Re: [Audyssey] help with some sited people.

2010-03-17 Thread shaun everiss
well even though I don't play games in class I have found myself especially in 
places where I need to do my own work playing quiet jazz or other easy 
listening instrumentals during class.
its not like I am bothering anyone in fact it relaxes me some what.
At 06:39 p.m. 17/03/2010, you wrote:
Personally, I'm fine about playing audio games in free periods,  heck I 
bet other people in the class were using a ds, psp etc to play games,   
so why not play audio games.

Unless you were really! hammering the keyboard there shouldn't be a problem 
(keyboards are fairly tough with auto switches i've tended to find), so either 
you were being very forceful indeed, really hammering the keys to the point of 
potentially causing damage, or your teacher has their technical information 
wrong,  heck I pressy keys pretty hard when I'm touch typing at speed 
myself.

Never having seen you use a computer though, it's rather hard to say which.

Beware the grue!

Dark.



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Re: [Audyssey] question about games

2010-03-17 Thread dark

Agreed Tom.

Dynaman and packman talks are actually in the odd catagory of being classic 
arcade games with a first person view. A couple of crasier retro games 
designers and more bizarre mainstream games have done this (there was a ps2 
game of 3D space invaders), but generally it doesn't happen as much, sinse 
from a sited point of view either a direct 2D side view or the top down 
perspective has generally been used for classic games like packman or 
boulderdash.


While I certainly see your point about 3D games such as shades and Sarah, I 
do think audio 2D games have suffered far more from this lack of a second 
dimention, which has seriously affected gameplay. Even in the original Monti 
game, I noticed that there was very litle actual movement in the y axiss, 
the hole game ran on a system of essentially stratified left/right corridors 
linked by climbable ladders rather like prince of persia, some levels of 
original donkey kong or the old C64 classic Freddy.


You didn't really have as much free vertical movement though as in something 
like mario brothers,  much less metroid or mega man.


Just to illustrate, Take for instance the start of marrio brothers 1 as an 
example. When you've dealt with the initial goomba you are faced with a 
ledge above your head. you can walk undernieth it, or jump ontop of it. 
Walking undernieth will let you jump up and get the mushroom and coin block 
contained in that ledge, while jumping ontop will let you get the coin block 
up there,  you could, (alternatively), simply run under the ledge and 
miss the hole lot.


Thus already we have three levels of vertical movement, not linked by 
ladders or anything else, and a number of options for how the player will 
handle these choices.


I don't think representing this is in any way beyond the capabilities of 
audio, --- afterall, you'd only need to represent the ledges your character 
could immediately jump to (they can worry about the others once they get 
there), but nobody has yet done it, which is a shame.


Beware the grue!

Dark. 



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Re: [Audyssey] question about games

2010-03-17 Thread Valiant8086
Hi.
yes this makes plenty of sense now. Thanks much

  Regards: 
  Valiant8086: website valiant8086.com 
  - Original Message - 
  From: Thomas Ward 
  To: Gamers Discussion list 
  Sent: Tuesday, March 16, 2010 4:20 PM
  Subject: Re: [Audyssey] question about games


  Hi,
  No, it wouldn't. Using the mainstream system of classifying games Tank
  Commander would likely be classified as a real time simulation just
  like Lone Wolf is. The main difference here being the game is the
  simulation of driving a tank in combat as apposed to controlling a
  single soldier, super hero, etc from a complete first person
  perspective.  Does that make sense?

  On 3/16/10, Valiant8086 valiant8...@lavabit.com wrote:
   Hi.
   Would GMA Tank Commander count as an fps?
 Regards:
 Valiant8086: website valiant8086.com

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Re: [Audyssey] entomb questions

2010-03-17 Thread michael barnes
when your e-mail came to me it didn't have any thing on it.   another 
thing is what do you get in the pay version of the game.


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Re: [Audyssey] help with some sited people.

2010-03-17 Thread Jacob Kruger
Not really relevant, but the one thing all my keyboards end up with are 
small ridges above the cursor keys, below the sixpack of insert, delete, 
home, end, pgUp and PgDown, since I'm permanently tapping my own forms of 
drumbeats there while reading content that doesn't require actual keyboard 
usage, and it seems that if you do it enough eventually your fingernails 
will make small marks there - and I actually play around on a real drum set 
sometimes when not in front of the computer.


stay well

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

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 17, 2010 7:39 AM
Subject: Re: [Audyssey] help with some sited people.


Personally, I'm fine about playing audio games in free periods,  heck 
I bet other people in the class were using a ds, psp etc to play 
games,   so why not play audio games.


Unless you were really! hammering the keyboard there shouldn't be a 
problem (keyboards are fairly tough with auto switches i've tended to 
find), so either you were being very forceful indeed, really hammering the 
keys to the point of potentially causing damage, or your teacher has their 
technical information wrong,  heck I pressy keys pretty hard when I'm 
touch typing at speed myself.


Never having seen you use a computer though, it's rather hard to say 
which.


Beware the grue!

Dark.



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Re: [Audyssey] entomb questions

2010-03-17 Thread Ron Schamerhorn
The demo of the game allows you to play the first seven levels.  There are 
four or five races, and 8 classes I believe it is.  The full version has 25 
levels to explore, another 4 races and 4 or 5 other classes you can play. 
It's well worth the price.

HTH
- Original Message - 
From: michael barnes c...@samobile.net
To: gamers@audyssey.org
Sent: Wednesday, March 17, 2010 2:54 AM
Subject: Re: [Audyssey] entomb questions


when your e-mail came to me it didn't have any thing on it.   another
thing is what do you get in the pay version of the game.

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Re: [Audyssey] free games

2010-03-17 Thread Jim Kitchen

Hi Michael,

Yeah, allot of my games are my remakes of the games that I played on my Atari 
2600 and Atari 800 XL back when I had sight.  and I am glad that the arrow keys 
on your new computer work for TJS.

BFN

- Original Message -
yes as you know i have all your games on my computer because two 
reasons.  the first is they are free and the second is they remind me 
of the basic gaming that i love from the atari days.  don't get me 
wrong i don't mind paying for a game but it better be worth my wild.  
see your games are worth my time and my wild.  i love how in some of 
the games they say funny stuff.


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Now if I could only find the Video switch!

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Re: [Audyssey] free games

2010-03-17 Thread Jim Kitchen

Hi Lawrence,

Thank you for saying that my games are very good.  I appreciate it very much.

BFN

- Original Message -
and must I say, they all are very good games, and free at that. we all 
should be thankful for the wonderful work Jim has done for us as blind 
people.  personally speaking, I love Jim's games the best.
When God finished the creation of Adam, He stepped back, scratched his head, 
and said, I can do better than that


Jim

I totally take back all those times I didn't want to nap when I was younger.

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

2010-03-17 Thread Jim Kitchen

Hi Charles,

Thank you very much.  And yes, I will continue to create games for as long as I 
am enjoying doing so.

BFN

- Original Message -
They're good games, too.  I appreciate your work, Jim.  As long as it's your 
hobby, keep up the good work.  Thanks.

---
In God we trust.


Jim

I don't suffer from insanity; I enjoy every minute of it.

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Re: [Audyssey] question for jim kitchen

2010-03-17 Thread Jim Kitchen

Hi Josh,

I plan to stick with VB6 for creating my games.  I have been writing games in 
Basic for 30 years, Visual Basic for 10.  Don't see any reason to start all 
over learning a new tool when the one that I am using still works.  And I may 
be wrong, but I do not believe that a game engine would have the flex ability 
to create all of the below games that I have created in Visual Basic.

Baseball, BattleShip, Black Jack, Bop It, Concentration, Craps, Draw Poker, 
Football, Golf, Hangman, Homer on a Harley, Life, Mach 1, Mach 1 tts, Master 
Mind, Monopoly, Pong, Puppy1, Roulette, Simon, Skunk, Slot Machine, Snakes and 
Ladders, Spanker, Star Mule, Triple J Shooter, Trivia game engine, Trucker, 
Yahtzee

Braille reference guide, Brain, Reader, Waver, Batting practice, Golf course 
maker

BFN

- Original Message -
Hi Jim,

when philip's game creater tool comes out are you gunna switch to that for 
making games? or are you gunna stick to vb6?

Josh Kennedy jkenn...@gmail.com
my blog is at http://jkenn337.klangoblog.net (updated frequently). Tired of 
Microsoft Windows and paying thousands for screen-readers? try out NVDA, get a 
mac--, nvda--for Windows, or try out and switch to grml, Ubuntu, Vinux, or 
knoppix-adriane Linux desktops. Knoppix ubuntu and vinux-cli-max are the most 
accessible for beginners. also try vinux-gui and encourage those at 
www.cherrypal.com to use windows-xp and nvda knoppix-adriane Vinux-cli-max or 
grml so all blind people can have an accessible computer.
---


Jim

I like Visual Basic 6.0 because I can not C.

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Re: [Audyssey] gaming out of control

2010-03-17 Thread Jim Kitchen

Hi Charles,

Wow!  I don't even know what to say.  That is just so sad and wrong.

- Original Message -
nNote that the subject line is mine, not the author of this (article's.)


From Andrew Salmon for CNN
STORY HIGHLIGHTS

* Couple spent hours in online game where they raised a virtual 
child, police say
* Meanwhile, they fed their real baby once a day, say police in 
South Korea
* The 3-month-old girl died of starvation, police say; couple 
arrested last week
* Father says he's sorry: I wish ... she will live well in heaven 
forever


RELATED TOPICS

* South Korea
* Child Safety
* Online Gaming

Seoul, South Korea (CNN) -- Police have arrested a South Korean couple 
whose baby starved to death while they were raising a virtual child 
online, authorities said.


The couple fed their 3-month-old daughter once a day between marathon 
stretches in a local Internet cafe, where they were raising a virtual 
child in the fantasy role-playing game Prius Online, police told local 
reporters Friday.


Prius Online is a 3-D game in which players nurture an online companion,

Anima, a young girl with mysterious powers who grows and increases her 
skills as the game progresses.


