Re: [Audyssey] which game interests you more...

2011-01-29 Thread Clement Chou
Ah... well then. MVC 3 and Super Street Fighter 4 should be a target 
for you, if I do say so myself... that is, if you're into fighting 
games. There's a few more I can think of shared between the ps3 and 
xbox360 that aren't fighters, but most games I play are ps3 
exclusives. Out of curiocity though, why the xbox360? Not trying to 
bash, just curious to know.


At 11:28 PM 29/01/2011, you wrote:

Hi,

Well, my wife and I are looking at investing in an XBox 360, and of
course I'm keeping my eyes and ears pealed for any games I might enjoy
for the platform. As I have liked the MVC games in the past I'm
obviously curious to take a look at MVC 3.

On 1/30/11, Clement Chou  wrote:
> And we have virtually the same view... though the problem is of
> course, since you have no ps3 or xbox360 that we know if you won't be
> spending time with either game. Though forking out money for a ps3
> might be easier now... since they're only a couple hundred nowadays.
> I've scene deals for as low as 170. But I hear you completely about
> the MK series. Unless this game brings something fresh to the table,
> this series is walking out a loser where I'm concerned. As one of the
> premier fighting game review websites I know says, "it is going to
> need more than just a fresh makeover and some HD shock and gore
> value. This isn't the 90s anymore... blood and gore don't get
> reactions the way they used to."
>
>
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Re: [Audyssey] my ramblings about programming: why I use vb

2011-01-29 Thread Thomas Ward
Hi,

I imagine they do some sort of miner adjustments to the 3d listener in
order to create a smoth pan from left to right. I'm no expert on 3d
audio, myself, so my implementation could be completely wrong. It
doesn't help that Windows 7 and DirectSound don't work well together,
and I really need something like FMOD or XAudio2 to do 3d properly on
Win 7.

On 1/30/11, Clement Chou  wrote:
> Okay. Something else I learned today... but how do games like Shades
> of Doom, GMA tank commander and various PC mainstream games manage to
> have that effect?

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Re: [Audyssey] which game interests you more...

2011-01-29 Thread Thomas Ward
Hi,

Well, my wife and I are looking at investing in an XBox 360, and of
course I'm keeping my eyes and ears pealed for any games I might enjoy
for the platform. As I have liked the MVC games in the past I'm
obviously curious to take a look at MVC 3.

On 1/30/11, Clement Chou  wrote:
> And we have virtually the same view... though the problem is of
> course, since you have no ps3 or xbox360 that we know if you won't be
> spending time with either game. Though forking out money for a ps3
> might be easier now... since they're only a couple hundred nowadays.
> I've scene deals for as low as 170. But I hear you completely about
> the MK series. Unless this game brings something fresh to the table,
> this series is walking out a loser where I'm concerned. As one of the
> premier fighting game review websites I know says, "it is going to
> need more than just a fresh makeover and some HD shock and gore
> value. This isn't the 90s anymore... blood and gore don't get
> reactions the way they used to."
>
>
> ---
> 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
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
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> http://www.mail-archive.com/gamers@audyssey.org.
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> please send E-mail to gamers-ow...@audyssey.org.
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Re: [Audyssey] my ramblings about programming: why I use vb

2011-01-29 Thread Clement Chou
Okay. Something else I learned today... but how do games like Shades 
of Doom, GMA tank commander and various PC mainstream games manage to 
have that effect?


At 10:42 PM 29/01/2011, you wrote:

Hi,

No, you can't do that. With DirectSound, FMOD, and various other audio
APIs I have used once 3d audio is enabled on a specific buffer you can
not use stereo panning. Same is true for panning. If you create a
stereo buffer and set panning to true you can not apply 3d positioning
to that buffer. For APIs like OpenAL and XAudio2 there is no stereo
panning and 3d positioning is all you have.

HTH


On 1/30/11, Clement Chou  wrote:
> A question from someone who knows all squat about programming... but
> could you not set the audio to pan while you were turning? Say you
> have the game programmed to turn someone around in a full circle
> rather than having each tap of the arrow key turn a certain number of
> degrees, could you not then set the audio to match that? Or is that a
> fault of the 3D audio functionality itself?

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Re: [Audyssey] my ramblings about programming: why I use vb

2011-01-29 Thread Thomas Ward
Hi,

No, you can't do that. With DirectSound, FMOD, and various other audio
APIs I have used once 3d audio is enabled on a specific buffer you can
not use stereo panning. Same is true for panning. If you create a
stereo buffer and set panning to true you can not apply 3d positioning
to that buffer. For APIs like OpenAL and XAudio2 there is no stereo
panning and 3d positioning is all you have.

HTH


On 1/30/11, Clement Chou  wrote:
> A question from someone who knows all squat about programming... but
> could you not set the audio to pan while you were turning? Say you
> have the game programmed to turn someone around in a full circle
> rather than having each tap of the arrow key turn a certain number of
> degrees, could you not then set the audio to match that? Or is that a
> fault of the 3D audio functionality itself?

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Re: [Audyssey] my ramblings about programming: why I use vb

2011-01-29 Thread Thomas Ward
Hi Ken,

Oh, I do understand your point of view. That is one principle reason I
wrote my own game engine, G3D, instead of investing in something like
BGT. I have the skills to write things my way so there isn't any
reason not to do it.

However, my issue with VB has to do with the fact the technology is
out of date and is largely incompatible with newer computers. For
example, you are talking about using 3d audio support. That's great
but DirectSound 8 is broken on Windows 7, and of course Microsoft has
no intention of fixing it. They have XAudio2 now, and DirectSound is
deprecated. This puts gamers like myself in a bad position because we
still want to play games like Heli, but run the latest Windows
software. We can't easily do both when a game like Heli largely relies
on Windows 98, ME, and XP era APIs rather than being updated to use
the current APIs. While 3d audio might work fine on your system it
doesn't work fine on my laptop which is running Win 7. So I think you
can see why I am making an issue of this.

Smile.




On 1/30/11, Ken the Crazy  wrote:
> It's not that BGT doesn't at all interest me.  There are a lot of appealing
> features, and I know I won't be able to resist once the 3d audio is
> implemented.  Delving into BGT as I doubtless will, I seriously doubt it
> will be my only method of programming for games.
>   For one thing, as much as I dislike programming, when I program a game
> from the ground up I know exactly how the game works.  I can tweak the
> finest details, and know just how a sub or function works.  I guess that
> learning is another reason I like to program.
> Also, if I had a new idea about a game, and a particular feature wasn't
> supported yet, I wouldn't be able to do anything about it but suggest and
> wait, which would mean that someone else would either have to do the work
> for me or it wouldn't get done.
>
> Another thing I would like to do eventually is make games that blind people
> can play with friends and family.  If I could find someone to do the
> graphics, I could do the sounds and the rest of it, or I might start adding
> audio effects and other things to make preexisting games accessible.  There
> is a pong 3d game in a book on programming vb.net that I have.  If I ever
> wrap my brain around VB.net, I'd like to put it together and modify it for
> our community. My kids are into arcade games, and we only have a couple that
> have graphics, (one being Quake which they aren't allowed to play of
> course,) so I'd like to expand that arena as well.
> Also, I guess that when I saw the BGT code for the first time, I instantly
> thought of C, and Quake C in particular.  (I've still got some loose neurons
> bouncing around in my head from messing with that.)  I'm sure it's not
> nearly as bad as all that though.
> I'll certainly try out BGT when the 3d audio becomes fully supported,
> because every game idea I have would use 3d audio.  Really I find very
> little dimensionality in games that just have panning and volume--it's like
> what a sighted person would feel playing Pole Position on a c64.  And no,
> I'm not trying to insult the makers of all the games that don't use it, or I
> would be insulting myself too.  They are great games still, (and yes, I
> still actually play Pole Position for the C64 at times, as well as all these
> other games,) but in general it's time to move on.
> 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] my ramblings about programming: why I use vb

2011-01-29 Thread Clement Chou
A question from someone who knows all squat about programming... but 
could you not set the audio to pan while you were turning? Say you 
have the game programmed to turn someone around in a full circle 
rather than having each tap of the arrow key turn a certain number of 
degrees, could you not then set the audio to match that? Or is that a 
fault of the 3D audio functionality itself?


At 10:27 PM 29/01/2011, you wrote:

Hi Philip,

What you say about 3d audio is quite true. I have been working on a 3d
engine, and unfortunately the test games I've created using 3d audio
don't sound quite right;. Especially, the bit where if you turn a
sound source will skip from the left speaker to the right just like
that. It makes centering anything a pain. Plus, DirectSound doesn't
work right on Windows 7 anyway making my attempts to test
DirectSound's 3d audio support practically impossible to get right.

Which brings us right back to Ken's game. I don't know if Ken knows
this but DirectSound is broken on Windows 7. As a result Heli needs to
use something else like FMOD Ex, XAudio2, or something else if Ken
wants to have 3d audio support in Heli and have it work with Win 7.
Else this game will only work correctly on Windows XP. Too bad because
I actually like the game so far.


On 1/30/11, Philip Bennefall  wrote:
> Hi Ken,
>
> What you say makes perfect sense. I am pretty sure that BGT will 
not support

> full 3d graphics anytime soon, though one never knows what might happen in
> the future. As for 3d audio it is something that I will certainly 
implement,

> though I am not a big fan of it myself. At least, not of that in
> DirectSound. It is not realistic unless you have a full surround setup, and
> much harder to pinpoint precisely where objects are located than if stereo
> is used. And then you have the horribly annoying effect where a 
sound source
> jumpes all the way from left to right if you are close to it and 
turn on the

> x axis. Just a few reasons why 3d audio isn't really my thing, though I'm
> sure it can be put to great use by those who are interested in it. I might
> change my mind once I begin testing the 3d simulation provided by XAudio2,
> which will happen fairly soon as I am just waiting for my hired 
developer to

> finish coding that part.
>
> Kind regards,
>
> Philip Bennefall

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Re: [Audyssey] my ramblings about programming: why I use vb

2011-01-29 Thread Thomas Ward
Hi Philip,

What you say about 3d audio is quite true. I have been working on a 3d
engine, and unfortunately the test games I've created using 3d audio
don't sound quite right;. Especially, the bit where if you turn a
sound source will skip from the left speaker to the right just like
that. It makes centering anything a pain. Plus, DirectSound doesn't
work right on Windows 7 anyway making my attempts to test
DirectSound's 3d audio support practically impossible to get right.

Which brings us right back to Ken's game. I don't know if Ken knows
this but DirectSound is broken on Windows 7. As a result Heli needs to
use something else like FMOD Ex, XAudio2, or something else if Ken
wants to have 3d audio support in Heli and have it work with Win 7.
Else this game will only work correctly on Windows XP. Too bad because
I actually like the game so far.


On 1/30/11, Philip Bennefall  wrote:
> Hi Ken,
>
> What you say makes perfect sense. I am pretty sure that BGT will not support
> full 3d graphics anytime soon, though one never knows what might happen in
> the future. As for 3d audio it is something that I will certainly implement,
> though I am not a big fan of it myself. At least, not of that in
> DirectSound. It is not realistic unless you have a full surround setup, and
> much harder to pinpoint precisely where objects are located than if stereo
> is used. And then you have the horribly annoying effect where a sound source
> jumpes all the way from left to right if you are close to it and turn on the
> x axis. Just a few reasons why 3d audio isn't really my thing, though I'm
> sure it can be put to great use by those who are interested in it. I might
> change my mind once I begin testing the 3d simulation provided by XAudio2,
> which will happen fairly soon as I am just waiting for my hired developer to
> finish coding that part.
>
> Kind regards,
>
> Philip Bennefall

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Re: [Audyssey] port Heli to vb.net if you want: was Re: Heli

2011-01-29 Thread Thomas Ward
Hi Ken,

A few comments about vb.net if you don't mind. I'm not objecting to it
so much as pointing out some long term issues you may encounter with
going with vb.net you probably don't know about.

Although, there is a ffree Visual Basic .net compiler, Visual Basic
Express, the latest version isn't very accessible. I tried the demos
of Visual Basic 2010, Visual C# 2010, and Visual C++ 2010 and they
don't work well at all with Jaws, Window-Eyes, and NVDA. So in order
to use Visual Basic .net we would have to use Visual Basic 2005 or
Visual Basic 2008 to have reasonable accessibility with the IDE and
compiler. Problem is for Windows 7 it is highly recommended to use
Visual Basic 2010 since it is optimized for .NET 4.0 which ships with
Windows 7. That's trouble enough.

Next, is the install size for your game. While the application itself
would be quite small the dependencies that might need to be installed
could be quite large. Last time I looked I believe .NET 4.0 is
something like 350 MB or there about. That's not a problem for Windows
7 users like me since .NET 4.0 is integrated into the OS, but it would
be for people still running XP and Vista since they'd have to install
.NET 4.0  which is a fairly sizable install. That's not necessarily a
good thing since not everyone has a high speed connection, and a lot
of people over seas has to pay for how much bandwidth they use. As a
game developer forcing them to download a 350 MB Windows upgrade is
asking a bit much for a free game.

Then, there is third-party dependencies involved. With .net languages
like Visual Basic .net you need to use managed wrappers to access
various libraries and APIs. So if we want to use DirectX we have to
download and install SlimDX which doesn't come with XP, Vista, or
Windows 7. This is just one more dependency among others we will end
up adding to the list of things to download and install before anyone
can use this game.

One serious issue I encountered with the express version of Visual
Basic .net is selecting a target platform. By default VB.net Express
is set to Any CPU. This is a generic target platform that in theory is
suppose to compile cross-platform independant executables that will
run on x86 and x64 platforms. Problem is when including third-party
wrappers you absolutely must specify a target platform like x86 or
x64, and the express version of the IDE won't let you do this. You
need to buy and own Visual Basic Pro to recompile your game source for
x86 or x64 specific Windows platforms.Since this is a free project,
free game, and your intention is to keep development free VB.net may
not be as inexpensive and free as you think do to technical
limitations in the VB Express IDE.

Finally, there is he issue of documentation. While there is plenty of
VB.net books on basic things like using VB.net to create a front end
to an SQL database, writing a simple text editor, calculator, and that
kind of thing there is really no documentation at all for games. The
majority of .net game developers use C#.net and the XNA Framework.
Over the past, oh, five years or so C#.net has largely replaced Visual
Basic as the mainstream language of choice for home users and
professionals. Visual Basic isn't exactly dead, but you don't see
Microsoft marketing VB.net as nearly as much as C#.net to the home
user.

For example, back in the 1990's Microsoft launched a marketing
campaign to introduce Visual Basic as a simple, easy to use language
for home users and professionals alike. As part of that marketing
campaign Microsoft created DirectX com components like DX8VB.dll for
Visual Basic 6, and there were a handful of books written from
professionals explaining that anyone could learn Visual Basic 6 and
write his/her own games.

Around 2003 Microsoft completely switched their marketing campaign to
C#.net. Instead of naturally going to VB.net, which would be the
logical assumption here, they began advertising C#.net instead. They
released Managed DirectX for C#.net which was eventually phased out
and replaced by XNA. A long with this switch to C#.net went the
authors who write books on the various Microsoft languages. Instead of
hearing about how great VB.net was most were saying C#.net was the
best language from the home user or pro software developer.

As a result if you want to get documentation for SlimDX most of the
documentation is written for a C#.net developer. If you want to use
SDL most of the documentation is for a C#.net developer. FMOD Ex is
VB.net and C#.net compatible, but strangely the code examples are all
for C#.net. Bottom line, VB.net isn't a very good choice because the
industry as a whole has seamed to abandoned Visual Basic completely
and went with C#.net. Finding good game development documentation for
VB.net doesn't really exist.

So if we decide to go with VB.net we'll be translating the
documentation from C#.net to VB.net and then translating the code to
VB.net as well. Obviously, I could do it since I know both languag

Re: [Audyssey] Heli

2011-01-29 Thread Hayden Presley
Hi,
I still think that the volume difference is too much...

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Ken the Crazy
Sent: Saturday, January 29, 2011 11:19 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Heli

Well, it is a portable helicopter.  It's not going to sound like a life-size

helicopter would sound when it's ten feet in the air.
Also, the reason you're not hearing the 3d side is because both the enemy 
and TV are in front of you and off to one side.  Switch your point of view, 
and you'll appreciate the affect a lot more.

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

- Original Message - 
From: "Hayden Presley" 
To: "'Gamers Discussion list'" 
Sent: Saturday, January 29, 2011 7:23 PM
Subject: Re: [Audyssey] Heli


> Hi,
> I was wondering the same thing...I don't hear it. Though if you ask me the
> motor volume adjusting needs some work as it sounds as if I'm sending my
> helicopter to the top of Mount Everest.
>
> Best Regards,
> Hayden
>
>
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of Damien Pendleton
> Sent: Saturday, January 29, 2011 9:27 AM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] Heli
>
> Hi,
> From what I have seen the game doesn't exactly require 3d sound. When you
> ascend, the motor gets higher, when you descend the motor gets lower. When
> you go forwards or backwards the room sounds change accordingly, and when
> you turn left or right the room sounds pan accordingly. Is there anything
> exactly 3d about that audio setup?
> Regards,
> Damien.
>
>
>
> - Original Message - 
> From: "Pitermach" 
> To: "Gamers Discussion list" 
> Sent: Saturday, January 29, 2011 3:02 PM
> Subject: Re: [Audyssey] Heli
>
>
>> Um damien, that won't work at the moment, as bgt doesn't have any 3d 
>> sound
>
>> capabilities.
>> - Original Message - 
>> From: "Damien Pendleton" 
>> To: "Gamers Discussion list" 
>> Sent: Friday, January 28, 2011 9:55 AM
>> Subject: [Audyssey] Heli
>>
>>
>>> Hi,
>>> I'm thinking we should port Heli over to BGT. What are your thoughts? If
>>> there are no objections, is there anyone helping with the VB version
>>> who'd like to help me convert it?
>>> Regards,
>>> Damien.
>>> ---
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>>>
>>> The message was checked by ESET Smart Security.
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Re: [Audyssey] my ramblings about programming: why I use vb

2011-01-29 Thread Philip Bennefall

Hi Ken,

What you say makes perfect sense. I am pretty sure that BGT will not support 
full 3d graphics anytime soon, though one never knows what might happen in 
the future. As for 3d audio it is something that I will certainly implement, 
though I am not a big fan of it myself. At least, not of that in 
DirectSound. It is not realistic unless you have a full surround setup, and 
much harder to pinpoint precisely where objects are located than if stereo 
is used. And then you have the horribly annoying effect where a sound source 
jumpes all the way from left to right if you are close to it and turn on the 
x axis. Just a few reasons why 3d audio isn't really my thing, though I'm 
sure it can be put to great use by those who are interested in it. I might 
change my mind once I begin testing the 3d simulation provided by XAudio2, 
which will happen fairly soon as I am just waiting for my hired developer to 
finish coding that part.


