Re: [Audyssey] Games from APH?

2011-01-27 Thread Jim Kitchen

Hi Dark,

Yeah, Kathy the umpire in my baseball game got us tickets to see Michael Reiss 
do a stand up.  She also got us the tickets to lunch and chat with him first.  
It was pretty darn cool that he sat next to me for the lunch and chat.  I told 
him about my games and that I was working on Homer on a Harley.

BTW He said that they did not know it at the time, but that there is a 
Shelbyville just north of Springfield Illinois.

BFN

Jim

The capitol of Montana is not Hanna.  Bart Simpson on black board.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Games from APH?

2011-01-27 Thread Jim Kitchen

Hi Jacob,

Wow, cool.  I need one of those Homer Simpson bottle openers.  I've got a Homer 
Simpson pizza cutter that says several different things.  Was bought a dancing 
Homer, have the entire Simpsons family and just allot of stuff that either I 
have bought or has been bought for me.  Lots of clothes like shirt with Bart 
saying eat my shorts etc etc.

BFN

Jim

Forget the Joneses I can't keep up with The Simpsons

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Game Engines was Heli

2011-01-27 Thread Thomas Ward
Hi Philip,

Yeah, I do see what you mean. For one thing we have taken two
completely different approaches to the same thing. Both have
advantages and disadvantages.

For example, as I understand BGT what you have done is basically
written a piece of middleware that wraps DirectSound, DirectInput,
Sapi, ENet, etc and then registered the functionality of BGT with
Angelscript allowing someone to script a game in Angelscript and
depend on your middleware to handle all the low level stuff like
input, speech output, sound, networking, and various other things you
have built into BGT. Am I right?

Well, my approach is quite a bit different. As I mentioned before
originally when I wrote Genesis 3D, AKA G3D.dll, It was written in C#
.NET and wrapped Microsoft's Managed DirectX, Sapi, as well as
provided a number of custom .NET classes that provided an API for
quick and easy game creation using the various .NET languages like C#,
C++, and Visual Basic. However, once I found out that Managed DirectX
was buggy and Microsoft's XNA Framework .for .NET is largely
inaccessible I decided to port the engine to C++ and use the various
APIs directly rather than writing a piece of middleware based on other
middle ware like Managed DirectX.

The current Genesis engine is written in C++, is fully object
oriented, and uses a managed C++ design model. The reason I wrote it
as managed code is because in theory I can take the G3D.dll library
include it in A C# .NET or VB .NET project import the library and have
input, speech, networking, advanced 3d calculations, etc ready to go.
All I need to do is initialize the class or classes I wish to use. For
example, although Streemway is not managed C++, I have written a
managed wrapper for it that I can use in a Visual Basic .NET applike
this.

' Import the G3D namespace
import G3D

' Declare an audio class object
Private audio As Audio

' Initialize audio
' and play a sound
Static Sub Main()

  if audio.InitializeAudio(Window.IsWindowHandle()) == false then
' Show error message
Close()
End If

  ' Load and play sound
  audio.SoundOpen (0, fire.wav)
  audio.SoundPlay (0, false)

End Sub


Okay, this is a bit of an over simplification since I left out all of
the form initialization code etc but you get the point of how easy it
would be for a Visual Basic programmer to include my engine into a
standard .NET application and begin using it right away to build
games. Where you use something like Angelscript for programming my
design is more flexable. I can obviously use C++, since that is the
language the engine is written in, but I can also plug it into any
.NET language like C# .NET or Visual Basic .NET and use that to build
games. This would essentually give the end user a choice of language
or languages to use when building games. As a long time .NET developer
I happen to know that C# is hundreds of times easier than C++ and is
just as good, maybe better, than using something like Angelscript. If
someone like Jim Kitchen decided to upgrade to VB .NET rather than
using Visual Basic 6 he could in theory use my engine to access
DirectSound, DirectInput, Sapi, all via my engine in .NET. So the
choice of programming language is certainly one advantage I can see as
a plus here.

Another advantage is base classes. I have been adding core data
classes for a number of common game objects you might encounter. Since
the base classes are there you can use inheritence to extend or expand
the functionality of the classes without having to rewrite anything.
For example, take the player class. It has all of the normal things
you would expect to find like health, location, direction, point of
view, etc. However, by itself it couldn't be used to create a special
character like a wizard. No problem create your own class and inherit
the player class like this.

import G3D

Class Wizard Inherits Player
  ' Add wizard specific code here
End Class

This gives a game developer all the primary classes they need to work
with, but gives them the flexability to extend the classes and
functionality as needed. Not to mention the fact that doing it this
way using C++, C#, or VB .NET gives you all the advanced functionality
of object oriented design like pollimorphism, inheritance, etc. When I
was trying out BGT one of the things I didn't like as it lacked a
number of advanced language features I'm personally use to having when
programming.

Finally, there is he issue of cross-platform support. At this current
time I have elected not to port the Genesis engine to Mac OS or to
Linux just because of the effort in volved plus I've discovered to do
it right I need to use OS specific libraries and toolkits. All the
same if I were to create this port it would be a definite advantage
over BGT as the same engine could be used on more than one platform.


In terms of disadvantages Genesis 3D was designed primarily to target
game developers with some programming skills in C++, C#, or VB .NET.
This enables someone to 

Re: [Audyssey] Angry Birds and Accessibility Standards

2011-01-27 Thread Thomas Ward
Hi,

Well done. I really liked the article. You raised some very good
points. I guess I hadn't realised no one had drafted a set of
standards for game accessibility, but I guess that's not too
surprising. Definitely something to think about.

Cheers!




On 1/26/11, Kwasi Mensah kwasi.men...@ananseproductions.com wrote:
 Hey everyone,

 My company, which is currently working on a blind accessible iphone game,
 has a new blog post on apply accessibility standards the popular mobile game
 Angry Birds. You can read it at:
 http://www.ananseproductions.com/angry-birds-and-accessibility-standards/

 Enjoy and Thanks for any feedback!
 Kwasi

 --
 --
 Founder, Ananse Productions
 www.ananseproductions.com
 Games for the Rest of US
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Re: [Audyssey] Game Engines was Heli

2011-01-27 Thread Liam Erven
The one thing I really have liked about angel script is how similar it is to
other languages. I switched over to BGT from vb6.  It was a bit of a hassle
at first, but after about 4 months with it I became very fluent. Around that
time, I had to start doing some PHP work for my job, and I'm finding that
the syntax between angelscript and php has some similarities which has made
jumping between the languages much simpler.  If I had the option to keep
going in vb.net I wouldn't have challenged myself and learned something knew
which would not only help my games, but my work as well.


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Thursday, January 27, 2011 5:06 AM
To: Philip Bennefall; Gamers Discussion list
Subject: Re: [Audyssey] Game Engines was Heli

Hi Philip,

Yeah, I do see what you mean. For one thing we have taken two completely
different approaches to the same thing. Both have advantages and
disadvantages.

For example, as I understand BGT what you have done is basically written a
piece of middleware that wraps DirectSound, DirectInput, Sapi, ENet, etc and
then registered the functionality of BGT with Angelscript allowing someone
to script a game in Angelscript and depend on your middleware to handle all
the low level stuff like input, speech output, sound, networking, and
various other things you have built into BGT. Am I right?

Well, my approach is quite a bit different. As I mentioned before originally
when I wrote Genesis 3D, AKA G3D.dll, It was written in C# .NET and wrapped
Microsoft's Managed DirectX, Sapi, as well as provided a number of custom
.NET classes that provided an API for quick and easy game creation using the
various .NET languages like C#,
C++, and Visual Basic. However, once I found out that Managed DirectX
was buggy and Microsoft's XNA Framework .for .NET is largely inaccessible I
decided to port the engine to C++ and use the various APIs directly rather
than writing a piece of middleware based on other middle ware like Managed
DirectX.

The current Genesis engine is written in C++, is fully object oriented, and
uses a managed C++ design model. The reason I wrote it as managed code is
because in theory I can take the G3D.dll library include it in A C# .NET or
VB .NET project import the library and have input, speech, networking,
advanced 3d calculations, etc ready to go.
All I need to do is initialize the class or classes I wish to use. For
example, although Streemway is not managed C++, I have written a managed
wrapper for it that I can use in a Visual Basic .NET applike this.

' Import the G3D namespace
import G3D

' Declare an audio class object
Private audio As Audio

' Initialize audio
' and play a sound
Static Sub Main()

  if audio.InitializeAudio(Window.IsWindowHandle()) == false then
' Show error message
Close()
End If

  ' Load and play sound
  audio.SoundOpen (0, fire.wav)
  audio.SoundPlay (0, false)

End Sub


Okay, this is a bit of an over simplification since I left out all of the
form initialization code etc but you get the point of how easy it would be
for a Visual Basic programmer to include my engine into a standard .NET
application and begin using it right away to build games. Where you use
something like Angelscript for programming my design is more flexable. I can
obviously use C++, since that is the language the engine is written in, but
I can also plug it into any .NET language like C# .NET or Visual Basic .NET
and use that to build games. This would essentually give the end user a
choice of language or languages to use when building games. As a long time
.NET developer I happen to know that C# is hundreds of times easier than C++
and is just as good, maybe better, than using something like Angelscript. If
someone like Jim Kitchen decided to upgrade to VB .NET rather than using
Visual Basic 6 he could in theory use my engine to access DirectSound,
DirectInput, Sapi, all via my engine in .NET. So the choice of programming
language is certainly one advantage I can see as a plus here.

