Re: [Audyssey] eloquence was, Re: Screen reader support in BGT

2011-01-20 Thread Shiny protector

Uh. I hate that accent.
- Original Message - 
From: "Bryan Peterson" 

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 10:46 PM
Subject: Re: [Audyssey] eloquence was, Re: Screen reader support in BGT


I'm just the opposite. If I have to use Eloquence I use the UK accent 
since the American accent is the one that sounds odd to me.

We are the Knights who say...Ni!
- Original Message - 
From: "Damien Pendleton" 

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 2:05 PM
Subject: Re: [Audyssey] eloquence was, Re: Screen reader support in BGT



Hi Dark,
I totally agree with you with the UK accent, which is precisely why I use 
the US accent. To be honest I prefer the American accents in speech 
synths anyway. Again, because that's what I've always used.

Regards,
Damien.


- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 8:47 PM
Subject: [Audyssey] eloquence was, Re: Screen reader support in BGT


It might just be that I am used to orphius human voices, but I've 
actually never thought much of eloquence,  in fact to be honest I've 
never really thought it was that much better than microsoft Mike.


Of course, this might be partially because the eloquence uk english 
accent is,  well incredibly odd to say the least.


Beware the grue!

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

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 6:31 PM
Subject: Re: [Audyssey] Screen reader support in BGT



Hi,

Unfortunately this is true. Eloquence is actually Sapi 4 based not
Sapi 5 based. The Dectalk has its own API. Although Fonix did produce
a Sapi 5 compatible version of Fonixtalk, AKA Dectalk, for a while.
However, it is my understanding they discontinued the Sapi 5 version
of Fonixtalk.

The best way to support Eloquence is to purchase an SDK for it and
wrap Viavoice Outloud directly. It is pretty simple to do and the API
for Eloquence AKA Viavoice Outloud is very straight forward for a C++
developer. Problem is that the SDK costs quite a bit to license.

Cheers!






On 1/20/11, Damien Pendleton  wrote:

Hi Dark,
Synth voices like Eloquence and Dectalk are hard to get for SAPI 5 
though. I
tend to find with SAPI that you go from one extreme to the other. 
Either a
low-sampled, quick but hard to understand one, or a high-sampled, 
large,

slow, laggy, easy to understand one. However they all seem to be
sample-based rather than formant-based.
Regards,
Damien.


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Re: [Audyssey] eloquence was, Re: Screen reader support in BGT

2011-01-20 Thread dark
Hmmm, the thing is though Jacob, what about startrek or babylon 5 where the 
computer has an obviously female synth voice?


In fact a lot of old scifi tended to have them I think (there were certainly 
a few in dr. who).


Then of course there were the old robotic voices which quite honestly didn't 
have! a gender. this was imho one of the things which made the original 
cybermen from the 2nd doctor era and the daleks so inhuman.


In fact even now, though the cybermen have changed to sound deffinately 
male, Daleks are stil referd to as "it" and other than the emperor aren't 
said to have a gender at all.


Beware the grue!

Dark.
- Original Message - 
From: "Jacob Kruger" 

To: "Gamers Discussion list" 
Sent: Friday, January 21, 2011 6:00 AM
Subject: Re: [Audyssey] eloquence was, Re: Screen reader support in BGT


My one possible guess would be that, maybe it has something to do with old 
visions of technology - talking computer should sound like/sounds better 
when it sounds like a guy from some movie like revenge of the nerds...?


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

- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Friday, January 21, 2011 7:48 AM
Subject: Re: [Audyssey] eloquence was, Re: Screen reader support in BGT


This is a very weerd point,  even a female friend I know says the 
same thing as well. I'm sure freud would have a field day with it, though 
as this is supposed to be a family friendly list I won't start 
speculating on what he might've said ;d.


The deffinition of a freudian slip: "Say one thing and mean your mother!" 
;D.


Btw, I can't speak for the kepstral or at&T voices sinse I'm not familiar 
enough with them, but I've even found this with amazingly good synths 
like the seerprock ones which are some of the best I know.


That's why I tend to stick with scansoft daniel and his nice, bbc news 
reader voice ;D.


Beware the Grue!

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

To: "Gamers Discussion list" 
Sent: Friday, January 21, 2011 3:06 AM
Subject: Re: [Audyssey] eloquence was, Re: Screen reader support in BGT



Hi Dark,

Very interesting. Generally I've found the same problem. I would
prefer a female Sapi voice, but most of them just strike me as wrong.
Accapela Heather is not bad and AT&T Lorn is okay as well. Some of the
others like Scansoft Samantha just sounds like a stuck up old laidy,
and is a major turn off. Cepstral Dianne is good for reading books,
but some of Cepstral's voices like Amy and Emily are ssimply aweful.
However, more often the male voices like David, Walter, Mike, etc are
okay. I can listen to them all day with no problem.

Cheers!

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Re: [Audyssey] Arc Tangent vs bearing

2011-01-20 Thread Cara Quinn
Hey Rynhardt!

Yes, you're right and thanks for posting. :) It's funny as I'd tried this 
method some time ago with a GPS app I'm working on and it seemed to fail at 
times in that context, (which is why I posted mine) so I chalked it up to my 
blonde sleep-deprived brain at the time! lol! -So I'd abandoned it in favor of 
my more round-about way, but there ya go.

I'm glad I'm a way better model than mathematician! lol!

-Actually to be fair, I tend to think in working with data after it is output 
rather than manipulating it as it is input, so it's not always my strong suit. 
:) Thanks again for confirming though.

this brings up a good point though. Some languages actually do reverse these 
parameters natively so it's really important to know which ones do so that you 
can understand / work with your results.

Have a great evening! You rock!…

Smiles,

Cara :)
On Jan 19, 2011, at 2:24 PM, Rynhardt Kruger wrote:

Hi Cara,

One thing I've found is that you can get the same result by swapping the 
arguments to atan2.
Using your variable names,

angle=atan2(vectorX,vectorY)*180/M_PI;
if (angle<0)
angle+=360;

Take care,

Rynhardt

* Cara Quinn  [110119 23:47]:
> Thomas et al;
> 
> It occurred to me, that during our last discussion of 3D mapping etc, that 
> you'd asked how I was converting my arc tangent result to a bearing with zero 
> being north and degrees ascending clockwise. Here's how I do it. this is my 
> own way, and is only for a flat plane which is perfect for games. There are 
> other formulae out there, but they take into account earth curvature. This is 
> not as elegant as I'd like, but is less expensive than other formulae. 
> -Perhaps someone else knows of a better formula?? -Would love to hear!? :)
> 
> Anyway, this way is very simple. Hope it helps! :)
> 
> Smiles,
> 
> Cara :)
> 
> // x1, y1 is the user's origin and x2, y2 is the point you're trying to get 
> the angle to.
> 
> // subtract the remote point from your origin
> // it's important to do this in this order or the result will be opposite 
> what you want
> // I.E. 270 degrees instead of 90 etc
> 
> double vectorX = x2 - x1;
> double vectorY = y2 - y1;
> 
>   // get the angle in degrees between the two points
>   
>   double angle = (atan2(vectorY, vectorX) * 180 / 3.1415926535);
>   
>   // get the value in the proper negative range
>   
> angle-= 450;
>   
>   // switch to positive so that degrees will ascend clockwise as with a 
> proper heading
>   
>   angle = angle * -1;
>   
>   // round off result so modulus will be accurate
>   
>   angle = round(angle);
>   
>   // use modulus of 360 to get result in the proper range
>   
>   angle = (int)angle % 360;
> 
> // return the result;
> 
> return angle;
> ---
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[Audyssey] marvel vs. capcom 3 release date!

2011-01-20 Thread Clement Chou
For anyone who doesn't already have this. The long-awaited sequel to 
Marvel Vs. Capcom 2, released all the way back in 2000, is finally 
less than a month away. MVC 3 will hit shelves on February 15th, 
2011, for ps3 and xbox360. I have my order placed already, and can't 
wait to get it. I'll try and post something either the day of or the 
day after I get the game. Either way I'll record me popping in the 
disc for the first time. This is a must-have for anyone who is a fan 
of fighting games. Here's some gameplay recently released, featuring 
Mike Hagger, one of the protagonists from Capcom's final fight, and 
Jean Grey, Aka Phoenix, from Marvel. There's one more character I'm 
sure of... but I'll leave that to you to figure out. It should be 
quite obvious.


For those who find the pace of the game too fast, relax. The true 
reason it's hard to follow for the moment is because we don't know 
who is who. Having watched so many vids, I can follow things decently 
well now, even not knowing all the character voices. I know enough. 
lol. Here's the link to the gameplay.


http://dl.dropbox.com/u/3394499/MVC3%20-%20Haggar%20%26%20Phoenix%20Gameplay%20Trailer%20%232.mp3


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Re: [Audyssey] eloquence was, Re: Screen reader support in BGT

2011-01-20 Thread Jacob Kruger
My one possible guess would be that, maybe it has something to do with old 
visions of technology - talking computer should sound like/sounds better 
when it sounds like a guy from some movie like revenge of the nerds...?


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

- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Friday, January 21, 2011 7:48 AM
Subject: Re: [Audyssey] eloquence was, Re: Screen reader support in BGT


This is a very weerd point,  even a female friend I know says the same 
thing as well. I'm sure freud would have a field day with it, though as 
this is supposed to be a family friendly list I won't start speculating on 
what he might've said ;d.


The deffinition of a freudian slip: "Say one thing and mean your mother!" 
;D.


Btw, I can't speak for the kepstral or at&T voices sinse I'm not familiar 
enough with them, but I've even found this with amazingly good synths like 
the seerprock ones which are some of the best I know.


That's why I tend to stick with scansoft daniel and his nice, bbc news 
reader voice ;D.


Beware the Grue!

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

To: "Gamers Discussion list" 
Sent: Friday, January 21, 2011 3:06 AM
Subject: Re: [Audyssey] eloquence was, Re: Screen reader support in BGT



Hi Dark,

Very interesting. Generally I've found the same problem. I would
prefer a female Sapi voice, but most of them just strike me as wrong.
Accapela Heather is not bad and AT&T Lorn is okay as well. Some of the
others like Scansoft Samantha just sounds like a stuck up old laidy,
and is a major turn off. Cepstral Dianne is good for reading books,
but some of Cepstral's voices like Amy and Emily are ssimply aweful.
However, more often the male voices like David, Walter, Mike, etc are
okay. I can listen to them all day with no problem.

Cheers!

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Re: [Audyssey] eloquence was, Re: Screen reader support in BGT

2011-01-20 Thread dark
This is a very weerd point,  even a female friend I know says the same 
thing as well. I'm sure freud would have a field day with it, though as this 
is supposed to be a family friendly list I won't start speculating on what 
he might've said ;d.


The deffinition of a freudian slip: "Say one thing and mean your mother!" 
;D.


Btw, I can't speak for the kepstral or at&T voices sinse I'm not familiar 
enough with them, but I've even found this with amazingly good synths like 
the seerprock ones which are some of the best I know.


That's why I tend to stick with scansoft daniel and his nice, bbc news 
reader voice ;D.


Beware the Grue!

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

To: "Gamers Discussion list" 
Sent: Friday, January 21, 2011 3:06 AM
Subject: Re: [Audyssey] eloquence was, Re: Screen reader support in BGT



Hi Dark,

Very interesting. Generally I've found the same problem. I would
prefer a female Sapi voice, but most of them just strike me as wrong.
Accapela Heather is not bad and AT&T Lorn is okay as well. Some of the
others like Scansoft Samantha just sounds like a stuck up old laidy,
and is a major turn off. Cepstral Dianne is good for reading books,
but some of Cepstral's voices like Amy and Emily are ssimply aweful.
However, more often the male voices like David, Walter, Mike, etc are
okay. I can listen to them all day with no problem.

Cheers!

---
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Re: [Audyssey] Screen reader support in BGT

2011-01-20 Thread dark
I completely agree tom and indeed am in a rather similar position where Hal 
is concerned, sinse though the initial license for version five was bought 
for me ten years ago as part of my university equipment grant, I've sinse 
then personally bought all the version upgrades myself out of my own 
money,  though sinse starting my phd for complicated burocratic reasons 
I have managed to wangle a couple out of my disabled students allowence, 
though i didn't expect this.


I'll quite probably be paying the 130 quid for Hal 12 in the next 18 months 
or so.


Btw, yes, once you've bought the initial Hal license, it's yours forever and 
ever amen, on up to three machines, with new keys when you want them, and 
there's no need to rebuy it. In fact, while my brother has decided he's 
happy with windows default magnification and thus hasn't updated his 
supernova license in about nine years and is stil running version six, sinse 
my mum wishes a screen reader and magnifyer on her computer i've found that 
while roughly twice the price of a normal single version upgrade to bring it 
up to version 11, my brother's license is stil perfectly valid despite it 
being such a long time.


The Jaws business about having to rebuy the license if you don't pay for 
version upgrades has always struck me as really quite strange,  not to 
say rather stingy.


Beware the grue!

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

To: "Gamers Discussion list" 
Sent: Friday, January 21, 2011 2:37 AM
Subject: Re: [Audyssey] Screen reader support in BGT



Hi Dark,

Yeah, I know. It is just the everybody uses Jaws attitude that gets
under my skin, because not everybody uses it. Yes, i have it, but only
because it was paid for by a state agency when they were trying to
help me get through college and find employment. It wasn't by personal
choice. I have obtained another screen reader, Window-eyes, by
personal choice so naturally I favor it more since I'm the guy who fit
the bill for it and wanted it. To have someone snub my choice by using
Jaws only would be an insult much as it would be to a Hal user like
yourself.

On 1/20/11, dark  wrote:
I agree completely tom, but I don't really think this is Philip's 
problem,
afterall he's essentially just providing the tools for the job, not 
saying

how people should use them.

if someone did just write in Jaws support because they believed most 
people

used jaws and were too lazy to change things,  well it's up to myself
and all the other none jaws users to point out to them that they're being 
a
prat,  as in fact I did when during my first examination of muds back 
in

2004, I asked about screen reader support and was sent a bunch of jaws
script files, rather sad actually sinse this put me completely off muds 
at
the time, but I now Know I could've run mushclient quite successfully 
with

Sapi,  especially sinse the particular mud I was trying to play was
Alterean.

The most Philip could do would be to write some advice in the bgt
documentation,  but whether people take it would be their own fault
really.

Beware the Grue!

Dark.


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Re: [Audyssey] Mysteries of the Ancients Levels

2011-01-20 Thread dark

Hi Tom.

i do know exactly what you mean,  though I've never played the nes 
batman game you mention  (I have played the Mega drive one though0.


I do stil have games like Final fight and Double dragon and stick them on 
occasionally precisely for the reason of just wanting someone to thump, 
however I find with Turrican the experience is so radically different.


The game is simple, and the game's goal, blow up enemies, find power ups, 
look for the exit, is equally simple, however the execution of this is far 
more complex simply because the levels are such huge mazes.


I'll frequently start a stage, initially go the same way I've been before 
then think, ooo, what's that crack in the wall? or "do I go left or right 
here,  which way did I go before?" or "Hold on, there's a ledge up 
there,  how do I get up to it?"


thus there is always new teretory to explore and a great sense of freedom, 
of being able to literally find my way anywhere in the level, not just going 
left to right as in most games.


Quite often I'll work damn hard to get somewhere, then find it is a dead 
end, or fall down what I believe to be a secret passage only to discover an 
abyss and lose a life,  -but that is Turrican for you, and whenever I 
see "game over" it actually makes me want to try the level again, to see if 
I can find more extra lives and power ups to keep me going.


As i said, shades of doom deffinately shared some of this feeling, 
particularly in not being restricted in progress, but I've yet to see an 
audio side scroller that even comes close.


Beware the Grue!

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

To: "Gamers Discussion list" 
Sent: Friday, January 21, 2011 2:17 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Levels



Hi Dark,

Dark wrote:

This actually ties into something I was thinking about the other day.

I realized, that despite having games as complex as smugglers, shades
of doom, entombed, time of conflict and lone wolf installed on my pc,
what is the
game I play most often? What is the game I frequently just think "hay,
I've got half an hour,  lets play something" and stick on?

Easy, -- The freeware, graphical remake of Turrican, T2002 (with
it's various level packs that people have created of course).

this is not, by any stretch of the imagination a particularly complex 
game.


My reply:

Yeah, I definitely know the feeling. There is a lot that can be said
for the walk along blow-m-up or walk along beat-m-up game like
Turrican. Just start the game and play with no better goal in mind
than to blow up, beat up, or otherwise kill as many baddies as humanly
possible. There were a number of games of this type for the NES and
SNES, and they were surprisingly fun despite lacking a game story, cut
scenes, whatever.

Like I was saying to Phil over on the USA Games list my son recently
got hooked on the 1989 Batman game for the original NES. It is still
one of the top downloads for NES roms, and has been declared one of
the top 10 games for the NES platform. Besides extremely sharp
graphics and animations for the time the game play is fantastic. There
isn't much to the stages other than walking along beating up the
Joker's thugs, but all that is made up for a well balanced combat
system. It is challenging and you have to figure out if taking out an
enemy is better with fists, batarang,  or a rocket. It is both simple
but highly challenging at the same time. That spells great replay
value that has lasted for 22 years.

To get back to my point I often wish I could just load up a game like
that and play it like I use to. MOTA is a great game, but puzzle
solving etc take brain power. Sometimes you just want to ggo out there
and slug it out with some baddies for the heck of it. Double Dragon,
Batman, and games of that sort give you that relief. You don't have to
think about it, but can just punch, kick, and fight your way through
the levels until you take on the big boss man.

Dark wrote:

There's a tendency I've noticed in audio side scrollers to essentially
make everything feel quite automatic. You get close to enemy, enemy
attacks unless
you hit first, on harder difficulty enemy damages you more. you get to
edge of ledge, hit single jump button.

Compare this to the fluidity and sense of freedom in a game like
Turrican, Metroid,  or even something like original mega man, and
the difference is
astronomical.

My reply:

Yes, you are definitely right. That's one thing I was hoping to avoid
with Mysteries of the Ancients. The game mechanics are just a little
too automatic for my liking, and I want something a little more fluid
and challenging. If you don't hold down the jump keys long enough poor
Angela gets dumped in a fire, lava pit, lands on some spikes, etc.
Jump too far and she over shoots a ledge and falls screaming to her
death. These things are not at all unusual for mainstream games of the
type you mentioned, but are almost non-existent in audio 

Re: [Audyssey] Sorry bout that

2011-01-20 Thread Thomas Ward
Hi Ken,

The message got sent. The problem was that it was larger than 10 KB
and required specific moderator approval. So I didn't find it until
tonight read it and approved it.

On 1/20/11, Ken the Crazy  wrote:
> Well, guess the message just didn't get sent for some reason, so you got it
> twice.
> Ken Downey
> President
> DreamTechInteractive!
> And,
> Blind Comfort!
> The pleasant way to experience massage!
> It's the Caring
> without the Staring!
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Re: [Audyssey] Mysteries of the Ancients Levels

2011-01-20 Thread dark

Hi Jacob, as I said appologies.

usualy I try not to discuss low vision games on an audio gaming list 
precisely for this reason, however in this case I felt the contrast was 
important.


As to your friends, tell them to try http://www.turricanforever.de/ that 
site has all information about the game, all the extra levels and details on 
how to run them, pluss details of other Turrican windows remakes such as the 
graphically extremely appealing and very complex hurrican, which has 
features like more weapons, more puzles, more up to date graphics and more 
complex gameplay.


Also, for a really nice experience you might want to check the soundbase 
there, sinse music has always been a major part of Turrican, and there are 
about as many fan produced music tracks as there are levels for the game, 
many of which are absolutely amazing!


if I ever have the time to tinker with bgt and do something side scroller 
like, I actually had a plan to have a go at audio Turrican, especially sinse 
the creator has given permission for the original sounds, and name to be 
used in remakes so long as they are free,  assuming Tom doesn't beat me 
to it first of course ;D.


Beware the Grue!

Dark.
- Original Message - 
From: "Jacob Kruger" 

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 11:35 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Levels


No worries - was just wondering, and will, honestly most likely pass this 
on to some of my sighted friends, who might appreciate it, but FWIW, I am 
100% blind, so I'll stick to other, entirely audio games...


Stay well

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

- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Friday, January 21, 2011 1:20 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Levels



T2002, like original Turrican is an entirely graphical game.

If you have enough vision to play 2D side scrollers with symplistic high 
contrast graphics, it is quite accessible,  especially sinse you can 
alter the in game options by just edditing the conf file in notepad


however, if you don't have this degree of vision the answer is a 
resounding no, and it's very unlikely that it will ever be so,  one 
reason why I'm so interested in having a similar experience accessible to 
everyone.


I'm very sorry if I didn't make this point clear in the initial male.

I am indeed registered blind, but have some residual vision which I've 
been using to play some graphical games for years.


i cannot read print (which puts out a lot of games), nor can I play 
things which are complex and 3D, sinse the spacial relations with lack of 
vision get far too much, but i am lucky enough that I can stil play games 
like Turrican, prince of persia, mega man and Mario.


I'm sorry if this wans't absolutely clear from my first message.

Beware the Grue!

Dark.
- Original Message - 
From: "Jacob Kruger" 

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 11:07 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Levels



Is turrigan T2002 accessible as such?

http://www.pekaro.de/content/t2002/t2002.html



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Re: [Audyssey] Heli

2011-01-20 Thread shaun everiss

I saw your messages.
At 03:07 p.m. 21/01/2011, you wrote:
I sent a message to the list earlier today, but I'm not seeing 
it.  Basically, I've begun a community project for all you 
programmers, sound and music designers.  This is the first freeware 
open-source game the blind community has which uses 3d audio--or it 
better be.  If it's not then I've worked my butt off reinventing the 
wheel..  It's coded in VB6 and uses directx 8.

The game can be found at
http://dl.dropbox.com/u/13071564/heli.zip

It's in very early public beta, and I probably am already working on 
any errors you find, but let me know about them anyway.

Here is the manual.

Welcome to Heli, the virtual toy helicopter you can fly!

There has been much talk in the past about a game building project 
that many people can participate in. Well, I've begun one. Now, 
here's where the rubber meets the road. Here is where we'll see if 
gamers are all talk about this subject or if they add their own ideas.


The game

So far, here is the game, designed in VB6. Yes, it's archaic or 
whatever, but it's what I know. Wanna translate it? Go ahead.


Anyway, the basic idea is that you and a friend just got a couple of 
those new battle copters, you know, the ones you fly around the 
house? Well, you're in a living room that's about ten feet high, and 
20 by 20. You fly your chopper around the room, trying to shoot down 
your friend before he gets you.


The Trim:

Now, you're not the only one that flies this helicopter, because you 
have a young brother/sister/cousin that plays with it, so every time 
you start the game you'll need to adjust the trim to 0. To adjust 
it, use the home and end keys. When it gets to 0, the sound of the 
knob turning will change. If you don't adjust the trim, the 
helicopter will fly around in circles--which you may want to do sometimes.


To fly, hold down the page up key to gain altitude. Since you're 
flying a helicopter, the faster the rotors turn, the higher it goes. 
As you increase in height, your velocity in that direction also 
increases. If you get going too fast you'll smash against the 
ceiling, and your chopper will fall. You get about ten smashes 
before it's unusable. Also, page down will slow the rotors, making 
the chopper descend. Now turn with the left and right arrow keys and 
fly forwards or backwards with the up and down arrows. You can show 
off to your friend by landing the chopper on your head, but that 
takes a lot of work and a little luck.


If you're in range of your opponent, a target beep sounds, 
indicating that you're in range to shoot the other copter down. Turn 
with the left and right arrows until the beeps are in front of you, 
then shoot with the space bar. If you get him, it's your point--but 
if he shoots you down, it's his point. In either case, the shot 
chopper will float down to the ground, and both will respawn at 
their starting locations.


The enemy chopper starts out very slow. It always comes after you, 
but the first little while it is slow. This allows you to adjust 
your trim, get used to flying and so on. Every time you shoot him 
though, he flies a bit faster. Eventually, he will outfly and outgun 
you no matter how good you think you are. Yep, another unbeatable 
game from DreamTech! (You wouldn't really wanna be able to win now, would ya?)


Now, there are obstacles in the room, but you can smash 'em if you 
want. The first is a TV, which is playing some weird music when the 
game starts. To smash it, simply fly at an altitude of three feet or 
less, and go after it. More obstacles, such as lamps, are coming.


Controls:

Page up for ascend, page down for descend, home and end adjust trim, 
left and right arrows for turning, up and down arrows for moving, a 
says your current angle, x says your current coordinates, v says 
your velocity, and space bar fires your gun.


Note: This game is not only to be a community project, but it's an 
early early beta. I've only been working on it for two weeks now, 
but there are many things to add and fix, such as the frequency of 
the targeting beeps. I know this, and I'll be working on them--but 
remember, you can too.


Also, realize that working with 3d audio isn't nearly as easy as 
panning and volume--well, it wasn't in the beginning. Now though, 
that you have a foundation to build on, it should be very simple. 
I've included a book on programming vb6 that I found on the net, as 
well as a couple tutorials on 3d audio by Jack Hoxley.


I want to encourage developers that programming isn't the only 
essential here. Sounds and music are crucial too, so if you want to 
make sounds or music but don't have a clue about programming, you 
can join in as well. The sound for Heli, your chopper, is basically 
a motor sound with the sound of a chain saw mixed in. The sky's the 
limit when it comes to imagination. (Yeah, I know it sounds silly, 
but wait till you hear it!)


Ken Downey

DTI

Ken Downey
President
DreamTechInteractiv

Re: [Audyssey] Community Game-building Project

2011-01-20 Thread shaun everiss

well I'd like to do some sfx and maybe other things, sertainly test the game.
I think you really should shove this in the bgt thing if you want.
ask keywasfull if you can get on his bgt folder then ask him for 
permision to use or look at his chopper code, its a bit like copter 
man chopper chace or whatever the game is called, but you should get 
an idea how to do things that way.

just add sm.ever...@gmail.com to the dropbox.
I may help with sfx, so we will see what happens.
At 09:50 a.m. 21/01/2011, you wrote:
Well, there has been much talk in the past about a game building 
project that many people can participate in.  Well, I've begun 
one.  Now, here's where the rubber meets the road.  Here is where 
we'll see if gamers are all talk about this subject or if they add 
their own ideas.

The game
So far, here is the game, designed in VB6.  Yes, it's archaic or 
whatever, but it's what I know.  Wanna translate it?  Go ahead.
Anyway, the basic idea is that you and a friend just got a couple of 
those new battle copters, you know, the ones you fly around the 
house?  Well, you're in a living room that's about ten feet high, 
and 20 by 20.  You fly your chopper around the room, trying to shoot 
down your friend before he gets you.

