Re: [Audyssey] Nolan Vs. the Alien Swarm: another Torrent Soundbite
Nice, I look forward to trying this one out. If the game engine can now handle inserting audio, perhaps you might considder adding some extra game modes to give some more variation to the game. One option might be having a mode that's actually possible to complete and get an ending (maybe with cutscenes as well), in addition to the endless levels mode. You might also considder different missions with different objectives, such as collecting supplies for your base, (grabbing power-ups), fending off alien attacks in open space (no asteroids), or fighting off aliens in an asteroid mining zone where you need to protect the asteroids and not destroy them. Obviously this all depends upon what you can make the engine do, and how much stuff you'd be willing to insert into the game at this stage, or into an upgrade? or a sequel? Whatever happens, I'll look forward to trying out Torrent. Beware the Grue! Dark. - Original Message - From: Nolan Darilek [EMAIL PROTECTED] To: Gamers Discussion list gamers@audyssey.org Sent: Friday, January 19, 2007 6:42 AM Subject: [Audyssey] Nolan Vs. the Alien Swarm: another Torrent Soundbite Despite how silent things may seem here, lots is happening. To prove it, here's another _Torrent_ soundbite! Quite a few bugs were fixed and new features added since the previous soundbite. Here are a few examples. * Ship navigation is more physics-based with drag simulation. Sure, there isn't any air to create drag in space, but there's no sound in space, either. * Collision alerts. When a target is five or fewer seconds from colliding, a collision alert sound overlays its positional cue. After all, being told that you're going to collide is no good if you aren't sure *what* is about to hit you. The alert system doesn't just look at current positions but extrapolates into the future as well, so if you and an asteroid will collide soon regardless of your current positions, the alert is triggered. * The embedded screen-reader is complete. It's complex enough to support dialogues, sliders, buttons, checkboxes and text fields. When sampled speech isn't available, text-to-speech kicks in. * Licensing is hardware-specific but almost instantaneous. Enter your name and email address and either be redirected to a purchase page or have a new key generated on the fly, all from within the game. Waits of hours or days for key generation are non-existent for _Surreal Horizons_ games. * But perhaps the most interesting feature is the addition of aliens. These vicious creatures pursue you relentlessly, navigating the asteroid fields and swarming upon you from all directions. Included is a soundbite of an alien swarm level. The aliens still need some tuning as they manage to hold their own quite well against me, and I might have had a more difficult time had one not collided with another and destroyed itself, but this gives some idea of how they will behave. Much of the explanation from the previous soundbite still applies, though the sound index is again demonstrated. One interesting addition is the speaking state machine. While it might take a second or more to audibly note that an alien is retreating, it seems like it would be instantly visually obvious. As such, when the aliens change states from attacking to retreating, messages are spoken making it instantly obvious. This seems to offer numerous emersive possibilities for future games--speech cues tied into state machine changes might eventually provide a narrative flow of agents' actions to accompany the sound effects of those actions. But, enough talk. [Listen for yourself][1]. [1]: http://surrealhorizons.com/assets/2007/1/19/torrent-aliens.mp3 Just a few more notes. I'm very close to seeking testers for a closed beta. If interested, join the [mailing lists][2] and look for further announcements there. [2]: http://lists.surrealhorizons.com Also, news updates are available as an [atom feed][3], with accompanying audio as attachments. You can subscribe to _Surreal Horizons_ updates via your news aggregator, and even have accompanied soundbites delivered as podcasts! [3]: http://surrealhorizons.com/feed/atom.xml Enjoy. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] Tempest was Centipede.
Hi Ron, The main thing I liked about Tempest was that you were stationary and the world spun around in a circle in front of you. If you hit left arrow eventually you would be back where you started without hitting the boundaries of left and right screen. In an audio version, this could mean the aliens moved left when you hit the left arrow and as dropping aliens reached the left edge of the field they were teleported to the right edge. The aliens were in a circle and they all started out near you at the center and all but the ones aiming directly at you moved out to the edge of the circle. Once reaching the edge of the circle they landed and came at you from the sides like Aliens in the Outback. When they started out they were just dots and as they got closer they formed into the various shapes so at first it was hard to decide what they were. In audio this could be represented by the volume of their sounds, starting out very low and getting louder as they got closer. Phil - Original Message - From: Ron Schamerhorn [EMAIL PROTECTED] To: Gamers Discussion list gamers@audyssey.org Sent: Friday, January 19, 2007 12:27 AM Subject: Re: [Audyssey] Tempest was Centipede. I was never that good at Tempest but always thought the shapes were amazing! Quite an enjoyable game, though would it effectively translate into an audio game? It was rather visual. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] Tempest was Centipede.
Hi Ron, Quote though would it effectively translate into an audio game? It was rather visual. End quote I certainly think it would be possible. Extremely tricky since we are talking sound only, but if the dev put allot effort in to 3D audio, wall sensors, and perhaps navigation keys it could be playable to give you an idea of the maze it could be playable. James North and others have already showed us the way to represent multicolored enemies. Blue ships have this sound, red another sound, green something else, and once you learn those sounds you know exactly what you are up against. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
[Audyssey] Future USA Games product designs.
Hi everyone, As all of you know back in December 2006 USA Games made STFC 1.0 available for public distribution. What we did not anticipate prier to that release is how difficult it would be to get all users up to date running the .NET Framework and the current version of DirectX. For most users we were able to quickly resolve the issues and make STFC operate properly. However, there were a few cases which were without any hope of solving easily, and at this moment still remain open as unsolved cases of unknown error. Recently, on the Audyssey list I had made a suggestion that as a developer I should design a 3D engine similar to the Quake engine, but with all the access features built in. I'm thinking of starting over with the USA Games engine and instead of basing it on the .NET Framework and switching to C++ with the standard Windows win32 API and MFC which comes installed on every Windows system. Even better I can package MFC updates with my installer to update them were they needed. I see many advantages of this switch such as greater security, better performance of games, a wider availability of security tools to protect USA Games commercial games,and no dependence on the .NET Framework for any games designed under the new engine. The final reason I might consider this route is simply that C++ support for game devices, graphics, and sound is first rate. Since it is widely used by pro game developers there are often more features for DirectX available to a C++ dev than say for VB such as force feedback support for game controllers. The VB support for game controllers doesn't seam to work well with feedback devices as both Che and I found out the hard way. James north had created the initial Raceway engine in VB, and I won't be able to get ff device support using VB or VB.NET. However, in a language like C++ it wouldn't even be an issue. However, using C++ isn't going to be all roses. I've gotten a bit rusty with C++, and would probably take some time brushing up my skills, finding out what changes were made in the SDKs I'd need, and so on. Game production could potentially be slower since C++ isn't the easiest language to work with, and I'll admit can be complex at times. Certainly not a cinch like C#.NET is. Not only that it would take me quite a while to read through my engine code, and begin converting it from C#.NET to C++. On the other hand, I do have a good thing going with C#.NET. Other than the bumps in the road with end users not always having the correct versions of the framework etc games like STFC and Montezuma's Revenge are doing well. On a fairly modern system with all the latest service packs and patches those games should play reasonably well for the audio gamers community. I'd kind to hate to switch just when USA Games is beginning to get this show on the road you might say. There are some reasons about the .NET languages I am beginning to dislike such as having to encrypt my binaries every time I compile them for distribution, end users having mismatched versions of programs which causes conflicts, and a few other miner limitations. Otherwise, like I said, I am ok with what I am doing. What do you all think. Are you happy with the way USA Games is doing things, having to install the .NET Framework, etc, or would rather us move to something more generic like the C++ Win32 API which is pretty standardized across MS Windows platforms. Thanks. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
[Audyssey] Future USA Games product designs.
Hi everyone, As all of you know back in December 2006 USA Games made STFC 1.0 available for public distribution. What we did not anticipate prier to that release is how difficult it would be to get all users up to date running the .NET Framework and the current version of DirectX. For most users we were able to quickly resolve the issues and make STFC operate properly. However, there were a few cases which were without any hope of solving easily, and at this moment still remain open as unsolved cases of unknown error. Recently, on the Audyssey list I had made a suggestion that as a developer I should design a 3D engine similar to the Quake engine, but with all the access features built in. I'm thinking of starting over with the USA Games engine and instead of basing it on the .NET Framework and switching to C++ with the standard Windows win32 API and MFC which comes installed on every Windows system. Even better I can package MFC updates with my installer to update them were they needed. I see many advantages of this switch such as greater security, better performance of games, a wider availability of security tools to protect USA Games commercial games,and no dependence on the .NET Framework for any games designed under the new engine. The final reason I might consider this route is simply that C++ support for game devices, graphics, and sound is first rate. Since it is widely used by pro game developers there are often more features for DirectX available to a C++ dev than say for VB such as force feedback support for game controllers. The VB support for game controllers doesn't seam to work well with feedback devices as both Che and I found out the hard way. James north had created the initial Raceway engine in VB, and I won't be able to get ff device support using VB or VB.NET. However, in a language like C++ it wouldn't even be an issue. However, using C++ isn't going to be all roses. I've gotten a bit rusty with C++, and would probably take some time brushing up my skills, finding out what changes were made in the SDKs I'd need, and so on. Game production could potentially be slower since C++ isn't the easiest language to work with, and I'll admit can be complex at times. Certainly not a cinch like C#.NET is. Not only that it would take me quite a while to read through my engine code, and begin converting it from C#.NET to C++. On the other hand, I do have a good thing going with C#.NET. Other than the bumps in the road with end users not always having the correct versions of the framework etc games like STFC and Montezuma's Revenge are doing well. On a fairly modern system with all the latest service packs and patches those games should play reasonably well for the audio gamers community. I'd kind to hate to switch just when USA Games is beginning to get this show on the road you might say. There are some reasons about the .NET languages I am beginning to dislike such as having to encrypt my binaries every time I compile them for distribution, end users having mismatched versions of programs which causes conflicts, and a few other miner limitations. Otherwise, like I said, I am ok with what I am doing. What do you all think. Are you happy with the way USA Games is doing things, having to install the .NET Framework, etc, or would rather us move to something more generic like the C++ Win32 API which is pretty standardized across MS Windows platforms. Thanks. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] Future USA Games product designs.