Kind regards,

Philip Bennefall
- Original Message - 
From: "Ken the Crazy" 

To: ; "Gamers Discussion list" 
Sent: Sunday, January 30, 2011 6:10 AM
Subject: my ramblings about programming: why I use vb


It's not that BGT doesn't at all interest me.  There are a lot of appealing
features, and I know I won't be able to resist once the 3d audio is
implemented.  Delving into BGT as I doubtless will, I seriously doubt it
will be my only method of programming for games.
 For one thing, as much as I dislike programming, when I program a game
from the ground up I know exactly how the game works.  I can tweak the
finest details, and know just how a sub or function works.  I guess that
learning is another reason I like to program.
Also, if I had a new idea about a game, and a particular feature wasn't
supported yet, I wouldn't be able to do anything about it but suggest and
wait, which would mean that someone else would either have to do the work
for me or it wouldn't get done.

Another thing I would like to do eventually is make games that blind people
can play with friends and family.  If I could find someone to do the
graphics, I could do the sounds and the rest of it, or I might start adding
audio effects and other things to make preexisting games accessible.  There
is a pong 3d game in a book on programming vb.net that I have.  If I ever
wrap my brain around VB.net, I'd like to put it together and modify it for
our community. My kids are into arcade games, and we only have a couple that
have graphics, (one being Quake which they aren't allowed to play of
course,) so I'd like to expand that arena as well.
Also, I guess that when I saw the BGT code for the first time, I instantly
thought of C, and Quake C in particular.  (I've still got some loose neurons
bouncing around in my head from messing with that.)  I'm sure it's not
nearly as bad as all that though.
I'll certainly try out BGT when the 3d audio becomes fully supported,
because every game idea I have would use 3d audio.  Really I find very
little dimensionality in games that just have panning and volume--it's like
what a sighted person would feel playing Pole Position on a c64.  And no,
I'm not trying to insult the makers of all the games that don't use it, or I
would be insulting myself too.  They are great games still, (and yes, I
still actually play Pole Position for the C64 at times, as well as all these
other games,) but in general it's time to move on.
Ken Downey
President
DreamTechInteractive!
And,
Blind Comfort!
The pleasant way to experience massage!
It's the Caring
without the Staring!

- Original Message - 
From: "Philip Bennefall" 

To: "Gamers Discussion list" 
Sent: Saturday, January 29, 2011 6:56 PM
Subject: Re: [Audyssey] port Heli to vb.net if you want: was Re: Heli



Hi Ken,

I realize that you are not interested in BGT in its current state, but I
have some news in case they interest you for the future. I am going to add
3d sound to BGT in a release fairly soon, and I have already added mouse
support as well as a bunch of other things like pathfinding for artificial
intelligence.

On another note, you would not need to buy anything to use BGT for open
source software. It's totally free.

Kind regards,

Philip Bennefall
- Original Message - 
From: "Ken the Crazy" 

To: "Gamers Discussion list" 
Sent: Sunday, January 30, 2011 12:41 AM
Subject: [Audyssey] port Heli to vb.net if you want: was Re: Heli


There is a vb.net studio called Sharp Develop.  I have no idea how to use
vb.net, but if someone would port what I have to vb.net, then I imagine
many
more people could work on it, and not have to buy anything either.
Plus,the
latest version of Direct Audio could be used instead of DirectX 8, and who
knows how much more powerful the game could be.  BGT not having 3d was the
first reason I chose not to go with it.  The second is that I know vb6
pretty well.  I am certainly willing to change to vb.net, but to tell you
the truth, I don't learn very well unless I have code right in front of

Re: [Audyssey] Heli

2011-01-29 Thread Ken the Crazy
Well, it is a portable helicopter.  It's not going to sound like a life-size 
helicopter would sound when it's ten feet in the air.
Also, the reason you're not hearing the 3d side is because both the enemy 
and TV are in front of you and off to one side.  Switch your point of view, 
and you'll appreciate the affect a lot more.


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

- Original Message - 
From: "Hayden Presley" 

To: "'Gamers Discussion list'" 
Sent: Saturday, January 29, 2011 7:23 PM
Subject: Re: [Audyssey] Heli



Hi,
I was wondering the same thing...I don't hear it. Though if you ask me the
motor volume adjusting needs some work as it sounds as if I'm sending my
helicopter to the top of Mount Everest.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Damien Pendleton
Sent: Saturday, January 29, 2011 9:27 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Heli

Hi,
From what I have seen the game doesn't exactly require 3d sound. When you
ascend, the motor gets higher, when you descend the motor gets lower. When
you go forwards or backwards the room sounds change accordingly, and when
you turn left or right the room sounds pan accordingly. Is there anything
exactly 3d about that audio setup?
Regards,
Damien.



- Original Message - 
From: "Pitermach" 

To: "Gamers Discussion list" 
Sent: Saturday, January 29, 2011 3:02 PM
Subject: Re: [Audyssey] Heli


Um damien, that won't work at the moment, as bgt doesn't have any 3d 
sound



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

To: "Gamers Discussion list" 
Sent: Friday, January 28, 2011 9:55 AM
Subject: [Audyssey] Heli



Hi,
I'm thinking we should port Heli over to BGT. What are your thoughts? If
there are no objections, is there anyone helping with the VB version
who'd like to help me convert it?
Regards,
Damien.
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Re: [Audyssey] which game interests you more...

2011-01-29 Thread Clement Chou
And we have virtually the same view... though the problem is of 
course, since you have no ps3 or xbox360 that we know if you won't be 
spending time with either game. Though forking out money for a ps3 
might be easier now... since they're only a couple hundred nowadays. 
I've scene deals for as low as 170. But I hear you completely about 
the MK series. Unless this game brings something fresh to the table, 
this series is walking out a loser where I'm concerned. As one of the 
premier fighting game review websites I know says, "it is going to 
need more than just a fresh makeover and some HD shock and gore 
value. This isn't the 90s anymore... blood and gore don't get 
reactions the way they used to."



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Re: [Audyssey] Getting my butt royally kicked in MOTA

2011-01-29 Thread Hayden Presley
Hi,
Skeleton with sword? Sounds like a name I might give a sculpture.

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: Saturday, January 29, 2011 11:09 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Getting my butt royally kicked in MOTA

That's exactly what I was getting at as well.
We are the Knights who say...Ni!
- Original Message - 
From: "Thomas Ward" 
To: "Gamers Discussion list" 
Sent: Saturday, January 29, 2011 9:59 PM
Subject: Re: [Audyssey] Getting my butt royally kicked in MOTA


> Hi,
>
> Personally, I'm in favor of names like skeletal archer, skeletal
> swordsman, skeletal mage, etc as that is both descriptive and cool. A
> name like skeleton with sword is, well, pretty lame. Skeletal
> swordsman for a skeleton with a sword sounds cooler. Zombies could
> have similar names like undead warrior or undead swordsman.
>
> Cheers!
>
>
> On 1/29/11, Bryan Peterson  wrote:
>> Or Skeletal Archer or Skeletal Swordsman.
>> We are the Knights who say...Ni!
>
> ---
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[Audyssey] my ramblings about programming: why I use vb

2011-01-29 Thread Ken the Crazy
It's not that BGT doesn't at all interest me.  There are a lot of appealing 
features, and I know I won't be able to resist once the 3d audio is 
implemented.  Delving into BGT as I doubtless will, I seriously doubt it 
will be my only method of programming for games.
 For one thing, as much as I dislike programming, when I program a game 
from the ground up I know exactly how the game works.  I can tweak the 
finest details, and know just how a sub or function works.  I guess that 
learning is another reason I like to program.
Also, if I had a new idea about a game, and a particular feature wasn't 
supported yet, I wouldn't be able to do anything about it but suggest and 
wait, which would mean that someone else would either have to do the work 
for me or it wouldn't get done.


Another thing I would like to do eventually is make games that blind people 
can play with friends and family.  If I could find someone to do the 
graphics, I could do the sounds and the rest of it, or I might start adding 
audio effects and other things to make preexisting games accessible.  There 
is a pong 3d game in a book on programming vb.net that I have.  If I ever 
wrap my brain around VB.net, I'd like to put it together and modify it for 
our community. My kids are into arcade games, and we only have a couple that 
have graphics, (one being Quake which they aren't allowed to play of 
course,) so I'd like to expand that arena as well.
Also, I guess that when I saw the BGT code for the first time, I instantly 
thought of C, and Quake C in particular.  (I've still got some loose neurons 
bouncing around in my head from messing with that.)  I'm sure it's not 
nearly as bad as all that though.
I'll certainly try out BGT when the 3d audio becomes fully supported, 
because every game idea I have would use 3d audio.  Really I find very 
little dimensionality in games that just have panning and volume--it's like 
what a sighted person would feel playing Pole Position on a c64.  And no, 
I'm not trying to insult the makers of all the games that don't use it, or I 
would be insulting myself too.  They are great games still, (and yes, I 
still actually play Pole Position for the C64 at times, as well as all these 
other games,) but in general it's time to move on.

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

- Original Message - 
From: "Philip Bennefall" 

To: "Gamers Discussion list" 
Sent: Saturday, January 29, 2011 6:56 PM
Subject: Re: [Audyssey] port Heli to vb.net if you want: was Re: Heli



Hi Ken,

I realize that you are not interested in BGT in its current state, but I 
have some news in case they interest you for the future. I am going to add 
3d sound to BGT in a release fairly soon, and I have already added mouse 
support as well as a bunch of other things like pathfinding for artificial 
intelligence.


On another note, you would not need to buy anything to use BGT for open 
source software. It's totally free.


Kind regards,

Philip Bennefall
- Original Message - 
From: "Ken the Crazy" 

To: "Gamers Discussion list" 
Sent: Sunday, January 30, 2011 12:41 AM
Subject: [Audyssey] port Heli to vb.net if you want: was Re: Heli


There is a vb.net studio called Sharp Develop.  I have no idea how to use
vb.net, but if someone would port what I have to vb.net, then I imagine 
many
more people could work on it, and not have to buy anything either. 
Plus,the

latest version of Direct Audio could be used instead of DirectX 8, and who
knows how much more powerful the game could be.  BGT not having 3d was the
first reason I chose not to go with it.  The second is that I know vb6
pretty well.  I am certainly willing to change to vb.net, but to tell you
the truth, I don't learn very well unless I have code right in front of me
to play with.  Well, I can't say that exactly, as I had to develop the 3d
audio engine by myself from descriptions, but we're talking about a whole
new language here, a whole new way to do things.
In other words, I'd be grateful if someone could port this to vb.net, not
offended.  I don't know that I won't still use BB6 instead--I'm mainly a
hobby programmer, not a pro making a lot of money by selling the
cutting-edge games like Tom and others.  I think that if you have the
patience and dedication to make such games, that's awesome.  My enjoyment
comes from exploring frontiers, like 3d audio in vb6, and like using the
mouse, another area that still could be opened up a bit.  My real 
enjoyment

in working with computers though is creating sound effects and music; if I
program a game, it's just because I get this idea in my head that won't
leave me alone till I've made the game.
Ken Downey
President
DreamTechInteractive!
And,
Blind Comfort!
The pleasant way to experience massage!
It's the Caring
without the Staring!

- Original Message - 
From: "Pitermach" 

To: "Gamers Discussion list" 
Sent: S

Re: [Audyssey] which game interests you more...

2011-01-29 Thread Thomas Ward
Hi,

Oh, my vote is definitely for MVC 3. I'm a big comic book fan, and
have been something of a fan of the MVC games. Plus as you pointed out
the last few MK games weren't really that impressive. I've pretty much
lost interest in that series, and unless there is something really
steller I'm gnot forking over any cash for MK 9 myself.

Cheers!




On 1/29/11, Clement Chou  wrote:
> For those who are going to answer because of audio differences,
> please don't bother. This is an honest question for some discussion,
> not to convert people or start a flame war. Which game interests you
> more at the moment? Marvel Vs. Capcom 3 or MK 9?
>
> Personally, MVC 3 is looking a lot better to me at the moment. Fresh
> mechanics, but with enough old stuff to keep it good. A cast of
> characters who are both old and new... and a whole lot more to keep
> it interesting.
>
> Reasons for skepticism where MK is concerned:
> 1. The last four games have been clunky, badly designed, and just all
> around bad...
> 2. MK 9 is openly copying a lot of things from other games... the
> developers even admitted at taking mechanics from Street Fighter 4,
> which depending on how you look at it can be good or bad.
>
> I'm questioning how good this game is. Nevertheless I was a huge MK
> fan back when I was in my early teens... which wasn't all that long
> ago. I still enjoy playing older games, but I am going to get this
> game with a big, big grain of salt... and we'll see where it goes.
> I've preordered my copy of MVC 3, and haven't preordered MK. However,
> I definitely plan to give it a try. I'm ready to give Midway another
> chance, mainly because from the explanations this game is definitely
> going to be deeperthan the past ones. Plus, extra-gory fatalities
> sound really good to me... I want to be able to respect MK as a
> fighting series again. Thoughts? Opinions... hopefully this
> discussion can span more than three  messages. lol.
>
>
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Re: [Audyssey] Getting my butt royally kicked in MOTA

2011-01-29 Thread Bryan Peterson

That's exactly what I was getting at as well.
We are the Knights who say...Ni!
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Saturday, January 29, 2011 9:59 PM
Subject: Re: [Audyssey] Getting my butt royally kicked in MOTA



Hi,

Personally, I'm in favor of names like skeletal archer, skeletal
swordsman, skeletal mage, etc as that is both descriptive and cool. A
name like skeleton with sword is, well, pretty lame. Skeletal
swordsman for a skeleton with a sword sounds cooler. Zombies could
have similar names like undead warrior or undead swordsman.

Cheers!


On 1/29/11, Bryan Peterson  wrote:

Or Skeletal Archer or Skeletal Swordsman.
We are the Knights who say...Ni!


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Re: [Audyssey] Getting my butt royally kicked in MOTA

2011-01-29 Thread Thomas Ward
Hi Greg,

Yes, they are. Most Greek legends have it that a harpy's claws are
extremely poisonness, and therefore that's not something I intend to
change. It makes the game, well, more realistic and true to the Greek
legends.

Smile.


On 1/29/11, Greg Steel  wrote:
> Hi Tom this sounds awesome do the harpys still poison you?

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Re: [Audyssey] Getting my butt royally kicked in MOTA

2011-01-29 Thread Thomas Ward
Hi,

Personally, I'm in favor of names like skeletal archer, skeletal
swordsman, skeletal mage, etc as that is both descriptive and cool. A
name like skeleton with sword is, well, pretty lame. Skeletal
swordsman for a skeleton with a sword sounds cooler. Zombies could
have similar names like undead warrior or undead swordsman.

Cheers!


On 1/29/11, Bryan Peterson  wrote:
> Or Skeletal Archer or Skeletal Swordsman.
> We are the Knights who say...Ni!

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[Audyssey] which game interests you more...

2011-01-29 Thread Clement Chou
For those who are going to answer because of audio differences, 
please don't bother. This is an honest question for some discussion, 
not to convert people or start a flame war. Which game interests you 
more at the moment? Marvel Vs. Capcom 3 or MK 9?


Personally, MVC 3 is looking a lot better to me at the moment. Fresh 
mechanics, but with enough old stuff to keep it good. A cast of 
characters who are both old and new... and a whole lot more to keep 
it interesting.


Reasons for skepticism where MK is concerned:
1. The last four games have been clunky, badly designed, and just all 
around bad...
2. MK 9 is openly copying a lot of things from other games... the 
developers even admitted at taking mechanics from Street Fighter 4, 
which depending on how you look at it can be good or bad.


I'm questioning how good this game is. Nevertheless I was a huge MK 
fan back when I was in my early teens... which wasn't all that long 
ago. I still enjoy playing older games, but I am going to get this 
game with a big, big grain of salt... and we'll see where it goes. 
I've preordered my copy of MVC 3, and haven't preordered MK. However, 
I definitely plan to give it a try. I'm ready to give Midway another 
chance, mainly because from the explanations this game is definitely 
going to be deeperthan the past ones. Plus, extra-gory fatalities 
sound really good to me... I want to be able to respect MK as a 
fighting series again. Thoughts? Opinions... hopefully this 
discussion can span more than three  messages. lol.



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Re: [Audyssey] Getting my butt royally kicked in MOTA

2011-01-29 Thread Thomas Ward
Hi Phil,

Oh, I see. That's doable, but probably won't get done right away. I've
got some bugs and things to finish working out of beta 17 before I
make a public release.

On 1/29/11, Phil Vlasak  wrote:
> Hi Thomas,
> I was talking about having the weapon description attached to the monster
> name file in the view function.
> Instead of
> Enemy_Skeleton.wav
> just saying
> Skeleton
> it could say
> Skeleton with sword.
> You would need to have separate sound files for each monster and weapon
> combo.
> So you would probably have to rename it,
> Enemy_Skeleton_Sword.wav
>
>
> Phil
>
>
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Re: [Audyssey] Blind Man Drives Car Independently

2011-01-29 Thread Alfredo_The_Music_maker

Yes, that was just released by the NFB today.

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Re: [Audyssey] New GameSpot You don't know Jack demo

2011-01-29 Thread Orin
True. Lol.
Orin
orin8...@gmail.com
Twitter: http://www.twitter.com/orinks
Skype: orin1112



On Jan 29, 2011, at 10:41 PM, Clement Chou wrote:

> IF you play online, you play to compete... and sighted people are not going 
> to do that. lol. At least, not if they're the typical gamer type.
> 
> At 06:35 PM 29/01/2011, you wrote:
>> Hey all,
>> 
>> Here's a video I recently found that features two players on the 360 playing 
>> the new YDKJ, coming out next Tuesday for 360, PS3, PC, and DS and I dunno 
>> if there's more.
>> 
>> Anyway, it seems nice and accessible as always, except the Jack attack. Ah 
>> well. I think when playing online with sighted people I wonder with voice 
>> chat if they'd be able to help us somehow.
>> 
>> Here's the video.
>> 
>> http://www.youtube.com/watch?v=whUk1XkWv9U
>> 
>> 
>> Orin
>> orin8...@gmail.com
>> Twitter: http://www.twitter.com/orinks
>> Skype: orin1112
>> 
>> 
>> 
>> 
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> 
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Re: [Audyssey] New GameSpot You don't know Jack demo

2011-01-29 Thread Clement Chou
IF you play online, you play to compete... and sighted people are not 
going to do that. lol. At least, not if they're the typical gamer type.


At 06:35 PM 29/01/2011, you wrote:

Hey all,

Here's a video I recently found that features two players on the 360 
playing the new YDKJ, coming out next Tuesday for 360, PS3, PC, and 
DS and I dunno if there's more.


Anyway, it seems nice and accessible as always, except the Jack 
attack. Ah well. I think when playing online with sighted people I 
wonder with voice chat if they'd be able to help us somehow.


Here's the video.

http://www.youtube.com/watch?v=whUk1XkWv9U


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




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[Audyssey] Blind Man Drives Car Independently

2011-01-29 Thread Phil Vlasak

Hi Folks,
The NFB introduced this car as a game simulation in last year's July 
convention.