The Trim:
Now, you're not the only one that flies this helicopter, because you 
have a young brother/sister/cousin that plays with it, so every time 
you start the game you'll need to adjust the trim to 0.  To adjust 
it, use the home and end keys.  As you adjust it, you'll hear the 
clicking of a knob that seems to move around your head. When it gets 
to 0, the sound of the knob turning will change and be directly in 
front of you.
To fly, hold down the page up key to gain altitude.  Since you're 
flying a helicopter, the faster the rotors turn, the higher it 
goes.  As you increase in height, your velocity in that direction 
also increases.  If you get going too fast you'll smash against the 
ceiling, and your chopper will fall.  You get about ten smashes 
before it's unusable.  Also, page down will slow the rotors, making 
the chopper descend.  You can show off to your friend by landing the 
chopper on your head, but that takes a lot of work and a little luck.
Use left and right arrows to turn, and up and down arrows to fly 
forward and backward.
If you're in range, a target beep sounds, indicating that you're in 
range to shoot the other copter down.  Turn with the left and right 
arrows until the beeps are in front of you, then shoot with the 
space bar.  If you get him, it's your point--but if he shoots you 
down, it's his point.  In either case, the shot chopper will float 
down to the ground, and both will respawn at their starting 
locations, but will retain their former altitudes.
The enemy chopper starts out very slow.  It always comes after you, 
but the first little while it is slow.  This allows you to adjust 
your trim, get used to flying  and so on.  Every time you shoot him 
though, he flies a bit faster.  Eventually, he will outfly and 
outgun you no matter how good you think you are.  Yep, another 
unbeatable game from DreamTech!  (You wouldn't really wanna be able 
to win now, would ya?)
Now, there are obstacles in the room, but you can smash 'em if you 
want.  The first is a TV, which is playing some weird music when the 
game starts.  To smash it, simply fly at an altitude of three feet 
or less, and go after it.  More obstacles, such as lamps, are coming.


Controls:
Page up for ascend, page down for descend, home and end adjust trim, 
left and right arrows for turning, a says your current angle, x says 
your current coordinates, v says your velocity, and space bar fires your gun.


 Note: This game is not only to be a community project, but it's an 
early early beta.  I've only been working on it for about two weeks 
now, but there are a couple things to fix. The ones I know are the 
frequency of the targeting beeps, and the way velocity is 
spoken--will be integers soon.  I know this, and I'll be working on 
them--but remember, you can too.
Also, realize that working with 3d audio isn't nearly as easy as 
panning  and volume--well, it wasn't in the beginning.  Now though, 
that you have a foundation to build on, it should be very 
simple.  I've included a book on programming vb6 that I found on the 
net, as well as a couple tutorials on 3d audio by Jack Hoxley.
Before I tell you where to get the file, I want to encourage 
developers that programming isn't the only essential here.  Sounds 
and music are crucial too, so if you want to make sounds or music 
but don't have a clue about programming, you can join in as 
well.  The sound for Heli, your chopper, is basically a motor sound 
with the sound of a chain saw mixed in.  The sky's the limit when it 
comes to imagination.  (Yeah, I know it sounds silly, but wait till 
you hear it!)


OK.  Here's the link:
http://dl.dropbox.com/u/13071564/heli.zip
Now, if you want to be a part of this, get a Dropbox accou

[Audyssey] Sorry bout that

2011-01-20 Thread Ken the Crazy
Well, guess the message just didn't get sent for some reason, so you got it 
twice.
Ken Downey
President
DreamTechInteractive!
And,
Blind Comfort!
The pleasant way to experience massage!
It's the Caring
without the Staring!
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Re: [Audyssey] Screen reader support in BGT

2011-01-20 Thread Brandon Misch
well, with nvda you can also support synths like festival and piko. 

On Jan 20, 2011, at 1:49 PM, Thomas Ward wrote:

> Hi Shaun,
> 
> And the point of NvDA support is? With NVDA you can choose from
> ESpeak, which is Sapi  compatible anyway, and/or any Sapi 5 voices. So
> your logic is well I want to support this or that Sapi 5 voice but
> instead of using Sapi directly I'll load NVDA and access Sapi remotely
> rather than directly. That's dumb. You use more resources etc doing it
> that way for no reason.
> 
> Cheers!
> 
> 
> 
> 
> On 1/20/11, shaun everiss  wrote:
>> what about nvda with the nvda controler client dll.
>> THats not gona be that hard to do, nvda doesn't block keys.
> 
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Re: [Audyssey] Screen reader support in BGT

2011-01-20 Thread Brandon Misch
i think sapi support is already included .
On Jan 20, 2011, at 12:23 PM, dark wrote:

> Not to mention Sapi.
> 
> there are those of us who use Hal, and thus don't have any of the above,  
> in fact my personal feeling is why add support for several windows screen 
> readers which some people may or may not have when you can do just as well 
> with sapi which everyone has.
> 
> Sorry, but it just seems silly to develope support for five different systems 
> in an effort to please everyone when you could do it with just the one.
> 
> The only issue there is with sapi sis that not everyone will have a decent 
> voice,  but this is a synth voice issue not a screen reader one, and with 
> companies like seerprock, acapella neospeech etc producing good quality sapi 
> compliant voices which no longer cost the earth to buy, it's a good 
> investment for anyone who wants to play audio games.
> 
> in fact, I regard buying a sapi voice as rather like buying a joystick where 
> audio games are concerned.
> 
> Beware the grue!
> 
> Dark.
> - Original Message - From: "Karl Belanger" 
> To: "'Philip Bennefall'" ; "'Gamers Discussion list'" 
> 
> Sent: Thursday, January 20, 2011 4:58 PM
> Subject: Re: [Audyssey] Screen reader support in BGT
> 
> 
>> If you add Jaws support, please also add support for Window-Eyes, System
>> Access, and NVDA as not everyone uses or even owns Jaws. What I'd recommend
>> is have it autodetect the screen reader currently running, and interface
>> with it.
>> Karl
>> 
>> -Original Message-
>> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
>> Behalf Of Philip Bennefall
>> Sent: Thursday, January 20, 2011 11:52 AM
>> To: Gamers Discussion list
>> Subject: [Audyssey] Screen reader support in BGT
>> 
>> Hi all,
>> 
>> I have been opposed to adding screen reader support into BGT since the very
>> beginning, though I am beginning to change my mind. The primary reason for
>> my not wanting to do it has been the fact that Jaws steals a large number of
>> keys from DirectInput, making it very hard to play games if Jaws is loaded
>> and not in sleep mode. However, I have just managed to solve this problem.
>> 
>> Jaws uses what is known as a low level, system wide keyboard hook which
>> basically monitors the state of the keyboard device and decides whether
>> input should be allowed through so that other applications can see it. Jaws,
>> as we all know, decides that a lot of keys should not be let through such as
>> the arrows, escape and a whole bunch of others. So what I have done is to
>> set up a low level keyboard hook of my own, though a process specific hook
>> rather than a global one. Why? Because process specific hooks always take
>> priority over global ones, which means that I can simply tell my keyboard
>> hook to allow everything through... And there you have it. Jaws and
>> DirectInput are now the best of friends.
>> 
>> I am going to enable this as an option in BGT, because even though I tell
>> everything to go straight through it does block certain Jaws specific
>> keystrokes from being processed while you are in the window, almost as
>> though Jaws had been in sleep mode though it technically is not. In other
>> words, this will enable me to add support for Jaws speech output while
>> preventing Jaws from messing about with the keyboard input.
>> 
>> Just some information I figured I would share with you.
>> 
>> Kind regards,
>> 
>> Philip Bennefall
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Re: [Audyssey] Screen reader support in BGT

2011-01-20 Thread Brandon Misch
either that or have it to where  the user can switch screen readers in case 
people want to play using jaws and then switch to window-eyes 

On Jan 20, 2011, at 11:58 AM, Karl Belanger wrote:

> If you add Jaws support, please also add support for Window-Eyes, System
> Access, and NVDA as not everyone uses or even owns Jaws. What I'd recommend
> is have it autodetect the screen reader currently running, and interface
> with it.
> Karl
> 
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of Philip Bennefall
> Sent: Thursday, January 20, 2011 11:52 AM
> To: Gamers Discussion list
> Subject: [Audyssey] Screen reader support in BGT
> 
> Hi all,
> 
> I have been opposed to adding screen reader support into BGT since the very
> beginning, though I am beginning to change my mind. The primary reason for
> my not wanting to do it has been the fact that Jaws steals a large number of
> keys from DirectInput, making it very hard to play games if Jaws is loaded
> and not in sleep mode. However, I have just managed to solve this problem.
> 
> Jaws uses what is known as a low level, system wide keyboard hook which
> basically monitors the state of the keyboard device and decides whether
> input should be allowed through so that other applications can see it. Jaws,
> as we all know, decides that a lot of keys should not be let through such as
> the arrows, escape and a whole bunch of others. So what I have done is to
> set up a low level keyboard hook of my own, though a process specific hook
> rather than a global one. Why? Because process specific hooks always take
> priority over global ones, which means that I can simply tell my keyboard
> hook to allow everything through... And there you have it. Jaws and
> DirectInput are now the best of friends.
> 
> I am going to enable this as an option in BGT, because even though I tell
> everything to go straight through it does block certain Jaws specific
> keystrokes from being processed while you are in the window, almost as
> though Jaws had been in sleep mode though it technically is not. In other
> words, this will enable me to add support for Jaws speech output while
> preventing Jaws from messing about with the keyboard input.
> 
> Just some information I figured I would share with you.
> 
> Kind regards,
> 
> Philip Bennefall
> ---
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> 
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Re: [Audyssey] Screen reader support in BGT

2011-01-20 Thread Brandon Misch
since jaws support will be added what about nvda support? 

On Jan 20, 2011, at 11:51 AM, Philip Bennefall wrote:

> Hi all,
> 
> I have been opposed to adding screen reader support into BGT since the very 
> beginning, though I am beginning to change my mind. The primary reason for my 
> not wanting to do it has been the fact that Jaws steals a large number of 
> keys from DirectInput, making it very hard to play games if Jaws is loaded 
> and not in sleep mode. However, I have just managed to solve this problem.
> 
> Jaws uses what is known as a low level, system wide keyboard hook which 
> basically monitors the state of the keyboard device and decides whether input 
> should be allowed through so that other applications can see it. Jaws, as we 
> all know, decides that a lot of keys should not be let through such as the 
> arrows, escape and a whole bunch of others. So what I have done is to set up 
> a low level keyboard hook of my own, though a process specific hook rather 
> than a global one. Why? Because process specific hooks always take priority 
> over global ones, which means that I can simply tell my keyboard hook to 
> allow everything through... And there you have it. Jaws and DirectInput are 
> now the best of friends.
> 
> I am going to enable this as an option in BGT, because even though I tell 
> everything to go straight through it does block certain Jaws specific 
> keystrokes from being processed while you are in the window, almost as though 
> Jaws had been in sleep mode though it technically is not. In other words, 
> this will enable me to add support for Jaws speech output while preventing 
> Jaws from messing about with the keyboard input.
> 
> Just some information I figured I would share with you.
> 
> Kind regards,
> 
> Philip Bennefall
> ---
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Re: [Audyssey] eloquence was, Re: Screen reader support in BGT

2011-01-20 Thread Thomas Ward
Hi Dark,

Very interesting. Generally I've found the same problem. I would
prefer a female Sapi voice, but most of them just strike me as wrong.
Accapela Heather is not bad and AT&T Lorn is okay as well. Some of the
others like Scansoft Samantha just sounds like a stuck up old laidy,
and is a major turn off. Cepstral Dianne is good for reading books,
but some of Cepstral's voices like Amy and Emily are ssimply aweful.
However, more often the male voices like David, Walter, Mike, etc are
okay. I can listen to them all day with no problem.

Cheers!

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[Audyssey] Heli

2011-01-20 Thread Ken the Crazy
I sent a message to the list earlier today, but I'm not seeing it.  Basically, 
I've begun a community project for all you programmers, sound and music 
designers.  This is the first freeware open-source game the blind community has 
which uses 3d audio--or it better be.  If it's not then I've worked my butt off 
reinventing the wheel..  It's coded in VB6 and uses directx 8.
The game can be found at 
http://dl.dropbox.com/u/13071564/heli.zip

It's in very early public beta, and I probably am already working on any errors 
you find, but let me know about them anyway.
Here is the manual.

Welcome to Heli, the virtual toy helicopter you can fly!

There has been much talk in the past about a game building project that many 
people can participate in. Well, I've begun one. Now, here's where the rubber 
meets the road. Here is where we'll see if gamers are all talk about this 
subject or if they add their own ideas. 

The game 

So far, here is the game, designed in VB6. Yes, it's archaic or whatever, but 
it's what I know. Wanna translate it? Go ahead. 

Anyway, the basic idea is that you and a friend just got a couple of those new 
battle copters, you know, the ones you fly around the house? Well, you're in a 
living room that's about ten feet high, and 20 by 20. You fly your chopper 
around the room, trying to shoot down your friend before he gets you. 

The Trim: 

Now, you're not the only one that flies this helicopter, because you have a 
young brother/sister/cousin that plays with it, so every time you start the 
game you'll need to adjust the trim to 0. To adjust it, use the home and end 
keys. When it gets to 0, the sound of the knob turning will change. If you 
don't adjust the trim, the helicopter will fly around in circles--which you may 
want to do sometimes. 

To fly, hold down the page up key to gain altitude. Since you're flying a 
helicopter, the faster the rotors turn, the higher it goes. As you increase in 
height, your velocity in that direction also increases. If you get going too 
fast you'll smash against the ceiling, and your chopper will fall. You get 
about ten smashes before it's unusable. Also, page down will slow the rotors, 
making the chopper descend. Now turn with the left and right arrow keys and fly 
forwards or backwards with the up and down arrows. You can show off to your 
friend by landing the chopper on your head, but that takes a lot of work and a 
little luck. 

If you're in range of your opponent, a target beep sounds, indicating that 
you're in range to shoot the other copter down. Turn with the left and right 
arrows until the beeps are in front of you, then shoot with the space bar. If 
you get him, it's your point--but if he shoots you down, it's his point. In 
either case, the shot chopper will float down to the ground, and both will 
respawn at their starting locations. 

The enemy chopper starts out very slow. It always comes after you, but the 
first little while it is slow. This allows you to adjust your trim, get used to 
flying and so on. Every time you shoot him though, he flies a bit faster. 
Eventually, he will outfly and outgun you no matter how good you think you are. 
Yep, another unbeatable game from DreamTech! (You wouldn't really wanna be able 
to win now, would ya?) 

Now, there are obstacles in the room, but you can smash 'em if you want. The 
first is a TV, which is playing some weird music when the game starts. To smash 
it, simply fly at an altitude of three feet or less, and go after it. More 
obstacles, such as lamps, are coming. 

Controls: 

Page up for ascend, page down for descend, home and end adjust trim, left and 
right arrows for turning, up and down arrows for moving, a says your current 
angle, x says your current coordinates, v says your velocity, and space bar 
fires your gun. 

Note: This game is not only to be a community project, but it's an early early 
beta. I've only been working on it for two weeks now, but there are many things 
to add and fix, such as the frequency of the targeting beeps. I know this, and 
I'll be working on them--but remember, you can too. 

Also, realize that working with 3d audio isn't nearly as easy as panning and 
volume--well, it wasn't in the beginning. Now though, that you have a 
foundation to build on, it should be very simple. I've included a book on 
programming vb6 that I found on the net, as well as a couple tutorials on 3d 
audio by Jack Hoxley. 

I want to encourage developers that programming isn't the only essential here. 
Sounds and music are crucial too, so if you want to make sounds or music but 
don't have a clue about programming, you can join in as well. The sound for 
Heli, your chopper, is basically a motor sound with the sound of a chain saw 
mixed in. The sky's the limit when it comes to imagination. (Yeah, I know it 
sounds silly, but wait till you hear it!)

Ken Downey

DTI

Ken Downey
President
DreamTechInteractive!
And,
Blind Comfort!
The pleasant way to experience massage!
I

Re: [Audyssey] Screen reader support in BGT

2011-01-20 Thread dark
I think you'd be hard pressed to find a screne reader that could! do drama 
Muhammed, sinse afterall the screen reader doesn't know what it's saying.


interestingly enough, a friend of mine who has a degree in computer science 
once did speculate on creating some html tags which could be added to pages 
of text and serve as output markers for synth voices to alter intonation, 
speed, pitch and pauses betwene words so as to create in effect a way of 
writing scripts which a synth could read dramatically.


Unfortunately she never got beyond the planning stage, but it was an 
interesting idea.


As to scansoft daniel, the only thing that rather irritates me is the fact 
that unlike with orphius, you can do nothing to alter it's dictionary.


I really dislike the way it interprets certain letters as words,  for 
example mps as meters per second or ms as manuscript, sinse this can make 
looking at statistics in muds or if games quite a pest.


I do find the way it keeps mentioning manuscript sapi quite amusing,  it 
sort of has a bit of a biblical ring to it ;D.


Beware the Grue!

Dark.
- Original Message - 
From: "Shiny protector" 

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 9:28 PM
Subject: Re: [Audyssey] Screen reader support in BGT


I love scansoft Daniel. The only thing I don't like is it can't do drama. 
For an example,

"Ah how dare you! I will kill you! Who do you think you are!
Scansoft Daniel can't do that. But in other words, its 
co'o'o'o'o'o'o'o'o'o'o'o'o'o'o'ol!
- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 8:35 PM
Subject: Re: [Audyssey] Screen reader support in BGT


I've never actually had lag or speed issues with scansoft daniel, even on 
my laptop which is five years old and has not the world's largest ram.


I have noticed some lag when using realspeak with Hal even with hal's 
direct output (one reason I use orphius, sinse it is both extremely 
responsive and imho, sounds much nicer than eloquence), though also bare 
in mind my typing speed is pretty fast.


But I haven't seen this issue in games running sapi, even timing based 
ones like lone wolf, or when writing in muds,  pluss of course, if 
you have the libraries you can in fact run sapi with eloquence if you 
wish anyway.


I wonder if there's something wonky in your setup which is giving low 
performance with sapi?


Beware the grue!

dark.
- Original Message - 
From: "Damien Pendleton" 

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 5:57 PM
Subject: Re: [Audyssey] Screen reader support in BGT



Hi Dark,
Synth voices like Eloquence and Dectalk are hard to get for SAPI 5 
though. I tend to find with SAPI that you go from one extreme to the 
other. Either a low-sampled, quick but hard to understand one, or a 
high-sampled, large, slow, laggy, easy to understand one. However they 
all seem to be sample-based rather than formant-based.

Regards,
Damien.



- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 5:23 PM
Subject: Re: [Audyssey] Screen reader support in BGT



Not to mention Sapi.

there are those of us who use Hal, and thus don't have any of the 
above,  in fact my personal feeling is why add support for several 
windows screen readers which some people may or may not have when you 
can do just as well with sapi which everyone has.


Sorry, but it just seems silly to develope support for five different 
systems in an effort to please everyone when you could do it with just 
the one.


The only issue there is with sapi sis that not everyone will have a 
decent voice,  but this is a synth voice issue not a screen reader 
one, and with companies like seerprock, acapella neospeech etc 
producing good quality sapi compliant voices which no longer cost the 
earth to buy, it's a good investment for anyone who wants to play audio 
games.


in fact, I regard buying a sapi voice as rather like buying a joystick 
where audio games are concerned.


Beware the grue!

Dark.
- Original Message - 
From: "Karl Belanger" 
To: "'Philip Bennefall'" ; "'Gamers Discussion 
list'" 

Sent: Thursday, January 20, 2011 4:58 PM
Subject: Re: [Audyssey] Screen reader support in BGT


If you add Jaws support, please also add support for Window-Eyes, 
System
Access, and NVDA as not everyone uses or even owns Jaws. What I'd 
recommend
is have it autodetect the screen reader currently running, and 
interface

with it.
Karl

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
On

Behalf Of Philip Bennefall
Sent: Thursday, January 20, 2011 11:52 AM
To: Gamers Discussion list
Subject: [Audyssey] Screen reader support in BGT

Hi all,

I have been opposed to adding screen reader support into BGT since the 
very
beginning, though I am beginning to change my mind. The primary reason 
for
my not wanting to do it has been 

[Audyssey] Community Game-building Project

2011-01-20 Thread Ken the Crazy
Well, there has been much talk in the past about a game building project that 
many people can participate in.  Well, I've begun one.  Now, here's where the 
rubber meets the road.  Here is where we'll see if gamers are all talk about 
this subject or if they add their own ideas.
The game
So far, here is the game, designed in VB6.  Yes, it's archaic or whatever, but 
it's what I know.  Wanna translate it?  Go ahead.
Anyway, the basic idea is that you and a friend just got a couple of those new 
battle copters, you know, the ones you fly around the house?  Well, you're in a 
living room that's about ten feet high, and 20 by 20.  You fly your chopper 
around the room, trying to shoot down your friend before he gets you.
The Trim:
Now, you're not the only one that flies this helicopter, because you have a 
young brother/sister/cousin that plays with it, so every time you start the 
game you'll need to adjust the trim to 0.  To adjust it, use the home and end 
keys.  As you adjust it, you'll hear the clicking of a knob that seems to move 
around your head. When it gets to 0, the sound of the knob turning will change 
and be directly in front of you.
To fly, hold down the page up key to gain altitude.  Since you're flying a 
helicopter, the faster the rotors turn, the higher it goes.  As you increase in 
height, your velocity in that direction also increases.  If you get going too 
fast you'll smash against the ceiling, and your chopper will fall.  You get 
about ten smashes before it's unusable.  Also, page down will slow the rotors, 
making the chopper descend.  You can show off to your friend by landing the 
chopper on your head, but that takes a lot of work and a little luck.
Use left and right arrows to turn, and up and down arrows to fly forward and 
backward.  
If you're in range, a target beep sounds, indicating that you're in range to 
shoot the other copter down.  Turn with the left and right arrows until the 
beeps are in front of you, then shoot with the space bar.  If you get him, it's 
your point--but if he shoots you down, it's his point.  In either case, the 
shot chopper will float down to the ground, and both will respawn at their 
starting locations, but will retain their former altitudes.
The enemy chopper starts out very slow.  It always comes after you, but the 
first little while it is slow.  This allows you to adjust your trim, get used 
to flying  and so on.  Every time you shoot him though, he flies a bit faster.  
Eventually, he will outfly and outgun you no matter how good you think you are. 
 Yep, another unbeatable game from DreamTech!  (You wouldn't really wanna be 
able to win now, would ya?)
Now, there are obstacles in the room, but you can smash 'em if you want.  The 
first is a TV, which is playing some weird music when the game starts.  To 
smash it, simply fly at an altitude of three feet or less, and go after it.  
More obstacles, such as lamps, are coming.

Controls:
Page up for ascend, page down for descend, home and end adjust trim, left and 
right arrows for turning, a says your current angle, x says your current 
coordinates, v says your velocity, and space bar fires your gun.
 
 Note: This game is not only to be a community project, but it's an early early 
beta.  I've only been working on it for about two weeks now, but there are a 
couple things to fix. The ones I know are the frequency of the targeting beeps, 
and the way velocity is spoken--will be integers soon.  I know this, and I'll 
be working on them--but remember, you can too.
Also, realize that working with 3d audio isn't nearly as easy as panning  and 
volume--well, it wasn't in the beginning.  Now though, that you have a 
foundation to build on, it should be very simple.  I've included a book on 
programming vb6 that I found on the net, as well as a couple tutorials on 3d 
audio by Jack Hoxley.  
Before I tell you where to get the file, I want to encourage developers that 
programming isn't the only essential here.  Sounds and music are crucial too, 
so if you want to make sounds or music but don't have a clue about programming, 
you can join in as well.  The sound for Heli, your chopper, is basically a 
motor sound with the sound of a chain saw mixed in.  The sky's the limit when 
it comes to imagination.  (Yeah, I know it sounds silly, but wait till you hear 
it!)

OK.  Here's the link: 
http://dl.dropbox.com/u/13071564/heli.zip
Now, if you want to be a part of this, get a Dropbox account and let me know.  
I'll invite you, and our game folders will always be linked, so that I'll 
instantly know about any changes you make.

Ken Downey
President
DreamTechInteractive!
And,
Blind Comfort!
The pleasant way to experience massage!
It's the Caring
without the Staring!
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Re: [Audyssey] Screen reader support in BGT

2011-01-20 Thread Thomas Ward
Hi Dark,

Yeah, I know. It is just the everybody uses Jaws attitude that gets
under my skin, because not everybody uses it. Yes, i have it, but only
because it was paid for by a state agency when they were trying to
help me get through college and find employment. It wasn't by personal
choice. I have obtained another screen reader, Window-eyes, by
personal choice so naturally I favor it more since I'm the guy who fit
the bill for it and wanted it. To have someone snub my choice by using
Jaws only would be an insult much as it would be to a Hal user like
yourself.

On 1/20/11, dark  wrote:
> I agree completely tom, but I don't really think this is Philip's problem,
> afterall he's essentially just providing the tools for the job, not saying
> how people should use them.
>
> if someone did just write in Jaws support because they believed most people
> used jaws and were too lazy to change things,  well it's up to myself
> and all the other none jaws users to point out to them that they're being a
> prat,  as in fact I did when during my first examination of muds back in
> 2004, I asked about screen reader support and was sent a bunch of jaws
> script files, rather sad actually sinse this put me completely off muds at
> the time, but I now Know I could've run mushclient quite successfully with
> Sapi,  especially sinse the particular mud I was trying to play was
> Alterean.
>
> The most Philip could do would be to write some advice in the bgt
> documentation,  but whether people take it would be their own fault
> really.
>
> Beware the Grue!
>
> Dark.

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Re: [Audyssey] Screen reader support in BGT

2011-01-20 Thread Thomas Ward
Hi Philip,

Again, quite understandable. Let's hope though that nobody is rash
enough to just support Jaws and forget about the rest of us who might
be using Window-Eyes or something else. Oh, I have a copy of Jaws 11,
but it isn't my primary screen reader and I'm not purchasing Jaws 12.
I'm sticking with the version I have, and when it gets too old to
support that will be the end of it most likely. My future with Windows
will probably be with NVDA or Window-Eyes. Depending on if I can
continue to pay for the upgrades, or want to now that I use Linux most
of the time anyway. So I am seriously hoping VI game developers aren't
asking for Jaws support just to drop alternative methods in favor of
it.

On 1/20/11, Philip Bennefall  wrote:
> Hi again,
>
> This is what I was about to say as well. Since I'm writing a general purpose
> audio game engine I cannot tell people what they may or may not do. I can
> advise, sure, but I won't enforce the use of all screen readers as I feel
> that this should be very much up to the individual game developer. If they
> choose not to support one or more screen readers even though they are easy
> to access from within the engine, the community must speak about this to the
> developer in question just as though their program had been written
> independently in vb.net or C++ without the help of a dedicated engine, as it
> were.
>
> Kind regards,
>
> Philip Bennefall

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Re: [Audyssey] Screen reader support in BGT

2011-01-20 Thread Thomas Ward
Hi,

Well, that depends. I noticed that the Sapi version of Realspeak
voices do lag a little, but it is n't too bad. However, the Realspeak
Direct voices for Jaws 11 are very responsive and I generally use
something like Scansoft Tom as my default voice rather than Eloquence.

On 1/20/11, dark  wrote:
> Hi Damien.
>
> I'd fully agree that the orphius synthetic dave and synthetic andy voices
> are,  well synthetic, and probably are worse than eloquence.
>
> however, I really do like their human voices, the Uk English voice Alan in
> particular. In fact Alan is the voice I've used for everything screen reader
> related for years now, ever sinse the human voices first came out, and I've
> never had issues with response times at all.
>
> i suppose though as you said, it all comes down to what your used to, 
> I'd probably say the same about eloquence, ie, that it's not much better
> than espeak as you do about orphius ;D.
>
> As for the lag in sapi, as I said I've never really seen it myself,  not
> with the scansoft voices anyway.
>
> Beware the grue!
>
> dark.

