to come close to Shades
 of Doom type level, but many elements will actually be more advanced
 like a true 3D environment etc.
 The only reason I am certain such games have not been widely developed
 already is the game developers simply don't have the skill or know how
 at this point to do so.



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Re: [Audyssey] thoughts on monty

2006-06-25 Thread Thomas Ward
Hi, Kelly.
Agreed, but unfortunately it wasn't very well recieved by the end users 
so I am now going to restrict ladder movement to up and down. However, 
you can still fall off ledges and die where in the original game you 
fell off ledges and landed ok no matter if it was 50 feet in the  air. Grin.
Well, that certainly wasn't very realistic and dying from a  fall like 
that is logical.


Kellie and Lady J wrote:
 It is unfortunate, b/c I like it. the dieing when falling off a ladder adds 
 challenge. smiles
 Kellie and my loveable Lady J.
 Wizard's third rule: passion rules reason.
  from Blood of the Fold
 msn, [EMAIL PROTECTED]
 aim sionnain74
 skype, sabrielle
   


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Re: [Audyssey] Monte Panning

2006-06-25 Thread Thomas Ward
Hi, Shaun.
Well, there were quite a number of bugs in the first release of Alpha 1. 
Yesterday and today I went through allot of the code, and I did find 
anomalies in dying when you were not suppose to like jumping strait in 
to the air and hitting the left or right arrow key. That was not suppose 
to happen and is now fixed.
So don't judge the game only by this first release. It was probably 
released to soon.
Second, I did find some problems panning as reported and I am fixing it 
that sounds when panning is better balanced and more natural.

shaun everiss wrote:
 Well I can only get passed the first portal and I just don't get 
 anywhere, i die.
 This game is not for me I think.
 So I don't think I will buy it.
 Good sfx.
   


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Re: [Audyssey] Monty keys

2006-06-25 Thread Thomas Ward
Hi, Matthys.
I didn't know that, but I will keep that in mind to add to the update.
Smile.

M.J. Terblanche wrote:
 Hi,
 Just to put another spanner in the works grin the original keys worked 
 like this:
 when you are not on a ladder or rope, the up arrow jumps up, else it climbs.
 in any stage, home jumps left, and pageup jumps to the right.
 left and right? ah man, you would never guess.
 down only climbs down, there was no jumpen down things as such.
 Now back to the new monty, if the jump key works like a modifier key like 
 ctrl or shift, meaning:
 I'm running to the right, here's a snake, and time it to jump over it, so i 
 keep on running and tap the jump key! yep, I made it!
 At the moment, you need to stop for that moment, admittedly making it more 
 of a chalange to time the snake, but then push jump and the direction, once 
 again stops, and press the direction again to get mooven. This just feels 
 unnatural to me.
 The home and pageup thing might still do the trick because you dont need two 
 keys for the jump, meaning keeping down right, get near the snake, quicly 
 tap pageup, and press right again.  This wouldn't bee too bad.
 Okay, my two cents.

 Matthys.
   


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Re: [Audyssey] Montezuma's Revenge released.

2006-06-25 Thread Thomas Ward
Hi.
Working together like this is one of my business goals to try and find 
out what the end users like, and work along side them per say to get the 
maximum quality product with the maximum enjoyment.




PS
Ubuntu is also a pretty good Linux distribution. I might be switching to 
it. I am assuming the togetherness meaning of the word is why they named 
that distribution Ubuntu.

ari wrote:
 Yes, I also would like to thank the game developers for being on the lists
 and reading and responding to our comments. I know many other lists and
 things where developers don't care or don't want to respond to the users of
 products. It is great to see how people are giving suggestions and the
 gamers and developer are working together to make a game work. In SA, this
 spirit of togetherness is called ubuntu.
 Ari


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Re: [Audyssey] RPG Games was thoughts on monty

2006-06-25 Thread Thomas Ward
Hi, Damien.
Well, there are online venders that create and sell sound effects for a 
living. It does get to be expensive, but you can buy huge sound 
libraries for a couple hundred that gives you the rights to edit, sell, 
and use those effects.
Some effects are given to me from James North upon Monty changing hands, 
but even those I digitally remastered with Sony Soundforge and Goldwav.
As for the durt effect near the lava pits that one was home made as I 
didn't like the offerings that was out there for durt steps.
So Monty is a mixture of given to me, made here at home, and purchased 
effects.




X-Sight Interactive wrote:
 Yes, I must agree, the sound effects for monti are absolutely fantastic -
 where do you get all those sounds, tom? I'm trying to look for sound
 archives for my games and I can't find them anywhere, especially in the
 shops. Bearing in mind I'm in the UK.

 Regards,

 Damien Sadler

 X-Sight Interactive

 http://x-sight.brandoncole.net
   


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Re: [Audyssey] Monti problem

2006-06-25 Thread Thomas Ward
Hi, Ari.

Quote
 1. I think their should be a look feature as well.
   
End Quote

It's coming. Just be patient. I am working on it as we speak in the update.

Quote
 2. The documentation should discuss the monsters a bit better. What I mean,
 and what I want to know is, when must I jump over a snake, for example?
End quote

Well, it is hard to document something that takes practice. If I could 
tell you exactly when to jump over monsters, and then that would be kind 
of like a spoiler of sorts and take challenge away from the game.
Another having a look feature in the patch should help you get an idea 
of how close they can before you have to jump. It does take practice. No 
way around it.

Quote
 When exactly is it right to make
 the jump, as sometimes I leave it too late?
   
End Quote

The key is sound volume. When the snake sounds pretty close jump. This 
is one of those things where you need to train your ear for.

Quote
 Two problems here, while I'm climbing, I can hear gems, but it sound that I
 climb past them, how do I get them?
End Quote

All I will say is those gems will be suspended off to your left or right 
depending on the rope, and you will have to jump off to the direction at 
a specific point to catch the gem in the air. The panning control is 
messed up in Alpha 1 so it will be hard to hear if it is centered in 
your left or right ear, but it is fixed in the patch now. Once it is 
centered in your ear you can jump out and catch it. Note, headpones 
seams to make it easier for doing this stuff, but they are not required. 
What you really need to do is use your w key to find out if you are at 
the proper height. I won't give that info away as well finding and 
getting things like that for points is all part of the fun and challenge 
of the game.

Quote
  Another problem is that when I get to
 the top, I get some gold, but when I walk forward, I die, not sure why.
End Quote

Ok, you must have uncovered a bug. You are not suppose to be able to go 
through the celing as the gold is in a completely different area of the 
temple, and the only access to that room is the warp platform. So I 
figure there may be a bug in the *.map file wich allows you through 
somewhere and you fall through somewhere else. I'll take a look and work 
on that.

Quote
 Another thing that annoys me is tthat I can't skip the 'level one' and the
 sound effects of walking and the door, and when I hear that I die, I can't
 skip the sound sequence to get back to game play,
End quote

Well, there is a practical reason why it does what it does and why you 
can not skip that sound sequence. You see while that sound is playing 
the game is busy loading sound effects, speech buffers, loading map 
files,  etc. I put that sound there to have sound while it is doing all 
that else you would have a 10 second pause of dead silence why the 
engine is getting the level ready. That is why it says loading level.
If I were to take the sound out or let you skip it you would enter the 
game to early, and you would be wondering where is sound x, or why is 
the temple not drawn, or some other problem. It is a technical reasons.

Quote
  I'm quite an impatient
 gamer who wants to get back to the place from where he lost his life as soon
 as possible!
   
End Quote

That is quite obvious, but you can't make the game load  the levels any 
faster unless you have a faster computer, and even if you have the best 
4 GHZ system the game still assumes you are using something slower to be 
backward compatible with those computers that are not that fast.


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Re: [Audyssey] Monty bug, fairly serious.

2006-06-25 Thread Thomas Ward
Hi, Karl.
Yeah, thanks for finding that bug. I'll note that one to be fixed.


Karl wrote:
 Hi,
 If you hit U to pause the game, you can still move, jump, and collect pieces, 
 but the monsters don't move. It is possible to beat the temple this way.
 Karl
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Re: [Audyssey] monti frustrations!!!!