Hi Tom, If people had not pre-ordered the Monty and Raceway games I would suggest switching to the more powerful language, but I think since this would delay release that you should stay with the dot net language for a while. Once the games are selling, that would be the time to brush up your C and convert the games to it. I would love force feedback in Raceway but I would rather be playing without it than waiting a long time just to get it. smiles, Phil - Original Message - From: Thomas Ward [EMAIL PROTECTED] To: gamers@audyssey.org Sent: Friday, January 19, 2007 6:29 AM Subject: [Audyssey] Future USA Games product designs. Hi everyone, As all of you know back in December 2006 USA Games made STFC 1.0 available for public distribution. What we did not anticipate prier to that release is how difficult it would be to get all users up to date running the .NET Framework and the current version of DirectX. For most users we were able to quickly resolve the issues and make STFC operate properly. However, there were a few cases which were without any hope of solving easily, and at this moment still remain open as unsolved cases of unknown error. Recently, on the Audyssey list I had made a suggestion that as a developer I should design a 3D engine similar to the Quake engine, but with all the access features built in. I'm thinking of starting over with the USA Games engine and instead of basing it on the .NET Framework and switching to C++ with the standard Windows win32 API and MFC which comes installed on every Windows system. Even better I can package MFC updates with my installer to update them were they needed. I see many advantages of this switch such as greater security, better performance of games, a wider availability of security tools to protect USA Games commercial games,and no dependence on the .NET Framework for any games designed under the new engine. The final reason I might consider this route is simply that C++ support for game devices, graphics, and sound is first rate. Since it is widely used by pro game developers there are often more features for DirectX available to a C++ dev than say for VB such as force feedback support for game controllers. The VB support for game controllers doesn't seam to work well with feedback devices as both Che and I found out the hard way. James north had created the initial Raceway engine in VB, and I won't be able to get ff device support using VB or VB.NET. However, in a language like C++ it wouldn't even be an issue. However, using C++ isn't going to be all roses. I've gotten a bit rusty with C++, and would probably take some time brushing up my skills, finding out what changes were made in the SDKs I'd need, and so on. Game production could potentially be slower since C++ isn't the easiest language to work with, and I'll admit can be complex at times. Certainly not a cinch like C#.NET is. Not only that it would take me quite a while to read through my engine code, and begin converting it from C#.NET to C++. On the other hand, I do have a good thing going with C#.NET. Other than the bumps in the road with end users not always having the correct versions of the framework etc games like STFC and Montezuma's Revenge are doing well. On a fairly modern system with all the latest service packs and patches those games should play reasonably well for the audio gamers community. I'd kind to hate to switch just when USA Games is beginning to get this show on the road you might say. There are some reasons about the .NET languages I am beginning to dislike such as having to encrypt my binaries every time I compile them for distribution, end users having mismatched versions of programs which causes conflicts, and a few other miner limitations. Otherwise, like I said, I am ok with what I am doing. What do you all think. Are you happy with the way USA Games is doing things, having to install the .NET Framework, etc, or would rather us move to something more generic like the C++ Win32 API which is pretty standardized across MS Windows platforms. Thanks. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] Future USA Games product designs.
hi tom and all. i for one would like you to move to the C++ Win32 API many thanks. - Original Message - From: Thomas Ward [EMAIL PROTECTED] To: gamers@audyssey.org Sent: Friday, January 19, 2007 6:29 AM Subject: [Audyssey] Future USA Games product designs. Hi everyone, As all of you know back in December 2006 USA Games made STFC 1.0 available for public distribution. What we did not anticipate prier to that release is how difficult it would be to get all users up to date running the .NET Framework and the current version of DirectX. For most users we were able to quickly resolve the issues and make STFC operate properly. However, there were a few cases which were without any hope of solving easily, and at this moment still remain open as unsolved cases of unknown error. Recently, on the Audyssey list I had made a suggestion that as a developer I should design a 3D engine similar to the Quake engine, but with all the access features built in. I'm thinking of starting over with the USA Games engine and instead of basing it on the .NET Framework and switching to C++ with the standard Windows win32 API and MFC which comes installed on every Windows system. Even better I can package MFC updates with my installer to update them were they needed. I see many advantages of this switch such as greater security, better performance of games, a wider availability of security tools to protect USA Games commercial games,and no dependence on the .NET Framework for any games designed under the new engine. The final reason I might consider this route is simply that C++ support for game devices, graphics, and sound is first rate. Since it is widely used by pro game developers there are often more features for DirectX available to a C++ dev than say for VB such as force feedback support for game controllers. The VB support for game controllers doesn't seam to work well with feedback devices as both Che and I found out the hard way. James north had created the initial Raceway engine in VB, and I won't be able to get ff device support using VB or VB.NET. However, in a language like C++ it wouldn't even be an issue. However, using C++ isn't going to be all roses. I've gotten a bit rusty with C++, and would probably take some time brushing up my skills, finding out what changes were made in the SDKs I'd need, and so on. Game production could potentially be slower since C++ isn't the easiest language to work with, and I'll admit can be complex at times. Certainly not a cinch like C#.NET is. Not only that it would take me quite a while to read through my engine code, and begin converting it from C#.NET to C++. On the other hand, I do have a good thing going with C#.NET. Other than the bumps in the road with end users not always having the correct versions of the framework etc games like STFC and Montezuma's Revenge are doing well. On a fairly modern system with all the latest service packs and patches those games should play reasonably well for the audio gamers community. I'd kind to hate to switch just when USA Games is beginning to get this show on the road you might say. There are some reasons about the .NET languages I am beginning to dislike such as having to encrypt my binaries every time I compile them for distribution, end users having mismatched versions of programs which causes conflicts, and a few other miner limitations. Otherwise, like I said, I am ok with what I am doing. What do you all think. Are you happy with the way USA Games is doing things, having to install the .NET Framework, etc, or would rather us move to something more generic like the C++ Win32 API which is pretty standardized across MS Windows platforms. Thanks. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] Future USA Games product designs.
I for one would like to keep things the way they are now. I make a point to keep my computer updated regularly, and when a new version of .net makes itself available I usually get it. It is the same for directX. Like you said I don't want to see things slow down either. It seams that currently most users of the USAGames had little or no problems running the games. There are always exceptions to the general rule, but I bleieve that developers should consentrate on creating the games, and provides the tools that enable the games to work, rather than make all of the pcs happy. Take care -- Casey Email services by FreedomBox. Surf the Net at the sound of your voice. www.freedombox.info ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] Future USA Games product designs.
tom do what ever you think is best! - Original Message - From: Thomas Ward [EMAIL PROTECTED] To: gamers@audyssey.org Sent: Friday, January 19, 2007 6:29 AM Subject: [Audyssey] Future USA Games product designs. Hi everyone, As all of you know back in December 2006 USA Games made STFC 1.0 available for public distribution. What we did not anticipate prier to that release is how difficult it would be to get all users up to date running the .NET Framework and the current version of DirectX. For most users we were able to quickly resolve the issues and make STFC operate properly. However, there were a few cases which were without any hope of solving easily, and at this moment still remain open as unsolved cases of unknown error. Recently, on the Audyssey list I had made a suggestion that as a developer I should design a 3D engine similar to the Quake engine, but with all the access features built in. I'm thinking of starting over with the USA Games engine and instead of basing it on the .NET Framework and switching to C++ with the standard Windows win32 API and MFC which comes installed on every Windows system. Even better I can package MFC updates with my installer to update them were they needed. I see many advantages of this switch such as greater security, better performance of games, a wider availability of security tools to protect USA Games commercial games,and no dependence on the .NET Framework for any games designed under the new engine. The final reason I might consider this route is simply that C++ support for game devices, graphics, and sound is first rate. Since it is widely used by pro game developers there are often more features for DirectX available to a C++ dev than say for VB such as force feedback support for game controllers. The VB support for game controllers doesn't seam to work well with feedback devices as both Che and I found out the hard way. James north had created the initial Raceway engine in VB, and I won't be able to get ff device support using VB or VB.NET. However, in a language like C++ it wouldn't even be an issue. However, using C++ isn't going to be all roses. I've gotten a bit rusty with C++, and would probably take some time brushing up my skills, finding out what changes were made in the SDKs I'd need, and so on. Game production could potentially be slower since C++ isn't the easiest language to work with, and I'll admit can be complex at times. Certainly not a cinch like C#.NET is. Not only that it would take me quite a while to read through my engine code, and begin converting it from C#.NET to C++. On the other hand, I do have a good thing going with C#.NET. Other than the bumps in the road with end users not always having the correct versions of the framework etc games like STFC and Montezuma's Revenge are doing well. On a fairly modern system with all the latest service packs and patches those games should play reasonably well for the audio gamers community. I'd kind to hate to switch just when USA Games is beginning to get this show on the road you might say. There are some reasons about the .NET languages I am beginning to dislike such as having to encrypt my binaries every time I compile them for distribution, end users having mismatched versions of programs which causes conflicts, and a few other miner limitations. Otherwise, like I said, I am ok with what I am doing. What do you all think. Are you happy with the way USA Games is doing things, having to install the .NET Framework, etc, or would rather us move to something more generic like the C++ Win32 API which is pretty standardized across MS Windows platforms. Thanks. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] Future USA Games product designs.