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Re: [Audyssey] Mysteries of the Ancients Levels

2011-01-20 Thread Thomas Ward
Hi Dark,

Dark wrote:

This actually ties into something I was thinking about the other day.

I realized, that despite having games as complex as smugglers, shades
of doom, entombed, time of conflict and lone wolf installed on my pc,
what is the
game I play most often? What is the game I frequently just think "hay,
I've got half an hour,  lets play something" and stick on?

Easy, -- The freeware, graphical remake of Turrican, T2002 (with
it's various level packs that people have created of course).

this is not, by any stretch of the imagination a particularly complex game.

My reply:

Yeah, I definitely know the feeling. There is a lot that can be said
for the walk along blow-m-up or walk along beat-m-up game like
Turrican. Just start the game and play with no better goal in mind
than to blow up, beat up, or otherwise kill as many baddies as humanly
possible. There were a number of games of this type for the NES and
SNES, and they were surprisingly fun despite lacking a game story, cut
scenes, whatever.

Like I was saying to Phil over on the USA Games list my son recently
got hooked on the 1989 Batman game for the original NES. It is still
one of the top downloads for NES roms, and has been declared one of
the top 10 games for the NES platform. Besides extremely sharp
graphics and animations for the time the game play is fantastic. There
isn't much to the stages other than walking along beating up the
Joker's thugs, but all that is made up for a well balanced combat
system. It is challenging and you have to figure out if taking out an
enemy is better with fists, batarang,  or a rocket. It is both simple
but highly challenging at the same time. That spells great replay
value that has lasted for 22 years.

To get back to my point I often wish I could just load up a game like
that and play it like I use to. MOTA is a great game, but puzzle
solving etc take brain power. Sometimes you just want to ggo out there
and slug it out with some baddies for the heck of it. Double Dragon,
Batman, and games of that sort give you that relief. You don't have to
think about it, but can just punch, kick, and fight your way through
the levels until you take on the big boss man.

Dark wrote:

There's a tendency I've noticed in audio side scrollers to essentially
make everything feel quite automatic. You get close to enemy, enemy
attacks unless
you hit first, on harder difficulty enemy damages you more. you get to
edge of ledge, hit single jump button.

Compare this to the fluidity and sense of freedom in a game like
Turrican, Metroid,  or even something like original mega man, and
the difference is
astronomical.

My reply:

Yes, you are definitely right. That's one thing I was hoping to avoid
with Mysteries of the Ancients. The game mechanics are just a little
too automatic for my liking, and I want something a little more fluid
and challenging. If you don't hold down the jump keys long enough poor
Angela gets dumped in a fire, lava pit, lands on some spikes, etc.
Jump too far and she over shoots a ledge and falls screaming to her
death. These things are not at all unusual for mainstream games of the
type you mentioned, but are almost non-existent in audio games. Its
time to change that.

Smile.

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Re: [Audyssey] Mysteries of the Ancients Levels

2011-01-20 Thread Jacob Kruger

Ok, fair enough...LOL!

I copied game names from prior email, and pasted them into google search 
box, and that's how I found that page, FWIW.


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

- Original Message - 
From: "Bryan Peterson" 

To: "Gamers Discussion list" 
Sent: Friday, January 21, 2011 1:23 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Levels



It's actually a C, not a G.
We are the Knights who say...Ni!
- Original Message - 
From: "Jacob Kruger" 

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 4:07 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Levels



Is turrigan T2002 accessible as such?

http://www.pekaro.de/content/t2002/t2002.html

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

- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 11:43 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Levels



Hi Tom.

This actually ties into something I was thinking about the other day.

I realized, that despite having games as complex as smugglers, shades of 
doom, entombed, time of conflict and lone wolf installed on my pc, what 
is the game I play most often? What is the game I frequently just think 
"hay, I've got half an hour,  lets play something" and stick on?


Easy, -- The freeware, graphical remake of Turrican, T2002 (with 
it's various level packs that people have created of course).


this is not, by any stretch of the imagination a particularly complex 
game.


There is no in game story let alone cut scenes. you have three main 
weapons,  which you can't even choose betwene you just pick up at 
random, a multiple shot that covers a wide area, a laser that covers a 
small area but is very powerful, and a bounce weapon that rebounds off 
walls.


You have a close range, 360 degree energy whip, and a limited number of 
grenades that blow up everything on the screen.


That is it! 3 primary weapons, one secondary weapon, and a limited use 
special power,  Mota already has more to offer.


Neither is the game complex. Run along, shoot huge swarms of baddies, 
and try to find the exit of each level.


There are no doors,  not even destroyable ones as in the metroid 
games, let alone keys, nor are there torches,  not even medkits to 
carry.


Yet, why is it I play turrican probably more than any other game. Partly 
it's the very amazing soundtrack,  but we'll leave that aside for 
now, mostly it's the exploration!


the levels are,  quite honestly, ridiculously huge! each is 30 or so 
screens square, and unlike in prince of persia where each screen held 
only 3 of your characters' high vertically, Turrican you can jump 
roughly as high as Mario can, so each screen can hold five times your 
high vertically, also obviiously the screen scrolls, and scrolls in any 
direction.


More than that though, each level is a massive maze. There is no 
guarantee that you start on the left and the exit was on the right side 
as in most side scrollers, indeed sometimes it was on the left and in in 
some levels you jumped up into the exit or fell down into it.


then, exploration is actually rewarded, sinse the more you explore, the 
more likely you are to find hidden extra lives or power ups, which are 
often very well hidden indeed.


The pc remake also instituted a feature which is common to modern games 
but was litle known in the early 90's when Turrican was originally 
made,   that of saving! Sinse the game now saves each time you get 
to a new level, level designers have been able to create Turrican levels 
that even make the original game look small!


I'm not sure on the exact size, but where as exploring the original 
levels of the Amigar games would take me around 20 minutes to half an 
hour per stage, some of the newly made levels have taken me literally 
hours! to play through.


Add to this another fact about turrican which I've yet to see emulated 
in an audio game, instead of a single jump distance, you jump relative 
to how long you hold down the jump button. This means you can have 
ledges and complex terane to jump through, which requires you to 
calculate distances,   indeed often such a simple task as jumping 
from one ledge to another can be made a good deal more complex by this, 
especially sinse obviously your targit ledgte can be above or below you.


Trap wise, the game included comparatively few, but with the physics of 
the jumps taken into account they could make things rather difficult. 
False walls, or walls and ledges you could blast through with your 
weapon, moving platforms (horrizontal or vertical), turning cog wheels 
that will chuck you off when you stand on them, and conveyer belts that 
push you along (often into hazards like crushers or flames which will 
damage you).


But why am I mentioning all this (especially about a game which

Re: [Audyssey] Mysteries of the Ancients Levels

2011-01-20 Thread Jacob Kruger
No worries - was just wondering, and will, honestly most likely pass this on 
to some of my sighted friends, who might appreciate it, but FWIW, I am 100% 
blind, so I'll stick to other, entirely audio games...


Stay well

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

- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Friday, January 21, 2011 1:20 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Levels



T2002, like original Turrican is an entirely graphical game.

If you have enough vision to play 2D side scrollers with symplistic high 
contrast graphics, it is quite accessible,  especially sinse you can 
alter the in game options by just edditing the conf file in notepad


however, if you don't have this degree of vision the answer is a 
resounding no, and it's very unlikely that it will ever be so,  one 
reason why I'm so interested in having a similar experience accessible to 
everyone.


I'm very sorry if I didn't make this point clear in the initial male.

I am indeed registered blind, but have some residual vision which I've 
been using to play some graphical games for years.


i cannot read print (which puts out a lot of games), nor can I play things 
which are complex and 3D, sinse the spacial relations with lack of vision 
get far too much, but i am lucky enough that I can stil play games like 
Turrican, prince of persia, mega man and Mario.


I'm sorry if this wans't absolutely clear from my first message.

Beware the Grue!

Dark.
- Original Message - 
From: "Jacob Kruger" 

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 11:07 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Levels



Is turrigan T2002 accessible as such?

http://www.pekaro.de/content/t2002/t2002.html



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Re: [Audyssey] Screen reader support in BGT

2011-01-20 Thread Hayden Presley
Well in truth if you want to argue from that standpoint that can be said of 
just about any language.

Sent from my iPhone

On Jan 20, 2011, at 3:30 PM, Thomas Ward  wrote:

> Hi Philip,
> 
> Yeah, I understand your logic. When trying to market a product
> sometimes it comes down to mob rule. That still however doesn't wave
> my concerns about it. Now, a question.
> 
> When people produce games is it possible to turn this feature off I.E.
> just use Sapi instead of Jaws support etc or are we stuck with
> whatever the game designer decides? My real concern is if someone who
> really loves Jaws decides only to support that screen reader and
> decides to screw everyone else who might want to use Window-Eyes,
> NVDA, Sapi, whatever just because they have an opinion that by
> supporting Jaws only they will be supporting 90% of the market etc. It
> would have to be universally understood by adding screen reader
> support every game written with BGT must offer alternative speech
> output systems. That no game can make this or that screen reader a
> default preference. Any thoughts or comments on this?
> 
> Thanks.
> 
> 
> On 1/20/11, Philip Bennefall  wrote:
>> Hi Thomas,
>> 
>> Right, that strengthens my point about having screen reader enumeration in
>> BGT if, of course, we want this support at all. I agree with you that it's
>> not a critical or even important thing to have in a game engine, but I
>> reason like this. Customers want it, customers pay the bills, customers get
>> what they want. That's how I have to do my business, e.g. submit to popular
>> demand even if I might not strictly agree with it on a personal level. Of
>> course there are a lot of cases when I won't do it, but for something as
>> simple as this I don't have a problem adding it.
>> 
>> Kind regards,
>> 
>> Philip Bennefall
> 
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Re: [Audyssey] Mysteries of the Ancients Levels

2011-01-20 Thread Bryan Peterson

It's actually a C, not a G.
We are the Knights who say...Ni!
- Original Message - 
From: "Jacob Kruger" 

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 4:07 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Levels



Is turrigan T2002 accessible as such?

http://www.pekaro.de/content/t2002/t2002.html

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

- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 11:43 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Levels



Hi Tom.

This actually ties into something I was thinking about the other day.

I realized, that despite having games as complex as smugglers, shades of 
doom, entombed, time of conflict and lone wolf installed on my pc, what 
is the game I play most often? What is the game I frequently just think 
"hay, I've got half an hour,  lets play something" and stick on?


Easy, -- The freeware, graphical remake of Turrican, T2002 (with it's 
various level packs that people have created of course).


this is not, by any stretch of the imagination a particularly complex 
game.


There is no in game story let alone cut scenes. you have three main 
weapons,  which you can't even choose betwene you just pick up at 
random, a multiple shot that covers a wide area, a laser that covers a 
small area but is very powerful, and a bounce weapon that rebounds off 
walls.


You have a close range, 360 degree energy whip, and a limited number of 
grenades that blow up everything on the screen.


That is it! 3 primary weapons, one secondary weapon, and a limited use 
special power,  Mota already has more to offer.


Neither is the game complex. Run along, shoot huge swarms of baddies, and 
try to find the exit of each level.


There are no doors,  not even destroyable ones as in the metroid 
games, let alone keys, nor are there torches,  not even medkits to 
carry.


Yet, why is it I play turrican probably more than any other game. Partly 
it's the very amazing soundtrack,  but we'll leave that aside for 
now, mostly it's the exploration!


the levels are,  quite honestly, ridiculously huge! each is 30 or so 
screens square, and unlike in prince of persia where each screen held 
only 3 of your characters' high vertically, Turrican you can jump roughly 
as high as Mario can, so each screen can hold five times your high 
vertically, also obviiously the screen scrolls, and scrolls in any 
direction.


More than that though, each level is a massive maze. There is no 
guarantee that you start on the left and the exit was on the right side 
as in most side scrollers, indeed sometimes it was on the left and in in 
some levels you jumped up into the exit or fell down into it.


then, exploration is actually rewarded, sinse the more you explore, the 
more likely you are to find hidden extra lives or power ups, which are 
often very well hidden indeed.


The pc remake also instituted a feature which is common to modern games 
but was litle known in the early 90's when Turrican was originally 
made,   that of saving! Sinse the game now saves each time you get to 
a new level, level designers have been able to create Turrican levels 
that even make the original game look small!


I'm not sure on the exact size, but where as exploring the original 
levels of the Amigar games would take me around 20 minutes to half an 
hour per stage, some of the newly made levels have taken me literally 
hours! to play through.


Add to this another fact about turrican which I've yet to see emulated in 
an audio game, instead of a single jump distance, you jump relative to 
how long you hold down the jump button. This means you can have ledges 
and complex terane to jump through, which requires you to calculate 
distances,   indeed often such a simple task as jumping from one 
ledge to another can be made a good deal more complex by this, especially 
sinse obviously your targit ledgte can be above or below you.


Trap wise, the game included comparatively few, but with the physics of 
the jumps taken into account they could make things rather difficult. 
False walls, or walls and ledges you could blast through with your 
weapon, moving platforms (horrizontal or vertical), turning cog wheels 
that will chuck you off when you stand on them, and conveyer belts that 
push you along (often into hazards like crushers or flames which will 
damage you).


But why am I mentioning all this (especially about a game which most 
people on this list will not be able to play), because it's this! that I 
would love to see in an audio side scroller.


Freedom of movement, exploration, a system of jumping physics which 
actually requires you to get used to and practice with, and traps which 
similarly need some work from the player to avoid.


There's a tendency I've noticed in audio side scrollers to essentially 
make everything feel quite a

Re: [Audyssey] Mysteries of the Ancients Levels

2011-01-20 Thread dark

T2002, like original Turrican is an entirely graphical game.

If you have enough vision to play 2D side scrollers with symplistic high 
contrast graphics, it is quite accessible,  especially sinse you can 
alter the in game options by just edditing the conf file in notepad


however, if you don't have this degree of vision the answer is a resounding 
no, and it's very unlikely that it will ever be so,  one reason why I'm 
so interested in having a similar experience accessible to everyone.


I'm very sorry if I didn't make this point clear in the initial male.

I am indeed registered blind, but have some residual vision which I've been 
using to play some graphical games for years.


i cannot read print (which puts out a lot of games), nor can I play things 
which are complex and 3D, sinse the spacial relations with lack of vision 
get far too much, but i am lucky enough that I can stil play games like 
Turrican, prince of persia, mega man and Mario.


I'm sorry if this wans't absolutely clear from my first message.

Beware the Grue!

Dark.
- Original Message - 
From: "Jacob Kruger" 

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 11:07 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Levels



Is turrigan T2002 accessible as such?

http://www.pekaro.de/content/t2002/t2002.html



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Re: [Audyssey] Mysteries of the Ancients Levels

2011-01-20 Thread Jacob Kruger

Is turrigan T2002 accessible as such?

http://www.pekaro.de/content/t2002/t2002.html

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

- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 11:43 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Levels



Hi Tom.

This actually ties into something I was thinking about the other day.

I realized, that despite having games as complex as smugglers, shades of 
doom, entombed, time of conflict and lone wolf installed on my pc, what is 
the game I play most often? What is the game I frequently just think "hay, 
I've got half an hour,  lets play something" and stick on?


Easy, -- The freeware, graphical remake of Turrican, T2002 (with it's 
various level packs that people have created of course).


this is not, by any stretch of the imagination a particularly complex 
game.


There is no in game story let alone cut scenes. you have three main 
weapons,  which you can't even choose betwene you just pick up at 
random, a multiple shot that covers a wide area, a laser that covers a 
small area but is very powerful, and a bounce weapon that rebounds off 
walls.


You have a close range, 360 degree energy whip, and a limited number of 
grenades that blow up everything on the screen.


That is it! 3 primary weapons, one secondary weapon, and a limited use 
special power,  Mota already has more to offer.


Neither is the game complex. Run along, shoot huge swarms of baddies, and 
try to find the exit of each level.


There are no doors,  not even destroyable ones as in the metroid 
games, let alone keys, nor are there torches,  not even medkits to 
carry.


Yet, why is it I play turrican probably more than any other game. Partly 
it's the very amazing soundtrack,  but we'll leave that aside for now, 
mostly it's the exploration!


the levels are,  quite honestly, ridiculously huge! each is 30 or so 
screens square, and unlike in prince of persia where each screen held only 
3 of your characters' high vertically, Turrican you can jump roughly as 
high as Mario can, so each screen can hold five times your high 
vertically, also obviiously the screen scrolls, and scrolls in any 
direction.


More than that though, each level is a massive maze. There is no guarantee 
that you start on the left and the exit was on the right side as in most 
side scrollers, indeed sometimes it was on the left and in in some levels 
you jumped up into the exit or fell down into it.


then, exploration is actually rewarded, sinse the more you explore, the 
more likely you are to find hidden extra lives or power ups, which are 
often very well hidden indeed.


The pc remake also instituted a feature which is common to modern games 
but was litle known in the early 90's when Turrican was originally 
made,   that of saving! Sinse the game now saves each time you get to 
a new level, level designers have been able to create Turrican levels that 
even make the original game look small!


I'm not sure on the exact size, but where as exploring the original levels 
of the Amigar games would take me around 20 minutes to half an hour per 
stage, some of the newly made levels have taken me literally hours! to 
play through.


Add to this another fact about turrican which I've yet to see emulated in 
an audio game, instead of a single jump distance, you jump relative to how 
long you hold down the jump button. This means you can have ledges and 
complex terane to jump through, which requires you to calculate 
distances,   indeed often such a simple task as jumping from one ledge 
to another can be made a good deal more complex by this, especially sinse 
obviously your targit ledgte can be above or below you.


Trap wise, the game included comparatively few, but with the physics of 
the jumps taken into account they could make things rather difficult. 
False walls, or walls and ledges you could blast through with your weapon, 
moving platforms (horrizontal or vertical), turning cog wheels that will 
chuck you off when you stand on them, and conveyer belts that push you 
along (often into hazards like crushers or flames which will damage you).


But why am I mentioning all this (especially about a game which most 
people on this list will not be able to play), because it's this! that I 
would love to see in an audio side scroller.


Freedom of movement, exploration, a system of jumping physics which 
actually requires you to get used to and practice with, and traps which 
similarly need some work from the player to avoid.


There's a tendency I've noticed in audio side scrollers to essentially 
make everything feel quite automatic. You get close to enemy, enemy 
attacks unless you hit first, on harder difficulty enemy damages you more. 
you get to edge of ledge, hit single jump button.


Compare this to the fluidity and sense of freedom in a game like Turrican, 
Metro

Re: [Audyssey] Screen reader support in BGT

2011-01-20 Thread Philip Bennefall

Hi again,

This is what I was about to say as well. Since I'm writing a general purpose 
audio game engine I cannot tell people what they may or may not do. I can 
advise, sure, but I won't enforce the use of all screen readers as I feel 
that this should be very much up to the individual game developer. If they 
choose not to support one or more screen readers even though they are easy 
to access from within the engine, the community must speak about this to the 
developer in question just as though their program had been written 
independently in vb.net or C++ without the help of a dedicated engine, as it 
were.


Kind regards,

Philip Bennefall
- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 11:25 PM
Subject: Re: [Audyssey] Screen reader support in BGT


I agree completely tom, but I don't really think this is Philip's problem,
afterall he's essentially just providing the tools for the job, not saying
how people should use them.

if someone did just write in Jaws support because they believed most people
used jaws and were too lazy to change things,  well it's up to myself
and all the other none jaws users to point out to them that they're being a
prat,  as in fact I did when during my first examination of muds back in
2004, I asked about screen reader support and was sent a bunch of jaws
script files, rather sad actually sinse this put me completely off muds at
the time, but I now Know I could've run mushclient quite successfully with
Sapi,  especially sinse the particular mud I was trying to play was
Alterean.

The most Philip could do would be to write some advice in the bgt
documentation,  but whether people take it would be their own fault
really.

Beware the Grue!

Dark.


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Re: [Audyssey] eloquence was, Re: Screen reader support in BGT

2011-01-20 Thread Bryan Peterson
I'm just the opposite. If I have to use Eloquence I use the UK accent since 
the American accent is the one that sounds odd to me.

We are the Knights who say...Ni!
- Original Message - 
From: "Damien Pendleton" 

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 2:05 PM
Subject: Re: [Audyssey] eloquence was, Re: Screen reader support in BGT



Hi Dark,
I totally agree with you with the UK accent, which is precisely why I use 
the US accent. To be honest I prefer the American accents in speech synths 
anyway. Again, because that's what I've always used.

Regards,
Damien.


- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 8:47 PM
Subject: [Audyssey] eloquence was, Re: Screen reader support in BGT


It might just be that I am used to orphius human voices, but I've 
actually never thought much of eloquence,  in fact to be honest I've 
never really thought it was that much better than microsoft Mike.


Of course, this might be partially because the eloquence uk english 
accent is,  well incredibly odd to say the least.


Beware the grue!

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

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 6:31 PM
Subject: Re: [Audyssey] Screen reader support in BGT



Hi,

Unfortunately this is true. Eloquence is actually Sapi 4 based not
Sapi 5 based. The Dectalk has its own API. Although Fonix did produce
a Sapi 5 compatible version of Fonixtalk, AKA Dectalk, for a while.
However, it is my understanding they discontinued the Sapi 5 version
of Fonixtalk.

The best way to support Eloquence is to purchase an SDK for it and
wrap Viavoice Outloud directly. It is pretty simple to do and the API
for Eloquence AKA Viavoice Outloud is very straight forward for a C++
developer. Problem is that the SDK costs quite a bit to license.

Cheers!






On 1/20/11, Damien Pendleton  wrote:

Hi Dark,
Synth voices like Eloquence and Dectalk are hard to get for SAPI 5 
though. I
tend to find with SAPI that you go from one extreme to the other. 
Either a
low-sampled, quick but hard to understand one, or a high-sampled, 
large,

slow, laggy, easy to understand one. However they all seem to be
sample-based rather than formant-based.
Regards,
Damien.


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Re: [Audyssey] Screen reader support in BGT

2011-01-20 Thread dark
I agree completely tom, but I don't really think this is Philip's problem, 
afterall he's essentially just providing the tools for the job, not saying 
how people should use them.


if someone did just write in Jaws support because they believed most people 
used jaws and were too lazy to change things,  well it's up to myself 
and all the other none jaws users to point out to them that they're being a 
prat,  as in fact I did when during my first examination of muds back in 
2004, I asked about screen reader support and was sent a bunch of jaws 
script files, rather sad actually sinse this put me completely off muds at 
the time, but I now Know I could've run mushclient quite successfully with 
Sapi,  especially sinse the particular mud I was trying to play was 
Alterean.


The most Philip could do would be to write some advice in the bgt 
documentation,  but whether people take it would be their own fault 
really.


Beware the Grue!

Dark. 



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Re: [Audyssey] eloquence was, Re: Screen reader support in BGT

2011-01-20 Thread dark
Funnily enough Tom, I've tried eloquence with hal, and found it no faster 
than orphius,  though to me it sounds infinitely worse.


This may just be because Hal has been running with orphius for years while 
eloquence support is comparatively new (it was only added in version ten).


I can't say anything about Orphius running with sapi, sinse these days it 
doesn't appear in the voice selection list, and back in the days when it did 
I always got an error when trying to use it for some reason (one reason I 
got realspeak daniel instead).


Beware the grue!

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

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 9:20 PM
Subject: Re: [Audyssey] eloquence was, Re: Screen reader support in BGT



Hi Dark,

Well, the general argument in favor of Eloquence is that it is
responsive. Which is certainly true. That's the one and only reason I
purchased Eloquence for Linux to work with Orca. Its voice quality is
crap, but it is responsive and doesn't lag the way the Cepstral, AT&T
Voices, and other nore natural sounding voices do. Of course, the same
holds true for ESpeak as well, and it is free.

Smile.



On 1/20/11, dark  wrote:
It might just be that I am used to orphius human voices, but I've 
actually
never thought much of eloquence,  in fact to be honest I've never 
really

thought it was that much better than microsoft Mike.

Of course, this might be partially because the eloquence uk english 
accent

is,  well incredibly odd to say the least.

Beware the grue!

Dark.


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Re: [Audyssey] eloquence was, Re: Screen reader support in BGT

2011-01-20 Thread dark

Lol, I think your my polar opposite in everything here damien, ;d.

i much prefer uk accents in my synths.

Also, as a very weerd fact, I dislike female synth voices for some reason, 
even particularly good sampled ones. MAle voices I don't mind, but female 
ones just sound wrong to me for some reason.


Very odd, sinse I have no such bias with human speech when for instance 
reading an audio book, in fact I have favourite readers of both genders 
pretty equally.


Beware the grue!

Dark.
- Original Message - 
From: "Damien Pendleton" 

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 9:05 PM
Subject: Re: [Audyssey] eloquence was, Re: Screen reader support in BGT



Hi Dark,
I totally agree with you with the UK accent, which is precisely why I use 
the US accent. To be honest I prefer the American accents in speech synths 
anyway. Again, because that's what I've always used.

Regards,
Damien.


- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 8:47 PM
Subject: [Audyssey] eloquence was, Re: Screen reader support in BGT


It might just be that I am used to orphius human voices, but I've 
actually never thought much of eloquence,  in fact to be honest I've 
never really thought it was that much better than microsoft Mike.


Of course, this might be partially because the eloquence uk english 
accent is,  well incredibly odd to say the least.


Beware the grue!

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

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 6:31 PM
Subject: Re: [Audyssey] Screen reader support in BGT



Hi,

Unfortunately this is true. Eloquence is actually Sapi 4 based not
Sapi 5 based. The Dectalk has its own API. Although Fonix did produce
a Sapi 5 compatible version of Fonixtalk, AKA Dectalk, for a while.
However, it is my understanding they discontinued the Sapi 5 version
of Fonixtalk.

The best way to support Eloquence is to purchase an SDK for it and
wrap Viavoice Outloud directly. It is pretty simple to do and the API
for Eloquence AKA Viavoice Outloud is very straight forward for a C++
developer. Problem is that the SDK costs quite a bit to license.

Cheers!






On 1/20/11, Damien Pendleton  wrote:

Hi Dark,
Synth voices like Eloquence and Dectalk are hard to get for SAPI 5 
though. I
tend to find with SAPI that you go from one extreme to the other. 
Either a
low-sampled, quick but hard to understand one, or a high-sampled, 
large,

slow, laggy, easy to understand one. However they all seem to be
sample-based rather than formant-based.
Regards,
Damien.


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Re: [Audyssey] Screen reader support in BGT

2011-01-20 Thread dark

Hi Damien.

I'd fully agree that the orphius synthetic dave and synthetic andy voices 
are,  well synthetic, and probably are worse than eloquence.


however, I really do like their human voices, the Uk English voice Alan in 
particular. In fact Alan is the voice I've used for everything screen reader 
related for years now, ever sinse the human voices first came out, and I've 
never had issues with response times at all.


i suppose though as you said, it all comes down to what your used to,   
I'd probably say the same about eloquence, ie, that it's not much better 
than espeak as you do about orphius ;D.