Another advantage is base classes. I have been adding core data classes for
a number of common game objects you might encounter. Since the base classes
are there you can use inheritence to extend or expand the functionality of
the classes without having to rewrite anything.
For example, take the player class. It has all of the normal things you
would expect to find like health, location, direction, point of view, etc.
However, by itself it couldn't be used to create a special character like a
wizard. No problem create your own class and inherit the player class like
this.

import G3D

Class Wizard Inherits Player
  ' Add wizard specific code here
End Class

This gives a game developer all the primary classes they need to work with,
but gives them the flexability to extend the classes and functionality as
needed. Not to mention the fact that doing it this way using C++, C#, or VB
.NET 

[Audyssey] Homer Simpson Talking Beer Opener

2011-01-27 Thread Phil Vlasak

Hi Jim,
Homer Simpson Talking Beer Opener. Hear Homer Simpson go crazy when he 
doesnt get his beer! No buttons to push. Automatic sound.


Fun and functional

The perfect gift for any Simpsons fan

Batteries included!

Officially licensed

Hear Homer enjoying a beer! And his reaction when he takes a drink!

Retail Price: $18.95
Our Price: $8.95


http://www.talkingbottleopener.net/homerbeeropener/index.htm

- Original Message - 
From: Jim Kitchen j...@kitchensinc.net

To: Jacob Kruger Gamers@audyssey.org
Sent: Thursday, January 27, 2011 4:58 AM
Subject: Re: [Audyssey] Games from APH?



Hi Jacob,

Wow, cool.  I need one of those Homer Simpson bottle openers.  I've got a 
Homer Simpson pizza cutter that says several different things.  Was bought 
a dancing Homer, have the entire Simpsons family and just allot of stuff 
that either I have bought or has been bought for me.  Lots of clothes like 
shirt with Bart saying eat my shorts etc etc.


BFN

Jim



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Re: [Audyssey] mvc 3 recording

2011-01-27 Thread Orin
Well, if it was designed for us, half the world would have to be blind. 
Especially where Marvel is concerned; they wouldn't just let their characters 
in a game that'll go to a small market.
Orin
orin8...@gmail.com
Twitter: http://www.twitter.com/orinks
Skype: orin1112



On Jan 27, 2011, at 2:26 AM, Clement Chou wrote:

 Marvel VS. Capcom 3 and street Fighter 4 are two completely different 
 enteties... SF 4 does not have narrated character selection. And in Marvel 
 VS. Capcom's case, the character selection screen is the only place you get 
 speech feedback. Sorry folks... this gimmic was not designed for us.
 
 At 11:13 PM 26/01/2011, you wrote:
 hmmm
 well this new streetfighter, I think its sf4 is it?
 sounds good.
 if all the options on the pc version speak like this and I can get the moves 
 then hmmm.
 At 06:40 p.m. 27/01/2011, you wrote:
 Okay. So although I don't have the game yet... here's another vid from 
 youtube of this amazing gem of a 
 fighter.http://dl.dropbox.com/u/3394499/MvC3%20at%20CES%202011%20-%20TrophyClub%28MODOK_Ammy_Morri%29%20vs%20Marn%28Zero_Viper_Dante_Doom%29.mp3
 
 This is the vdeio footage taken from an event earlier this month... and the 
 the match is between trophy-club and a top player from the states who goes 
 by the alius Marn. The character names are the names of the teams they're 
 using... and good news for all who are worried about learning selection 
 screens, characters are announced when you select them! Enjoy... comments 
 are welcome.
 
 
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Re: [Audyssey] Game Engines was Heli

2011-01-27 Thread Philip Bennefall

Hi Thomas,

Yes, I can see where you are coming from in terms of flexibility of 
languages. BGT could also be made into a dll relatively easily, but I have 
not yet had a lot of requests for this and since I am comfortable with C++ 
syntax for my own development, AngelScript was a good choice for me. 
AngelScript does support polymorphism through something called interfaces, 
as well as normal single inheritance. I primarily wrote BGT for my own use, 
and I wanted an all in one solution that was portable and that I could take 
with me on a flash drive for example with no complicated installations. 
Code::Blocks and Visual Studio are horrible to install, if you ask me. BGT 
can be taken anywhere, and you can run your scripts even without actually 
installing the engine; it works perfectly if distributed in a zip file on a 
USB memory stick. This is one of the advantages I can see with a dedicated 
solution rather than a piece of middleware, though as we have already 
established both of these have their advantages and disadvantages.


Kind regards,

Philip Bennefall
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 27, 2011 12:05 PM
Subject: Re: [Audyssey] Game Engines was Heli


Hi Philip,

Yeah, I do see what you mean. For one thing we have taken two
completely different approaches to the same thing. Both have
advantages and disadvantages.

For example, as I understand BGT what you have done is basically
written a piece of middleware that wraps DirectSound, DirectInput,
Sapi, ENet, etc and then registered the functionality of BGT with
Angelscript allowing someone to script a game in Angelscript and
depend on your middleware to handle all the low level stuff like
input, speech output, sound, networking, and various other things you
have built into BGT. Am I right?

Well, my approach is quite a bit different. As I mentioned before
originally when I wrote Genesis 3D, AKA G3D.dll, It was written in C#
.NET and wrapped Microsoft's Managed DirectX, Sapi, as well as
provided a number of custom .NET classes that provided an API for
quick and easy game creation using the various .NET languages like C#,
C++, and Visual Basic. However, once I found out that Managed DirectX
was buggy and Microsoft's XNA Framework .for .NET is largely
inaccessible I decided to port the engine to C++ and use the various
APIs directly rather than writing a piece of middleware based on other
middle ware like Managed DirectX.

The current Genesis engine is written in C++, is fully object
oriented, and uses a managed C++ design model. The reason I wrote it
as managed code is because in theory I can take the G3D.dll library
include it in A C# .NET or VB .NET project import the library and have
input, speech, networking, advanced 3d calculations, etc ready to go.
All I need to do is initialize the class or classes I wish to use. For
example, although Streemway is not managed C++, I have written a
managed wrapper for it that I can use in a Visual Basic .NET applike
this.

' Import the G3D namespace
import G3D

' Declare an audio class object
Private audio As Audio

' Initialize audio
' and play a sound
Static Sub Main()

 if audio.InitializeAudio(Window.IsWindowHandle()) == false then
   ' Show error message
   Close()
End If

 ' Load and play sound
 audio.SoundOpen (0, fire.wav)
 audio.SoundPlay (0, false)

End Sub


Okay, this is a bit of an over simplification since I left out all of
the form initialization code etc but you get the point of how easy it
would be for a Visual Basic programmer to include my engine into a
standard .NET application and begin using it right away to build
games. Where you use something like Angelscript for programming my
design is more flexable. I can obviously use C++, since that is the
language the engine is written in, but I can also plug it into any
.NET language like C# .NET or Visual Basic .NET and use that to build
games. This would essentually give the end user a choice of language
or languages to use when building games. As a long time .NET developer
I happen to know that C# is hundreds of times easier than C++ and is
just as good, maybe better, than using something like Angelscript. If
someone like Jim Kitchen decided to upgrade to VB .NET rather than
using Visual Basic 6 he could in theory use my engine to access
DirectSound, DirectInput, Sapi, all via my engine in .NET. So the
choice of programming language is certainly one advantage I can see as
a plus here.

Another advantage is base classes. I have been adding core data
classes for a number of common game objects you might encounter. Since
the base classes are there you can use inheritence to extend or expand
the functionality of the classes without having to rewrite anything.
For example, take the player class. It has all of the normal things
you would expect to find like health, location, direction, point of
view, etc. However, by 

Re: [Audyssey] Game Engines was Heli

2011-01-27 Thread Thomas Ward
Hi Philip,

Hmmm...Well, my opinion here was pretty much based on viewing the BGT
documentation and a brief glance at the Angelscript docs. It just
seamed while Angelscript is powerful as a scripting language it seamed
to me to be somewhat limited compared to a full blown programming
language in some respects. However, in an engine like BGT it doesn't
have to be a full blown programming language to get the job done.

As for Visual Studio, Codeblocks, etc you are absolutely right.
Besides having to install the IDES, which is a pain in the butt by
themselves, there are all the various SDKs you need like the .NET
Framework or the Windows Platform SDK. Either one of those will eat a
huge chunk of your hard drive space in and of themselves. That's one
reason I decided to create G3D as a dll file. Once I get it stable and
ready for redistirbution other than general upgrades most of the time
i won't nneed the Windos Platform SDK, DirectX SDK, or any of that
since my library will handle that stuff for me. However, there are
advantages to something like BGT that can fit on a thunb drive without
any external compilers, IDES, etc. hard to say which I like better.

Smile.