Hi thom. Having had the trouble with net framework 1, (admittedly a solvable problem, but I spent almost a year not knowing that), I'm certainly synpathetic to people's inability to run games. However, as there are so few people devoting time and resources to creating audio games, and given the time it usually takes for dev's despite their best efforts, to bring out new titles, i think speed of developement is a real concern. As you said, in theory update patches should take care of the incompatibility problems with direct X and net framework on most modern pc's. do the problems only occur with older machines or versions of windows? If the games are only incompatible with a few systems over about 6 years old, then maybe just pushing forward would be a good idea, after all, as far as computers go six years is a long time. If on the other hand you can have a comparatively new machine and stil have trouble running net framework etc, then perhaps it's worth considdering the changes. Phil's suggestion seems like a nice balance. On the one hand you don't want to alienate people who just happen not to have the most modern ultra uptodate equipment, but on the other it'd be a waste of time making audio games compatible with every kind of computing device from abacus onwards, simply because there's someone who thinks everything that happened to computing after the death of Pythagoras was generally bad. I might be exadgerating just a litle tiny bit here Grin. Beware the Grue! Dark. From: Thomas Ward tw ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] Future USA Games product designs.
the problem is not everyone has all the funding to get all the topshot equipment. see there's where the conflict begins. there's advantages and disadvantages to them both. the advantage of switching is that people with older systems who may not have funding to go and buy a computer, such as me, who has a desktop at home still running windows 95 and a laptop provided by the college, still get a go. it's all about accessibility, and that doesn't just mean blindness related issues. but then you got the speed of development to consider. if you have already specified a release date then the best way if you're going to switch is to make this clear on the website that people are having problems and you have decided to switch to another development system for your and your customer's convenience. if you are doing this to solve your customer's problems the customers shouldn't be complaining. hth. regards, damien - Original Message - From: Dark [EMAIL PROTECTED] To: Gamers Discussion list gamers@audyssey.org Sent: Friday, January 19, 2007 1:22 PM Subject: Re: [Audyssey] Future USA Games product designs. Hi thom. Having had the trouble with net framework 1, (admittedly a solvable problem, but I spent almost a year not knowing that), I'm certainly synpathetic to people's inability to run games. However, as there are so few people devoting time and resources to creating audio games, and given the time it usually takes for dev's despite their best efforts, to bring out new titles, i think speed of developement is a real concern. As you said, in theory update patches should take care of the incompatibility problems with direct X and net framework on most modern pc's. do the problems only occur with older machines or versions of windows? If the games are only incompatible with a few systems over about 6 years old, then maybe just pushing forward would be a good idea, after all, as far as computers go six years is a long time. If on the other hand you can have a comparatively new machine and stil have trouble running net framework etc, then perhaps it's worth considdering the changes. Phil's suggestion seems like a nice balance. On the one hand you don't want to alienate people who just happen not to have the most modern ultra uptodate equipment, but on the other it'd be a waste of time making audio games compatible with every kind of computing device from abacus onwards, simply because there's someone who thinks everything that happened to computing after the death of Pythagoras was generally bad. I might be exadgerating just a litle tiny bit here Grin. Beware the Grue! Dark. From: Thomas Ward tw ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] Future USA Games product designs.
Hi Tom, I thought it over again and I think you should stay with the dot NET Framework for some additional reasons. `. Since it is a new and evolving language, the features you miss may be created by someone else and could be used by you. I thought DirectX controls the force feedback to some extent so a search for DirectX FF code could be helpful. One example for not finishing a game is my work with the GMA game engine which I have been using for the past five years. Every few months, David adds new features and capabilities to it. And I have learned to do things better. A few times I have stopped developing Sarah to add these capabilities but although the game is better, this delayed the release of the game by months. I think it is better to stop making changes and say the project is over and go on to a new one. Of course I have been working on Sarah for three years so I should have taken my own advice. An important lesson is to know when a project is finished for you can always tweak it a bit to improve it but at the cost of people not being able to enjoy the game. For example I could wait until book seven comes out and make changes in the castle to match things in that book, but then it would be Christmas 2007 before my Sarah game is finished! Smiles, Phil ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
[Audyssey] Audio Game Maker vs. Game Maker (was: game maker)
Hi, To avoid confusion: Game Maker (http://www.gamemaker.nl/) and Audio Game Maker (http://www.audiogamemaker.com) are 2 different programs. The first has been developed by a Dutch professor named Mark Overmars of Utrecht University (Netherlands) and is an application with which to create your own games. Game Maker is not intended as an accessible development tool for the blind (it uses a visual interface) but you can make blind-accessible/audio games with it. Audio Game Maker is an original idea of Richard van Tol and Sander Huiberts (that's us) of AudioGames.net/Accessibility/Utrecht School of the Arts (also Netherlands) and it is intended as an accessible game development tool for the blind and features an accessible auditory interface. And some interesting background information: I have been in contact with Mark a few times before we started the Audio Game Maker project, to see whether or not it would be possible to simply make Game Maker accessible instead of building a complete seperate program. The thing is that Mark is a very busy man and that with Game Maker he is focusing on other things first. This means that accessibility might still be a possibility in the future. But since we couldn't setup a project about making Game Maker accessible, we decided to setup a different project: to create a specific audio game development tool - Audio Game Maker! I talked to Mark at the Dutch Game Days in November of last year and he said that he was quite excited about the Audio Game Maker project. Hopefully it will be an inspiration :) Greets, Richard http://www.game-accessibility.com - Original Message - From: Thomas Ward [EMAIL PROTECTED] To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, January 18, 2007 9:15 AM Subject: Re: [Audyssey] game maker Hi Dark, I've heard that to. Problem with these off the shelf engines and building tools many of them simply don't have the ability to create the kinds of access features we want. I am happy to see Audio Games Maker is at least going to be an off the shelf tool from which to create games with accessibility in mind. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
[Audyssey] Audio Game Maker vs. Game Maker
Hi, To avoid confusion: Game Maker (http://www.gamemaker.nl/) and Audio Game Maker (http://www.audiogamemaker.com) are 2 different programs. The first has been developed by a Dutch professor named Mark Overmars of Utrecht University (Netherlands) and is an application with which to create your own games. Game Maker is not intended as an accessible development tool for the blind (it uses a visual interface) but you can make blind-accessible/audio games with it. Audio Game Maker is an original idea of Richard van Tol and Sander Huiberts (that's us) of AudioGames.net/Accessibility/Utrecht School of the Arts (also Netherlands) and it is intended as an accessible game development tool for the blind and features an accessible auditory interface. And some interesting background information: I have been in contact with Mark a few times before we started the Audio Game Maker project, to see whether or not it would be possible to simply make Game Maker accessible instead of building a complete seperate program. The thing is that Mark is a very busy man and that with Game Maker he is focusing on other things first. This means that accessibility might still be a possibility in the future. But since we couldn't setup a project about making Game Maker accessible, we decided to setup a different project: to create a specific audio game development tool - Audio Game Maker! I talked to Mark at the Dutch Game Days in November of last year and he said that he was looking forward to having a go with Audio Game Maker. Hopefully it will be an inspiration :) Greets, Richard http://www.game-accessibility.com ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] i'm slightly progressing in danger city
as deputy manager of x-sight, I think I can safely say that while we do have the source code for the game, it will be a while before any further development is made as we are busy working on another project. but feel free to visit http://x-sight.brandoncole.net to check out the news on further developement of any games we have going. - Original Message - From: Nicol Oosthuizen [EMAIL PROTECTED] To: Gamers Discussion list gamers@audyssey.org Sent: Friday, January 19, 2007 1:05 AM Subject: Re: [Audyssey] i'm slightly progressing in danger city NB: This email and its contents are subject to our email legal notice which can be viewed at http://www.sars.gov.za/Email_Disclaimer.pdf Damion, please! Please! Tell us if you are making any progress with the game. I'm overexcited. I'm excited to follow the old man or the car or whatever jasen had in mind. Did you guys have a listen to that old man talking as you are walking through the water after you completed act3? He's too old to chase that car, lol. Sounds like old man Stanley. No, sounds like phil. Lol lol lol. That man's voice sounds exactly like phil's voice! Hay phil would you be able to chase that car? Lol lol lol. I had a good laugh at that trailor or whatever. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Bryan Peterson Sent: 19 January 2007 12:52 AM To: Gamers Discussion list Subject: Re: [Audyssey] i'm slightly progressing in danger city I think somebody already got the code and is working on it. I believe it's Damian from XSite. But until such time as the game is updated there isn't any updated version. Bryan and his Girl Jenny ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] Future USA Games product designs.
I have to agree with Phil on this one. People have simply waited too long already for Monty and Raceway in particular. It can be a very tempting thing when you see alternative approaches once you've gone a ways down a road as you've done. However, sometimes, it's just better to press on and get the task done. If people have to wait too long for Monty and Raceway, you might very well find yourself in the same situation James North was in. You'll have made the changes and be approaching completion of an absolute masterpiece but people's patience will just fizzle out on you. It was painful enough seeing that happen to James. I wouldn't wish what he went through on my worst enemy. Unless people have walked the walk of a game developer and gotten a visceral grasp on just how much effort it takes to produce a game, their patience is limited. Being somebody who has tried to do this as well as started many other projects, I can truly sympathise with you in your quest to get things absolutely right the first time. Since you took over those two games, you've tried to modify Monty beyond the point where it could still fairly be called that, started work on a free Asteroids game, done who knows how much work on a screenreader, released Final Conflict after losing who knows how much work on a better version, and God know's what else? I can only presume you've found a smidgeon of time for eating, sleeping, breathing, friends and family somewhere along the way. You have to draw the line somewhere and finish what you've started. Otherwise, you'll lose trust in the community and look back on a life of unfinished and therefore unappreciated projects. I can sympathise well with Tom because my own creative road has been a long and tortured one over the past while. I thought I'd be well into actually programming Fearless Flin by now. However, I can't work up the motivation to take the plunge. Dave's engine handles a lot of the physics and such but it's still pretty complicated to explain your game design to. As a result of this as well as a nasty and prolonged creative slump, I started work on a computer guide for novice blind users. I have an ever-present need to feel that I'm doing something to earn my keep and to actually have a meaningful impact on people. Last Summer, I was able to help quite a few of them up at Lake Joseph and received quite a strong mandate from staff and guests there to work on a guide to truly using a computer for personal life. There are entirely too many people out there with expensive machines which due to their ignorance are nothing more than glorified typewriters and book-readers for no good reason at all. If I can write something which can then be freely distributed to new users that explains what rewards are out there and takes them to the point where they can go online, I'll have lessened the colossal waste of good equipment. I'll have a large section on accessible computer games which I hope will stimulate some growth in the blind gaming community and games market. I hope to have this guide finished by this Summer before I go up to Lake Joseph for a week's vacation. There's another project I've been working on with a developer but I'm not ready to divulge any details on that. I've seen what happens when expectations are raised too early. After my vacation, I intend to make one more final attempt to start making real progress on Fearless Flin. Perhaps, things will have changed in my thinking by then. If I still find it impossible to truly motivate myself to work on it, then I'll turn away from full game creation and find other ways of contributing. I have plenty of game ideas for developers who would want to program them. Also, I have a sound effects library and editor which I still hope to become more proficient at using. I've always been willing to betatest for developers and feel that I have a good grasp on what makes a fun game. Also, as always, I'll be an ambassador for accessible games any chance I get. Michael Feir Creator and former Editor of Audyssey Magazine 1996-2004 E-mail: [EMAIL PROTECTED] - Original Message - From: Phil Vlasak [EMAIL PROTECTED] To: Gamers Discussion list gamers@audyssey.org Sent: Friday, January 19, 2007 6:58 AM Subject: Re: [Audyssey] Future USA Games product designs. Hi Tom, If people had not pre-ordered the Monty and Raceway games I would suggest switching to the more powerful language, but I think since this would delay release that you should stay with the dot net language for a while. Once the games are selling, that would be the time to brush up your C and convert the games to it. I would love force feedback in Raceway but I would rather be playing without it than waiting a long time just to get it. smiles, Phil ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to
Re: [Audyssey] Future USA Games product designs.