As for the lag in sapi, as I said I've never really seen it myself,  not 
with the scansoft voices anyway.


Beware the grue!

dark. 



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Re: [Audyssey] Mysteries of the Ancients Levels

2011-01-20 Thread dark

Hi Tom.

This actually ties into something I was thinking about the other day.

I realized, that despite having games as complex as smugglers, shades of 
doom, entombed, time of conflict and lone wolf installed on my pc, what is 
the game I play most often? What is the game I frequently just think "hay, 
I've got half an hour,  lets play something" and stick on?


Easy, -- The freeware, graphical remake of Turrican, T2002 (with it's 
various level packs that people have created of course).


this is not, by any stretch of the imagination a particularly complex game.

There is no in game story let alone cut scenes. you have three main 
weapons,  which you can't even choose betwene you just pick up at 
random, a multiple shot that covers a wide area, a laser that covers a small 
area but is very powerful, and a bounce weapon that rebounds off walls.


You have a close range, 360 degree energy whip, and a limited number of 
grenades that blow up everything on the screen.


That is it! 3 primary weapons, one secondary weapon, and a limited use 
special power,  Mota already has more to offer.


Neither is the game complex. Run along, shoot huge swarms of baddies, and 
try to find the exit of each level.


There are no doors,  not even destroyable ones as in the metroid games, 
let alone keys, nor are there torches,  not even medkits to carry.


Yet, why is it I play turrican probably more than any other game. Partly 
it's the very amazing soundtrack,  but we'll leave that aside for now, 
mostly it's the exploration!


the levels are,  quite honestly, ridiculously huge! each is 30 or so 
screens square, and unlike in prince of persia where each screen held only 3 
of your characters' high vertically, Turrican you can jump roughly as high 
as Mario can, so each screen can hold five times your high vertically, also 
obviiously the screen scrolls, and scrolls in any direction.


More than that though, each level is a massive maze. There is no guarantee 
that you start on the left and the exit was on the right side as in most 
side scrollers, indeed sometimes it was on the left and in in some levels 
you jumped up into the exit or fell down into it.


then, exploration is actually rewarded, sinse the more you explore, the more 
likely you are to find hidden extra lives or power ups, which are often very 
well hidden indeed.


The pc remake also instituted a feature which is common to modern games but 
was litle known in the early 90's when Turrican was originally made,   
that of saving! Sinse the game now saves each time you get to a new level, 
level designers have been able to create Turrican levels that even make the 
original game look small!


I'm not sure on the exact size, but where as exploring the original levels 
of the Amigar games would take me around 20 minutes to half an hour per 
stage, some of the newly made levels have taken me literally hours! to play 
through.


Add to this another fact about turrican which I've yet to see emulated in an 
audio game, instead of a single jump distance, you jump relative to how long 
you hold down the jump button. This means you can have ledges and complex 
terane to jump through, which requires you to calculate distances,   
indeed often such a simple task as jumping from one ledge to another can be 
made a good deal more complex by this, especially sinse obviously your 
targit ledgte can be above or below you.


Trap wise, the game included comparatively few, but with the physics of the 
jumps taken into account they could make things rather difficult. False 
walls, or walls and ledges you could blast through with your weapon, moving 
platforms (horrizontal or vertical), turning cog wheels that will chuck you 
off when you stand on them, and conveyer belts that push you along (often 
into hazards like crushers or flames which will damage you).


But why am I mentioning all this (especially about a game which most people 
on this list will not be able to play), because it's this! that I would love 
to see in an audio side scroller.


Freedom of movement, exploration, a system of jumping physics which actually 
requires you to get used to and practice with, and traps which similarly 
need some work from the player to avoid.


There's a tendency I've noticed in audio side scrollers to essentially make 
everything feel quite automatic. You get close to enemy, enemy attacks 
unless you hit first, on harder difficulty enemy damages you more. you get 
to edge of ledge, hit single jump button.


Compare this to the fluidity and sense of freedom in a game like Turrican, 
Metroid,  or even something like original mega man, and the difference 
is astronomical.


I'm absolutely certain it's possible to have this sort of experience in 
audio,  but nobody has done it in 2D yet, though I will admit that 
Shades of doom and sarah have indeed managed it in 3D (one reason why I 
became interested in audio games in the first place, s

Re: [Audyssey] Screen reader support in BGT

2011-01-20 Thread Thomas Ward
Hi,

Well, the Scansoft, AKA Realspeak, voices are developed by Nuance. The
same company that creates Dragon, Omnipage,  etc. I'm sure there will
be a day when they will have to change there practices or lose out.
One reason I have purchased several Cepstral voices is because they
are A, human sounding, B, affordable, C, Sapi 5 compatible, and D,
cross-platform. This makes them one of the most affordable voices with
more bang for the buck. AT&T Voices are also good for gaming for
pretty much the same reasons as the Cepstral voices.

Cheers!


On 1/20/11, dark  wrote:
> Hi tom.
>
> I suppose ultimately this is just because people like scansoft and whoever
> make eloquence are too greedy to just let people use their voices for other
> programs than Jaws, Hal or window eyes.
>
> However with more voicing programs being used on mobile phones, in generic
> business reading software etc, I'm not sure how long this atitude was
> persist,  also, these days there seem far more makers of good quality
> voices around than a short time ago.
>
> Myself, I'm not convinced this situation will continue, especially when
> people realize that decent quality sapi complient synths are fairly easy to
> come by.
>
> Beware the grue!
>
> Dark.

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Re: [Audyssey] Screen reader support in BGT

2011-01-20 Thread Thomas Ward
Hi Philip,

Yeah, I understand your logic. When trying to market a product
sometimes it comes down to mob rule. That still however doesn't wave
my concerns about it. Now, a question.

When people produce games is it possible to turn this feature off I.E.
just use Sapi instead of Jaws support etc or are we stuck with
whatever the game designer decides? My real concern is if someone who
really loves Jaws decides only to support that screen reader and
decides to screw everyone else who might want to use Window-Eyes,
NVDA, Sapi, whatever just because they have an opinion that by
supporting Jaws only they will be supporting 90% of the market etc. It
would have to be universally understood by adding screen reader
support every game written with BGT must offer alternative speech
output systems. That no game can make this or that screen reader a
default preference. Any thoughts or comments on this?

Thanks.


On 1/20/11, Philip Bennefall  wrote:
> Hi Thomas,
>
> Right, that strengthens my point about having screen reader enumeration in
> BGT if, of course, we want this support at all. I agree with you that it's
> not a critical or even important thing to have in a game engine, but I
> reason like this. Customers want it, customers pay the bills, customers get
> what they want. That's how I have to do my business, e.g. submit to popular
> demand even if I might not strictly agree with it on a personal level. Of
> course there are a lot of cases when I won't do it, but for something as
> simple as this I don't have a problem adding it.
>
> Kind regards,
>
> Philip Bennefall

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Re: [Audyssey] Screen reader support in BGT

2011-01-20 Thread Shiny protector
I love scansoft Daniel. The only thing I don't like is it can't do drama. 
For an example,

"Ah how dare you! I will kill you! Who do you think you are!
Scansoft Daniel can't do that. But in other words, its 
co'o'o'o'o'o'o'o'o'o'o'o'o'o'o'ol!
- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 8:35 PM
Subject: Re: [Audyssey] Screen reader support in BGT


I've never actually had lag or speed issues with scansoft daniel, even on 
my laptop which is five years old and has not the world's largest ram.


I have noticed some lag when using realspeak with Hal even with hal's 
direct output (one reason I use orphius, sinse it is both extremely 
responsive and imho, sounds much nicer than eloquence), though also bare 
in mind my typing speed is pretty fast.


But I haven't seen this issue in games running sapi, even timing based 
ones like lone wolf, or when writing in muds,  pluss of course, if you 
have the libraries you can in fact run sapi with eloquence if you wish 
anyway.


I wonder if there's something wonky in your setup which is giving low 
performance with sapi?


Beware the grue!

dark.
- Original Message - 
From: "Damien Pendleton" 

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 5:57 PM
Subject: Re: [Audyssey] Screen reader support in BGT



Hi Dark,
Synth voices like Eloquence and Dectalk are hard to get for SAPI 5 
though. I tend to find with SAPI that you go from one extreme to the 
other. Either a low-sampled, quick but hard to understand one, or a 
high-sampled, large, slow, laggy, easy to understand one. However they 
all seem to be sample-based rather than formant-based.

Regards,
Damien.



- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 5:23 PM
Subject: Re: [Audyssey] Screen reader support in BGT



Not to mention Sapi.

there are those of us who use Hal, and thus don't have any of the 
above,  in fact my personal feeling is why add support for several 
windows screen readers which some people may or may not have when you 
can do just as well with sapi which everyone has.


Sorry, but it just seems silly to develope support for five different 
systems in an effort to please everyone when you could do it with just 
the one.


The only issue there is with sapi sis that not everyone will have a 
decent voice,  but this is a synth voice issue not a screen reader 
one, and with companies like seerprock, acapella neospeech etc producing 
good quality sapi compliant voices which no longer cost the earth to 
buy, it's a good investment for anyone who wants to play audio games.


in fact, I regard buying a sapi voice as rather like buying a joystick 
where audio games are concerned.


Beware the grue!

Dark.
- Original Message - 
From: "Karl Belanger" 
To: "'Philip Bennefall'" ; "'Gamers Discussion 
list'" 

Sent: Thursday, January 20, 2011 4:58 PM
Subject: Re: [Audyssey] Screen reader support in BGT


If you add Jaws support, please also add support for Window-Eyes, 
System
Access, and NVDA as not everyone uses or even owns Jaws. What I'd 
recommend
is have it autodetect the screen reader currently running, and 
interface

with it.
Karl

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
On

Behalf Of Philip Bennefall
Sent: Thursday, January 20, 2011 11:52 AM
To: Gamers Discussion list
Subject: [Audyssey] Screen reader support in BGT

Hi all,

I have been opposed to adding screen reader support into BGT since the 
very
beginning, though I am beginning to change my mind. The primary reason 
for
my not wanting to do it has been the fact that Jaws steals a large 
number of
keys from DirectInput, making it very hard to play games if Jaws is 
loaded
and not in sleep mode. However, I have just managed to solve this 
problem.


Jaws uses what is known as a low level, system wide keyboard hook which
basically monitors the state of the keyboard device and decides whether
input should be allowed through so that other applications can see it. 
Jaws,
as we all know, decides that a lot of keys should not be let through 
such as
the arrows, escape and a whole bunch of others. So what I have done is 
to
set up a low level keyboard hook of my own, though a process specific 
hook
rather than a global one. Why? Because process specific hooks always 
take
priority over global ones, which means that I can simply tell my 
keyboard

hook to allow everything through... And there you have it. Jaws and
DirectInput are now the best of friends.

I am going to enable this as an option in BGT, because even though I 
tell

everything to go straight through it does block certain Jaws specific
keystrokes from being processed while you are in the window, almost as
though Jaws had been in sleep mode though it technically is not. In 
other

words, this will enable me to add support for Jaws speech output while
preventing Jaws fr

Re: [Audyssey] eloquence was, Re: Screen reader support in BGT

2011-01-20 Thread Thomas Ward
Hi Dark,

Well, the general argument in favor of Eloquence is that it is
responsive. Which is certainly true. That's the one and only reason I
purchased Eloquence for Linux to work with Orca. Its voice quality is
crap, but it is responsive and doesn't lag the way the Cepstral, AT&T
Voices, and other nore natural sounding voices do. Of course, the same
holds true for ESpeak as well, and it is free.

Smile.



On 1/20/11, dark  wrote:
> It might just be that I am used to orphius human voices, but I've actually
> never thought much of eloquence,  in fact to be honest I've never really
> thought it was that much better than microsoft Mike.
>
> Of course, this might be partially because the eloquence uk english accent
> is,  well incredibly odd to say the least.
>
> Beware the grue!
>
> Dark.

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Re: [Audyssey] eloquence was, Re: Screen reader support in BGT

2011-01-20 Thread Damien Pendleton

Hi Dark,
I totally agree with you with the UK accent, which is precisely why I use 
the US accent. To be honest I prefer the American accents in speech synths 
anyway. Again, because that's what I've always used.

Regards,
Damien.


- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 8:47 PM
Subject: [Audyssey] eloquence was, Re: Screen reader support in BGT


It might just be that I am used to orphius human voices, but I've actually 
never thought much of eloquence,  in fact to be honest I've never 
really thought it was that much better than microsoft Mike.


Of course, this might be partially because the eloquence uk english accent 
is,  well incredibly odd to say the least.


Beware the grue!

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

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 6:31 PM
Subject: Re: [Audyssey] Screen reader support in BGT



Hi,

Unfortunately this is true. Eloquence is actually Sapi 4 based not
Sapi 5 based. The Dectalk has its own API. Although Fonix did produce
a Sapi 5 compatible version of Fonixtalk, AKA Dectalk, for a while.
However, it is my understanding they discontinued the Sapi 5 version
of Fonixtalk.

The best way to support Eloquence is to purchase an SDK for it and
wrap Viavoice Outloud directly. It is pretty simple to do and the API
for Eloquence AKA Viavoice Outloud is very straight forward for a C++
developer. Problem is that the SDK costs quite a bit to license.

Cheers!






On 1/20/11, Damien Pendleton  wrote:

Hi Dark,
Synth voices like Eloquence and Dectalk are hard to get for SAPI 5 
though. I
tend to find with SAPI that you go from one extreme to the other. Either 
a

low-sampled, quick but hard to understand one, or a high-sampled, large,
slow, laggy, easy to understand one. However they all seem to be
sample-based rather than formant-based.
Regards,
Damien.


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Re: [Audyssey] Screen reader support in BGT

2011-01-20 Thread Damien Pendleton

Hi Dark,
I have had low responses from large SAPI voices on every machine now.
I like Eloquence better than Orpheus, since I have been used to Eloquence 
all my life. It is more softly spoken than Orpheus, and I believe is much 
nicer to listen to while reading long documents. In my opinion Orpheus just 
sounds like a glorified version of ESpeak, or, as far as the sample based 
version is concerned, a glorified version of the Microsoft TTS voices.
Eloquence reminds me of Dectalk and Keynote (Keynote is the very first 
synthetic voice I worked with). Yeah, call me nostalgic if you wish. Lol.

Regards,
Damien.



- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 8:35 PM
Subject: Re: [Audyssey] Screen reader support in BGT


I've never actually had lag or speed issues with scansoft daniel, even on 
my laptop which is five years old and has not the world's largest ram.


I have noticed some lag when using realspeak with Hal even with hal's 
direct output (one reason I use orphius, sinse it is both extremely 
responsive and imho, sounds much nicer than eloquence), though also bare 
in mind my typing speed is pretty fast.


But I haven't seen this issue in games running sapi, even timing based 
ones like lone wolf, or when writing in muds,  pluss of course, if you 
have the libraries you can in fact run sapi with eloquence if you wish 
anyway.


I wonder if there's something wonky in your setup which is giving low 
performance with sapi?


Beware the grue!

dark.
- Original Message - 
From: "Damien Pendleton" 

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 5:57 PM
Subject: Re: [Audyssey] Screen reader support in BGT



Hi Dark,
Synth voices like Eloquence and Dectalk are hard to get for SAPI 5 
though. I tend to find with SAPI that you go from one extreme to the 
other. Either a low-sampled, quick but hard to understand one, or a 
high-sampled, large, slow, laggy, easy to understand one. However they 
all seem to be sample-based rather than formant-based.

Regards,
Damien.



- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 5:23 PM
Subject: Re: [Audyssey] Screen reader support in BGT



Not to mention Sapi.

there are those of us who use Hal, and thus don't have any of the 
above,  in fact my personal feeling is why add support for several 
windows screen readers which some people may or may not have when you 
can do just as well with sapi which everyone has.


Sorry, but it just seems silly to develope support for five different 
systems in an effort to please everyone when you could do it with just 
the one.


The only issue there is with sapi sis that not everyone will have a 
decent voice,  but this is a synth voice issue not a screen reader 
one, and with companies like seerprock, acapella neospeech etc producing 
good quality sapi compliant voices which no longer cost the earth to 
buy, it's a good investment for anyone who wants to play audio games.


in fact, I regard buying a sapi voice as rather like buying a joystick 
where audio games are concerned.


Beware the grue!

Dark.
- Original Message - 
From: "Karl Belanger" 
To: "'Philip Bennefall'" ; "'Gamers Discussion 
list'" 

Sent: Thursday, January 20, 2011 4:58 PM
Subject: Re: [Audyssey] Screen reader support in BGT


If you add Jaws support, please also add support for Window-Eyes, 
System
Access, and NVDA as not everyone uses or even owns Jaws. What I'd 
recommend
is have it autodetect the screen reader currently running, and 
interface

with it.
Karl

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
On

Behalf Of Philip Bennefall
Sent: Thursday, January 20, 2011 11:52 AM
To: Gamers Discussion list
Subject: [Audyssey] Screen reader support in BGT

Hi all,

I have been opposed to adding screen reader support into BGT since the 
very
beginning, though I am beginning to change my mind. The primary reason 
for
my not wanting to do it has been the fact that Jaws steals a large 
number of
keys from DirectInput, making it very hard to play games if Jaws is 
loaded
and not in sleep mode. However, I have just managed to solve this 
problem.


Jaws uses what is known as a low level, system wide keyboard hook which
basically monitors the state of the keyboard device and decides whether
input should be allowed through so that other applications can see it. 
Jaws,
as we all know, decides that a lot of keys should not be let through 
such as
the arrows, escape and a whole bunch of others. So what I have done is 
to
set up a low level keyboard hook of my own, though a process specific 
hook
rather than a global one. Why? Because process specific hooks always 
take
priority over global ones, which means that I can simply tell my 
keyboard

hook to allow everything through... And there you have it. Jaws and
DirectInput are now the best of friends.

I am g

Re: [Audyssey] Screen reader support in BGT

2011-01-20 Thread dark

Hi tom.

I suppose ultimately this is just because people like scansoft and whoever 
make eloquence are too greedy to just let people use their voices for other 
programs than Jaws, Hal or window eyes.


However with more voicing programs being used on mobile phones, in generic 
business reading software etc, I'm not sure how long this atitude was 
persist,  also, these days there seem far more makers of good quality 
voices around than a short time ago.


Myself, I'm not convinced this situation will continue, especially when 
people realize that decent quality sapi complient synths are fairly easy to 
come by.


Beware the grue!

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

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 6:42 PM
Subject: Re: [Audyssey] Screen reader support in BGT



Hi Dark,

I'm glad somebody actually agrees with me. Supporting x number of
screen readers is, to be blunt, absolutely silly and unnecessary.
However, I know the reason or the logic behind it. Some people love
Eloquence and want Eloquence support AKA Jaws support. Personally, I
don't find that a compelling reason to add screen reader support
because I'm not an Eloquence fan, but you know how it goes. Different
strokes for different folks and all that.

Cheers!




On 1/20/11, dark  wrote:

Not to mention Sapi.

there are those of us who use Hal, and thus don't have any of the
above,  in fact my personal feeling is why add support for several
windows screen readers which some people may or may not have when you can 
do

just as well with sapi which everyone has.

Sorry, but it just seems silly to develope support for five different
systems in an effort to please everyone when you could do it with just 
the

one.

The only issue there is with sapi sis that not everyone will have a 
decent

voice,  but this is a synth voice issue not a screen reader one, and
with companies like seerprock, acapella neospeech etc producing good 
quality

sapi compliant voices which no longer cost the earth to buy, it's a good
investment for anyone who wants to play audio games.

in fact, I regard buying a sapi voice as rather like buying a joystick 
where

audio games are concerned.

Beware the grue!

Dark.


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[Audyssey] eloquence was, Re: Screen reader support in BGT

2011-01-20 Thread dark
It might just be that I am used to orphius human voices, but I've actually 
never thought much of eloquence,  in fact to be honest I've never really 
thought it was that much better than microsoft Mike.


Of course, this might be partially because the eloquence uk english accent 
is,  well incredibly odd to say the least.


Beware the grue!

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

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 6:31 PM
Subject: Re: [Audyssey] Screen reader support in BGT



Hi,

Unfortunately this is true. Eloquence is actually Sapi 4 based not
Sapi 5 based. The Dectalk has its own API. Although Fonix did produce
a Sapi 5 compatible version of Fonixtalk, AKA Dectalk, for a while.
However, it is my understanding they discontinued the Sapi 5 version
of Fonixtalk.

The best way to support Eloquence is to purchase an SDK for it and
wrap Viavoice Outloud directly. It is pretty simple to do and the API
for Eloquence AKA Viavoice Outloud is very straight forward for a C++
developer. Problem is that the SDK costs quite a bit to license.

Cheers!






On 1/20/11, Damien Pendleton  wrote:

Hi Dark,
Synth voices like Eloquence and Dectalk are hard to get for SAPI 5 
though. I
tend to find with SAPI that you go from one extreme to the other. Either 
a

low-sampled, quick but hard to understand one, or a high-sampled, large,
slow, laggy, easy to understand one. However they all seem to be
sample-based rather than formant-based.
Regards,
Damien.


---
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All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@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] Screen reader support in BGT

2011-01-20 Thread dark

Hi Philip.

I've already seen the sapi support in bgt, (in fact if I ever get to coding 
a game with it that's what I'd be using), if it won't take you trouble to 
add fair enough, it just has been something in titles like Gmas which has 
always slightly confused me, sinse it has seemed odd to put in more work to 
bennifit some people, then even more to bennifit other groups, when one 
universally available solution is already there.


Beware the grue!

Dark.




- Original Message - 
From: "Philip Bennefall" 

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 6:29 PM
Subject: Re: [Audyssey] Screen reader support in BGT



Hi Dark,

BGT already has Sapi support, so this is as you say not strictly necessary 
but a lot of people requested it, and it won't take me very long to 
integrate so I figured that I might as well get it over and done with.


Kind regards,

Philip Bennefall
- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 6:23 PM
Subject: Re: [Audyssey] Screen reader support in BGT


Not to mention Sapi.

there are those of us who use Hal, and thus don't have any of the
above,  in fact my personal feeling is why add support for several
windows screen readers which some people may or may not have when you can 
do

just as well with sapi which everyone has.

Sorry, but it just seems silly to develope support for five different
systems in an effort to please everyone when you could do it with just the
one.

The only issue there is with sapi sis that not everyone will have a decent
voice,  but this is a synth voice issue not a screen reader one, and
with companies like seerprock, acapella neospeech etc producing good 
quality

sapi compliant voices which no longer cost the earth to buy, it's a good
investment for anyone who wants to play audio games.

in fact, I regard buying a sapi voice as rather like buying a joystick 
where

audio games are concerned.

Beware the grue!

Dark.
- Original Message - 
From: "Karl Belanger" 

To: "'Philip Bennefall'" ; "'Gamers Discussion list'"

Sent: Thursday, January 20, 2011 4:58 PM
Subject: Re: [Audyssey] Screen reader support in BGT



If you add Jaws support, please also add support for Window-Eyes, System
Access, and NVDA as not everyone uses or even owns Jaws. What I'd
recommend
is have it autodetect the screen reader currently running, and interface
with it.
Karl

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Thursday, January 20, 2011 11:52 AM
To: Gamers Discussion list
Subject: [Audyssey] Screen reader support in BGT

Hi all,

I have been opposed to adding screen reader support into BGT since the
very
beginning, though I am beginning to change my mind. The primary reason 
for

my not wanting to do it has been the fact that Jaws steals a large number
of
keys from DirectInput, making it very hard to play games if Jaws is 
loaded
and not in sleep mode. However, I have just managed to solve this 
problem.


Jaws uses what is known as a low level, system wide keyboard hook which
basically monitors the state of the keyboard device and decides whether
input should be allowed through so that other applications can see it.
Jaws,
as we all know, decides that a lot of keys should not be let through such
as
the arrows, escape and a whole bunch of others. So what I have done is to
set up a low level keyboard hook of my own, though a process specific 
hook

rather than a global one. Why? Because process specific hooks always take
priority over global ones, which means that I can simply tell my keyboard
hook to allow everything through... And there you have it. Jaws and
DirectInput are now the best of friends.

I am going to enable this as an option in BGT, because even though I tell
everything to go straight through it does block certain Jaws specific
keystrokes from being processed while you are in the window, almost as
though Jaws had been in sleep mode though it technically is not. In other
words, this will enable me to add support for Jaws speech output while
preventing Jaws from messing about with the keyboard input.

Just some information I figured I would share with you.

Kind regards,

Philip Bennefall
---
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Re: [Audyssey] Screen reader support in BGT

2011-01-20 Thread dark
I've never actually had lag or speed issues with scansoft daniel, even on my 
laptop which is five years old and has not the world's largest ram.


I have noticed some lag when using realspeak with Hal even with hal's direct 
output (one reason I use orphius, sinse it is both extremely responsive and 
imho, sounds much nicer than eloquence), though also bare in mind my typing 
speed is pretty fast.


But I haven't seen this issue in games running sapi, even timing based ones 
like lone wolf, or when writing in muds,  pluss of course, if you have 
the libraries you can in fact run sapi with eloquence if you wish anyway.


I wonder if there's something wonky in your setup which is giving low 
performance with sapi?


Beware the grue!

dark.
- Original Message - 
From: "Damien Pendleton" 

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 5:57 PM
Subject: Re: [Audyssey] Screen reader support in BGT



Hi Dark,
Synth voices like Eloquence and Dectalk are hard to get for SAPI 5 though. 
I tend to find with SAPI that you go from one extreme to the other. Either 
a low-sampled, quick but hard to understand one, or a high-sampled, large, 
slow, laggy, easy to understand one. However they all seem to be 
sample-based rather than formant-based.

Regards,
Damien.



- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 5:23 PM
Subject: Re: [Audyssey] Screen reader support in BGT



Not to mention Sapi.

there are those of us who use Hal, and thus don't have any of the 
above,  in fact my personal feeling is why add support for several 
windows screen readers which some people may or may not have when you can 
do just as well with sapi which everyone has.


Sorry, but it just seems silly to develope support for five different 
systems in an effort to please everyone when you could do it with just 
the one.


The only issue there is with sapi sis that not everyone will have a 
decent voice,  but this is a synth voice issue not a screen reader 
one, and with companies like seerprock, acapella neospeech etc producing 
good quality sapi compliant voices which no longer cost the earth to buy, 
it's a good investment for anyone who wants to play audio games.


in fact, I regard buying a sapi voice as rather like buying a joystick 
where audio games are concerned.


Beware the grue!

Dark.
- Original Message - 
From: "Karl Belanger" 
To: "'Philip Bennefall'" ; "'Gamers Discussion 
list'" 

Sent: Thursday, January 20, 2011 4:58 PM
Subject: Re: [Audyssey] Screen reader support in BGT



If you add Jaws support, please also add support for Window-Eyes, System
Access, and NVDA as not everyone uses or even owns Jaws. What I'd 
recommend

is have it autodetect the screen reader currently running, and interface
with it.
Karl

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
On

Behalf Of Philip Bennefall
Sent: Thursday, January 20, 2011 11:52 AM
To: Gamers Discussion list
Subject: [Audyssey] Screen reader support in BGT

Hi all,

I have been opposed to adding screen reader support into BGT since the 
very
beginning, though I am beginning to change my mind. The primary reason 
for
my not wanting to do it has been the fact that Jaws steals a large 
number of
keys from DirectInput, making it very hard to play games if Jaws is 
loaded
and not in sleep mode. However, I have just managed to solve this 
problem.