On 1/27/11, Philip Bennefall phi...@blastbay.com wrote:
 Hi Thomas,

 Yes, I can see where you are coming from in terms of flexibility of
 languages. BGT could also be made into a dll relatively easily, but I have
 not yet had a lot of requests for this and since I am comfortable with C++
 syntax for my own development, AngelScript was a good choice for me.
 AngelScript does support polymorphism through something called interfaces,
 as well as normal single inheritance. I primarily wrote BGT for my own use,
 and I wanted an all in one solution that was portable and that I could take
 with me on a flash drive for example with no complicated installations.
 Code::Blocks and Visual Studio are horrible to install, if you ask me. BGT
 can be taken anywhere, and you can run your scripts even without actually
 installing the engine; it works perfectly if distributed in a zip file on a
 USB memory stick. This is one of the advantages I can see with a dedicated
 solution rather than a piece of middleware, though as we have already
 established both of these have their advantages and disadvantages.

 Kind regards,

 Philip Bennefall

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Re: [Audyssey] Game Engines was Heli

2011-01-27 Thread Thomas Ward
Hi Liam,

Well, that is one of the main reasons I generally tell new programmers
to try a language like Java, C#, C++, etc that use a c-style syntax
and programming methodology. What you learn from one can most
generally be applied to another programming language. For example,
when I started learning C-Sharp in 2003 I was already quite familiar
with Java and C++. With my previous experience and training it made
learning C-Sharp a snap because C-Sharp is extremely similar to Java
in some respects. Were I a Visual Basic 6 programmer the transition
would have been much more difficult since Visual Basic and C-Sharp had
little in common.

With Angelscript, as you pointed out, it does use a c-style syntax and
methodology. Coming from a Visual Basic background the learning curve
is steeper. However, if you learn Angelscript a lot of the syntax and
so on will carry over to Java, C-Sharp, C++, Perl, Flash, and so on
making your transition easier in the long run.


Cheers!




On 1/27/11, Liam Erven liamer...@gmail.com wrote:
 The one thing I really have liked about angel script is how similar it is to
 other languages. I switched over to BGT from vb6.  It was a bit of a hassle
 at first, but after about 4 months with it I became very fluent. Around that
 time, I had to start doing some PHP work for my job, and I'm finding that
 the syntax between angelscript and php has some similarities which has made
 jumping between the languages much simpler.  If I had the option to keep
 going in vb.net I wouldn't have challenged myself and learned something knew
 which would not only help my games, but my work as well.

---
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Re: [Audyssey] Homer Simpson Talking Beer Opener

2011-01-27 Thread Lori Duncan
Oh my, what will they invent next!?  Phil how's about a whole range of 
talking Peeves items for the home, including a high-powered electric kettle, 
which if a burgler comes to your door will quite scream Attack, attack and 
get them with boiling water.  Smile
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 27, 2011 12:27 PM
Subject: [Audyssey] Homer Simpson Talking Beer Opener



Hi Jim,
Homer Simpson Talking Beer Opener. Hear Homer Simpson go crazy when he 
doesnt get his beer! No buttons to push. Automatic sound.


Fun and functional

The perfect gift for any Simpsons fan

Batteries included!

Officially licensed

Hear Homer enjoying a beer! And his reaction when he takes a drink!

Retail Price: $18.95
Our Price: $8.95


http://www.talkingbottleopener.net/homerbeeropener/index.htm

- Original Message - 
From: Jim Kitchen j...@kitchensinc.net

To: Jacob Kruger Gamers@audyssey.org
Sent: Thursday, January 27, 2011 4:58 AM
Subject: Re: [Audyssey] Games from APH?



Hi Jacob,

Wow, cool.  I need one of those Homer Simpson bottle openers.  I've got a 
Homer Simpson pizza cutter that says several different things.  Was 
bought a dancing Homer, have the entire Simpsons family and just allot of 
stuff that either I have bought or has been bought for me.  Lots of 
clothes like shirt with Bart saying eat my shorts etc etc.


BFN

Jim



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Re: [Audyssey] Game Engines was Heli

2011-01-27 Thread Philip Bennefall

Hi Thomas,

I don't know when you last viewed the BGT documentation but until fairly 
recently, the more advanced object oriented parts of the language were not 
covered at all in the tutorial. AngelScript has inheritance, polymorphism 
through interfaces, overloaded functions and class operators, and even such 
things as function pointers. So while not quite a programming language it 
comes very close while stil being extremely simple, and I would never go 
back to writing actualg ame logic in C++ again. I'm all for using C++ where 
speed/performance is concerned, but equally as convinced that high level 
game logic should be written in a high level language. And since I am not a 
fan of .net, I ended up using a scripting solution. This way I don't even 
have to initialize anything, no need to open a device, set up DirectInput or 
even worry about creating the window or setting up the timer threading 
model, all this is done behind the scenes for you. Similarly, everything is 
properly destroyed even if a script exception occurs.


Kind regards,

Philip Bennefall
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 27, 2011 4:42 PM
Subject: Re: [Audyssey] Game Engines was Heli


Hi Philip,

Hmmm...Well, my opinion here was pretty much based on viewing the BGT
documentation and a brief glance at the Angelscript docs. It just
seamed while Angelscript is powerful as a scripting language it seamed
to me to be somewhat limited compared to a full blown programming
language in some respects. However, in an engine like BGT it doesn't
have to be a full blown programming language to get the job done.

As for Visual Studio, Codeblocks, etc you are absolutely right.
Besides having to install the IDES, which is a pain in the butt by
themselves, there are all the various SDKs you need like the .NET
Framework or the Windows Platform SDK. Either one of those will eat a
huge chunk of your hard drive space in and of themselves. That's one
reason I decided to create G3D as a dll file. Once I get it stable and
ready for redistirbution other than general upgrades most of the time
i won't nneed the Windos Platform SDK, DirectX SDK, or any of that
since my library will handle that stuff for me. However, there are
advantages to something like BGT that can fit on a thunb drive without
any external compilers, IDES, etc. hard to say which I like better.

Smile.


On 1/27/11, Philip Bennefall phi...@blastbay.com wrote:

Hi Thomas,

Yes, I can see where you are coming from in terms of flexibility of
languages. BGT could also be made into a dll relatively easily, but I have
not yet had a lot of requests for this and since I am comfortable with C++
syntax for my own development, AngelScript was a good choice for me.
AngelScript does support polymorphism through something called interfaces,
as well as normal single inheritance. I primarily wrote BGT for my own 
use,
and I wanted an all in one solution that was portable and that I could 
take

with me on a flash drive for example with no complicated installations.
Code::Blocks and Visual Studio are horrible to install, if you ask me. BGT
can be taken anywhere, and you can run your scripts even without actually
installing the engine; it works perfectly if distributed in a zip file on 
a

USB memory stick. This is one of the advantages I can see with a dedicated
solution rather than a piece of middleware, though as we have already
established both of these have their advantages and disadvantages.

Kind regards,

Philip Bennefall 



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Re: [Audyssey] my feedback re: MOTA Last Minute Comments

2011-01-27 Thread Thomas Ward
Hi Nicol,

Nicol wrote:

Yes I agree, it will fit the story line if monsters and items are not
random. In shades of doom, monsters and items are never random.

My reply:

Actually, in Shades of Doom enemy monsters and items are randomly
placed around the level. The monsters and items don't usually show up
in the same room from game to game. There are, however, a few
exceptions to this rule like the mutant human with the semi-automatic
in the elevator room, the blob in the toilet, the blob in the packing
crate, etc that are not randomly placed. I suppose if I updated my
random placement code to work like Shades of Doom does there wouldn't
be a problem with it.

Nicol wrote:

As for arcade mode or not, I personally feel the game should have at least 3
lives. When I played  games like  pack man, Mario brothers and load runner
on a gaming console as a child with the assistance of sighted friends, these
games all had more than one life.

My reply:

Well, the reason the classic platform games like those you mentioned
above had three or more lives is do to hardware restrictions. There
was no hard drive, thumb drive, or anything else to save games to so
they gave you multiple lives instead of the ability to save
checkpoints.

In a lot of modern games instead of a save menu or multiple lives they
have automatic checkpoints. If you die you are given the option to
reload from your last saved checkpoint. This doesn't make it any
easier because it just gives you more chances to try and get past a
certain trap, enemy, etc that you might be stuck on.

Cheers!

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Re: [Audyssey] mvc 3 recording

2011-01-27 Thread Clement Chou
Didn't mean the gtame itself. lol. I meant characters getting 
announced when you select them...


At 04:32 AM 27/01/2011, you wrote:
Well, if it was designed for us, half the world would have to be 
blind. Especially where Marvel is concerned; they wouldn't just let 
their characters in a game that'll go to a small market.

Orin
orin8...@gmail.com
Twitter: http://www.twitter.com/orinks
Skype: orin1112



On Jan 27, 2011, at 2:26 AM, Clement Chou wrote:

 Marvel VS. Capcom 3 and street Fighter 4 are two completely 
different enteties... SF 4 does not have narrated character 
selection. And in Marvel VS. Capcom's case, the character selection 
screen is the only place you get speech feedback. Sorry folks... 
this gimmic was not designed for us.


 At 11:13 PM 26/01/2011, you wrote:
 hmmm
 well this new streetfighter, I think its sf4 is it?
 sounds good.
 if all the options on the pc version speak like this and I can 
get the moves then hmmm.