2006-06-25 Thread Thomas Ward
Best advice is practice makes perfect. Btw., watch out for our friend 
the spider. I have lost consentration many times jumping over him and 
took a lava pit bath. Grin.


simon.dowling wrote:
 ok have nearly finished the old version, what I mean, I got to the lava pits 
 in the new version, but can't manage to jump the first pit. I have tried 
 going to the ledge and then jumping, taken a run up and jump, and the same 
 deal all the time I all always end up getting killed. its through the green 
 door if it helps folks.
 gr!
 Simon
 owner of the winMX mailing list.
 to join, send a blank email to:
 [EMAIL PROTECTED]
 msn [EMAIL PROTECTED]
 skype: slifinger


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[Audyssey] a thought for monty

2006-06-25 Thread Kellie and Lady J
Hey Tom,
While I was playing Monty on insane, I thought of something.  It is just a 
thought. *smiles* But, with  the talk of some who want to keep the falling 
off ladders, myself included, *lol* and those who would rather restrict it. 
Maybe you could make it so you don't fall off ladders while on easy, only 
have it take away some health in the medium difficulty and kill you if on 
insane.

I don't know if that is possible, or if it is to much coding, but I just 
thought I would offer up the suggestion, since it came to mind. *smiles*
Kellie and my loveable Lady J.
FOR SALE: 1 set of morals, never used, will sell cheap.



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Re: [Audyssey] some people don't like challenge

2006-06-25 Thread Thomas Ward
Hi, Charles.
I have noticed that observation as well. That is one reason I don't add 
cheet codes, and some things are intentionally left out for a purpose.
When I play GMA's titles say GTC everyone wanted to give out cheats when 
I wanted was hints on different approaches to try. Cheating takes away 
from agames discovery, trial and error, etc.
In some cases in my games like in Monty I can't give you a specific time 
to jump as it really is a hand ear thing. It took me practice as well, 
and it was true for the original game for the Atari. The only difference 
was you had to see when it was getting to close and jump. This case is 
hear and jump.
The spider at the lava pit. Knowing when to jump is key to getting 
passed him, and getting over the second lava pit successfully. How do 
you gain that knolege? Simple practice.


 



Charles Rivard wrote:
 I've noticed the Emails being sent asking how to do stuff when playing Tom's 
 newest demo.  People want cheats and hints and tricks already, and it has 
 been available for, um, how? long??  Part of the fun of a game is figuring 
 out the game, isn't it??  Think about it--if you were given a file that told 
 you, step by step, how to beat the game when you first bought it, and you 
 used that file to beat the game enough times that you could, figuratively 
 speaking, beat it blindfolded, what would you then do with the game?  Here's 
 an idea for Tom:  Create just such a file.  Explain, step by step, how to 
 beat the game, level by level.  Each level is a separate file, and can be 
 purchased for, well, that would be up to Tom, wouldn't it?  How many people 
 would buy it?


 shepherds are the best beasts
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Re: [Audyssey] a thought for monty

2006-06-25 Thread Terry Olandese
When someone falls off a ladder you could fix it so they have a sprained 
ankle, a broken leg, loose some health or something like that.
- Original Message - 
From: Kellie and Lady J [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 25, 2006 11:35 PM
Subject: [Audyssey] a thought for monty


 Hey Tom,
 While I was playing Monty on insane, I thought of something.  It is just a
 thought. *smiles* But, with  the talk of some who want to keep the falling
 off ladders, myself included, *lol* and those who would rather restrict 
 it.
 Maybe you could make it so you don't fall off ladders while on easy, only
 have it take away some health in the medium difficulty and kill you if on
 insane.

 I don't know if that is possible, or if it is to much coding, but I just
 thought I would offer up the suggestion, since it came to mind. *smiles*
 Kellie and my loveable Lady J.
 FOR SALE: 1 set of morals, never used, will sell cheap.



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Re: [Audyssey] some people don't like challenge

2006-06-25 Thread Thomas Ward
Hi, Matt.
I don't think Charles was so much aposing that cheats are out there, but 
the fact many people don't even try the game out fully before looking 
for cheets.
Yeah, no doubts cheets can be fun, and help you find things in a game 
you didn't know was there hidden levels, etc. However, they also can 
take away from a games experience as well.
For example say you find an invincible cheet for game x. Ok, you can mo 
down all enemies etc, but then what is the point if you don't try. all 
you do is blow up everything, get treasure, and didn't even try. Kind of 
lazy really.


matt wrote:
 When I used to be able to see I would always buy cheat books for playstation 
 games. It is a practice that has been around in the sighted game world for 
 years and years now. Why not have a blind version of these cheat books?
   


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[Audyssey] To Shaun regarding Monte

2006-06-25 Thread Raul A. Gallegos
I'd like to add my 2 cents here.
Shaun. when seeing an alpha it's like getting the first chapter of a rough 
draft of what promises to be a good story. 
Believe me, if it's not a game for you then it's not a game for you. However 
based on your reasoning this does not seem 
to be a fair thing you are basing your decision on. I have not completed the 
level either and in fact usually die just 
after the first snake. I like this sort of challenge. Why get a game which you 
can beat within a few days? To me that 
seems like it would lose replay value but that is just me I guess.

Also, the main thing to remember is that not all the feature s of the game are 
working right or are even implimented so 
again, perhaps you are judging this game too soon.

If Tom were to be taking orders for the game he would have my order in by now.


* shaun everiss [EMAIL PROTECTED] [060625 08:58]:
 Well I can only get passed the first portal and I just don't get 
 anywhere, i die.
 This game is not for me I think.
 So I don't think I will buy it.
 Good sfx.

-- 
Hope is a waking dream.
-- Aristotle
Raul A. Gallegos ... IliwSsmc

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Re: [Audyssey] RPG Games was thoughts on monty

2006-06-25 Thread Bryan Peterson
Interesting topic here. As a matter of fact when I head back to college in 
the fall I'll be looking into software design. I myself have a deep interest 
in developing games for the blind. I know the market isn't large enough by 
any stretch of the imagination to make it a gainful job, but all it would 
really take to make it so would be for someone, whether it be a major 
company or one of us blind folks, to design a game with a good amount of 
depth and quality. Card games, board games and Space Invaders clones, 
however fun they may be, aren't gonna cut the cracker for everybody. I 
myself have a deep interest in RPG's like the Final Fantasy and Zelda series 
and would love to see or even create a similar type of game. BSC Games had a 
good thing going for them with Castle Quest but had to shelf it because too 
many people on the development team kept jumping ship. I would have been a 
voice actor in that game if it'd come out. Another idea I'd love to see 
implemented would be a Metroid style audio game. Those familiar with the 
Metroid franchise from Nintendo will know what I mean. In the meantime we've 
got games like Monty, which is a step in the right direction as far as I'm 
concerned.



It ain't pretty when the pretty leaves you with no place to go.






From: Thomas Ward [EMAIL PROTECTED]
Reply-To: Gamers Discussion list gamers@audyssey.org
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] RPG Games was  thoughts on monty
Date: Sun, 25 Jun 2006 22:36:12 -0400

Hi, Ari.
Honestly licenses usually prevent any modification and or use of other
peoples code. You have the two extremes in source code licenses. On one
hand like with say Corperation X you aren't allowed at all to have it,
and licensing it would be prehibatively expensive weather it was written
10 years ago they would charge like big bucks. Then you have the open
source movement which all the source code is free, but under their
licenses you can not use the source for financial proffet.

In the end it is better to build your own games, tools, engines, etc and
you can do whatever you want with it.



ari wrote:
 Hi Tom,
 Could one solution be to ask normal game developers if you could modify
 their old,  abandoned games to be accessible and sell them? You may have 
to
 sell them at a bit of a higher price if the company also wants a 
royalty. On

 the other hand, could another solution be to try and find totally free
 windows games which include the source code, and then just ask the 
developer
 if you could modify those? I agree with I think it was Ryan and Kelly 
that

 it is not cool when you buy a game and can complete it in a few days,
 especially when you think that so few accessible games are released.
 One thing I will say about Monti though, is this one really looks like a
 challenge. Also, I really like the sound effects. Haven't tried it 
properly

 yet, but am hoping to do it this afternoon.
 Ari


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Don’t just search. Find. Check out the new MSN Search! 
http://search.msn.click-url.com/go/onm00200636ave/direct/01/



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[Audyssey] Pushing the dark envelope

2006-06-25 Thread Che
  Thomas wrote:
The only reason I am certain such games have not been widely developed
already is the game developers simply don't have the skill or know how
at this point to do so.
  end quote