Jaws uses what is known as a low level, system wide keyboard hook which
basically monitors the state of the keyboard device and decides whether
input should be allowed through so that other applications can see it. 
Jaws,
as we all know, decides that a lot of keys should not be let through 
such as
the arrows, escape and a whole bunch of others. So what I have done is 
to
set up a low level keyboard hook of my own, though a process specific 
hook
rather than a global one. Why? Because process specific hooks always 
take
priority over global ones, which means that I can simply tell my 
keyboard

hook to allow everything through... And there you have it. Jaws and
DirectInput are now the best of friends.

I am going to enable this as an option in BGT, because even though I 
tell

everything to go straight through it does block certain Jaws specific
keystrokes from being processed while you are in the window, almost as
though Jaws had been in sleep mode though it technically is not. In 
other

words, this will enable me to add support for Jaws speech output while
preventing Jaws from messing about with the keyboard input.

Just some information I figured I would share with you.

Kind regards,

Philip Bennefall
---
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list,

send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can 

Re: [Audyssey] Screen reader support in BGT

2011-01-20 Thread Philip Bennefall

Hi Thomas,

Right, that strengthens my point about having screen reader enumeration in 
BGT if, of course, we want this support at all. I agree with you that it's 
not a critical or even important thing to have in a game engine, but I 
reason like this. Customers want it, customers pay the bills, customers get 
what they want. That's how I have to do my business, e.g. submit to popular 
demand even if I might not strictly agree with it on a personal level. Of 
course there are a lot of cases when I won't do it, but for something as 
simple as this I don't have a problem adding it.


Kind regards,

Philip Bennefall
- Original Message - 
From: "Thomas Ward" 

To: ; "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 8:03 PM
Subject: Re: [Audyssey] Screen reader support in BGT


Hi Philip,

Well, its not that obscure as you might think. I happen to have three
screen readers. Jaws 11, Window-Eyes 7.2, and NVDA 2010. I find that
each screen reader has its own unique advantages/disadvantages and
switch them depending on the project and/or application.  I know a
couple of other people with a similar setup.

For example, here in the USA on a job sight you are likely to end up
with Jaws no questions asked just because it is Jaws. However, at home
the person may have some other preference like Hal, Window-Eyes, NVDA,
whatever. As a result it is becoming more common that there may be
more than one screen reader on the system. Especially, with NVDA and
System Access that don't cost a bloody fortune.

With me I got Jaws through BSVI when I went to college since that is
all they would buy, and I just purchased SMAs for it. However, years
later I found I liked Window-Eyes better and licensed it. NVDA is free
and that's how i got the three of them. Point being is it might not be
that far a stretch to see more than one screen reader installed.

Cheers!


On 1/20/11, Philip Bennefall  wrote:

Hi Karl,

I have plans to add support for the other screen readers as well, though
Jaws is my primary target as it is still the most widely used screen 
reader

out there.

Rather than selecting a screen reader automatically, however, I'd rather 
let
the user see a list of the available ones and allow them to select one 
based

on that. Who knows, in some obscure case a user might have both NVDA and
Jaws for instance.

Kind regards,

Philip Bennefall 



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Re: [Audyssey] Mysteries of the Ancients Levels

2011-01-20 Thread Thomas Ward
Hi Dark,

Dark wrote:

Take a look at this table. it lists the number of screen or rooms in
each level for snes prince of persia, and the number of enemies found
on those levels.

My reply:

Yeah, i just did. That's exactly what I'm talking about. The
mainstream games I've played like Prince of Persia is way more complex
than MOTA. There are several more rooms, enemies, and the traps in
Prince of Persia are totally awesome. The metal jaw trap is one of the
cooler ones that come to mind.

That's why when I held my Logitech game pad in my hands playing
through MOTA the thought occured to me that I'm totally dissatisfied
with the game. It was in a word "lame." I played better games than
this. I played games for the Atari, NES, and SNES, that I couldn't put
down. the replay value in some of the mainstream games was fantastic,
and I started to think about what gave those games replay value.


Complex Traps --- All of the games I like from Prince of Persia to
Tomb Raider make extensive use of difficult traps like vanishing
platforms, spinning gears, rolling bolders, you name it. You usually
can't just press jump and avoid that trap. You have to try a number of
times to actually get past it.

Puzzle Elements  This can be anything from a certain key or lever
that unlocks door x to something more safisticated. I'll have to take
a bit of look at some common puzzles to come up with a cool list of
these to employ here.

Level Design ---  Nobody expects a walk along beat-m-up like Batman or
Double Dragon to employ mazes. However, games in the Prince of Persia,
Montezuma's Revenge, Tomb Raider genre often use some bit of a maze
type level to get around. It is a widely excepted part of that style
of game genre.


Dark wrote:

As for map design, I'd personallly say write all new ones, -
afterall, montizumas revenge is a completely separate game afterall.

My reply:

Good point. I was just asking since a lot of people preordered
expecting Montezuma's Revenge and thought I'd throw that idea out
there for those maybe looking for something a bit similar.

Dark wrote:

Rather than just dumping the work you've got thus far though, how
about keeping the original first level, sinse it provides a very good
and easy intro
to the game, but then afterwards getting creative with the mazes etc.

My reply:

Well, there are both practical and technical reasons I don't want to
do this. On the technical side of things I setup and initialize the
size of my array etc to make every level a fixed size I.E. same width
and height. I can't go from a 300 by 20 level to a 100 by 100 level in
the same game. Therefore what Ineed to do is set a standard format for
the levels and draw the maps according to that format. On the
practical side I just plane don't like the first two levels of MOTA.
Oh, they are okay, but I know they could be better. Make sense?

Besides creating new levels is the easy and fun part. What took me so
darned long before was all the low-level stuff that goes into an
engine like base classes, input support, a window manager, audio
support, and so on. Getting that stuff out of the way is a huge load
off my shoulders, and now I can actually work on the game for real
now.

Cheers!

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Re: [Audyssey] Mysteries of the Ancients Levels

2011-01-20 Thread Thomas Ward
Hi Shaun,

Yeah. Thing is most of them have no clue what is like to create a
multipurpose game engine and then still produce a game at the same
time. It would be kind of like writing BGT and Q9 at the same time.
Since MOTA requires the G3D Engine there is no question which product
comes first, but having the engine more or less ready for production
now will mean I can crank out games in under a year. It just requires
that piece of software I didn't have two or three years ago, and I
happened to have to write by hand because there was no BGT to purchase
at the time.

Cheers!


On 1/20/11, shaun everiss  wrote:
> well tom, they have been waiting a fecking long time for the games.
> That you had to write your own engine has slowed things down.
> TO be fair if I was a preorder user I'd probably be going down your
> throat at you, flaming, swearing and such.
> These people have waited years and years for this game or games.
> I think they are rather fed up with the waiting.
> This is not your fault, the new engine for the most part really rocks
> and will enable you to do a major load of stuff.
> But they don't care anymore they want the fecking game after all they
> payed for it!!!

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Re: [Audyssey] Mysteries of the Ancients Levels

2011-01-20 Thread Mich

Hi I to am more then happy to give him that time as well. from Mich.
- Original Message - 
From: "Michael Feir" 

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 6:40 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Levels


What we have here is an imperfect situation. I can absolutely sympathise 
with people's eagerness to just get the game. I'm one of those who 
pre-ordered the original game when I didn't even have to. James North 
would likely have given me a free copy to review for Audyssey but I wanted 
to show my support for this particular project of his. I'm out just as 
much as everyone else but I know when I see a masterpiece in the making. A 
little more patience and moral support from all of us now could yield  far 
more entertainment that we'll get in the final product. The changes he's 
thinking of here will add many happy hours or even weeks of fun to 
people's ultimate experience of the game. Additionally, Tom will be more 
satisfied with his creation and we'll have a better artist for that going 
forward as he tackles Raceway and other projects. There's never been a 
situation quite like this and I doubt we'll see such again. I'd like to 
see this turn into the very best game that it can for the time, patience, 
money and upheaval we've all gone through over this project. What's 
another month or even three months when you consider how much time has 
already been invested? Instead of just taking the easy way out, Tom offers 
us something better and all he asks in return is some patience. I for one 
am more than happy to give him that time.

Michael Feir
Owner of Silver Smiles
Join and share the silver lining in your life.
Group home page: http://groups.google.com/group/silver-smiles
2010--
Twitter: mfeir
Skype: michael-feir
Author of Personal Power:
How Accessible Computers Can Enhance Personal Life For Blind People
2006-2008
http://michaelfeir.blogspot.com/2009/01/personal-power.html

A Life of Word and Sound
2003-2007
http://michaelfeir.blogspot.com/2009/01/life-of-word-and-sound.html

Creator and former editor of Audyssey Magazine
1996-2004
Check out my blog at:
www.michaelfeir.blogspot.com


- Original Message - 
From: "shaun everiss" 

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 6:09 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Levels



well tom, they have been waiting a fecking long time for the games.
That you had to write your own engine has slowed things down.
TO be fair if I was a preorder user I'd probably be going down your 
throat at you, flaming, swearing and such.

These people have waited years and years for this game or games.
I think they are rather fed up with the waiting.
This is not your fault, the new engine for the most part really rocks and 
will enable you to do a major load of stuff.
But they don't care anymore they want the fecking game after all they 
payed for it!!!

 At 08:09 p.m. 20/01/2011, you wrote:

Hi Jacob,

That's absolutely right. The problem is though that I have taken a lot
of personal heat and criticism over how I have managed this game
project so far. I took time out to rewrite/convert the engine from C#
to C++, I took some time to look at SFML and SDL for cross-platform
development, etc and all some people did is nothing but wine and
complain that the game isn't getting finished on their personal time
table. In fact, someone publicly balled me out on the USA Games list
around two weeks ago complaining about how frustrated he was that
neither Raceway or Mysteries of the Ancients was finished.

According to him I took over the games from James North in 2006 and
that was plenty enough time to have at least one of these games done
in 2008. Although, he didn't come out and say it he hinted around in a
round about way that I was goofing off and fooling around rather than
programming the games he paid for etc. That's a rather typical message
I get in my inbox all too often. So with that in mind you can hardly
blame me if I'm less than eager to rewrite a couple of levels and
expand the game itself knowing there is bound to be a few loons out
there accusing me of intentionally delaying the release, goofing off,
or whatever when in reality I'm busting my butt off to improve the
game for their benifit. Never mind the fact I didn't have to acquire
the rights to Raceway etc from James North in the first place. Doesn't
make me feel all that apreciated when they do that to me.

Cheers!


On 1/20/11, Jacob Kruger  wrote:
> Your ideas sound good to me - an old joke as a developer is you
need to want
> to do it the way you're doing it to get it done exactly right - if 
> that

> makes sense.
>
> Stay well
>
> Jacob Kruger

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Re: [Audyssey] Screen reader support in BGT

2011-01-20 Thread Thomas Ward
Hi Philip,

Well, its not that obscure as you might think. I happen to have three
screen readers. Jaws 11, Window-Eyes 7.2, and NVDA 2010. I find that
each screen reader has its own unique advantages/disadvantages and
switch them depending on the project and/or application.  I know a
couple of other people with a similar setup.

For example, here in the USA on a job sight you are likely to end up
with Jaws no questions asked just because it is Jaws. However, at home
the person may have some other preference like Hal, Window-Eyes, NVDA,
whatever. As a result it is becoming more common that there may be
more than one screen reader on the system. Especially, with NVDA and
System Access that don't cost a bloody fortune.

With me I got Jaws through BSVI when I went to college since that is
all they would buy, and I just purchased SMAs for it. However, years
later I found I liked Window-Eyes better and licensed it. NVDA is free
and that's how i got the three of them. Point being is it might not be
that far a stretch to see more than one screen reader installed.

Cheers!


On 1/20/11, Philip Bennefall  wrote:
> Hi Karl,
>
> I have plans to add support for the other screen readers as well, though
> Jaws is my primary target as it is still the most widely used screen reader
> out there.
>
> Rather than selecting a screen reader automatically, however, I'd rather let
> the user see a list of the available ones and allow them to select one based
> on that. Who knows, in some obscure case a user might have both NVDA and
> Jaws for instance.
>
> Kind regards,
>
> Philip Bennefall

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Re: [Audyssey] Screen reader support in BGT

2011-01-20 Thread Thomas Ward
Hi Dark,

I'm glad somebody actually agrees with me. Supporting x number of
screen readers is, to be blunt, absolutely silly and unnecessary.
However, I know the reason or the logic behind it. Some people love
Eloquence and want Eloquence support AKA Jaws support. Personally, I
don't find that a compelling reason to add screen reader support
because I'm not an Eloquence fan, but you know how it goes. Different
strokes for different folks and all that.

Cheers!




On 1/20/11, dark  wrote:
> Not to mention Sapi.
>
> there are those of us who use Hal, and thus don't have any of the
> above,  in fact my personal feeling is why add support for several
> windows screen readers which some people may or may not have when you can do
> just as well with sapi which everyone has.
>
> Sorry, but it just seems silly to develope support for five different
> systems in an effort to please everyone when you could do it with just the
> one.
>
> The only issue there is with sapi sis that not everyone will have a decent
> voice,  but this is a synth voice issue not a screen reader one, and
> with companies like seerprock, acapella neospeech etc producing good quality
> sapi compliant voices which no longer cost the earth to buy, it's a good
> investment for anyone who wants to play audio games.
>
> in fact, I regard buying a sapi voice as rather like buying a joystick where
> audio games are concerned.
>
> Beware the grue!
>
> Dark.

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Re: [Audyssey] Screen reader support in BGT

2011-01-20 Thread Thomas Ward
Hi Shaun,

And the point of NvDA support is? With NVDA you can choose from
ESpeak, which is Sapi  compatible anyway, and/or any Sapi 5 voices. So
your logic is well I want to support this or that Sapi 5 voice but
instead of using Sapi directly I'll load NVDA and access Sapi remotely
rather than directly. That's dumb. You use more resources etc doing it
that way for no reason.

Cheers!




On 1/20/11, shaun everiss  wrote:
> what about nvda with the nvda controler client dll.
> THats not gona be that hard to do, nvda doesn't block keys.

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Re: [Audyssey] Screen reader support in BGT

2011-01-20 Thread Thomas Ward
Hi,

Unfortunately this is true. Eloquence is actually Sapi 4 based not
Sapi 5 based. The Dectalk has its own API. Although Fonix did produce
a Sapi 5 compatible version of Fonixtalk, AKA Dectalk, for a while.
However, it is my understanding they discontinued the Sapi 5 version
of Fonixtalk.

The best way to support Eloquence is to purchase an SDK for it and
wrap Viavoice Outloud directly. It is pretty simple to do and the API
for Eloquence AKA Viavoice Outloud is very straight forward for a C++
developer. Problem is that the SDK costs quite a bit to license.

Cheers!






On 1/20/11, Damien Pendleton  wrote:
> Hi Dark,
> Synth voices like Eloquence and Dectalk are hard to get for SAPI 5 though. I
> tend to find with SAPI that you go from one extreme to the other. Either a
> low-sampled, quick but hard to understand one, or a high-sampled, large,
> slow, laggy, easy to understand one. However they all seem to be
> sample-based rather than formant-based.
> Regards,
> Damien.

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Re: [Audyssey] Screen reader support in BGT

2011-01-20 Thread Philip Bennefall

Hi Dark,

BGT already has Sapi support, so this is as you say not strictly necessary 
but a lot of people requested it, and it won't take me very long to 
integrate so I figured that I might as well get it over and done with.


Kind regards,

Philip Bennefall
- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 6:23 PM
Subject: Re: [Audyssey] Screen reader support in BGT


Not to mention Sapi.

there are those of us who use Hal, and thus don't have any of the
above,  in fact my personal feeling is why add support for several
windows screen readers which some people may or may not have when you can do
just as well with sapi which everyone has.

Sorry, but it just seems silly to develope support for five different
systems in an effort to please everyone when you could do it with just the
one.

The only issue there is with sapi sis that not everyone will have a decent
voice,  but this is a synth voice issue not a screen reader one, and
with companies like seerprock, acapella neospeech etc producing good quality
sapi compliant voices which no longer cost the earth to buy, it's a good
investment for anyone who wants to play audio games.

in fact, I regard buying a sapi voice as rather like buying a joystick where
audio games are concerned.

Beware the grue!

Dark.
- Original Message - 
From: "Karl Belanger" 

To: "'Philip Bennefall'" ; "'Gamers Discussion list'"

Sent: Thursday, January 20, 2011 4:58 PM
Subject: Re: [Audyssey] Screen reader support in BGT



If you add Jaws support, please also add support for Window-Eyes, System
Access, and NVDA as not everyone uses or even owns Jaws. What I'd
recommend
is have it autodetect the screen reader currently running, and interface
with it.
Karl

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Thursday, January 20, 2011 11:52 AM
To: Gamers Discussion list
Subject: [Audyssey] Screen reader support in BGT

Hi all,

I have been opposed to adding screen reader support into BGT since the
very
beginning, though I am beginning to change my mind. The primary reason for
my not wanting to do it has been the fact that Jaws steals a large number
of
keys from DirectInput, making it very hard to play games if Jaws is loaded
and not in sleep mode. However, I have just managed to solve this problem.

Jaws uses what is known as a low level, system wide keyboard hook which
basically monitors the state of the keyboard device and decides whether
input should be allowed through so that other applications can see it.
Jaws,
as we all know, decides that a lot of keys should not be let through such
as
the arrows, escape and a whole bunch of others. So what I have done is to
set up a low level keyboard hook of my own, though a process specific hook
rather than a global one. Why? Because process specific hooks always take
priority over global ones, which means that I can simply tell my keyboard
hook to allow everything through... And there you have it. Jaws and
DirectInput are now the best of friends.

I am going to enable this as an option in BGT, because even though I tell
everything to go straight through it does block certain Jaws specific
keystrokes from being processed while you are in the window, almost as
though Jaws had been in sleep mode though it technically is not. In other
words, this will enable me to add support for Jaws speech output while
preventing Jaws from messing about with the keyboard input.

Just some information I figured I would share with you.

Kind regards,

Philip Bennefall
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Re: [Audyssey] Screen reader support in BGT

2011-01-20 Thread Thomas Ward
Hi Philip,

Interesting. I'm glad to know you found a solution for this rather
annoying problem with Jaws. Although, I personally am still against
direct screen reader support. I think it is A, unnecessary, and B, a
very bad idea for several reasons. People who are asking for it aren't
necessarily programmers and don't really have a clue what they are
asking for. It is like a little kid who wants to eat an entire bag of
candy. He/she wants it not fully realising by eating that bag of candy
it will make them sick and damage their teeth. Same deal with adding
screen reader support. People want it not realising or particularly
caring if doing so is in the best intrest of their game products or
not.

Cheers!


On 1/20/11, Philip Bennefall  wrote:
> Hi all,
>
> I have been opposed to adding screen reader support into BGT since the very
> beginning, though I am beginning to change my mind. The primary reason for
> my not wanting to do it has been the fact that Jaws steals a large number of
> keys from DirectInput, making it very hard to play games if Jaws is loaded
> and not in sleep mode. However, I have just managed to solve this problem.
>
> Jaws uses what is known as a low level, system wide keyboard hook which
> basically monitors the state of the keyboard device and decides whether
> input should be allowed through so that other applications can see it. Jaws,
> as we all know, decides that a lot of keys should not be let through such as
> the arrows, escape and a whole bunch of others. So what I have done is to
> set up a low level keyboard hook of my own, though a process specific hook
> rather than a global one. Why? Because process specific hooks always take
> priority over global ones, which means that I can simply tell my keyboard
> hook to allow everything through... And there you have it. Jaws and
> DirectInput are now the best of friends.
>
> I am going to enable this as an option in BGT, because even though I tell
> everything to go straight through it does block certain Jaws specific
> keystrokes from being processed while you are in the window, almost as
> though Jaws had been in sleep mode though it technically is not. In other
> words, this will enable me to add support for Jaws speech output while
> preventing Jaws from messing about with the keyboard input.
>
> Just some information I figured I would share with you.
>
> Kind regards,
>
> Philip Bennefall
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Re: [Audyssey] Screen reader support in BGT

2011-01-20 Thread Damien Pendleton

Hi Dark,
Synth voices like Eloquence and Dectalk are hard to get for SAPI 5 though. I 
tend to find with SAPI that you go from one extreme to the other. Either a 
low-sampled, quick but hard to understand one, or a high-sampled, large, 
slow, laggy, easy to understand one. However they all seem to be 
sample-based rather than formant-based.

Regards,
Damien.



- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 5:23 PM
Subject: Re: [Audyssey] Screen reader support in BGT



Not to mention Sapi.

there are those of us who use Hal, and thus don't have any of the 
above,  in fact my personal feeling is why add support for several 
windows screen readers which some people may or may not have when you can 
do just as well with sapi which everyone has.


Sorry, but it just seems silly to develope support for five different 
systems in an effort to please everyone when you could do it with just the 
one.


The only issue there is with sapi sis that not everyone will have a decent 
voice,  but this is a synth voice issue not a screen reader one, and 
with companies like seerprock, acapella neospeech etc producing good 
quality sapi compliant voices which no longer cost the earth to buy, it's 
a good investment for anyone who wants to play audio games.


in fact, I regard buying a sapi voice as rather like buying a joystick 
where audio games are concerned.


Beware the grue!

Dark.
- Original Message - 
From: "Karl Belanger" 
To: "'Philip Bennefall'" ; "'Gamers Discussion list'" 


Sent: Thursday, January 20, 2011 4:58 PM
Subject: Re: [Audyssey] Screen reader support in BGT



If you add Jaws support, please also add support for Window-Eyes, System
Access, and NVDA as not everyone uses or even owns Jaws. What I'd 
recommend

is have it autodetect the screen reader currently running, and interface
with it.
Karl

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Thursday, January 20, 2011 11:52 AM
To: Gamers Discussion list
Subject: [Audyssey] Screen reader support in BGT

Hi all,

I have been opposed to adding screen reader support into BGT since the 
very
beginning, though I am beginning to change my mind. The primary reason 
for
my not wanting to do it has been the fact that Jaws steals a large number 
of
keys from DirectInput, making it very hard to play games if Jaws is 
loaded
and not in sleep mode. However, I have just managed to solve this 
problem.


Jaws uses what is known as a low level, system wide keyboard hook which
basically monitors the state of the keyboard device and decides whether
input should be allowed through so that other applications can see it. 
Jaws,
as we all know, decides that a lot of keys should not be let through such 
as

the arrows, escape and a whole bunch of others. So what I have done is to
set up a low level keyboard hook of my own, though a process specific 
hook

rather than a global one. Why? Because process specific hooks always take
priority over global ones, which means that I can simply tell my keyboard
hook to allow everything through... And there you have it. Jaws and
DirectInput are now the best of friends.

I am going to enable this as an option in BGT, because even though I tell
everything to go straight through it does block certain Jaws specific
keystrokes from being processed while you are in the window, almost as
though Jaws had been in sleep mode though it technically is not. In other
words, this will enable me to add support for Jaws speech output while
preventing Jaws from messing about with the keyboard input.

Just some information I figured I would share with you.

Kind regards,

Philip Bennefall
---
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All m

Re: [Audyssey] Screen reader support in BGT

2011-01-20 Thread dark
Hal can be scripted with Lua, and I don't imagine adding support would be 
completely evil, it's just nobody has done it yet because most people who do 
use Hal can just use sapi anyway,  -hence my previous point.


In fact the only game that does have any sort of Hal support, lone wolf I 
have found to work far better with sapi anyway.


Beware the grue!

Dark.
- Original Message - 
From: "shaun everiss" 

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 5:13 PM
Subject: Re: [Audyssey] Screen reader support in BGT


well then there is new supernova, I know they use lua scripts but I don't 
know.

At 05:58 a.m. 21/01/2011, you wrote:

If you add Jaws support, please also add support for Window-Eyes, System
Access, and NVDA as not everyone uses or even owns Jaws. What I'd 
recommend

is have it autodetect the screen reader currently running, and interface
with it.
Karl

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Thursday, January 20, 2011 11:52 AM
To: Gamers Discussion list
Subject: [Audyssey] Screen reader support in BGT

Hi all,

I have been opposed to adding screen reader support into BGT since the 
very

beginning, though I am beginning to change my mind. The primary reason for
my not wanting to do it has been the fact that Jaws steals a large number 
of

keys from DirectInput, making it very hard to play games if Jaws is loaded
and not in sleep mode. However, I have just managed to solve this problem.

Jaws uses what is known as a low level, system wide keyboard hook which
basically monitors the state of the keyboard device and decides whether
input should be allowed through so that other applications can see it. 
Jaws,
as we all know, decides that a lot of keys should not be let through such 
as

the arrows, escape and a whole bunch of others. So what I have done is to
set up a low level keyboard hook of my own, though a process specific hook
rather than a global one. Why? Because process specific hooks always take
priority over global ones, which means that I can simply tell my keyboard
hook to allow everything through... And there you have it. Jaws and
DirectInput are now the best of friends.

I am going to enable this as an option in BGT, because even though I tell
everything to go straight through it does block certain Jaws specific
keystrokes from being processed while you are in the window, almost as
though Jaws had been in sleep mode though it technically is not. In other
words, this will enable me to add support for Jaws speech output while
preventing Jaws from messing about with the keyboard input.

Just some information I figured I would share with you.

Kind regards,

Philip Bennefall
---
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send E-mail to gamers-unsubscr...@audyssey.org.
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Re: [Audyssey] Screen reader support in BGT

2011-01-20 Thread dark

Not to mention Sapi.

there are those of us who use Hal, and thus don't have any of the 
above,  in fact my personal feeling is why add support for several 
windows screen readers which some people may or may not have when you can do 
just as well with sapi which everyone has.


Sorry, but it just seems silly to develope support for five different 
systems in an effort to please everyone when you could do it with just the 
one.


The only issue there is with sapi sis that not everyone will have a decent 
voice,  but this is a synth voice issue not a screen reader one, and 
with companies like seerprock, acapella neospeech etc producing good quality 
sapi compliant voices which no longer cost the earth to buy, it's a good 
investment for anyone who wants to play audio games.


in fact, I regard buying a sapi voice as rather like buying a joystick where 
audio games are concerned.


Beware the grue!

Dark.
- Original Message - 
From: "Karl Belanger" 
To: "'Philip Bennefall'" ; "'Gamers Discussion list'" 


Sent: Thursday, January 20, 2011 4:58 PM
Subject: Re: [Audyssey] Screen reader support in BGT



If you add Jaws support, please also add support for Window-Eyes, System
Access, and NVDA as not everyone uses or even owns Jaws. What I'd 
recommend

is have it autodetect the screen reader currently running, and interface
with it.
Karl

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Thursday, January 20, 2011 11:52 AM
To: Gamers Discussion list
Subject: [Audyssey] Screen reader support in BGT

Hi all,

I have been opposed to adding screen reader support into BGT since the 
very

beginning, though I am beginning to change my mind. The primary reason for
my not wanting to do it has been the fact that Jaws steals a large number 
of

keys from DirectInput, making it very hard to play games if Jaws is loaded
and not in sleep mode. However, I have just managed to solve this problem.