 At 06:40 p.m. 27/01/2011, you wrote:
 Okay. So although I don't have the game yet... here's another 
vid from youtube of this amazing gem of a 
fighter.http://dl.dropbox.com/u/3394499/MvC3%20at%20CES%202011%20-%20TrophyClub%28MODOK_Ammy_Morri%29%20vs%20Marn%28Zero_Viper_Dante_Doom%29.mp3


 This is the vdeio footage taken from an event earlier this 
month... and the the match is between trophy-club and a top player 
from the states who goes by the alius Marn. The character names are 
the names of the teams they're using... and good news for all who 
are worried about learning selection screens, characters are 
announced when you select them! Enjoy... comments are welcome.



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Re: [Audyssey] Angry Birds and Accessibility Standards

2011-01-27 Thread Shiny protector

Loved it.
- Original Message - 
From: Kwasi Mensah kwasi.men...@ananseproductions.com

To: gamers@audyssey.org
Sent: Wednesday, January 26, 2011 3:14 PM
Subject: [Audyssey] Angry Birds and Accessibility Standards



Hey everyone,

My company, which is currently working on a blind accessible iphone game,
has a new blog post on apply accessibility standards the popular mobile 
game

Angry Birds. You can read it at:
http://www.ananseproductions.com/angry-birds-and-accessibility-standards/

Enjoy and Thanks for any feedback!
Kwasi

--
--
Founder, Ananse Productions
www.ananseproductions.com
Games for the Rest of US
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Re: [Audyssey] mvc 3 recording

2011-01-27 Thread Shiny protector

Can't seem to download the thing.
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 27, 2011 5:24 PM
Subject: Re: [Audyssey] mvc 3 recording


Didn't mean the gtame itself. lol. I meant characters getting announced 
when you select them...


At 04:32 AM 27/01/2011, you wrote:
Well, if it was designed for us, half the world would have to be blind. 
Especially where Marvel is concerned; they wouldn't just let their 
characters in a game that'll go to a small market.

Orin
orin8...@gmail.com
Twitter: http://www.twitter.com/orinks
Skype: orin1112



On Jan 27, 2011, at 2:26 AM, Clement Chou wrote:

 Marvel VS. Capcom 3 and street Fighter 4 are two completely
different enteties... SF 4 does not have narrated character selection. 
And in Marvel VS. Capcom's case, the character selection screen is the 
only place you get speech feedback. Sorry folks... this gimmic was not 
designed for us.


 At 11:13 PM 26/01/2011, you wrote:
 hmmm
 well this new streetfighter, I think its sf4 is it?
 sounds good.
 if all the options on the pc version speak like this and I can
get the moves then hmmm.
 At 06:40 p.m. 27/01/2011, you wrote:
 Okay. So although I don't have the game yet... here's another
vid from youtube of this amazing gem of a 
fighter.http://dl.dropbox.com/u/3394499/MvC3%20at%20CES%202011%20-%20TrophyClub%28MODOK_Ammy_Morri%29%20vs%20Marn%28Zero_Viper_Dante_Doom%29.mp3


 This is the vdeio footage taken from an event earlier this
month... and the the match is between trophy-club and a top player from 
the states who goes by the alius Marn. The character names are the names 
of the teams they're using... and good news for all who are worried about 
learning selection screens, characters are announced when you select 
them! Enjoy... comments are welcome.



 ---
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Re: [Audyssey] RSW strategy game

2011-01-27 Thread Shiny protector

Hi,
2 Things. First, is this game about phelosiphy and RS? Second, I have know 
idea about your talking about. What is the game about exactly?
- Original Message - 
From: Zachary Kline zkl...@speedpost.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 27, 2011 3:57 AM
Subject: Re: [Audyssey] RSW strategy game



Hello,
I've just signed up for my first game.  I'm eager to see how it turns out, 
and will pass along any accessibility suggestions if I feel they're 
warranted.  This sort of game is right up my alley, so I'm looking forward 
to the challenge.
Out of interest, how did you stumble upon this list?  It's rare for 
sighted people to pop up out of the woodwork, as it were.

All the best,
Zack.
On Jan 26, 2011, at 12:34 PM, David Rose wrote:


Greetings gamers,

I'm the developer of RSW, an independent multiplayer strategy game. It's 
an homage to the classic play-by-mail games of the 1970's and 1980's, and 
it can still be played exactly as those games were played (though by 
email instead of postal mail).  I develop this game in my free time, just 
because it makes me happy to do so.


Although it wasn't specifically designed for the visually impaired, the 
fact that it retains the classic text-based interface makes it perfectly 
suited to allow visually-impaired players to compete equally with the 
sighted.  (There is also a modern graphical client for those who prefer 
accessing the game in that way, but the game is fully functional via 
old-school turn reports and order sheets.)


As a game, RSW isn't for everyone, but for detail-oriented people it can 
be very thrilling.  It's turn-based, with turn times highly configurable 
and typically ranging from three to seven days per turn.  Successful 
gameplay involves a lot of communication with other players; diplomacy 
and interaction are very important elements of the game (though there are 
also game variants that eliminate this communication).


The game population is fairly small right now--about 10-20 active 
players--but I'm trying to spread the word and grow the player base, 
which will hopefully lead to more exciting games for everyone.  If you 
think you might be interested, I'd love for you to check it out!  Also, 
I'd love to know if there are problems accessing the website or the email 
interface.


You can visit the website at http://rswgame.com , or if you prefer using 
email, send an email message with just the word hello in the body of 
the message (not the subject) to r...@rswgame.com .


Thanks!
David

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Re: [Audyssey] Angry Birds and Accessibility Standards

2011-01-27 Thread Pitermach

quite nice.
Out of curiosity, what will your game be about?

- Original Message - 
From: Kwasi Mensah kwasi.men...@ananseproductions.com

To: gamers@audyssey.org
Sent: Wednesday, January 26, 2011 4:14 PM
Subject: [Audyssey] Angry Birds and Accessibility Standards



Hey everyone,

My company, which is currently working on a blind accessible iphone game,
has a new blog post on apply accessibility standards the popular mobile 
game

Angry Birds. You can read it at:
http://www.ananseproductions.com/angry-birds-and-accessibility-standards/

Enjoy and Thanks for any feedback!
Kwasi

--
--
Founder, Ananse Productions
www.ananseproductions.com
Games for the Rest of US
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Re: [Audyssey] mvc 3 recording

2011-01-27 Thread Clement Chou

Here's the link again... it should work.

http://dl.dropbox.com/u/3394499/MvC3%20at%20CES%202011%20-%20TrophyClub%28MODOK_Ammy_Morri%29%20vs%20Marn%28Zero_Viper_Dante_Doom%29.mp3

At 10:21 AM 27/01/2011, you wrote:

Can't seem to download the thing.
- Original Message - From: Clement Chou chou.clem...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 27, 2011 5:24 PM
Subject: Re: [Audyssey] mvc 3 recording


Didn't mean the gtame itself. lol. I meant characters getting 
announced when you select them...


At 04:32 AM 27/01/2011, you wrote:
Well, if it was designed for us, half the world would have to be 
blind. Especially where Marvel is concerned; they wouldn't just 
let their characters in a game that'll go to a small market.

Orin
orin8...@gmail.com
Twitter: http://www.twitter.com/orinks
Skype: orin1112



On Jan 27, 2011, at 2:26 AM, Clement Chou wrote:

 Marvel VS. Capcom 3 and street Fighter 4 are two completely
different enteties... SF 4 does not have narrated character 
selection. And in Marvel VS. Capcom's case, the character 
selection screen is the only place you get speech feedback. Sorry 
folks... this gimmic was not designed for us.


 At 11:13 PM 26/01/2011, you wrote:
 hmmm
 well this new streetfighter, I think its sf4 is it?
 sounds good.
 if all the options on the pc version speak like this and I can
get the moves then hmmm.
 At 06:40 p.m. 27/01/2011, you wrote:
 Okay. So although I don't have the game yet... here's another
vid from youtube of this amazing gem of a 
fighter.http://dl.dropbox.com/u/3394499/MvC3%20at%20CES%202011%20-%20TrophyClub%28MODOK_Ammy_Morri%29%20vs%20Marn%28Zero_Viper_Dante_Doom%29.mp3


 This is the vdeio footage taken from an event earlier this
month... and the the match is between trophy-club and a top player 
from the states who goes by the alius Marn. The character names 
are the names of the teams they're using... and good news for all 
who are worried about learning selection screens, characters are 
announced when you select them! Enjoy... comments are welcome.



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Re: [Audyssey] RSW strategy game

2011-01-27 Thread Hayden Presley
Hi,
How does one base a game off of philosophy? And what is RS?