  I disagree with the statement.
  I think the problem isn't skill or know how, but the lack of effort to 
think outsite the box.
  Take for instance the recent discussion about a Mario Brothers clone.
  I have to ask why?
  Why spend all that time and effort developing a game that is like so many 
others before it.  I mean, do we really need another side scroller?
  Why not develop a unique game idea and spend all that effort creating 
something fresh and new that hasn't been seen before in the accessible game 
community?
  Why not develop that multi player RPG that folks would love to have, or a 
world creation game that allows people to manage scores of resources to 
develop their empire for example?
  The skill and know how is the easy part, the original game concept for the 
blind community that would give us something to play that we've never had 
before, now that is the difficult thing.
  I didn't know an if statement from a loop 9 months ago, but I am set to 
release Rail Racer, and the only thing it has in common with any other 
racing title out there is that you are trying to go faster than your 
opponent.  After that, the similarities fall to the wayside.
  I spent a great deal of time conceiving an original title that took very 
little from what had come before.
  I implore the AG developers out there to do the same.
  Even the most well produced shoott 'em up is still only going to be 
another tired old shoot 'em up with the same basic game play that we've all 
seen over and over.
  In my opinion, as developers, we can do more, and as purchasers of these 
games, we should ask for more.
  I think Rail Racer will be embraced by the accessible gaming community, 
but not because of any particular skill or know how I have as a beginner 
programmer, but because it is a solid and well thought out idea that has 
been well executed.
  The only thing keeping us from developing novel game ideas is our 
creativity, and I for one will vigorously support any developer that dares 
to push the envelope.
  For example, I certainly hope Thomas runs with his concept of the Star 
Wars game.  He has ideas for this game that simply haven't been seen before, 
and I think the effort put into creating this title will pay off both in 
customer appreciation and game sales.
  Please note that this is in no way a slam of platform games, or shoot 'em 
ups, or any other genre of games people enjoy.  If that is what you like to 
play, more power to you, all I am saying is I think we can sharpen our 
creative edges a bit, and I feel the gamers out there will greatly 
appreciate the effort.
  Reporting live from in front of my
keyboard,
  Che
Blind Adrenaline Simulations
Games by one of us, for all of us.
http://www.blindAdrenaline.com
- Original Messa 


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Re: [Audyssey] Montezuma's Revenge Announcements.

2006-06-25 Thread Bryan Peterson
I did notice that jumping was kind of unpredictable. Chances were if you 
pressed the arrow key more than once you tended to fall to your death, even 
when you were nowhere near an edge. Is this one of those bugs you mentioned? 
Or does Angela Smith jump really far with a single jump? This was 
particularly bizarre when it happened to me at the very start of level 1, 
where there was no edge to fall off of. I went to grab that first potion and 
pressed the arrow quite a few times by mistake. So either Angela fell off 
some unseen cliff or smashed her head open on some wall.
  All in all though, I'm impressed with the game thus far in spite of this 
one thing. I forgot about the fact that snakes and spiders are both 
poisonous, so when my health decreased all of a sudden for no apparent 
reason I freaked. Then I remembered that it said something about that in the 
manual. I would suggest however that some of the hazzard sounds such as the 
firepit and boulder sounds be made just a little louder. Even though the 
music isn't really all that loud it does make approaching boulders and 
things difficult to hear. I particularly noticed this in the sound 
descriptions menu. Overall though, I'm really looking forward to levels 2 
and onward. I was also pleasantly surprised that it worked so well on my 
mom's dinosaur computer, although that could just be because I went and 
uninstalled a bunch of the stuff I'd put on it in preparation for when I get 
my Laptop in a few weeks. I'll certainly come along for the rest of the 
testing process assuming there's more for us to try.
  I really like the idea of a review mode. That way you could get a feel for 
what's in a room before you start walking, thus having some warning of 
hazzards that might be present.



It ain't pretty when the pretty leaves you with no place to go.





From: Mich Verrier [EMAIL PROTECTED]
Reply-To: Gamers Discussion list gamers@audyssey.org
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Montezuma's Revenge Announcements.
Date: Sun, 25 Jun 2006 19:52:50 -0400

hi that all sounds fine.
from Mich Verrier from New Liskeard Ontario Canada
- Original Message -
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 25, 2006 1:57 AM
Subject: [Audyssey] Montezuma's Revenge Announcements.


 
  Hi, all.
  Ok, I just want to make a few public announcements about what we are
  going to be doing and where we will be going in the next week or so with
  Alpha 1. Before I get directly in to that though I would like to give a
  quick reminder to those just joining us, and for those who are doing
  public testing.
  First, I'd just like to remind  folks that this version is a test
  release only and that is why it is labeled as Alpha status. Second, not
  all the features have been added, levels, etc have been completed. This
  is very much a work in progress, and as such some things like reviewing
  the rooms have not been added to save time for release, but are fully
  intended to be added at some point.
  Ok, as for the issue for falling off ladders here is what we are going
  to do in the patch we are working on. In the classic arcade game it was
  impossible to fall off of ropes and ladders. The game wouldn't let you
  do it, and after just testing the Alchemy Demo that version wouldn't do
  it either. To be fair we will  fix it so you can't fall off the ladders,
  and are restricted to up or down movement on ladders. This is probably
  the fairist solution since previous versions of the game did it that 
way.
  As for jumping for the moment I will likely change it so space will jump
  you in the direction you are facing at the time. This is a crude fix,
  but I simply don't have the time at the moment to yank out all the
  keyboard handling code, start from scratch using DirectInput, rewrite
  the jumping code, etc to do the job the way it should be done. Long term
  though I will work on a DX Input interface for keyboard handling and
  rewrite it to work more like the NES and Atari games worked However,
  that is not going to happen in this weeks patch.
  Third, several of you really were disappointed or frustrated in the lake
  of reviw features in the current Alpha. This is more-or-less an easy
  update, and I'll work on a review mode setup for you guys so you can
  look around the rooms, find out what way ladders run, etc... I'm
  considering a sort of Jaws like setup where if you want to look around
  turn on review mode and the movement keys will navigate around the room,
  and tell you what it finds When you want to physically move turn review
  mode off. How does that sound?
 
 
 
 
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[Audyssey] cheats stuff

2006-06-25 Thread Raul A. Gallegos
I have to say the way that BSC Games did the cheats for Pipe2 Blast Chamber was 
pretty good. Same with Super Liam. You 
had to beat the game in the case of Pipe2 and get a certain score. And even 
then by using the cheats you could not post 
on the web nor could you finish the game.

I tried and tried for a week or so to get those Pipe2 cheats but not for the 
cheats but for the challenge. Same with 
Super Liam. I won the game as quickly as I could to get them. When I do play 
any game with cheats I quickly get bored 
and start losing interest.

What I vote for is more Easter Eggs which are different.

-- 
You can't carve your way to success without cutting remarks.
Raul A. Gallegos ... IliwSsmc

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Re: [Audyssey] some people don't like challenge

2006-06-25 Thread Bryan Peterson
One thing that might help is to have a general idea of how far Angela can go 
in a single jump. This probably isn't something you'd necessarily want to 
actually put in the game, but maybe in the manual. Then again I guess that 
would be just another way of taking away challenge. Actually the problem I 
have most often is remembering where stuff is. It took me quite a while to 
remember where that green key was, so I'd be wandering all over the temple 
only to realize I'd just passed right by it. Again, I'll say that if level 
1's that exciting I can't wait to see the rest of the game, and let's not 
forget Final Conflict. Oddly enough I discovered that after uninstalling a 
whole bunch of the programs I'd installed on my mom's computer (it was 
actually done in preparation for receiving my Laptop and initially had 
nothing whatsoever to do with STFC), the game worked just fine. I'm looking 
forward to seeing more of it at a later date.




It ain't pretty when the pretty leaves you with no place to go.






From: Thomas Ward [EMAIL PROTECTED]
Reply-To: Gamers Discussion list gamers@audyssey.org
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] some people don't like challenge
Date: Sun, 25 Jun 2006 23:40:29 -0400

Hi, Charles.
I have noticed that observation as well. That is one reason I don't add
cheet codes, and some things are intentionally left out for a purpose.
When I play GMA's titles say GTC everyone wanted to give out cheats when
I wanted was hints on different approaches to try. Cheating takes away
from agames discovery, trial and error, etc.
In some cases in my games like in Monty I can't give you a specific time
to jump as it really is a hand ear thing. It took me practice as well,
and it was true for the original game for the Atari. The only difference
was you had to see when it was getting to close and jump. This case is
hear and jump.
The spider at the lava pit. Knowing when to jump is key to getting
passed him, and getting over the second lava pit successfully. How do
you gain that knolege? Simple practice.