Jaws uses what is known as a low level, system wide keyboard hook which
basically monitors the state of the keyboard device and decides whether
input should be allowed through so that other applications can see it. 
Jaws,
as we all know, decides that a lot of keys should not be let through such 
as

the arrows, escape and a whole bunch of others. So what I have done is to
set up a low level keyboard hook of my own, though a process specific hook
rather than a global one. Why? Because process specific hooks always take
priority over global ones, which means that I can simply tell my keyboard
hook to allow everything through... And there you have it. Jaws and
DirectInput are now the best of friends.

I am going to enable this as an option in BGT, because even though I tell
everything to go straight through it does block certain Jaws specific
keystrokes from being processed while you are in the window, almost as
though Jaws had been in sleep mode though it technically is not. In other
words, this will enable me to add support for Jaws speech output while
preventing Jaws from messing about with the keyboard input.

Just some information I figured I would share with you.

Kind regards,

Philip Bennefall
---
Gamers mailing list __ Gamers@audyssey.org If you want to leave the list,
send E-mail to gamers-unsubscr...@audyssey.org.
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Re: [Audyssey] Screen reader support in BGT

2011-01-20 Thread Philip Bennefall

Hi Shaun,

NVDA has never presented a problem. However, I wasn't going to spend time 
adding support for the other less major screen readers if I couldn't get 
support working for the most commonly used one. So the key has been to get 
Jaws and BGT running together, and now that I have accomplished that I can 
begin adding support for the others as well.


Kind regards,

Philip Bennefall
- Original Message - 
From: "shaun everiss" 

To: ; "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 6:12 PM
Subject: Re: [Audyssey] Screen reader support in BGT


what about nvda with the nvda controler client dll.
THats not gona be that hard to do, nvda doesn't block keys.
At 05:51 a.m. 21/01/2011, you wrote:

Hi all,

I have been opposed to adding screen reader support into BGT since
the very beginning, though I am beginning to change my mind. The
primary reason for my not wanting to do it has been the fact that
Jaws steals a large number of keys from DirectInput, making it very
hard to play games if Jaws is loaded and not in sleep mode. However,
I have just managed to solve this problem.

Jaws uses what is known as a low level, system wide keyboard hook
which basically monitors the state of the keyboard device and
decides whether input should be allowed through so that other
applications can see it. Jaws, as we all know, decides that a lot of
keys should not be let through such as the arrows, escape and a
whole bunch of others. So what I have done is to set up a low level
keyboard hook of my own, though a process specific hook rather than
a global one. Why? Because process specific hooks always take
priority over global ones, which means that I can simply tell my
keyboard hook to allow everything through... And there you have it.
Jaws and DirectInput are now the best of friends.

I am going to enable this as an option in BGT, because even though I
tell everything to go straight through it does block certain Jaws
specific keystrokes from being processed while you are in the
window, almost as though Jaws had been in sleep mode though it
technically is not. In other words, this will enable me to add
support for Jaws speech output while preventing Jaws from messing
about with the keyboard input.

Just some information I figured I would share with you.

Kind regards,

Philip Bennefall
---
Gamers mailing list __ Gamers@audyssey.org
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gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
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Re: [Audyssey] Screen reader support in BGT

2011-01-20 Thread shaun everiss

well then there is new supernova, I know they use lua scripts but I don't know.
At 05:58 a.m. 21/01/2011, you wrote:

If you add Jaws support, please also add support for Window-Eyes, System
Access, and NVDA as not everyone uses or even owns Jaws. What I'd recommend
is have it autodetect the screen reader currently running, and interface
with it.
Karl

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Thursday, January 20, 2011 11:52 AM
To: Gamers Discussion list
Subject: [Audyssey] Screen reader support in BGT

Hi all,

I have been opposed to adding screen reader support into BGT since the very
beginning, though I am beginning to change my mind. The primary reason for
my not wanting to do it has been the fact that Jaws steals a large number of
keys from DirectInput, making it very hard to play games if Jaws is loaded
and not in sleep mode. However, I have just managed to solve this problem.

Jaws uses what is known as a low level, system wide keyboard hook which
basically monitors the state of the keyboard device and decides whether
input should be allowed through so that other applications can see it. Jaws,
as we all know, decides that a lot of keys should not be let through such as
the arrows, escape and a whole bunch of others. So what I have done is to
set up a low level keyboard hook of my own, though a process specific hook
rather than a global one. Why? Because process specific hooks always take
priority over global ones, which means that I can simply tell my keyboard
hook to allow everything through... And there you have it. Jaws and
DirectInput are now the best of friends.

I am going to enable this as an option in BGT, because even though I tell
everything to go straight through it does block certain Jaws specific
keystrokes from being processed while you are in the window, almost as
though Jaws had been in sleep mode though it technically is not. In other
words, this will enable me to add support for Jaws speech output while
preventing Jaws from messing about with the keyboard input.

Just some information I figured I would share with you.

Kind regards,

Philip Bennefall
---
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Re: [Audyssey] Screen reader support in BGT

2011-01-20 Thread shaun everiss

what about nvda with the nvda controler client dll.
THats not gona be that hard to do, nvda doesn't block keys.
At 05:51 a.m. 21/01/2011, you wrote:

Hi all,

I have been opposed to adding screen reader support into BGT since 
the very beginning, though I am beginning to change my mind. The 
primary reason for my not wanting to do it has been the fact that 
Jaws steals a large number of keys from DirectInput, making it very 
hard to play games if Jaws is loaded and not in sleep mode. However, 
I have just managed to solve this problem.


Jaws uses what is known as a low level, system wide keyboard hook 
which basically monitors the state of the keyboard device and 
decides whether input should be allowed through so that other 
applications can see it. Jaws, as we all know, decides that a lot of 
keys should not be let through such as the arrows, escape and a 
whole bunch of others. So what I have done is to set up a low level 
keyboard hook of my own, though a process specific hook rather than 
a global one. Why? Because process specific hooks always take 
priority over global ones, which means that I can simply tell my 
keyboard hook to allow everything through... And there you have it. 
Jaws and DirectInput are now the best of friends.


I am going to enable this as an option in BGT, because even though I 
tell everything to go straight through it does block certain Jaws 
specific keystrokes from being processed while you are in the 
window, almost as though Jaws had been in sleep mode though it 
technically is not. In other words, this will enable me to add 
support for Jaws speech output while preventing Jaws from messing 
about with the keyboard input.


Just some information I figured I would share with you.

Kind regards,

Philip Bennefall
---
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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Re: [Audyssey] Screen reader support in BGT

2011-01-20 Thread Philip Bennefall

Hi Karl,

I have plans to add support for the other screen readers as well, though 
Jaws is my primary target as it is still the most widely used screen reader 
out there.


Rather than selecting a screen reader automatically, however, I'd rather let 
the user see a list of the available ones and allow them to select one based 
on that. Who knows, in some obscure case a user might have both NVDA and 
Jaws for instance.


Kind regards,

Philip Bennefall
- Original Message - 
From: "Karl Belanger" 

To: ; "'Gamers Discussion list'" 
Sent: Thursday, January 20, 2011 5:58 PM
Subject: RE: [Audyssey] Screen reader support in BGT


If you add Jaws support, please also add support for Window-Eyes, System
Access, and NVDA as not everyone uses or even owns Jaws. What I'd recommend
is have it autodetect the screen reader currently running, and interface
with it.
Karl

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Thursday, January 20, 2011 11:52 AM
To: Gamers Discussion list
Subject: [Audyssey] Screen reader support in BGT

Hi all,

I have been opposed to adding screen reader support into BGT since the very
beginning, though I am beginning to change my mind. The primary reason for
my not wanting to do it has been the fact that Jaws steals a large number of
keys from DirectInput, making it very hard to play games if Jaws is loaded
and not in sleep mode. However, I have just managed to solve this problem.

Jaws uses what is known as a low level, system wide keyboard hook which
basically monitors the state of the keyboard device and decides whether
input should be allowed through so that other applications can see it. Jaws,
as we all know, decides that a lot of keys should not be let through such as
the arrows, escape and a whole bunch of others. So what I have done is to
set up a low level keyboard hook of my own, though a process specific hook
rather than a global one. Why? Because process specific hooks always take
priority over global ones, which means that I can simply tell my keyboard
hook to allow everything through... And there you have it. Jaws and
DirectInput are now the best of friends.

I am going to enable this as an option in BGT, because even though I tell
everything to go straight through it does block certain Jaws specific
keystrokes from being processed while you are in the window, almost as
though Jaws had been in sleep mode though it technically is not. In other
words, this will enable me to add support for Jaws speech output while
preventing Jaws from messing about with the keyboard input.

Just some information I figured I would share with you.

Kind regards,

Philip Bennefall
---
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
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If you have any questions or concerns regarding the management of the list,
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Re: [Audyssey] Mysteries of the Ancients Levels

2011-01-20 Thread shaun everiss

true mike.
To know you actually ordered the game and are happy to wait an extra 
month may just mean something to those that think of complaining.
I should again congratulate tom on being as open has he is with 
everying down to ideas.

While he doesn't post every week if something needs it he does.
True for a well he nursed things along by posting every month till 
people had trust now he just posts when ever but now we trust him 
mostly and so we don't mind the waits.

 At 12:40 a.m. 21/01/2011, you wrote:
What we have here is an imperfect situation. I can absolutely 
sympathise with people's eagerness to just get the game. I'm one of 
those who pre-ordered the original game when I didn't even have to. 
James North would likely have given me a free copy to review for 
Audyssey but I wanted to show my support for this particular project 
of his. I'm out just as much as everyone else but I know when I see 
a masterpiece in the making. A little more patience and moral 
support from all of us now could yield  far more entertainment that 
we'll get in the final product. The changes he's thinking of here 
will add many happy hours or even weeks of fun to people's ultimate 
experience of the game. Additionally, Tom will be more satisfied 
with his creation and we'll have a better artist for that going 
forward as he tackles Raceway and other projects. There's never been 
a situation quite like this and I doubt we'll see such again. I'd 
like to see this turn into the very best game that it can for the 
time, patience, money and upheaval we've all gone through over this 
project. What's another month or even three months when you consider 
how much time has already been invested? Instead of just taking the 
easy way out, Tom offers us something better and all he asks in 
return is some patience. I for one am more than happy to give him that time.

Michael Feir
Owner of Silver Smiles
Join and share the silver lining in your life.
Group home page: http://groups.google.com/group/silver-smiles
2010--
Twitter: mfeir
Skype: michael-feir
Author of Personal Power:
How Accessible Computers Can Enhance Personal Life For Blind People
2006-2008
http://michaelfeir.blogspot.com/2009/01/personal-power.html

A Life of Word and Sound
2003-2007
http://michaelfeir.blogspot.com/2009/01/life-of-word-and-sound.html

Creator and former editor of Audyssey Magazine
1996-2004
Check out my blog at:
www.michaelfeir.blogspot.com


- Original Message - From: "shaun everiss" 
To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 6:09 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Levels



well tom, they have been waiting a fecking long time for the games.
That you had to write your own engine has slowed things down.
TO be fair if I was a preorder user I'd probably be going down your 
throat at you, flaming, swearing and such.

These people have waited years and years for this game or games.
I think they are rather fed up with the waiting.
This is not your fault, the new engine for the most part really 
rocks and will enable you to do a major load of stuff.
But they don't care anymore they want the fecking game after all 
they payed for it!!!

 At 08:09 p.m. 20/01/2011, you wrote:

Hi Jacob,

That's absolutely right. The problem is though that I have taken a lot
of personal heat and criticism over how I have managed this game
project so far. I took time out to rewrite/convert the engine from C#
to C++, I took some time to look at SFML and SDL for cross-platform
development, etc and all some people did is nothing but wine and
complain that the game isn't getting finished on their personal time
table. In fact, someone publicly balled me out on the USA Games list
around two weeks ago complaining about how frustrated he was that
neither Raceway or Mysteries of the Ancients was finished.

According to him I took over the games from James North in 2006 and
that was plenty enough time to have at least one of these games done
in 2008. Although, he didn't come out and say it he hinted around in a
round about way that I was goofing off and fooling around rather than
programming the games he paid for etc. That's a rather typical message
I get in my inbox all too often. So with that in mind you can hardly
blame me if I'm less than eager to rewrite a couple of levels and
expand the game itself knowing there is bound to be a few loons out
there accusing me of intentionally delaying the release, goofing off,
or whatever when in reality I'm busting my butt off to improve the
game for their benifit. Never mind the fact I didn't have to acquire
the rights to Raceway etc from James North in the first place. Doesn't
make me feel all that apreciated when they do that to me.

Cheers!


On 1/20/11, Jacob Kruger  wrote:
> Your ideas sound good to me - an old joke as a developer is you
need to want
> to do it the way you're doing it to get it done exactly right - if that
> makes sense.
>
> Stay well
>
> Jacob Kruger

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Re: [Audyssey] Mysteries of the Ancients Levels

2011-01-20 Thread shaun everiss

thats true.
However if anything can be salvaged from this although the games are 
not tom's ideas it should enable tom to show off what spin he can put 
on stuff in general.

I support him as allways but I can understand other user standpoint.
I am having issue with a new reader upgrade and I am almost at wits 
end if I hadn't got training to solve issues I'd probably be swearing 
at someone about now.

At 12:27 a.m. 21/01/2011, you wrote:



People that complain while it's being developed may be a bit 
frustrating/irritating, but it's more important that when you 
finally do release what you consider as a final version, that noone 
can then really complain about the product as a whole - but on the 
other hand, you will most likely then also get people complaining 
that either it's more than/not what they expected, or not the same 
as they were hoping for.


Another (silly) saying among some developers is that the only 
completely satisfied end-user can be yourself, since even what we 
call identical twins aren't 100% the same all the way through - as 
in each and every person in the world/universe will always have a 
slightly differing opinion regarding products, outcomes, reasons for 
things happening, the way they were carried out, etc. etc.


What it comes down to is, you need to make sure you're satisfied 
with the whole process, and the resulting product, etc., and then 
other people's opinions/take thereof will in fact be useful/of interest.


Anyway, I'll shut my mouth now, but, you get my drift...

Stay well

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

- Original Message - From: "Thomas Ward" 
To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 9:09 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Levels



Hi Jacob,

That's absolutely right. The problem is though that I have taken a lot
of personal heat and criticism over how I have managed this game
project so far. I took time out to rewrite/convert the engine from C#
to C++, I took some time to look at SFML and SDL for cross-platform
development, etc and all some people did is nothing but wine and
complain that the game isn't getting finished on their personal time
table. In fact, someone publicly balled me out on the USA Games list
around two weeks ago complaining about how frustrated he was that
neither Raceway or Mysteries of the Ancients was finished.

According to him I took over the games from James North in 2006 and
that was plenty enough time to have at least one of these games done
in 2008. Although, he didn't come out and say it he hinted around in a
round about way that I was goofing off and fooling around rather than
programming the games he paid for etc. That's a rather typical message
I get in my inbox all too often. So with that in mind you can hardly
blame me if I'm less than eager to rewrite a couple of levels and
expand the game itself knowing there is bound to be a few loons out
there accusing me of intentionally delaying the release, goofing off,
or whatever when in reality I'm busting my butt off to improve the
game for their benifit. Never mind the fact I didn't have to acquire
the rights to Raceway etc from James North in the first place. Doesn't
make me feel all that apreciated when they do that to me.

Cheers!


On 1/20/11, Jacob Kruger  wrote:

Your ideas sound good to me - an old joke as a developer is you need to want
to do it the way you're doing it to get it done exactly right - if that
makes sense.

Stay well

Jacob Kruger


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Re: [Audyssey] Screen reader support in BGT

2011-01-20 Thread Karl Belanger
If you add Jaws support, please also add support for Window-Eyes, System
Access, and NVDA as not everyone uses or even owns Jaws. What I'd recommend
is have it autodetect the screen reader currently running, and interface
with it.
Karl

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Thursday, January 20, 2011 11:52 AM
To: Gamers Discussion list
Subject: [Audyssey] Screen reader support in BGT

Hi all,

I have been opposed to adding screen reader support into BGT since the very
beginning, though I am beginning to change my mind. The primary reason for
my not wanting to do it has been the fact that Jaws steals a large number of
keys from DirectInput, making it very hard to play games if Jaws is loaded
and not in sleep mode. However, I have just managed to solve this problem.

Jaws uses what is known as a low level, system wide keyboard hook which
basically monitors the state of the keyboard device and decides whether
input should be allowed through so that other applications can see it. Jaws,
as we all know, decides that a lot of keys should not be let through such as
the arrows, escape and a whole bunch of others. So what I have done is to
set up a low level keyboard hook of my own, though a process specific hook
rather than a global one. Why? Because process specific hooks always take
priority over global ones, which means that I can simply tell my keyboard
hook to allow everything through... And there you have it. Jaws and
DirectInput are now the best of friends.

I am going to enable this as an option in BGT, because even though I tell
everything to go straight through it does block certain Jaws specific
keystrokes from being processed while you are in the window, almost as
though Jaws had been in sleep mode though it technically is not. In other
words, this will enable me to add support for Jaws speech output while
preventing Jaws from messing about with the keyboard input.

Just some information I figured I would share with you.

Kind regards,

Philip Bennefall
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[Audyssey] Screen reader support in BGT

2011-01-20 Thread Philip Bennefall
Hi all,

I have been opposed to adding screen reader support into BGT since the very 
beginning, though I am beginning to change my mind. The primary reason for my 
not wanting to do it has been the fact that Jaws steals a large number of keys 
from DirectInput, making it very hard to play games if Jaws is loaded and not 
in sleep mode. However, I have just managed to solve this problem.

Jaws uses what is known as a low level, system wide keyboard hook which 
basically monitors the state of the keyboard device and decides whether input 
should be allowed through so that other applications can see it. Jaws, as we 
all know, decides that a lot of keys should not be let through such as the 
arrows, escape and a whole bunch of others. So what I have done is to set up a 
low level keyboard hook of my own, though a process specific hook rather than a 
global one. Why? Because process specific hooks always take priority over 
global ones, which means that I can simply tell my keyboard hook to allow 
everything through... And there you have it. Jaws and DirectInput are now the 
best of friends.

I am going to enable this as an option in BGT, because even though I tell 
everything to go straight through it does block certain Jaws specific 
keystrokes from being processed while you are in the window, almost as though 
Jaws had been in sleep mode though it technically is not. In other words, this 
will enable me to add support for Jaws speech output while preventing Jaws from 
messing about with the keyboard input.

Just some information I figured I would share with you.

Kind regards,

Philip Bennefall
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Re: [Audyssey] Mysteries of the Ancients Levels

2011-01-20 Thread Mich
Hi Tom. I think creating all new maps would be good that way you could put 
your own ideas in to what the levels should look like where as if you have a 
set level structure then you would not have that much control on how the 
levels were laid out. I think that this would make the game more exciting so 
in short go for it. from Mich.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Wednesday, January 19, 2011 11:51 PM
Subject: [Audyssey] Mysteries of the Ancients Levels



Hi everyone,

Here is a little something I've been thinking about for a while now,
but have been to occupied building the Genesis Engine to really think
about Mysteries of the Ancients specifically. So now that the engine
is pretty much squared away at this point I can now focus my full
attention on designing Mysteries of the Ancients. Which is precisely
what I am going to be doing over the next few weeks.

In brief my ideas and thoughts have been surrounding the level maps. I
don't know about you personally, but I can't help but think that the
current levels, levels 1 and 2, are just a tad too simplistic for my
liking. Basically, what we have currently is a simple split level map
with an upper and lower level, and about 20 rooms in a 20 by 300 grid.
Otherwise it is just your basic side-scroller starting from the left
side of the screen and ending on the right side of the screen.

However, yesterday when I picked up my game pad to test and play
Mysteries of the Ancients it brought to mind all of the classic
side-scrollers I use to play when I was sighted. One of the big ones
is puzzle elements. Montezuma's Revenge is a great case in point.

One of the things that made Montezuma's Revenge such a great game is
that there were 11 2d mazes the player had to solve in order to beat
the game. Each maze had 25 rooms spread out over five floors. There
were various other puzzle elements throughout like vanishing
platforms, color coded keys required to unlock doors, burning torches
to light dark rooms, force fields, and so on. Plus there were traps
like fire pits, chasms, burning ropes, etc to jump over/avoid. In
short, in terms of the level maps alone games like Montezuma's Revenge
is far more complex and I can't help but feel as though MOTA doesn't
quite live up to its full potential as a treasure hunting game.

Another game that strikes me as another good example is Tomb Raider
Prophecy for the Nintendo Gameboy. While the levels themselves were
not as complex as Montezuma's Revenge in design they were more
difficult in terms of traps and puzzle elements. For example, there
were trick doors that when you pulled a lever they would open and
after a couple of seconds they would close again. That made it a real
challenge to run through the door before it smashes  you flat or locks
you out of that chamber.

Basically, what I'm saying is that I know I can do a lot more to make
Mysteries of the Ancients a much better game. Add more puzzle
elements, add a better maze design to the levels, and add more traps,
etc to the game. All of these would be over all improvements to the
game itself in my book.

However, my worry is that if I take a little time perhaps an extra
month to really redo the game and add these new revisions I'm going to
take a lot of unnecessary heat from the community. I've already taken
enough heat for various things like switching programming languages in
the middle of development, attempting to add cross-platform support,
and other things like that. I really don't want to make people any
more upset or frustrated with me than I absolutely have too.  So it is
up to you if you really think these revisions or worth it, or you want
me to just complete the game without them.

Finally, if we do decide to go with the more complex level maps we
have a couple of ways of going about it. We could base them off of a
game like Montezuma's Revenge, which is what this game started out as
to begin with, or we could just create some all new original maps. Let
me know what you think.

Cheers!

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Re: [Audyssey] Some background info on Top Speed 3

2011-01-20 Thread Valiant8086


If you can come up with a way to allow volume changes inside topspeed 
without having to alt+tab, that'd be great. Sometimes Ineed to change 
the volume without having the chance to stop driving long enough to 
alt+tab out and back in. It comes down to a loud vehicle and I start 
racing and discover I need to turn it down to be able to hear the other 
sounds more clearly. Yes that turns down the other sounds too, but for 
me with my hearing aids it does help for some reason.


On 1/20/2011 11:13 AM, Valiant8086 wrote:
Well, that's ok, since your attempt to fix the volume control didn't 
work for me anyway. I wonder if you couldn't check specifically for 
volume up and down and pass it on through somehow?




On 1/20/2011 4:25 AM, Davy Kager wrote:

Hello,

Your donations are always appreciated, of course.  The "Ding"-bug is 
caused by the keyboard focus being placed on the Top Speed logo.  As 
of yet we haven't found a way to get around this, other than simply 
not displaying the logo.  This is why we will most likely switch 
DirectInput back to what's called "exclusive cooperative level".  
This means your keyboard will be mostly blocked, and on some 
computers even your volume controls break.  The solution to this is 
to Alt+Tab out of Top Speed and then do whatever you wanted to do.  
At least this gets rid of the dinging. :-)


Many thanks,
Davy
- Original Message - From: "Valiant8086" 


To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 12:15 AM
Subject: Re: [Audyssey] Some background info on Top Speed 3




Hi.
I would be willing to pay for topspeed 3, especially when you get a 
couple of the bugs that are causing me problems figured out. I race 
multiplayer with topspeed 3 just about every day, and have been 
playing topspeed multiplayer with others online for a year now.


I want to pay for topspeed. I want to donate for topspeed 3 
actually, but am waiting for the bug where my computer does a 
default ding sound over and over when I try to use my keyboard to 
race. If you decide to reproduce topspeed in a different language, 
I'm hoping you make it very similar. Like the ability to replace the 
soundpack with my own, that is an important one. I have to modify 
the sounds a lot to help me be able to play with my hearing 
problems, and being able to just make a new languages, even if it's 
still english, is a tremendous help. If you developed a new version 
of topspeed, and I liked it, I'd certainly pay to have it.


Thanks for all your communication with your excited topspeed fans, 
and all the interaction on twitter and on this list that goes on to 
fix issues. I personally don't want topspeed to stop being 
developed, that goes as far as me paying for a new one built from 
the ground up. The only thing is whether your new version is as 
perfect as the current version is. It's going to be hard. This is my 
favorite game, and that's saying a lot. I'm not saying I don't like 
anyone else's games, I'm just a blind person who happens to be into 
engines. I live on a farm and am involved with tractors, trucks, 
stuff like this. I eat this topspeed game up and I want more! This 
game is like made specifically to please me, that's how I feel about 
it, and I'm not trying to flatter. I just might have produced more 
cars for this game than anyone else, No proof of that though. Last 
time I counted Iwas at around 17. Anybody made more than that?


Ok sorry about the poor typing, but I composed this in a hurry, I'm 
getting ready to do a race, and wanted to get this sent off first, 
and no I'm not joking just to be dramatic, I really am hurrying off 
to do a multiplayer race with someone who just got home and can host 
a server on the connection there finally. *lol*.






On 1/18/2011 5:51 AM, Davy Kager wrote:

Hello!

I just posted this to AudioGames.net.  If you're disappointed 
because you can't use custom vehicles in multi-player mode, this 
may be a fun thing for you to read.  Furthermore, I talked about 
what we currently think will be the future of Top Speed.  I'd love 
to have some community feedback on this one.  The post is located 
at http://forum.audiogames.net/viewtopic.php?pid=46007#p46007


Thanks,
Davy
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Re: [Audyssey] Some background info on Top Speed 3

2011-01-20 Thread Valiant8086
Well, that's ok, since your attempt to fix the volume control didn't 
work for me anyway. I wonder if you couldn't check specifically for 
volume up and down and pass it on through somehow?




On 1/20/2011 4:25 AM, Davy Kager wrote:

Hello,

Your donations are always appreciated, of course.  The "Ding"-bug is 
caused by the keyboard focus being placed on the Top Speed logo.  As 
of yet we haven't found a way to get around this, other than simply 
not displaying the logo.  This is why we will most likely switch 
DirectInput back to what's called "exclusive cooperative level".  This 
means your keyboard will be mostly blocked, and on some computers even 
your volume controls break.  The solution to this is to Alt+Tab out of 
Top Speed and then do whatever you wanted to do.  At least this gets 
rid of the dinging. :-)


Many thanks,
Davy
- Original Message - From: "Valiant8086" 


To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 12:15 AM
Subject: Re: [Audyssey] Some background info on Top Speed 3




Hi.
I would be willing to pay for topspeed 3, especially when you get a 
couple of the bugs that are causing me problems figured out. I race 
multiplayer with topspeed 3 just about every day, and have been 
playing topspeed multiplayer with others online for a year now.


I want to pay for topspeed. I want to donate for topspeed 3 actually, 
but am waiting for the bug where my computer does a default ding 
sound over and over when I try to use my keyboard to race. If you 
decide to reproduce topspeed in a different language, I'm hoping you 
make it very similar. Like the ability to replace the soundpack with 
my own, that is an important one. I have to modify the sounds a lot 
to help me be able to play with my hearing problems, and being able 
to just make a new languages, even if it's still english, is a 
tremendous help. If you developed a new version of topspeed, and I 
liked it, I'd certainly pay to have it.