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Shiny protector
Sent: Thursday, January 27, 2011 12:26 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] RSW strategy game

Hi,
2 Things. First, is this game about phelosiphy and RS? Second, I have know 
idea about your talking about. What is the game about exactly?
- Original Message - 
From: Zachary Kline zkl...@speedpost.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 27, 2011 3:57 AM
Subject: Re: [Audyssey] RSW strategy game


 Hello,
 I've just signed up for my first game.  I'm eager to see how it turns out,

 and will pass along any accessibility suggestions if I feel they're 
 warranted.  This sort of game is right up my alley, so I'm looking forward

 to the challenge.
 Out of interest, how did you stumble upon this list?  It's rare for 
 sighted people to pop up out of the woodwork, as it were.
 All the best,
 Zack.
 On Jan 26, 2011, at 12:34 PM, David Rose wrote:

 Greetings gamers,

 I'm the developer of RSW, an independent multiplayer strategy game. It's 
 an homage to the classic play-by-mail games of the 1970's and 1980's, and

 it can still be played exactly as those games were played (though by 
 email instead of postal mail).  I develop this game in my free time, just

 because it makes me happy to do so.

 Although it wasn't specifically designed for the visually impaired, the 
 fact that it retains the classic text-based interface makes it perfectly 
 suited to allow visually-impaired players to compete equally with the 
 sighted.  (There is also a modern graphical client for those who prefer 
 accessing the game in that way, but the game is fully functional via 
 old-school turn reports and order sheets.)

 As a game, RSW isn't for everyone, but for detail-oriented people it can 
 be very thrilling.  It's turn-based, with turn times highly configurable 
 and typically ranging from three to seven days per turn.  Successful 
 gameplay involves a lot of communication with other players; diplomacy 
 and interaction are very important elements of the game (though there are

 also game variants that eliminate this communication).

 The game population is fairly small right now--about 10-20 active 
 players--but I'm trying to spread the word and grow the player base, 
 which will hopefully lead to more exciting games for everyone.  If you 
 think you might be interested, I'd love for you to check it out!  Also, 
 I'd love to know if there are problems accessing the website or the email

 interface.

 You can visit the website at http://rswgame.com , or if you prefer using 
 email, send an email message with just the word hello in the body of 
 the message (not the subject) to r...@rswgame.com .

 Thanks!
 David

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Re: [Audyssey] Game Engines was Heli

2011-01-27 Thread Hayden Presley
HI Phillip,
Ah...so C++ does not have interfaces? Is there a similar concept there?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Thursday, January 27, 2011 10:09 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Game Engines was Heli

Hi Thomas,

I don't know when you last viewed the BGT documentation but until fairly 
recently, the more advanced object oriented parts of the language were not 
covered at all in the tutorial. AngelScript has inheritance, polymorphism 
through interfaces, overloaded functions and class operators, and even such 
things as function pointers. So while not quite a programming language it 
comes very close while stil being extremely simple, and I would never go 
back to writing actualg ame logic in C++ again. I'm all for using C++ where 
speed/performance is concerned, but equally as convinced that high level 
game logic should be written in a high level language. And since I am not a 
fan of .net, I ended up using a scripting solution. This way I don't even 
have to initialize anything, no need to open a device, set up DirectInput or

even worry about creating the window or setting up the timer threading 
model, all this is done behind the scenes for you. Similarly, everything is 
properly destroyed even if a script exception occurs.

Kind regards,

Philip Bennefall
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 27, 2011 4:42 PM
Subject: Re: [Audyssey] Game Engines was Heli


Hi Philip,

Hmmm...Well, my opinion here was pretty much based on viewing the BGT
documentation and a brief glance at the Angelscript docs. It just
seamed while Angelscript is powerful as a scripting language it seamed
to me to be somewhat limited compared to a full blown programming
language in some respects. However, in an engine like BGT it doesn't
have to be a full blown programming language to get the job done.

As for Visual Studio, Codeblocks, etc you are absolutely right.
Besides having to install the IDES, which is a pain in the butt by
themselves, there are all the various SDKs you need like the .NET
Framework or the Windows Platform SDK. Either one of those will eat a
huge chunk of your hard drive space in and of themselves. That's one
reason I decided to create G3D as a dll file. Once I get it stable and
ready for redistirbution other than general upgrades most of the time
i won't nneed the Windos Platform SDK, DirectX SDK, or any of that
since my library will handle that stuff for me. However, there are
advantages to something like BGT that can fit on a thunb drive without
any external compilers, IDES, etc. hard to say which I like better.

Smile.


On 1/27/11, Philip Bennefall phi...@blastbay.com wrote:
 Hi Thomas,

 Yes, I can see where you are coming from in terms of flexibility of
 languages. BGT could also be made into a dll relatively easily, but I have
 not yet had a lot of requests for this and since I am comfortable with C++
 syntax for my own development, AngelScript was a good choice for me.
 AngelScript does support polymorphism through something called interfaces,
 as well as normal single inheritance. I primarily wrote BGT for my own 
 use,
 and I wanted an all in one solution that was portable and that I could 
 take
 with me on a flash drive for example with no complicated installations.
 Code::Blocks and Visual Studio are horrible to install, if you ask me. BGT
 can be taken anywhere, and you can run your scripts even without actually
 installing the engine; it works perfectly if distributed in a zip file on 
 a
 USB memory stick. This is one of the advantages I can see with a dedicated
 solution rather than a piece of middleware, though as we have already
 established both of these have their advantages and disadvantages.

 Kind regards,

 Philip Bennefall 


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Re: [Audyssey] Games from APH?

2011-01-27 Thread Hayden Presley
Hi Jim,
Hahaha...still watch those?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jim Kitchen
Sent: Thursday, January 27, 2011 3:59 AM
To: Ken the Crazy
Subject: Re: [Audyssey] Games from APH?

Hi Ken,

Off and on over the years I could just hit the SAP button on my TV and I
would get described audio for the Simpsons Sunday night on Cleveland Fox 8.
But I no longer get it and I do not even get described audio for the PBS
cartoons in the morning.  Had always gotten those.  Think that it has been
since the system went all digital that I no longer get any described audio.
frown

BFN

 Jim

I didn't do anything--unless I was supposed to.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Ideas for a game

2011-01-27 Thread Hayden Presley
Hi,,
Well--really Battlezone is just your typical beat-em-up game here. It's not
meant to be another MOTA.

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Sunday, January 16, 2011 10:25 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Ideas for a game

true.
battlezone is nice but, unless you cheat and stuff hmmm.
Its playable but a bit unrealistic with the enemies.
its good to score stuff but you basically point and click and it runs.
Good action but not much else.
I'd like also pickups like in mota, treasure and such, I mean you are 
bound to find items to help you and loot, etc.
At 04:47 a.m. 17/01/2011, you wrote:
Cool.

Side scrollers are fun, though perhaps you could considder looking 
at a different style or different gameplay emphasis than games like 
Q9, sinse there are already some of those done with bgt like battlezone.

Perhaps for instance making the game have propper vertical movement 
and something more of a maze layout like Mota (i've wanted to see 
this in a side scroller for a long while), with maybe some key and 
door puzles thrown in as well as just fast action enemy blasting.

Also, maybe have enemy attacks that it's actually possible to avoid, 
eg, fireballs to jump or duck, or sword swings to block, rather than 
just enemy gets close and hits you.

Imho we could perhaps do with some more sstrategical audio side scrollers.

Beware the grue!

Dark.
- Original Message - From: Hunter Parker hdpga...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, January 16, 2011 3:36 PM
Subject: Re: [Audyssey] Ideas for a game


Hi,

I was hoping to use bgt.

Regards,
Hunter

On 1/16/11, Shiny protector muhamme...@googlemail.com wrote:
Hi Hunter,
2 things. What program are you going to use for coding? The second thing
is
well, this may look cool, but anyways.
Go to.
www.blastbay.com
Click on royalty free music, go to film score themes, then find grand
adventure. They have some cool music on the grand adventure, and I think
hero's quest and frootless Chase would be good. Note. You can't download
those music for 2 reasons. 1. Copyrighted. 2. You can't have the music
constantly saying preview! However, you could buy these music. I listened
to
them on Philip's sight, and frootless Chase is my favourite.
- Original Message -
From: Hunter Parker hdpga...@gmail.com
To: gamers@audyssey.org
Sent: Sunday, January 16, 2011 3:36 AM
Subject: [Audyssey] Ideas for a game


Hello,

My name is Hunter, and I run a website called hdp games.

I am currently working on a game called the haunghted adventure, and I
was trying to get some ideas from the list.

Heres the storyline in brief detail:

You are assuming the role of the main caricter, which is me, Hunter,
and your sister, April, was kidnapped by an evil wizard, and taken to
this haunghted mansion.

The object of the game, is for you to go through different levels,
which in all takes you to different places, before you finally get to
the mansion, and at the end, fight the wizard, and save April.

Obviously, you will come across different ennimies along the way, and
of course, you will have to try not to get killed, and fight your way
to the end.

I hope to have the game released by May 13, 2011.

If anyone would like to share some ideas for the game, or would like
to help with some coding, voiceover work, or anything that has to do
with development of the game, please let me know on the list.

I hope to hear from anyone who has great ideas, and I can't wait to
release my first game ever!

At the age of 17, I never thought I would be making a game for the
blind.

Just so you know, this game will be free, so you won't have to worry
about paying anything.

Hope to hear from you soon, and I look forward to hearing from you.

Thanks again, and have a great night.

