Re: [Audyssey] FW: [The Teacher List] Enchanting - robotics programming

2011-02-05 Thread Alfredo_The_Music_maker
My fellow friend, you are wrong. Why not do some research on NFB. Why, 
they had a robotics club a few years ago in the 2009 Youth slam. They 
use that code to program the robots. It had 0 graphical pictures. It is 
not just for the blind, but rather for those who are not visual 
learners. I would say that program would be good for us to use, but at 
the same time, what good would it do if we used that program to make 
games with? I mean, the original point was to see if we could make games 
using the loge systems.


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[Audyssey] Fw: Violent videogames may boost brain power, say researchers

2011-02-05 Thread Jacob Kruger
- Original Message - 


Violent videogames may boost brain power, say researchers.

For 10 hours, Kathrin Herzhoff fired automatic weapons while storming 
beaches,

patrolling jungles and shooting down enemy aircraft.

It was all in the name of science. Before and after she trained on the video
game Medal of Honor: Pacific Assault, her brain waves were measured at a
University of Toronto lab.

“It was a steep learning curve, but I felt I improved a fair bit,” says
Herzhoff, a graduate student in psychology. She doesn’t usually play video
games, much less bloody first-person shooter games like this one. Yet this
action genre, often decried for its mind-numbing violence, is emerging as a
hot research topic in an unexpected area.

Scientists have found that virtual war games may boost brain power.

“A surprising aspect of our research shows that action games seem to be the 
most
beneficial type of game when it comes to how well you see, pay attention, 
make
decisions and switch tasks,” explains Daphne Bavelier, a professor of brain 
and

cognitive sciences at the University of Rochester.

After playing Medal of Honor, participants in the U. of T. study tended to 
be
more focused, directing their attention to what was important, says 
researcher
Jing Feng. The study, currently being reviewed for publication, is the first 
to

see if the brains of non-gamers show improved attention.

In 2007, Feng and her colleagues showed that action video-game play could 
close
the gender gap in spatial cognition, skills that are important in 
mathematics

and engineering.

So all those hours on the couch annihilating enemies haven’t been a mindless
waste? Could all that practice help a gamer find the right career?

“Is he interested in going into robotic surgery or operating the Canadarm on 
the

space shuttle?” asks Lauren Sergio, a neuroscientist at York University.

She worked on a study published last fall that showed that gamers used their
brains more efficiently, tapping into the executive functions of the frontal
lobe as they performed increasingly difficult visual motor tasks.

Perhaps it could even help, not hurt, a kid in school.

“Not until we are able to put in the right content,” says Bavelier.

The mission for researchers now is to explore how the brain learns from 
shooter

games, then develop less bloody games that confer the same brain gains. “The
idea would be to get the benefits without the killing parts,” explains 
Bavelier.
“You could create a game that would be good for teaching mathematics, 
slowing

cognitive decline or training surgeons — games with more positive aspects.”

In Canada, first-person shooter titles were the top-selling video-game genre
last January to November, says Matthew Tattle, who tracks video games for 
market
researchers NPD Group. With titles usually rated for mature or teen 
audiences,

it commanded 15 per cent of the market, with sales of 2.3 million games.

While these games may have benefits, researchers recommend caution. Too much
violent screen play could be detrimental to a person’s physical and 
emotional

health.

Bavelier, who studies brain plasticity, stumbled on to video games when a 
male
research assistant working on an experiment came up with off-the-charts 
data.

The odd findings were not from faulty science but rather from the researcher’s
own brain. He was a hardcore action gamer. Bavelier was intrigued. She has 
now

done more than 20 video-game studies.

Her first, in 2003, found that action gamers could focus better on a task,
ignoring distractions.

She’s also found that playing video games helps visual resolution (the 
ability
to see small details within clutter) and improves sensitivity to contrast 
(the

ability to distinguish shades of grey). Her latest research showed that the
games also sped up the brain’s processing of visual information.

So does that sharp vision and alertness make hardcore action gamers better 
drivers?


Only in theory. Most gamers, after all, are young males. “The kids who play 
are

also high on testosterone,” says the neuroscientist with a laugh.