Police have not identified the 41-year-old father and 25-year-old 
mother, who lived in Suwon, a suburb south of Seoul. But the father 
apologized, speaking to reporters.


I wish that she hadn't got sick and that she will live well in heaven 
forever. And as the father, I am sorry, he said.


The baby reportedly died five months ago.

South Korea has one of the world's fastest broadband networks. Seoul has

won international awards for e-governance. Online gaming teams are 
sponsored by major conglomerates and 24-hour, high-speed Internet cafes,


known as PC Bangs, dot every urban neighborhood.

Police said the couple had lost their jobs and used the game as an 
escape from reality, especially after the birth of their premature baby.


They instead played an online game in which they raised a virtual 
character so as to escape from reality, which led to the death of their 
real baby, Chung Jin-won, a police officer in Suwon, told Yonhap News 
Agency.


South Korea remains a very conservative society so people who fall 
outside the norm can come under severe stress and pressure, said 
Michael Breen, the Seoul-based author of The Koreans.


The Internet has provided such people with a paradise to escape to and 
simply get lost in.






---
In God we trust.

---

Jim

It is dangerous to confuse children with angels.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] gaming out of control

2010-03-17 Thread william lomas
they ought to starve and kill him as well that disgusting

On 17 Mar 2010, at 09:36, Jim Kitchen wrote:

 Hi Charles,
 
 Wow!  I don't even know what to say.  That is just so sad and wrong.
 
 - Original Message -
 nNote that the subject line is mine, not the author of this (article's.)
 
 
 From Andrew Salmon for CNN
 STORY HIGHLIGHTS
 
* Couple spent hours in online game where they raised a virtual child, 
 police say
* Meanwhile, they fed their real baby once a day, say police in South Korea
* The 3-month-old girl died of starvation, police say; couple arrested 
 last week
* Father says he's sorry: I wish ... she will live well in heaven forever
 
 RELATED TOPICS
 
* South Korea
* Child Safety
* Online Gaming
 
 Seoul, South Korea (CNN) -- Police have arrested a South Korean couple whose 
 baby starved to death while they were raising a virtual child online, 
 authorities said.
 
 The couple fed their 3-month-old daughter once a day between marathon 
 stretches in a local Internet cafe, where they were raising a virtual child 
 in the fantasy role-playing game Prius Online, police told local reporters 
 Friday.
 
 Prius Online is a 3-D game in which players nurture an online companion,
 
 Anima, a young girl with mysterious powers who grows and increases her skills 
 as the game progresses.
 
 Police have not identified the 41-year-old father and 25-year-old mother, who 
 lived in Suwon, a suburb south of Seoul. But the father apologized, speaking 
 to reporters.
 
 I wish that she hadn't got sick and that she will live well in heaven 
 forever. And as the father, I am sorry, he said.
 
 The baby reportedly died five months ago.
 
 South Korea has one of the world's fastest broadband networks. Seoul has
 
 won international awards for e-governance. Online gaming teams are sponsored 
 by major conglomerates and 24-hour, high-speed Internet cafes,
 
 known as PC Bangs, dot every urban neighborhood.
 
 Police said the couple had lost their jobs and used the game as an escape 
 from reality, especially after the birth of their premature baby.
 
 They instead played an online game in which they raised a virtual character 
 so as to escape from reality, which led to the death of their real baby, 
 Chung Jin-won, a police officer in Suwon, told Yonhap News Agency.
 
 South Korea remains a very conservative society so people who fall outside 
 the norm can come under severe stress and pressure, said Michael Breen, the 
 Seoul-based author of The Koreans.
 
 The Internet has provided such people with a paradise to escape to and 
 simply get lost in.
 
 
 
 
 
 ---
 In God we trust.
 
 ---
 
Jim
 
 It is dangerous to confuse children with angels.
 
 j...@kitchensinc.net
 http://www.kitchensinc.net
 (440) 286-6920
 Chardon Ohio USA
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william lomas
follow me on twitter:
billbow_baggins




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Re: [Audyssey] free games

2010-03-17 Thread playful-puppy

you know we love your games for sure and we are still getting out the word.
When God finished the creation of Adam, He stepped back, scratched his head, 
and said, I can do better than that
- Original Message - 
From: Jim Kitchen j...@kitchensinc.net

To: playful-puppy Gamers@audyssey.org
Sent: Wednesday, March 17, 2010 4:36 AM
Subject: Re: [Audyssey] free games



Hi Lawrence,

Thank you for saying that my games are very good.  I appreciate it very 
much.


BFN

- Original Message -
and must I say, they all are very good games, and free at that. we all 
should be thankful for the wonderful work Jim has done for us as blind 
people.  personally speaking, I love Jim's games the best.
When God finished the creation of Adam, He stepped back, scratched his 
head, and said, I can do better than that


Jim

I totally take back all those times I didn't want to nap when I was 
younger.


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

2010-03-17 Thread Steve
Hello Michael, here is a link to a page that should be able to answer all of 
the questions that you have.

http://www.blind-games.com/entombed.aspx
- Original Message - 
From: michael barnes c...@samobile.net

To: gamers@audyssey.org
Sent: Tuesday, March 16, 2010 11:54 PM
Subject: Re: [Audyssey] entomb questions



when your e-mail came to me it didn't have any thing on it.   another
thing is what do you get in the pay version of the game.

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Re: [Audyssey] Help with some ignorant ppl

2010-03-17 Thread Muhammed Deniz

The teacher said otherweyes you can't play games.
The best sight for games is, audio games!
Go to.
www.audiogames.net
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, March 16, 2010 1:40 PM
Subject: Re: [Audyssey] Help with some ignorant ppl


This is the fault of today's role models as well as the parents of the 
kids. I would like to think that each of us would like to be a role model 
whether we intend to be or not, and we should be the role model we wish to 
be.


Can we be a role model by the games we play?  Probably not, because we are 
not ourselves in a lot of the games we play.  They're all in fun, after 
all.

---
In God we trust.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 08, 2010 2:21 PM
Subject: Re: [Audyssey] Help with some ignorant ppl



Hi,
Well, it is a sad fact, but most of todays youth have completely
different values, roll models, and a completely different upbringing
than a generation ago. We all grow up trying to follow in the
footsteps of someone we greatly admire, and if that person is a
dirtbag we might think that is cool and emulate his/her attitudes.
Here is a case in point.
When I was growing up I greatly admired Princess Diana, because behind
all the fame, being a royal princess, and all that you can tell she
was a real human being. Not some stuck up rich snob. She dedicated a
lot of time and energy into humanitarian efforts, and visited people
far below her station. The fact that millions of people world wide
came to her funeral is a testament of how greatly admired the woman
was, and how deeply she was able to touch people emotionally. That is
in my opinion a great example of a roll model.  She wasn't perfect,
but she did manage to leave behind a legacy that we should all treat
others with respect, with love, and compassion no matter how rich or
poor they may be. At least that's what I got out of her life's legacy.
Now, compare her with someone today like Britney Spears. Britney
Spears is definitely not someone I'd want my kids to admire and use as
a roll model. She has been in and out of drug rehab, had a couple
quicky mariages and devorces, threw beer bottles at the cops in a
drunken rage when they tried to take her kids to see their father,
dresses up like a tramp, and so on. Not the kind of behavior we want
our children to grow up emulating that's for sure.
Bottom line, I think that these kids probably don't have the best roll
models and parental guidence in their lives. Someone to teach them the
value of compassion, understanding, and to treat others with respect.
In other words they haven't been taught the golden rule to do unto
others as you would have them do unto you.






On 3/7/10, Ch.B. chr1...@gmx.de wrote:


The sad part is hey are not uneducated about disabled people but topics 
in
general. I have been following the game board there for some time and it 
is

amazing how a bunch of kids can be so ignorant about all kinds of stuff.
And like I said they come up with stuff like yeah why would anyone 
without

sight want to even play regular games, that would be like a deaf person
playing rock band, bla bla.
Scary that these kids will one day run all of our countries... lol I 
should
of asked who over there wants to get their sighted butts kicked in a 
match

of tekken by a blind person. I was on both sides of the fence, not being
born blind but later in life, but never would I have reacted with 
nothing
but curiousity or if anything with respect for gamers who are so 
dedicated

that they take the time to master a game like that dude did with Zelda.




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Re: [Audyssey] help with some sited people.

2010-03-17 Thread Muhammed Deniz

Yeah, i'm not gonna play them at school.
The best sight for games is, audio games!
Go to.
www.audiogames.net
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
- Original Message - 
From: key stone eloheem...@comcast.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, March 16, 2010 10:12 PM
Subject: Re: [Audyssey] help with some sited people.


Yeah, if your pressing the space bar hard, it may effect the performance 
of the spacebar and other controls; you have 2 choices here; either don't 
play the games at school since they probably own the computer, and you 
won't have that problem; or try not to tap the spacebar so hard as if to 
make a annoying noise, which the teacher will hear and be able to 
discipline you.. THX
- Original Message - 
From: Muhammed Deniz muhamme...@googlemail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, March 16, 2010 4:59 PM
Subject: [Audyssey] help with some sited people.



Hi all,
I'm not sure if this is off topic, but I would like to discuss it here. 
It was free time at school probably 2 or 3 minute's I can't remember, but 
I was playing a bit of Tarzan Junior. Nothing to studdy at school, so I 
wanted to play the torgon battle. When I press my space bar key very fast 
to shoot the torgon's, my teacher is thinking that I brake the keyboard. 
Someone, could you please help me out on this?.

The best sight for games is, audio games!
Go to.
www.audiogames.net
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
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Re: [Audyssey] help with some sited people.

2010-03-17 Thread Muhammed Deniz

I don't make noise, and I live in england. Its about 4 20 PM over here.
The best sight for games is, audio games!
Go to.
www.audiogames.net
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
- Original Message - 
From: Anne Walker anne...@comcast.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, March 16, 2010 10:49 PM
Subject: Re: [Audyssey] help with some sited people.