Regards,
Hunter

--
Hdp games, the place to be for free accessible computer games for the
blind
and visually impaired.

hdpga...@gmail.com

http://hdpgames.110mb.com

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Re: [Audyssey] example documentation bgt

2011-01-27 Thread Hayden Presley
Hi Ben,
No...no...it's not referring to the void main() line itself; it's
referring to something within the function itself.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Ben
Sent: Sunday, January 16, 2011 3:55 AM
To: 'Philip Bennefall'; 'Gamers Discussion list'
Subject: Re: [Audyssey] example documentation bgt

It says about the fact that it can't compile void main() but its in the
code...

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: 27 December 2010 10:23
To: Gamers Discussion list
Subject: Re: [Audyssey] example documentation bgt

Hi Will,

In the tutorial series, three basic types of games are covered. A simple 
simon game, a space invaders clone, and then the beginnings of an adventure 
game. But the idea of the tutorials is not to tell you exactly how to make a

particular game as then it wouldn't be your own, instead it is to give you 
some building blocks upon which you can then construct your own concepts and

ideas and translate them into code.

As for sound resources, there are some listed in the BGT FAQ.

Kind regards,

Philip Bennefall
- Original Message - 
From: william lomas lomaswill...@googlemail.com
To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Monday, December 27, 2010 11:20 AM
Subject: Re: [Audyssey] example documentation bgt


what example games are covered?
is there a good resource for sounds you can recommend?

On Dec 27, 2010, at 10:01 AM, Philip Bennefall wrote:

 Hi Will,

 Since the engine itself will be released on the 31st of December, I don't 
 really see much of a reason to post the documentation in advance when 
 people won't be able to use the functions outlined in it anyway. Just be 
 sure to hit blastbay.com on the 31st and grab the new version then, 
 documentation and all.

 Kind regards,

 Philip Bennefall
 - Original Message - From: william lomas 
 lomaswill...@googlemail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, December 27, 2010 10:55 AM
 Subject: [Audyssey] example documentation bgt


 hi philip


 is it possible to see the 1.0 documentation now at all with the examples 
 included of how to make certain games so i can see if it the engine for me

 at all?


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Re: [Audyssey] Ideas for a game

2011-01-27 Thread Thomas Ward
Hi,

Agreed. Battlezone, Q9, and Super Liam are decent side-scrollers, but
side-scrollers can definitely be a lot more advanced as MOTA
demonstrates.  Beta 17 will introduce a lot more in terms of puzzle
solving, both virticle and horizontal movement, dodging attacks such
as flying arrows, ducking sword swings, and so on. There are a
surprising number of things you can do with a side-scroller to keep it
challenging and entertaining. Someone doesn't need to create  a
first-person style game to add traps, puzzles,  more complex levels,
and/or a more advanced combat system.

If I have one major criticism with most VI side-sscrollers is that
movement is usually restricted to the x axis with little to no use of
the y axis. In most mainstream games, even your walk along beat-m-ups,
there is some use of the y axis. For example, in Batman, the 1989 NES
beat-m-up game, there are walls Batman can use to jump over traps and
things like that. On the clocktower level Batman can use a wall to
help give him enough height and distance to leap over gears and things
in his way. In Double Dragon, another classic NES beat-m-up game,
there are ladders in the wharehouse level that allows you to get up to
platforms and things above the floor where there are thugs waiting to
pound you. I remember that level in particular, because I use to love
knocking Willy's gunes off the platforms to the concrete floor below.
So far we haven't seen any of this in an audio side-scroller, and
there is no reason not too.

The other major complaint is a lack of advanced combat systems. In
Double Dragon, for example, there was a number of moves like a snap
kick, reverse kick, and three or four different types of punches. In
addition to your own special moves you could duck, jump, and sometimes
block enemy attacks. It definitely wasn't as simple as enemy attacks
you attack. It was more free style and realistic than that.

Cheers!

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Re: [Audyssey] Ideas for a game

2011-01-27 Thread Charles Rivard
These complex movements would have to use a lot of keystrokes or other 
means, wouldn't they?  I've heard that some gamers complain about the number 
of keystrokes we have to learn to play some games like Lone Wolf and GTC. 
Looking at the user's manuals, it seems like a lot.  I haven't had that 
problem once I got familiar with the games, but I think that others have.


---
Laughter is the best medicine, so look around, find a dose and take it to 
heart.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 27, 2011 9:13 PM
Subject: Re: [Audyssey] Ideas for a game



Hi,

Agreed. Battlezone, Q9, and Super Liam are decent side-scrollers, but
side-scrollers can definitely be a lot more advanced as MOTA
demonstrates.  Beta 17 will introduce a lot more in terms of puzzle
solving, both virticle and horizontal movement, dodging attacks such
as flying arrows, ducking sword swings, and so on. There are a
surprising number of things you can do with a side-scroller to keep it
challenging and entertaining. Someone doesn't need to create  a
first-person style game to add traps, puzzles,  more complex levels,
and/or a more advanced combat system.

If I have one major criticism with most VI side-sscrollers is that
movement is usually restricted to the x axis with little to no use of
the y axis. In most mainstream games, even your walk along beat-m-ups,
there is some use of the y axis. For example, in Batman, the 1989 NES
beat-m-up game, there are walls Batman can use to jump over traps and
things like that. On the clocktower level Batman can use a wall to
help give him enough height and distance to leap over gears and things
in his way. In Double Dragon, another classic NES beat-m-up game,
there are ladders in the wharehouse level that allows you to get up to
platforms and things above the floor where there are thugs waiting to
pound you. I remember that level in particular, because I use to love
knocking Willy's gunes off the platforms to the concrete floor below.
So far we haven't seen any of this in an audio side-scroller, and
there is no reason not too.

The other major complaint is a lack of advanced combat systems. In
Double Dragon, for example, there was a number of moves like a snap
kick, reverse kick, and three or four different types of punches. In
addition to your own special moves you could duck, jump, and sometimes
block enemy attacks. It definitely wasn't as simple as enemy attacks
you attack. It was more free style and realistic than that.

Cheers!

---
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Re: [Audyssey] Game Engines was Heli

2011-01-27 Thread Thomas Ward
Hi Philip,

You definitely have a point. Although, I know C++ fairly well myself I
don't like using it as much as something like C# .NET just because its
a little too low-level for my liking. As author Jesse Liberty put it
in his book Teach Yourself C# .net in 21 Days, going back to C++ is
like pulling teeth. He has a very good point as C# .net via the .NET
Framework wraps all that low-level stuff in a high-level interface.

For example, as you know and I know, a lot of the Windows API
functions take Unicode character strings. Well, if you have a lot of
anci strings you have to convert them to an unicode wide character
string before passing them to the API function. That's a pain in the
butt. In .net languages you don't have to worry about that problem
because the System::String class can convert between ansci and unicode
quite easily.

Then, there is the issue of memory management and garbage collection.
To be honest the garbage collecter is one of the strong advantages to
using .net languages rather than C++. With C++ you are on your own
unless you write your own garbage collecter to manage garbage
collection in the background.

Anyway, I agree with you. For various reasons writing games in C++ is
a pain. There is no doubt about that. Using a scripting language like
Angelscript or using a .net language as a high-level interface is
obviously a much easier solution all things considered.

Although, I'm curious to know why you don't like .net. There is a lot
i personally like about it, and for Windows programming it makes my
life as a programmer much much easier. There is also Mono, a Mac/Linux
implamentation of .net, which really makes cross-platform development
fairly straight forward for a lot of apps.

As for the BGT documentation I can't honestly remember when the last
time I looked at them was. It was well before 1.0 came out. Maybe beta
3 or beta 4. Something along that lines. As you said, a lot has
changed since then, and I should have looked before saying what I
said.

Cheers!


On 1/27/11, Philip Bennefall phi...@blastbay.com wrote:
 Hi Thomas,

 I don't know when you last viewed the BGT documentation but until fairly
 recently, the more advanced object oriented parts of the language were not
 covered at all in the tutorial. AngelScript has inheritance, polymorphism
 through interfaces, overloaded functions and class operators, and even such
 things as function pointers. So while not quite a programming language it
 comes very close while stil being extremely simple, and I would never go
 back to writing actualg ame logic in C++ again. I'm all for using C++ where
 speed/performance is concerned, but equally as convinced that high level
 game logic should be written in a high level language. And since I am not a
 fan of .net, I ended up using a scripting solution. This way I don't even
 have to initialize anything, no need to open a device, set up DirectInput or
 even worry about creating the window or setting up the timer threading
 model, all this is done behind the scenes for you. Similarly, everything is
 properly destroyed even if a script exception occurs.

 Kind regards,

 Philip Bennefall

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Re: [Audyssey] Ideas for a game

2011-01-27 Thread Kai

Greetings Thomas.

A lot of accessible games which involve combat also never use true 
collision detection. In many of these games, it's either you're in range and 
you get hit, or you're out of range and don't. There's no chance of misses, 
no proper evasion, no combat tactics in general. battle zone, for instance, 
is literally walk up, destroy space bar until enemy dies, take some damage 
to health or armour. In most sighted games, combat is much more realistic, 
with you being able to block attacks, roll, duck, jump/evade, etc. The only 
games I've seen use collision detection negated the potential of such a 
system by having a lack luster combat system. Shades of Doom, for instance, 
uses collision to check for bullet/melee impact, but beyond that, there's no 
method of tactical defence.