Blind Man Drives Car Independently
Avoids Dynamic Obstacles
Daytona Beach, Florida
(January 29, 2011):
The National Federation of the Blind (NFB), the oldest and largest 
organization of blind people in the nation, announced today that for the 
first time a blind individual has driven a street vehicle in public without 
the assistance of a sighted person.  Mark Anthony Riccobono, a blind 
executive who directs technology, research, and education programs for the 
organization, was behind the wheel of a Ford Escape hybrid equipped with 
nonvisual technology and successfully navigated 1.5 miles of the road course 
section of the famed track at the Daytona International Speedway.


The historic demonstration was part of pre-race activities leading up to the 
Rolex 24 At Daytona this morning.  Mr. Riccobono not only successfully 
navigated the several turns of the road course but also avoided obstacles, 
some of which were stationary and some of which were thrown into his path at 
random from a van driving in front of him.  Later he successfully passed the 
van without collision.  The Ford Escape was equipped with laser 
range-finding censors that conveyed information to a computer inside the 
vehicle, allowing it to create and constantly update a three-dimensional map 
of the road environment.  The computer sent directions to vibrating gloves 
on the driver's hands, indicating which way to steer, and to a vibrating 
strip on which he was seated, indicating when to speed up, slow down, or 
stop.


Mr. Riccobono said: "The NFB's leadership in the Blind Driver ChallengeT has 
taken something almost everyone believed was an impossible dream and turned 
it into reality.  It was thrilling for me to be behind the wheel, but even 
more thrilling to hear the cheers from my blind brothers and sisters in the 
grandstands; today all of the members of the NFB helped drive us forward. 
It is for them and for all blind Americans that the National Federation of 
the Blind undertook this project to show that blind people can do anything 
that our sighted friends and colleagues can do as long as we have access to 
information through nonvisual means.  Today we have demonstrated that truth 
to the nation and the world."


http://www.blinddriverchallenge.org/bdcg/NewsBot.asp?MODE=VIEW&ID=760

Blind Driver To Debut New Technologies At Daytona
by The Associated Press


Mark Riccobono talks with Anil Lewis of the National Federation of the Blind 
at the Daytona Speedway Wednesday Jan. 26, 2011. Riccobono is blind and he 
is using nonvisual technologies to drive a car. (


Mark Riccobono climbs into a vehicle to test nonvisual technologies 
Wednesday Jan. 26, 2011 at Daytona International Speedway. Riccobono is 
blind and was selected to drive the vehicle by the National Federation of 
the Blind as part of its Blind Driver Challenge. The challenge encouraged 
universities and colleges to create technology that would assist blind 
people to drive. (


DAYTONA BEACH, Fla. January 28, 2011, 11:11 am ET
It's a cloudy morning at Daytona International Speedway, but Mark Riccobono 
can't tell, nor does it really matter to him.


He walks up to the driver's side of a black, Ford Escape Hybrid parked on 
the start-finish line, opens the door, sits down and adjusts his seat. After 
a few minutes the car revs up and takes off.


None of that's unusual at one of the meccas of motorsports racing, except 
for one thing: Riccobono is blind.


Saturday, Riccobono will take part in a public demonstration, driving 
independently with the help of new nonvisual technology and a specially 
modified car. The event, spearheaded by the the National Federation of the 
Blind, is part of the pre-race activities of Saturday's Rolex 24 event at 
Daytona. Riccobono will drive a portion of the same course as the drivers in 
the race.


"I pretty much shut out the idea that driving was possible, because I didn't 
want to focus on that aspect of something I couldn't do," said Riccobono, 
34, who has been legally blind since age 5 and was selected from a group of 
test drivers to be behind the wheel Saturday. "But I think this project is a 
clear example that when you dream big and put your heart and resources into 
it, you get to unimagined places."


The NFB, an advocacy group of more than 50,000 members, hatched the idea a 
decade ago.


In 2004 it began the Blind Driver Challenge through its Jernigan Institute. 
The challenge encouraged partnerships with universities and manufacturers to 
create technology that would enable a blind driver to safely operate a 
vehicle.


Saturday's event has been in the developmental phase for the past three 
years thanks to the NFB's partnership with Virginia Tech's College of 
Engineering and TORC Technologies. The students developed the equipment 
Riccobono will use. TORC integrated those into a working vehicle.


Several Virginia Tec

Re: [Audyssey] Getting my butt royally kicked in MOTA

2011-01-29 Thread Charles Rivard

I hope you get forever lost in the rooms of MOTA.

---
Laughter is the best medicine, so look around, find a dose and take it to 
heart.
- Original Message - 
From: "Hayden Presley" 

To: "'Gamers Discussion list'" 
Sent: Saturday, January 29, 2011 6:21 PM
Subject: Re: [Audyssey] Getting my butt royally kicked in MOTA



Hi Charles,
So you say...this is a free country, right? So I can disagree; and I 
shall.



Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Saturday, January 29, 2011 10:13 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Getting my butt royally kicked in MOTA

Don't listen to him.  Keep it up!  Being ornery is fun!

---
Laughter is the best medicine, so look around, find a dose and take it to
heart.
- Original Message - 
From: "Hayden Presley" 

To: "'Gamers Discussion list'" 
Sent: Saturday, January 29, 2011 9:02 AM
Subject: Re: [Audyssey] Getting my butt royally kicked in MOTA



Hi Thomas,
Grrr...stop teasing us! 

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Saturday, January 29, 2011 9:00 AM
To: Gamers Discussion list
Subject: [Audyssey] Getting my butt royally kicked in MOTA

Hi all,

Okay, as the subject states I am seriously getting my butt kicked in
Mysteries of the Ancients beta 17. I'm playing the new level 1 right
now, testing out the updated monsters, etc and I must say this version
is certainly more challenging than prior versions. I've updated the
stats for everything and one thing you will notice once I release beta
17 later this weekend is that enemies move a lot faster than they did
before. You might walk into a room, see a skeleton, think he's no
problem, and the next second he is right there slicing you up like
roast beaf. Harpies are also a lot nastier than they once were. I
opened a door stepped inside and one landed on me claws first and
ripped me a new rear end before I barely knew she was there. Lol!

Oh, yeah, and as far as randomization goes I have made an important
decision on that as well. Instead of just removing it I decided to fix
it. Thus part of the delay in releasing the game. Instead of randomly
generating items and monsters when you enter a room all of the stats,
random generation, etc will be done before the level loads. That way
when you save a game it will save the state of everything. Plus doing
it this way I can limit the amount of ammo, gold, gems, and potions
you can possibly find per level. This has certainly aided in balancing
things out more because now you have to conserve ammo and potions when
and where you can, because you will have no idea when you will find
more to replace it.

Cheers!

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Re: [Audyssey] Second Life and Max guidedog

2011-01-29 Thread Casey Mathews
Max is a guide dog that can either be a dog, a cane, or a ring. It gives 
textual information about the second life environment. but I'm having 
trouble getting it working within second life.


On 1/29/2011 9:21 PM, Mike Maslo wrote:

What does max do for second life?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Casey Mathews
Sent: Saturday, January 29, 2011 6:05 PM
To: Philip Bennefall; Gamers Discussion list
Subject: [Audyssey] Second Life and Max guidedog

Does anyone know how to get Max working in second Life? I can't login. I
just keep getting the same logon screen. I can logon to the web for SL,
but can't with Max running.
Thanks for any ideas.

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--


Casey Mathews
www.webfriendlyhelp.com


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[Audyssey] New GameSpot You don't know Jack demo

2011-01-29 Thread Orin
Hey all,

Here's a video I recently found that features two players on the 360 playing 
the new YDKJ, coming out next Tuesday for 360, PS3, PC, and DS and I dunno if 
there's more.

Anyway, it seems nice and accessible as always, except the Jack attack. Ah 
well. I think when playing online with sighted people I wonder with voice chat 
if they'd be able to help us somehow.

Here's the video.

http://www.youtube.com/watch?v=whUk1XkWv9U


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




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Re: [Audyssey] Second Life and Max guidedog

2011-01-29 Thread Mike Maslo
What does max do for second life?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Casey Mathews
Sent: Saturday, January 29, 2011 6:05 PM
To: Philip Bennefall; Gamers Discussion list
Subject: [Audyssey] Second Life and Max guidedog

Does anyone know how to get Max working in second Life? I can't login. I 
just keep getting the same logon screen. I can logon to the web for SL, 
but can't with Max running.
Thanks for any ideas.

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Re: [Audyssey] port Heli to vb.net if you want: was Re: Heli

2011-01-29 Thread Damien Pendleton

Hi Ken,
VB.Net has its disadvantages over BGT, mainly that the end user has to 
install the .net framework on their systems. I do not even have VB.Net on my 
system either.

Regards,
Damien.


- Original Message - 
From: "Ken the Crazy" 

To: "Gamers Discussion list" 
Sent: Saturday, January 29, 2011 11:41 PM
Subject: [Audyssey] port Heli to vb.net if you want: was Re: Heli


There is a vb.net studio called Sharp Develop.  I have no idea how to use 
vb.net, but if someone would port what I have to vb.net, then I imagine 
many more people could work on it, and not have to buy anything either. 
Plus,the latest version of Direct Audio could be used instead of DirectX 
8, and who knows how much more powerful the game could be.  BGT not having 
3d was the first reason I chose not to go with it.  The second is that I 
know vb6 pretty well.  I am certainly willing to change to vb.net, but to 
tell you the truth, I don't learn very well unless I have code right in 
front of me to play with.  Well, I can't say that exactly, as I had to 
develop the 3d audio engine by myself from descriptions, but we're talking 
about a whole new language here, a whole new way to do things.
In other words, I'd be grateful if someone could port this to vb.net, not 
offended.  I don't know that I won't still use BB6 instead--I'm mainly a 
hobby programmer, not a pro making a lot of money by selling the 
cutting-edge games like Tom and others.  I think that if you have the 
patience and dedication to make such games, that's awesome.  My enjoyment 
comes from exploring frontiers, like 3d audio in vb6, and like using the 
mouse, another area that still could be opened up a bit.  My real 
enjoyment in working with computers though is creating sound effects and 
music; if I program a game, it's just because I get this idea in my head 
that won't leave me alone till I've made the game.

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

- Original Message - 
From: "Pitermach" 

To: "Gamers Discussion list" 
Sent: Saturday, January 29, 2011 10:02 AM
Subject: Re: [Audyssey] Heli


Um damien, that won't work at the moment, as bgt doesn't have any 3d 
sound capabilities.
- Original Message - 
From: "Damien Pendleton" 

To: "Gamers Discussion list" 
Sent: Friday, January 28, 2011 9:55 AM
Subject: [Audyssey] Heli



Hi,
I'm thinking we should port Heli over to BGT. What are your thoughts? If 
there are no objections, is there anyone helping with the VB version 
who'd like to help me convert it?

Regards,
Damien.
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Re: [Audyssey] Heli

2011-01-29 Thread Hayden Presley
Hi,
I was wondering the same thing...I don't hear it. Though if you ask me the
motor volume adjusting needs some work as it sounds as if I'm sending my
helicopter to the top of Mount Everest.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Damien Pendleton
Sent: Saturday, January 29, 2011 9:27 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Heli

Hi,
>From what I have seen the game doesn't exactly require 3d sound. When you 
ascend, the motor gets higher, when you descend the motor gets lower. When 
you go forwards or backwards the room sounds change accordingly, and when 
you turn left or right the room sounds pan accordingly. Is there anything 
exactly 3d about that audio setup?
Regards,
Damien.



- Original Message - 
From: "Pitermach" 
To: "Gamers Discussion list" 
Sent: Saturday, January 29, 2011 3:02 PM
Subject: Re: [Audyssey] Heli


> Um damien, that won't work at the moment, as bgt doesn't have any 3d sound

> capabilities.
> - Original Message - 
> From: "Damien Pendleton" 
> To: "Gamers Discussion list" 
> Sent: Friday, January 28, 2011 9:55 AM
> Subject: [Audyssey] Heli
>
>
>> Hi,
>> I'm thinking we should port Heli over to BGT. What are your thoughts? If 
>> there are no objections, is there anyone helping with the VB version 
>> who'd like to help me convert it?
>> Regards,
>> Damien.
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Re: [Audyssey] Getting my butt royally kicked in MOTA

2011-01-29 Thread Hayden Presley
Hi Charles,
So you say...this is a free country, right? So I can disagree; and I shall.


Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Saturday, January 29, 2011 10:13 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Getting my butt royally kicked in MOTA

Don't listen to him.  Keep it up!  Being ornery is fun!

---
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heart.
- Original Message - 
From: "Hayden Presley" 
To: "'Gamers Discussion list'" 
Sent: Saturday, January 29, 2011 9:02 AM
Subject: Re: [Audyssey] Getting my butt royally kicked in MOTA


> Hi Thomas,
> Grrr...stop teasing us! 
>
> Best Regards,
> Hayden
>
>
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of Thomas Ward
> Sent: Saturday, January 29, 2011 9:00 AM
> To: Gamers Discussion list
> Subject: [Audyssey] Getting my butt royally kicked in MOTA
>
> Hi all,
>
> Okay, as the subject states I am seriously getting my butt kicked in
> Mysteries of the Ancients beta 17. I'm playing the new level 1 right
> now, testing out the updated monsters, etc and I must say this version
> is certainly more challenging than prior versions. I've updated the
> stats for everything and one thing you will notice once I release beta
> 17 later this weekend is that enemies move a lot faster than they did
> before. You might walk into a room, see a skeleton, think he's no
> problem, and the next second he is right there slicing you up like
> roast beaf. Harpies are also a lot nastier than they once were. I
> opened a door stepped inside and one landed on me claws first and
> ripped me a new rear end before I barely knew she was there. Lol!
>
> Oh, yeah, and as far as randomization goes I have made an important
> decision on that as well. Instead of just removing it I decided to fix
> it. Thus part of the delay in releasing the game. Instead of randomly
> generating items and monsters when you enter a room all of the stats,
> random generation, etc will be done before the level loads. That way
> when you save a game it will save the state of everything. Plus doing
> it this way I can limit the amount of ammo, gold, gems, and potions
> you can possibly find per level. This has certainly aided in balancing
> things out more because now you have to conserve ammo and potions when
> and where you can, because you will have no idea when you will find
> more to replace it.
>
> Cheers!
>
> ---
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> gamers-unsubscr...@audyssey.org.
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>
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Re: [Audyssey] Getting my butt royally kicked in MOTA

2011-01-29 Thread Hayden Presley
Hi,
Umm...this will be the first time a "cardiovascular" has existed. That is
not a noun, Muhammed. Though yes--I assume that would be cardiac arrest.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Saturday, January 29, 2011 10:19 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Getting my butt royally kicked in MOTA

Is that known as a heart attack?

---
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heart.
- Original Message - 
From: "Shiny protector" 
To: "Gamers Discussion list" 
Sent: Saturday, January 29, 2011 9:43 AM
Subject: Re: [Audyssey] Getting my butt royally kicked in MOTA


> Uh, her cardiovascular is destroied.
> - Original Message - 
> From: "Thomas Ward" 
> To: "Gamers Discussion list" 
> Sent: Saturday, January 29, 2011 3:12 PM
> Subject: Re: [Audyssey] Getting my butt royally kicked in MOTA
>
>
>> Hi Hayden,
>>
>> Oh, in that case I don't suppose you want to know about the fact there
>> is a new trap on level 1. One that wasn't in previous MOTA betas. It
>> is mmm... well... tricky to get past if you aren't quick. That is
>> assuming you survive the battle with the Lamia.
>>
>> Oh, and if you would like to know Angela just got killed by the Lamia.
>> I wasn't quite quick enough of getting out of the way before she shot
>> a poisoned arrow through Angela's heart. Angela's quite dead, and has
>> to wait for me to restart the game to come back to life. How's that
>> for challenging, eh?
>>
>> Grin.
>>
>>
>> On 1/29/11, Hayden Presley  wrote:
>>> Hi Thomas,
>>> Grrr...stop teasing us! 
>>>
>>> Best Regards,
>>> Hayden
>>>
>>>
>>> -Original Message-
>>> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
>>> On
>>> Behalf Of Thomas Ward
>>> Sent: Saturday, January 29, 2011 9:00 AM
>>> To: Gamers Discussion list
>>> Subject: [Audyssey] Getting my butt royally kicked in MOTA
>>>
>>> Hi all,
>>>
>>> Okay, as the subject states I am seriously getting my butt kicked in
>>> Mysteries of the Ancients beta 17. I'm playing the new level 1 right
>>> now, testing out the updated monsters, etc and I must say this version
>>> is certainly more challenging than prior versions. I've updated the
>>> stats for everything and one thing you will notice once I release beta
>>> 17 later this weekend is that enemies move a lot faster than they did
>>> before. You might walk into a room, see a skeleton, think he's no
>>> problem, and the next second he is right there slicing you up like
>>> roast beaf. Harpies are also a lot nastier than they once were. I
>>> opened a door stepped inside and one landed on me claws first and
>>> ripped me a new rear end before I barely knew she was there. Lol!
>>>
>>> Oh, yeah, and as far as randomization goes I have made an important
>>> decision on that as well. Instead of just removing it I decided to fix
>>> it. Thus part of the delay in releasing the game. Instead of randomly
>>> generating items and monsters when you enter a room all of the stats,
>>> random generation, etc will be done before the level loads. That way
>>> when you save a game it will save the state of everything. Plus doing
>>> it this way I can limit the amount of ammo, gold, gems, and potions
>>> you can possibly find per level. This has certainly aided in balancing
>>> things out more because now you have to conserve ammo and potions when
>>> and where you can, because you will have no idea when you will find
>>> more to replace it.
>>>
>>> Cheers!
>>>
>>> ---
>>> 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
>>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
>>> 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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>>> list,
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>>>
>>
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[Audyssey] Second Life and Max guidedog

2011-01-29 Thread Casey Mathews
Does anyone know how to get Max working in second Life? I can't login. I 
just keep getting the same logon screen. I can logon to the web for SL, 
but can't with Max running.

Thanks for any ideas.

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Re: [Audyssey] port Heli to vb.net if you want: was Re: Heli

2011-01-29 Thread Philip Bennefall

Hi Ken,

I realize that you are not interested in BGT in its current state, but I 
have some news in case they interest you for the future. I am going to add 
3d sound to BGT in a release fairly soon, and I have already added mouse 
support as well as a bunch of other things like pathfinding for artificial 
intelligence.


On another note, you would not need to buy anything to use BGT for open 
source software. It's totally free.