Hello Tom. I would vote for the faster game release. Meaning, I would suggest you stick to what you have already rather than restarting the code. The reason I say this is not to leave out those users who have problems, but rather thinking of those users who have been waiting a while for the games to come out. Perhaps in a later version you could rewrite the games, but I would guess that most users who have been waiting already as it is would rather see the games sooner than later. I realize of course that if you finish the games now that a rewrite for a future version would be a lot more work so of course that is something to consider. Thing is, people who run old computers like win 95/98/me are behind the times. When other companies, and I don't mean accessible ones, make new games, they will be making them for the current operating systems. This is nothing personal, but rather, life. I tell anyone who still uses win 9x that although it might cost some money to upgrade, it's just a fact that their system is old and if he/she wants to play the latest games or run the latest applications, one needs a newer computer and a newer operating system. What I would suggest is to perhaps pick a release date of DirectX and .net and stick with that for the game release. Let's say for example, if a DirectX version comes out February 1 2007 this year, use that and even if the game is not ready until November this year, make it so the game will work with that version and above. This gives people a long time to make sure they have the files they need to run the games. Again, let me be clear to anyone reading this. I'm not saying if you are running an old computer and operating system, that it's just too bad. I'm simply saying that reality here is that Windows 9x is out and windows 2k/xp/vista is in. I would bet that most everyone is running at least 2k or xp. And really, being honest here, an XP operating system has dropped in price over the last year or so, and will continue to drop with Vista coming out. All the best. -- Raul A. Gallegos ... IliwSsmc ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] game-maker
so this gamemaker for sighted people from www.gamemaker.nl can make audio games? is it better to have the registered version to make audio games though? Josh - Original Message - From: Che [EMAIL PROTECTED] To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, January 18, 2007 11:27 PM Subject: Re: [Audyssey] game-maker Earlier on the show, Josh wrote: I looked at the scripting language of the gamemaker program and it turns out that gamemaker does not have the ability to effectively create audio games. end quote I read a good bit of the docs on game maker, and I disagree. This is a construction set, not a programming language, so you aren't going to be able to make the next massive MP online slaying universe complete with bells and whistles, but you will be able to express your creativity and put a lot of game ideas into action with this software from what I can tell. Also, keep in mind this is a first release, so there is no telling how far this package will go as it matures. My hat is off to the creators of this one for opening up a world of creativity to folks that don't have the time to learn a complete programming language. Well done guys. I look forward to checking it out, and seeing what games folks come up with in the near future. Later, Che ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] Voyager Elite Force.
no my demo doesn't have it all. In fact I deleted my demo sounds since I won't be needing or useing them anyway. Josh - Original Message - From: Thomas Ward [EMAIL PROTECTED] To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, January 18, 2007 11:02 PM Subject: Re: [Audyssey] Voyager Elite Force. Hi Josh, Good deal, and it sounds like your demo doesn't have it all. Josh wrote: yeah my demo pack file was smaller than that. I'll delete my pack file and wait for you to work on it. I think you could really do that game justice. Josh ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] Future USA Games product designs.
I had no problem installing the dotNet framework. But if the large majority are having trouble than I say change it. Josh - Original Message - From: Thomas Ward [EMAIL PROTECTED] To: gamers@audyssey.org Sent: Friday, January 19, 2007 6:29 AM Subject: [Audyssey] Future USA Games product designs. Hi everyone, As all of you know back in December 2006 USA Games made STFC 1.0 available for public distribution. What we did not anticipate prier to that release is how difficult it would be to get all users up to date running the .NET Framework and the current version of DirectX. For most users we were able to quickly resolve the issues and make STFC operate properly. However, there were a few cases which were without any hope of solving easily, and at this moment still remain open as unsolved cases of unknown error. Recently, on the Audyssey list I had made a suggestion that as a developer I should design a 3D engine similar to the Quake engine, but with all the access features built in. I'm thinking of starting over with the USA Games engine and instead of basing it on the .NET Framework and switching to C++ with the standard Windows win32 API and MFC which comes installed on every Windows system. Even better I can package MFC updates with my installer to update them were they needed. I see many advantages of this switch such as greater security, better performance of games, a wider availability of security tools to protect USA Games commercial games,and no dependence on the .NET Framework for any games designed under the new engine. The final reason I might consider this route is simply that C++ support for game devices, graphics, and sound is first rate. Since it is widely used by pro game developers there are often more features for DirectX available to a C++ dev than say for VB such as force feedback support for game controllers. The VB support for game controllers doesn't seam to work well with feedback devices as both Che and I found out the hard way. James north had created the initial Raceway engine in VB, and I won't be able to get ff device support using VB or VB.NET. However, in a language like C++ it wouldn't even be an issue. However, using C++ isn't going to be all roses. I've gotten a bit rusty with C++, and would probably take some time brushing up my skills, finding out what changes were made in the SDKs I'd need, and so on. Game production could potentially be slower since C++ isn't the easiest language to work with, and I'll admit can be complex at times. Certainly not a cinch like C#.NET is. Not only that it would take me quite a while to read through my engine code, and begin converting it from C#.NET to C++. On the other hand, I do have a good thing going with C#.NET. Other than the bumps in the road with end users not always having the correct versions of the framework etc games like STFC and Montezuma's Revenge are doing well. On a fairly modern system with all the latest service packs and patches those games should play reasonably well for the audio gamers community. I'd kind to hate to switch just when USA Games is beginning to get this show on the road you might say. There are some reasons about the .NET languages I am beginning to dislike such as having to encrypt my binaries every time I compile them for distribution, end users having mismatched versions of programs which causes conflicts, and a few other miner limitations. Otherwise, like I said, I am ok with what I am doing. What do you all think. Are you happy with the way USA Games is doing things, having to install the .NET Framework, etc, or would rather us move to something more generic like the C++ Win32 API which is pretty standardized across MS Windows platforms. Thanks. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] Future USA Games product designs.
Well man, it's up to you, but I say leave things as they are. Starting over from scratch sounds painful. You can always make changes for your upcoming games. - For an amazing video gaming site containing original soundtracks, game art, etc, go here. http://gh.ffshrine.org?r=16426 - Original Message - From: Thomas Ward [EMAIL PROTECTED] To: gamers@audyssey.org Sent: Friday, January 19, 2007 6:29 AM Subject: [Audyssey] Future USA Games product designs. Hi everyone, As all of you know back in December 2006 USA Games made STFC 1.0 available for public distribution. What we did not anticipate prier to that release is how difficult it would be to get all users up to date running the .NET Framework and the current version of DirectX. For most users we were able to quickly resolve the issues and make STFC operate properly. However, there were a few cases which were without any hope of solving easily, and at this moment still remain open as unsolved cases of unknown error. Recently, on the Audyssey list I had made a suggestion that as a developer I should design a 3D engine similar to the Quake engine, but with all the access features built in. I'm thinking of starting over with the USA Games engine and instead of basing it on the .NET Framework and switching to C++ with the standard Windows win32 API and MFC which comes installed on every Windows system. Even better I can package MFC updates with my installer to update them were they needed. I see many advantages of this switch such as greater security, better performance of games, a wider availability of security tools to protect USA Games commercial games,and no dependence on the .NET Framework for any games designed under the new engine. The final reason I might consider this route is simply that C++ support for game devices, graphics, and sound is first rate. Since it is widely used by pro game developers there are often more features for DirectX available to a C++ dev than say for VB such as force feedback support for game controllers. The VB support for game controllers doesn't seam to work well with feedback devices as both Che and I found out the hard way. James north had created the initial Raceway engine in VB, and I won't be able to get ff device support using VB or VB.NET. However, in a language like C++ it wouldn't even be an issue. However, using C++ isn't going to be all roses. I've gotten a bit rusty with C++, and would probably take some time brushing up my skills, finding out what changes were made in the SDKs I'd need, and so on. Game production could potentially be slower since C++ isn't the easiest language to work with, and I'll admit can be complex at times. Certainly not a cinch like C#.NET is. Not only that it would take me quite a while to read through my engine code, and begin converting it from C#.NET to C++. On the other hand, I do have a good thing going with C#.NET. Other than the bumps in the road with end users not always having the correct versions of the framework etc games like STFC and Montezuma's Revenge are doing well. On a fairly modern system with all the latest service packs and patches those games should play reasonably well for the audio gamers community. I'd kind to hate to switch just when USA Games is beginning to get this show on the road you might say. There are some reasons about the .NET languages I am beginning to dislike such as having to encrypt my binaries every time I compile them for distribution, end users having mismatched versions of programs which causes conflicts, and a few other miner limitations. Otherwise, like I said, I am ok with what I am doing. What do you all think. Are you happy with the way USA Games is doing things, having to install the .NET Framework, etc, or would rather us move to something more generic like the C++ Win32 API which is pretty standardized across MS Windows platforms. Thanks. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] Future USA Games product designs.
hmm tom. I think you have your answer to your question. Looks like I lose the vote again. At 02:51 a.m. 20/01/2007, you wrote: Tom, The point of making programmes accessible is so they can be inclusive and used by as wide a range of people as possible. My advice, for what it's worth, is to dump the .NET stuff and you'll be able to reach more people. You'll also have fewer support issues and be more productive. Steve --- Azabat Software: accessible games for visually impaired beginners Web: www.azabat.co.uk Email: mailto:[EMAIL PROTECTED] Tel (UK): 07740 777 364 International: +44 7740 777 364 -- No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.5.432 / Virus Database: 268.17.0/639 - Release Date: 18/01/2007 18:47 ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] Future USA Games product designs.