It's reasons like that which draw me back to my Playstation all the time. In 
a game like Dragon Ball Z, for instance, you can parry energy blasts, 
reflect them, dodge them. You can parry, dodge, evade, and counter almost 
everything else, too, given proper timing.


Maybe once I figure out the logistics of my own project, such a tactical 
game will, at least for me, be realized.


Kai

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 27, 2011 7:27 PM
Subject: Re: [Audyssey] Ideas for a game


These complex movements would have to use a lot of keystrokes or other 
means, wouldn't they?  I've heard that some gamers complain about the 
number of keystrokes we have to learn to play some games like Lone Wolf 
and GTC. Looking at the user's manuals, it seems like a lot.  I haven't 
had that problem once I got familiar with the games, but I think that 
others have.


---
Laughter is the best medicine, so look around, find a dose and take it to 
heart.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 27, 2011 9:13 PM
Subject: Re: [Audyssey] Ideas for a game



Hi,

Agreed. Battlezone, Q9, and Super Liam are decent side-scrollers, but
side-scrollers can definitely be a lot more advanced as MOTA
demonstrates.  Beta 17 will introduce a lot more in terms of puzzle
solving, both virticle and horizontal movement, dodging attacks such
as flying arrows, ducking sword swings, and so on. There are a
surprising number of things you can do with a side-scroller to keep it
challenging and entertaining. Someone doesn't need to create  a
first-person style game to add traps, puzzles,  more complex levels,
and/or a more advanced combat system.

If I have one major criticism with most VI side-sscrollers is that
movement is usually restricted to the x axis with little to no use of
the y axis. In most mainstream games, even your walk along beat-m-ups,
there is some use of the y axis. For example, in Batman, the 1989 NES
beat-m-up game, there are walls Batman can use to jump over traps and
things like that. On the clocktower level Batman can use a wall to
help give him enough height and distance to leap over gears and things
in his way. In Double Dragon, another classic NES beat-m-up game,
there are ladders in the wharehouse level that allows you to get up to
platforms and things above the floor where there are thugs waiting to
pound you. I remember that level in particular, because I use to love
knocking Willy's gunes off the platforms to the concrete floor below.
So far we haven't seen any of this in an audio side-scroller, and
there is no reason not too.

The other major complaint is a lack of advanced combat systems. In
Double Dragon, for example, there was a number of moves like a snap
kick, reverse kick, and three or four different types of punches. In
addition to your own special moves you could duck, jump, and sometimes
block enemy attacks. It definitely wasn't as simple as enemy attacks
you attack. It was more free style and realistic than that.

Cheers!

---
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Re: [Audyssey] Ideas for a game

2011-01-27 Thread Thomas Ward
Hi Charles,

Believe it or not, no. The original NES gamepad pretty much was a flat
game controller with a directional cross on the left side and two
buttons marked A and B on your right. Specials could be performed by
pressing the A and B buttons together or pressing the directional
cross with one of the buttons. For example, holding the directional
cross down would duck attacks. If you pressed button A while pressing
the cross down it would fire a low punch to the belly. If you pushed
the cross up with the A button it would deliver a Karati chop to the
throat. If you pressed the A and B buttons together with the cross up
it would perform a flying snap kick to the head. Things like that were
always possible with the NES controllers and they didn't have nearly
the number of buttons found on most gamepads today.

Generally, what I find requires a lot of keys and buttons is speech
review commands. Actions like punch, kick, fire, climb, run, etc only
use a bare handful of keys or joystick buttons. However, if you want
to speak health, oxygen, strength, ammo, or anything else that would
normally be shown on sscreen you need to add additional hot keys to
speak that info.  That's why we have an unusually high number of
button and key asignments over the ordinary mainstream game.

Cheers!


On 1/27/11, Charles Rivard woofer...@sbcglobal.net wrote:
 These complex movements would have to use a lot of keystrokes or other
 means, wouldn't they?  I've heard that some gamers complain about the number
 of keystrokes we have to learn to play some games like Lone Wolf and GTC.
 Looking at the user's manuals, it seems like a lot.  I haven't had that
 problem once I got familiar with the games, but I think that others have.

 ---
 Laughter is the best medicine, so look around, find a dose and take it to
 heart.

---
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Re: [Audyssey] Ideas for a game

2011-01-27 Thread shaun everiss

well I was playing a nes emulater with  a dragon ball rom.
I kept forgetting all the strokes.
the combos had a load of keys, control shift asdfhkji and ptwz and 
something else.
I forget but there is like  a 6 key combo to press for each combo at 
the right time.

my brother got it but I kept forgetting the keys.
At 05:38 p.m. 28/01/2011, you wrote:

Hi Charles,

Believe it or not, no. The original NES gamepad pretty much was a flat
game controller with a directional cross on the left side and two
buttons marked A and B on your right. Specials could be performed by
pressing the A and B buttons together or pressing the directional
cross with one of the buttons. For example, holding the directional
cross down would duck attacks. If you pressed button A while pressing
the cross down it would fire a low punch to the belly. If you pushed
the cross up with the A button it would deliver a Karati chop to the
throat. If you pressed the A and B buttons together with the cross up
it would perform a flying snap kick to the head. Things like that were
always possible with the NES controllers and they didn't have nearly
the number of buttons found on most gamepads today.

Generally, what I find requires a lot of keys and buttons is speech
review commands. Actions like punch, kick, fire, climb, run, etc only
use a bare handful of keys or joystick buttons. However, if you want
to speak health, oxygen, strength, ammo, or anything else that would
normally be shown on sscreen you need to add additional hot keys to
speak that info.  That's why we have an unusually high number of
button and key asignments over the ordinary mainstream game.

Cheers!


On 1/27/11, Charles Rivard woofer...@sbcglobal.net wrote:
 These complex movements would have to use a lot of keystrokes or other
 means, wouldn't they?  I've heard that some gamers complain about 
the number

 of keystrokes we have to learn to play some games like Lone Wolf and GTC.
 Looking at the user's manuals, it seems like a lot.  I haven't had that
 problem once I got familiar with the games, but I think that others have.

 ---
 Laughter is the best medicine, so look around, find a dose and take it to
 heart.

---
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Re: [Audyssey] Ideas for a game

2011-01-27 Thread Thomas Ward
Hi Kai,

That's one of the things I hope to balance out in MOTA if I can. As
you know the G3D engine does use collision detection and you can duck
and jump to avoid attacks which is closer to the mainstream evasion
tactics seen on mainstream games. Problem is that it isn't as good as
it could be. This is a technical limitation on my part rather than any
desire to foresake such tactics. I hope to get this working because
blocking and avoiding attacks is very much a part of mainstream gaming
I personally want to see implamented in VI games. Especially, my own.

Smile.


On 1/27/11, Kai kaixi...@sbcglobal.net wrote:
 Greetings Thomas.

 A lot of accessible games which involve combat also never use true
 collision detection. In many of these games, it's either you're in range and
 you get hit, or you're out of range and don't. There's no chance of misses,
 no proper evasion, no combat tactics in general. battle zone, for instance,
 is literally walk up, destroy space bar until enemy dies, take some damage
 to health or armour. In most sighted games, combat is much more realistic,
 with you being able to block attacks, roll, duck, jump/evade, etc. The only
 games I've seen use collision detection negated the potential of such a
 system by having a lack luster combat system. Shades of Doom, for instance,
 uses collision to check for bullet/melee impact, but beyond that, there's no
 method of tactical defence.

 It's reasons like that which draw me back to my Playstation all the time. In
 a game like Dragon Ball Z, for instance, you can parry energy blasts,
 reflect them, dodge them. You can parry, dodge, evade, and counter almost
 everything else, too, given proper timing.

 Maybe once I figure out the logistics of my own project, such a tactical
 game will, at least for me, be realized.

 Kai

---
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Re: [Audyssey] Ideas for a game

2011-01-27 Thread Thomas Ward
Hi Shaun,

Hmmm...that's odd. Most of the NES games I played were very very
simple in terms of combos and specials. Most could easily be
translated to the keyboard with very few keys used. For example,
alt+up for an upper cut and alt+down for a punch to the gut. I really
don't know why your emulator used so many keys.


Cheers!


On 1/27/11, shaun everiss sm.ever...@gmail.com wrote:
 well I was playing a nes emulater with  a dragon ball rom.
 I kept forgetting all the strokes.
 the combos had a load of keys, control shift asdfhkji and ptwz and
 something else.
 I forget but there is like  a 6 key combo to press for each combo at
 the right time.
 my brother got it but I kept forgetting the keys.

---
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Re: [Audyssey] Ideas for a game

2011-01-27 Thread Ken the Crazy
Monkey Business had some of that.  You could climb vines, then swing over to 
a platform.

Ken Downey
President
DreamTechInteractive!
And,
Blind Comfort!
The pleasant way to experience massage!
It's the Caring
without the Staring!

