[Audyssey] (no subject)

2010-05-30 Thread Castanedagarcia_Alfredo


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Re: [Audyssey] to dark

2010-05-30 Thread dark
Michael, firstly audiogames.net is not my site" or not in the sense of setup 
by me.


It was setup long before I started playing audiogames by the chaps at the 
game accessibility special interest group. They merely asked several people 
(including myself), to help them with news, and with writing the database.


Thus, it is actually Richard Vantol who was responsable for the news about 
pappa sanga,  heck, I don't even own an Iphone! I suggest you check the 
developers' own website for details.


Beware the grue!

Dark.
- Original Message - 
From: "michael barnes" 

To: 
Sent: Monday, May 31, 2010 5:14 AM
Subject: [Audyssey] to dark


hey dark on your site it talk about the iphone game call papa sangre.  but 
it don't say when the game is coming out for the iphone.  so do you or any 
one else know when the game is coming out?


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Re: [Audyssey] Raceway was The other side

2010-05-30 Thread Charles Rivard

How about the names of list members?  Just a thought.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Sunday, May 30, 2010 10:06 PM
Subject: Re: [Audyssey] Raceway was The other side



Hi Phil,
Yeah, that is basicly something like what I had planned. Since I can't
or shouldn't use official Nascar driver names I decided to create a
huge database of driver names like John, Sarah, Michael, Peter, Kelly,
etc. That way when you are setting the game up for the first time it
will ask you what is your name and you can scroll through a list of
common first names and select the one that matches your name. I might
select Tom from the list and be ready to select the type of car I want
to drive  etc. I suppose I could create custom slots open for those
who want to add an extra name to the list. Plus in the beta stage I'll
be taking suggestions for extra driver names for those from foreign
countries that don't have typical American names like Phil, John,
Bryan, Tom, Michael, whatever.

Cheers!

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Re: [Audyssey] aliens in the outback

2010-05-30 Thread dark
Well, getting into things is a good idea imho if you can be fast, but 
actually targiting some ships can be quite a challenge indeed, those on the 
third world for instance (I can't recall their colour sinse synaesthesically 
all the ships have different colours to me), that move from side to side I 
find a total pest.


Beware the grue!

Dark. 



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Re: [Audyssey] financial colaboration was: a drastic change isneeded for audio games.

2010-05-30 Thread dark

Hi tom.

Hmmm, I assumed that once a sound library was perchiced by an individual it 
was practically there's to use.


I find myself continually amazed at how restrictive copywrite law is. I've 
mentioned myself how it has practically stopped people in England getting 
hold of books for a considderable time, but if a philanthropic action like 
that I proposed essentially ment for the purposes of sharing would be 
considdered a breach of law, I find that practically insane!


It seems that laws intended simply to insure an individuals' right to 
recieve creddit for his/her own creative work have,  unsurprisingly 
given the general nastiness of unregulated capitalism, morphed into just 
another tool for extracting the maximal amount of prophit from any 
enterprise.


Getting back to my idea though, my thought was that all developers who 
wished to be involved club together as a group for this purpose, and the 
actual buying and administration of donations is done by a third party.


So, the sounds would be licensed to "the developement resources collective" 
(or whatever the heck we called it), who's members would included Thomas 
ward, Phil Vlasac, Che martin etc, but the actual buying of the license 
would be the responsability of the administrator,  whoever that would 
be.


i'd hope that would get around the evil capitalist evil.

Beware the grue!

Dark. 



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Re: [Audyssey] Raceway was The other side

2010-05-30 Thread shaun everiss
tom whatabout having in adition a fiend where you put in your name 
maybe as an option.

At 03:06 p.m. 31/05/2010, you wrote:

Hi Phil,
Yeah, that is basicly something like what I had planned. Since I can't
or shouldn't use official Nascar driver names I decided to create a
huge database of driver names like John, Sarah, Michael, Peter, Kelly,
 etc. That way when you are setting the game up for the first time it
will ask you what is your name and you can scroll through a list of
common first names and select the one that matches your name. I might
select Tom from the list and be ready to select the type of car I want
to drive  etc. I suppose I could create custom slots open for those
who want to add an extra name to the list. Plus in the beta stage I'll
be taking suggestions for extra driver names for those from foreign
countries that don't have typical American names like Phil, John,
Bryan, Tom, Michael, whatever.

Cheers!

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Re: [Audyssey] Raceway was The other side

2010-05-30 Thread shaun everiss

hmmm
if you want tom I know a friend that plays racing games loads he 
doesn't check his mail much so just give me a list of questions you 
want and I can probably ask him for those.
if you want voices I can probably do those to  I have a reasonable 
headset mic which should do.