Charles Rivard wrote:
 I've noticed the Emails being sent asking how to do stuff when playing 
Tom's newest demo.  People want cheats and hints and tricks already, and it 
has been available for, um, how? long??  Part of the fun of a game is 
figuring out the game, isn't it??  Think about it--if you were given a file 
that told you, step by step, how to beat the game when you first bought it, 
and you used that file to beat the game enough times that you could, 
figuratively speaking, beat it blindfolded, what would you then do with the 
game?  Here's an idea for Tom:  Create just such a file.  Explain, step by 
step, how to beat the game, level by level.  Each level is a separate file, 
and can be purchased for, well, that would be up to Tom, wouldn't it?  How 
many people would buy it?



 shepherds are the best beasts
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Re: [Audyssey] Pushing the dark envelope

2006-06-25 Thread X-Sight Interactive
I, for example, am in the process of creating a real-life simulation game,
where each level is a year of your lifetime - which is the reason it starts
at level 0.
It's a game where you can choose your name, your parent's names and other
various aspects of your character and his/her family. Then the game itself
is just how life is - starting off basic like you're a baby. The actual game
play starts off at level 1, but the actual simulator starts at level 0,
which is just some movies of all the common baby stuff - not long, but long
enough to set the scene. On level 1, you will be learning to walk, level 2
you will be looking at things and picking them up, etc. it'll get more
choice as you get older throughout the game, for example you can choose to
be the most rebellious criminal teenager in town or you can be an angel, or
anything in between if you wanted to. I started developing this a while
back, and I can't even begin to estimate a beta release date, let alone a
full release date, as I'm only up to level 2 with it. But it was an example
reflecting what che said previously.

Regards,

Damien

X-Sight Interactive

http://x-sight.brandoncole.net


-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Che
Sent: 26 June 2006 04:56
To: Gamers Discussion list
Subject: [Audyssey] Pushing the dark envelope

  Thomas wrote:
The only reason I am certain such games have not been widely developed
already is the game developers simply don't have the skill or know how at
this point to do so.
  end quote

  I disagree with the statement.
  I think the problem isn't skill or know how, but the lack of effort to
think outsite the box.
  Take for instance the recent discussion about a Mario Brothers clone.
  I have to ask why?
  Why spend all that time and effort developing a game that is like so many
others before it.  I mean, do we really need another side scroller?
  Why not develop a unique game idea and spend all that effort creating
something fresh and new that hasn't been seen before in the accessible game
community?
  Why not develop that multi player RPG that folks would love to have, or a
world creation game that allows people to manage scores of resources to
develop their empire for example?
  The skill and know how is the easy part, the original game concept for the
blind community that would give us something to play that we've never had
before, now that is the difficult thing.
  I didn't know an if statement from a loop 9 months ago, but I am set to
release Rail Racer, and the only thing it has in common with any other
racing title out there is that you are trying to go faster than your
opponent.  After that, the similarities fall to the wayside.
  I spent a great deal of time conceiving an original title that took very
little from what had come before.
  I implore the AG developers out there to do the same.
  Even the most well produced shoott 'em up is still only going to be
another tired old shoot 'em up with the same basic game play that we've all
seen over and over.
  In my opinion, as developers, we can do more, and as purchasers of these
games, we should ask for more.
  I think Rail Racer will be embraced by the accessible gaming community,
but not because of any particular skill or know how I have as a beginner
programmer, but because it is a solid and well thought out idea that has
been well executed.
  The only thing keeping us from developing novel game ideas is our
creativity, and I for one will vigorously support any developer that dares
to push the envelope.
  For example, I certainly hope Thomas runs with his concept of the Star
Wars game.  He has ideas for this game that simply haven't been seen before,
and I think the effort put into creating this title will pay off both in
customer appreciation and game sales.
  Please note that this is in no way a slam of platform games, or shoot 'em
ups, or any other genre of games people enjoy.  If that is what you like to
play, more power to you, all I am saying is I think we can sharpen our
creative edges a bit, and I feel the gamers out there will greatly
appreciate the effort.
  Reporting live from in front of my
keyboard,
  Che
Blind Adrenaline Simulations
Games by one of us, for all of us.
http://www.blindAdrenaline.com
- Original Messa 


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Re: [Audyssey] Accessible games was: thoughts on Monty

2006-06-25 Thread Thomas Ward
Hi, Charles.
I'd say it is both. Without the skill to do high quality games no amount 
of money or time will solve it. Without the time and money it becomes to 
hard to put what skill is required to use.
As far as making a living off of it it would certainly be hard. One of 
our major problems is marketing. Right now Audyssey list and mag is the 
number one way to get the news out there. Audiogames.net etc help as well.
Problem is how do we as developers get our products out there so the 
blind comunity as a whole can view it, try it, and see it. There are 
blind people without computers, or have them and no online access.
As for designing them quickly it really depends on quality and number of 
people. One or two people can make 1 or 2 games a year, but if you sell 
it they then have to split the cash, and we are back to can't make a 
living off of it if you don't have enough sales.


Charles Rivard wrote:
 Is it a lack of skill or knowHow?, or maybe a lack of funding to get what is 
 needed to create such games, not to mention the time and effort involved in 
 producing such games.  Can companies the size of those that produce games 
 for the blind produce such games quickly enough to satisfy gamers?  And how 
 about the customer support after the games are marketed?  Even the current 
 demo of Monty has produced how much for you to follow up on just in Email on 
 this list??
   


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Re: [Audyssey] some people don't like challenge

2006-06-25 Thread Kellie and Lady J
I also agree with this.  I don't want cheats to anything I play b/c it takes 
away from the fun.

I remember, when I had sight, playing games.  I was little, but I beat it 
with practice.  I kept playing and I would die, but I would just try again 
until I beat it.  I felt better too, b/c I accomplished it myself. lol

The only time, I would ask for help, is when I have exhausted all 
posibilities.  I will try everything I can before wanting for anything. 
And, when I ask, I just want a hint, not a step by step how. smiles
Kellie and my loveable Lady J.
Stupidity is not a handicap. Park elsewhere!
msn, [EMAIL PROTECTED]
aim sionnain74
skype, sabrielle

- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 25, 2006 11:40 PM
Subject: Re: [Audyssey] some people don't like challenge


 Hi, Charles.
 I have noticed that observation as well. That is one reason I don't add
 cheet codes, and some things are intentionally left out for a purpose.
 When I play GMA's titles say GTC everyone wanted to give out cheats when
 I wanted was hints on different approaches to try. Cheating takes away
 from agames discovery, trial and error, etc.
 In some cases in my games like in Monty I can't give you a specific time
 to jump as it really is a hand ear thing. It took me practice as well,
 and it was true for the original game for the Atari. The only difference
 was you had to see when it was getting to close and jump. This case is
 hear and jump.
 The spider at the lava pit. Knowing when to jump is key to getting
 passed him, and getting over the second lava pit successfully. How do
 you gain that knolege? Simple practice.






 Charles Rivard wrote:
 I've noticed the Emails being sent asking how to do stuff when playing 
 Tom's newest demo.  People want cheats and hints and tricks already, and 
 it has been available for, um, how? long??  Part of the fun of a game is 
 figuring out the game, isn't it??  Think about it--if you were given a 
 file that told you, step by step, how to beat the game when you first 
 bought it, and you used that file to beat the game enough times that you 
 could, figuratively speaking, beat it blindfolded, what would you then do 
 with the game?  Here's an idea for Tom:  Create just such a file. 
 Explain, step by step, how to beat the game, level by level.  Each level 
 is a separate file, and can be purchased for, well, that would be up to 
 Tom, wouldn't it?  How many people would buy it?


 shepherds are the best beasts
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Re: [Audyssey] some people don't like challenge

2006-06-25 Thread matt
Agreed but it would still be nice to have around if your bored and just want 
to go wild in a game, lol.
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 25, 2006 10:48 PM
Subject: Re: [Audyssey] some people don't like challenge


 Hi, Matt.
 I don't think Charles was so much aposing that cheats are out there, but
 the fact many people don't even try the game out fully before looking
 for cheets.
 Yeah, no doubts cheets can be fun, and help you find things in a game
 you didn't know was there hidden levels, etc. However, they also can
 take away from a games experience as well.
 For example say you find an invincible cheet for game x. Ok, you can mo
 down all enemies etc, but then what is the point if you don't try. all
 you do is blow up everything, get treasure, and didn't even try. Kind of
 lazy really.


 matt wrote:
 When I used to be able to see I would always buy cheat books for 
 playstation
 games. It is a practice that has been around in the sighted game world 
 for
 years and years now. Why not have a blind version of these cheat books?