When are you in school since you are on the list all the time? If you are 
in school, how can you have a personal game on a school computer? Maybe 
you should think about just doing school work at school and waiting until 
you get home/out of school for the day to play any games. Then you 
wouldn't have to worry about the teacher thinking that you are hurting the 
school equipment. Just my honest opinion, but if you are in school for a 
certain time period of the day then you should only be concentrating on 
school stuff and not worry about Tarzan Junior or any other games or even 
this list until after school.


Anne W
(sighted audio gamer)

- Original Message - 
From: Muhammed Deniz muhamme...@googlemail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, March 16, 2010 1:59 PM
Subject: [Audyssey] help with some sited people.



Hi all,
I'm not sure if this is off topic, but I would like to discuss it here. 
It was free time at school probably 2 or 3 minute's I can't remember, but 
I was playing a bit of Tarzan Junior. Nothing to studdy at school, so I 
wanted to play the torgon battle. When I press my space bar key very fast 
to shoot the torgon's, my teacher is thinking that I brake the keyboard. 
Someone, could you please help me out on this?.

The best sight for games is, audio games!
Go to.
www.audiogames.net
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
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No virus found in this incoming message.
Checked by AVG - www.avg.com
Version: 9.0.790 / Virus Database: 271.1.1/2750 - Release Date: 03/16/10 
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Re: [Audyssey] help with some sited people.

2010-03-17 Thread Muhammed Deniz

Hi Thomas,
I'll always respect the teachers.
The best sight for games is, audio games!
Go to.
www.audiogames.net
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, March 16, 2010 11:34 PM
Subject: Re: [Audyssey] help with some sited people.



Hi Muhammed,
Oh, that is always a possability. If you press the keys too hard and
too fast you can certainly break the keyboard if you get too carried
away. I should know. I've done it myself a time or two. In fact, I
just recently sent my Compaq in for repairs. Not only did the dvd
drive die in it, but I damaged the keyboard by getting a little rough
on the keyboard. The right shift key wouldn't always work after using
it heavily in a couple of games. From now on if I am going to be doing
any serious gaming on that computer I'll stick to an external USB
keyboard which is easier to replace than the laptop's builtin
keyboard. So take it easy on your keyboard by all means.
As far as pplaying games at school goes remember you ar using their
equipment on school time. A teacher has the right to tell you to stop
playing the game. Especially, if you might do damage to the tax payers
property. We all need to be respectful of the equipment and property
provided for your educational mneeds, and it wasn't provided to play
games during school time.

Cheers!

On 3/16/10, Muhammed Deniz muhamme...@googlemail.com wrote:

Hi all,
I'm not sure if this is off topic, but I would like to discuss it here. 
It
was free time at school probably 2 or 3 minute's I can't remember, but I 
was
playing a bit of Tarzan Junior. Nothing to studdy at school, so I wanted 
to
play the torgon battle. When I press my space bar key very fast to shoot 
the
torgon's, my teacher is thinking that I brake the keyboard. Someone, 
could

you please help me out on this?.
The best sight for games is, audio games!
Go to.
www.audiogames.net
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
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[Audyssey] monopoly

2010-03-17 Thread Aiden Gardiner
Hi All,

I just downloaded and installed Monopoly not long ago. I created my account and 
received my password successfully, then logged in without issue. The problem 
comes when foolish me didn't read the docs first and just jumped right in. I 
tried to join a game, but got too impatient, quitted and went back to the main 
menu, couldn't find an exit command so used alt f4. Now whenever I log onto the 
game, I can log on successfully, but I don't hear any of the music and my 
keystrokes are not received by the programme. I've tried reinstalling the game 
with the same results. Does anyone have any ideas how to fix this? I was really 
looking forward to getting a game in too, my username is aiden, in case anyone 
would like to join me once i've got this issue resolved.

Aiden
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[Audyssey] buying a game

2010-03-17 Thread michael barnes
i'm gonna buy both sara in the castle and entomb.  but before i do i 
need to know one thing and that is.  how can i get the current version 
of both games?  and how do i update or/and upgrade when there is a new 
version of both games?


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Re: [Audyssey] buying a game

2010-03-17 Thread Ron Schamerhorn
Hi

  The answer is quite simple.  You'd need to go to the websites for both 
games for the download.  Entombed is currently version 1.01,
http://www.blind-games.com
Then Phil's PCS Games at
http://www.pcsgames.net
 To find the latest download.  Also most developers will have a write up on 
their site if and when new versions are released.  Also this list keeps up 
with updates and such for all audio games.

- Original Message - 
From: michael barnes c...@samobile.net
To: gamers@audyssey.org
Sent: Wednesday, March 17, 2010 1:47 PM
Subject: [Audyssey] buying a game


i'm gonna buy both sara in the castle and entomb.  but before i do i
need to know one thing and that is.  how can i get the current version
of both games?  and how do i update or/and upgrade when there is a new
version of both games?

-- 
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www.serotek.com to learn more about accessibility anywhere.

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[Audyssey] Kjm Games now launched!

2010-03-17 Thread Katie Madison
Hello gamers!
Introducing Kjm games! I have decided to create more online trivia
games. I want to be part of blind game development, so I decided to
call my gaming site KJM Games! I have 3 games as of this email. They
are science puzzle, math madness, and who wants to be a computer
expert. They're not the best games on the net, but it's a good
starting point for game development.
Go ahead and check these out! Go to www.katie.toonhead-online.com/gameHome.htm.
Happy gaming!
Katie

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Re: [Audyssey] buying a game

2010-03-17 Thread Phil Vlasak

Hi Michael.
I am still working on an update to the Sarah game right now.
When it is released it should be version  1.2
The full game is version 1.0 which you should download  and install.
The patch that is version 1.1 should be installed over the version 1.0.
I did it this way to make the update to 1.1 smaller than the full version.
I released a sneak preview mp3 of version 1.2 in December but some changes 
in the GMA engine has now delayed the update going to beta testing stage.

You can find the latest downloads for the Sarah game at,
http://www.pcsgames.net/downloads.htm
Phil

- Original Message - 
From: michael barnes c...@samobile.net

To: gamers@audyssey.org
Sent: Wednesday, March 17, 2010 1:47 PM
Subject: [Audyssey] buying a game



i'm gonna buy both sara in the castle and entomb.  but before i do i
need to know one thing and that is.  how can i get the current version
of both games?  and how do i update or/and upgrade when there is a new
version of both games?

--
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www.serotek.com to learn more about accessibility anywhere.

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please send E-mail to gamers-ow...@audyssey.org.







No virus found in this incoming message.
Checked by AVG - www.avg.com
Version: 8.5.436 / Virus Database: 271.1.1/2752 - Release Date: 03/17/10 
07:33:00



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[Audyssey] to Katy on KJM Games

2010-03-17 Thread Chastity MORSE
Hi Katie. I think this is a good beginning for your games. I do have a couple 
of suggestions for you, if you don't mind.
1. might want to add more questions to the computer games puzzle
2. might want to add an email or contact link so people can contact you 
directly about games, questions, and suggestions
3. if you're into class studies with topics such as science and math, try 
ancient history and you could divide the science into the anatomy you have now, 
space questions, endangered species.
4. If you like math problems, try word problem trivia.
5. A question here: what program/engine are you using to make the games and 
answers?
Thanks again and if you need any help on research for any trivia games, please 
feel free to contact me at:
chastitymo...@msn.commailto:chastitymo...@msn.com
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Re: [Audyssey] to Katy on KJM Games

2010-03-17 Thread Muhammed Deniz

Hi caty,
How about some topics about world war 2?. I'm very interested in that topic.
The best sight for games is, audio games!
Go to.
www.audiogames.net
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
- Original Message - 
From: Chastity MORSE chastitymo...@msn.com

To: Gamers Discussion list Gamers@audyssey.org
Sent: Wednesday, March 17, 2010 8:44 PM
Subject: [Audyssey] to Katy on KJM Games


Hi Katie. I think this is a good beginning for your games. I do have a 
couple of suggestions for you, if you don't mind.

1. might want to add more questions to the computer games puzzle
2. might want to add an email or contact link so people can contact you 
directly about games, questions, and suggestions
3. if you're into class studies with topics such as science and math, try 
ancient history and you could divide the science into the anatomy you have 
now, space questions, endangered species.

4. If you like math problems, try word problem trivia.
5. A question here: what program/engine are you using to make the games 
and answers?
Thanks again and if you need any help on research for any trivia games, 
please feel free to contact me at:

chastitymo...@msn.commailto:chastitymo...@msn.com
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[Audyssey] turn-based fights in Entoombed

2010-03-17 Thread Chastity MORSE
Hi, I'm not sure if Jason reads these since he's got the official game up and 
running now, but I'm wondering if there will be any more work on the turn-based 
fights since it seems the game characters get more turns than our created 
characters?
Also will the pet always be a wolf?
What about ability points for the pet like speed increase, leather armor 
increase, attack increase?


Also, do I have to pay for full version to get the new jobs like shaman?
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[Audyssey] to Phil on the upcoming Sarah release

2010-03-17 Thread Chastity MORSE
Just a question now that you've released a preview of the new things in the 
game.
If you're going to allow Sarah to have a spell for reducing objects in her 
path, then you should have some reason that we need to reduce walls or 
something in the way to get somewhere.
Also why make a love spell if there isn't anyone else in the castle except 
ghosts and Filch?
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Re: [Audyssey] turn-based fights in Entoombed

2010-03-17 Thread Ron Schamerhorn
Hi

  As for the turns alot of it is speed based.  weapons, or extra enchanted 
items help increase ones speed.
 As to the pet I honestly don't know.  There's been talk of it.
If you already have version 101 then you have the new job.  I've no idea if 
it's in the demo or not.

HTH

- Original Message - 
From: Chastity MORSE chastitymo...@msn.com
To: Gamers Discussion list Gamers@audyssey.org
Sent: Wednesday, March 17, 2010 5:08 PM
Subject: [Audyssey] turn-based fights in Entoombed


Hi, I'm not sure if Jason reads these since he's got the official game up 
and running now, but I'm wondering if there will be any more work on the 
turn-based fights since it seems the game characters get more turns than our 
created characters?
Also will the pet always be a wolf?
What about ability points for the pet like speed increase, leather armor 
increase, attack increase?