Kind regards,

Philip Bennefall
- Original Message - 
From: "Ken the Crazy" 

To: "Gamers Discussion list" 
Sent: Sunday, January 30, 2011 12:41 AM
Subject: [Audyssey] port Heli to vb.net if you want: was Re: Heli


There is a vb.net studio called Sharp Develop.  I have no idea how to use
vb.net, but if someone would port what I have to vb.net, then I imagine many
more people could work on it, and not have to buy anything either.  Plus,the
latest version of Direct Audio could be used instead of DirectX 8, and who
knows how much more powerful the game could be.  BGT not having 3d was the
first reason I chose not to go with it.  The second is that I know vb6
pretty well.  I am certainly willing to change to vb.net, but to tell you
the truth, I don't learn very well unless I have code right in front of me
to play with.  Well, I can't say that exactly, as I had to develop the 3d
audio engine by myself from descriptions, but we're talking about a whole
new language here, a whole new way to do things.
In other words, I'd be grateful if someone could port this to vb.net, not
offended.  I don't know that I won't still use BB6 instead--I'm mainly a
hobby programmer, not a pro making a lot of money by selling the
cutting-edge games like Tom and others.  I think that if you have the
patience and dedication to make such games, that's awesome.  My enjoyment
comes from exploring frontiers, like 3d audio in vb6, and like using the
mouse, another area that still could be opened up a bit.  My real enjoyment
in working with computers though is creating sound effects and music; if I
program a game, it's just because I get this idea in my head that won't
leave me alone till I've made the game.
Ken Downey
President
DreamTechInteractive!
And,
Blind Comfort!
The pleasant way to experience massage!
It's the Caring
without the Staring!

- Original Message - 
From: "Pitermach" 

To: "Gamers Discussion list" 
Sent: Saturday, January 29, 2011 10:02 AM
Subject: Re: [Audyssey] Heli



Um damien, that won't work at the moment, as bgt doesn't have any 3d sound
capabilities.
- Original Message - 
From: "Damien Pendleton" 

To: "Gamers Discussion list" 
Sent: Friday, January 28, 2011 9:55 AM
Subject: [Audyssey] Heli



Hi,
I'm thinking we should port Heli over to BGT. What are your thoughts? If
there are no objections, is there anyone helping with the VB version
who'd like to help me convert it?
Regards,
Damien.
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[Audyssey] port Heli to vb.net if you want: was Re: Heli

2011-01-29 Thread Ken the Crazy
There is a vb.net studio called Sharp Develop.  I have no idea how to use 
vb.net, but if someone would port what I have to vb.net, then I imagine many 
more people could work on it, and not have to buy anything either.  Plus,the 
latest version of Direct Audio could be used instead of DirectX 8, and who 
knows how much more powerful the game could be.  BGT not having 3d was the 
first reason I chose not to go with it.  The second is that I know vb6 
pretty well.  I am certainly willing to change to vb.net, but to tell you 
the truth, I don't learn very well unless I have code right in front of me 
to play with.  Well, I can't say that exactly, as I had to develop the 3d 
audio engine by myself from descriptions, but we're talking about a whole 
new language here, a whole new way to do things.
In other words, I'd be grateful if someone could port this to vb.net, not 
offended.  I don't know that I won't still use BB6 instead--I'm mainly a 
hobby programmer, not a pro making a lot of money by selling the 
cutting-edge games like Tom and others.  I think that if you have the 
patience and dedication to make such games, that's awesome.  My enjoyment 
comes from exploring frontiers, like 3d audio in vb6, and like using the 
mouse, another area that still could be opened up a bit.  My real enjoyment 
in working with computers though is creating sound effects and music; if I 
program a game, it's just because I get this idea in my head that won't 
leave me alone till I've made the game.

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

- Original Message - 
From: "Pitermach" 

To: "Gamers Discussion list" 
Sent: Saturday, January 29, 2011 10:02 AM
Subject: Re: [Audyssey] Heli


Um damien, that won't work at the moment, as bgt doesn't have any 3d sound 
capabilities.
- Original Message - 
From: "Damien Pendleton" 

To: "Gamers Discussion list" 
Sent: Friday, January 28, 2011 9:55 AM
Subject: [Audyssey] Heli



Hi,
I'm thinking we should port Heli over to BGT. What are your thoughts? If 
there are no objections, is there anyone helping with the VB version 
who'd like to help me convert it?

Regards,
Damien.
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Re: [Audyssey] rime of conflict wasRe: RSW strategy game

2011-01-29 Thread dark

hi Anouk.

As I said to David, the game is produced by gma games, www.gmagames.comm.

For future reference though, if you look on www.audiogames.net you will find 
entries for the vast majority of available accessible games, each with a 
(hopefully comprehensive), review and links to it's homepage and other 
resources.


you can also use the "search archive" link on the main page to search the 
database for a given genre or lisence type, say you were just interested in 
stratogy games or free games.


There is certain a time of conflict page there with some hopefully good info 
about the game.


all the best,

Dark.


- Original Message - 
From: "Anouk Radix" 

To: "Gamers Discussion list" 
Sent: Saturday, January 29, 2011 11:28 PM
Subject: [Audyssey] rime of conflict wasRe: RSW strategy game



Hi Dark,
Can you give me the manufacturer and full title of time of conflict. Quite 
interested in this game but cant find it via google.

Greetings, Anouk,
- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Saturday, January 29, 2011 11:51 PM
Subject: Re: [Audyssey] RSW strategy game



Hi David.

well it is certainly possible to use xl, though I must confess mapping is 
not a personal strong point, and indeed I myself find games like chess 
quite difficult to play without a tactile board physically in front of 
me.


the one exception to this rule which i have found is time of conflict, 
which uses imho some of the most advanced mapping overview techniques by 
essentially doing exactly what you said,  using the computer to put 
in the effort on behalf of the player.


In time of conflict for instance, it's not necessary to sit and work out 
how close your military units are to one city, you can simply use arrows 
to move your audio curser around the map, and get a context sensative 
menue on each area which shows distance to nearest objects.


So for instance, if you are playing the battle of britain map and the 
enemy attacks portsmouth, and you want to know where your nearest fighter 
squadren is, just arrow over to portsmouth and press alt F, and the 
nearest fighter will be at the top of your menue ready to command.


While self voicing and audio cursers might be going slightly far, even 
with a standard html interface you could use tools such as drop down 
menues and list boxes which could change their context according to other 
pieces of information.


For instance, selecting a world in a drop down menue could then show you 
what worlds were connected to it, distance to nearest fleets, your 
opponents' nearest fleets etc.


Indeed one brouser based space game (where you only play as one ship and 
fly about the six galaxies), uses a very similar tool involving drop 
downs to calculate routes to different star systems, which totally makes 
up for the inaccessible galaxy map.


the game is core exiles at www.core-exiles.com and the plotter tool can 
be found at


http://www.core-exiles.com/099e24da60b139021a88d3d4527268fa/route/index.php

you don't need to sign up for the game, just use the galaxy map link on 
the main page to see the graphical version of what the plotter 
represents, (though you might sign up anyway, it's a fun game ;D)..


Looking forward to the practice game, though odds are sinse I'm in the uk 
and may or may not be awake at midnight, I won't be able to get back 
until tomorrow.


all the best,

Dark.

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Re: [Audyssey] rime of conflict wasRe: RSW strategy game

2011-01-29 Thread Pitermach


hi anouk,
it's made by gma games, the full title is time of conflict and the website 
is www.gmagames.com


- Original Message - 
From: "Anouk Radix" 

To: "Gamers Discussion list" 
Sent: Sunday, January 30, 2011 12:28 AM
Subject: [Audyssey] rime of conflict wasRe: RSW strategy game



Hi Dark,
Can you give me the manufacturer and full title of time of conflict. Quite 
interested in this game but cant find it via google.

Greetings, Anouk,
- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Saturday, January 29, 2011 11:51 PM
Subject: Re: [Audyssey] RSW strategy game



Hi David.

well it is certainly possible to use xl, though I must confess mapping is 
not a personal strong point, and indeed I myself find games like chess 
quite difficult to play without a tactile board physically in front of 
me.


the one exception to this rule which i have found is time of conflict, 
which uses imho some of the most advanced mapping overview techniques by 
essentially doing exactly what you said,  using the computer to put 
in the effort on behalf of the player.


In time of conflict for instance, it's not necessary to sit and work out 
how close your military units are to one city, you can simply use arrows 
to move your audio curser around the map, and get a context sensative 
menue on each area which shows distance to nearest objects.


So for instance, if you are playing the battle of britain map and the 
enemy attacks portsmouth, and you want to know where your nearest fighter 
squadren is, just arrow over to portsmouth and press alt F, and the 
nearest fighter will be at the top of your menue ready to command.


While self voicing and audio cursers might be going slightly far, even 
with a standard html interface you could use tools such as drop down 
menues and list boxes which could change their context according to other 
pieces of information.


For instance, selecting a world in a drop down menue could then show you 
what worlds were connected to it, distance to nearest fleets, your 
opponents' nearest fleets etc.


Indeed one brouser based space game (where you only play as one ship and 
fly about the six galaxies), uses a very similar tool involving drop 
downs to calculate routes to different star systems, which totally makes 
up for the inaccessible galaxy map.


the game is core exiles at www.core-exiles.com and the plotter tool can 
be found at


http://www.core-exiles.com/099e24da60b139021a88d3d4527268fa/route/index.php

you don't need to sign up for the game, just use the galaxy map link on 
the main page to see the graphical version of what the plotter 
represents, (though you might sign up anyway, it's a fun game ;D)..


Looking forward to the practice game, though odds are sinse I'm in the uk 
and may or may not be awake at midnight, I won't be able to get back 
until tomorrow.


all the best,

Dark.

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[Audyssey] rime of conflict wasRe: RSW strategy game

2011-01-29 Thread Anouk Radix

Hi Dark,
Can you give me the manufacturer and full title of time of conflict. Quite 
interested in this game but cant find it via google.

Greetings, Anouk,
- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Saturday, January 29, 2011 11:51 PM
Subject: Re: [Audyssey] RSW strategy game



Hi David.

well it is certainly possible to use xl, though I must confess mapping is 
not a personal strong point, and indeed I myself find games like chess 
quite difficult to play without a tactile board physically in front of me.


the one exception to this rule which i have found is time of conflict, 
which uses imho some of the most advanced mapping overview techniques by 
essentially doing exactly what you said,  using the computer to put in 
the effort on behalf of the player.


In time of conflict for instance, it's not necessary to sit and work out 
how close your military units are to one city, you can simply use arrows 
to move your audio curser around the map, and get a context sensative 
menue on each area which shows distance to nearest objects.


So for instance, if you are playing the battle of britain map and the 
enemy attacks portsmouth, and you want to know where your nearest fighter 
squadren is, just arrow over to portsmouth and press alt F, and the 
nearest fighter will be at the top of your menue ready to command.


While self voicing and audio cursers might be going slightly far, even 
with a standard html interface you could use tools such as drop down 
menues and list boxes which could change their context according to other 
pieces of information.


For instance, selecting a world in a drop down menue could then show you 
what worlds were connected to it, distance to nearest fleets, your 
opponents' nearest fleets etc.


Indeed one brouser based space game (where you only play as one ship and 
fly about the six galaxies), uses a very similar tool involving drop downs 
to calculate routes to different star systems, which totally makes up for 
the inaccessible galaxy map.


the game is core exiles at www.core-exiles.com and the plotter tool can be 
found at


http://www.core-exiles.com/099e24da60b139021a88d3d4527268fa/route/index.php

you don't need to sign up for the game, just use the galaxy map link on 
the main page to see the graphical version of what the plotter represents, 
(though you might sign up anyway, it's a fun game ;D)..


Looking forward to the practice game, though odds are sinse I'm in the uk 
and may or may not be awake at midnight, I won't be able to get back until 
tomorrow.


all the best,

Dark.

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Re: [Audyssey] RSW strategy game

2011-01-29 Thread dark

Hi David.

well it is certainly possible to use xl, though I must confess mapping is 
not a personal strong point, and indeed I myself find games like chess quite 
difficult to play without a tactile board physically in front of me.


the one exception to this rule which i have found is time of conflict, which 
uses imho some of the most advanced mapping overview techniques by 
essentially doing exactly what you said,  using the computer to put in 
the effort on behalf of the player.


In time of conflict for instance, it's not necessary to sit and work out how 
close your military units are to one city, you can simply use arrows to move 
your audio curser around the map, and get a context sensative menue on each 
area which shows distance to nearest objects.


So for instance, if you are playing the battle of britain map and the enemy 
attacks portsmouth, and you want to know where your nearest fighter squadren 
is, just arrow over to portsmouth and press alt F, and the nearest fighter 
will be at the top of your menue ready to command.


While self voicing and audio cursers might be going slightly far, even with 
a standard html interface you could use tools such as drop down menues and 
list boxes which could change their context according to other pieces of 
information.


For instance, selecting a world in a drop down menue could then show you 
what worlds were connected to it, distance to nearest fleets, your 
opponents' nearest fleets etc.


Indeed one brouser based space game (where you only play as one ship and fly 
about the six galaxies), uses a very similar tool involving drop downs to 
calculate routes to different star systems, which totally makes up for the 
inaccessible galaxy map.


the game is core exiles at www.core-exiles.com and the plotter tool can be 
found at


http://www.core-exiles.com/099e24da60b139021a88d3d4527268fa/route/index.php

you don't need to sign up for the game, just use the galaxy map link on the 
main page to see the graphical version of what the plotter represents, 
(though you might sign up anyway, it's a fun game ;D)..


Looking forward to the practice game, though odds are sinse I'm in the uk 
and may or may not be awake at midnight, I won't be able to get back until 
tomorrow.


all the best,

Dark. 



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Re: [Audyssey] RSW strategy game

2011-01-29 Thread David Rose

Hi Dark,

Yes, the graphical map available to sighted players is the biggest 
potential barrier.


Now, in the heyday of the play-by-mail games that RSW is inspired from, 
there was no such thing as a graphical map for anyone, and all players 
had to make their own maps out by hand, or go without.


Nowadays, users expect computers to manage tasks like this for them; and 
it's true that the graphical RSW client does make map-making quite 
straightforward for the sighted user.  A visually-impaired player, 
without the advantage of this graphical tool, will have to make a map by 
hand (I think a spreadsheet tool would be adequate for this task).  But 
it is a fair amount of work to do this.


So, there is an imbalance in the amount of effort that the 
visually-impaired player will have to put in, versus a sighted player.


I've been thinking about this problem over the past couple of days.  The 
current RSW client is not really well-suited for a screen reader.  But I 
think I can, without too much effort, make a new version of the RSW 
client that is designed from the ground up with a screen reader in mind; 
and this tool can restore the advantage of effort.


As our practice game progresses, perhaps you (and any other interested 
players) can provide suggestions for the most effective ways to navigate 
the map by voice prompts.  I will also investigate these other games you 
suggest.


Thanks!
David

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Re: [Audyssey] RSW strategy game

2011-01-29 Thread dark

Hi David.

i've read the core rules and commands, and believe I understand both the 
game logic and order system, - actually i love the symplistic orders.


Also, as an interesting point, we've had requests for an accessible version 
of risk for quite a long time, and this may well qualify, so good going 
there too.


my main concern however, is the spacial logic of the map, sinse obviously 
being able to understand the connections betwene worlds, as well as who owns 
what is quite necessary for the game, and I'm less certain whether Vi 
players would be at a disadvantage not getting the complete overview which 
sited players get from the graphical galaxy map.


I'll be interested to see how comprehensive text reports are, but perhaps it 
may be necessary to instigate some informational commands so that a Vi 
player can get a map overview of what is around them, though obviously i 
will be in a better position to think about this when I get my first turn 
report this evening.


You might however considder looking at some of the methods other developers 
have used for board overview, such as Jim kitchin's free talking batleships 
game from www.kitchinscinc.net, bg chess challenge, a self voicing chess 
game from http://www.omninet.net.au/~irhumph/blindgamers.htm or time of 
conflict, a massive turn based stratogy war game played against a computer 
on a large land and sea map, produced by gmagames at www.gmagames.com.


I'm deffinately interested in seeing some of the character types in the more 
complex games, sinse those sound most interesting and deffinately up my 
alley.


all the best,

Dark. 



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Re: [Audyssey] Getting my butt royally kicked in MOTA

2011-01-29 Thread Bryan Peterson

Or Skeletal Archer or Skeletal Swordsman.
We are the Knights who say...Ni!
- Original Message - 
From: "Phil Vlasak" 

To: "Gamers Discussion list" 
Sent: Saturday, January 29, 2011 1:18 PM
Subject: Re: [Audyssey] Getting my butt royally kicked in MOTA



Hi Thomas,
I was talking about having the weapon description attached to the monster 
name file in the view function.

Instead of
Enemy_Skeleton.wav
just saying
Skeleton
it could say
Skeleton with sword.
You would need to have separate sound files for each monster and weapon 
combo.

So you would probably have to rename it,
Enemy_Skeleton_Sword.wav


Phil

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Re: [Audyssey] Getting my butt royally kicked in MOTA

2011-01-29 Thread Phil Vlasak

Hi Thomas,
I was talking about having the weapon description attached to the monster 
name file in the view function.

Instead of
Enemy_Skeleton.wav
just saying
Skeleton
it could say
Skeleton with sword.
You would need to have separate sound files for each monster and weapon 
combo.

So you would probably have to rename it,
Enemy_Skeleton_Sword.wav


Phil 



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Re: [Audyssey] Getting my butt royally kicked in MOTA

2011-01-29 Thread Greg Steel

Hi Tom this sounds awesome do the harpys still poison you?
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Saturday, January 29, 2011 6:59 AM
Subject: [Audyssey] Getting my butt royally kicked in MOTA



Hi all,

Okay, as the subject states I am seriously getting my butt kicked in
Mysteries of the Ancients beta 17. I'm playing the new level 1 right
now, testing out the updated monsters, etc and I must say this version
is certainly more challenging than prior versions. I've updated the
stats for everything and one thing you will notice once I release beta
17 later this weekend is that enemies move a lot faster than they did
before. You might walk into a room, see a skeleton, think he's no
problem, and the next second he is right there slicing you up like
roast beaf. Harpies are also a lot nastier than they once were. I
opened a door stepped inside and one landed on me claws first and
ripped me a new rear end before I barely knew she was there. Lol!

Oh, yeah, and as far as randomization goes I have made an important
decision on that as well. Instead of just removing it I decided to fix
it. Thus part of the delay in releasing the game. Instead of randomly
generating items and monsters when you enter a room all of the stats,
random generation, etc will be done before the level loads. That way
when you save a game it will save the state of everything. Plus doing
it this way I can limit the amount of ammo, gold, gems, and potions
you can possibly find per level. This has certainly aided in balancing
things out more because now you have to conserve ammo and potions when
and where you can, because you will have no idea when you will find
more to replace it.

Cheers!

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Re: [Audyssey] Getting my butt royally kicked in MOTA

2011-01-29 Thread Thomas Ward
Hi Shaun,

No. It isn't that kind of game.

On 1/29/11, shaun everiss  wrote:
> will boss monsters like this have stuff you can grab off like in some games?
> ie night of parasite or some sighted games, you kill the bos or miner
> boss or whatever and you can search them, get their oh so powerfull
> weapon and amo and go nuts.
> That would really rock.
> It would be another insentive to win the battle if you knew you could
> get an item or upgraded items or amo.