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Re: [Audyssey] A thought for Monty.

2006-06-25 Thread Ryan Conroy
Hi Tom and all,
OK, my two cents worth again...
I think adding a keystroke to tell you how far away the monster is takes away 
some of the challenge. The look feature/review mode should cover this 
feature... Knowing that there's a monster in the room, is all you should have 
to know. As allways, Tom this is up to you in the end, but this is what I think.
One other suggestion that'd I'd like to make, and I made the same one to James 
North is to add a key stroke telling you how many gold/gems you could collect 
on the level.  I.E. You've collected 4 gems out of 10, or something like 
that. Either that, or have the voice tell you at the end of the level how many 
gold/gems you could've gotten.
Take care,
Ryan C.

So you sedate and drown in vain
You've got a pill for every day
A suit and tie to mask the truth
It's ugly head is starting to show through
Sometimes when you're out of rope
The way to climb back up's unclear
The walls you build around yourself
I guess they also keep you here
Are you afraid of what they think?
Whoever 'they' happen to be
Or are you hiding from the scars
Of your own reality?
The monster you're feeding, your lack of perception
The things that you do to fulfill addictions
The light at the end of your tunnel is closing
What is it that you're so afraid of exposing
You'd give it all up
For what's there for the taking
Whatever it takes to keep your hands from shaking
The same things you're thinking might make you feel better
The same things that probably got you here. - Aaron Lewis


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Re: [Audyssey] RPG Games was thoughts on monty

2006-06-25 Thread Kellie and Lady J
Bryan,

my line of thought.  I love the final fantasy games, lunar, fable, all those 
types.  diablo as well.  They are so entertaining. I have heard about ever 
quest and wish I could play that as well. lol I love that and hope some day 
I will be able to play one.

Kellie and my loveable Lady J.
A friends eye is a good mirror.
 Irish Proverb
msn, [EMAIL PROTECTED]
aim sionnain74
skype, sabrielle

- Original Message - 
From: Bryan Peterson [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Sunday, June 25, 2006 11:12 PM
Subject: Re: [Audyssey] RPG Games was thoughts on monty


 Interesting topic here. As a matter of fact when I head back to college in
 the fall I'll be looking into software design. I myself have a deep 
 interest
 in developing games for the blind. I know the market isn't large enough by
 any stretch of the imagination to make it a gainful job, but all it would
 really take to make it so would be for someone, whether it be a major
 company or one of us blind folks, to design a game with a good amount of
 depth and quality. Card games, board games and Space Invaders clones,
 however fun they may be, aren't gonna cut the cracker for everybody. I
 myself have a deep interest in RPG's like the Final Fantasy and Zelda 
 series
 and would love to see or even create a similar type of game. BSC Games had 
 a
 good thing going for them with Castle Quest but had to shelf it because 
 too
 many people on the development team kept jumping ship. I would have been a
 voice actor in that game if it'd come out. Another idea I'd love to see
 implemented would be a Metroid style audio game. Those familiar with the
 Metroid franchise from Nintendo will know what I mean. In the meantime 
 we've
 got games like Monty, which is a step in the right direction as far as I'm
 concerned.


 It ain't pretty when the pretty leaves you with no place to go.





From: Thomas Ward [EMAIL PROTECTED]
Reply-To: Gamers Discussion list gamers@audyssey.org
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] RPG Games was  thoughts on monty
Date: Sun, 25 Jun 2006 22:36:12 -0400

Hi, Ari.
Honestly licenses usually prevent any modification and or use of other
peoples code. You have the two extremes in source code licenses. On one
hand like with say Corperation X you aren't allowed at all to have it,
and licensing it would be prehibatively expensive weather it was written
10 years ago they would charge like big bucks. Then you have the open
source movement which all the source code is free, but under their
licenses you can not use the source for financial proffet.

In the end it is better to build your own games, tools, engines, etc and
you can do whatever you want with it.



ari wrote:
  Hi Tom,
  Could one solution be to ask normal game developers if you could modify
  their old,  abandoned games to be accessible and sell them? You may 
  have
to
  sell them at a bit of a higher price if the company also wants a
royalty. On
  the other hand, could another solution be to try and find totally free
  windows games which include the source code, and then just ask the
developer
  if you could modify those? I agree with I think it was Ryan and Kelly
that
  it is not cool when you buy a game and can complete it in a few days,
  especially when you think that so few accessible games are released.
  One thing I will say about Monti though, is this one really looks like 
  a
  challenge. Also, I really like the sound effects. Haven't tried it
properly
  yet, but am hoping to do it this afternoon.
  Ari
 
 
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Re: [Audyssey] Montezuma's Revenge Announcements.

2006-06-25 Thread Thomas Ward
Hi, Bryan.
First, off the jumping is a bug. I am working on addressing that one for 
a patch I hope to put out sometime later this week.
As far as fire pits and boulders there are none in temple 1. Although, 
they will be introduced in later levels.
As far as snake bites and spider bites you will need to use a potion to 
counter act the bite. Otherwise your health will slowly drop until you 
are dead.


Bryan Peterson wrote:
 I did notice that jumping was kind of unpredictable. Chances were if you 
 pressed the arrow key more than once you tended to fall to your death, even 
 when you were nowhere near an edge. Is this one of those bugs you mentioned? 
 Or does Angela Smith jump really far with a single jump? This was 
 particularly bizarre when it happened to me at the very start of level 1, 
 where there was no edge to fall off of. I went to grab that first potion and 
 pressed the arrow quite a few times by mistake. So either Angela fell off 
 some unseen cliff or smashed her head open on some wall.
   All in all though, I'm impressed with the game thus far in spite of this 
 one thing. I forgot about the fact that snakes and spiders are both 
 poisonous, so when my health decreased all of a sudden for no apparent 
 reason I freaked. Then I remembered that it said something about that in the 
 manual. I would suggest however that some of the hazzard sounds such as the 
 firepit and boulder sounds be made just a little louder. Even though the 
 music isn't really all that loud it does make approaching boulders and 
 things difficult to hear. I particularly noticed this in the sound 
 descriptions menu. Overall though, I'm really looking forward to levels 2 
 and onward. I was also pleasantly surprised that it worked so well on my 
 mom's dinosaur computer, although that could just be because I went and 
 uninstalled a bunch of the stuff I'd put on it in preparation for when I get 
 my Laptop in a few weeks. I'll certainly come along for the rest of the 
 testing process assuming there's more for us to try.
   I really like the idea of a review mode. That way you could get a feel for 
 what's in a room before you start walking, thus having some warning of 
 hazzards that might be present.



 It ain't pretty when the pretty leaves you with no place to go.
   


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Re: [Audyssey] Pushing the dark envelope

2006-06-25 Thread Liam Erven
.



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Re: [Audyssey] a thought for monty

2006-06-25 Thread Thomas Ward
Hmmm... Interesting thought there. However, I have already restricted 
the player from falling off the ladder, and I'd have to rework quite a 
bit to introduce that if I make it a feature.

Kellie and Lady J wrote:
 Hey Tom,
 While I was playing Monty on insane, I thought of something.  It is just a 
 thought. *smiles* But, with  the talk of some who want to keep the falling 
 off ladders, myself included, *lol* and those who would rather restrict it. 
 Maybe you could make it so you don't fall off ladders while on easy, only 
 have it take away some health in the medium difficulty and kill you if on 
 insane.

 I don't know if that is possible, or if it is to much coding, but I just 
 thought I would offer up the suggestion, since it came to mind. *smiles*
 Kellie and my loveable Lady J.
 FOR SALE: 1 set of morals, never used, will sell cheap.



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Re: [Audyssey] Accessible games was: thoughts on Monty

2006-06-25 Thread Kellie and Lady J
the only other thought I can think of to advertise in other areas besides 
the net, Is in magazines for the blind.  I know not all who read have a 
computer, but many do, and just aren't aware of what is out there.
Kellie and my loveable Lady J.
Just what part of NO didn't you understand...?
msn, [EMAIL PROTECTED]
aim sionnain74
skype, sabrielle

- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, June 26, 2006 12:09 AM
Subject: Re: [Audyssey] Accessible games was: thoughts on Monty


 Hi, Charles.
 I'd say it is both. Without the skill to do high quality games no amount
 of money or time will solve it. Without the time and money it becomes to
 hard to put what skill is required to use.
 As far as making a living off of it it would certainly be hard. One of
 our major problems is marketing. Right now Audyssey list and mag is the
 number one way to get the news out there. Audiogames.net etc help as well.
 Problem is how do we as developers get our products out there so the
 blind comunity as a whole can view it, try it, and see it. There are
 blind people without computers, or have them and no online access.
 As for designing them quickly it really depends on quality and number of
 people. One or two people can make 1 or 2 games a year, but if you sell
 it they then have to split the cash, and we are back to can't make a
 living off of it if you don't have enough sales.