Also, do I have to pay for full version to get the new jobs like shaman?
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[Audyssey] To Dark about his posting on Audio Games.net

2010-03-17 Thread Chastity MORSE
Hi Dark. I read your news post about some sort of Pokamon game and under that 
you have a link that says something about visit the developer's site here and 
download the game. If you click on the link, it will download the game, but 
doesn't take you to the developer's site. Do you know the address for the 
actual website?
Thanks:
Chastity
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Re: [Audyssey] turn-based fights in Entoombed

2010-03-17 Thread Muhammed Deniz

No, you don't have to pay for the shaman, you can use it in the demo.
The best sight for games is, audio games!
Go to.
www.audiogames.net
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
- Original Message - 
From: Ron Schamerhorn blindwon...@cogeco.ca

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 17, 2010 9:13 PM
Subject: Re: [Audyssey] turn-based fights in Entoombed



Hi

 As for the turns alot of it is speed based.  weapons, or extra enchanted
items help increase ones speed.
As to the pet I honestly don't know.  There's been talk of it.
If you already have version 101 then you have the new job.  I've no idea 
if

it's in the demo or not.

HTH

- Original Message - 
From: Chastity MORSE chastitymo...@msn.com

To: Gamers Discussion list Gamers@audyssey.org
Sent: Wednesday, March 17, 2010 5:08 PM
Subject: [Audyssey] turn-based fights in Entoombed


Hi, I'm not sure if Jason reads these since he's got the official game up
and running now, but I'm wondering if there will be any more work on the
turn-based fights since it seems the game characters get more turns than 
our

created characters?
Also will the pet always be a wolf?
What about ability points for the pet like speed increase, leather armor
increase, attack increase?


Also, do I have to pay for full version to get the new jobs like shaman?
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[Audyssey] Tarzey boy, help.

2010-03-17 Thread Muhammed Deniz
Hi guys,
The subject says Tarzey boy but that's the new name that i've came up for 
Tarzan Junior. Now, I  need tips on avoiding the sling and the gun at the same 
time. I know you have to avoid the rock's by moving away from them, but when I 
get closer the leader shoots bullets at me. Any help on avoiding both the sling 
and the gun at the same time?. 
The best sight for games is, audio games!
Go to.
www.audiogames.net
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
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Re: [Audyssey] question about games

2010-03-17 Thread Thomas Ward
Hi Dark,
Yeah, I've been doing a lot of thinking about that myself of late.
After my recent survey you and others have convinced me there is still
a large market in the audio games community for side-scroller based
games. That in turn made me think of things that have been done in
mainstream side-scrollers, but that haven't necessarily been tried in
audio. One of these is various alternative routes as you just
mentioned in your Mario example.
For example, off the top of my head in the first level of Teenage
Mutant Ninja Turtles you have a couple of routes you can take to get
to the damn where April O'neal is being held captive. You can climb up
out of the sewers and travel above ground in the city to get to the
enemy's hideout, or you can stay below groundin the sewers and make
your way to the hideout. Either way it gets you where you want to go,
but  offers an alternative route and different challenges you can
choose. As you pointed out most accessible audio games don't offer
this degree of flexability of movement.
Something else that makes TMNT unique as a side-scroller is it is the
first side-scroller to offer something like a party system of game
play. Instead of having one character to play you were actually
controlling all four of the Ninja Turtles, and could switch between
them as needed. Since each of the turtles had special weapons and
attacks it gave the game a very RPG type feel to it since if you
wanted a sword you'd select Leo, and if you wanted a staff you would
select Don to start out with. When one of the turtls was killed the
game would select the next turtle in line. Although, you could usually
switch between all four of them during the game. We haven't anything
like this at all in the audio games community until Entombed came
along and offered a party system. However, we saw the evolution of
this in mainstream side-scrollers over 20 years ago.
I guess what I'm saying is a few members on this list have said in the
past they felt side-scrollers were boring, too simplistic, and found
them very uninteristing. I largely suspect such opinions were based on
early side-scrollers such as Super Liam and Tarzan Junior that haven't
remotely reached their greater potential as side-scrollers. There is
so much that can be done such as random items, random enemies,
alternative routes to complete, a party system, various traps,
alternative levels based on actions taken in the game, etc. There is a
huge list of things that could be done to make audio side-scrollers
more enjoyable and more like the mainstream side-scrollers out there.
What's more after I took my survey I discovered that many blind/low
vision gamers tend to want an easy system of navigation such as
left/right and up/down like Mysteries of the Ancients rather than a
more complex FPS style of navigation. Many told me that games like
Shades of Doom is too confusing to play, they get lost, and for that
reason they don't like the game that well. They specifically wanted to
see more side-scrollers like MOTA that have FPS type elements, extra
features, but not necessarily the FPS style of game play. That's
certainly something to consider. Especially, since the side-scroller
format's full potential hasn't even been tapped yet.

Cheers!


On 3/17/10, dark d...@xgam.org wrote:
 Agreed Tom.

 Dynaman and packman talks are actually in the odd catagory of being classic
 arcade games with a first person view. A couple of crasier retro games
 designers and more bizarre mainstream games have done this (there was a ps2
 game of 3D space invaders), but generally it doesn't happen as much, sinse
 from a sited point of view either a direct 2D side view or the top down
 perspective has generally been used for classic games like packman or
 boulderdash.

 While I certainly see your point about 3D games such as shades and Sarah, I
 do think audio 2D games have suffered far more from this lack of a second
 dimention, which has seriously affected gameplay. Even in the original Monti
 game, I noticed that there was very litle actual movement in the y axiss,
 the hole game ran on a system of essentially stratified left/right corridors
 linked by climbable ladders rather like prince of persia, some levels of
 original donkey kong or the old C64 classic Freddy.

 You didn't really have as much free vertical movement though as in something
 like mario brothers,  much less metroid or mega man.

 Just to illustrate, Take for instance the start of marrio brothers 1 as an
 example. When you've dealt with the initial goomba you are faced with a
 ledge above your head. you can walk undernieth it, or jump ontop of it.
 Walking undernieth will let you jump up and get the mushroom and coin block
 contained in that ledge, while jumping ontop will let you get the coin block
 up there,  you could, (alternatively), simply run under the ledge and
 miss the hole lot.

 Thus already we have three levels of vertical movement, not linked by
 ladders or anything else, and a 

Re: [Audyssey] question about games

2010-03-17 Thread dark

Hi Tom.

To be honest, while Tmnt (like turrican or metroid), was very advanced for 
alternate routes,  it even featured different perspectives in levels, I 
was thinking on a much smaller and less profound scale with my example.


To put it another way, in all the audio side scrollers thus far,   
including Monti (and possibly mota), your character only can interact with 
what is to their left and right. You cannot jump up to a ledge above you, or 
fall down to one below, much less jump up a series of ledges to go through a 
complex route.


I know that both of your games employed stairs and ladders for vertical 
movement which was certainly a step in the right direction,  but is stil 
imho far less than what might be achieved in a side scroller in audio.


In a game like Mario, you can jump to ledges above you or to one side, fall 
down onto ledges below (often avoiding enemies on the way).


Games like Mega man took this to an extreme,  for instance the dreaded 
moving ledge section in guts man's stage where you had to time your drops 
from one moving mine cart to the other, or elec man's stage where you had to 
alternate betwene standard left to right movement, or jumping on 
progressively higher ledges to scroll upwards.


Metroid and turrican really took vertical movement to it's ultimate 
progression, where making your way through the game required moving left to 
right, or up or down, in any number of combinations. I remember for instance 
one section in Turrican 1 which was shaped like a square. you walked across 
the bottom, then jumped up some ledges at the side, then had to make your 
way across some ledges at the top to the top left hand corner exactly above 
where you entered,  however if you fell, you'd be on the bottom again.


This was why Turrican was probably the game that really made me fall in love 
with gaming (and weerd miner music chords), at the age of nine, the feeling 
of totally unrestricted movement and exploration, even though the game 
featured comparatively symple arcade style gameplay, with only a choice of 
two or three basic shooting weapons (a third was added in Turrican 2), a 
close range but multi directional surround shot weapon, and three special 
limited use weapons. Actually, I think Mota already has more weapon choice 
than Turrican did, however it was the huge explorable levels (and the award 
winning music), that means there are stil a bunch of developers who use 
their free time to produce turrican remakes and extra levels today, 20 years 
after the game was first released.


Beware the grue!

Dark. 



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Re: [Audyssey] to Katy on KJM Games

2010-03-17 Thread Katie Madison
Believe it or not, I'm only using html and the answers are links. I
thought about programming but I thought I would need sight for that.
Thanks for the suggestions.
Katie

On 3/17/10, Muhammed Deniz muhamme...@googlemail.com wrote:
 Hi caty,
 How about some topics about world war 2?. I'm very interested in that topic.
 The best sight for games is, audio games!
 Go to.
 www.audiogames.net
 msn:
 muhammed123...@hotmail.co.uk
 Skype:
 muhammed.deniz
 - Original Message -
 From: Chastity MORSE chastitymo...@msn.com
 To: Gamers Discussion list Gamers@audyssey.org
 Sent: Wednesday, March 17, 2010 8:44 PM
 Subject: [Audyssey] to Katy on KJM Games


 Hi Katie. I think this is a good beginning for your games. I do have a
 couple of suggestions for you, if you don't mind.
 1. might want to add more questions to the computer games puzzle
 2. might want to add an email or contact link so people can contact you
 directly about games, questions, and suggestions
 3. if you're into class studies with topics such as science and math, try
 ancient history and you could divide the science into the anatomy you have

 now, space questions, endangered species.
 4. If you like math problems, try word problem trivia.
 5. A question here: what program/engine are you using to make the games
 and answers?
 Thanks again and if you need any help on research for any trivia games,
 please feel free to contact me at:
 chastitymo...@msn.commailto:chastitymo...@msn.com
 ---
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 list,
 please send E-mail to gamers-ow...@audyssey.org.