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Re: [Audyssey] Getting my butt royally kicked in MOTA

2011-01-29 Thread shaun everiss

I don't care what it is, its all the same to me, I find them and they die!
At 06:17 a.m. 30/01/2011, you wrote:

Hi Thomas,
How will we know if the skeleton is an archer without being hit by 
an arrow first?

You could add the monster weapon to the view description.
I. E . skeleton with sword, skeleton with bow.
Phil

- Original Message - From: "Thomas Ward" 
To: "Gamers Discussion list" 
Sent: Saturday, January 29, 2011 12:12 PM
Subject: Re: [Audyssey] Getting my butt royally kicked in MOTA



Hi Dark,

Ummm...there are skeleton archers in MOTA already. They've been there
for ages. If you play MOTA beta 16 you'll soon discover some skeletons
cary bows, some daggers, and some swords.



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Re: [Audyssey] Heli

2011-01-29 Thread shaun everiss

no, the future is now with game engines.
If you want an easy ride then use one, get your game and keep the 
engines up to date.

At 04:42 a.m. 30/01/2011, you wrote:

Hi Damien,

Well, for me I'm not so concerned with installing VB 6 legacy
libraries as I am with the fact that legacy software will only go so
far. Once official support is dropped, as is the case with Visual
Basic 6 libraries, you run the risk of developing legacy software that
mmay not run on the next generation OS or have to be run in some
compatibility mode.

For example, I have a number of mainstream games that will run on
Windos XP, but absolutely will not run on Windows 7 at all. There are
a number of factors, but most of it boils down to the games using
older libraries etc that is no longer compatible with Windows 7.

I'm very concerned that since I've paid money for games like Sarah,
Tank Commander, Shades of Doom, Lone Wolf, etc that one day I'm going
to upgrade to Windows X, and find out that none of the accessible
games I have will run. If that happens that would be the direct result
of several accessible game developers inability or unwillingness to
roll with the change.  With BGT out now there isn't really any excuse
to hang onto Visual Basic 6.

Cheers!


On 1/29/11, Damien Pendleton  wrote:
> Hi Thomas,
> I agree. Before BGT came out, I could've accepted that it is quite hard to
> find an alternative if VB is all you are used to, but I don't 
think there is

> any excuse now. If people still want to use VB6, that's their problem, but
> they will have a small customer base since they will have to rely on people
> using Windows XP or earlier, unless they supply the VB runtimes, at which
> point users of later versions of Windows might feel as opposed to 
installing

> the VB runtimes as I do about installing the .net framework on my machine.
> Regards,
> Damien.

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Re: [Audyssey] Heli

2011-01-29 Thread shaun everiss

I don't mind loading dotnet on my system or any system.
I still load the vb stuff anyway even on xp to update the components.
Then again I have always loaded everything incase a user found 
something on the network they couldn't run program or whatever, this 
makes sure they have everything and that they don't complain to me 
about something that means I need to waste time loading later.

At 04:23 a.m. 30/01/2011, you wrote:

Hi Thomas,
I agree. Before BGT came out, I could've accepted that it is quite 
hard to find an alternative if VB is all you are used to, but I 
don't think there is any excuse now. If people still want to use 
VB6, that's their problem, but they will have a small customer base 
since they will have to rely on people using Windows XP or earlier, 
unless they supply the VB runtimes, at which point users of later 
versions of Windows might feel as opposed to installing the VB 
runtimes as I do about installing the .net framework on my machine.

Regards,
Damien.



- Original Message - From: "Thomas Ward" 
To: "Gamers Discussion list" 
Sent: Saturday, January 29, 2011 9:13 AM
Subject: Re: [Audyssey] Heli



Hi Jeremy,

Geremy wrote:

If a developer is using Visual basic 6.0 then why would they care
about its availability
for purchase?  Clearly they already have it if they are using it.

My reply:

Well, first of all, it was my understanding that this game was suppose
to be a comunity project. Sure some of the people like Ken and Jim
have the necessary Visual Basic 6.0 software to do development.
However, not everyone on this list would have Visual Basic 6.0. I
certainly don't.

As for myself personally that was one of the things I threw away a few
years back. in 2007 when my wife and I moved to Millersburg we decided
to go through our things and throw out everything and anything we
didn't need. I threw out several software cds like Windows 95, Windows
98, MS Office 97, and Visual Basic 6.0 was on that list of software
that went to the trash. Since I was using Visual Studio 2005, now
Visual Studio 2008, I had no need for Visual Basic 6.0. So in order
for me to help out with this project, if I wanted to, I'd have to
repurchase Visual Basic 6.0. I'd much rather use something like BGT
instead.

Geremy wrote:

I'm not looking to jump into a flame war, but I personally hate when
people try to
push programming languages onto other developers.  Over the years
every time I used
a different language I ran into someone who seemed personally offended
that I wasn't
using some Other language.

My reply:

First, my comments were not intended to start a flame war. They were
simply my opinion which someone is free to take it or leave it. They
should not be taken as inflamitory or pushy.

Second, I don't think making a simple recommendation based on my
experience and opinions is pushing. I'm sorry you took it that way,
but they were not intended to be pushy or forcing anyone to do
anything they didn't want to do. I think you need to calm down and
chill a bit. You are acting as though I was shoving BGT down your
throat when that was clearly not my intent.

Finally, my feelings about Visual Basic 6.0 are valid. Regardless of
how you personally see it I do not believe and don't agree that game
developers should continue to use the language. It is more than twelve
years old, way past its time, and people need to look at other
alternatives. That's all I was saying. I think BGT is one such
alternative.

Cheers!

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Re: [Audyssey] Getting my butt royally kicked in MOTA

2011-01-29 Thread shaun everiss

will boss monsters like this have stuff you can grab off like in some games?
ie night of parasite or some sighted games, you kill the bos or miner 
boss or whatever and you can search them, get their oh so powerfull 
weapon and amo and go nuts.

That would really rock.
It would be another insentive to win the battle if you knew you could 
get an item or upgraded items or amo.

At 04:21 a.m. 30/01/2011, you wrote:

Hi Hayden,

In Greek mythology the Lamia was suppose to be a half-snake half-woman
creature who prayed upon children. Although, there have been various
renderings of what the Lamia is suppose to look like the version i
used for MOTA has a lower half of a snake, and an upper half of a
woman. Of course, various other cultures had there own versions of
this creature as well.

HTH


On 1/29/11, Hayden Presley  wrote:
> Hi,
> I like it!  I must ask you; apparently I seem to not know quite
> everything about Greek mythology ; so what is a lamia? I don'tbelieve
> I've heard of those.
>

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Re: [Audyssey] Heli

2011-01-29 Thread shaun everiss

well I always put all the extras on all the systems.
Its no big deal to me.
Simply I put all the stuff on, I just do.
If anything is needing to get done then its already on.
I wouldn't put extra stuff on just to play a game but the fact i use 
loads of stuff ot just gaming and windows update loading most things is fine.

At 04:18 a.m. 30/01/2011, you wrote:

Hi Thomas,
Agreed. Although the newer Windows libraries are currently no use to 
me, still running XP, I certainly agree with the fact that extra 
runtimes should not have to be installed on a system just to use a 
program. If the VB runtimes do not come with newer versions of 
Windows, then I agree whole heartedly that it's time to switch. I 
also agree about the wrappers. They are incredibly useful to me. 
What I used to spend half an hour doing, clicking the Direct X 
library into my main form and writing very long winded and tedious 
code, possibly 20 or 30 lines just to play a sound and exit, now 
takes me as little as 7 lines in the space of almost literally 30 
seconds. Adding networking and Sapi was just as long winded and 
tedious. More components being clicked onto forms, sometimes even 
placed on the forms as an object, and then initialising them. 
Reading references to find out how to initialise them and use them 
effectively, etc, etc.
On that note, let's all who use it thank both Philip and the 
existence of BGT. *Relieved sigh*

Regards,
Damien.





- Original Message - From: "Thomas Ward" 
To: "Gamers Discussion list" 
Sent: Saturday, January 29, 2011 7:34 AM
Subject: Re: [Audyssey] Heli



Hi Jim,

Well, there are plenty of good and viable reasons to use BGT rather
than Visual Basic.

First of all, is compatibility with newer Windows operating systems.
Unlike XP none of the Visual Basic 6 runtimes ship with Windows 7
requiring various legacy files to be installed. Even then Visual Basic
doesn't use newer APIs like XAudio2, which is the new audio API for
Windows 7, and I have it on good authority that BGT will support
XAudio2 in a newer release.  You can't necessarily say the same for
Visual Basic 6 based games using legacy DirectX libs like dxvb8.dll.

Second of all, there is the advantage of a c-style syntax. As I have
often said most programming languages out there use a c-style syntax
and standard. The advantage of using BGT over Visual Basic as it is an
easy way to get familiar with c-style languages like C++, Java, C#,
Perl, etc. What you learn in BGT will cary over if you want to do
programming in another programming language. Visual Basic quite
litterally is a road to nowhere.

Third of all, there is availability of the software. Visual Basic 6
was released in 1998, and hasn't officially been sold in stores since
around 2002 when Visual Basic 7 was released. That means in order to
buy it one would have to go to Ebay or somewhere and purchase a copy
which isn't worth the price you'll end up paying for it. On the other
hand BGT is brand new software, is up to date, and costs as little as
$29.00 for a basic version. That's a pretty good deal.


Finally, there is development itself. BGT wraps things like Sapi,
DirectSound, DirectInput, networking, etc and offers it in one single
easy to use package. With Visual Basic you litterally have to write
your own wrappers or code it directly into your project to get the
same support. For example, to get DirectSound going you have to
initialize it in Visual Basic, but  BGT automatically handles
initialization for you. This makes programming games much simpler in
the long run.

HTH




On 1/28/11, Jim Kitchen  wrote:

Hi Damien,

May I ask, why do you want to port Heli over to BGT when it is a perfectly
good game in the language that the creator wrote it in?

TGIF and BFN

 Jim

Program in hieroglyphics, the original GUI.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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You 

Re: [Audyssey] Getting my butt royally kicked in MOTA

2011-01-29 Thread shaun everiss

wow tom this rocks.
I have been quite fast at a quickdraw thing,
I will definately be looking for my blade.
At 03:59 a.m. 30/01/2011, you wrote:

Hi all,

Okay, as the subject states I am seriously getting my butt kicked in
Mysteries of the Ancients beta 17. I'm playing the new level 1 right
now, testing out the updated monsters, etc and I must say this version
is certainly more challenging than prior versions. I've updated the
stats for everything and one thing you will notice once I release beta
17 later this weekend is that enemies move a lot faster than they did
before. You might walk into a room, see a skeleton, think he's no
problem, and the next second he is right there slicing you up like
roast beaf. Harpies are also a lot nastier than they once were. I
opened a door stepped inside and one landed on me claws first and
ripped me a new rear end before I barely knew she was there. Lol!

Oh, yeah, and as far as randomization goes I have made an important
decision on that as well. Instead of just removing it I decided to fix
it. Thus part of the delay in releasing the game. Instead of randomly
generating items and monsters when you enter a room all of the stats,
random generation, etc will be done before the level loads. That way
when you save a game it will save the state of everything. Plus doing
it this way I can limit the amount of ammo, gold, gems, and potions
you can possibly find per level. This has certainly aided in balancing
things out more because now you have to conserve ammo and potions when
and where you can, because you will have no idea when you will find
more to replace it.

Cheers!

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Re: [Audyssey] RSW strategy game

2011-01-29 Thread David Rose

The URL is:

http://rswgame.com

Or send the word "hello" in the body (not the subject) to r...@rswgame.com .

David

On 1/29/11 9:46 AM, blindle...@aol.com wrote:

what is the url to the stradigy game?lee

ki4qlv


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Re: [Audyssey] RSW strategy game

2011-01-29 Thread BlindLee55
what is the url to the stradigy game?lee
 
ki4qlv  

 
In a message dated 1/29/2011 8:44:51 A.M. Eastern Standard Time,  
ti...@gmx.net writes:

Hi  David,

cool thing, I just signed up. I'll take the time to read the  rules 
before you start the game.

Best regards
Sarah  


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[Audyssey] Win frotz

2011-01-29 Thread Loravara
Hi,

I have Frotz installed on my PC. Are there any scripts for it, or settings
to make it read only what's new on the screen, or anything like that?

Thanks.




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Re: [Audyssey] RSW strategy game

2011-01-29 Thread David Rose

Hi Anouk,

Yes, everyone should receive an email when the game begins, which will 
be at 4:00 PM PST (1:00 AM CET).  Of course it isn't necessary for you 
to be online at that late hour; the game will wait for you. :)


I'll see all of you in the game!

David

On 1/29/11 5:18 AM, Anouk Radix wrote:

Hi, I registered via email yesterday evening (Netherlands time) will I
now get an email when the game starts?
Greetings, Anouk,


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Re: [Audyssey] Getting my butt royally kicked in MOTA

2011-01-29 Thread Thomas Ward
Hi Phil,

Good question. At the moment the only way you know what weapon it has
is when it attacks you. If it has a bow you hear a bow and arrow. If
it has a dagger you hear the dagger. If it uses a sword you hear a
sword slash. I don't think adding it to the sound descriptions menu
will help because there is no way of knowing before you get attacked
what type of skeleton, zombie, etc you are facing.

Of course, in mainstream games they have a number of visual ways of
presenting this kind of information. For example, If the enemy were a
mage or wizard they will change the color of the enemy's robes to help
you identify what class of enemy you are fighting. In other cases you
can simply see if it has a sword, dagger, knife, bow, whatever and
there is no question what kind of weapon it has.

On 1/29/11, Phil Vlasak  wrote:
> Hi Thomas,
> How will we know if the skeleton is an archer without being hit by an arrow
> first?
> You could add the monster weapon to the view description.
> I. E . skeleton with sword, skeleton with bow.
> Phil

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Re: [Audyssey] Getting my butt royally kicked in MOTA

2011-01-29 Thread dark
Ah, sorry tom, it's been a while sinse I played Mota 16, hence me forgetting 
about the skeletal archers.


I do like the idea of upgrading monsters' attacks though, rather like those 
black fire breathing wolves in tomb raider guardian of light you mentioned, 
a great way to keep the player on his/her toes.


Beware the Grue!

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

To: "Gamers Discussion list" 
Sent: Saturday, January 29, 2011 5:12 PM
Subject: Re: [Audyssey] Getting my butt royally kicked in MOTA



Hi Dark,

Ummm...there are skeleton archers in MOTA already. They've been there
for ages. If you play MOTA beta 16 you'll soon discover some skeletons
cary bows, some daggers, and some swords.

On that note I am thinking of creating some more interesting
variations in later levels. For example, I can use your basic skeleton
but give it the ability to cast fireballs, or creat wizard zombies
that can cast lightning bolts.  That's one way to kkeep the basic
enemies I have but give them a little upgrade with new and special
attacks.

On 1/29/11, dark  wrote:

Hi tom.

Brilliant, I love extra monsters. Well as I said though, you could always
cheat a litle as far as sounds go.

For instance, right now your skeletons just attack with swords. mix in 
the

bow sound from the centaurs, and you have skeletal archers, or lower the
pitch of the harpies a bit to create bronze harpies which are tougher and
faster.

This way you can get more mileage out of the sounds you have, and create
some fun monsters into the bargain.

Beware the grue!

Dark.


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Re: [Audyssey] Getting my butt royally kicked in MOTA

2011-01-29 Thread Phil Vlasak

Hi Thomas,
How will we know if the skeleton is an archer without being hit by an arrow 
first?

You could add the monster weapon to the view description.
I. E . skeleton with sword, skeleton with bow.
Phil

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Saturday, January 29, 2011 12:12 PM
Subject: Re: [Audyssey] Getting my butt royally kicked in MOTA



Hi Dark,

Ummm...there are skeleton archers in MOTA already. They've been there
for ages. If you play MOTA beta 16 you'll soon discover some skeletons
cary bows, some daggers, and some swords.




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Re: [Audyssey] Getting my butt royally kicked in MOTA

2011-01-29 Thread Thomas Ward
Hi Dark,

Ummm...there are skeleton archers in MOTA already. They've been there
for ages. If you play MOTA beta 16 you'll soon discover some skeletons
cary bows, some daggers, and some swords.

On that note I am thinking of creating some more interesting
variations in later levels. For example, I can use your basic skeleton
but give it the ability to cast fireballs, or creat wizard zombies
that can cast lightning bolts.  That's one way to kkeep the basic
enemies I have but give them a little upgrade with new and special
attacks.

On 1/29/11, dark  wrote:
> Hi tom.
>
> Brilliant, I love extra monsters. Well as I said though, you could always
> cheat a litle as far as sounds go.
>
> For instance, right now your skeletons just attack with swords. mix in the
> bow sound from the centaurs, and you have skeletal archers, or lower the
> pitch of the harpies a bit to create bronze harpies which are tougher and
> faster.
>
> This way you can get more mileage out of the sounds you have, and create
> some fun monsters into the bargain.
>
> Beware the grue!
>
> Dark.

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Re: [Audyssey] Getting my butt royally kicked in MOTA

2011-01-29 Thread Thomas Ward
Hi Charles,

Yes. One of my complaints with the random generation of things is that
it was too easy to cheat. You could save a game enter a room, find a
centaur or something in there, load your saved game, and get a
different monster to fight. You could do this any number of times to
litterally cheat your way through the game. The way I am doing random
generation now you won't be able to use saved games to cheat. If you
enter a room with a centaur, reload your saved game, he'll still be
there to fight. This will add challenges and prevent someone from
cheating.

Cheers!


On 1/29/11, Charles Rivard  wrote:
> Sounds like a good balancing method, and it will be fair as far as saving
> games is concerned.  More of a challenge??  Uh, oh.  Replay value, huh?
> (grin)
>
> ---
> Laughter is the best medicine, so look around, find a dose and take it to
> heart.

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Re: [Audyssey] Getting my butt royally kicked in MOTA

2011-01-29 Thread dark

Hi tom.

Brilliant, I love extra monsters. Well as I said though, you could always 
cheat a litle as far as sounds go.


For instance, right now your skeletons just attack with swords. mix in the 
bow sound from the centaurs, and you have skeletal archers, or lower the 
pitch of the harpies a bit to create bronze harpies which are tougher and 
faster.


This way you can get more mileage out of the sounds you have, and create 
some fun monsters into the bargain.


Beware the grue!

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

To: "Gamers Discussion list" 
Sent: Saturday, January 29, 2011 3:59 PM
Subject: Re: [Audyssey] Getting my butt royally kicked in MOTA



Hi Dark,

That's the general idea. I'm planning on rewriting the random item and
monster code to allow me to create level specific monsters and things
like that. At the moment I'm short on sounds to actually do this
justice, but the option will be available if I want to add something
like spiders on some levels and say harpies on another etc. I will
have that option once I finish rewriting the random code.

Cheers!


On 1/29/11, dark  wrote:

Hi Tom.

Glad you found a way to preserve some randomization. however, will this 
also
mean you can have level and area specific monsters? or is that waiting 
for

another game.