Also tom I don't mind waiting. However once things are settled changing them just to have more waits just for using the programming language is well not really a good thing. You must admit that there is a tonnage of wait time as it is on game projects. True it took a while to get used to dotnet but look now! a load of devs use it and we have learned to take the good with the the ugly. I think things like vb6, and mfc is going to die though. And If I may I think we as a community should make stuff that will last, ie survive to the next version or later of windows. Even though people say vista is probably the last windows ms will create for desktops, who knows. At 03:11 a.m. 20/01/2007, you wrote: I have to agree with Phil on this one. People have simply waited too long already for Monty and Raceway in particular. It can be a very tempting thing when you see alternative approaches once you've gone a ways down a road as you've done. However, sometimes, it's just better to press on and get the task done. If people have to wait too long for Monty and Raceway, you might very well find yourself in the same situation James North was in. You'll have made the changes and be approaching completion of an absolute masterpiece but people's patience will just fizzle out on you. It was painful enough seeing that happen to James. I wouldn't wish what he went through on my worst enemy. Unless people have walked the walk of a game developer and gotten a visceral grasp on just how much effort it takes to produce a game, their patience is limited. Being somebody who has tried to do this as well as started many other projects, I can truly sympathise with you in your quest to get things absolutely right the first time. Since you took over those two games, you've tried to modify Monty beyond the point where it could still fairly be called that, started work on a free Asteroids game, done who knows how much work on a screenreader, released Final Conflict after losing who knows how much work on a better version, and God know's what else? I can only presume you've found a smidgeon of time for eating, sleeping, breathing, friends and family somewhere along the way. You have to draw the line somewhere and finish what you've started. Otherwise, you'll lose trust in the community and look back on a life of unfinished and therefore unappreciated projects. I can sympathise well with Tom because my own creative road has been a long and tortured one over the past while. I thought I'd be well into actually programming Fearless Flin by now. However, I can't work up the motivation to take the plunge. Dave's engine handles a lot of the physics and such but it's still pretty complicated to explain your game design to. As a result of this as well as a nasty and prolonged creative slump, I started work on a computer guide for novice blind users. I have an ever-present need to feel that I'm doing something to earn my keep and to actually have a meaningful impact on people. Last Summer, I was able to help quite a few of them up at Lake Joseph and received quite a strong mandate from staff and guests there to work on a guide to truly using a computer for personal life. There are entirely too many people out there with expensive machines which due to their ignorance are nothing more than glorified typewriters and book-readers for no good reason at all. If I can write something which can then be freely distributed to new users that explains what rewards are out there and takes them to the point where they can go online, I'll have lessened the colossal waste of good equipment. I'll have a large section on accessible computer games which I hope will stimulate some growth in the blind gaming community and games market. I hope to have this guide finished by this Summer before I go up to Lake Joseph for a week's vacation. There's another project I've been working on with a developer but I'm not ready to divulge any details on that. I've seen what happens when expectations are raised too early. After my vacation, I intend to make one more final attempt to start making real progress on Fearless Flin. Perhaps, things will have changed in my thinking by then. If I still find it impossible to truly motivate myself to work on it, then I'll turn away from full game creation and find other ways of contributing. I have plenty of game ideas for developers who would want to program them. Also, I have a sound effects library and editor which I still hope to become more proficient at using. I've always been willing to betatest for developers and feel that I have a good grasp on what makes a fun game. Also, as always, I'll be an ambassador for accessible games any chance I get. Michael Feir Creator and former Editor of Audyssey Magazine 1996-2004 E-mail: [EMAIL PROTECTED] - Original Message - From: Phil Vlasak [EMAIL PROTECTED] To: Gamers Discussion list gamers@audyssey.org Sent: Friday, January 19, 2007 6:58 AM Subject: Re: [Audyssey] Future USA Games
Re: [Audyssey] Future USA Games product designs.
good point raul. Its been 2 years since we dumped all our old legacy software and systems. However 3 years ago we except for me were still using 1998 windows. last year we were still using office97. And last year through various means I was able to shift us out of that cycle. I also don't want to have what happened to alchemy to you since you really rock. However if switching to another language just to be nice and compatible means more wait time, I would be strongly against it as we have wait time loads of it as it is. I would prefur that the time not be increased. At 03:22 a.m. 20/01/2007, you wrote: Hello Tom. I would vote for the faster game release. Meaning, I would suggest you stick to what you have already rather than restarting the code. The reason I say this is not to leave out those users who have problems, but rather thinking of those users who have been waiting a while for the games to come out. Perhaps in a later version you could rewrite the games, but I would guess that most users who have been waiting already as it is would rather see the games sooner than later. I realize of course that if you finish the games now that a rewrite for a future version would be a lot more work so of course that is something to consider. Thing is, people who run old computers like win 95/98/me are behind the times. When other companies, and I don't mean accessible ones, make new games, they will be making them for the current operating systems. This is nothing personal, but rather, life. I tell anyone who still uses win 9x that although it might cost some money to upgrade, it's just a fact that their system is old and if he/she wants to play the latest games or run the latest applications, one needs a newer computer and a newer operating system. What I would suggest is to perhaps pick a release date of DirectX and .net and stick with that for the game release. Let's say for example, if a DirectX version comes out February 1 2007 this year, use that and even if the game is not ready until November this year, make it so the game will work with that version and above. This gives people a long time to make sure they have the files they need to run the games. Again, let me be clear to anyone reading this. I'm not saying if you are running an old computer and operating system, that it's just too bad. I'm simply saying that reality here is that Windows 9x is out and windows 2k/xp/vista is in. I would bet that most everyone is running at least 2k or xp. And really, being honest here, an XP operating system has dropped in price over the last year or so, and will continue to drop with Vista coming out. All the best. -- Raul A. Gallegos ... IliwSsmc ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] Future USA Games product designs.
xp may have dropped down in price, but the computer itself, plus legal copies of screenreaders, blah blah blah, you know the trick, you'd be spending more than £2500 over here, which, as an 18-year-old college student in the uk, i don't even get in a year. regards, damien - Original Message - From: Raul A. Gallegos [EMAIL PROTECTED] To: gamers@audyssey.org; USA Games List [EMAIL PROTECTED] Sent: Friday, January 19, 2007 2:22 PM Subject: Re: [Audyssey] Future USA Games product designs. Hello Tom. I would vote for the faster game release. Meaning, I would suggest you stick to what you have already rather than restarting the code. The reason I say this is not to leave out those users who have problems, but rather thinking of those users who have been waiting a while for the games to come out. Perhaps in a later version you could rewrite the games, but I would guess that most users who have been waiting already as it is would rather see the games sooner than later. I realize of course that if you finish the games now that a rewrite for a future version would be a lot more work so of course that is something to consider. Thing is, people who run old computers like win 95/98/me are behind the times. When other companies, and I don't mean accessible ones, make new games, they will be making them for the current operating systems. This is nothing personal, but rather, life. I tell anyone who still uses win 9x that although it might cost some money to upgrade, it's just a fact that their system is old and if he/she wants to play the latest games or run the latest applications, one needs a newer computer and a newer operating system. What I would suggest is to perhaps pick a release date of DirectX and .net and stick with that for the game release. Let's say for example, if a DirectX version comes out February 1 2007 this year, use that and even if the game is not ready until November this year, make it so the game will work with that version and above. This gives people a long time to make sure they have the files they need to run the games. Again, let me be clear to anyone reading this. I'm not saying if you are running an old computer and operating system, that it's just too bad. I'm simply saying that reality here is that Windows 9x is out and windows 2k/xp/vista is in. I would bet that most everyone is running at least 2k or xp. And really, being honest here, an XP operating system has dropped in price over the last year or so, and will continue to drop with Vista coming out. All the best. -- Raul A. Gallegos ... IliwSsmc ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] Future USA Games product designs.
you don't necessarily need to update the system. windows xp will run on a p733 with 384mb ram fine. A little slower but fine. At 05:26 a.m. 20/01/2007, you wrote: xp may have dropped down in price, but the computer itself, plus legal copies of screenreaders, blah blah blah, you know the trick, you'd be spending more than £2500 over here, which, as an 18-year-old college student in the uk, i don't even get in a year. regards, damien - Original Message - From: Raul A. Gallegos [EMAIL PROTECTED] To: gamers@audyssey.org; USA Games List [EMAIL PROTECTED] Sent: Friday, January 19, 2007 2:22 PM Subject: Re: [Audyssey] Future USA Games product designs. Hello Tom. I would vote for the faster game release. Meaning, I would suggest you stick to what you have already rather than restarting the code. The reason I say this is not to leave out those users who have problems, but rather thinking of those users who have been waiting a while for the games to come out. Perhaps in a later version you could rewrite the games, but I would guess that most users who have been waiting already as it is would rather see the games sooner than later. I realize of course that if you finish the games now that a rewrite for a future version would be a lot more work so of course that is something to consider. Thing is, people who run old computers like win 95/98/me are behind the times. When other companies, and I don't mean accessible ones, make new games, they will be making them for the current operating systems. This is nothing personal, but rather, life. I tell anyone who still uses win 9x that although it might cost some money to upgrade, it's just a fact that their system is old and if he/she wants to play the latest games or run the latest applications, one needs a newer computer and a newer operating system. What I would suggest is to perhaps pick a release date of DirectX and .net and stick with that for the game release. Let's say for example, if a DirectX version comes out February 1 2007 this year, use that and even if the game is not ready until November this year, make it so the game will work with that version and above. This gives people a long time to make sure they have the files they need to run the games. Again, let me be clear to anyone reading this. I'm not saying if you are running an old computer and operating system, that it's just too bad. I'm simply saying that reality here is that Windows 9x is out and windows 2k/xp/vista is in. I would bet that most everyone is running at least 2k or xp. And really, being honest here, an XP operating system has dropped in price over the last year or so, and will continue to drop with Vista coming out. All the best. -- Raul A. Gallegos ... IliwSsmc ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] Accessible online gambling site?