At 02:55 p.m. 31/05/2010, you wrote:

Hi,
At this point I really don't know.  One problem I am having with the
game is a lot of this gets to be really technical, and goes way over
my head. While I  watch the ocational Nascar race and have played some
of the racing games out there I'm not a hard core racing nut.
Watching a few races now and then and playing the games now and then
is a lot different then trying to program a really major racing game
from scratch. It takes a lot of motivation, dedication, and an
enjoyment for the project I really don't feel.
Personally, I could care less if there is a qualifier before the race
to find out your starting position or a set of random times to just
select an automatic starting position for each car. I have to do that
for the AI cars anyway so what's one more car right?
However, I know if I don't add a qualifier some hard core racing fans
out here are going to be realy disappointed, and knowing what I know
about this community I'll never hear the end of it until I give them
one.  So eventually there will likely be a qualifier, but it is lower
priority than the other features of the game.
Right now. The test version that was written in C#, and is currently
being ported to C++ simply randomly selects a starting position from 1
to 43 and lines the cars up in whatever random order it chooses. Not
very realistic, but it works.

On 5/30/10, Charles Rivard  wrote:
> I'd start with all 43 and go from there.  Will there be qualifying before
> each race to see where you're starting position in the race will be?  Time
> for practice and adjustments in the pits and all that fun stuff?

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[Audyssey] to dark

2010-05-30 Thread michael barnes
hey dark on your site it talk about the iphone game call papa sangre.  
but it don't say when the game is coming out for the iphone.  so do you 
or any one else know when the game is coming out?


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Re: [Audyssey] Raceway was The other side

2010-05-30 Thread Thomas Ward
Hi Charles,
That will work too. Basically, supporting a racing wheel and a game
pad is fairly similar although they will require a different button
layout. That's why I'll likely have to put in some sort of
joystick/wheel configuration tool so you can customize the game for
your specific input controller.

On 5/30/10, Charles Rivard  wrote:
> How about joysticks for those who don't have racing wheels?

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Re: [Audyssey] Raceway was The other side

2010-05-30 Thread Thomas Ward
Hi Phil,
Yeah, that is basicly something like what I had planned. Since I can't
or shouldn't use official Nascar driver names I decided to create a
huge database of driver names like John, Sarah, Michael, Peter, Kelly,
 etc. That way when you are setting the game up for the first time it
will ask you what is your name and you can scroll through a list of
common first names and select the one that matches your name. I might
select Tom from the list and be ready to select the type of car I want
to drive  etc. I suppose I could create custom slots open for those
who want to add an extra name to the list. Plus in the beta stage I'll
be taking suggestions for extra driver names for those from foreign
countries that don't have typical American names like Phil, John,
Bryan, Tom, Michael, whatever.

Cheers!

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Re: [Audyssey] Raceway was The other side

2010-05-30 Thread Thomas Ward
Hi,
At this point I really don't know.  One problem I am having with the
game is a lot of this gets to be really technical, and goes way over
my head. While I  watch the ocational Nascar race and have played some
of the racing games out there I'm not a hard core racing nut.
Watching a few races now and then and playing the games now and then
is a lot different then trying to program a really major racing game
from scratch. It takes a lot of motivation, dedication, and an
enjoyment for the project I really don't feel.
Personally, I could care less if there is a qualifier before the race
to find out your starting position or a set of random times to just
select an automatic starting position for each car. I have to do that
for the AI cars anyway so what's one more car right?
However, I know if I don't add a qualifier some hard core racing fans
out here are going to be realy disappointed, and knowing what I know
about this community I'll never hear the end of it until I give them
one.  So eventually there will likely be a qualifier, but it is lower
priority than the other features of the game.
Right now. The test version that was written in C#, and is currently
being ported to C++ simply randomly selects a starting position from 1
to 43 and lines the cars up in whatever random order it chooses. Not
very realistic, but it works.

On 5/30/10, Charles Rivard  wrote:
> I'd start with all 43 and go from there.  Will there be qualifying before
> each race to see where you're starting position in the race will be?  Time
> for practice and adjustments in the pits and all that fun stuff?

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Re: [Audyssey] Raceway was The other side

2010-05-30 Thread Phil Vlasak

Hi Thomas,
I too would like Raceway to stay away from SAPI.
In Ten Pin Bowling we recorded over 100 names to be used and allowed the 
customer to add their recorded name to the list.

It wasn't done as well as I had hoped and is a little difficult to do
We should have included 117.wav saying
You can record Your name here.
The same can be done for Raceway.
Have a generic track saying
You can record your track name here.
and also for the driver,
a file saying
your name for driver here.
Of course it will not sound as well as all the other names but it will be 
better than SAPI trying to pronounce your name.

Phil

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Sunday, May 30, 2010 6:01 PM
Subject: Re: [Audyssey] Raceway was The other side



Hi Hayden,
Yeah, that might work but I'm not exactly  a fan of Sapi.  For one
thing most of the voices are too robotic or inhuman sounding and ruins
my gaming experience.  The other issue is that handling Sapi in C++ is
a total pain in the butt.
The big problem is that most of Microsoft's C++ libraries require you
to convert ascii text to unicode characters which is a royal pain in
the tail. Newer languages, such as the .Net languages, automatically
do this conversion for you.  As a result you can't just pass the
contents of a C++ variable to Sapi without converting the data in said
variable to unicode first. As a result I tend to avoid some of
Microsoft's Windows specific dll libraries and APIs for that specific
reason.