 Charles Rivard wrote:
 Is it a lack of skill or knowHow?, or maybe a lack of funding to get what 
 is
 needed to create such games, not to mention the time and effort involved 
 in
 producing such games.  Can companies the size of those that produce games
 for the blind produce such games quickly enough to satisfy gamers?  And 
 how
 about the customer support after the games are marketed?  Even the 
 current
 demo of Monty has produced how much for you to follow up on just in Email 
 on
 this list??



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Re: [Audyssey] a thought for monty

2006-06-25 Thread Thomas Ward
Hi, Terry.
Hmmm... This one has been suggested before, and perhaps at some point it 
could be implamented. It really depends on what gamers really want. I 
have gotten lots of complaints about falling off ladders, and of course 
there are a few that liked it.


Terry Olandese wrote:
 When someone falls off a ladder you could fix it so they have a sprained 
 ankle, a broken leg, loose some health or something like that.
   


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Re: [Audyssey] cheats stuff

2006-06-25 Thread Thomas Ward
Hi, Raul.
I think you hit the nail on the head so to speak. I remember when SOD 
first came out. Man I thought it was so hard, and I playd, and I played, 
and I played trying to get those cheets. Finally, I got them.
After I began using them the game really seamed boring. There was no 
challenge in trying to upgrade to higher weapons. If I ran out of ammo 
no problem use a cheet which means I never  ran out. There was no need 
to get better armour, and this or that. I could go through them like 
swiss cheese. In the end I deleted them, and never used them again.
Now, I have to play on higher difficulty levels without cheets to have 
any real challenge and fun out of the game.




Raul A. Gallegos wrote:
 I have to say the way that BSC Games did the cheats for Pipe2 Blast Chamber 
 was pretty good. Same with Super Liam. You 
 had to beat the game in the case of Pipe2 and get a certain score. And even 
 then by using the cheats you could not post 
 on the web nor could you finish the game.

 I tried and tried for a week or so to get those Pipe2 cheats but not for the 
 cheats but for the challenge. Same with 
 Super Liam. I won the game as quickly as I could to get them. When I do play 
 any game with cheats I quickly get bored 
 and start losing interest.

 What I vote for is more Easter Eggs which are different.

   


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Re: [Audyssey] Pushing the dark envelope

2006-06-25 Thread Kellie and Lady J
Che,
I like what you said and agree with this.  I am going to say however, I 
think the reason that ppl embrace the old games, like Mario is b/c they want 
to play what has been so popular, in it's time for the sighted. They want to 
have access to it.

But, I agree with you in that, there are so many shooters out there, and I 
am not putting them down or anything.  But, I would love ot see more 
original ideas, rather then plays off of other games.  Please, know that I 
mean no disrespect.  I love Monty and will purchase it when it becomes 
available, I like the challenge and the sounds and everything.  But, I am 
waiting, for an RPG, now that I owuld be so excited for.

Right now, it will sound silly.  But, the only way I get close to the games 
I so love is by watching friends play.  I know that sounds sad, but for me, 
it is like a movie, or a book.  As long as they tell me what is going on, I 
can follow it.  Most games now, have so much audio that it nears 
accessibility.
Kellie and my loveable Lady J.
May those that love you, love you, and those that don't love you, may god 
turn their hearts. And if he can't turn their hearts, may he turn their 
ankles, so that we may know them by their limping.
 Irish Proverb
msn, [EMAIL PROTECTED]
aim sionnain74
skype, sabrielle

- Original Message - 
From: Che [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 25, 2006 11:56 PM
Subject: [Audyssey] Pushing the dark envelope


  Thomas wrote:
 The only reason I am certain such games have not been widely developed
 already is the game developers simply don't have the skill or know how
 at this point to do so.
  end quote

  I disagree with the statement.
  I think the problem isn't skill or know how, but the lack of effort to
 think outsite the box.
  Take for instance the recent discussion about a Mario Brothers clone.
  I have to ask why?
  Why spend all that time and effort developing a game that is like so many
 others before it.  I mean, do we really need another side scroller?
  Why not develop a unique game idea and spend all that effort creating
 something fresh and new that hasn't been seen before in the accessible 
 game
 community?
  Why not develop that multi player RPG that folks would love to have, or a
 world creation game that allows people to manage scores of resources to
 develop their empire for example?
  The skill and know how is the easy part, the original game concept for 
 the
 blind community that would give us something to play that we've never had
 before, now that is the difficult thing.
  I didn't know an if statement from a loop 9 months ago, but I am set to
 release Rail Racer, and the only thing it has in common with any other
 racing title out there is that you are trying to go faster than your
 opponent.  After that, the similarities fall to the wayside.
  I spent a great deal of time conceiving an original title that took very
 little from what had come before.
  I implore the AG developers out there to do the same.
  Even the most well produced shoott 'em up is still only going to be
 another tired old shoot 'em up with the same basic game play that we've 
 all
 seen over and over.
  In my opinion, as developers, we can do more, and as purchasers of these
 games, we should ask for more.
  I think Rail Racer will be embraced by the accessible gaming community,
 but not because of any particular skill or know how I have as a beginner
 programmer, but because it is a solid and well thought out idea that has
 been well executed.
  The only thing keeping us from developing novel game ideas is our
 creativity, and I for one will vigorously support any developer that dares
 to push the envelope.
  For example, I certainly hope Thomas runs with his concept of the Star
 Wars game.  He has ideas for this game that simply haven't been seen 
 before,
 and I think the effort put into creating this title will pay off both in
 customer appreciation and game sales.
  Please note that this is in no way a slam of platform games, or shoot 'em
 ups, or any other genre of games people enjoy.  If that is what you like 
 to
 play, more power to you, all I am saying is I think we can sharpen our
 creative edges a bit, and I feel the gamers out there will greatly
 appreciate the effort.
  Reporting live from in front of my
 keyboard,
  Che
 Blind Adrenaline Simulations
 Games by one of us, for all of us.
 http://www.blindAdrenaline.com
 - Original Messa


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Re: [Audyssey] Accessible games was: thoughts on Monty

2006-06-25 Thread X-Sight Interactive
The only blind magazines I know of are all the young ones, slugs and snails,
blast off, absolutely boys, etc. I don't really think it should go in the
general magazines - perhaps a proper gaming magazine in braille might do the
trick for those people.

Regards,

Damien

X-Sight Interactive

http://x-sight.brandoncole.net



-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Kellie and Lady J
Sent: 26 June 2006 05:25
To: Gamers Discussion list
Subject: Re: [Audyssey] Accessible games was: thoughts on Monty

the only other thought I can think of to advertise in other areas besides
the net, Is in magazines for the blind.  I know not all who read have a
computer, but many do, and just aren't aware of what is out there.
Kellie and my loveable Lady J.
Just what part of NO didn't you understand...?
msn, [EMAIL PROTECTED]
aim sionnain74
skype, sabrielle

- Original Message -
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, June 26, 2006 12:09 AM
Subject: Re: [Audyssey] Accessible games was: thoughts on Monty


 Hi, Charles.
 I'd say it is both. Without the skill to do high quality games no amount
 of money or time will solve it. Without the time and money it becomes to
 hard to put what skill is required to use.
 As far as making a living off of it it would certainly be hard. One of
 our major problems is marketing. Right now Audyssey list and mag is the
 number one way to get the news out there. Audiogames.net etc help as well.
 Problem is how do we as developers get our products out there so the
 blind comunity as a whole can view it, try it, and see it. There are
 blind people without computers, or have them and no online access.
 As for designing them quickly it really depends on quality and number of
 people. One or two people can make 1 or 2 games a year, but if you sell
 it they then have to split the cash, and we are back to can't make a
 living off of it if you don't have enough sales.


 Charles Rivard wrote:
 Is it a lack of skill or knowHow?, or maybe a lack of funding to get what

 is
 needed to create such games, not to mention the time and effort involved 
 in
 producing such games.  Can companies the size of those that produce games
 for the blind produce such games quickly enough to satisfy gamers?  And 
 how
 about the customer support after the games are marketed?  Even the 
 current
 demo of Monty has produced how much for you to follow up on just in Email

 on
 this list??