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Re: [Audyssey] Tarzey boy, help.

2010-03-17 Thread Hayden Presley
Hi Muhammed,
There is no way to avoid the gun. However, that's one of my favorite levels
to play, and I was even lucky enough to beat it on insane.
Best regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Muhammed Deniz
Sent: Wednesday, March 17, 2010 5:04 PM
To: Gamers Discussion list
Subject: [Audyssey] Tarzey boy, help.

Hi guys,
The subject says Tarzey boy but that's the new name that i've came up for
Tarzan Junior. Now, I  need tips on avoiding the sling and the gun at the
same time. I know you have to avoid the rock's by moving away from them, but
when I get closer the leader shoots bullets at me. Any help on avoiding both
the sling and the gun at the same time?. 
The best sight for games is, audio games!
Go to.
www.audiogames.net
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
---
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Re: [Audyssey] to Katy on KJM Games

2010-03-17 Thread Hayden Presley
Hi,
Definitely a fascinating subject. Too bad it's not audio games. Hint,
Hint...
Best regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Muhammed Deniz
Sent: Wednesday, March 17, 2010 3:56 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] to Katy on KJM Games

Hi caty,
How about some topics about world war 2?. I'm very interested in that topic.
The best sight for games is, audio games!
Go to.
www.audiogames.net
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
- Original Message - 
From: Chastity MORSE chastitymo...@msn.com
To: Gamers Discussion list Gamers@audyssey.org
Sent: Wednesday, March 17, 2010 8:44 PM
Subject: [Audyssey] to Katy on KJM Games


 Hi Katie. I think this is a good beginning for your games. I do have a 
 couple of suggestions for you, if you don't mind.
 1. might want to add more questions to the computer games puzzle
 2. might want to add an email or contact link so people can contact you 
 directly about games, questions, and suggestions
 3. if you're into class studies with topics such as science and math, try 
 ancient history and you could divide the science into the anatomy you have

 now, space questions, endangered species.
 4. If you like math problems, try word problem trivia.
 5. A question here: what program/engine are you using to make the games 
 and answers?
 Thanks again and if you need any help on research for any trivia games, 
 please feel free to contact me at:
 chastitymo...@msn.commailto:chastitymo...@msn.com
 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to 
 gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
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 All messages are archived and can be searched and read at
 http://www.mail-archive.com/gam...@audyssey.org.
 If you have any questions or concerns regarding the management of the 
 list,
 please send E-mail to gamers-ow...@audyssey.org. 


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Re: [Audyssey] sara castle game questions

2010-03-17 Thread Thomas Ward
Hi Michael,
Well, while the game uses a lot of things from the Harry Potter books
the game has it's own story line and only involves certain Harry
Potter characters such as the ghosts, the caretaker, and other
non-essentual background characters from the Harry Potter universe.
However, in answer to your question timeline wise it takes place the
summer between Order of the Phoenix and Half Blood Prince when
Hogwarts is basically deserted and only running with the summer staff.
Sarah Good breaks into the castle for a little fun, and ends up having
her own little adventure inside Hogwarts school of witchcraft and
wizardry.

HTH

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Re: [Audyssey] to Katy on KJM Games

2010-03-17 Thread Bryan Peterson
There are a number of totally blind programmers on this list, so no you 
don't necessarily need sight. I'm not one myself (I've never had the 
opportunity to try to learn), but i hope to try at some point when finances 
permit me to take a course or two.

Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: Katie Madison dectalk.l...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 17, 2010 6:40 PM
Subject: Re: [Audyssey] to Katy on KJM Games



Believe it or not, I'm only using html and the answers are links. I
thought about programming but I thought I would need sight for that.
Thanks for the suggestions.
Katie

On 3/17/10, Muhammed Deniz muhamme...@googlemail.com wrote:

Hi caty,
How about some topics about world war 2?. I'm very interested in that 
topic.

The best sight for games is, audio games!
Go to.
www.audiogames.net
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
- Original Message -
From: Chastity MORSE chastitymo...@msn.com
To: Gamers Discussion list Gamers@audyssey.org
Sent: Wednesday, March 17, 2010 8:44 PM
Subject: [Audyssey] to Katy on KJM Games



Hi Katie. I think this is a good beginning for your games. I do have a
couple of suggestions for you, if you don't mind.
1. might want to add more questions to the computer games puzzle
2. might want to add an email or contact link so people can contact you
directly about games, questions, and suggestions
3. if you're into class studies with topics such as science and math, 
try
ancient history and you could divide the science into the anatomy you 
have


now, space questions, endangered species.
4. If you like math problems, try word problem trivia.
5. A question here: what program/engine are you using to make the games
and answers?
Thanks again and if you need any help on research for any trivia games,
please feel free to contact me at:
chastitymo...@msn.commailto:chastitymo...@msn.com
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Re: [Audyssey] sara castle game questions

2010-03-17 Thread michael barnes
where can i buy the game?  or how can i buy the game from the game?  
thanks for that info.  well since i'm a harry potter fan and there 
ain't an harry potter game in audio format i think this will do.


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Re: [Audyssey] question about games

2010-03-17 Thread Thomas Ward
Hi Dark,
Yes, good point. I know exactly what you mean. About the best example
I can think of to relate to what you are talking about is Tomb Raider
Prophecy.
As you may or may not know Tomb Raider Prophecy was a side-scroller
released in the late 1990's for the Nintendo Gameboy. While there were
plenty of staircases to climb it also featured a series of ledges you
need to jump over or jump up and grab.
For instance, in level 2 when you enter the ancient mountain temple
there are a number of ledges you need to get to. You need to run and
jump onto ledges high above you, walk a ways, run and jump onto a
higher ledge, and so on. There are also cases where you are standing
on a high ledge and need to jump across a chasm to a ledge far below
you. This is imho something I've strongly considered for MOTA.
Although, I have elected to leave it out of the early levels as I'm
not sure how easy or difficult it may be fore a blind gamer to play.
It is certainly something I'm willing to try though. In fact, now the
the updated Genesis Engine written in C++ is just about ready to use I
could redraw level one with more ledges and things of that nature if
you would like.

Cheers!

On 3/17/10, dark d...@xgam.org wrote:
 Hi Tom.

 To be honest, while Tmnt (like turrican or metroid), was very advanced for
 alternate routes,  it even featured different perspectives in levels, I
 was thinking on a much smaller and less profound scale with my example.

 To put it another way, in all the audio side scrollers thus far, 
 including Monti (and possibly mota), your character only can interact with
 what is to their left and right. You cannot jump up to a ledge above you, or
 fall down to one below, much less jump up a series of ledges to go through a
 complex route.

 I know that both of your games employed stairs and ladders for vertical
 movement which was certainly a step in the right direction,  but is stil
 imho far less than what might be achieved in a side scroller in audio.

 In a game like Mario, you can jump to ledges above you or to one side, fall
 down onto ledges below (often avoiding enemies on the way).

 Games like Mega man took this to an extreme,  for instance the dreaded
 moving ledge section in guts man's stage where you had to time your drops
 from one moving mine cart to the other, or elec man's stage where you had to
 alternate betwene standard left to right movement, or jumping on
 progressively higher ledges to scroll upwards.

 Metroid and turrican really took vertical movement to it's ultimate
 progression, where making your way through the game required moving left to
 right, or up or down, in any number of combinations. I remember for instance
 one section in Turrican 1 which was shaped like a square. you walked across
 the bottom, then jumped up some ledges at the side, then had to make your
 way across some ledges at the top to the top left hand corner exactly above
 where you entered,  however if you fell, you'd be on the bottom again.

 This was why Turrican was probably the game that really made me fall in love
 with gaming (and weerd miner music chords), at the age of nine, the feeling
 of totally unrestricted movement and exploration, even though the game
 featured comparatively symple arcade style gameplay, with only a choice of
 two or three basic shooting weapons (a third was added in Turrican 2), a
 close range but multi directional surround shot weapon, and three special
 limited use weapons. Actually, I think Mota already has more weapon choice
 than Turrican did, however it was the huge explorable levels (and the award
 winning music), that means there are stil a bunch of developers who use
 their free time to produce turrican remakes and extra levels today, 20 years
 after the game was first released.

 Beware the grue!

 Dark.

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Re: [Audyssey] sara castle game questions

2010-03-17 Thread Thomas Ward
Hi,
Currently Sarah is sold through Draconis Entertainment's online store
http://www.draconisentertainment.com
and they offer demos there as well of the game.

HTH


On 3/17/10, michael barnes c...@samobile.net wrote:
 where can i buy the game?  or how can i buy the game from the game?
 thanks for that info.  well since i'm a harry potter fan and there
 ain't an harry potter game in audio format i think this will do.

 --
 Email services provided by the System Access Mobile Network.  Visit
 www.serotek.com to learn more about accessibility anywhere.

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[Audyssey] Last Chance to get's Crash's Cash

2010-03-17 Thread Gary Whittington
Oh Yea!
$100 bucks yours if you can be the winners of this years's
NCAA Pool!

The biggest payout accessible pool in freaking history!

Oh! My! God! only afew hours from now and the pool will be closed and you will 
miss out on couple weeks on incredible fun!

http://www.mysideline.com/u/14430/collegebbmens/default.htm

Slow down you just past the link to the 2010 Shoot Out link.
That link well bring you to other blind buddies and friends of the blind 
community.
What's the cost?
Nothing!
It's Freefreefreefree!

Crash Pool Master
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Re: [Audyssey] question about games

2010-03-17 Thread dark
Well Tom, I've not really heard of or played that tomb rader game you 
mention (with ledge grabbing it rather sounds like prince of persia),   
but this is indeed what I'm talking about.


I have been considering this issue ever sinse I first playeed syperliam.

The principle problem is how to show a ledge which is within jumping or 
falling distance to the right or left, but above or below the characters' 
initial position, while stil showing what may be horizontally to the right 
or left simultaniously.