all in play. www.allinplay.com. go check it out. very accessible, and the games are designed for both the blind and sighted. i won't say anything else it might spoil the fun. i have only tried it, not baught a membership or anything. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] Nolan Vs. the Alien Swarm: another Torrent Soundbite
Hello, thanks for the suggestions. Current plans are to include a special wave on every fifth wave, and as I'm looking for more ideas for these, I might try implementing them in some form. I want to reply to the spirit of these suggestions, though, if for no other reason than to let folks know where this is going and why. I've gotten lots of private suggestions that seem cool, but would make the game very complicated. My goals with Torrent are two-fold: 1. Break new ground. Space Invaders has been done to death, and Asteroids hasn't. I'd like to provide a simple-to-learn, fun and infinite arcade game while remaining true to a simple concept-- blasting lots and lots of asteroids. While they'd be fun, complex missions, cutscenes, a storyline, automated drones would make the game too complex for what I envision. 2. Iteratively develop a reusable, easy-to-use, cross-platform engine for sophisticated accessible gaming. I recently broke the engine away from Torrent itself, and that which is Torrent is surprisingly small. My next game will build on the engine component, expanding it and its modules to support 3-D, embedded scripting, more physics and perhaps even multiplayer games. But I needed a simple concept to start out with, and it happened to be Asteroids-like. And, if all goes to plan, that next game will give you all the complexity you could possibly imagine. Though no non-prototype code is written, there's a reasonably advanced blueprint in my head already. Think Lone Wolf., in outer space, with both missions and a campaign mode for longer, more open-ended games. It's also loosely inspired by another very old but wildly-successful concept--Elite. Check it out if you aren't familiar. You might be intrigued. More than that, I'm not saying. :) So Torrent itself will be rather limited in scope, but I think it makes more sense to produce a fun but somewhat limited product that still breaks new ground, then focus my attention on this next project (which is what I wish I could be working on now. :) And my interest in game development hinges more on concepts like procedural synthesis, so many of my concepts will probably be light on story and cutscenes but heavy on random elements and open-endedness. Despite this initial simplicity, however, I'm not planning to leave those of you desiring complexity out in the cold. On Jan 19, 2007, at 2:06 AM, Dark wrote: Nice, I look forward to trying this one out. If the game engine can now handle inserting audio, perhaps you might considder adding some extra game modes to give some more variation to the game. One option might be having a mode that's actually possible to complete and get an ending (maybe with cutscenes as well), in addition to the endless levels mode. You might also considder different missions with different objectives, such as collecting supplies for your base, (grabbing power-ups), fending off alien attacks in open space (no asteroids), or fighting off aliens in an asteroid mining zone where you need to protect the asteroids and not destroy them. Obviously this all depends upon what you can make the engine do, and how much stuff you'd be willing to insert into the game at this stage, or into an upgrade? or a sequel? Whatever happens, I'll look forward to trying out Torrent. Beware the Grue! Dark. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] game-maker
My apologies, I thought you were referring to the audio game creator, not the graphical one for the sighted. No, I'm sure that one is highly inaccessible, though I haven't tried it myself. Later, Che - Original Message - From: Josh [EMAIL PROTECTED] To: Gamers Discussion list gamers@audyssey.org Sent: Friday, January 19, 2007 9:08 AM Subject: Re: [Audyssey] game-maker so this gamemaker for sighted people from www.gamemaker.nl can make audio games? is it better to have the registered version to make audio games though? Josh - Original Message - From: Che [EMAIL PROTECTED] To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, January 18, 2007 11:27 PM Subject: Re: [Audyssey] game-maker Earlier on the show, Josh wrote: I looked at the scripting language of the gamemaker program and it turns out that gamemaker does not have the ability to effectively create audio games. end quote I read a good bit of the docs on game maker, and I disagree. This is a construction set, not a programming language, so you aren't going to be able to make the next massive MP online slaying universe complete with bells and whistles, but you will be able to express your creativity and put a lot of game ideas into action with this software from what I can tell. Also, keep in mind this is a first release, so there is no telling how far this package will go as it matures. My hat is off to the creators of this one for opening up a world of creativity to folks that don't have the time to learn a complete programming language. Well done guys. I look forward to checking it out, and seeing what games folks come up with in the near future. Later, Che ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] Future USA Games product designs.
Xp should have 2 more service packs. Unlike other windows, you don't need to update to vista. In fact xp is all good as long as you have the support for vista. At 06:08 a.m. 20/01/2007, you wrote: I hesitate to start a debate on upgrading vs staying still. I realize that this option is not for everyone and I clearly stated that in my original message. I'm just being realistic about technology. This is true for anything really, not just computers. I do not discount what you are saying and in some cases find myself in similar situations. For example, I cannot use a certain type of DVD+r on my Sony DVD player. In order for me to be able to play that certain type I would have to purchase a $200 DVD player which I do not want to do. This means of course that until I do or they come down in price, I am stuck using the single layer DVD+r disks. Upgrading computers and operating systems is the same thing. If people want to use Vista they are recommended to have 1 GB or more of ram. Not everyone has this or cannot afford it. Because Windows 98/2k/xp runs with 256 mb and 512 mb just fine, people may not want to upgrade. Again, this is not about economy or about blind people being able to afford or about the right or wrong of it. This is just about the reality of technology and how it moves. Forgive me for being blunt, but anyone who uses a windows 95 or 98 operating system is sadly behind the times. No more will I say on this. * x-sight interactive [EMAIL PROTECTED] [2007-01-19 09:35]: xp may have dropped down in price, but the computer itself, plus legal copies of screenreaders, blah blah blah, you know the trick, you'd be spending more than £2500 over here, which, as an 18-year-old college student in the uk, i don't even get in a year. -- Raul A. Gallegos ... IliwSsmc ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
[Audyssey] BSC is back up and running.
Hi to all, from Ron and Boz. Just wanted to thank those who responded to me letter the other day about BSC being down. The address www.bscgames.com Is now back up and running once again. At least it was yesterday. So for the blast chamber players out there. Good luck. Ron Matt and his sweet little bit of honey. Ron and Boz and Terry who is retired but still scrappy in her old age. [EMAIL PROTECTED] ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
[Audyssey] a few thoughts about what audio game maker could cause
Lo all, I'm sorry if this is a redundant inquiry, but my laptops been down for a few weeks and i'm just now getting through all these posts. The question that keeps nagging at me as this audio game maker release draws near is, how are people gonna showcase their games? Are we just gonna post yousendit and senddspace all over the place and ask for paypal donations? Are sound effects we've heard hundreds and hundreds of times gonna just spring up with a vengence? Please please people, I know we have a new tool which could seriously rock, but lets keep story and finesse in the picture... er sound spectrum while we explore. Try to make plots original, and if you're gonna remake a game, do it as right and as unique as possible. I'm not claiming to be perfect and I totally know this thing is gonna put a damper on my hunt for scholarships and college applying, but if I decide to turn out a game I'm gonna put everything I possibly can into it. If someone criticizes your game, take it and write it down and consider it no matter how obscure it is. I'm not a developer or a programmer, but I'm just scared we're gonna see a game where we can say, oh, he used this a and did this and oh! I've heard this sound before! Durrr! Lets use this tool to the max and make some killa games! *thumps chest* Take care you guys, can't wait til Feb 1!Sneezes and signs off, moos plaintively at Thomas and sniffs Dark's furry feet Spirit. In every language in all the Realms, surface and Underdark, in every time and every place, the word has a ring of strength and determination. It is the hero's strength, the mother's resilience, and the poor man's arm. It cannot be broken, and it cannot be taken away. This I must believe. -Drizzt Do'Urden ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] a few thoughts about what audio game maker could cause
Yes and I wish there were some way we could donate to the audio-game-maker project. Either through paypal or something like that. I for one would really like for the player of my games to be able to save his or her progress in the game and if he/she wants to, load a saved game or maybe in the future have multiple save slots. Josh - Original Message - From: Everett Elam [EMAIL PROTECTED] To: gamers audyssey. gamers@audyssey.org Sent: Friday, January 19, 2007 6:51 PM Subject: [Audyssey] a few thoughts about what audio game maker could cause Lo all, I'm sorry if this is a redundant inquiry, but my laptops been down for a few weeks and i'm just now getting through all these posts. The question that keeps nagging at me as this audio game maker release draws near is, how are people gonna showcase their games? Are we just gonna post yousendit and senddspace all over the place and ask for paypal donations? Are sound effects we've heard hundreds and hundreds of times gonna just spring up with a vengence? Please please people, I know we have a new tool which could seriously rock, but lets keep story and finesse in the picture... er sound spectrum while we explore. Try to make plots original, and if you're gonna remake a game, do it as right and as unique as possible. I'm not claiming to be perfect and I totally know this thing is gonna put a damper on my hunt for scholarships and college applying, but if I decide to turn out a game I'm gonna put everything I possibly can into it. If someone criticizes your game, take it and write it down and consider it no matter how obscure it is. I'm not a developer or a programmer, but I'm just scared we're gonna see a game where we can say, oh, he used this a and did this and oh! I've heard this sound before! Durrr! Lets use this tool to the max and make some killa games! *thumps chest* Take care you guys, can't wait til Feb 1!Sneezes and signs off, moos plaintively at Thomas and sniffs Dark's furry feet Spirit. In every language in all the Realms, surface and Underdark, in every time and every place, the word has a ring of strength and determination. It is the hero's strength, the mother's resilience, and the poor man's arm. It cannot be broken, and it cannot be taken away. This I must believe. -Drizzt Do'Urden ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] Future USA Games product designs.
Is the potential for making patches or new editions of the game that will keep up with changing technology an option? In that way, those who want to make the change and have a game that can do more, or is up-to-date can do so, and those who don't have current technology on their computers can have a game that will work with what they have. After book 7 comes out, an addition to the game could be produced that would include stuff from book 7. Freedom Scientific does this with JAWS. If you currently use JAWS 5.0, and it works fine, you don't have to upgrade to JAWS 8. If you want to, you can do so. As far as the cost to the consumer, that's up to the developer. - Original Message - From: Phil Vlasak [EMAIL PROTECTED] To: Gamers Discussion list gamers@audyssey.org Sent: Friday, January 19, 2007 7:41 AM Subject: Re: [Audyssey] Future USA Games product designs. Hi Tom, I thought it over again and I think you should stay with the dot NET Framework for some additional reasons. `. Since it is a new and evolving language, the features you miss may be created by someone else and could be used by you. I thought DirectX controls the force feedback to some extent so a search for DirectX FF code could be helpful. One example for not finishing a game is my work with the GMA game engine which I have been using for the past five years. Every few months, David adds new features and capabilities to it. And I have learned to do things better. A few times I have stopped developing Sarah to add these capabilities but although the game is better, this delayed the release of the game by months. I think it is better to stop making changes and say the project is over and go on to a new one. Of course I have been working on Sarah for three years so I should have taken my own advice. An important lesson is to know when a project is finished for you can always tweak it a bit to improve it but at the cost of people not being able to enjoy the game. For example I could wait until book seven comes out and make changes in the castle to match things in that book, but then it would be Christmas 2007 before my Sarah game is finished! Smiles, Phil ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
[Audyssey] psp?