 ___
 Gamers mailing list .. Gamers@audyssey.org
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 visit
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
 any subscription changes via the web.
 



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Re: [Audyssey] Montezuma's Revenge Announcements.

2006-06-25 Thread Bryan Peterson
I eventually remembered the part about the spiders and snakes. Then I was 
like oh, that's why.




It ain't pretty when the pretty leaves you with no place to go.






From: Thomas Ward [EMAIL PROTECTED]
Reply-To: Gamers Discussion list gamers@audyssey.org
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Montezuma's Revenge Announcements.
Date: Mon, 26 Jun 2006 00:19:33 -0400

Hi, Bryan.
First, off the jumping is a bug. I am working on addressing that one for
a patch I hope to put out sometime later this week.
As far as fire pits and boulders there are none in temple 1. Although,
they will be introduced in later levels.
As far as snake bites and spider bites you will need to use a potion to
counter act the bite. Otherwise your health will slowly drop until you
are dead.


Bryan Peterson wrote:
 I did notice that jumping was kind of unpredictable. Chances were if you
 pressed the arrow key more than once you tended to fall to your death, 
even
 when you were nowhere near an edge. Is this one of those bugs you 
mentioned?

 Or does Angela Smith jump really far with a single jump? This was
 particularly bizarre when it happened to me at the very start of level 
1,
 where there was no edge to fall off of. I went to grab that first potion 
and
 pressed the arrow quite a few times by mistake. So either Angela fell 
off

 some unseen cliff or smashed her head open on some wall.
   All in all though, I'm impressed with the game thus far in spite of 
this

 one thing. I forgot about the fact that snakes and spiders are both
 poisonous, so when my health decreased all of a sudden for no apparent
 reason I freaked. Then I remembered that it said something about that in 
the
 manual. I would suggest however that some of the hazzard sounds such as 
the

 firepit and boulder sounds be made just a little louder. Even though the
 music isn't really all that loud it does make approaching boulders and
 things difficult to hear. I particularly noticed this in the sound
 descriptions menu. Overall though, I'm really looking forward to levels 
2

 and onward. I was also pleasantly surprised that it worked so well on my
 mom's dinosaur computer, although that could just be because I went and
 uninstalled a bunch of the stuff I'd put on it in preparation for when I 
get

 my Laptop in a few weeks. I'll certainly come along for the rest of the
 testing process assuming there's more for us to try.
   I really like the idea of a review mode. That way you could get a feel 
for

 what's in a room before you start walking, thus having some warning of
 hazzards that might be present.



 It ain't pretty when the pretty leaves you with no place to go.



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Re: [Audyssey] Pushing the dark envelope

2006-06-25 Thread X-Sight Interactive
.
  Reporting live from in front of my
 keyboard,
  Che
 Blind Adrenaline Simulations
 Games by one of us, for all of us.
 http://www.blindAdrenaline.com
 - Original Messa


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Re: [Audyssey] some people don't like challenge

2006-06-25 Thread Brandon Cole
Here are my thoughts regarding cheating in games.
Firstly, I only use actual cheat codes for one of two reasons: If the game 
in question is one that I can't actually play due to inaccessibility, but I 
still like the idea of messing around with everything in the game, I'll 
cheat. GTA is a great example of this. 2:  I've beaten the game so many 
times that I wanna see what the cheat codes are like. Superliam is a great 
example of this.
Secondly, I believe in unlockables. If you can accomplish something in a 
game and get something really awesome for it, even if the awesome thing in 
question goes a bit beyond the game's standard of realism, then it's 
alright. Why is it alright? Because you earned what you got by accomplishing 
something that was either very difficult or very important. On a side note, 
the trophy and unlockable system that will be appearing in Liam's Judgement 
Day game was almost completely my idea. I mention it here because I sense 
that Liam may not remember that.
So that's what I think about cheating. Unlockables rule, and cheats are for 
when you're just having fun. Beat the game first, a couple times if 
possible, and then go right on ahead and cheat.

- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 25, 2006 11:40 PM
Subject: Re: [Audyssey] some people don't like challenge


 Hi, Charles.
 I have noticed that observation as well. That is one reason I don't add
 cheet codes, and some things are intentionally left out for a purpose.
 When I play GMA's titles say GTC everyone wanted to give out cheats when
 I wanted was hints on different approaches to try. Cheating takes away
 from agames discovery, trial and error, etc.
 In some cases in my games like in Monty I can't give you a specific time
 to jump as it really is a hand ear thing. It took me practice as well,
 and it was true for the original game for the Atari. The only difference
 was you had to see when it was getting to close and jump. This case is
 hear and jump.
 The spider at the lava pit. Knowing when to jump is key to getting
 passed him, and getting over the second lava pit successfully. How do
 you gain that knolege? Simple practice.


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Re: [Audyssey] Pushing the dark envelope

2006-06-25 Thread Che
  I agree kelly.
  Like i said, if you dig mario, more power to you, but I think we can go 
much farther with existing technology and enjoy a unique experience with the 
same amount of time it would take to create another platform game.

- Original Message - 
From: Kellie and Lady J [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 25, 2006 11:20 PM
Subject: Re: [Audyssey] Pushing the dark envelope


 Che,
 I like what you said and agree with this.  I am going to say however, I
 think the reason that ppl embrace the old games, like Mario is b/c they 
 want
 to play what has been so popular, in it's time for the sighted. They want 
 to
 have access to it.

 But, I agree with you in that, there are so many shooters out there, and I
 am not putting them down or anything.  But, I would love ot see more
 original ideas, rather then plays off of other games.  Please, know that I
 mean no disrespect.  I love Monty and will purchase it when it becomes
 available, I like the challenge and the sounds and everything.  But, I am
 waiting, for an RPG, now that I owuld be so excited for.

 Right now, it will sound silly.  But, the only way I get close to the 
 games
 I so love is by watching friends play.  I know that sounds sad, but for 
 me,
 it is like a movie, or a book.  As long as they tell me what is going on, 
 I
 can follow it.  Most games now, have so much audio that it nears
 accessibility.
 Kellie and my loveable Lady J.
 May those that love you, love you, and those that don't love you, may god
 turn their hearts. And if he can't turn their hearts, may he turn their
 ankles, so that we may know them by their limping.
 Irish Proverb
 msn, [EMAIL PROTECTED]
 aim sionnain74
 skype, sabrielle

 - Original Message - 
 From: Che [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, June 25, 2006 11:56 PM
 Subject: [Audyssey] Pushing the dark envelope


  Thomas wrote:
 The only reason I am certain such games have not been widely developed
 already is the game developers simply don't have the skill or know how
 at this point to do so.
  end quote

  I disagree with the statement.
  I think the problem isn't skill or know how, but the lack of effort to
 think outsite the box.
  Take for instance the recent discussion about a Mario Brothers clone.
  I have to ask why?
  Why spend all that time and effort developing a game that is like so 
 many
 others before it.  I mean, do we really need another side scroller?
  Why not develop a unique game idea and spend all that effort creating
 something fresh and new that hasn't been seen before in the accessible
 game
 community?
  Why not develop that multi player RPG that folks would love to have, or 
 a
 world creation game that allows people to manage scores of resources to
 develop their empire for example?
  The skill and know how is the easy part, the original game concept for
 the
 blind community that would give us something to play that we've never had
 before, now that is the difficult thing.
  I didn't know an if statement from a loop 9 months ago, but I am set to
 release Rail Racer, and the only thing it has in common with any other
 racing title out there is that you are trying to go faster than your
 opponent.  After that, the similarities fall to the wayside.
  I spent a great deal of time conceiving an original title that took very
 little from what had come before.
  I implore the AG developers out there to do the same.
  Even the most well produced shoott 'em up is still only going to be
 another tired old shoot 'em up with the same basic game play that we've
 all
 seen over and over.
  In my opinion, as developers, we can do more, and as purchasers of these
 games, we should ask for more.
  I think Rail Racer will be embraced by the accessible gaming community,
 but not because of any particular skill or know how I have as a beginner
 programmer, but because it is a solid and well thought out idea that has
 been well executed.
  The only thing keeping us from developing novel game ideas is our
 creativity, and I for one will vigorously support any developer that 
 dares
 to push the envelope.
  For example, I certainly hope Thomas runs with his concept of the Star
 Wars game.  He has ideas for this game that simply haven't been seen
 before,
 and I think the effort put into creating this title will pay off both in
 customer appreciation and game sales.
  Please note that this is in no way a slam of platform games, or shoot 
 'em
 ups, or any other genre of games people enjoy.  If that is what you like
 to
 play, more power to you, all I am saying is I think we can sharpen our
 creative edges a bit, and I feel the gamers out there will greatly
 appreciate the effort.
  Reporting live from in front of my
 keyboard,
  Che
 Blind Adrenaline Simulations
 Games by one of us, for all of us.
 http://www.blindAdrenaline.com
 - Original Messa


 

Re: [Audyssey] Pushing the dark envelope

2006-06-25 Thread Thomas Ward
Hi, Che.