Some sort of verbal mapping might work,  but this would not show the 
initial ledge position, and having to constantly look at verbal maps might 
become tedius and break up game flow. the best idea I could think of, was 
having a ledge indicator sound similar to the turn indicators in fp games. 
I thought possibly the sound's pitch could alter higher or lower for higher 
or lower ledges, and only respond to ledges immediately within jumping range 
of your character. Thus, for the mario example of three stacked ledges, you 
are walking to the right and hear a high pitched sound from the right 
speaker.


You've not recieved a crumble ledge warning, so you know you can continue 
walking right, however you've just heard the indicator sound, so know there 
is a ledge above you to jump to. You jump up,  and find another ledge 
above that.


When coming down, the process is the same, but with a lower pitched sound. 
By limiting the view essentially only to those ledges you could jump or 
fall to,  ie, those in your immediate area, you thus limit 
complexity,  afterall, you can find out what's above the current ledge 
by jumping up there and don't really need it indicated.


The only issue that occurred to me for a game like mota, was how to fit this 
into the theme of the game. I would suggest utilizing wind sounds of 
differing pitches as indicators, - however wind is already used to 
indicate pit falls.


Perhaps a beeping sound of various pitches could be used similar to those 
which indicate weapon pickups (afterall, it'd make sense for dr. carter to 
have a sonar tracker with her)k,  or maybe a creaking sound for the 
crumbling temple supports.


Alternately, you could change or remove the pit sound, and use wind as ledge 
indicators.


As for complexity, I think provided that the ledge indicator was limited to 
only showing one ledge above you and a safe floor below, ie, one high and 
one low sound, it wouldn't cause too much complexity issues, though would 
add considderably to the exploration possibilities of the game,  not to 
mention be a nice step in the right direction for future audio side 
scrollers.


Beware the grue!

Dark.


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[Audyssey] Beep Trophy in Judgement Day

2010-03-17 Thread Hayden Presley
Hi,

I just got my 24th trophy in judgement day, thus unlocking the beep
commercial. What a laugh! If you bought that, that would about show that
blind people will buy just about anything. Ok, I've given too much away.
To the point of my message. I have heard of a Beep trophy, does this have to
do with the commercial, and if not, how do you get it?

Best Regards,

Hayden

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Re: [Audyssey] question about games

2010-03-17 Thread Hayden Presley
Hi Thomas,
Personally, I think you should leave it to Level 3. Leave Level 1 as it is,
is my advice, though this sounds quite intreeging.
Best Regards,
hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Wednesday, March 17, 2010 8:16 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] question about games

Hi Dark,
Yes, good point. I know exactly what you mean. About the best example
I can think of to relate to what you are talking about is Tomb Raider
Prophecy.
As you may or may not know Tomb Raider Prophecy was a side-scroller
released in the late 1990's for the Nintendo Gameboy. While there were
plenty of staircases to climb it also featured a series of ledges you
need to jump over or jump up and grab.
For instance, in level 2 when you enter the ancient mountain temple
there are a number of ledges you need to get to. You need to run and
jump onto ledges high above you, walk a ways, run and jump onto a
higher ledge, and so on. There are also cases where you are standing
on a high ledge and need to jump across a chasm to a ledge far below
you. This is imho something I've strongly considered for MOTA.
Although, I have elected to leave it out of the early levels as I'm
not sure how easy or difficult it may be fore a blind gamer to play.
It is certainly something I'm willing to try though. In fact, now the
the updated Genesis Engine written in C++ is just about ready to use I
could redraw level one with more ledges and things of that nature if
you would like.

Cheers!

On 3/17/10, dark d...@xgam.org wrote:
 Hi Tom.

 To be honest, while Tmnt (like turrican or metroid), was very advanced for
 alternate routes,  it even featured different perspectives in levels,
I
 was thinking on a much smaller and less profound scale with my example.

 To put it another way, in all the audio side scrollers thus far, 
 including Monti (and possibly mota), your character only can interact with
 what is to their left and right. You cannot jump up to a ledge above you,
or
 fall down to one below, much less jump up a series of ledges to go through
a
 complex route.

 I know that both of your games employed stairs and ladders for vertical
 movement which was certainly a step in the right direction,  but is
stil
 imho far less than what might be achieved in a side scroller in audio.

 In a game like Mario, you can jump to ledges above you or to one side,
fall
 down onto ledges below (often avoiding enemies on the way).

 Games like Mega man took this to an extreme,  for instance the dreaded
 moving ledge section in guts man's stage where you had to time your drops
 from one moving mine cart to the other, or elec man's stage where you had
to
 alternate betwene standard left to right movement, or jumping on
 progressively higher ledges to scroll upwards.

 Metroid and turrican really took vertical movement to it's ultimate
 progression, where making your way through the game required moving left
to
 right, or up or down, in any number of combinations. I remember for
instance
 one section in Turrican 1 which was shaped like a square. you walked
across
 the bottom, then jumped up some ledges at the side, then had to make your
 way across some ledges at the top to the top left hand corner exactly
above
 where you entered,  however if you fell, you'd be on the bottom again.

 This was why Turrican was probably the game that really made me fall in
love
 with gaming (and weerd miner music chords), at the age of nine, the
feeling
 of totally unrestricted movement and exploration, even though the game
 featured comparatively symple arcade style gameplay, with only a choice of
 two or three basic shooting weapons (a third was added in Turrican 2), a
 close range but multi directional surround shot weapon, and three special
 limited use weapons. Actually, I think Mota already has more weapon choice
 than Turrican did, however it was the huge explorable levels (and the
award
 winning music), that means there are stil a bunch of developers who use
 their free time to produce turrican remakes and extra levels today, 20
years
 after the game was first released.

 Beware the grue!

 Dark.

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Re: [Audyssey] question about games

2010-03-17 Thread Charles Rivard
As MOTA might get more difficult and complex as we progress through it, 
maybe this idea could be incorporated somewhere near the end of the game, 
unless other challenges are in the evil mind of Thomas Ward that would be 
harder.

---
In God we trust.
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Wednesday, March 17, 2010 9:41 PM
Subject: Re: [Audyssey] question about games



Hi Thomas,
Personally, I think you should leave it to Level 3. Leave Level 1 as it 
is,

is my advice, though this sounds quite intreeging.
Best Regards,
hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Wednesday, March 17, 2010 8:16 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] question about games

Hi Dark,
Yes, good point. I know exactly what you mean. About the best example
I can think of to relate to what you are talking about is Tomb Raider
Prophecy.
As you may or may not know Tomb Raider Prophecy was a side-scroller
released in the late 1990's for the Nintendo Gameboy. While there were
plenty of staircases to climb it also featured a series of ledges you
need to jump over or jump up and grab.
For instance, in level 2 when you enter the ancient mountain temple
there are a number of ledges you need to get to. You need to run and
jump onto ledges high above you, walk a ways, run and jump onto a
higher ledge, and so on. There are also cases where you are standing
on a high ledge and need to jump across a chasm to a ledge far below
you. This is imho something I've strongly considered for MOTA.
Although, I have elected to leave it out of the early levels as I'm
not sure how easy or difficult it may be fore a blind gamer to play.
It is certainly something I'm willing to try though. In fact, now the
the updated Genesis Engine written in C++ is just about ready to use I
could redraw level one with more ledges and things of that nature if
you would like.

Cheers!

On 3/17/10, dark d...@xgam.org wrote:

Hi Tom.

To be honest, while Tmnt (like turrican or metroid), was very advanced 
for

alternate routes,  it even featured different perspectives in levels,

I

was thinking on a much smaller and less profound scale with my example.

To put it another way, in all the audio side scrollers thus far, 
including Monti (and possibly mota), your character only can interact 
with

what is to their left and right. You cannot jump up to a ledge above you,

or
fall down to one below, much less jump up a series of ledges to go 
through

a

complex route.

I know that both of your games employed stairs and ladders for vertical
movement which was certainly a step in the right direction,  but is

stil

imho far less than what might be achieved in a side scroller in audio.

In a game like Mario, you can jump to ledges above you or to one side,

fall

down onto ledges below (often avoiding enemies on the way).

Games like Mega man took this to an extreme,  for instance the 
dreaded

moving ledge section in guts man's stage where you had to time your drops
from one moving mine cart to the other, or elec man's stage where you had

to

alternate betwene standard left to right movement, or jumping on
progressively higher ledges to scroll upwards.

Metroid and turrican really took vertical movement to it's ultimate
progression, where making your way through the game required moving left

to

right, or up or down, in any number of combinations. I remember for

instance

one section in Turrican 1 which was shaped like a square. you walked

across

the bottom, then jumped up some ledges at the side, then had to make your
way across some ledges at the top to the top left hand corner exactly

above
where you entered,  however if you fell, you'd be on the bottom 
again.


This was why Turrican was probably the game that really made me fall in

love

with gaming (and weerd miner music chords), at the age of nine, the

feeling

of totally unrestricted movement and exploration, even though the game
featured comparatively symple arcade style gameplay, with only a choice 
of

two or three basic shooting weapons (a third was added in Turrican 2), a
close range but multi directional surround shot weapon, and three special
limited use weapons. Actually, I think Mota already has more weapon 
choice

than Turrican did, however it was the huge explorable levels (and the

award

winning music), that means there are stil a bunch of developers who use
their free time to produce turrican remakes and extra levels today, 20

years

after the game was first released.

Beware the grue!

Dark.


---
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Re: [Audyssey] Beep Trophy in Judgement Day

2010-03-17 Thread Liam Erven
try unlocking at least one or two more trophies.
the question may possibly answer itself.
 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Hayden Presley
Sent: Wednesday, March 17, 2010 9:39 PM
To: 'Gamers Discussion list'
Subject: [Audyssey] Beep Trophy in Judgement Day

Hi,

I just got my 24th trophy in judgement day, thus unlocking the beep
commercial. What a laugh! If you bought that, that would about show that
blind people will buy just about anything. Ok, I've given too much away.
To the point of my message. I have heard of a Beep trophy, does this have to
do with the commercial, and if not, how do you get it?