On 5/30/10, Hayden Presley  wrote:

Hi Thomas,
I think you could, say, have SAPI support for new driver names. Look at 
the
way Che did RailRacer...your tracks are announced in SAPI, and most of 
the

menu content is all pre recorded human voice. I don't know howthat would
work, but I think that would be the best compromise.
Best Regard,s
Hayden


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Re: [Audyssey] Raceway was The other side

2010-05-30 Thread Charles Rivard

How about joysticks for those who don't have racing wheels?
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Sunday, May 30, 2010 1:18 PM
Subject: Re: [Audyssey] Raceway was The other side



Hi Gary,
Well, one miner comment to add to your post. Technically the game
isn't being designed with the keyboard user in  mind here. Yes, it has
keyboard support, but I am designing the game mechanics and game play
around the Logitec Momo Racing Wheel the same way Jim Kitchens Match 1
TTS game is. There is so much more you can do with a racing wheel with
force feedback support than your plane vinilla keyboard. Improved
responce times and more accurate stearing just being two of the big
ones.
I know when playing Rail Racer there is a huge difference in keyboard
control and stearing wheel control.  When I was practicing the game
using the keyboard I was discovering in online play everyone was
dusting me left and right. They were cutting there track times in
half, and I was just the slow guy in the race.  Well, when I purchased
the  racing wheel for Raceway Ssuddenly my lap times were rapidly
improving and I was able to stear the racer better. Especially, when
taking those curves in Rail Racer which is where you lose all your
speed and momentem.
Another point of having a racing wheel with feedback support it is
like stearing the car with certainr estrictions on how fast you can
turn and the motors inside simulate actually trying to make a
difficult turn. If you end up running into the marbel I can have the
ff wheel vibrate like crazy simulate running over rough terrain which
will likely destroy your tires in the process.  However, the vibration
will give you a good clue you aren't on the track any more. Keyboards
just can't give you nearly as much control or feedback.

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Re: [Audyssey] Raceway was The other side

2010-05-30 Thread Charles Rivard
I'd start with all 43 and go from there.  Will there be qualifying before 
each race to see where you're starting position in the race will be?  Time 
for practice and adjustments in the pits and all that fun stuff?
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Sunday, May 30, 2010 12:10 PM
Subject: Re: [Audyssey] Raceway was The other side



Hi Jim,
The way I am designing the game you don't have to actually hear all 43
cars at once.  After all we are talking some tracks are one mile and
two mile tracks. Only the cars with in say a quarter of a mile of your
current position will be audable. That way you are not drowned in too
much audio feedback. Of course, if 43 cars whatever gets to be too
difficult to handle etc I can shrink it to say 20 cars whatever. We
will see how things goes once Raceway actually reaches the beta stage,
and we can hammer out any improvements whatever to make it more
feasable for the average player.

Smile.

On 5/30/10, Jim Kitchen  wrote:

Hi Thomas,

Not to be too picky, but the nascar season has 36 scheduled races and 
they

start 43 cars in all races.

I also wonder how realistic you really want to be with a race game.  I 
mean

43 car engines are going to sound like a swarm of mad bees.  And just for
the heck of it, try racing maybe 200 laps on say my Painsville oval 
track.
It takes allot of mental and physical endurance to race even a simple 
track

for 3 to 4 hours.

I don't mean to be negative, just giving you some of my thoughts.

Got to go and get ready to watch 1,100 miles of auto racing today.

BFN


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Re: [Audyssey] Raceway was The other side

2010-05-30 Thread Thomas Ward
Hi Hayden,
Yeah, that might work but I'm not exactly  a fan of Sapi.  For one
thing most of the voices are too robotic or inhuman sounding and ruins
my gaming experience.  The other issue is that handling Sapi in C++ is
a total pain in the butt.
The big problem is that most of Microsoft's C++ libraries require you
to convert ascii text to unicode characters which is a royal pain in
the tail. Newer languages, such as the .Net languages, automatically
do this conversion for you.  As a result you can't just pass the
contents of a C++ variable to Sapi without converting the data in said
variable to unicode first. As a result I tend to avoid some of
Microsoft's Windows specific dll libraries and APIs for that specific
reason.


On 5/30/10, Hayden Presley  wrote:
> Hi Thomas,
> I think you could, say, have SAPI support for new driver names. Look at the
> way Che did RailRacer...your tracks are announced in SAPI, and most of the
> menu content is all pre recorded human voice. I don't know howthat would
> work, but I think that would be the best compromise.
> Best Regard,s
> Hayden

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[Audyssey] racing on Memorial day - Re: Raceway was The other side

2010-05-30 Thread Charles Rivard
Jim:  We're both watching 1,100 miles of racing today.  The first 500 were 
good.  Now for the next 600!
- Original Message - 
From: "Jim Kitchen" 

To: "Thomas Ward" 
Sent: Sunday, May 30, 2010 9:53 AM
Subject: Re: [Audyssey] Raceway was The other side



Hi Thomas,

Not to be too picky, but the nascar season has 36 scheduled races and they 
start 43 cars in all races.