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 27, 2011 10:13 PM
Subject: Re: [Audyssey] Ideas for a game



Hi,

Agreed. Battlezone, Q9, and Super Liam are decent side-scrollers, but
side-scrollers can definitely be a lot more advanced as MOTA
demonstrates.  Beta 17 will introduce a lot more in terms of puzzle
solving, both virticle and horizontal movement, dodging attacks such
as flying arrows, ducking sword swings, and so on. There are a
surprising number of things you can do with a side-scroller to keep it
challenging and entertaining. Someone doesn't need to create  a
first-person style game to add traps, puzzles,  more complex levels,
and/or a more advanced combat system.

If I have one major criticism with most VI side-sscrollers is that
movement is usually restricted to the x axis with little to no use of
the y axis. In most mainstream games, even your walk along beat-m-ups,
there is some use of the y axis. For example, in Batman, the 1989 NES
beat-m-up game, there are walls Batman can use to jump over traps and
things like that. On the clocktower level Batman can use a wall to
help give him enough height and distance to leap over gears and things
in his way. In Double Dragon, another classic NES beat-m-up game,
there are ladders in the wharehouse level that allows you to get up to
platforms and things above the floor where there are thugs waiting to
pound you. I remember that level in particular, because I use to love
knocking Willy's gunes off the platforms to the concrete floor below.
So far we haven't seen any of this in an audio side-scroller, and
there is no reason not too.

The other major complaint is a lack of advanced combat systems. In
Double Dragon, for example, there was a number of moves like a snap
kick, reverse kick, and three or four different types of punches. In
addition to your own special moves you could duck, jump, and sometimes
block enemy attacks. It definitely wasn't as simple as enemy attacks
you attack. It was more free style and realistic than that.

Cheers!

---
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[Audyssey] Games we probably wouldn't want to play: was Re: Ideas for a game

2011-01-27 Thread Ken the Crazy
That, and there would have to be more to a move than just a snazzy sound 
effect.  I mean that in sighted games, there are moves like breaking an 
enemy's arm in Mortal Kombat, walking on your hands and so on.  Then there 
are the fireballs, tornadoes, teleport to enemy kind of moves.  All very 
cool, but mainly visual.  I really don't think that we have found a way to 
truly take advantage of sound only gaming, although many get close.


I have had hearing problems for the last few years now--hearing loss, sound 
distortion, terrible ringing, and vertigo.  Maybe some day I'll make a game 
where there are a few different sounds around you, spinning fast to 
represent vertigo.  Also, they are muffled and distorted, and there are 
terrible ringing sounds in both ears.  Your task will be to stop the 
spinning, (go too far and the sounds spin in the opposite direction,) cancel 
out the ringing, (go to far and different ringing sounds start up,) cancel 
out distortion.  (Go too far and the sounds become distorted but a different 
kind of distortion.)  Also, sounds are tinny, cancel it out--but then they 
would get muffled.
Well, that's like my life, so I don't think I'd wanna play it, but maybe 
some strange person, (like the dude that actually wrote beep,) would write 
it. Lol!


,
Ken Downey
President
DreamTechInteractive!
And,
Blind Comfort!
The pleasant way to experience massage!
It's the Caring
without the Staring!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 27, 2011 10:27 PM
Subject: Re: [Audyssey] Ideas for a game


These complex movements would have to use a lot of keystrokes or other 
means, wouldn't they?  I've heard that some gamers complain about the 
number of keystrokes we have to learn to play some games like Lone Wolf 
and GTC. Looking at the user's manuals, it seems like a lot.  I haven't 
had that problem once I got familiar with the games, but I think that 
others have.


---
Laughter is the best medicine, so look around, find a dose and take it to 
heart.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 27, 2011 9:13 PM
Subject: Re: [Audyssey] Ideas for a game



Hi,

Agreed. Battlezone, Q9, and Super Liam are decent side-scrollers, but
side-scrollers can definitely be a lot more advanced as MOTA
demonstrates.  Beta 17 will introduce a lot more in terms of puzzle
solving, both virticle and horizontal movement, dodging attacks such
as flying arrows, ducking sword swings, and so on. There are a
surprising number of things you can do with a side-scroller to keep it
challenging and entertaining. Someone doesn't need to create  a
first-person style game to add traps, puzzles,  more complex levels,
and/or a more advanced combat system.

If I have one major criticism with most VI side-sscrollers is that
movement is usually restricted to the x axis with little to no use of
the y axis. In most mainstream games, even your walk along beat-m-ups,
there is some use of the y axis. For example, in Batman, the 1989 NES
beat-m-up game, there are walls Batman can use to jump over traps and
things like that. On the clocktower level Batman can use a wall to
help give him enough height and distance to leap over gears and things
in his way. In Double Dragon, another classic NES beat-m-up game,
there are ladders in the wharehouse level that allows you to get up to
platforms and things above the floor where there are thugs waiting to
pound you. I remember that level in particular, because I use to love
knocking Willy's gunes off the platforms to the concrete floor below.
So far we haven't seen any of this in an audio side-scroller, and
there is no reason not too.

The other major complaint is a lack of advanced combat systems. In
Double Dragon, for example, there was a number of moves like a snap
kick, reverse kick, and three or four different types of punches. In
addition to your own special moves you could duck, jump, and sometimes
block enemy attacks. It definitely wasn't as simple as enemy attacks
you attack. It was more free style and realistic than that.

Cheers!

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All messages are 

Re: [Audyssey] Ideas for a game

2011-01-27 Thread Ken the Crazy
I like some of the things David Greenwood does.  If your health is low, you 
hear the heartbeat, gets faster as health gets lower.  The more info that is 
shown through constant sound than spoken, the better for me, though I'm sure 
it would confuse many folks.

Ken Downey
President
DreamTechInteractive!
And,
Blind Comfort!
The pleasant way to experience massage!
It's the Caring
without the Staring!

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 27, 2011 11:38 PM
Subject: Re: [Audyssey] Ideas for a game



Hi Charles,

Believe it or not, no. The original NES gamepad pretty much was a flat
game controller with a directional cross on the left side and two
buttons marked A and B on your right. Specials could be performed by
pressing the A and B buttons together or pressing the directional
cross with one of the buttons. For example, holding the directional
cross down would duck attacks. If you pressed button A while pressing
the cross down it would fire a low punch to the belly. If you pushed
the cross up with the A button it would deliver a Karati chop to the
throat. If you pressed the A and B buttons together with the cross up
it would perform a flying snap kick to the head. Things like that were
always possible with the NES controllers and they didn't have nearly
the number of buttons found on most gamepads today.

Generally, what I find requires a lot of keys and buttons is speech
review commands. Actions like punch, kick, fire, climb, run, etc only
use a bare handful of keys or joystick buttons. However, if you want
to speak health, oxygen, strength, ammo, or anything else that would
normally be shown on sscreen you need to add additional hot keys to
speak that info.  That's why we have an unusually high number of
button and key asignments over the ordinary mainstream game.

Cheers!


On 1/27/11, Charles Rivard woofer...@sbcglobal.net wrote:

These complex movements would have to use a lot of keystrokes or other
means, wouldn't they?  I've heard that some gamers complain about the 
number

of keystrokes we have to learn to play some games like Lone Wolf and GTC.
Looking at the user's manuals, it seems like a lot.  I haven't had that
problem once I got familiar with the games, but I think that others have.

---
Laughter is the best medicine, so look around, find a dose and take it to
heart.


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[Audyssey] New Heli available for download

2011-01-27 Thread Ken the Crazy
OK, the next Heli is here.  Go to
http://dl.dropbox.com/u/13071564/heli.zip
Now, you get hit by the fan blades if you're too close, no matter what key you 
are pressing.  You can actually smash the light bulb.

Now, you can press the P key and change your point of view.  Default is still 
external, but now you can fly from within Heli.  Sure, it's unrealistic, but 
very cool.
Fixed a lot of big and small errors.  (If you're gonna program in VB6, always 
write option explicit as your first line of code, or you'll slip by with bad 
errors.)
Still struggling to get Doppler working.  Sometimes, it does and sometimes 
not--I don't understand at all.  
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] Ideas for a game

2011-01-27 Thread Thomas Ward
Hi Ken,

I agree, but sometimes it is hard to convey feedback through audio
only. There are cases where there isn't a sound for the status message
or object you want to represent.

On 1/28/11, Ken the Crazy kenwdow...@neo.rr.com wrote:
 I like some of the things David Greenwood does.  If your health is low, you
 hear the heartbeat, gets faster as health gets lower.  The more info that is
 shown through constant sound than spoken, the better for me, though I'm sure
 it would confuse many folks.
 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] Ideas for a game

2011-01-27 Thread Thomas Ward
Hi,

Yeah, but Monkey Business isn't a side-scroller. I was comparing
side-scrollers like MOTA to things like Super Liam, Q9, Battlezone,
etc that doesn't have any virticle movement. Mostly in those games you
start on the left side and run right. Well, Super Liam has the one
level where you run left instead of right, but the same difference in
most cases.

On 1/28/11, Ken the Crazy kenwdow...@neo.rr.com wrote:
 Monkey Business had some of that.  You could climb vines, then swing over to
 a platform.
 Ken Downey
 President
 DreamTechInteractive!
 And,
 Blind Comfort!
 The pleasant way to experience massage!
 It's the Caring
 without the Staring!

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