I was up til about four on Brandon Cole's website www.brandoncole.net and lemmy tell you guys, if you haven't been there, go! I'm seriously thinking about getting a psp now. Does anyone else here own one, and if so, can you tell me if you can play .iso files off sd cards? Spirit. In every language in all the Realms, surface and Underdark, in every time and every place, the word has a ring of strength and determination. It is the hero's strength, the mother's resilience, and the poor man's arm. It cannot be broken, and it cannot be taken away. This I must believe. -Drizzt Do'Urden ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
[Audyssey] Finance Strategy Games
Hi guys/gals: Does anyone know a good financial strategy game that is accessible for blind people?? Please anyone who could help would be greatly appreciated. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Everett Elam Sent: Friday, January 19, 2007 7:27 PM To: gamers audyssey. Subject: [Audyssey] psp? I was up til about four on Brandon Cole's website www.brandoncole.net and lemmy tell you guys, if you haven't been there, go! I'm seriously thinking about getting a psp now. Does anyone else here own one, and if so, can you tell me if you can play .iso files off sd cards? Spirit. In every language in all the Realms, surface and Underdark, in every time and every place, the word has a ring of strength and determination. It is the hero's strength, the mother's resilience, and the poor man's arm. It cannot be broken, and it cannot be taken away. This I must believe. -Drizzt Do'Urden ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] Finance Strategy Games
Jim Kitchen's Monopoly and Life can be a start. I think the site is www.kitchensinc.net - Original Message - From: Michael Maslo [EMAIL PROTECTED] To: 'Gamers Discussion list' gamers@audyssey.org Sent: Friday, January 19, 2007 9:10 PM Subject: [Audyssey] Finance Strategy Games Hi guys/gals: Does anyone know a good financial strategy game that is accessible for blind people?? Please anyone who could help would be greatly appreciated. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Everett Elam Sent: Friday, January 19, 2007 7:27 PM To: gamers audyssey. Subject: [Audyssey] psp? I was up til about four on Brandon Cole's website www.brandoncole.net and lemmy tell you guys, if you haven't been there, go! I'm seriously thinking about getting a psp now. Does anyone else here own one, and if so, can you tell me if you can play .iso files off sd cards? Spirit. In every language in all the Realms, surface and Underdark, in every time and every place, the word has a ring of strength and determination. It is the hero's strength, the mother's resilience, and the poor man's arm. It cannot be broken, and it cannot be taken away. This I must believe. -Drizzt Do'Urden ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
[Audyssey] sudoku with a braille display?
Has anyone experimented with the different versions of Sudoku that are designed with the blind in mind? I would like one that can be used with our screen readers so that I can hook a 40 cell braille display to my desktop PC and look at the puzzle using it rather than relying on speech. Suggestions?? Thanks. -- If guns cause crime, then pencils cause misspelled words. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
[Audyssey] Updates for Sarah, was Future USA Games product designs.
Hi Charles, Yes if Harry Potter and the Deathly Hallows, shows a gymnasium, gift shop or museum of Magic on the sixth floor, I would scrap the House Elf sleeping quarters, or more likely put it near the kitchen. With the GMA game engine I can make patches to current versions or put up new versions as long as the version number starts with 1 without forcing people to get new registration keys. That would make David Greenwood's life easier as he is Keeper of the Keys. So I could update the game and call it version 1.1 with no one having to get new keys, but if I decide the update will be substantially different or take over a year I could call it version 2.0 and then require people to buy new keys. If Jo Rowling loves my game so much she gets Electronic Arts to work with me to produce a blind friendly version of Sarah but with all their authentic sound effects and graphics, or if she wants the game to be ported to the Wii game machine which would require you to learn real wand movements, then I should be able to charge a small update fee. smiles, just dreaming about JK Rowling learning about my game and liking it. Phil - Original Message - From: Charles Rivard [EMAIL PROTECTED] To: Gamers Discussion list gamers@audyssey.org Sent: Friday, January 19, 2007 7:53 PM Subject: Re: [Audyssey] Future USA Games product designs. Is the potential for making patches or new editions of the game that will keep up with changing technology an option? In that way, those who want to make the change and have a game that can do more, or is up-to-date can do so, and those who don't have current technology on their computers can have a game that will work with what they have. After book 7 comes out, an addition to the game could be produced that would include stuff from book 7. Freedom Scientific does this with JAWS. If you currently use JAWS 5.0, and it works fine, you don't have to upgrade to JAWS 8. If you want to, you can do so. As far as the cost to the consumer, that's up to the developer. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] Updates for Sarah, was Future USA Games product designs.
Hey Phil, dream big!!! Smiles, Cara At 10:59 PM 1/19/2007 -0500, you wrote: Hi Charles, Yes if Harry Potter and the Deathly Hallows, shows a gymnasium, gift shop or museum of Magic on the sixth floor, I would scrap the House Elf sleeping quarters, or more likely put it near the kitchen. With the GMA game engine I can make patches to current versions or put up new versions as long as the version number starts with 1 without forcing people to get new registration keys. That would make David Greenwood's life easier as he is Keeper of the Keys. So I could update the game and call it version 1.1 with no one having to get new keys, but if I decide the update will be substantially different or take over a year I could call it version 2.0 and then require people to buy new keys. If Jo Rowling loves my game so much she gets Electronic Arts to work with me to produce a blind friendly version of Sarah but with all their authentic sound effects and graphics, or if she wants the game to be ported to the Wii game machine which would require you to learn real wand movements, then I should be able to charge a small update fee. smiles, just dreaming about JK Rowling learning about my game and liking it. Phil - Original Message - From: Charles Rivard [EMAIL PROTECTED] To: Gamers Discussion list gamers@audyssey.org Sent: Friday, January 19, 2007 7:53 PM Subject: Re: [Audyssey] Future USA Games product designs. Is the potential for making patches or new editions of the game that will keep up with changing technology an option? In that way, those who want to make the change and have a game that can do more, or is up-to-date can do so, and those who don't have current technology on their computers can have a game that will work with what they have. After book 7 comes out, an addition to the game could be produced that would include stuff from book 7. Freedom Scientific does this with JAWS. If you currently use JAWS 5.0, and it works fine, you don't have to upgrade to JAWS 8. If you want to, you can do so. As far as the cost to the consumer, that's up to the developer. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web. -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.1.410 / Virus Database: 268.17.1/640 - Release Date: 1/19/2007 --- View my on-line portfolio at: http://www.onemodelplace.com/CaraQuinn The only things I really think are important, are love, and each other. -Then, anything is possible... http://home.earthlink.net/~cara-quinn -- No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.1.410 / Virus Database: 268.17.1/640 - Release Date: 1/19/2007 ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] Future USA Games product designs.
Hi Dark, Yes, speed of development is a major issue for all involved here. It is a problem for me as I just want the games done in a timely manner. Once a game engine is written, no matter the language, the speed will come. However, I already have some core game classes for Montezuma's Revenge for handling say audio, math calculations, etc that are time tested and can be dropped in to the next game to jump start it. If I pick the C++ engine I am basically back to square 1 redesigning the game core features and back to testing those for reliability and stability. Not only that .NET is meant to be a rapid development system. You are suppose to be able to quickly and rapidly build and deploy applications since it is all object oriented and it makes integrating components from other games in to new ones a snap. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] Future USA Games product designs.
Hi, Quote the problem is not everyone has all the funding to get all the topshot equipment. see there's where the conflict begins. End quote That isn't the half of it. In order to really go forward with .NET I am likely better off dropping 9x operating systems altogether and supporting 2000, XP, and Vista. However, the problem is that many of the people who are now on pre-order status for Montezuma's Revenge and Raceway had no idea of what the final system requirements would be. Those using 9x would be getting cheated, and I am not in a financial position to offer product refunds. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] Future USA Games product designs.
Hi Phil, Actually, for the moment I wouldn't be converting Montezuma's Revenge to C++. Just new titles. Once Montezuma's Revenge was selling and I had the new engine in place I could port Montezuma's Revenge to C++. As for Raceway I am still on the fense on changing it's code base anyway just as I am not real happy with coding in VB. The ff support is one reason, but I'm just not plane cut out for VB type languages. I've never liked them all to well. Phil Vlasak wrote: Hi Tom, If people had not pre-ordered the Monty and Raceway games I would suggest switching to the more powerful language, but I think since this would delay release that you should stay with the dot net language for a while. Once the games are selling, that would be the time to brush up your C and convert the games to it. I would love force feedback in Raceway but I would rather be playing without it than waiting a long time just to get it. smiles, Phil ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] Future USA Games product designs.
Hi Tom. With this getting clear, let me respond with a short and clear answer. 1. I have no problems running your games. 2. I vote to keep the development the way it is, thus yielding a quicker release. If later on in the future you wish to change the programming language, go right ahead. Is that clear and to the point? smile. * Thomas Ward [EMAIL PROTECTED] [2007-01-19 21:37]: Hi Raul and all, I also don't want to start a debate on weather people should or should not upgrade. That was not at all my intent. In fact my actual intent has gotten completely lost here so perhaps I should redirect to the intent behind this question. My actual intention was to first determine how many people are actually having issues with the .NET Framework to justify a switch in programming language. Second, if they felt the features offers more for them by switching to C++ rather than sticking to C#.NET. Cheers. -- Then I lifted up mine eyes, and saw, and, behold, there stood before the river a ram which had two horns: and the two horns were high; but one was higher than the other, and the higher came up last. -- Daniel 8:3 Raul A. Gallegos ... IliwSsmc ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
[Audyssey] Montezuma's Revenge News.