Thanks for all your communication with your excited topspeed fans, 
and all the interaction on twitter and on this list that goes on to 
fix issues. I personally don't want topspeed to stop being developed, 
that goes as far as me paying for a new one built from the ground up. 
The only thing is whether your new version is as perfect as the 
current version is. It's going to be hard. This is my favorite game, 
and that's saying a lot. I'm not saying I don't like anyone else's 
games, I'm just a blind person who happens to be into engines. I live 
on a farm and am involved with tractors, trucks, stuff like this. I 
eat this topspeed game up and I want more! This game is like made 
specifically to please me, that's how I feel about it, and I'm not 
trying to flatter. I just might have produced more cars for this game 
than anyone else, No proof of that though. Last time I counted Iwas 
at around 17. Anybody made more than that?


Ok sorry about the poor typing, but I composed this in a hurry, I'm 
getting ready to do a race, and wanted to get this sent off first, 
and no I'm not joking just to be dramatic, I really am hurrying off 
to do a multiplayer race with someone who just got home and can host 
a server on the connection there finally. *lol*.






On 1/18/2011 5:51 AM, Davy Kager wrote:

Hello!

I just posted this to AudioGames.net.  If you're disappointed 
because you can't use custom vehicles in multi-player mode, this may 
be a fun thing for you to read.  Furthermore, I talked about what we 
currently think will be the future of Top Speed.  I'd love to have 
some community feedback on this one.  The post is located at 
http://forum.audiogames.net/viewtopic.php?pid=46007#p46007


Thanks,
Davy
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Re: [Audyssey] Game Chat Reminder

2011-01-20 Thread Shiny protector

Hi Burak,
Just get rid of them. Thomas and Raul will adventually take this down.
- Original Message - 
From: "burakyuksek" 

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 8:09 AM
Subject: Re: [Audyssey] Game Chat Reminder



We understand it, dont right it anymore.
saygilar sevgiler.
- Original Message - 
From: "Gamers Chat Robot" 

To: 
Sent: Thursday, January 20, 2011 10:00 AM
Subject: [Audyssey] Game Chat Reminder



Ever wanted to hear what a certain gamer really sounds like? Ever wanted
to ask the developer a question about that cool game?

Developers, ever wanted to get to know your players? Ever wanted to be
able to answer questions asked by your players?

Here is your chance to do all these things and more. All you need is a
Windows system with a working sound card and microphone. The service is
free to use after you complete the simple registration process.

The site is http://www.for-the-people.com and the chat room is the Games
People Play.

This notice reminder is for the Thursdays gamer chat which goes on until
when ever.

The Time: Well, that depends on where you are at. Below is a simple
chart showing time zones in the US as well as universal time.

Thursdays starting at:
6PM Pacific
7PM Mountain
8PM Central
9PM Eastern
1AM Friday morning Universal

Hope to see you there.

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[Audyssey] Moderator's note about the Game Chat Reminders

2011-01-20 Thread Raul A. Gallegos
This was my fault cause I thought I had stopped the notifications. Turns 
out it was the Saturday ones. In the future anything to do with the list 
and how it's run needs to be sent directly to gamers-ow...@audyssey.org. 
Anyone who breaks this rul will have themselves moverated.


Thanks.

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Re: [Audyssey] Mysteries of the Ancients Levels

2011-01-20 Thread Mauricio Almeida
hi thomas,

Personally, I think you should do what you can do best, because you know
it will compensate for the public in the end.
Professionally, My public listen to me enough to know that if i say they
have to wait, it is for their own good.
We at the blind games brazil community have a wonderful relation with
our people, and the vast majority of them understands us when we request
them to wait for something.
Plus, they will be calmed down with beta 17, as we discussed.

thanks,

Mauricio almeida
-Mensagem original-
De: "Liam Erven" 
Para: "'Gamers Discussion list'" 
Data: Quarta, 19 de Janeiro de 2011 22:53
Assunto: Re: [Audyssey] Mysteries of the Ancients Levels

I'd start with simple levels to ease the player in to the game, and start
ramping up the difficulty as you go.
You may even want to make level 1 just a few rooms with a few ladders so
that the gamer can actually get used to the controlls and navigating  before
you throw a maze at them.


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Wednesday, January 19, 2011 10:52 PM
To: Gamers Discussion list
Subject: [Audyssey] Mysteries of the Ancients Levels

Hi everyone,

Here is a little something I've been thinking about for a while now, but
have been to occupied building the Genesis Engine to really think about
Mysteries of the Ancients specifically. So now that the engine is pretty
much squared away at this point I can now focus my full attention on
designing Mysteries of the Ancients. Which is precisely what I am going to
be doing over the next few weeks.

In brief my ideas and thoughts have been surrounding the level maps. I don't
know about you personally, but I can't help but think that the current
levels, levels 1 and 2, are just a tad too simplistic for my liking.
Basically, what we have currently is a simple split level map with an upper
and lower level, and about 20 rooms in a 20 by 300 grid.
Otherwise it is just your basic side-scroller starting from the left side of
the screen and ending on the right side of the screen.

However, yesterday when I picked up my game pad to test and play Mysteries
of the Ancients it brought to mind all of the classic side-scrollers I use
to play when I was sighted. One of the big ones is puzzle elements.
Montezuma's Revenge is a great case in point.

One of the things that made Montezuma's Revenge such a great game is that
there were 11 2d mazes the player had to solve in order to beat the game.
Each maze had 25 rooms spread out over five floors. There were various other
puzzle elements throughout like vanishing platforms, color coded keys
required to unlock doors, burning torches to light dark rooms, force fields,
and so on. Plus there were traps like fire pits, chasms, burning ropes, etc
to jump over/avoid. In short, in terms of the level maps alone games like
Montezuma's Revenge is far more complex and I can't help but feel as though
MOTA doesn't quite live up to its full potential as a treasure hunting game.

Another game that strikes me as another good example is Tomb Raider Prophecy
for the Nintendo Gameboy. While the levels themselves were not as complex as
Montezuma's Revenge in design they were more difficult in terms of traps and
puzzle elements. For example, there were trick doors that when you pulled a
lever they would open and after a couple of seconds they would close again.
That made it a real challenge to run through the door before it smashes  you
flat or locks you out of that chamber.

Basically, what I'm saying is that I know I can do a lot more to make
Mysteries of the Ancients a much better game. Add more puzzle elements, add
a better maze design to the levels, and add more traps, etc to the game. All
of these would be over all improvements to the game itself in my book.

However, my worry is that if I take a little time perhaps an extra month to
really redo the game and add these new revisions I'm going to take a lot of
unnecessary heat from the community. I've already taken enough heat for
various things like switching programming languages in the middle of
development, attempting to add cross-platform support, and other things like
that. I really don't want to make people any more upset or frustrated with
me than I absolutely have too.  So it is up to you if you really think these
revisions or worth it, or you want me to just complete the game without
them.

Finally, if we do decide to go with the more complex level maps we have a
couple of ways of going about it. We could base them off of a game like
Montezuma's Revenge, which is what this game started out as to begin with,
or we could just create some all new original maps. Let me know what you
think.

Cheers!

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Re: [Audyssey] Mysteries of the Ancients Levels

2011-01-20 Thread Michael Feir
What we have here is an imperfect situation. I can absolutely sympathise 
with people's eagerness to just get the game. I'm one of those who 
pre-ordered the original game when I didn't even have to. James North would 
likely have given me a free copy to review for Audyssey but I wanted to show 
my support for this particular project of his. I'm out just as much as 
everyone else but I know when I see a masterpiece in the making. A little 
more patience and moral support from all of us now could yield  far more 
entertainment that we'll get in the final product. The changes he's thinking 
of here will add many happy hours or even weeks of fun to people's ultimate 
experience of the game. Additionally, Tom will be more satisfied with his 
creation and we'll have a better artist for that going forward as he tackles 
Raceway and other projects. There's never been a situation quite like this 
and I doubt we'll see such again. I'd like to see this turn into the very 
best game that it can for the time, patience, money and upheaval we've all 
gone through over this project. What's another month or even three months 
when you consider how much time has already been invested? Instead of just 
taking the easy way out, Tom offers us something better and all he asks in 
return is some patience. I for one am more than happy to give him that time.

Michael Feir
Owner of Silver Smiles
Join and share the silver lining in your life.
Group home page: http://groups.google.com/group/silver-smiles
2010--
Twitter: mfeir
Skype: michael-feir
Author of Personal Power:
How Accessible Computers Can Enhance Personal Life For Blind People
2006-2008
http://michaelfeir.blogspot.com/2009/01/personal-power.html

A Life of Word and Sound
2003-2007
http://michaelfeir.blogspot.com/2009/01/life-of-word-and-sound.html

Creator and former editor of Audyssey Magazine
1996-2004
Check out my blog at:
www.michaelfeir.blogspot.com


- Original Message - 
From: "shaun everiss" 

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 6:09 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Levels



well tom, they have been waiting a fecking long time for the games.
That you had to write your own engine has slowed things down.
TO be fair if I was a preorder user I'd probably be going down your throat 
at you, flaming, swearing and such.

These people have waited years and years for this game or games.
I think they are rather fed up with the waiting.
This is not your fault, the new engine for the most part really rocks and 
will enable you to do a major load of stuff.
But they don't care anymore they want the fecking game after all they 
payed for it!!!

 At 08:09 p.m. 20/01/2011, you wrote:

Hi Jacob,

That's absolutely right. The problem is though that I have taken a lot
of personal heat and criticism over how I have managed this game
project so far. I took time out to rewrite/convert the engine from C#
to C++, I took some time to look at SFML and SDL for cross-platform
development, etc and all some people did is nothing but wine and
complain that the game isn't getting finished on their personal time
table. In fact, someone publicly balled me out on the USA Games list
around two weeks ago complaining about how frustrated he was that
neither Raceway or Mysteries of the Ancients was finished.

According to him I took over the games from James North in 2006 and
that was plenty enough time to have at least one of these games done
in 2008. Although, he didn't come out and say it he hinted around in a
round about way that I was goofing off and fooling around rather than
programming the games he paid for etc. That's a rather typical message
I get in my inbox all too often. So with that in mind you can hardly
blame me if I'm less than eager to rewrite a couple of levels and
expand the game itself knowing there is bound to be a few loons out
there accusing me of intentionally delaying the release, goofing off,
or whatever when in reality I'm busting my butt off to improve the
game for their benifit. Never mind the fact I didn't have to acquire
the rights to Raceway etc from James North in the first place. Doesn't
make me feel all that apreciated when they do that to me.

Cheers!


On 1/20/11, Jacob Kruger  wrote:
> Your ideas sound good to me - an old joke as a developer is you
need to want
> to do it the way you're doing it to get it done exactly right - if that
> makes sense.
>
> Stay well
>
> Jacob Kruger

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If yo

Re: [Audyssey] Mysteries of the Ancients Levels

2011-01-20 Thread Jacob Kruger



People that complain while it's being developed may be a bit 
frustrating/irritating, but it's more important that when you finally do 
release what you consider as a final version, that noone can then really 
complain about the product as a whole - but on the other hand, you will most 
likely then also get people complaining that either it's more than/not what 
they expected, or not the same as they were hoping for.


Another (silly) saying among some developers is that the only completely 
satisfied end-user can be yourself, since even what we call identical twins 
aren't 100% the same all the way through - as in each and every person in 
the world/universe will always have a slightly differing opinion regarding 
products, outcomes, reasons for things happening, the way they were carried 
out, etc. etc.


What it comes down to is, you need to make sure you're satisfied with the 
whole process, and the resulting product, etc., and then other people's 
opinions/take thereof will in fact be useful/of interest.


Anyway, I'll shut my mouth now, but, you get my drift...

Stay well

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

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 9:09 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Levels



Hi Jacob,

That's absolutely right. The problem is though that I have taken a lot
of personal heat and criticism over how I have managed this game
project so far. I took time out to rewrite/convert the engine from C#
to C++, I took some time to look at SFML and SDL for cross-platform
development, etc and all some people did is nothing but wine and
complain that the game isn't getting finished on their personal time
table. In fact, someone publicly balled me out on the USA Games list
around two weeks ago complaining about how frustrated he was that
neither Raceway or Mysteries of the Ancients was finished.

According to him I took over the games from James North in 2006 and
that was plenty enough time to have at least one of these games done
in 2008. Although, he didn't come out and say it he hinted around in a
round about way that I was goofing off and fooling around rather than
programming the games he paid for etc. That's a rather typical message
I get in my inbox all too often. So with that in mind you can hardly
blame me if I'm less than eager to rewrite a couple of levels and
expand the game itself knowing there is bound to be a few loons out
there accusing me of intentionally delaying the release, goofing off,
or whatever when in reality I'm busting my butt off to improve the
game for their benifit. Never mind the fact I didn't have to acquire
the rights to Raceway etc from James North in the first place. Doesn't
make me feel all that apreciated when they do that to me.

Cheers!


On 1/20/11, Jacob Kruger  wrote:
Your ideas sound good to me - an old joke as a developer is you need to 
want

to do it the way you're doing it to get it done exactly right - if that
makes sense.

Stay well

Jacob Kruger


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Re: [Audyssey] Some background info on Top Speed 3

2011-01-20 Thread burakyuksek

Is this new file?
saygilar sevgiler.
- Original Message - 
From: "Davy Kager" 

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 12:41 PM
Subject: Re: [Audyssey] Some background info on Top Speed 3


In any event, this should fix the problem by changing DirectInput back to 
how it was.  Please tell us if it's still doing strange things. --> 
http://rubyaccess.com/TopSpeed.exe


Thanks,
Davy
- Original Message - 
From: "Kai" 

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 11:31 AM
Subject: Re: [Audyssey] Some background info on Top Speed 3


I fail to understand why you're replying to an email explaining why Top 
Speed is behaving in this fashion with a direct request on how to fix the 
problem. The developer says right in the email message you replied to that 
a possible solution is already being considered.


is a little patience beyond the capabilities of some gamers? I oft wonder 
why free game developers bother, what with the demanding audience they're 
catering to.


Kai

- Original Message - 
From: "burakyuksek" 

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 1:54 AM
Subject: Re: [Audyssey] Some background info on Top Speed 3



hi,
I am in topspeed, I want to shift a gear, it is saying ding and shifting 
gear. I dont want this ding. How can I fix it?

saygilar sevgiler.
- Original Message - 
From: "Davy Kager" 

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 11:25 AM
Subject: Re: [Audyssey] Some background info on Top Speed 3



Hello,

Your donations are always appreciated, of course.  The "Ding"-bug is 
caused by the keyboard focus being placed on the Top Speed logo.  As of 
yet we haven't found a way to get around this, other than simply not 
displaying the logo.  This is why we will most likely switch 
DirectInput back to what's called "exclusive cooperative level".  This 
means your keyboard will be mostly blocked, and on some computers even 
your volume controls break.  The solution to this is to Alt+Tab out of 
Top Speed and then do whatever you wanted to do.  At least this gets 
rid of the dinging. :-)


Many thanks,
Davy
- Original Message - 
From: "Valiant8086" 

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 12:15 AM
Subject: Re: [Audyssey] Some background info on Top Speed 3




Hi.
I would be willing to pay for topspeed 3, especially when you get a 
couple of the bugs that are causing me problems figured out. I race 
multiplayer with topspeed 3 just about every day, and have been 
playing topspeed multiplayer with others online for a year now.


I want to pay for topspeed. I want to donate for topspeed 3 actually, 
but am waiting for the bug where my computer does a default ding sound 
over and over when I try to use my keyboard to race. If you decide to 
reproduce topspeed in a different language, I'm hoping you make it 
very similar. Like the ability to replace the soundpack with my own, 
that is an important one. I have to modify the sounds a lot to help me 
be able to play with my hearing problems, and being able to just make 
a new languages, even if it's still english, is a tremendous help. If 
you developed a new version of topspeed, and I liked it, I'd certainly 
pay to have it.


Thanks for all your communication with your excited topspeed fans, and 
all the interaction on twitter and on this list that goes on to fix 
issues. I personally don't want topspeed to stop being developed, that 
goes as far as me paying for a new one built from the ground up. The 
only thing is whether your new version is as perfect as the current 
version is. It's going to be hard. This is my favorite game, and 
that's saying a lot. I'm not saying I don't like anyone else's games, 
I'm just a blind person who happens to be into engines. I live on a 
farm and am involved with tractors, trucks, stuff like this. I eat 
this topspeed game up and I want more! This game is like made 
specifically to please me, that's how I feel about it, and I'm not 
trying to flatter. I just might have produced more cars for this game 
than anyone else, No proof of that though. Last time I counted Iwas at 
around 17. Anybody made more than that?


Ok sorry about the poor typing, but I composed this in a hurry, I'm 
getting ready to do a race, and wanted to get this sent off first, and 
no I'm not joking just to be dramatic, I really am hurrying off to do 
a multiplayer race with someone who just got home and can host a 
server on the connection there finally. *lol*.






On 1/18/2011 5:51 AM, Davy Kager wrote:

Hello!

I just posted this to AudioGames.net.  If you're disappointed because 
you can't use custom vehicles in multi-player mode, this may be a fun 
thing for you to read.  Furthermore, I talked about what we currently 
think will be the future of Top Speed.  I'd love to have some 
community feedback on this one.  The post is located at 
http://forum.audiogames.net/viewtopic.php?pid=46007#p4600

Re: [Audyssey] Mysteries of the Ancients Levels

2011-01-20 Thread shaun everiss

well tom, they have been waiting a fecking long time for the games.
That you had to write your own engine has slowed things down.
TO be fair if I was a preorder user I'd probably be going down your 
throat at you, flaming, swearing and such.

These people have waited years and years for this game or games.
I think they are rather fed up with the waiting.
This is not your fault, the new engine for the most part really rocks 
and will enable you to do a major load of stuff.
But they don't care anymore they want the fecking game after all they 
payed for it!!!

 At 08:09 p.m. 20/01/2011, you wrote:

Hi Jacob,

That's absolutely right. The problem is though that I have taken a lot
of personal heat and criticism over how I have managed this game
project so far. I took time out to rewrite/convert the engine from C#
to C++, I took some time to look at SFML and SDL for cross-platform
development, etc and all some people did is nothing but wine and
complain that the game isn't getting finished on their personal time
table. In fact, someone publicly balled me out on the USA Games list
around two weeks ago complaining about how frustrated he was that
neither Raceway or Mysteries of the Ancients was finished.

According to him I took over the games from James North in 2006 and
that was plenty enough time to have at least one of these games done
in 2008. Although, he didn't come out and say it he hinted around in a
round about way that I was goofing off and fooling around rather than
programming the games he paid for etc. That's a rather typical message
I get in my inbox all too often. So with that in mind you can hardly
blame me if I'm less than eager to rewrite a couple of levels and
expand the game itself knowing there is bound to be a few loons out
there accusing me of intentionally delaying the release, goofing off,
or whatever when in reality I'm busting my butt off to improve the
game for their benifit. Never mind the fact I didn't have to acquire
the rights to Raceway etc from James North in the first place. Doesn't
make me feel all that apreciated when they do that to me.

Cheers!


On 1/20/11, Jacob Kruger  wrote:
> Your ideas sound good to me - an old joke as a developer is you 
need to want

> to do it the way you're doing it to get it done exactly right - if that
> makes sense.
>
> Stay well
>
> Jacob Kruger

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Re: [Audyssey] Mysteries of the Ancients Levels

2011-01-20 Thread shaun everiss

aggreed with you liam.
At 05:53 p.m. 20/01/2011, you wrote:

I'd start with simple levels to ease the player in to the game, and start
ramping up the difficulty as you go.
You may even want to make level 1 just a few rooms with a few ladders so
that the gamer can actually get used to the controlls and navigating  before
you throw a maze at them.


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Wednesday, January 19, 2011 10:52 PM
To: Gamers Discussion list
Subject: [Audyssey] Mysteries of the Ancients Levels

Hi everyone,

Here is a little something I've been thinking about for a while now, but
have been to occupied building the Genesis Engine to really think about
Mysteries of the Ancients specifically. So now that the engine is pretty
much squared away at this point I can now focus my full attention on
designing Mysteries of the Ancients. Which is precisely what I am going to
be doing over the next few weeks.

In brief my ideas and thoughts have been surrounding the level maps. I don't
know about you personally, but I can't help but think that the current
levels, levels 1 and 2, are just a tad too simplistic for my liking.
Basically, what we have currently is a simple split level map with an upper
and lower level, and about 20 rooms in a 20 by 300 grid.
Otherwise it is just your basic side-scroller starting from the left side of
the screen and ending on the right side of the screen.

However, yesterday when I picked up my game pad to test and play Mysteries
of the Ancients it brought to mind all of the classic side-scrollers I use
to play when I was sighted. One of the big ones is puzzle elements.
Montezuma's Revenge is a great case in point.

One of the things that made Montezuma's Revenge such a great game is that
there were 11 2d mazes the player had to solve in order to beat the game.
Each maze had 25 rooms spread out over five floors. There were various other
puzzle elements throughout like vanishing platforms, color coded keys
required to unlock doors, burning torches to light dark rooms, force fields,
and so on. Plus there were traps like fire pits, chasms, burning ropes, etc
to jump over/avoid. In short, in terms of the level maps alone games like
Montezuma's Revenge is far more complex and I can't help but feel as though
MOTA doesn't quite live up to its full potential as a treasure hunting game.

Another game that strikes me as another good example is Tomb Raider Prophecy
for the Nintendo Gameboy. While the levels themselves were not as complex as
Montezuma's Revenge in design they were more difficult in terms of traps and
puzzle elements. For example, there were trick doors that when you pulled a
lever they would open and after a couple of seconds they would close again.
That made it a real challenge to run through the door before it smashes  you
flat or locks you out of that chamber.

Basically, what I'm saying is that I know I can do a lot more to make
Mysteries of the Ancients a much better game. Add more puzzle elements, add
a better maze design to the levels, and add more traps, etc to the game. All
of these would be over all improvements to the game itself in my book.

However, my worry is that if I take a little time perhaps an extra month to
really redo the game and add these new revisions I'm going to take a lot of
unnecessary heat from the community. I've already taken enough heat for
various things like switching programming languages in the middle of
development, attempting to add cross-platform support, and other things like
that. I really don't want to make people any more upset or frustrated with
me than I absolutely have too.  So it is up to you if you really think these
revisions or worth it, or you want me to just complete the game without
them.

Finally, if we do decide to go with the more complex level maps we have a
couple of ways of going about it. We could base them off of a game like
Montezuma's Revenge, which is what this game started out as to begin with,
or we could just create some all new original maps. Let me know what you
think.

Cheers!

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If you have any ques

Re: [Audyssey] Mysteries of the Ancients Levels

2011-01-20 Thread shaun everiss

tom, part of me would like the complex maps.
However not exactly like mota.
in level1, there are a couple chasm traps, and a lava trap.
Or is that a fire trap.
Ok, simple, but good for starters.
You could add that the chasms had lava or spikes in them or both.
Burning ropes?
Well if we put them in then we would have to have ropes in areas you 
didn't need to ever go up again.
ie in level2, where you need to jump down a rope to get some items 
you could have a burning rope, since you don't need to go back.
I am not sure about vanishing platforms but with bridges and such 
like the one in level2 you could have it that once over it the bridge 
would have to go back up and well.

I usually run across it so you could time it for a bit I guess.
You could also set the statues to automatically lock again aafter you 
unlock them and open em but then you couldn't have monsters in the 
enterence point of a room they would have to be in the end or 
something so the player would have time to run through.
At this stage though I think you should just finnish the game, 
ofcause if like the origional monti, you had platforms and portals 
that would rock.
You could have other ways to do things in say level2 chasm, you can 
pull the bridge or wait for a platform, each platform is obviously 
say 2 jumps wide, this one would be say 3-4 jumps.

In the middle of that platform could be a portal.
if you jumped to the right place then the platform vannished you 
would fall into the chasm but enter the portal, you then could have a 
bonus level where you picked up items.
at the end of that level could be lava which you would jump into, and 
then enter another portal.
you could then be at the end of the chasm on the other side say 3 
steps from the edge or a couple meters.

Ofcause this portal would have to be semi random or the items could be.
You could choose to jump things or just do a couple jumps portal then 
get things with the potentual to get something.

However I'd fall short of being to haisty on modifications.
You really need like 20 levels for what I am thinking about.
1/2 keep the same every level after 2 add a new trap or whatever.
till say 12, add more monsters and things maybe places to jump.
Another idea is to get unlockable traps.
You can find a trap, say the spikes in level2.
If you jumped one sets then jumped the second but immediately say 
within a 5 second period steped back onto the spike you could get it 
or get something falling which you could get.

It would probably work better for the blade.
you could jump the blade or whatever.
if you walked over the blade while hitting enter, well if you didn't 
have the sword you could get that if you already have that you could 
get more power added to this you could make some bosses more powerfull.
Ofcause you couldn't just hit walk and enter, say a combo like alt 
control right shift and enter once over the blade you would have 5 
secs to do that else you died or something.
However you may just like to do stuff as it is and make say an 
expantion pack for mota, I think a lot of people  aspecially for 
those that have been waiting for the origional game for a while.

Right now as it is I think its ok.


At 05:51 p.m. 20/01/2011, you wrote:

Hi everyone,

Here is a little something I've been thinking about for a while now,
but have been to occupied building the Genesis Engine to really think
about Mysteries of the Ancients specifically. So now that the engine
is pretty much squared away at this point I can now focus my full
attention on designing Mysteries of the Ancients. Which is precisely
what I am going to be doing over the next few weeks.

In brief my ideas and thoughts have been surrounding the level maps. I
don't know about you personally, but I can't help but think that the
current levels, levels 1 and 2, are just a tad too simplistic for my
liking. Basically, what we have currently is a simple split level map
with an upper and lower level, and about 20 rooms in a 20 by 300 grid.
Otherwise it is just your basic side-scroller starting from the left
side of the screen and ending on the right side of the screen.

However, yesterday when I picked up my game pad to test and play
Mysteries of the Ancients it brought to mind all of the classic
side-scrollers I use to play when I was sighted. One of the big ones
is puzzle elements. Montezuma's Revenge is a great case in point.

One of the things that made Montezuma's Revenge such a great game is
that there were 11 2d mazes the player had to solve in order to beat
the game. Each maze had 25 rooms spread out over five floors. There
were various other puzzle elements throughout like vanishing
platforms, color coded keys required to unlock doors, burning torches
to light dark rooms, force fields, and so on. Plus there were traps
like fire pits, chasms, burning ropes, etc to jump over/avoid. In
short, in terms of the level maps alone games like Montezuma's Revenge
is far more complex and I can't help but feel as though MOT

Re: [Audyssey] Some background info on Top Speed 3

2011-01-20 Thread Davy Kager
In any event, this should fix the problem by changing DirectInput back to 
how it was.  Please tell us if it's still doing strange things. --> 
http://rubyaccess.com/TopSpeed.exe


Thanks,
Davy
- Original Message - 
From: "Kai" 

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 11:31 AM
Subject: Re: [Audyssey] Some background info on Top Speed 3


I fail to understand why you're replying to an email explaining why Top 
Speed is behaving in this fashion with a direct request on how to fix the 
problem. The developer says right in the email message you replied to that 
a possible solution is already being considered.


is a little patience beyond the capabilities of some gamers? I oft wonder 
why free game developers bother, what with the demanding audience they're 
catering to.