I also wonder how realistic you really want to be with a race game.  I 
mean 43 car engines are going to sound like a swarm of mad bees.  And just 
for the heck of it, try racing maybe 200 laps on say my Painsville oval 
track.  It takes allot of mental and physical endurance to race even a 
simple track for 3 to 4 hours.


I don't mean to be negative, just giving you some of my thoughts.

Got to go and get ready to watch 1,100 miles of auto racing today.

BFN

- Original Message -
Hi Charles,
Well, at the time I took over development of Raceway from James North
I invisioned it as an accessible version of Nascar Thunder 2004 by EA
Games. As it happens I realy like Nascar Thunder, but of course it
isn't accessible enough to really play. I usually wind up hitting the
wall or plowing into another car. So when James North offered Raceway
to me I took it, and decided to turn it into a fully accessible, fully
playable, version of Nascar Thunder without any of the official Nascar
logos and trademarks involved.
As far as how it will compare to other racing games out there it might
be easier to list its features, and let you decide based on that
information. Basically, since it is based on Nascar, actually an
official Nascar game, all of the rules, flags, and points will be
exactly the same as you would expect from a real race. Unlike other
accessible racing games you will be racing against 39 other AI driven
cars so we are talking a full monty here not three or four cars as is
the case with games like Poll Position. Since I am using official
points and scoring there will be a full season mode where you must
race a total of 30 races, and if you have the highest score you get
the racing cup.
What I am probibly not going to include in Raceway, at least not 1.0,
is a track editor, online racing, and some of those kind of features
of Rail Racer. While I think they would be good additions I feel those
can be added on later. In fact, I might even create it as a sort of
expantion pack that costs a nominal upgrade fee like $10 or something
like that. That way I can try and earn back some of the money lost
when transfering between Alchemy and USA Games, and  plus build upon
an existing product as well.


Jim

I tried snorting Coke once but the ice cubes got stuck in my nose.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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[Audyssey] aliens in the outback

2010-05-30 Thread Charles Rivard
Seeing as the thread has changed, I changed the subject line to reflect the 
content.  Is it my perception, or is wave 4 usually more intense than wave 5 
in the levels?  If I can make it through wave 4 with no enemy ships landing, 
I can just about figure on getting a bonus.  I can get a bonus every once in 
a while on level 1, but that's about it, and I have never beaten the game 
because I will! not! sit near the billibongs and pick off the ships when 
they get close.  I'd rather get into the thick of things, so to speak.
- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Sunday, May 30, 2010 1:12 AM
Subject: Re: [Audyssey] Raceway was The other side


Indeed, I've only managed it on the first world, and only then with 
difficulty.


I do think Draconis should make it easier to access,  perhaps by 
getting a certain amounts of points or one shot kills on a single 
wave,  or by making it every wave you get a no lander bonus on, not 
every five waves.


Beware the Grue!

Dark.
- Original Message - 
From: "Hayden Presley" 

To: "'Gamers Discussion list'" 
Sent: Sunday, May 30, 2010 3:12 AM
Subject: Re: [Audyssey] Raceway was The other side



Hi Dark,
The only bonus level I can get to is in level 4 with the violet ships, I
honestly think you can't do it in the other levels. Too many ships, and 
you

never get turboes. Or at least, not enough.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Saturday, May 29, 2010 2:08 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Raceway was The other side

Well, I'll hope that Draconis get to more developement generally.

At least if they're rewriting the games they can fix some of the common
issues, like add some more accurate and workable nav tools into monkey
business and actually make it possible to reach the bonus stage in Alien
Outback (something I've only ever managed to do once, though i've 
completed

the game start to finish last boss included several times).

Beware the grue!

Dark.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Saturday, May 29, 2010 7:54 PM
Subject: Re: [Audyssey] Raceway was The other side



Hi Dark,
Well, I got that impression as well. However, I suppose it is possible
the reason the have not released any more party packs is do to their
decision to convert Pinball Extreme to C++ and port it to Mac OS. in
that case it makes sence to discontinue the existing game and start
over fresh with the newer game, and then put out more party packs and
updates. That's what I'd do if I were Josh.

On 5/29/10, dark  wrote:
I actually got the idea Draconis were going to release more party 
packs,

especially with the "vol 1" bit, but sadly this doesn't seem to have
happened, which is a shame imho sinse I do rather enjoy the pinball 
games

for their great soundscapes and minigames.

Beware the grue!

Dark.



- Original Message -
From: "Charles Rivard" 
To: "Gamers Discussion list" 
Sent: Saturday, May 29, 2010 5:38 PM
Subject: Re: [Audyssey] Raceway was The other side



The Party Pack of pinball tables is a good example of this, increasing
the

number of tables for Pinball Xtreme from 6 to 9.  Charge for the
expansion

packs, but a lower price than the full game.  I think it worked for
Draconis, and I don't see why it wouldn't for other developers, as 
long

as

the packs keep the theme of the original.
- Original Message -
From: "dark" 
To: "Gamers Discussion list" 
Sent: Saturday, May 29, 2010 11:32 AM
Subject: Re: [Audyssey] Raceway was The other side



I'm not sure about raceway, --- motor racing not being my thing (I'll
certainly give the game a try though), but extra levels with new
enemies
etc for side scrollers or 3D games in expantion packs would be
fantastic,

sinse they would just give you so much more exploration potential.