I always like more enemies to discover and fight, and it'd be great to 
have

undead warriors in full armour, evil crakens in the water, maybe even
Cerberus and some of his brude back and a chimera or two later on, 
afterall, the grieg mythos really isn't short of nasties to make angela's
life difficult.

Beware the Grue!

Dark.


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Re: [Audyssey] Windows screen reader software?

2011-01-29 Thread Shiny protector

Jaws is better than hal. NVDA is the top gunner.
- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Friday, January 28, 2011 10:45 PM
Subject: Re: [Audyssey] Windows screen reader software?



Hi David.

hal, which i use is very useable, and reads your pages perfectly well.

Also, though it is expensive, it's not as bad as jaws for price (but 
that's starting another arguement which i won't begin now).


all the best,

Dark.
- Original Message - 
From: "David Rose" 

To: "Gamers Discussion list" 
Sent: Friday, January 28, 2011 7:09 PM
Subject: Re: [Audyssey] Windows screen reader software?


Thanks for the advice, everyone!  NVDA and System Access are workable, 
but clumsy.  JAWS is much nicer, it approaches VoiceOver in usability, 
but it's incredibly expensive (you could buy a new computer for less). Of 
course, I can use it in the free demo mode for my purposes, but do people 
really spend so much on JAWS?


I guess the most important question is, what software do people actually 
use?  I see after a quick inspection that all of these options read my 
webpages slightly differently.  I don't want to waste time making it work 
well with a program that no one uses.


Thanks,
David

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Re: [Audyssey] Getting my butt royally kicked in MOTA

2011-01-29 Thread Charles Rivard

Is that known as a heart attack?

---
Laughter is the best medicine, so look around, find a dose and take it to 
heart.
- Original Message - 
From: "Shiny protector" 

To: "Gamers Discussion list" 
Sent: Saturday, January 29, 2011 9:43 AM
Subject: Re: [Audyssey] Getting my butt royally kicked in MOTA



Uh, her cardiovascular is destroied.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Saturday, January 29, 2011 3:12 PM
Subject: Re: [Audyssey] Getting my butt royally kicked in MOTA



Hi Hayden,

Oh, in that case I don't suppose you want to know about the fact there
is a new trap on level 1. One that wasn't in previous MOTA betas. It
is mmm... well... tricky to get past if you aren't quick. That is
assuming you survive the battle with the Lamia.

Oh, and if you would like to know Angela just got killed by the Lamia.
I wasn't quite quick enough of getting out of the way before she shot
a poisoned arrow through Angela's heart. Angela's quite dead, and has
to wait for me to restart the game to come back to life. How's that
for challenging, eh?

Grin.


On 1/29/11, Hayden Presley  wrote:

Hi Thomas,
Grrr...stop teasing us! 

Best Regards,
Hayden


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

Behalf Of Thomas Ward
Sent: Saturday, January 29, 2011 9:00 AM
To: Gamers Discussion list
Subject: [Audyssey] Getting my butt royally kicked in MOTA

Hi all,

Okay, as the subject states I am seriously getting my butt kicked in
Mysteries of the Ancients beta 17. I'm playing the new level 1 right
now, testing out the updated monsters, etc and I must say this version
is certainly more challenging than prior versions. I've updated the
stats for everything and one thing you will notice once I release beta
17 later this weekend is that enemies move a lot faster than they did
before. You might walk into a room, see a skeleton, think he's no
problem, and the next second he is right there slicing you up like
roast beaf. Harpies are also a lot nastier than they once were. I
opened a door stepped inside and one landed on me claws first and
ripped me a new rear end before I barely knew she was there. Lol!

Oh, yeah, and as far as randomization goes I have made an important
decision on that as well. Instead of just removing it I decided to fix
it. Thus part of the delay in releasing the game. Instead of randomly
generating items and monsters when you enter a room all of the stats,
random generation, etc will be done before the level loads. That way
when you save a game it will save the state of everything. Plus doing
it this way I can limit the amount of ammo, gold, gems, and potions
you can possibly find per level. This has certainly aided in balancing
things out more because now you have to conserve ammo and potions when
and where you can, because you will have no idea when you will find
more to replace it.

Cheers!

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Re: [Audyssey] Getting my butt royally kicked in MOTA

2011-01-29 Thread Charles Rivard

Don't listen to him.  Keep it up!  Being ornery is fun!

---
Laughter is the best medicine, so look around, find a dose and take it to 
heart.
- Original Message - 
From: "Hayden Presley" 

To: "'Gamers Discussion list'" 
Sent: Saturday, January 29, 2011 9:02 AM
Subject: Re: [Audyssey] Getting my butt royally kicked in MOTA



Hi Thomas,
Grrr...stop teasing us! 

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Saturday, January 29, 2011 9:00 AM
To: Gamers Discussion list
Subject: [Audyssey] Getting my butt royally kicked in MOTA

Hi all,

Okay, as the subject states I am seriously getting my butt kicked in
Mysteries of the Ancients beta 17. I'm playing the new level 1 right
now, testing out the updated monsters, etc and I must say this version
is certainly more challenging than prior versions. I've updated the
stats for everything and one thing you will notice once I release beta
17 later this weekend is that enemies move a lot faster than they did
before. You might walk into a room, see a skeleton, think he's no
problem, and the next second he is right there slicing you up like
roast beaf. Harpies are also a lot nastier than they once were. I
opened a door stepped inside and one landed on me claws first and
ripped me a new rear end before I barely knew she was there. Lol!

Oh, yeah, and as far as randomization goes I have made an important
decision on that as well. Instead of just removing it I decided to fix
it. Thus part of the delay in releasing the game. Instead of randomly
generating items and monsters when you enter a room all of the stats,
random generation, etc will be done before the level loads. That way
when you save a game it will save the state of everything. Plus doing
it this way I can limit the amount of ammo, gold, gems, and potions
you can possibly find per level. This has certainly aided in balancing
things out more because now you have to conserve ammo and potions when
and where you can, because you will have no idea when you will find
more to replace it.

Cheers!

---
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Re: [Audyssey] Getting my butt royally kicked in MOTA

2011-01-29 Thread Charles Rivard
Sounds like a good balancing method, and it will be fair as far as saving 
games is concerned.  More of a challenge??  Uh, oh.  Replay value, huh? 
(grin)


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

To: "Gamers Discussion list" 
Sent: Saturday, January 29, 2011 8:59 AM
Subject: [Audyssey] Getting my butt royally kicked in MOTA



Hi all,

Okay, as the subject states I am seriously getting my butt kicked in
Mysteries of the Ancients beta 17. I'm playing the new level 1 right
now, testing out the updated monsters, etc and I must say this version
is certainly more challenging than prior versions. I've updated the
stats for everything and one thing you will notice once I release beta
17 later this weekend is that enemies move a lot faster than they did
before. You might walk into a room, see a skeleton, think he's no
problem, and the next second he is right there slicing you up like
roast beaf. Harpies are also a lot nastier than they once were. I
opened a door stepped inside and one landed on me claws first and
ripped me a new rear end before I barely knew she was there. Lol!

Oh, yeah, and as far as randomization goes I have made an important
decision on that as well. Instead of just removing it I decided to fix
it. Thus part of the delay in releasing the game. Instead of randomly
generating items and monsters when you enter a room all of the stats,
random generation, etc will be done before the level loads. That way
when you save a game it will save the state of everything. Plus doing
it this way I can limit the amount of ammo, gold, gems, and potions
you can possibly find per level. This has certainly aided in balancing
things out more because now you have to conserve ammo and potions when
and where you can, because you will have no idea when you will find
more to replace it.

Cheers!

---
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[Audyssey] Saturday's events at Out Of Sight

2011-01-29 Thread Charles Rivard
Saturday, January 29, 2011



2:00 PM ET

Open Mike

Open Mike Room

Hosted by Ozzy


7:00 PM ET
Delma's music mix

Blind Spot Radio Broadcast

Hosted by DJ Delma


9:00 PM ET
Chain Reaction

Game Spot

Hosted by Velvet

Bring your thinking caps along and help your team put together the chains.



---
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Re: [Audyssey] Getting my butt royally kicked in MOTA

2011-01-29 Thread Thomas Ward
Hi Dark,

That's the general idea. I'm planning on rewriting the random item and
monster code to allow me to create level specific monsters and things
like that. At the moment I'm short on sounds to actually do this
justice, but the option will be available if I want to add something
like spiders on some levels and say harpies on another etc. I will
have that option once I finish rewriting the random code.

Cheers!


On 1/29/11, dark  wrote:
> Hi Tom.
>
> Glad you found a way to preserve some randomization. however, will this also
> mean you can have level and area specific monsters? or is that waiting for
> another game.
>
> I always like more enemies to discover and fight, and it'd be great to have
> undead warriors in full armour, evil crakens in the water, maybe even
> Cerberus and some of his brude back and a chimera or two later on, 
> afterall, the grieg mythos really isn't short of nasties to make angela's
> life difficult.
>
> Beware the Grue!
>
> Dark.

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Re: [Audyssey] Getting my butt royally kicked in MOTA

2011-01-29 Thread Shiny protector

Uh, her cardiovascular is destroied.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Saturday, January 29, 2011 3:12 PM
Subject: Re: [Audyssey] Getting my butt royally kicked in MOTA



Hi Hayden,

Oh, in that case I don't suppose you want to know about the fact there
is a new trap on level 1. One that wasn't in previous MOTA betas. It
is mmm... well... tricky to get past if you aren't quick. That is
assuming you survive the battle with the Lamia.

Oh, and if you would like to know Angela just got killed by the Lamia.
I wasn't quite quick enough of getting out of the way before she shot
a poisoned arrow through Angela's heart. Angela's quite dead, and has
to wait for me to restart the game to come back to life. How's that
for challenging, eh?

Grin.


On 1/29/11, Hayden Presley  wrote:

Hi Thomas,
Grrr...stop teasing us! 

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Saturday, January 29, 2011 9:00 AM
To: Gamers Discussion list
Subject: [Audyssey] Getting my butt royally kicked in MOTA

Hi all,

Okay, as the subject states I am seriously getting my butt kicked in
Mysteries of the Ancients beta 17. I'm playing the new level 1 right
now, testing out the updated monsters, etc and I must say this version
is certainly more challenging than prior versions. I've updated the
stats for everything and one thing you will notice once I release beta
17 later this weekend is that enemies move a lot faster than they did
before. You might walk into a room, see a skeleton, think he's no
problem, and the next second he is right there slicing you up like
roast beaf. Harpies are also a lot nastier than they once were. I
opened a door stepped inside and one landed on me claws first and
ripped me a new rear end before I barely knew she was there. Lol!

Oh, yeah, and as far as randomization goes I have made an important
decision on that as well. Instead of just removing it I decided to fix
it. Thus part of the delay in releasing the game. Instead of randomly
generating items and monsters when you enter a room all of the stats,
random generation, etc will be done before the level loads. That way
when you save a game it will save the state of everything. Plus doing
it this way I can limit the amount of ammo, gold, gems, and potions
you can possibly find per level. This has certainly aided in balancing
things out more because now you have to conserve ammo and potions when
and where you can, because you will have no idea when you will find
more to replace it.

Cheers!

---
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Re: [Audyssey] Heli

2011-01-29 Thread Thomas Ward
Hi Damien,

Well, for me I'm not so concerned with installing VB 6 legacy
libraries as I am with the fact that legacy software will only go so
far. Once official support is dropped, as is the case with Visual
Basic 6 libraries, you run the risk of developing legacy software that
mmay not run on the next generation OS or have to be run in some
compatibility mode.

For example, I have a number of mainstream games that will run on
Windos XP, but absolutely will not run on Windows 7 at all. There are
a number of factors, but most of it boils down to the games using
older libraries etc that is no longer compatible with Windows 7.

I'm very concerned that since I've paid money for games like Sarah,
Tank Commander, Shades of Doom, Lone Wolf, etc that one day I'm going
to upgrade to Windows X, and find out that none of the accessible
games I have will run. If that happens that would be the direct result
of several accessible game developers inability or unwillingness to
roll with the change.  With BGT out now there isn't really any excuse
to hang onto Visual Basic 6.

Cheers!


On 1/29/11, Damien Pendleton  wrote:
> Hi Thomas,
> I agree. Before BGT came out, I could've accepted that it is quite hard to
> find an alternative if VB is all you are used to, but I don't think there is
> any excuse now. If people still want to use VB6, that's their problem, but
> they will have a small customer base since they will have to rely on people
> using Windows XP or earlier, unless they supply the VB runtimes, at which
> point users of later versions of Windows might feel as opposed to installing
> the VB runtimes as I do about installing the .net framework on my machine.
> Regards,
> Damien.

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Re: [Audyssey] Heli

2011-01-29 Thread Damien Pendleton

Hi,
From what I have seen the game doesn't exactly require 3d sound. When you 
ascend, the motor gets higher, when you descend the motor gets lower. When 
you go forwards or backwards the room sounds change accordingly, and when 
you turn left or right the room sounds pan accordingly. Is there anything 
exactly 3d about that audio setup?

Regards,
Damien.



- Original Message - 
From: "Pitermach" 

To: "Gamers Discussion list" 
Sent: Saturday, January 29, 2011 3:02 PM
Subject: Re: [Audyssey] Heli


Um damien, that won't work at the moment, as bgt doesn't have any 3d sound 
capabilities.
- Original Message - 
From: "Damien Pendleton" 

To: "Gamers Discussion list" 
Sent: Friday, January 28, 2011 9:55 AM
Subject: [Audyssey] Heli



Hi,
I'm thinking we should port Heli over to BGT. What are your thoughts? If 
there are no objections, is there anyone helping with the VB version 
who'd like to help me convert it?

Regards,
Damien.
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Re: [Audyssey] Getting my butt royally kicked in MOTA

2011-01-29 Thread dark

Hi Tom.

Glad you found a way to preserve some randomization. however, will this also 
mean you can have level and area specific monsters? or is that waiting for 
another game.


I always like more enemies to discover and fight, and it'd be great to have 
undead warriors in full armour, evil crakens in the water, maybe even 
Cerberus and some of his brude back and a chimera or two later on,   
afterall, the grieg mythos really isn't short of nasties to make angela's 
life difficult.


Beware the Grue!

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

To: "Gamers Discussion list" 
Sent: Saturday, January 29, 2011 2:59 PM
Subject: [Audyssey] Getting my butt royally kicked in MOTA



Hi all,

Okay, as the subject states I am seriously getting my butt kicked in
Mysteries of the Ancients beta 17. I'm playing the new level 1 right
now, testing out the updated monsters, etc and I must say this version
is certainly more challenging than prior versions. I've updated the
stats for everything and one thing you will notice once I release beta
17 later this weekend is that enemies move a lot faster than they did
before. You might walk into a room, see a skeleton, think he's no
problem, and the next second he is right there slicing you up like
roast beaf. Harpies are also a lot nastier than they once were. I
opened a door stepped inside and one landed on me claws first and
ripped me a new rear end before I barely knew she was there. Lol!

Oh, yeah, and as far as randomization goes I have made an important
decision on that as well. Instead of just removing it I decided to fix
it. Thus part of the delay in releasing the game. Instead of randomly
generating items and monsters when you enter a room all of the stats,
random generation, etc will be done before the level loads. That way
when you save a game it will save the state of everything. Plus doing
it this way I can limit the amount of ammo, gold, gems, and potions
you can possibly find per level. This has certainly aided in balancing
things out more because now you have to conserve ammo and potions when
and where you can, because you will have no idea when you will find
more to replace it.

Cheers!

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Re: [Audyssey] Heli

2011-01-29 Thread Damien Pendleton

Hi Thomas,
I agree. Before BGT came out, I could've accepted that it is quite hard to 
find an alternative if VB is all you are used to, but I don't think there is 
any excuse now. If people still want to use VB6, that's their problem, but 
they will have a small customer base since they will have to rely on people 
using Windows XP or earlier, unless they supply the VB runtimes, at which 
point users of later versions of Windows might feel as opposed to installing 
the VB runtimes as I do about installing the .net framework on my machine.

Regards,
Damien.



- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Saturday, January 29, 2011 9:13 AM
Subject: Re: [Audyssey] Heli



Hi Jeremy,

Geremy wrote:

If a developer is using Visual basic 6.0 then why would they care
about its availability
for purchase?  Clearly they already have it if they are using it.

My reply:

Well, first of all, it was my understanding that this game was suppose
to be a comunity project. Sure some of the people like Ken and Jim
have the necessary Visual Basic 6.0 software to do development.
However, not everyone on this list would have Visual Basic 6.0. I
certainly don't.

As for myself personally that was one of the things I threw away a few
years back. in 2007 when my wife and I moved to Millersburg we decided
to go through our things and throw out everything and anything we
didn't need. I threw out several software cds like Windows 95, Windows
98, MS Office 97, and Visual Basic 6.0 was on that list of software
that went to the trash. Since I was using Visual Studio 2005, now
Visual Studio 2008, I had no need for Visual Basic 6.0. So in order
for me to help out with this project, if I wanted to, I'd have to
repurchase Visual Basic 6.0. I'd much rather use something like BGT
instead.

Geremy wrote:

I'm not looking to jump into a flame war, but I personally hate when
people try to
push programming languages onto other developers.  Over the years
every time I used
a different language I ran into someone who seemed personally offended
that I wasn't
using some Other language.

My reply:

First, my comments were not intended to start a flame war. They were
simply my opinion which someone is free to take it or leave it. They
should not be taken as inflamitory or pushy.

Second, I don't think making a simple recommendation based on my
experience and opinions is pushing. I'm sorry you took it that way,
but they were not intended to be pushy or forcing anyone to do
anything they didn't want to do. I think you need to calm down and
chill a bit. You are acting as though I was shoving BGT down your
throat when that was clearly not my intent.

Finally, my feelings about Visual Basic 6.0 are valid. Regardless of
how you personally see it I do not believe and don't agree that game
developers should continue to use the language. It is more than twelve
years old, way past its time, and people need to look at other
alternatives. That's all I was saying. I think BGT is one such
alternative.

Cheers!

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Re: [Audyssey] Getting my butt royally kicked in MOTA

2011-01-29 Thread Thomas Ward
Hi Hayden,

In Greek mythology the Lamia was suppose to be a half-snake half-woman
creature who prayed upon children. Although, there have been various
renderings of what the Lamia is suppose to look like the version i
used for MOTA has a lower half of a snake, and an upper half of a
woman. Of course, various other cultures had there own versions of
this creature as well.

HTH


On 1/29/11, Hayden Presley  wrote:
> Hi,
> I like it!  I must ask you; apparently I seem to not know quite
> everything about Greek mythology ; so what is a lamia? I don'tbelieve
> I've heard of those.
>

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Re: [Audyssey] Heli

2011-01-29 Thread Damien Pendleton

Hi Jeremy,
Yes, I have had the same problems. However, as it is meant to be a community 
project, those who cannot use VB6 for whatever reason are left out of the 
loop, only being able to make basic contributions when they have skill at 
actually taking part in the development process.

Regards,
Damien.