Best Regards,

Hayden

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[Audyssey] here's a interesting question

2010-03-17 Thread michael barnes
is any of the games on the i phone accessible for a total blind person? 
the reason i ask this questions is because back in the summer time 
someone had said there was and if so could someone give me a list of 
the games.  they said that some of the games will work with the built 
in voice over.  they also had said that some of the games that didn't 
work with voice over that you could some what play them.


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Re: [Audyssey] question about games

2010-03-17 Thread dark

hi Charles.

The suggestion isn't really about complexity or challenge, it's more a 
question of basic layout and allowing for exploration. I'd be happy for Tom 
to leave level 1 as is, because it's a fun level,  but this sort of 
business with highlighting ledges above and below you would be good for any 
audio side scroller, and make it closer to the 2D graffical varients.


beware the Grue!

Dark.
- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, March 18, 2010 2:46 AM
Subject: Re: [Audyssey] question about games


As MOTA might get more difficult and complex as we progress through it, 
maybe this idea could be incorporated somewhere near the end of the game, 
unless other challenges are in the evil mind of Thomas Ward that would be 
harder.

---
In God we trust.
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Wednesday, March 17, 2010 9:41 PM
Subject: Re: [Audyssey] question about games



Hi Thomas,
Personally, I think you should leave it to Level 3. Leave Level 1 as it 
is,

is my advice, though this sounds quite intreeging.
Best Regards,
hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Wednesday, March 17, 2010 8:16 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] question about games

Hi Dark,
Yes, good point. I know exactly what you mean. About the best example
I can think of to relate to what you are talking about is Tomb Raider
Prophecy.
As you may or may not know Tomb Raider Prophecy was a side-scroller
released in the late 1990's for the Nintendo Gameboy. While there were
plenty of staircases to climb it also featured a series of ledges you
need to jump over or jump up and grab.
For instance, in level 2 when you enter the ancient mountain temple
there are a number of ledges you need to get to. You need to run and
jump onto ledges high above you, walk a ways, run and jump onto a
higher ledge, and so on. There are also cases where you are standing
on a high ledge and need to jump across a chasm to a ledge far below
you. This is imho something I've strongly considered for MOTA.
Although, I have elected to leave it out of the early levels as I'm
not sure how easy or difficult it may be fore a blind gamer to play.
It is certainly something I'm willing to try though. In fact, now the
the updated Genesis Engine written in C++ is just about ready to use I
could redraw level one with more ledges and things of that nature if
you would like.

Cheers!

On 3/17/10, dark d...@xgam.org wrote:

Hi Tom.

To be honest, while Tmnt (like turrican or metroid), was very advanced 
for
alternate routes,  it even featured different perspectives in 
levels,

I

was thinking on a much smaller and less profound scale with my example.

To put it another way, in all the audio side scrollers thus far, 
including Monti (and possibly mota), your character only can interact 
with
what is to their left and right. You cannot jump up to a ledge above 
you,

or
fall down to one below, much less jump up a series of ledges to go 
through

a

complex route.

I know that both of your games employed stairs and ladders for vertical
movement which was certainly a step in the right direction,  but is

stil

imho far less than what might be achieved in a side scroller in audio.

In a game like Mario, you can jump to ledges above you or to one side,

fall

down onto ledges below (often avoiding enemies on the way).

Games like Mega man took this to an extreme,  for instance the 
dreaded
moving ledge section in guts man's stage where you had to time your 
drops
from one moving mine cart to the other, or elec man's stage where you 
had

to

alternate betwene standard left to right movement, or jumping on
progressively higher ledges to scroll upwards.

Metroid and turrican really took vertical movement to it's ultimate
progression, where making your way through the game required moving left

to

right, or up or down, in any number of combinations. I remember for

instance

one section in Turrican 1 which was shaped like a square. you walked

across
the bottom, then jumped up some ledges at the side, then had to make 
your

way across some ledges at the top to the top left hand corner exactly

above
where you entered,  however if you fell, you'd be on the bottom 
again.


This was why Turrican was probably the game that really made me fall in

love

with gaming (and weerd miner music chords), at the age of nine, the

feeling

of totally unrestricted movement and exploration, even though the game
featured comparatively symple arcade style gameplay, with only a choice 
of

two or three basic shooting weapons (a third was added in Turrican 2), a
close range but multi directional surround shot weapon, and three 
special
limited use weapons. Actually, I think Mota 

Re: [Audyssey] question about games

2010-03-17 Thread Thomas Ward
Hi Dark,
Actually Mysteries of the Ancients already has a specific ledge
indecator. It basically is the sound of dripping water as you approach
a ledge. I could quite easily raise or lower the pitch of the dripping
ledge to indicate weather or not there is a high or low hanging ledge
there. However, i suspect one reason you haven't noticed it is that
the ledge sound works so well as general background ambience you might
not have noticed it surves a double purpose in the game.
Upon reading your e-mail I took a look at MOTA beta 10. I noticed for
some reason the ledge indicator sound isn't listed in the sound
descriptions menu. I guess that's something I will have to correct in
beta 11. Which is about the easiest thing I have to do compared to all
the work that went into creating the new C++ version of the engine.
Anyway, I think it would be fairly easy to add more ledges like this
to MOTA and use the dripping ledges as an easy indecator of where the
ledge is in relation to you. Although, I'd have to exchange the
background ambience for something else as it has some dripping water
in it too which could be confusing. However, it should be fairly easy
to do.

Cheers!


On 3/17/10, dark d...@xgam.org wrote:
 Well Tom, I've not really heard of or played that tomb rader game you
 mention (with ledge grabbing it rather sounds like prince of persia), 
 but this is indeed what I'm talking about.

 I have been considering this issue ever sinse I first playeed syperliam.

 The principle problem is how to show a ledge which is within jumping or
 falling distance to the right or left, but above or below the characters'
 initial position, while stil showing what may be horizontally to the right
 or left simultaniously.

 Some sort of verbal mapping might work,  but this would not show the
 initial ledge position, and having to constantly look at verbal maps might
 become tedius and break up game flow. the best idea I could think of, was
 having a ledge indicator sound similar to the turn indicators in fp games.
 I thought possibly the sound's pitch could alter higher or lower for higher
 or lower ledges, and only respond to ledges immediately within jumping range
 of your character. Thus, for the mario example of three stacked ledges, you
 are walking to the right and hear a high pitched sound from the right
 speaker.

 You've not recieved a crumble ledge warning, so you know you can continue
 walking right, however you've just heard the indicator sound, so know there
 is a ledge above you to jump to. You jump up,  and find another ledge
 above that.

 When coming down, the process is the same, but with a lower pitched sound.
 By limiting the view essentially only to those ledges you could jump or
 fall to,  ie, those in your immediate area, you thus limit
 complexity,  afterall, you can find out what's above the current ledge
 by jumping up there and don't really need it indicated.

 The only issue that occurred to me for a game like mota, was how to fit this
 into the theme of the game. I would suggest utilizing wind sounds of
 differing pitches as indicators, - however wind is already used to
 indicate pit falls.

 Perhaps a beeping sound of various pitches could be used similar to those
 which indicate weapon pickups (afterall, it'd make sense for dr. carter to
 have a sonar tracker with her)k,  or maybe a creaking sound for the
 crumbling temple supports.

 Alternately, you could change or remove the pit sound, and use wind as ledge
 indicators.

 As for complexity, I think provided that the ledge indicator was limited to
 only showing one ledge above you and a safe floor below, ie, one high and
 one low sound, it wouldn't cause too much complexity issues, though would
 add considderably to the exploration possibilities of the game,  not to
 mention be a nice step in the right direction for future audio side
 scrollers.

 Beware the grue!

 Dark.


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Re: [Audyssey] Beep Trophy in Judgement Day

2010-03-17 Thread Hayden Presley
Hi Liam,
Thanks, and that's so far my favorite movie. Keep up the boring work1 Grin
Best Regards,
hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Liam Erven
Sent: Wednesday, March 17, 2010 9:51 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Beep Trophy in Judgement Day

try unlocking at least one or two more trophies.
the question may possibly answer itself.
 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Hayden Presley
Sent: Wednesday, March 17, 2010 9:39 PM
To: 'Gamers Discussion list'
Subject: [Audyssey] Beep Trophy in Judgement Day

Hi,

I just got my 24th trophy in judgement day, thus unlocking the beep
commercial. What a laugh! If you bought that, that would about show that
blind people will buy just about anything. Ok, I've given too much away.
To the point of my message. I have heard of a Beep trophy, does this have to
do with the commercial, and if not, how do you get it?

Best Regards,

Hayden

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Re: [Audyssey] question about games

2010-03-17 Thread Hayden Presley
Hi,
Yeah, how about making Athena unbeatable? Hmmm...that'd be interesting, and
Thomas might be on the run quite soon, considering myself and others would
be screaming ans screeching about getting our money back.
Best regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Wednesday, March 17, 2010 9:47 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] question about games

As MOTA might get more difficult and complex as we progress through it, 
maybe this idea could be incorporated somewhere near the end of the game, 
unless other challenges are in the evil mind of Thomas Ward that would be 
harder.
---
In God we trust.
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Wednesday, March 17, 2010 9:41 PM
Subject: Re: [Audyssey] question about games


 Hi Thomas,
 Personally, I think you should leave it to Level 3. Leave Level 1 as it 
 is,
 is my advice, though this sounds quite intreeging.
 Best Regards,
 hayden

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Thomas Ward
 Sent: Wednesday, March 17, 2010 8:16 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] question about games

 Hi Dark,
 Yes, good point. I know exactly what you mean. About the best example
 I can think of to relate to what you are talking about is Tomb Raider
 Prophecy.
 As you may or may not know Tomb Raider Prophecy was a side-scroller
 released in the late 1990's for the Nintendo Gameboy. While there were
 plenty of staircases to climb it also featured a series of ledges you
 need to jump over or jump up and grab.
 For instance, in level 2 when you enter the ancient mountain temple
 there are a number of ledges you need to get to. You need to run and
 jump onto ledges high above you, walk a ways, run and jump onto a
 higher ledge, and so on. There are also cases where you are standing
 on a high ledge and need to jump across a chasm to a ledge far below
 you. This is imho something I've strongly considered for MOTA.
 Although, I have elected to leave it out of the early levels as I'm
 not sure how easy or difficult it may be fore a blind gamer to play.
 It is certainly something I'm willing to try though. In fact, now the
 the updated Genesis Engine written in C++ is just about ready to use I
 could redraw level one with more ledges and things of that nature if
 you would like.