I'm certain Q9, Gma tank commander, Shades of doom or indeed Mota 
would
bennifit hugely from these sorts of expantions, and I for one would 
be

extremely glad to pay for them, in fact this is a game model followed
by
several independent developers sinse they can essentially get more
milage

out of the same code.

See http://www.zxgames.com/en/ as an example of an indi developer who
has

done this.

beware the grue!
Dark.


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Re: [Audyssey] financial colaboration was: a drastic change isneeded for audio games.

2010-05-30 Thread Thomas Ward
Hi Ron,
Lol! That's the one. Pretty accurate considering Dark's suggestion to
buy sounds and redistribute them illegally.

On 5/30/10, Ron Schamerhorn  wrote:
> Hey little girl, you broke the laws
> You hustle, you deal, you steal from us all

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Re: [Audyssey] a drastic change is needed for audio games.

2010-05-30 Thread Thomas Ward
Hi Eleanor,
I just read your white paper, and it was definitely a good read.
Although, it focused on vidio game accessibility this is actually an
issue that effects all software products and developers equally. Far
too many software manufacturers create a certain software product, and
then only add accessibility to the software as an after thought.
Usually the claim is that adding accessibility costs to much.
However, as your white paper clearly pointed out the Baby Boomer
generation, those whith the majority of the money, are getting older,
are becoming disabled themselves, and could use accessible software
more than ever. This is where some companies like Apple are way ahead
of the Windows PC market in terms of a universal accessibility
framework. Not only does Mac OS 10.6 come with a decent screen reader
built into the operating system the entire accessibility framework of
the operating system has been completely designed in such a way that
any application written using the official Apple APIs and programming
standards should be fairly accessible out of the box, and adding that
accessibility doesn't cost the developer more time and effort to make
the software that way as the accessibility is included into Mac's
toolkits, APIs, etc.
As I see it as a game developer the same kind of strategy can be used
in producing accessible vidio games. A lot of vidio games out there
are built using a fully qualified game engine. If they took the time
to add text to speech support, closed captioning, and one-handed mode
to the engine itself any future games built using that engine could
use those accessibility features without much added time and expense
in developing the games themselves. However, the game companies have
to make a reasonable effort to add the accessibility into the game
engine itself before they produce the game/games. If they do that the
cost of development will be spread out over the entire population of
disabled and non-disabled gamers.
One problem is, as I personally see it, is the colleges and
universities themselves are not pushing for better accessibility
standards. Instead they will teach a new programmer the basics of
programming using Java, C++, Visual Basic .Net, whatever but there is
no discussion on ways to make an application accessible to someone
with any kind of disability.  Therefore there is a large majority of
programmers out there completely unaware of products like Jaws,
Window-Eyes, Zoom Text, etc, and most of them don't have any idea how
to go about making a program accessible in the first place.
So from my point of view we really should start with the class room
and teach new programmers how to make software accessible as they are
learning. Get them when they are young and just starting out.  Teach
them the fundimentals of accessibility before they go to work for
Activision, EA Games, or go into business for themselves.


On 5/28/10, Eleanor  wrote:
> As a developer who is interested in making accessible games, I read all
> you folks had to say about what you want in audiogames.  Yes, it would
> be great if these kinds of games would be available. The problem as I
> see it is that it is not only not economically feasible to do these
> kinds of games, it is basically  impossible without a far larger market
> than the number of blind and visually impaired gamers that are presently
> around.  That said, there is a possible answer.
>
> I just got back from the Games For Health conference where I presented
> at the Accessibility Day track.  What I was talking about is that as
> people age, the percent of those with one or more disability increases
> dramatically.  Over 40% of the over 65 year olds reported one or more
> disability in the past US census.  I don't know what the new census will
> show and it probably won't be available until 2014.  That has the
> potential to increase the number of people who would be interested in
> audio games.  Stephanie from the AbleGamers Foundation and I did a white
> paper that shows the potential lost revenue game developers are facing
> in the next five years if they don't make games accessible.  You can
> read the paper on our website, www.7128.com.
>
> Also, there was a workshop at the conference that Philip Benefal was
> supposed to participate in via telephone/skype, and the Internet
> connection went down just before the workshop so the leader couldn't
> contact Philip.  The topic that was being discussed was audio game
> development on mobile devices that could be used by people who are
> exercising to make the time fly by and encourage more time exercising.
> These obviously would be simple games both because of the platform
> limitations and the fact you don't want the depth of involvement you get
> in a game like Entombed.  BUT - and this is the BIG thing that might
> come from this type of game development, if you get sighted players
> interested in and willing to buy audio games you have just magically
> increased your market conside

Re: [Audyssey] Raceway was The other side

2010-05-30 Thread Hayden Presley
Hi Thomas,
I think you could, say, have SAPI support for new driver names. Look at the
way Che did RailRacer...your tracks are announced in SAPI, and most of the
menu content is all pre recorded human voice. I don't know howthat would
work, but I think that would be the best compromise.
Best Regard,s
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Sunday, May 30, 2010 1:02 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Raceway was The other side