Kai

- Original Message - 
From: "burakyuksek" 

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 1:54 AM
Subject: Re: [Audyssey] Some background info on Top Speed 3



hi,
I am in topspeed, I want to shift a gear, it is saying ding and shifting 
gear. I dont want this ding. How can I fix it?

saygilar sevgiler.
- Original Message - 
From: "Davy Kager" 

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 11:25 AM
Subject: Re: [Audyssey] Some background info on Top Speed 3



Hello,

Your donations are always appreciated, of course.  The "Ding"-bug is 
caused by the keyboard focus being placed on the Top Speed logo.  As of 
yet we haven't found a way to get around this, other than simply not 
displaying the logo.  This is why we will most likely switch DirectInput 
back to what's called "exclusive cooperative level".  This means your 
keyboard will be mostly blocked, and on some computers even your volume 
controls break.  The solution to this is to Alt+Tab out of Top Speed and 
then do whatever you wanted to do.  At least this gets rid of the 
dinging. :-)


Many thanks,
Davy
- Original Message - 
From: "Valiant8086" 

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 12:15 AM
Subject: Re: [Audyssey] Some background info on Top Speed 3




Hi.
I would be willing to pay for topspeed 3, especially when you get a 
couple of the bugs that are causing me problems figured out. I race 
multiplayer with topspeed 3 just about every day, and have been playing 
topspeed multiplayer with others online for a year now.


I want to pay for topspeed. I want to donate for topspeed 3 actually, 
but am waiting for the bug where my computer does a default ding sound 
over and over when I try to use my keyboard to race. If you decide to 
reproduce topspeed in a different language, I'm hoping you make it very 
similar. Like the ability to replace the soundpack with my own, that is 
an important one. I have to modify the sounds a lot to help me be able 
to play with my hearing problems, and being able to just make a new 
languages, even if it's still english, is a tremendous help. If you 
developed a new version of topspeed, and I liked it, I'd certainly pay 
to have it.


Thanks for all your communication with your excited topspeed fans, and 
all the interaction on twitter and on this list that goes on to fix 
issues. I personally don't want topspeed to stop being developed, that 
goes as far as me paying for a new one built from the ground up. The 
only thing is whether your new version is as perfect as the current 
version is. It's going to be hard. This is my favorite game, and that's 
saying a lot. I'm not saying I don't like anyone else's games, I'm just 
a blind person who happens to be into engines. I live on a farm and am 
involved with tractors, trucks, stuff like this. I eat this topspeed 
game up and I want more! This game is like made specifically to please 
me, that's how I feel about it, and I'm not trying to flatter. I just 
might have produced more cars for this game than anyone else, No proof 
of that though. Last time I counted Iwas at around 17. Anybody made 
more than that?


Ok sorry about the poor typing, but I composed this in a hurry, I'm 
getting ready to do a race, and wanted to get this sent off first, and 
no I'm not joking just to be dramatic, I really am hurrying off to do a 
multiplayer race with someone who just got home and can host a server 
on the connection there finally. *lol*.






On 1/18/2011 5:51 AM, Davy Kager wrote:

Hello!

I just posted this to AudioGames.net.  If you're disappointed because 
you can't use custom vehicles in multi-player mode, this may be a fun 
thing for you to read.  Furthermore, I talked about what we currently 
think will be the future of Top Speed.  I'd love to have some 
community feedback on this one.  The post is located at 
http://forum.audiogames.net/viewtopic.php?pid=46007#p46007


Thanks,
Davy
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http://audyss

Re: [Audyssey] Mysteries of the Ancients Levels

2011-01-20 Thread Michael Feir
Personally, I've been waiting this long and have no problem with you taking 
the time to add these puzzle elements into the game. I'll certainly 
understand completely if you decide to bow to pressure from people less 
patient and more short-sighted about this. God knows you and your wife have 
been stretched on the rack and then some by this project.. However, please 
consider; The more such elements you can add to it, the greater replay value 
the game will have and the more paying customers you'll ultimately get for 
it as word spreads over time of the game's higher quality. Take the time you 
need to do the best sidescroller you can and you won't find yourself looking 
back later as a dissatisfied artist. I've been there and done that with some 
of my creative projects over the years. You'll also emmencely please folks 
like me who have been keenly following your work from day one. Due to the 
level of preorders you have to honour, you won't make as much money on this 
project as others you do in future. However, you should look at this as a 
chance to show us the kind of work we can expect from you as you pursue your 
own ideas. Take the time to do it right and people will come to your defence 
when others less patient give you a rough time.


You've come an incredibly long way indeed since that easter weekend I 
remember when you were on the verge of packing it in. As a fellow creator 
and due to my having edited Audyssey for so many years, I have a deep 
admiration and appreciation of how far you've come on this journey as a 
person. You give me an example of someone to point to when people say that 
the best years of accessible games are behind us. Only you can ultimately 
decide what's best in this situation. You'll likely take flack either way 
unless people have been paying attention and have learned something of 
patience and respect over the past while. I hope you'll find the strength 
and persevereance to go that extra mile. Either way though, you've won me 
over as a supporter. Best of luck to you Tom.

Michael Feir
Owner of Silver Smiles
Join and share the silver lining in your life.
Group home page: http://groups.google.com/group/silver-smiles
2010--
Twitter: mfeir
Skype: michael-feir
Author of Personal Power:
How Accessible Computers Can Enhance Personal Life For Blind People
2006-2008
http://michaelfeir.blogspot.com/2009/01/personal-power.html

A Life of Word and Sound
2003-2007
http://michaelfeir.blogspot.com/2009/01/life-of-word-and-sound.html

Creator and former editor of Audyssey Magazine
1996-2004
Check out my blog at:
www.michaelfeir.blogspot.com


- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Wednesday, January 19, 2011 11:51 PM
Subject: [Audyssey] Mysteries of the Ancients Levels



Hi everyone,

Here is a little something I've been thinking about for a while now,
but have been to occupied building the Genesis Engine to really think
about Mysteries of the Ancients specifically. So now that the engine
is pretty much squared away at this point I can now focus my full
attention on designing Mysteries of the Ancients. Which is precisely
what I am going to be doing over the next few weeks.

In brief my ideas and thoughts have been surrounding the level maps. I
don't know about you personally, but I can't help but think that the
current levels, levels 1 and 2, are just a tad too simplistic for my
liking. Basically, what we have currently is a simple split level map
with an upper and lower level, and about 20 rooms in a 20 by 300 grid.
Otherwise it is just your basic side-scroller starting from the left
side of the screen and ending on the right side of the screen.

However, yesterday when I picked up my game pad to test and play
Mysteries of the Ancients it brought to mind all of the classic
side-scrollers I use to play when I was sighted. One of the big ones
is puzzle elements. Montezuma's Revenge is a great case in point.

One of the things that made Montezuma's Revenge such a great game is
that there were 11 2d mazes the player had to solve in order to beat
the game. Each maze had 25 rooms spread out over five floors. There
were various other puzzle elements throughout like vanishing
platforms, color coded keys required to unlock doors, burning torches
to light dark rooms, force fields, and so on. Plus there were traps
like fire pits, chasms, burning ropes, etc to jump over/avoid. In
short, in terms of the level maps alone games like Montezuma's Revenge
is far more complex and I can't help but feel as though MOTA doesn't
quite live up to its full potential as a treasure hunting game.

Another game that strikes me as another good example is Tomb Raider
Prophecy for the Nintendo Gameboy. While the levels themselves were
not as complex as Montezuma's Revenge in design they were more
difficult in terms of traps and puzzle elements. For example, there
were trick doors that when you pulled a lever they would open and
after a couple of seconds they

Re: [Audyssey] Some background info on Top Speed 3

2011-01-20 Thread Kai
I fail to understand why you're replying to an email explaining why Top 
Speed is behaving in this fashion with a direct request on how to fix the 
problem. The developer says right in the email message you replied to that a 
possible solution is already being considered.


is a little patience beyond the capabilities of some gamers? I oft wonder 
why free game developers bother, what with the demanding audience they're 
catering to.


Kai

- Original Message - 
From: "burakyuksek" 

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 1:54 AM
Subject: Re: [Audyssey] Some background info on Top Speed 3



hi,
I am in topspeed, I want to shift a gear, it is saying ding and shifting 
gear. I dont want this ding. How can I fix it?

saygilar sevgiler.
- Original Message - 
From: "Davy Kager" 

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 11:25 AM
Subject: Re: [Audyssey] Some background info on Top Speed 3



Hello,

Your donations are always appreciated, of course.  The "Ding"-bug is 
caused by the keyboard focus being placed on the Top Speed logo.  As of 
yet we haven't found a way to get around this, other than simply not 
displaying the logo.  This is why we will most likely switch DirectInput 
back to what's called "exclusive cooperative level".  This means your 
keyboard will be mostly blocked, and on some computers even your volume 
controls break.  The solution to this is to Alt+Tab out of Top Speed and 
then do whatever you wanted to do.  At least this gets rid of the 
dinging. :-)


Many thanks,
Davy
- Original Message - 
From: "Valiant8086" 

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 12:15 AM
Subject: Re: [Audyssey] Some background info on Top Speed 3




Hi.
I would be willing to pay for topspeed 3, especially when you get a 
couple of the bugs that are causing me problems figured out. I race 
multiplayer with topspeed 3 just about every day, and have been playing 
topspeed multiplayer with others online for a year now.


I want to pay for topspeed. I want to donate for topspeed 3 actually, 
but am waiting for the bug where my computer does a default ding sound 
over and over when I try to use my keyboard to race. If you decide to 
reproduce topspeed in a different language, I'm hoping you make it very 
similar. Like the ability to replace the soundpack with my own, that is 
an important one. I have to modify the sounds a lot to help me be able 
to play with my hearing problems, and being able to just make a new 
languages, even if it's still english, is a tremendous help. If you 
developed a new version of topspeed, and I liked it, I'd certainly pay 
to have it.


Thanks for all your communication with your excited topspeed fans, and 
all the interaction on twitter and on this list that goes on to fix 
issues. I personally don't want topspeed to stop being developed, that 
goes as far as me paying for a new one built from the ground up. The 
only thing is whether your new version is as perfect as the current 
version is. It's going to be hard. This is my favorite game, and that's 
saying a lot. I'm not saying I don't like anyone else's games, I'm just 
a blind person who happens to be into engines. I live on a farm and am 
involved with tractors, trucks, stuff like this. I eat this topspeed 
game up and I want more! This game is like made specifically to please 
me, that's how I feel about it, and I'm not trying to flatter. I just 
might have produced more cars for this game than anyone else, No proof 
of that though. Last time I counted Iwas at around 17. Anybody made more 
than that?


Ok sorry about the poor typing, but I composed this in a hurry, I'm 
getting ready to do a race, and wanted to get this sent off first, and 
no I'm not joking just to be dramatic, I really am hurrying off to do a 
multiplayer race with someone who just got home and can host a server on 
the connection there finally. *lol*.






On 1/18/2011 5:51 AM, Davy Kager wrote:

Hello!

I just posted this to AudioGames.net.  If you're disappointed because 
you can't use custom vehicles in multi-player mode, this may be a fun 
thing for you to read.  Furthermore, I talked about what we currently 
think will be the future of Top Speed.  I'd love to have some community 
feedback on this one.  The post is located at 
http://forum.audiogames.net/viewtopic.php?pid=46007#p46007


Thanks,
Davy
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Re: [Audyssey] Game Chat Reminder

2011-01-20 Thread Kai

We understand you. Please don't write anymore about the announcements.

I've been a list member forever and they've never bothered me. They're sent 
out every once in a while. is it really that big of a deal to hit the delete 
key?


Honestly. You guys treat these messages as if they were a personal offense. 
They're but a single email, one keystroke away.


Some people are so blind to the fact that others might actually have a 
life...


Kai

- Original Message - 
From: "burakyuksek" 

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 12:09 AM
Subject: Re: [Audyssey] Game Chat Reminder



We understand it, dont right it anymore.
saygilar sevgiler.
- Original Message - 
From: "Gamers Chat Robot" 

To: 
Sent: Thursday, January 20, 2011 10:00 AM
Subject: [Audyssey] Game Chat Reminder



Ever wanted to hear what a certain gamer really sounds like? Ever wanted
to ask the developer a question about that cool game?

Developers, ever wanted to get to know your players? Ever wanted to be
able to answer questions asked by your players?

Here is your chance to do all these things and more. All you need is a
Windows system with a working sound card and microphone. The service is
free to use after you complete the simple registration process.

The site is http://www.for-the-people.com and the chat room is the Games
People Play.

This notice reminder is for the Thursdays gamer chat which goes on until
when ever.

The Time: Well, that depends on where you are at. Below is a simple
chart showing time zones in the US as well as universal time.

Thursdays starting at:
6PM Pacific
7PM Mountain
8PM Central
9PM Eastern
1AM Friday morning Universal

Hope to see you there.

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list,
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Re: [Audyssey] Some background info on Top Speed 3

2011-01-20 Thread Davy Kager
Please wait a few hours and there'll be a new TopSpeed.exe that should fix 
it.
- Original Message - 
From: "burakyuksek" 

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 10:54 AM
Subject: Re: [Audyssey] Some background info on Top Speed 3



hi,
I am in topspeed, I want to shift a gear, it is saying ding and shifting 
gear. I dont want this ding. How can I fix it?

saygilar sevgiler.
- Original Message - 
From: "Davy Kager" 

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 11:25 AM
Subject: Re: [Audyssey] Some background info on Top Speed 3



Hello,

Your donations are always appreciated, of course.  The "Ding"-bug is 
caused by the keyboard focus being placed on the Top Speed logo.  As of 
yet we haven't found a way to get around this, other than simply not 
displaying the logo.  This is why we will most likely switch DirectInput 
back to what's called "exclusive cooperative level".  This means your 
keyboard will be mostly blocked, and on some computers even your volume 
controls break.  The solution to this is to Alt+Tab out of Top Speed and 
then do whatever you wanted to do.  At least this gets rid of the 
dinging. :-)


Many thanks,
Davy
- Original Message - 
From: "Valiant8086" 

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 12:15 AM
Subject: Re: [Audyssey] Some background info on Top Speed 3




Hi.
I would be willing to pay for topspeed 3, especially when you get a 
couple of the bugs that are causing me problems figured out. I race 
multiplayer with topspeed 3 just about every day, and have been playing 
topspeed multiplayer with others online for a year now.


I want to pay for topspeed. I want to donate for topspeed 3 actually, 
but am waiting for the bug where my computer does a default ding sound 
over and over when I try to use my keyboard to race. If you decide to 
reproduce topspeed in a different language, I'm hoping you make it very 
similar. Like the ability to replace the soundpack with my own, that is 
an important one. I have to modify the sounds a lot to help me be able 
to play with my hearing problems, and being able to just make a new 
languages, even if it's still english, is a tremendous help. If you 
developed a new version of topspeed, and I liked it, I'd certainly pay 
to have it.


Thanks for all your communication with your excited topspeed fans, and 
all the interaction on twitter and on this list that goes on to fix 
issues. I personally don't want topspeed to stop being developed, that 
goes as far as me paying for a new one built from the ground up. The 
only thing is whether your new version is as perfect as the current 
version is. It's going to be hard. This is my favorite game, and that's 
saying a lot. I'm not saying I don't like anyone else's games, I'm just 
a blind person who happens to be into engines. I live on a farm and am 
involved with tractors, trucks, stuff like this. I eat this topspeed 
game up and I want more! This game is like made specifically to please 
me, that's how I feel about it, and I'm not trying to flatter. I just 
might have produced more cars for this game than anyone else, No proof 
of that though. Last time I counted Iwas at around 17. Anybody made more 
than that?


Ok sorry about the poor typing, but I composed this in a hurry, I'm 
getting ready to do a race, and wanted to get this sent off first, and 
no I'm not joking just to be dramatic, I really am hurrying off to do a 
multiplayer race with someone who just got home and can host a server on 
the connection there finally. *lol*.






On 1/18/2011 5:51 AM, Davy Kager wrote:

Hello!

I just posted this to AudioGames.net.  If you're disappointed because 
you can't use custom vehicles in multi-player mode, this may be a fun 
thing for you to read.  Furthermore, I talked about what we currently 
think will be the future of Top Speed.  I'd love to have some community 
feedback on this one.  The post is located at 
http://forum.audiogames.net/viewtopic.php?pid=46007#p46007


Thanks,
Davy
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Re: [Audyssey] Some background info on Top Speed 3

2011-01-20 Thread burakyuksek

hi,
I am in topspeed, I want to shift a gear, it is saying ding and shifting 
gear. I dont want this ding. How can I fix it?

saygilar sevgiler.
- Original Message - 
From: "Davy Kager" 

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 11:25 AM
Subject: Re: [Audyssey] Some background info on Top Speed 3



Hello,

Your donations are always appreciated, of course.  The "Ding"-bug is 
caused by the keyboard focus being placed on the Top Speed logo.  As of 
yet we haven't found a way to get around this, other than simply not 
displaying the logo.  This is why we will most likely switch DirectInput 
back to what's called "exclusive cooperative level".  This means your 
keyboard will be mostly blocked, and on some computers even your volume 
controls break.  The solution to this is to Alt+Tab out of Top Speed and 
then do whatever you wanted to do.  At least this gets rid of the dinging. 
:-)


Many thanks,
Davy
- Original Message - 
From: "Valiant8086" 

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 12:15 AM
Subject: Re: [Audyssey] Some background info on Top Speed 3




Hi.
I would be willing to pay for topspeed 3, especially when you get a 
couple of the bugs that are causing me problems figured out. I race 
multiplayer with topspeed 3 just about every day, and have been playing 
topspeed multiplayer with others online for a year now.


I want to pay for topspeed. I want to donate for topspeed 3 actually, but 
am waiting for the bug where my computer does a default ding sound over 
and over when I try to use my keyboard to race. If you decide to 
reproduce topspeed in a different language, I'm hoping you make it very 
similar. Like the ability to replace the soundpack with my own, that is 
an important one. I have to modify the sounds a lot to help me be able to 
play with my hearing problems, and being able to just make a new 
languages, even if it's still english, is a tremendous help. If you 
developed a new version of topspeed, and I liked it, I'd certainly pay to 
have it.


Thanks for all your communication with your excited topspeed fans, and 
all the interaction on twitter and on this list that goes on to fix 
issues. I personally don't want topspeed to stop being developed, that 
goes as far as me paying for a new one built from the ground up. The only 
thing is whether your new version is as perfect as the current version 
is. It's going to be hard. This is my favorite game, and that's saying a 
lot. I'm not saying I don't like anyone else's games, I'm just a blind 
person who happens to be into engines. I live on a farm and am involved 
with tractors, trucks, stuff like this. I eat this topspeed game up and I 
want more! This game is like made specifically to please me, that's how I 
feel about it, and I'm not trying to flatter. I just might have produced 
more cars for this game than anyone else, No proof of that though. Last 
time I counted Iwas at around 17. Anybody made more than that?


Ok sorry about the poor typing, but I composed this in a hurry, I'm 
getting ready to do a race, and wanted to get this sent off first, and no 
I'm not joking just to be dramatic, I really am hurrying off to do a 
multiplayer race with someone who just got home and can host a server on 
the connection there finally. *lol*.






On 1/18/2011 5:51 AM, Davy Kager wrote:

Hello!

I just posted this to AudioGames.net.  If you're disappointed because 
you can't use custom vehicles in multi-player mode, this may be a fun 
thing for you to read.  Furthermore, I talked about what we currently 
think will be the future of Top Speed.  I'd love to have some community 
feedback on this one.  The post is located at 
http://forum.audiogames.net/viewtopic.php?pid=46007#p46007


Thanks,
Davy
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Re: [Audyssey] Some background info on Top Speed 3

2011-01-20 Thread Davy Kager

Hello,

Your donations are always appreciated, of course.  The "Ding"-bug is caused 
by the keyboard focus being placed on the Top Speed logo.  As of yet we 
haven't found a way to get around this, other than simply not displaying the 
logo.  This is why we will most likely switch DirectInput back to what's 
called "exclusive cooperative level".  This means your keyboard will be 
mostly blocked, and on some computers even your volume controls break.  The 
solution to this is to Alt+Tab out of Top Speed and then do whatever you 
wanted to do.  At least this gets rid of the dinging. :-)


Many thanks,
Davy
- Original Message - 
From: "Valiant8086" 

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 12:15 AM
Subject: Re: [Audyssey] Some background info on Top Speed 3




Hi.
I would be willing to pay for topspeed 3, especially when you get a couple 
of the bugs that are causing me problems figured out. I race multiplayer 
with topspeed 3 just about every day, and have been playing topspeed 
multiplayer with others online for a year now.


I want to pay for topspeed. I want to donate for topspeed 3 actually, but 
am waiting for the bug where my computer does a default ding sound over 
and over when I try to use my keyboard to race. If you decide to reproduce 
topspeed in a different language, I'm hoping you make it very similar. 
Like the ability to replace the soundpack with my own, that is an 
important one. I have to modify the sounds a lot to help me be able to 
play with my hearing problems, and being able to just make a new 
languages, even if it's still english, is a tremendous help. If you 
developed a new version of topspeed, and I liked it, I'd certainly pay to 
have it.


Thanks for all your communication with your excited topspeed fans, and all 
the interaction on twitter and on this list that goes on to fix issues. I 
personally don't want topspeed to stop being developed, that goes as far 
as me paying for a new one built from the ground up. The only thing is 
whether your new version is as perfect as the current version is. It's 
going to be hard. This is my favorite game, and that's saying a lot. I'm 
not saying I don't like anyone else's games, I'm just a blind person who 
happens to be into engines. I live on a farm and am involved with 
tractors, trucks, stuff like this. I eat this topspeed game up and I want 
more! This game is like made specifically to please me, that's how I feel 
about it, and I'm not trying to flatter. I just might have produced more 
cars for this game than anyone else, No proof of that though. Last time I 
counted Iwas at around 17. Anybody made more than that?


Ok sorry about the poor typing, but I composed this in a hurry, I'm 
getting ready to do a race, and wanted to get this sent off first, and no 
I'm not joking just to be dramatic, I really am hurrying off to do a 
multiplayer race with someone who just got home and can host a server on 
the connection there finally. *lol*.






On 1/18/2011 5:51 AM, Davy Kager wrote:

Hello!

I just posted this to AudioGames.net.  If you're disappointed because you 
can't use custom vehicles in multi-player mode, this may be a fun thing 
for you to read.  Furthermore, I talked about what we currently think 
will be the future of Top Speed.  I'd love to have some community 
feedback on this one.  The post is located at 
http://forum.audiogames.net/viewtopic.php?pid=46007#p46007


Thanks,
Davy
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Re: [Audyssey] Mysteries of the Ancients Levels

2011-01-20 Thread dark

Hi tom.

Despite the extra time I really do think more complex levels are worth it.

Takee a look at this table. it lists the number of screen or rooms in each 
level for snes prince of persia, and the number of enemies found on those 
levels.


bare in mind that each screen has three levels, so for vertical hight you 
can just about multiply each number by 3.


Level  Sections-- LevelEnemies
---
   1125--10  8
224-- 2  7
424--12  6
824--18  6
   1224--16  5
   1824--19  5
   1924-- 4  4
123-- 6  4
323-- 8  4
623--11  4
723--13  4
   1323--15  4
   1423-- 3  3
   1523-- 7  3
   1623-- 9  3
519--14  3
   1019-- 1  2
916-- 5  2
   17 7--17  1
   20 6--20  1
---
Total   418-- Total 79

Ignoring the number of enemies thing (sinse afterall, prince of persia was 
never a really serious fighting game, this does show the sort of size of a 
complex comparable game to Mota, and I think you'll agree that something far 
larger is needed.


Also I completely agree on traps,  in fact it's the traps and puzles 
aspect that really occurs to me most when I think of this genre.


As for map design, I'd personallly say write all new ones, - afterall, 
montizumas revenge is a completely separate game afterall.


Rather than just dumping the work you've got thus far though, how about 
keeping the original first level, sinse it provides a very good and easy 
intro to the game, but then afterwards getting creative with the mazes etc.


All the best,

Dark.

---


- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Thursday, January 20, 2011 4:51 AM
Subject: [Audyssey] Mysteries of the Ancients Levels



Hi everyone,

Here is a little something I've been thinking about for a while now,
but have been to occupied building the Genesis Engine to really think
about Mysteries of the Ancients specifically. So now that the engine
is pretty much squared away at this point I can now focus my full
attention on designing Mysteries of the Ancients. Which is precisely
what I am going to be doing over the next few weeks.

In brief my ideas and thoughts have been surrounding the level maps. I
don't know about you personally, but I can't help but think that the
current levels, levels 1 and 2, are just a tad too simplistic for my
liking. Basically, what we have currently is a simple split level map
with an upper and lower level, and about 20 rooms in a 20 by 300 grid.
Otherwise it is just your basic side-scroller starting from the left
side of the screen and ending on the right side of the screen.

However, yesterday when I picked up my game pad to test and play
Mysteries of the Ancients it brought to mind all of the classic
side-scrollers I use to play when I was sighted. One of the big ones
is puzzle elements. Montezuma's Revenge is a great case in point.

One of the things that made Montezuma's Revenge such a great game is
that there were 11 2d mazes the player had to solve in order to beat
the game. Each maze had 25 rooms spread out over five floors. There
were various other puzzle elements throughout like vanishing
platforms, color coded keys required to unlock doors, burning torches
to light dark rooms, force fields, and so on. Plus there were traps
like fire pits, chasms, burning ropes, etc to jump over/avoid. In
short, in terms of the level maps alone games like Montezuma's Revenge
is far more complex and I can't help but feel as though MOTA doesn't
quite live up to its full potential as a treasure hunting game.

Another game that strikes me as another good example is Tomb Raider
Prophecy for the Nintendo Gameboy. While the levels themselves were
not as complex as Montezuma's Revenge in design they were more
difficult in terms of traps and puzzle elements. For example, there
were trick doors that when you pulled a lever they would open and
after a couple of seconds they would close again. That made it a real
challenge to run through the door before it smashes  you flat or locks
you out of that chamber.

Basically, what I'm saying is that I know I can do a lot more to make
Mysteries of the Ancients a much better game. Add more puzzle
elements, add a better maze design to the levels, and add more traps,
etc to the game. All of these would be over all i

Re: [Audyssey] Game Chat Reminder

2011-01-20 Thread burakyuksek

We understand it, dont right it anymore.
saygilar sevgiler.
- Original Message - 
From: "Gamers Chat Robot" 

To: 
Sent: Thursday, January 20, 2011 10:00 AM
Subject: [Audyssey] Game Chat Reminder



Ever wanted to hear what a certain gamer really sounds like? Ever wanted
to ask the developer a question about that cool game?

Developers, ever wanted to get to know your players? Ever wanted to be
able to answer questions asked by your players?

Here is your chance to do all these things and more. All you need is a
Windows system with a working sound card and microphone. The service is
free to use after you complete the simple registration process.

The site is http://www.for-the-people.com and the chat room is the Games
People Play.

This notice reminder is for the Thursdays gamer chat which goes on until
when ever.

The Time: Well, that depends on where you are at. Below is a simple
chart showing time zones in the US as well as universal time.

Thursdays starting at:
6PM Pacific
7PM Mountain
8PM Central
9PM Eastern
1AM Friday morning Universal

Hope to see you there.

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