- Original Message - 
From: "Jeremy Kaldobsky" 

To: "Gamers Discussion list" 
Sent: Saturday, January 29, 2011 8:42 AM
Subject: Re: [Audyssey] Heli


Just jumping here to say that the compatibility with newer windows versions 
is pretty much the only good point from that list.  As long as the game 
includes the legacy DirectX libs, there really isn't a problem though.


The c-style syntax argument is only valid if the person doesn't already know 
other languages and is looking to learn them down the road.  I would imagine 
most, if not all, of the game developers here who aren't using BGT have 
experience using a few languages.


If a developer is using Visual basic 6.0 then why would they care about its 
availability for purchase?  Clearly they already have it if they are using 
it.


When it comes to writing wrappers for SAPI, direct sound, direct input, 
networking, and such, there isn't an issue either.  If a developer is 
comfortable writing that code themselves, then more power to them I say. 
Not everyone likes having things done for them, and a person who has opted 
to code in a straight language has probably done so because they want to be 
more independent.


I'm not looking to jump into a flame war, but I personally hate when people 
try to push programming languages onto other developers.  Over the years 
every time I used a different language I ran into someone who seemed 
personally offended that I wasn't using some Other language.  When using VB 
I had people upset that I wasn't using C++, when I did projects in C++ 
someone would argue I was stupid for not using C-sharp.  The Java nuts 
didn't want me using C-sharp and the Objective-C mac followers didn't want 
me using Java!  It never frikin ends and no one seems to understand that the 
languages have survived because they all have their own advantages and 
disadvantages.  In the end it all gets converted into machine code anyways, 
so spend more time focusing on the end product rather than the language the 
guy used to make it please.



--- On Sat, 1/29/11, Thomas Ward  wrote:


From: Thomas Ward 
Subject: Re: [Audyssey] Heli
To: "Gamers Discussion list" 
Date: Saturday, January 29, 2011, 2:34 AM
Hi Jim,

Well, there are plenty of good and viable reasons to use
BGT rather
than Visual Basic.

First of all, is compatibility with newer Windows operating
systems.
Unlike XP none of the Visual Basic 6 runtimes ship with
Windows 7
requiring various legacy files to be installed. Even then
Visual Basic
doesn't use newer APIs like XAudio2, which is the new audio
API for
Windows 7, and I have it on good authority that BGT will
support
XAudio2 in a newer release. You can't necessarily say
the same for
Visual Basic 6 based games using legacy DirectX libs like
dxvb8.dll.

Second of all, there is the advantage of a c-style syntax.
As I have
often said most programming languages out there use a
c-style syntax
and standard. The advantage of using BGT over Visual Basic
as it is an
easy way to get familiar with c-style languages like C++,
Java, C#,
Perl, etc. What you learn in BGT will cary over if you want
to do
programming in another programming language. Visual Basic
quite
litterally is a road to nowhere.

Third of all, there is availability of the software. Visual
Basic 6
was released in 1998, and hasn't officially been sold in
stores since
around 2002 when Visual Basic 7 was released. That means in
order to
buy it one would have to go to Ebay or somewhere and
purchase a copy
which isn't worth the price you'll end up paying for it. On
the other
hand BGT is brand new software, is up to date, and costs as
little as
$29.00 for a basic version. That's a pretty good deal.


Finally, there is development itself. BGT wraps things like
Sapi,
DirectSound, DirectInput, networking, etc and offers it in
one single
easy to use package. With Visual Basic you litterally have
to write
your own wrappers or code it directly into your project to
get the
same support. For example, to get DirectSound going you
have to
initialize it in Visual Basic, but BGT automatically
handles
initialization for you. This makes programming games much
simpler in
the long run.

HTH




On 1/28/11, Jim Kitchen 
wrote:
> Hi Damien,
>
> May I ask, why do you want to port Heli over to BGT
when it is a perfectly
> good game in the language that the creator wrote it
in?
>
> TGIF and BFN
>
> Jim
>
> Program in hieroglyphics, the original GUI.
>
> j...@kitchensinc.net
> http://www.kitchensinc.net
> (440) 286-6920
> Chardon Ohio USA
> ---
> 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

Re: [Audyssey] Heli

2011-01-29 Thread Damien Pendleton

Hi Thomas,
Agreed. Although the newer Windows libraries are currently no use to me, 
still running XP, I certainly agree with the fact that extra runtimes should 
not have to be installed on a system just to use a program. If the VB 
runtimes do not come with newer versions of Windows, then I agree whole 
heartedly that it's time to switch. I also agree about the wrappers. They 
are incredibly useful to me. What I used to spend half an hour doing, 
clicking the Direct X library into my main form and writing very long winded 
and tedious code, possibly 20 or 30 lines just to play a sound and exit, now 
takes me as little as 7 lines in the space of almost literally 30 seconds. 
Adding networking and Sapi was just as long winded and tedious. More 
components being clicked onto forms, sometimes even placed on the forms as 
an object, and then initialising them. Reading references to find out how to 
initialise them and use them effectively, etc, etc.
On that note, let's all who use it thank both Philip and the existence of 
BGT. *Relieved sigh*

Regards,
Damien.





- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Saturday, January 29, 2011 7:34 AM
Subject: Re: [Audyssey] Heli



Hi Jim,

Well, there are plenty of good and viable reasons to use BGT rather
than Visual Basic.

First of all, is compatibility with newer Windows operating systems.
Unlike XP none of the Visual Basic 6 runtimes ship with Windows 7
requiring various legacy files to be installed. Even then Visual Basic
doesn't use newer APIs like XAudio2, which is the new audio API for
Windows 7, and I have it on good authority that BGT will support
XAudio2 in a newer release.  You can't necessarily say the same for
Visual Basic 6 based games using legacy DirectX libs like dxvb8.dll.

Second of all, there is the advantage of a c-style syntax. As I have
often said most programming languages out there use a c-style syntax
and standard. The advantage of using BGT over Visual Basic as it is an
easy way to get familiar with c-style languages like C++, Java, C#,
Perl, etc. What you learn in BGT will cary over if you want to do
programming in another programming language. Visual Basic quite
litterally is a road to nowhere.

Third of all, there is availability of the software. Visual Basic 6
was released in 1998, and hasn't officially been sold in stores since
around 2002 when Visual Basic 7 was released. That means in order to
buy it one would have to go to Ebay or somewhere and purchase a copy
which isn't worth the price you'll end up paying for it. On the other
hand BGT is brand new software, is up to date, and costs as little as
$29.00 for a basic version. That's a pretty good deal.


Finally, there is development itself. BGT wraps things like Sapi,
DirectSound, DirectInput, networking, etc and offers it in one single
easy to use package. With Visual Basic you litterally have to write
your own wrappers or code it directly into your project to get the
same support. For example, to get DirectSound going you have to
initialize it in Visual Basic, but  BGT automatically handles
initialization for you. This makes programming games much simpler in
the long run.

HTH




On 1/28/11, Jim Kitchen  wrote:

Hi Damien,

May I ask, why do you want to port Heli over to BGT when it is a 
perfectly

good game in the language that the creator wrote it in?

TGIF and BFN

 Jim

Program in hieroglyphics, the original GUI.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Getting my butt royally kicked in MOTA

2011-01-29 Thread Hayden Presley
Hi,
I like it!  I must ask you; apparently I seem to not know quite
everything about Greek mythology ; so what is a lamia? I don'tbelieve
I've heard of those.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Saturday, January 29, 2011 9:13 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Getting my butt royally kicked in MOTA

Hi Hayden,

Oh, in that case I don't suppose you want to know about the fact there
is a new trap on level 1. One that wasn't in previous MOTA betas. It
is mmm... well... tricky to get past if you aren't quick. That is
assuming you survive the battle with the Lamia.

Oh, and if you would like to know Angela just got killed by the Lamia.
I wasn't quite quick enough of getting out of the way before she shot
a poisoned arrow through Angela's heart. Angela's quite dead, and has
to wait for me to restart the game to come back to life. How's that
for challenging, eh?

Grin.


On 1/29/11, Hayden Presley  wrote:
> Hi Thomas,
> Grrr...stop teasing us! 
>
> Best Regards,
> Hayden
>
>
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of Thomas Ward
> Sent: Saturday, January 29, 2011 9:00 AM
> To: Gamers Discussion list
> Subject: [Audyssey] Getting my butt royally kicked in MOTA
>
> Hi all,
>
> Okay, as the subject states I am seriously getting my butt kicked in
> Mysteries of the Ancients beta 17. I'm playing the new level 1 right
> now, testing out the updated monsters, etc and I must say this version
> is certainly more challenging than prior versions. I've updated the
> stats for everything and one thing you will notice once I release beta
> 17 later this weekend is that enemies move a lot faster than they did
> before. You might walk into a room, see a skeleton, think he's no
> problem, and the next second he is right there slicing you up like
> roast beaf. Harpies are also a lot nastier than they once were. I
> opened a door stepped inside and one landed on me claws first and
> ripped me a new rear end before I barely knew she was there. Lol!
>
> Oh, yeah, and as far as randomization goes I have made an important
> decision on that as well. Instead of just removing it I decided to fix
> it. Thus part of the delay in releasing the game. Instead of randomly
> generating items and monsters when you enter a room all of the stats,
> random generation, etc will be done before the level loads. That way
> when you save a game it will save the state of everything. Plus doing
> it this way I can limit the amount of ammo, gold, gems, and potions
> you can possibly find per level. This has certainly aided in balancing
> things out more because now you have to conserve ammo and potions when
> and where you can, because you will have no idea when you will find
> more to replace it.
>
> Cheers!
>
> ---
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> 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] Getting my butt royally kicked in MOTA

2011-01-29 Thread Thomas Ward
Hi Hayden,

No, you weren't suppose to. Although, once and a while some items
would get reset in rooms you visited. Not cool, or maybe it is cool.
Depending on your perspective. Either way it was an annoying bug that
is going to be no more.

On 1/29/11, Hayden Presley  wrote:
> Hi,
> Wait...wait...let's see if I understand this. In the old BETAs,  it was
> possible to get items in rooms yo've already visited?
>
> Best Regards,
> Hayden
>
>

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Re: [Audyssey] Getting my butt royally kicked in MOTA

2011-01-29 Thread Thomas Ward
Hi Hayden,

Oh, in that case I don't suppose you want to know about the fact there
is a new trap on level 1. One that wasn't in previous MOTA betas. It
is mmm... well... tricky to get past if you aren't quick. That is
assuming you survive the battle with the Lamia.

Oh, and if you would like to know Angela just got killed by the Lamia.
I wasn't quite quick enough of getting out of the way before she shot
a poisoned arrow through Angela's heart. Angela's quite dead, and has
to wait for me to restart the game to come back to life. How's that
for challenging, eh?

Grin.


On 1/29/11, Hayden Presley  wrote:
> Hi Thomas,
> Grrr...stop teasing us! 
>
> Best Regards,
> Hayden
>
>
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of Thomas Ward
> Sent: Saturday, January 29, 2011 9:00 AM
> To: Gamers Discussion list
> Subject: [Audyssey] Getting my butt royally kicked in MOTA
>
> Hi all,
>
> Okay, as the subject states I am seriously getting my butt kicked in
> Mysteries of the Ancients beta 17. I'm playing the new level 1 right
> now, testing out the updated monsters, etc and I must say this version
> is certainly more challenging than prior versions. I've updated the
> stats for everything and one thing you will notice once I release beta
> 17 later this weekend is that enemies move a lot faster than they did
> before. You might walk into a room, see a skeleton, think he's no
> problem, and the next second he is right there slicing you up like
> roast beaf. Harpies are also a lot nastier than they once were. I
> opened a door stepped inside and one landed on me claws first and
> ripped me a new rear end before I barely knew she was there. Lol!
>
> Oh, yeah, and as far as randomization goes I have made an important
> decision on that as well. Instead of just removing it I decided to fix
> it. Thus part of the delay in releasing the game. Instead of randomly
> generating items and monsters when you enter a room all of the stats,
> random generation, etc will be done before the level loads. That way
> when you save a game it will save the state of everything. Plus doing
> it this way I can limit the amount of ammo, gold, gems, and potions
> you can possibly find per level. This has certainly aided in balancing
> things out more because now you have to conserve ammo and potions when
> and where you can, because you will have no idea when you will find
> more to replace it.
>
> Cheers!
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
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> gamers-unsubscr...@audyssey.org.
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Re: [Audyssey] Heli

2011-01-29 Thread Hayden Presley
Hi Damien,
Yep...anyone who doesn't believe that just join the blastbay forum.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Damien Pendleton
Sent: Saturday, January 29, 2011 9:10 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Heli

Hi Hayden,
Exactly right. More and more people are now getting into the swing of BGT, 
even people who don't know anything about programming or scripting I am 
seeing doing quite well for themselves.
Regards,
Damien.


- Original Message - 
From: "Hayden Presley" 
To: "'Gamers Discussion list'" 
Sent: Saturday, January 29, 2011 3:08 AM
Subject: Re: [Audyssey] Heli


> Hi Jim,
> Many of us do not have VB6 on our systems. Porting it over to BGT will 
> allow
> many more people to actually look at the game, and it will probably 
> simplify
> programming matters.
>
> Best Regards,
> Hayden
>
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of Jim Kitchen
> Sent: Friday, January 28, 2011 6:16 PM
> To: Damien Pendleton
> Subject: Re: [Audyssey] Heli
>
> Hi Damien,
>
> May I ask, why do you want to port Heli over to BGT when it is a perfectly
> good game in the language that the creator wrote it in?
>
> TGIF and BFN
>
> Jim
>
> Program in hieroglyphics, the original GUI.
>
> j...@kitchensinc.net
> http://www.kitchensinc.net
> (440) 286-6920
> Chardon Ohio USA
> ---
> Gamers mailing list __ Gamers@audyssey.org
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> 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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> list,
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Re: [Audyssey] Getting my butt royally kicked in MOTA

2011-01-29 Thread Hayden Presley
Hi,
Wait...wait...let's see if I understand this. In the old BETAs,  it was
possible to get items in rooms yo've already visited?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Pitermach
Sent: Saturday, January 29, 2011 9:04 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Getting my butt royally kicked in MOTA

lol. Nice idea about that randomisation part, I think that's a great 
compromise.
- Original Message - 
From: "Hayden Presley" 
To: "'Gamers Discussion list'" 
Sent: Saturday, January 29, 2011 4:02 PM
Subject: Re: [Audyssey] Getting my butt royally kicked in MOTA


> Hi Thomas,
> Grrr...stop teasing us! 
>
> Best Regards,
> Hayden
>
>
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of Thomas Ward
> Sent: Saturday, January 29, 2011 9:00 AM
> To: Gamers Discussion list
> Subject: [Audyssey] Getting my butt royally kicked in MOTA
>
> Hi all,
>
> Okay, as the subject states I am seriously getting my butt kicked in
> Mysteries of the Ancients beta 17. I'm playing the new level 1 right
> now, testing out the updated monsters, etc and I must say this version
> is certainly more challenging than prior versions. I've updated the
> stats for everything and one thing you will notice once I release beta
> 17 later this weekend is that enemies move a lot faster than they did
> before. You might walk into a room, see a skeleton, think he's no
> problem, and the next second he is right there slicing you up like
> roast beaf. Harpies are also a lot nastier than they once were. I
> opened a door stepped inside and one landed on me claws first and
> ripped me a new rear end before I barely knew she was there. Lol!
>
> Oh, yeah, and as far as randomization goes I have made an important
> decision on that as well. Instead of just removing it I decided to fix
> it. Thus part of the delay in releasing the game. Instead of randomly
> generating items and monsters when you enter a room all of the stats,
> random generation, etc will be done before the level loads. That way
> when you save a game it will save the state of everything. Plus doing
> it this way I can limit the amount of ammo, gold, gems, and potions
> you can possibly find per level. This has certainly aided in balancing
> things out more because now you have to conserve ammo and potions when
> and where you can, because you will have no idea when you will find
> more to replace it.
>
> Cheers!
>
> ---
> 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
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
> 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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>
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>
> __ Information from ESET Smart Security, version of virus 
> signature database 5266 (20100709) __
>
> The message was checked by ESET Smart Security.
>
> http://www.eset.com
>
>
> 


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Re: [Audyssey] Heli

2011-01-29 Thread Damien Pendleton

Hi Hayden,
Exactly right. More and more people are now getting into the swing of BGT, 
even people who don't know anything about programming or scripting I am 
seeing doing quite well for themselves.

Regards,
Damien.


- Original Message - 
From: "Hayden Presley" 

To: "'Gamers Discussion list'" 
Sent: Saturday, January 29, 2011 3:08 AM
Subject: Re: [Audyssey] Heli



Hi Jim,
Many of us do not have VB6 on our systems. Porting it over to BGT will 
allow
many more people to actually look at the game, and it will probably 
simplify

programming matters.

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jim Kitchen
Sent: Friday, January 28, 2011 6:16 PM
To: Damien Pendleton
Subject: Re: [Audyssey] Heli

Hi Damien,

May I ask, why do you want to port Heli over to BGT when it is a perfectly
good game in the language that the creator wrote it in?

TGIF and BFN

Jim

Program in hieroglyphics, the original GUI.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Getting my butt royally kicked in MOTA

2011-01-29 Thread Pitermach
lol. Nice idea about that randomisation part, I think that's a great 
compromise.
- Original Message - 
From: "Hayden Presley" 

To: "'Gamers Discussion list'" 
Sent: Saturday, January 29, 2011 4:02 PM
Subject: Re: [Audyssey] Getting my butt royally kicked in MOTA



Hi Thomas,
Grrr...stop teasing us! 

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Saturday, January 29, 2011 9:00 AM
To: Gamers Discussion list
Subject: [Audyssey] Getting my butt royally kicked in MOTA

Hi all,

Okay, as the subject states I am seriously getting my butt kicked in
Mysteries of the Ancients beta 17. I'm playing the new level 1 right
now, testing out the updated monsters, etc and I must say this version
is certainly more challenging than prior versions. I've updated the
stats for everything and one thing you will notice once I release beta
17 later this weekend is that enemies move a lot faster than they did
before. You might walk into a room, see a skeleton, think he's no
problem, and the next second he is right there slicing you up like
roast beaf. Harpies are also a lot nastier than they once were. I
opened a door stepped inside and one landed on me claws first and
ripped me a new rear end before I barely knew she was there. Lol!

Oh, yeah, and as far as randomization goes I have made an important
decision on that as well. Instead of just removing it I decided to fix
it. Thus part of the delay in releasing the game. Instead of randomly
generating items and monsters when you enter a room all of the stats,
random generation, etc will be done before the level loads. That way
when you save a game it will save the state of everything. Plus doing
it this way I can limit the amount of ammo, gold, gems, and potions
you can possibly find per level. This has certainly aided in balancing
things out more because now you have to conserve ammo and potions when
and where you can, because you will have no idea when you will find
more to replace it.

Cheers!