Hi Gary,
Those are some interesting ideas, but it would require some
fundimental reworking of the Raceway engine and source code to even
introduce half that stuff into the game. So if this is even remotely
something we want to do we have to basically revamp the engine while
I'm in the process on converting it from C# .Net to C++.
For example, if you want features like a track editor, season editor,
driver editor, etc that pretty much rules out using prerecorded wav
files for speech which is what Raceway uses now. Instead of human
prerecorded speech output, which is something I had planned on using,
we have to rework the engine to use Sapi support instead. Obviously
the quality of speech output then will be dependant on how good a
speech engine you can afford. Speech quality will range from anything
like Microsoft Sam to AT&T Natural Voices or something.
In other words what I am aiming at is fully customizable games, like
you are suggesting, does require some sacrofices in terms  of speech
quality and lots of extra work in upgrading the engine to support
future developments like that. It may require a complete rethinking of
the engine design. There are pros and cons of using Sapi.
For example, if I use Sapi the speech will be more flexable and would
be the best solution if we are coming up with custom driver names,
sponcers, tracks, etc. However, if I use english as the default
language for Sapi then there would be no hope of a French, German,
Spanish, etc language pack for foreign speaking users unless I
modified the engine myself with the translation.
If I use prerecorded speech not only could you customize the language
of the basic voice package if you have the right TTS engine whatever
you could customize driver names, sponcer names, whatever. However, if
we are aiming for custom content then it would be better to use some
TTS voice that a lot of people have so we could make all of the end
user add ons compatible. The last thing I think we want is for one
user to use Eloquence for his add on pack, another to use Scansoft
Tom, and someone else use Scansoft Daniel.  Having mixed and matched
voices like that wouldn't be too cool in my opinion. So I think we all
need to discuss this and think on these problems and issues before i
complete converting it to C++, because after I do that I'm not going
to be very happy rewriting a bunch of the core from scratch because
some end user wants feature x months after i wrote it.

Cheers!

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Re: [Audyssey] financial colaboration was: a drastic change isneeded for audio games.

2010-05-30 Thread Ron Schamerhorn
Hey little girl, you broke the laws
You hustle, you deal, you steal from us all

- Original Message - 
From: "Thomas Ward" 
To: "Gamers Discussion list" 
Sent: Sunday, May 30, 2010 4:19 PM
Subject: Re: [Audyssey] financial colaboration was: a drastic change 
isneeded for audio games.


Hi Dark,
That's a nice idea, but there is a thing called copyright law. So
strictly speaking your idea isn't strictly legal, and couldland the
developer/developers in hot water as it breaks the license for those
sound files.
Basicly, the way it works if an individual or company purchases a
commercial license for those sounds in the library it is to be used by
that individual or company, and not by a third-party developer. So if
USA Games were to purchase a sound library from Sound Ideas or
somebody and gave it to Draconis Entertainment, GMA Games, whatever we
would be in breach of the license and it would be considered piracy by
the company that produced the sound library. So while your idea is
nice it isn't feasable from a legal standpoint.
Once again, the copyright laws are designed in favor of corperations,
big businesses, etc  and if an individual or small business doesn't
have the funds to legally license sounds, music, trademarks, whatever
that's just tough. There is no consideration for a special class like
the blind who are largely unemployed world wide, and don't have the
funds to invest in the same sorts of things a major corperation can.
Bottom line, it all comes down to pure greed.

"Come on. Come on. Listen to the moneytalk."
AC-DC

On 5/28/10, dark  wrote:
> Hi tom.
>
> Actually, while I know this was a rather exasperated joke, there may be
> something in what you suggest,  at least as far as sounds go.
>
> Sounds afterall, unlike programming libraries or developement tools, may 
> be
> used by any game dev around.
>
> How about a donation scheme, sinse if 30 people donated ten usd, you'd 
> have
> enough for at least one of those cds'. The sounds could then be loaded 
> onto
> a password locked secure site, and the password could be given to
> developers.
>
> while, failing winning the lottery or a serious bank robbery, we might not
> be able to raise the hundred grand or so necessary to pay you,  or
> anyone else to make audio sf4,  scraping together 500 usd for some
> royalty free sounds might not be quite so unreasonable if people work
> together and are willing to donate a litle.
>
> this is also why I propose the sounds be placed on a secure site with a
> password which the major devs would have access to and would give out to
> anyone demed as necessary,  sinse then your not just donating to one
> person, but essentially to the entire community, and thus making all 
> future
> games better.
>
> Beware the Grue!
>
> Dark.

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Re: [Audyssey] financial colaboration was: a drastic change is needed for audio games.