 Cheers!

 On 3/17/10, dark d...@xgam.org wrote:
 Hi Tom.

 To be honest, while Tmnt (like turrican or metroid), was very advanced 
 for
 alternate routes,  it even featured different perspectives in levels,
 I
 was thinking on a much smaller and less profound scale with my example.

 To put it another way, in all the audio side scrollers thus far, 
 including Monti (and possibly mota), your character only can interact 
 with
 what is to their left and right. You cannot jump up to a ledge above you,
 or
 fall down to one below, much less jump up a series of ledges to go 
 through
 a
 complex route.

 I know that both of your games employed stairs and ladders for vertical
 movement which was certainly a step in the right direction,  but is
 stil
 imho far less than what might be achieved in a side scroller in audio.

 In a game like Mario, you can jump to ledges above you or to one side,
 fall
 down onto ledges below (often avoiding enemies on the way).

 Games like Mega man took this to an extreme,  for instance the 
 dreaded
 moving ledge section in guts man's stage where you had to time your drops
 from one moving mine cart to the other, or elec man's stage where you had
 to
 alternate betwene standard left to right movement, or jumping on
 progressively higher ledges to scroll upwards.

 Metroid and turrican really took vertical movement to it's ultimate
 progression, where making your way through the game required moving left
 to
 right, or up or down, in any number of combinations. I remember for
 instance
 one section in Turrican 1 which was shaped like a square. you walked
 across
 the bottom, then jumped up some ledges at the side, then had to make your
 way across some ledges at the top to the top left hand corner exactly
 above
 where you entered,  however if you fell, you'd be on the bottom 
 again.

 This was why Turrican was probably the game that really made me fall in
 love
 with gaming (and weerd miner music chords), at the age of nine, the
 feeling
 of totally unrestricted movement and exploration, even though the game
 featured comparatively symple arcade style gameplay, with only a choice 
 of
 two or three basic shooting weapons (a third was added in Turrican 2), a
 close range but multi directional surround shot weapon, and three special
 limited use weapons. Actually, I think Mota already has more weapon 
 choice
 than Turrican did, however it was the huge explorable levels 

Re: [Audyssey] question about games

2010-03-17 Thread Thomas Ward
Hi Charles,
Well, this isn't necessarily about game complexity or challenge, but
how we, as game developers, can convey the same sort of information to
a blind gamer through audio as a sighted gamer would get by looking at
the screen. Having a more or less advanced 2d layout happens to be one
of those things lacking in audio games, and hasn't really been tried
before in an audio only format. Since I have already mentioned Tomb
Raider Prophecy as an example in an earlier message I'll continue to
use it here as an example of what we are talking about.
When you play a game like Tomb Raider Prophecy you are shown a 2d
vista of various cliffs, ledges, pitfalls, etc. That is having items
above and below your current position. You might have to take a rather
long running jump to get up onto a low hanging ledge, catch it, and
then use control+up arrow to pull yourself onto it. You then might
take a few steps left and use up arrow to skale the cliffside to get
up to a higher level to grab  a med kit sitting up there. Once you get
it you can get off the cliff by running right, take a long leep from
the top of that ledge, down to a lower ledge to the right and below
your position, and jump from there back down to the ground level. This
type of layout isn't unusual for mainstream games, but hasn't even
been seriously attempted by any audio game developer
So bottom line Dark was wondering how we could indicate this type of
game layout with ledges or cliffs above and possably below your
current location. Especially, if you have to take a long running jump
to jump up and catch it, or take a running jump to clear a very large
gap between two different levels and ledges. After all we don't have
the advantage of sight and can't see that ledge b is very far away
from ledge a.
The game that really comes to mind here is Monkey Business. In level 4
you have to cross a series of ledges to get to the teleporter. So far
I know of know one who has mastered that level, and one reason is
James North didn't give us enough verbal or sound feedback to quite
see the level as a whole, or figure out how things relate to each
other in the game world. I for one think it could have been done
differently and made things less complicated. Were it a mainstream
video game there would be more information given just by looking at it
visually. Somehow a game developer needs to convey the exact same
visual information via audio or verbal directions.

Cheers!


On 3/17/10, Charles Rivard woofer...@sbcglobal.net wrote:
 As MOTA might get more difficult and complex as we progress through it,
 maybe this idea could be incorporated somewhere near the end of the game,
 unless other challenges are in the evil mind of Thomas Ward that would be
 harder.
 ---
 In God we trust.

---
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Re: [Audyssey] Fw: something out of curiocity

2010-03-17 Thread Yohandy
this sounds very interesting man! go ahead! I'm a huge sf fan as well, so 
I'd definitely love this.




- Original Message - 
From: clement chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, March 16, 2010 2:13 AM
Subject: [Audyssey] Fw: something out of curiocity




- Original Message - 
From: clement chou

To: brandonsl...@freelists.org
Sent: Monday, March 15, 2010 8:27 PM
Subject: something out of curiocity


So, I've been in posession of a lot of time lately, and figured I would 
start something. I am a guitarist, and have been playing for a good eight 
years or so... all self-taught, no lessons. And I reecently had an idea. 
I've always been a street fighter fan, especially of the music. Super 
Street Fighter 2 had one of the best sound tracks for fightng games, of 
that particular type of music. Because Soul Calibur's orchestral themes 
are a different kind, I didn't mention it although that is probably my 
second-favorite. I'm curious... would anyone be interested to hear remixes 
of street fighter themes, simply with lead and rhythm guitar? Bare in mind 
that if people say yes, it isn't going to sound that good. I don't know 
any proper techniques, I just play and people tell me it's good. So I'm 
not sure. But if people are interested, I can share some of the ones I 
have in mind to do. Requests are welcome too... and if anyone else who is 
a guitarist wants to ad their own twist, feel free to let me know either 
on or offlist an we can send files back and forth and mix the mtogether, 
so we have more than one guitar going at once. lol. What do you guys all 
think?

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Re: [Audyssey] question about games

2010-03-17 Thread dark

Hi.

Exactly, this was entirely regarding conveying more information to the 
player in audio about a 2D playing area, and thus making games which are 
more interesting and complex to play.


I really wasn't thinking in terms of running jumps or cliff scaling tom, 
though these might be possible using a variety of graded pitch to indicate 
hight above the player, and also letting you know when scaling a cliff where 
the ledges are so that you know when to jump off.


In general though, this is entirely an area which needs more considderation.

Btw, I've never even completed the first level of monkey business. i find 
the audio navigation tools in the game horribly imprecise and with the 
inherent difficulties I have comprehending spaces, the sonar isn't too 
helpful either.


Beware the Grue!

Dark.

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Charles Rivard woofer...@sbcglobal.net; Gamers Discussion list 
gamers@audyssey.org

Sent: Thursday, March 18, 2010 3:46 AM
Subject: Re: [Audyssey] question about games



Hi Charles,
Well, this isn't necessarily about game complexity or challenge, but
how we, as game developers, can convey the same sort of information to
a blind gamer through audio as a sighted gamer would get by looking at
the screen. Having a more or less advanced 2d layout happens to be one
of those things lacking in audio games, and hasn't really been tried
before in an audio only format. Since I have already mentioned Tomb
Raider Prophecy as an example in an earlier message I'll continue to
use it here as an example of what we are talking about.
When you play a game like Tomb Raider Prophecy you are shown a 2d
vista of various cliffs, ledges, pitfalls, etc. That is having items
above and below your current position. You might have to take a rather
long running jump to get up onto a low hanging ledge, catch it, and
then use control+up arrow to pull yourself onto it. You then might
take a few steps left and use up arrow to skale the cliffside to get
up to a higher level to grab  a med kit sitting up there. Once you get
it you can get off the cliff by running right, take a long leep from
the top of that ledge, down to a lower ledge to the right and below
your position, and jump from there back down to the ground level. This
type of layout isn't unusual for mainstream games, but hasn't even
been seriously attempted by any audio game developer
So bottom line Dark was wondering how we could indicate this type of
game layout with ledges or cliffs above and possably below your
current location. Especially, if you have to take a long running jump
to jump up and catch it, or take a running jump to clear a very large
gap between two different levels and ledges. After all we don't have
the advantage of sight and can't see that ledge b is very far away
from ledge a.
The game that really comes to mind here is Monkey Business. In level 4
you have to cross a series of ledges to get to the teleporter. So far
I know of know one who has mastered that level, and one reason is
James North didn't give us enough verbal or sound feedback to quite
see the level as a whole, or figure out how things relate to each
other in the game world. I for one think it could have been done
differently and made things less complicated. Were it a mainstream
video game there would be more information given just by looking at it
visually. Somehow a game developer needs to convey the exact same
visual information via audio or verbal directions.

Cheers!





---
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You can make changes or update your subscription via the web, at
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Re: [Audyssey] question about games

2010-03-17 Thread dark

Hi Tom.

Indeed, i didn't notice the dripping water in Mota because I assumed it was 
part of the ambience,  though I did notice it back in Montizuma's 
return, so I should've really assumed it was there.


If you have some other ambience then that should work fine, and allow 
complex layout of ledges making for more exploration.


Just one question though. Is the dripping water indicator only audible when 
your within jumping distance?  if not, then possibly you might considder 
adding that to the change logue, sinse I can imagine hereing ledges above 
you and not knowing if you can reach them or not would be a rather confusing 
situation in the game,  especially if you were walking on a lower level 
benieth a far higher set of ledges which you'd need to go somewhere else to 
climb.


Just a thought on easing the system a bit.

Beware the grue!

Dark. 



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