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

2007-01-19 Thread Dark
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.


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Re: [Audyssey] Tempest was Centipede.

2007-01-19 Thread Phil Vlasak
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.


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Re: [Audyssey] Tempest was Centipede.

2007-01-19 Thread Thomas Ward
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.


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[Audyssey] Future USA Games product designs.

2007-01-19 Thread Thomas Ward
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.


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[Audyssey] Future USA Games product designs.

2007-01-19 Thread Thomas Ward
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.


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Re: [Audyssey] Future USA Games product designs.

2007-01-19 Thread Phil Vlasak
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. 


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Re: [Audyssey] Future USA Games product designs.

2007-01-19 Thread Mich
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.


 ___
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 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.
 


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Re: [Audyssey] Future USA Games product designs.

2007-01-19 Thread Casey
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

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Re: [Audyssey] Future USA Games product designs.

2007-01-19 Thread K4NKZ SICK and derange Jim
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.


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Re: [Audyssey] Future USA Games product designs.

2007-01-19 Thread Dark
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 


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Re: [Audyssey] Future USA Games product designs.

2007-01-19 Thread x-sight interactive
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


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Re: [Audyssey] Future USA Games product designs.

2007-01-19 Thread Phil Vlasak
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 


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[Audyssey] Audio Game Maker vs. Game Maker (was: game maker)

2007-01-19 Thread AudioGames.net
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.


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[Audyssey] Audio Game Maker vs. Game Maker

2007-01-19 Thread AudioGames.net
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
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Re: [Audyssey] i'm slightly progressing in danger city

2007-01-19 Thread joseli Walter
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
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Re: [Audyssey] Future USA Games product designs.

2007-01-19 Thread michael feir
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


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Re: [Audyssey] Future USA Games product designs.

2007-01-19 Thread Raul A. Gallegos
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

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Re: [Audyssey] game-maker

2007-01-19 Thread Josh
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


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Re: [Audyssey] Voyager Elite Force.

2007-01-19 Thread Josh
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




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Re: [Audyssey] Future USA Games product designs.

2007-01-19 Thread Josh
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.


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Re: [Audyssey] Future USA Games product designs.

2007-01-19 Thread Yohandy
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.


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Re: [Audyssey] Future USA Games product designs.

2007-01-19 Thread shaun everiss
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

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Re: [Audyssey] Future USA Games product designs.

2007-01-19 Thread shaun everiss
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.

2007-01-19 Thread shaun everiss
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

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Re: [Audyssey] Future USA Games product designs.

2007-01-19 Thread x-sight interactive
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

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Re: [Audyssey] Future USA Games product designs.

2007-01-19 Thread shaun everiss
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

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Re: [Audyssey] Accessible online gambling site?

2007-01-19 Thread aaron danvers-jukes
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.


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

2007-01-19 Thread Nolan Darilek
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.


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Re: [Audyssey] game-maker

2007-01-19 Thread Che
  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


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Re: [Audyssey] Future USA Games product designs.

2007-01-19 Thread shaun everiss
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

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[Audyssey] BSC is back up and running.

2007-01-19 Thread The Kolesar Brothers
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]


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[Audyssey] a few thoughts about what audio game maker could cause

2007-01-19 Thread Everett Elam
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
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Re: [Audyssey] a few thoughts about what audio game maker could cause

2007-01-19 Thread Josh
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
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Re: [Audyssey] Future USA Games product designs.

2007-01-19 Thread Charles Rivard
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


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[Audyssey] psp?

2007-01-19 Thread Everett Elam
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
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[Audyssey] Finance Strategy Games

2007-01-19 Thread Michael Maslo
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
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Re: [Audyssey] Finance Strategy Games

2007-01-19 Thread Charles Rivard
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
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[Audyssey] sudoku with a braille display?

2007-01-19 Thread Charles Rivard
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.
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[Audyssey] Updates for Sarah, was Future USA Games product designs.

2007-01-19 Thread Phil Vlasak
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.


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Re: [Audyssey] Updates for Sarah, was Future USA Games product designs.

2007-01-19 Thread Cara Quinn
   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.


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--
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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


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Re: [Audyssey] Future USA Games product designs.

2007-01-19 Thread Thomas Ward
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.



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Re: [Audyssey] Future USA Games product designs.

2007-01-19 Thread Thomas Ward
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.



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Re: [Audyssey] Future USA Games product designs.

2007-01-19 Thread Thomas Ward
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
   



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Re: [Audyssey] Future USA Games product designs.

2007-01-19 Thread Raul A. Gallegos
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

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[Audyssey] Montezuma's Revenge News.

2007-01-19 Thread Thomas Ward
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


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Re: [Audyssey] Future USA Games product designs.

2007-01-19 Thread shaun everiss
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.



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Re: [Audyssey] Future USA Games product designs.

2007-01-19 Thread shaun everiss
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
   



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Re: [Audyssey] a few thoughts about what audio game maker could cause

2007-01-19 Thread shaun everiss
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.


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Re: [Audyssey] Future USA Games product designs.

2007-01-19 Thread Thomas Ward
Hi Raul,
Loud and clear.


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Re: [Audyssey] Future USA Games product designs.

2007-01-19 Thread Thomas Ward
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.


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Re: [Audyssey] a few thoughts about what audio game maker couldcause

2007-01-19 Thread Bryan Peterson
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.


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Re: [Audyssey] Montezuma's Revenge News.

2007-01-19 Thread ian and riggs
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


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Re: [Audyssey] Future USA Games product designs.

2007-01-19 Thread damien c. sadler - head of x-sight interactive
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.



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Re: [Audyssey] a few thoughts about what audio game maker could cause

2007-01-19 Thread shaun everiss
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.


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