2010-05-30 Thread Thomas Ward
Hi Dark,
That's a nice idea, but there is a thing called copyright law. So
strictly speaking your idea isn't strictly legal, and couldland the
developer/developers in hot water as it breaks the license for those
sound files.
Basicly, the way it works if an individual or company purchases a
commercial license for those sounds in the library it is to be used by
that individual or company, and not by a third-party developer. So if
USA Games were to purchase a sound library from Sound Ideas or
somebody and gave it to Draconis Entertainment, GMA Games, whatever we
would be in breach of the license and it would be considered piracy by
the company that produced the sound library. So while your idea is
nice it isn't feasable from a legal standpoint.
Once again, the copyright laws are designed in favor of corperations,
big businesses, etc  and if an individual or small business doesn't
have the funds to legally license sounds, music, trademarks, whatever
that's just tough. There is no consideration for a special class like
the blind who are largely unemployed world wide, and don't have the
funds to invest in the same sorts of things a major corperation can.
Bottom line, it all comes down to pure greed.

"Come on. Come on. Listen to the moneytalk."
AC-DC

On 5/28/10, dark  wrote:
> Hi tom.
>
> Actually, while I know this was a rather exasperated joke, there may be
> something in what you suggest,  at least as far as sounds go.
>
> Sounds afterall, unlike programming libraries or developement tools, may be
> used by any game dev around.
>
> How about a donation scheme, sinse if 30 people donated ten usd, you'd have
> enough for at least one of those cds'. The sounds could then be loaded onto
> a password locked secure site, and the password could be given to
> developers.
>
> while, failing winning the lottery or a serious bank robbery, we might not
> be able to raise the hundred grand or so necessary to pay you,  or
> anyone else to make audio sf4,  scraping together 500 usd for some
> royalty free sounds might not be quite so unreasonable if people work
> together and are willing to donate a litle.
>
> this is also why I propose the sounds be placed on a secure site with a
> password which the major devs would have access to and would give out to
> anyone demed as necessary,  sinse then your not just donating to one
> person, but essentially to the entire community, and thus making all future
> games better.
>
> Beware the Grue!
>
> Dark.

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Re: [Audyssey] drastic change needed for audio games

2010-05-30 Thread Thomas Ward
Hi,
Right. Mysteries of the Ancients is set in an ancient Greek
underground tomb, and has nothing to do with Aztecs.  Although, I know
where someone might get confused if they haven't read the updated
storyline since Mysteries of the Ancients came out in beta. I assume
that he is still thinking of Montezuma's Revenge which has been gone
for two entire years.

On 5/29/10, Hayden Presley  wrote:
> Hi,
> I must correct you, MOTA has nothing to with Aztecs.
> Best Regards,
> Hayden

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Re: [Audyssey] Raceway was The other side

2010-05-30 Thread Thomas Ward
Hi Gary,
Well, one miner comment to add to your post. Technically the game
isn't being designed with the keyboard user in  mind here. Yes, it has
keyboard support, but I am designing the game mechanics and game play
around the Logitec Momo Racing Wheel the same way Jim Kitchens Match 1
TTS game is. There is so much more you can do with a racing wheel with
force feedback support than your plane vinilla keyboard. Improved
responce times and more accurate stearing just being two of the big
ones.
I know when playing Rail Racer there is a huge difference in keyboard
control and stearing wheel control.  When I was practicing the game
using the keyboard I was discovering in online play everyone was
dusting me left and right. They were cutting there track times in
half, and I was just the slow guy in the race.  Well, when I purchased
the  racing wheel for Raceway Ssuddenly my lap times were rapidly
improving and I was able to stear the racer better. Especially, when
taking those curves in Rail Racer which is where you lose all your
speed and momentem.
Another point of having a racing wheel with feedback support it is
like stearing the car with certainr estrictions on how fast you can
turn and the motors inside simulate actually trying to make a
difficult turn. If you end up running into the marbel I can have the
ff wheel vibrate like crazy simulate running over rough terrain which
will likely destroy your tires in the process.  However, the vibration
will give you a good clue you aren't on the track any more. Keyboards
just can't give you nearly as much control or feedback.

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Re: [Audyssey] Raceway was The other side

2010-05-30 Thread Thomas Ward
Hi Gary,
Those are some interesting ideas, but it would require some
fundimental reworking of the Raceway engine and source code to even
introduce half that stuff into the game. So if this is even remotely
something we want to do we have to basically revamp the engine while
I'm in the process on converting it from C# .Net to C++.
For example, if you want features like a track editor, season editor,
driver editor, etc that pretty much rules out using prerecorded wav
files for speech which is what Raceway uses now. Instead of human
prerecorded speech output, which is something I had planned on using,
we have to rework the engine to use Sapi support instead. Obviously
the quality of speech output then will be dependant on how good a
speech engine you can afford. Speech quality will range from anything
like Microsoft Sam to AT&T Natural Voices or something.
In other words what I am aiming at is fully customizable games, like
you are suggesting, does require some sacrofices in terms  of speech
quality and lots of extra work in upgrading the engine to support
future developments like that. It may require a complete rethinking of
the engine design. There are pros and cons of using Sapi.
For example, if I use Sapi the speech will be more flexable and would
be the best solution if we are coming up with custom driver names,
sponcers, tracks, etc. However, if I use english as the default
language for Sapi then there would be no hope of a French, German,
Spanish, etc language pack for foreign speaking users unless I
modified the engine myself with the translation.
If I use prerecorded speech not only could you customize the language
of the basic voice package if you have the right TTS engine whatever
you could customize driver names, sponcer names, whatever. However, if
we are aiming for custom content then it would be better to use some
TTS voice that a lot of people have so we could make all of the end
user add ons compatible. The last thing I think we want is for one
user to use Eloquence for his add on pack, another to use Scansoft
Tom, and someone else use Scansoft Daniel.  Having mixed and matched
voices like that wouldn't be too cool in my opinion. So I think we all
need to discuss this and think on these problems and issues before i
complete converting it to C++, because after I do that I'm not going
to be very happy rewriting a bunch of the core from scratch because
some end user wants feature x months after i wrote it.