Hello gamers, First, I'd like to start by clearing up a bit of confusion I made during my future of USA Games inquiry. Montezuma's Revenge is well on schedule, and I was not, nor am I planning on disrupting the development of Montezuma Revenge by switching programming languages mid development. Montezuma's Revenge in particular has come to far to be changed to a new language at this point, and I am personally satisfied with how well it is coming development wise. That inquiry about future USA games development inquiry was meant to address games that are developed after Monty and Raceway 1.0 hit an Internet sight near you, and is selling.So let's get to the good news. Second, during the past week many bugs were located, and hopefully fixed in Alpha 2. In Alpha 1, for example, sometimes some of the keys would not be deleted from your inventory when you opened a door. I think I have located the source of this annoying bug and fixed it. Third, also as of this week two weapons can now be found in temple 1. There is a whip and a sword for you to find and use against the enemy skulls, snakes, and spiders. As this feature was largely requested and I did not feel it would not overly change the spirit and originality of the game play I placed one of each weapon in the temple to find and used. However, like the original Monty each weapon can only be used once before being removed from your inventory. Fourth, since the temple had to be built and redrawn from scratch to match the original dimensions of the Alchemy version some items did make a slight move to somewhere else in the temple. For example, the gems found in room 10 now moved to room 13. This was mainly do to miner changes in the arrangements in the walls, stone staircases, and other changes in the temple layout. Fifth, some miner keyboard changes are in the works. C will speak your coordinates, w will speak the weapons you are carrying, k announces the keys you have, p announces the amount of potions you are carrying, and d now drinks a potion. More about the keyboard will be announced in the user manual. Finally, I did say Montezuma's Revenge is right on schedule. That is I am hoping to release an upgrade anytime between mid February to early March if all goes well. I don't want to make a mistake of giving an exact day or hour as allot can change between now and then so I am hoping to make a bit of a two week bit of leeway to give myself time to track down last minute bugs, changes, etc... Sincerely, Thomas ward ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] Future USA Games product designs.
well tom dotnet 1.1 is supported on win98 I think 2.0 is to. At 03:57 p.m. 20/01/2007, you wrote: Hi, Quote the problem is not everyone has all the funding to get all the topshot equipment. see there's where the conflict begins. End quote That isn't the half of it. In order to really go forward with .NET I am likely better off dropping 9x operating systems altogether and supporting 2000, XP, and Vista. However, the problem is that many of the people who are now on pre-order status for Montezuma's Revenge and Raceway had no idea of what the final system requirements would be. Those using 9x would be getting cheated, and I am not in a financial position to offer product refunds. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] Future USA Games product designs.
after what I have heard about ides and such, I'm seriously thinking about ruby, as long as I can either access dotnet, directx or the win32 apis and directx with it. At 03:11 p.m. 20/01/2007, you wrote: Hi Phil, Actually, for the moment I wouldn't be converting Montezuma's Revenge to C++. Just new titles. Once Montezuma's Revenge was selling and I had the new engine in place I could port Montezuma's Revenge to C++. As for Raceway I am still on the fense on changing it's code base anyway just as I am not real happy with coding in VB. The ff support is one reason, but I'm just not plane cut out for VB type languages. I've never liked them all to well. Phil Vlasak wrote: Hi Tom, If people had not pre-ordered the Monty and Raceway games I would suggest switching to the more powerful language, but I think since this would delay release that you should stay with the dot net language for a while. Once the games are selling, that would be the time to brush up your C and convert the games to it. I would love force feedback in Raceway but I would rather be playing without it than waiting a long time just to get it. smiles, Phil ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] a few thoughts about what audio game maker could cause
I'm not sure how I will impliment this but I plan if I can to do old style interactive fiction in the game maker audio if it can be done that is. Although I have an old system with now everything loaded, it still needs some work on keyboard and the external synths. Even then I still want to make if styles. At 05:34 p.m. 20/01/2007, you wrote: Hi Everett, I think I am safe in saying you are not the only one who has worries about how the audio Game Maker software will effect our market. Instead of 5 or 10 developers we could have a hundred such devs most of them in the amature circle. Not that this is all bad I am afraid this might wind up like the Atari days with a dozen games being the same as the next guys with mods and changes thrown in. There is also a potential with such free software and a desire to make them some, or many users may choose to make or his her favorite games rather than waiting for the companies to develope them. This is good for the end user, but would be bad for the companies currently taking a income off the games they make. If that were to happen the pro dev companies may decide there is no money in it, and leave. Just some doom and gloom concerns I have if this becomes a popular item amoung blind users. Smile. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] Future USA Games product designs.
Hi Raul, Loud and clear. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] Future USA Games product designs.
Hi Che, Chuckle... I am glad I won't be changing the Montezuma's Revenge code to C++ as people might just begin tar and feathering me if I don't produce alpha 2. Anyay, I Anyway, I am very thankful you reported your experience with the .NET Framework, and glad your experience is mostly posative. I'm likely going to stick what I have as mostof the people who have repplied were very posative about plunging ahead with the .NET framework design USA Games has been using. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] a few thoughts about what audio game maker couldcause
I feel the good outweighs the bad in this situation. When something new is developed there's always the potential for misuse, but if we dwell only on that and not the good uses to which it could be put, we'd never get anywhere. As for sounds, they crop up in multiple audio games all the time. Like it or not, sound effects aren't easy to come by when you're a blind guy with not a whole lot of money, especially good quality ones. As for showcasing the games, you can always zip them and Email them to people. And I think the AGM web site's going to host some. Bryan and his Girl Jenny - Original Message - From: Thomas Ward [EMAIL PROTECTED] To: Gamers Discussion list gamers@audyssey.org Sent: Friday, January 19, 2007 9:34 PM Subject: Re: [Audyssey] a few thoughts about what audio game maker couldcause Hi Everett, I think I am safe in saying you are not the only one who has worries about how the audio Game Maker software will effect our market. Instead of 5 or 10 developers we could have a hundred such devs most of them in the amature circle. Not that this is all bad I am afraid this might wind up like the Atari days with a dozen games being the same as the next guys with mods and changes thrown in. There is also a potential with such free software and a desire to make them some, or many users may choose to make or his her favorite games rather than waiting for the companies to develope them. This is good for the end user, but would be bad for the companies currently taking a income off the games they make. If that were to happen the pro dev companies may decide there is no money in it, and leave. Just some doom and gloom concerns I have if this becomes a popular item amoung blind users. Smile. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] Montezuma's Revenge News.
hi tom monty sounds like it is going to be a good game can't wait for the full realeese lol and i hope that it is going to go well and that race way will follow soon after it. that is a game i am really looking foward to - Original Message - From: Thomas Ward [EMAIL PROTECTED] To: gamers@audyssey.org Sent: Saturday, January 20, 2007 6:05 AM Subject: [Audyssey] Montezuma's Revenge News. Hello gamers, First, I'd like to start by clearing up a bit of confusion I made during my future of USA Games inquiry. Montezuma's Revenge is well on schedule, and I was not, nor am I planning on disrupting the development of Montezuma Revenge by switching programming languages mid development. Montezuma's Revenge in particular has come to far to be changed to a new language at this point, and I am personally satisfied with how well it is coming development wise. That inquiry about future USA games development inquiry was meant to address games that are developed after Monty and Raceway 1.0 hit an Internet sight near you, and is selling.So let's get to the good news. Second, during the past week many bugs were located, and hopefully fixed in Alpha 2. In Alpha 1, for example, sometimes some of the keys would not be deleted from your inventory when you opened a door. I think I have located the source of this annoying bug and fixed it. Third, also as of this week two weapons can now be found in temple 1. There is a whip and a sword for you to find and use against the enemy skulls, snakes, and spiders. As this feature was largely requested and I did not feel it would not overly change the spirit and originality of the game play I placed one of each weapon in the temple to find and used. However, like the original Monty each weapon can only be used once before being removed from your inventory. Fourth, since the temple had to be built and redrawn from scratch to match the original dimensions of the Alchemy version some items did make a slight move to somewhere else in the temple. For example, the gems found in room 10 now moved to room 13. This was mainly do to miner changes in the arrangements in the walls, stone staircases, and other changes in the temple layout. Fifth, some miner keyboard changes are in the works. C will speak your coordinates, w will speak the weapons you are carrying, k announces the keys you have, p announces the amount of potions you are carrying, and d now drinks a potion. More about the keyboard will be announced in the user manual. Finally, I did say Montezuma's Revenge is right on schedule. That is I am hoping to release an upgrade anytime between mid February to early March if all goes well. I don't want to make a mistake of giving an exact day or hour as allot can change between now and then so I am hoping to make a bit of a two week bit of leeway to give myself time to track down last minute bugs, changes, etc... Sincerely, Thomas ward ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web. ___ All New Yahoo! Mail Tired of [EMAIL PROTECTED]@! come-ons? Let our SpamGuard protect you. http://uk.docs.yahoo.com/nowyoucan.html ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] Future USA Games product designs.
i wasn't saying only make it for windows 9x etc, but make it available for those people as well as the ones using 2000, nt, me, xp, and vista. besides, who's going to start using vista with no accessibility involved, especially when you have to keep the windows cd in the drive all the time? that'll be a bit out of the ordinary ... regards, damien - Original Message - From: Thomas Ward [EMAIL PROTECTED] To: Gamers Discussion list gamers@audyssey.org Sent: Saturday, January 20, 2007 2:57 AM Subject: Re: [Audyssey] Future USA Games product designs. Hi, Quote the problem is not everyone has all the funding to get all the topshot equipment. see there's where the conflict begins. End quote That isn't the half of it. In order to really go forward with .NET I am likely better off dropping 9x operating systems altogether and supporting 2000, XP, and Vista. However, the problem is that many of the people who are now on pre-order status for Montezuma's Revenge and Raceway had no idea of what the final system requirements would be. Those using 9x would be getting cheated, and I am not in a financial position to offer product refunds. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] a few thoughts about what audio game maker could cause
and on an update to this, I looked at ruby and hmm not for me, maybe programming is not for me since I havn't even bothered with manuals yet, just downloaded sdks and such. Part of me thinks, hmm would be nice, part of me is thinking about chucking in the towel. I may actually be programming in vb dotnet since there is a gaming guide in empowermentzone.net for it. At 07:14 p.m. 20/01/2007, you wrote: I'm not sure how I will impliment this but I plan if I can to do old style interactive fiction in the game maker audio if it can be done that is. Although I have an old system with now everything loaded, it still needs some work on keyboard and the external synths. Even then I still want to make if styles. At 05:34 p.m. 20/01/2007, you wrote: Hi Everett, I think I am safe in saying you are not the only one who has worries about how the audio Game Maker software will effect our market. Instead of 5 or 10 developers we could have a hundred such devs most of them in the amature circle. Not that this is all bad I am afraid this might wind up like the Atari days with a dozen games being the same as the next guys with mods and changes thrown in. There is also a potential with such free software and a desire to make them some, or many users may choose to make or his her favorite games rather than waiting for the companies to develope them. This is good for the end user, but would be bad for the companies currently taking a income off the games they make. If that were to happen the pro dev companies may decide there is no money in it, and leave. Just some doom and gloom concerns I have if this becomes a popular item amoung blind users. Smile. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.