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Re: [Audyssey] Heli

2011-01-29 Thread Damien Pendleton

Hi Jim,
As I also want to be involved in the development of this project, it must be 
said that I no longer use, nor have an interest in using, VB6 any more.
Since coding in BGT I have been acquainted with a lot of freedom which VB 
does not offer, such as global classes, the ability to mix and match classes 
and modules, and most of all, a language that completely checks the syntax 
of the code before executing. VB6 employs such bad practices as generating 
runtime errors in scenarios as minor as a file not being found, or an object 
not initialising properly. BGT has, I believe, only two situations where a 
runtime error is flagged, namely an array that is being accessed outside its 
valid range and a stack overflow. Beside from logic bugs and syntax errors, 
there are no other situations in which a BGT game will crash, unless of 
course BGT itself comes up with a hard crash. With Visual Basic, you can be 
pretty certain that a game works as expected, only to come up with a 
critical error because a certain error wasn't previously captured in a 
separate error handling procedure.
Beside from which I am long out of practice with VB, having concentrated the 
majority of my time using BGT, whose syntax is incredibly different. If I 
were to write a program in VB again I would probably be grossly inefficient 
at it, simply because of the way third party libraries are accessed with it.
I have been long and closely involved with the development of BGT, being 
part of the original beta team, and since then have only kept VB installed 
on my system so as to support the software that I provide that is currently 
written in it, which I hope to port over to C when time permits and when I 
am knowledgeable in all the attentions and skills required to convert my 
current programs to use it. Granted, it is much more complicated, but better 
in the long run once I have grasped the fundamental concepts.

Regards,
Damien.


- Original Message - 
From: "Jim Kitchen" 

To: "Damien Pendleton" 
Sent: Saturday, January 29, 2011 12:16 AM
Subject: Re: [Audyssey] Heli



Hi Damien,

May I ask, why do you want to port Heli over to BGT when it is a perfectly 
good game in the language that the creator wrote it in?


TGIF and BFN

Jim

Program in hieroglyphics, the original GUI.

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

2011-01-29 Thread Pitermach
Um damien, that won't work at the moment, as bgt doesn't have any 3d sound 
capabilities.
- Original Message - 
From: "Damien Pendleton" 

To: "Gamers Discussion list" 
Sent: Friday, January 28, 2011 9:55 AM
Subject: [Audyssey] Heli



Hi,
I'm thinking we should port Heli over to BGT. What are your thoughts? If 
there are no objections, is there anyone helping with the VB version who'd 
like to help me convert it?

Regards,
Damien.
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Re: [Audyssey] New Heli available for download

2011-01-29 Thread Hayden Presley
Hi,
Could someone do an Audio Review for Heli? I thought I had it figured out
but I'm obviously missing something somewhere.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Ken the Crazy
Sent: Saturday, January 29, 2011 1:17 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] New Heli available for download

Well Jim, I think you do wonderfully.  I'm not a fan of the option explicit 
myself, but since this is the first 3d audio game I've ever made, much less 
seen code for, it helped to figure out what I was doing wrong.  Also, I 
learned another valuable lesson: don't load your directx components in the 
form load sub.  If you do, you won't be able to move the listener.
By the way, the newest Heli is on its way.  Just added wind speed, so if 
you're going fast you hear it as it passes through the wind.  Not so 
realistic for a toy helicopter, but cool anyway, and if I make a full-on 
helicopter sim sometime I'll have the code handy.

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

- Original Message - 
From: "Jim Kitchen" 
To: "Ken the Crazy" 
Sent: Friday, January 28, 2011 7:16 PM
Subject: Re: [Audyssey] New Heli available for download


> Hi Ken,
>
> Ok, I can see how the option explicit might come in handy for making sure 
> that you do not miss name variable names.  And I can not say that I have 
> not been frustrated a few times when I have miss typed a variable name a 
> time or a thousand over the years, but I still do not plan to use option 
> explicit in my programming.
>
> Kind of wonder which, would have or, has wasted more time.  Trying to 
> figure out a missed named variable, or doing all of the declaring all and 
> every single variable in every project over the years.
>
> You know I admire all of your games and projects, so this is just a bit of

> personal preference programming style.  Or something like that.
>
> TGIF and BFN
>
> Jim
>
> A choice is always possible, even without any options.
>
> j...@kitchensinc.net
> http://www.kitchensinc.net
> (440) 286-6920
> Chardon Ohio USA
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Re: [Audyssey] Getting my butt royally kicked in MOTA

2011-01-29 Thread Hayden Presley
Hi Thomas,
Grrr...stop teasing us! 

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Saturday, January 29, 2011 9:00 AM
To: Gamers Discussion list
Subject: [Audyssey] Getting my butt royally kicked in MOTA

Hi all,

Okay, as the subject states I am seriously getting my butt kicked in
Mysteries of the Ancients beta 17. I'm playing the new level 1 right
now, testing out the updated monsters, etc and I must say this version
is certainly more challenging than prior versions. I've updated the
stats for everything and one thing you will notice once I release beta
17 later this weekend is that enemies move a lot faster than they did
before. You might walk into a room, see a skeleton, think he's no
problem, and the next second he is right there slicing you up like
roast beaf. Harpies are also a lot nastier than they once were. I
opened a door stepped inside and one landed on me claws first and
ripped me a new rear end before I barely knew she was there. Lol!

Oh, yeah, and as far as randomization goes I have made an important
decision on that as well. Instead of just removing it I decided to fix
it. Thus part of the delay in releasing the game. Instead of randomly
generating items and monsters when you enter a room all of the stats,
random generation, etc will be done before the level loads. That way
when you save a game it will save the state of everything. Plus doing
it this way I can limit the amount of ammo, gold, gems, and potions
you can possibly find per level. This has certainly aided in balancing
things out more because now you have to conserve ammo and potions when
and where you can, because you will have no idea when you will find
more to replace it.

Cheers!

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[Audyssey] Getting my butt royally kicked in MOTA

2011-01-29 Thread Thomas Ward
Hi all,

Okay, as the subject states I am seriously getting my butt kicked in
Mysteries of the Ancients beta 17. I'm playing the new level 1 right
now, testing out the updated monsters, etc and I must say this version
is certainly more challenging than prior versions. I've updated the
stats for everything and one thing you will notice once I release beta
17 later this weekend is that enemies move a lot faster than they did
before. You might walk into a room, see a skeleton, think he's no
problem, and the next second he is right there slicing you up like
roast beaf. Harpies are also a lot nastier than they once were. I
opened a door stepped inside and one landed on me claws first and
ripped me a new rear end before I barely knew she was there. Lol!

Oh, yeah, and as far as randomization goes I have made an important
decision on that as well. Instead of just removing it I decided to fix
it. Thus part of the delay in releasing the game. Instead of randomly
generating items and monsters when you enter a room all of the stats,
random generation, etc will be done before the level loads. That way
when you save a game it will save the state of everything. Plus doing
it this way I can limit the amount of ammo, gold, gems, and potions
you can possibly find per level. This has certainly aided in balancing
things out more because now you have to conserve ammo and potions when
and where you can, because you will have no idea when you will find
more to replace it.

Cheers!

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Re: [Audyssey] New Heli available for download

2011-01-29 Thread Thomas Ward
Hi Hayden,

To be honest I just think some people are lazy. They dont want to take
the time to do
  int myVariable = 0;
which would properly initialize an integer variable in most C-style
languages and would rather just create a variable on the fly like
  myVariable = 0
rather than taking the extra time to properly initialize it. I've been
programming long enough now that declaring my variables is like second
nature. I don't even think about not doing it.

Smile.


On 1/29/11, Hayden Presley  wrote:
> Hi,
> I'm not sure what the whole ruckess is about declaring variables. It just
> takes a few more keystrokes. It's like we're telling you to program a new
> wrapper each time you use DirectX.
>
> Best Regards,
> Hayden

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[Audyssey] Inno Setup was MSFS

2011-01-29 Thread Thomas Ward
Hi,

What sort of help with Inno Setup do you need? I'm no expert, but I do
know enough to create installers with it for STFC, MOTA, and the other
games I create.

Cheers!

On 1/29/11, Ben  wrote:
> Wizard ones? Of course!  By the way. Anyone know how to get inosetup 5
> working properly - I can't seem to get anywhere...

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Re: [Audyssey] RSW strategy game

2011-01-29 Thread Sarah Haake

Hi David,

cool thing, I just signed up. I'll take the time to read the rules 
before you start the game.


Best regards
Sarah 



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Re: [Audyssey] just wondering If anyone is still into msfs...

2011-01-29 Thread Ben
Wizard ones? Of course!  By the way. Anyone know how to get inosetup 5
working properly - I can't seem to get anywhere...

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: 25 January 2011 18:41
To: Gamers Discussion list
Subject: Re: [Audyssey] just wondering If anyone is still into msfs...

yeah some of the newer entombed players are having issues because one 
of the component directories looks empty for sql at least when I tried it.
I still prefur old fassioned  installers any day.
At 12:54 a.m. 26/01/2011, you wrote:
>Well I think you did got just the issue I'm having, I go to control 
>panel, it gives me an error and the meter will stay at 0 until I run
sapisvr.
>To make things more fun, though, I can't get iyp to install. this 
>click once deployment thing seems very unstable, to me at least. it 
>worked once, then when I got everything set up again with a better 
>mic and all it would just plain refuse to work.
>- Original Message - From: "shaun everiss" 
>To: "Gamers Discussion list" 
>Sent: Tuesday, January 25, 2011 12:16 AM
>Subject: Re: [Audyssey] just wondering If anyone is still into msfs...
>
>
>>well to be honest, it seems at least with xp that if you have the 
>>sapi 5.1 recognisers and then load office or something that uses 
>>updated recognisers, things can break.
>>You can get round this partually with the sapisvr command but that 
>>only works once I guess you could have sapisvr run on startup, and 
>>every time you run any stuff that uses speech rec then that works 
>>but only for that instance after that it breaks again.
>>I attempted but couldn't figure out training for it.
>>The only way to really fix it is to reformat, though this part of 
>>sapi will break without warning and I am not sure why.
>>At 08:58 a.m. 25/01/2011, you wrote:
>>>Hi all!
>>>I have been getting into microsoft flight simulator lately. I must 
>>>say it's not something easy to get into but very rewarding.
>>>I'm actually still using fs navigator as my speech recognition 
>>>engine is mangled and I've no idea how to fix it. Even then I 
>>>can't even get its your plane to install. Sad as I'd love to run 
>>>the checklists and such.
>>>To make my flying more fun I actually also use fs passengers, not 
>>>sure if any blind pilots tried this app out, but if not it it 
>>>should be considered as it's nearly perfectly accessible.
>>>I'm just curious if anyone is still messing with this seeing, for 
>>>instance, the blind pilot project hasn't had any updates in like 2 years.
>>>-
>>>Peter Mahach
>>>|piterm...@gmail.com
>>>msn: pitermac...@hotmail.com
>>>skype (not very often): pitermach
>>>twitter: http://www.twitter.com/pitermach
>>>webpage: http://pmsworld.weisi4u.de/
>>>
>>>
>>>
>>>__ Information from ESET Smart Security, version of virus 
>>>signature database 5266 (20100709) __
>>>
>>>The message was checked by ESET Smart Security.
>>>
>>>http://www.eset.com
>>>
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>>>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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list,
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>>__ Information from ESET Smart Security, version of virus 
>>signature database 5266 (20100709) __
>>
>>The message was checked by ESET Smart Security.
>>
>>http://www.eset.com
>>
>>
>
>
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>signature database 5266 (20100709) __
>
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>http://www.eset.com
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I

[Audyssey] Empires and dungeons news

2011-01-29 Thread dark
Hi

This is just to let epople know the state of play regarding empires and 
dungeons 2.


the original game is inaccessible, but niels has said he is prepared to add 
a screen reader access mode (along with an extra map), if there is 
sufficient interest and enough preorders.

I'm not convinced of this myself, though being as I don't think too many Vi 
players were too interested in Tv manager 2 despite the screen reader access 
mode,  not surprising really sinse I suppose lack of vision and a sim 
about managing a tv company don't really mix, i would guess Niels needs a 
bit of encouragement that this could be financially viable.

However I know plenty of people here would enjoy a game that mixes a single 
player rpg and a stratogy battle game, so I'd deffinately advise people to 
support the project financially if they can.

Niels has said he's prepared to refund people their money if this doesn't 
come about.

so, anyone interested should go to 
http://www.nielsbauergames.com/empiresanddungeons.html

Even if you don't fancy the idea of steaking money on this, you can E-mail 
neiles bauer at cont...@nielsbauergames.com
 to express interest.

So, this really depends upon how willing people are to A, pay, and b, say 
that they would like such a game, and I deffinately hope people take the 
challenge up.

i myself have read the manual of the game, and it looks fantastic, not the 
least because it's entirely single player and self contained, so no grinding 
or pvp, just stratogy and exploration.

Beware the grue!

Dark. 
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Re: [Audyssey] RSW strategy game

2011-01-29 Thread Sarah Haake

Hi David,

an example game would be cool. You could give help and explainations on 
list and we could learn the game without the presure of competing with 
other players. I definately would try it out.


Best regards
Sarah 



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Re: [Audyssey] New Heli available for download

2011-01-29 Thread Hayden Presley
Hi,
I'm not sure what the whole ruckess is about declaring variables. It just
takes a few more keystrokes. It's like we're telling you to program a new
wrapper each time you use DirectX.

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Shiny protector
Sent: Saturday, January 29, 2011 7:25 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] New Heli available for download

Auto it is rubbish. It can't do advanced programming.
- Original Message - 
From: "Pitermach" 
To: "Gamers Discussion list" 
Sent: Saturday, January 29, 2011 12:53 PM
Subject: Re: [Audyssey] New Heli available for download


> all I can say is, oh well.  one thing I like about autoit is that I'm not 
> forced to specify variable types. That's also true for vb or purebasic.
>
> - Original Message - 
> From: "Thomas Ward" 
> To: "Gamers Discussion list" 
> Sent: Saturday, January 29, 2011 8:47 AM
> Subject: Re: [Audyssey] New Heli available for download
>
>
>> Hi Jim,
>>
>> It is not extra work or waisted time/energy. It is generally
>> recommended that you declare variables using the proper data type like
>> integer, string, character, boolean, etc as it will improve memory
>> usage and CPU usage. Every time you declare a variable without
>> specifying its data type you force the runtime environment to
>> interpret your code, and as a result you end up waisting your system
>> resources on runtime interpretation of your code. So it really does
>> not pay to be a lazy programmer. Which is exactly what you are when
>> you don't declare and properly initialize variables.
>>
>> Cheers!
>>
>
>
> __ Information from ESET Smart Security, version of virus 
> signature database 5266 (20100709) __
>
> The message was checked by ESET Smart Security.
>
> http://www.eset.com
>
>
>
>
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Re: [Audyssey] New Heli available for download

2011-01-29 Thread Shiny protector

Auto it is rubbish. It can't do advanced programming.
- Original Message - 
From: "Pitermach" 

To: "Gamers Discussion list" 
Sent: Saturday, January 29, 2011 12:53 PM
Subject: Re: [Audyssey] New Heli available for download


all I can say is, oh well.  one thing I like about autoit is that I'm not 
forced to specify variable types. That's also true for vb or purebasic.


- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Saturday, January 29, 2011 8:47 AM
Subject: Re: [Audyssey] New Heli available for download



Hi Jim,

It is not extra work or waisted time/energy. It is generally
recommended that you declare variables using the proper data type like
integer, string, character, boolean, etc as it will improve memory
usage and CPU usage. Every time you declare a variable without
specifying its data type you force the runtime environment to
interpret your code, and as a result you end up waisting your system
resources on runtime interpretation of your code. So it really does
not pay to be a lazy programmer. Which is exactly what you are when
you don't declare and properly initialize variables.

Cheers!




__ Information from ESET Smart Security, version of virus 
signature database 5266 (20100709) __


The message was checked by ESET Smart Security.

http://www.eset.com




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Re: [Audyssey] New Heli available for download

2011-01-29 Thread Thomas Ward
Hi,

Well, I'm sure you know my opinion of AutoIt. To be canded the
language is absolute trash. It was never designed to do vidio games,
and isn't worth using for even generic programming let alone anything
as safisticated like a high quality vidio game.

Cheers!


On 1/29/11, Pitermach  wrote:
> all I can say is, oh well.  one thing I like about autoit is that I'm not
> forced to specify variable types. That's also true for vb or purebasic.

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Re: [Audyssey] RSW strategy game

2011-01-29 Thread Anouk Radix
Hi, I registered via email yesterday evening (Netherlands time) will I now 
get an email when the game starts?

Greetings, Anouk,
- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Saturday, January 29, 2011 1:52 PM
Subject: Re: [Audyssey] RSW strategy game



Hi David.

i've now registered for the reserve 5w game.

unfortunately, it seemed that your attachment didn't come out (I don't 
think the audeasy list allows them), so we'll probably just have to try 
this and play it by ear regarding accessibility.


either way I look forward to trying it out.

all the best,

Dark.
- Original Message - 
From: "David Rose" 

To: "Gamers Discussion list" 
Sent: Saturday, January 29, 2011 1:09 AM
Subject: Re: [Audyssey] RSW strategy game


Followup: the RSW server will demand a challenge-response email from you 
when you send it the join command I described in my last message. Simply 
reply to this email to finalize the command.


If the challenge-response gets annoying, you may disable it with the 
email command:


user trust=yes

David

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Re: [Audyssey] questions on sighted games beeihng accessable

2011-01-29 Thread Thomas Ward
Hi,

Unfortunately, no. There is nothing like Need for Speed Carbon, Grand
Theft Auto,  etc for the VI market. That's an area of games we could
use some development in.

Cheers!


On 1/28/11, austin pinto  wrote:
> hi all i have this real question since i got to know audio games and
> started gameing some days ago is there some accessable version of nfs
> carhban and gtays city which our sighted counterparts enjoy please
> reply thanks
>
> --
> austin pinto
> email austinpinto.xavi...@gmail.com
> alternat email austin.pi...@hotmail.com
> facebook www.facebook.com/austinpinto
> orkut www.orkut.com/austinpinto
> twitter www.twitter.com/austinmpinto
>
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Re: [Audyssey] New Heli available for download

2011-01-29 Thread Pitermach
all I can say is, oh well.  one thing I like about autoit is that I'm not 
forced to specify variable types. That's also true for vb or purebasic.


- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Saturday, January 29, 2011 8:47 AM
Subject: Re: [Audyssey] New Heli available for download



Hi Jim,

It is not extra work or waisted time/energy. It is generally
recommended that you declare variables using the proper data type like
integer, string, character, boolean, etc as it will improve memory
usage and CPU usage. Every time you declare a variable without
specifying its data type you force the runtime environment to
interpret your code, and as a result you end up waisting your system
resources on runtime interpretation of your code. So it really does
not pay to be a lazy programmer. Which is exactly what you are when
you don't declare and properly initialize variables.

Cheers!




__ Information from ESET Smart Security, version of virus signature 
database 5266 (20100709) __

The message was checked by ESET Smart Security.

http://www.eset.com




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