Cheers!

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Re: [Audyssey] Raceway was The other side

2010-05-30 Thread Thomas Ward
Hi Jim,
The way I am designing the game you don't have to actually hear all 43
cars at once.  After all we are talking some tracks are one mile and
two mile tracks. Only the cars with in say a quarter of a mile of your
current position will be audable. That way you are not drowned in too
much audio feedback. Of course, if 43 cars whatever gets to be too
difficult to handle etc I can shrink it to say 20 cars whatever. We
will see how things goes once Raceway actually reaches the beta stage,
and we can hammer out any improvements whatever to make it more
feasable for the average player.

Smile.

On 5/30/10, Jim Kitchen  wrote:
> Hi Thomas,
>
> Not to be too picky, but the nascar season has 36 scheduled races and they
> start 43 cars in all races.
>
> I also wonder how realistic you really want to be with a race game.  I mean
> 43 car engines are going to sound like a swarm of mad bees.  And just for
> the heck of it, try racing maybe 200 laps on say my Painsville oval track.
> It takes allot of mental and physical endurance to race even a simple track
> for 3 to 4 hours.
>
> I don't mean to be negative, just giving you some of my thoughts.
>
> Got to go and get ready to watch 1,100 miles of auto racing today.
>
> BFN

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Re: [Audyssey] Raceway was The other side

2010-05-30 Thread Phil Vlasak

Hi Thomas,
As to the number of car sounds, we had the same problem with games using the 
GMA engine.
David set it so that the nearest tanks or creatures or ghosts would sound 
and the rest of the other creatures sounds would be ignored by the game.
It is a variable that can be adjusted, but the nearest 10 or 12 seems about 
right.

Phil

- Original Message - 
From: "Jim Kitchen" 

To: "Thomas Ward" 
Sent: Sunday, May 30, 2010 10:53 AM
Subject: Re: [Audyssey] Raceway was The other side



Hi Thomas,

Not to be too picky, but the nascar season has 36 scheduled races and they 
start 43 cars in all races.


I also wonder how realistic you really want to be with a race game.  I 
mean 43 car engines are going to sound like a swarm of mad bees. 



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Re: [Audyssey] Raceway was The other side

2010-05-30 Thread Jim Kitchen

Hi Thomas,

Not to be too picky, but the nascar season has 36 scheduled races and they 
start 43 cars in all races.

I also wonder how realistic you really want to be with a race game.  I mean 43 
car engines are going to sound like a swarm of mad bees.  And just for the heck 
of it, try racing maybe 200 laps on say my Painsville oval track.  It takes 
allot of mental and physical endurance to race even a simple track for 3 to 4 
hours.

I don't mean to be negative, just giving you some of my thoughts.

Got to go and get ready to watch 1,100 miles of auto racing today.

BFN

- Original Message -
Hi Charles,
Well, at the time I took over development of Raceway from James North
I invisioned it as an accessible version of Nascar Thunder 2004 by EA
Games. As it happens I realy like Nascar Thunder, but of course it
isn't accessible enough to really play. I usually wind up hitting the
wall or plowing into another car. So when James North offered Raceway
to me I took it, and decided to turn it into a fully accessible, fully
playable, version of Nascar Thunder without any of the official Nascar
logos and trademarks involved.
As far as how it will compare to other racing games out there it might
be easier to list its features, and let you decide based on that
information. Basically, since it is based on Nascar, actually an
official Nascar game, all of the rules, flags, and points will be
exactly the same as you would expect from a real race. Unlike other
accessible racing games you will be racing against 39 other AI driven
cars so we are talking a full monty here not three or four cars as is
the case with games like Poll Position. Since I am using official
points and scoring there will be a full season mode where you must
race a total of 30 races, and if you have the highest score you get
the racing cup.
What I am probibly not going to include in Raceway, at least not 1.0,
is a track editor, online racing, and some of those kind of features
of Rail Racer. While I think they would be good additions I feel those
can be added on later. In fact, I might even create it as a sort of
expantion pack that costs a nominal upgrade fee like $10 or something
like that. That way I can try and earn back some of the money lost
when transfering between Alchemy and USA Games, and  plus build upon
an existing product as well.


Jim

I tried snorting Coke once but the ice cubes got stuck in my nose.

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

2010-05-30 Thread key stone
Hi, does anyone know where I can get the user tracks and cars? and are any 
tutorials available on how to create the cars and tracks? I've tried to contact 
some other gamers but Top Speed is like a secret society..LOL..
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