 Quote
   I disagree with the statement.
   I think the problem isn't skill or know how, but the lack of effort to 
 think outsite the box.
   
End Quote

That is true there is little inovation in our comunity both in the type 
of games  out there as well as inventing new ways to do things.

Quote
   Take for instance the recent discussion about a Mario Brothers clone.
   I have to ask why?
   Why spend all that time and effort developing a game that is like so many 
 others before it.
End Quote


Che, I think we are looking at two different ends of the same stick. A 
blind player who has never played Marrio would probably certainly 
welcome a chance to finally play that kind of game as it has never been 
accessible to them before. In that sense it is completely new for those 
people. For those blind gamers such as myself there were games I truly 
enjoyed throughout my sighted years, and now they are unaccessible. 
Maybe I'd like something new, but I also want to have those games I 
enjoyed as well. Do you see that angle as well?

Quote
   I mean, do we really need another side scroller?
   
End Quote

No, but that isn't the point. As mentioned above some have never had a 
first chance to play. You and I are coming from the angle of been 
sighted before hand, and  to us those games are really old. They are old 
classics, and time to move on.

Quote
   Why not develop a unique game idea and spend all that effort creating 
 something fresh and new that hasn't been seen before in the accessible game 
 community?
   
End Quote

I am certainly all for this, but your question seams to lack the other 
side of this debate. Some of the games out there for sighted players  
have never been accessible.
That said all games share something in common so making something 
totally new is probably not going to happen from to many developers. For 
example, many games fall in the idea of sports, first person, arcade, 
side-scroller, RPG, etc.
Storyline of course can be changed, many elements can be originals, and 
I can grant that. However, no matter what there is only so much you can 
do with originality.

Quote
   Why not develop that multi player RPG that folks would love to have, or a 
 world creation game that allows people to manage scores of resources to 
 develop their empire for example?
   
End Quote

Sounds interesting, but now we do get in to the time factor. I think 
this comes down to a personal choice. Do you want to spend 5 years 
working on such an RPG, or do you want to design 4 or 5 other more 
easier games over that time?
I think that many ag devs will tell you they will pick the second option 
of design 3 or 4 games rather than spending all that time making one 
game. Granted that one game would likely be darn good after that time.

 Quote
   The skill and know how is the easy part, 
End Quote

As a programmer I am apped to agree with you that programming isn't as 
bad as it seams. However, people do learn at different levels and you 
can't ask a brand new developer to make level editors, engines, etc 
right off the bat.
I will grant you have learned your programming rather quickly. In fact, 
in all my years of programming you are catching up with me, and in ways 
have passed me up. Then, again how hard did you work at it.
We can't simply expect everyone to pick it up as well as or as fast you 
and I have.

Quote
 the original game concept for the 
 blind community that would give us something to play that we've never had 
 before, now that is the difficult thing
End Quote

I agree  that we need more originality and down right creativity in our 
titles. Also true though there has never been a Marrio game, Montezuma's 
Revenge, and about a million other titles for sighted gamers made 
accessible to us.
I think the difference simply is some of us yearn to try the games of 
yestr year, before we can grow, and want something new.


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Re: [Audyssey] Accessible games was: thoughts on Monty

2006-06-25 Thread Kellie and Lady J
I heard of matilda zeigler. I don't know if it would reach anyone, but it is 
a thought. lol I am not familiar with those that you mentioned. smiles
Kellie and my loveable Lady J.
Did ya hear? They took the word gullible out of the dictionary!
msn, [EMAIL PROTECTED]
aim sionnain74
skype, sabrielle

- Original Message - 
From: X-Sight Interactive [EMAIL PROTECTED]
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, June 26, 2006 12:52 AM
Subject: Re: [Audyssey] Accessible games was: thoughts on Monty


 The only blind magazines I know of are all the young ones, slugs and 
 snails,
 blast off, absolutely boys, etc. I don't really think it should go in the
 general magazines - perhaps a proper gaming magazine in braille might do 
 the
 trick for those people.

 Regards,

 Damien

 X-Sight Interactive

 http://x-sight.brandoncole.net



 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
 Behalf Of Kellie and Lady J
 Sent: 26 June 2006 05:25
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Accessible games was: thoughts on Monty

 the only other thought I can think of to advertise in other areas besides
 the net, Is in magazines for the blind.  I know not all who read have a
 computer, but many do, and just aren't aware of what is out there.
 Kellie and my loveable Lady J.
 Just what part of NO didn't you understand...?
 msn, [EMAIL PROTECTED]
 aim sionnain74
 skype, sabrielle

 - Original Message -
 From: Thomas Ward [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, June 26, 2006 12:09 AM
 Subject: Re: [Audyssey] Accessible games was: thoughts on Monty


 Hi, Charles.
 I'd say it is both. Without the skill to do high quality games no amount
 of money or time will solve it. Without the time and money it becomes to
 hard to put what skill is required to use.
 As far as making a living off of it it would certainly be hard. One of
 our major problems is marketing. Right now Audyssey list and mag is the
 number one way to get the news out there. Audiogames.net etc help as 
 well.
 Problem is how do we as developers get our products out there so the
 blind comunity as a whole can view it, try it, and see it. There are
 blind people without computers, or have them and no online access.
 As for designing them quickly it really depends on quality and number of
 people. One or two people can make 1 or 2 games a year, but if you sell
 it they then have to split the cash, and we are back to can't make a
 living off of it if you don't have enough sales.


 Charles Rivard wrote:
 Is it a lack of skill or knowHow?, or maybe a lack of funding to get 
 what

 is
 needed to create such games, not to mention the time and effort involved
 in
 producing such games.  Can companies the size of those that produce 
 games
 for the blind produce such games quickly enough to satisfy gamers?  And
 how
 about the customer support after the games are marketed?  Even the
 current
 demo of Monty has produced how much for you to follow up on just in 
 Email

 on
 this list??



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Re: [Audyssey] Pushing the dark envelope

2006-06-25 Thread Thomas Ward
Hi, all.
One more thought and this just occurred to me another likely reason 
blind devs are not expanding in to new relms is simply they haven't had 
the experience of other kinds of games to know what is out there, what 
the possibilities are, and of innovatively taking an idea and running a 
totally new direction with it.
Take this RPG game stuff. I personally have little experience with RPGs. 
I would love to do one, but really I have had so little experience I'm 
not sure I could do it justice.


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[Audyssey] whether to buy or not - Re: Monte Panning

2006-06-25 Thread Charles Rivard
When determining whether I like this game or not, the first thing I noticed 
is the name of the file.  This certainly indicates that this is not a 
finished product.  Whatever I might find in this copy that is not right, I 
figure that I should let the creator know about it.  What will determine 
whether I buy the game or not is what I see in the final, finished, product. 
Based on what I have experienced thus far, and what I have heard during game 
play and all the comments from Tom about what has been found by gamers and 
some of what he plans to do about them, and seeing as I had preordered both 
raceway and monty before Tom got the rights to them, I will more than likely 
not even ask for a refund.  I do like this rough draft demo, and think that 
improvements are sure to come, and I will decide what to do after the game, 
in it's final form, has been downloaded and played.  I think it's only fair 
to let Tom do his work until he finds the game satisfactory and ready to 
sell.


- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 25, 2006 7:21 PM
Subject: Re: [Audyssey] Monte Panning


 Hi, Shaun.
 Well, there were quite a number of bugs in the first release of Alpha 1.
 Yesterday and today I went through allot of the code, and I did find
 anomalies in dying when you were not suppose to like jumping strait in
 to the air and hitting the left or right arrow key. That was not suppose
 to happen and is now fixed.
 So don't judge the game only by this first release. It was probably
 released to soon.
 Second, I did find some problems panning as reported and I am fixing it
 that sounds when panning is better balanced and more natural.

 shaun everiss wrote:
 Well I can only get passed the first portal and I just don't get
 anywhere, i die.
 This game is not for me I think.
 So I don't think I will buy it.
 Good sfx.



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