As part of her studies, action gamers and non-gamers are recruited and 
tested in

the lab on boring screen tasks. The non-gamers then play 10 to 50 hours over
several days of either a fast-paced action game, such as Call of Duty 2, or 
a
slow-moving strategy one, such as The Sims 2. Consistently, those who played 
the

action game were the ones who improved.

And the gains tended to last. Two years after a vision study, her team 
retested

participants, who had not played action games since the lab study. The
improvements remained. Other researchers, says Bavelier, found enduring
attention gains after six months when they retested their participants.

“Everything changes your brain. The issue is whether it sticks,” explains
Bavelier. “That’s what’s astonishing here. The changes lasted months to 
years.

That’s what we’re after now, understanding how that happens.”

She’s 

Re: [Audyssey] Confusion about getting past the first level in MOTA.

2011-02-05 Thread Bryan Peterson

The narrator doesn't talk during the game. That's just the intro.
We are the Knights who say...Ni!
- Original Message - 
From: Frost znvyyv...@gmail.com

To: gamers@audyssey.org
Sent: Friday, February 04, 2011 10:19 PM
Subject: Re: [Audyssey] Confusion about getting past the first level in 
MOTA.




On Fri, Feb 04, 2011 at 12:38:45PM -0600, Hayden Presley wrote:
Well...Shades ofDoom isnt' exactly Doom, per say, but it is certainly 
based

off of it.  It's definitely worth a look,


[My Reply:]
Thanks, but I googled it as soon as I'd seen it mentioned and
went and grabbed the mp3, at least and listened to that.  Not entirely
sure I will buy it unless there's some way to speed up the narrator's
voice, because my computer speaking to me that slowly might drive me
bugnutz, especially in the middle of live fire.

What I'd really love to see, and pay $300 to own, would be an
accessible version of Aces of the Deep by Dynamix, one of the most
historically accurate WW2 German U-Boat simulations, right down to the
sonar limitations of each period of the war, to the replacement of mines
with hedgehogs, to radio coordinated ASW tactics.  I never once made it
to 1943, but the Captain did everything by ear thru the sonarman's
reports of direction and estimates.  Can't get much more nerve wracking
than trying to dodge depth charges in a 200 yard-long ship at the speed
of a bicycle.  It had just about everything tossed in from inclement
weather affecting visibility and torpedo accuracy, to depth charging
seaplanes and using snorkels later on in the war to avoid them.  If you
knew your history, you could wrack up some serious tonnage early in the
war, just by knowing how to dodge sonar.  At the earliest part of the
war, sonar could only go from left to right.  At night on the surface,
where your low silhouette was extremely hard to see, you were safe, and
it was easier just to change depth to avoid the beam than maneuvering
from left to right in a big, slow sub.

I could listen to those diesels purr for hours, waiting for
something to come within reach, then chase it down and kill it.  If it
was a convoy, radio it in and wait for the wolfpack to assemble,
shadowing them while a bunch of very ticked off convoy escorts tried to
find, sink, or drive me away long enough to lose their sheep.

I dunno, maybe it's just the Navy in me speaking, but I loved
it.  The monotonous bits made the nerve wracking parts all the much more
enjoyable, especially when I survived.

Michael

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  Postings Copyrighted 2010-2011 by: Michael Ferranti



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Re: [Audyssey] ADRIFT 3.90 or 4.00, Which Is Better?

2011-02-05 Thread Lori Duncan
Hi Kelly how does that work?  Also when you write them can you add in sounds 
or music?
- Original Message - 
From: Kelly Sapergia ksaper...@sasktel.net

To: gamers@audyssey.org
Sent: Friday, February 04, 2011 10:47 PM
Subject: [Audyssey] ADRIFT 3.90 or 4.00, Which Is Better?



Hi,

I use the generator in version 3.90 of ADRIFT to write text adventures, 
but I know there are people that use version 4.00. Other than the fact 
that version 3.90 is free, as opposed to 4.00 which you have to pay for to 
remove restrictions on the number of rooms, tasks, etc., is one version 
better than the other? I remember trying version 4.00 a few years ago, but 
promptly went back to 3.90 because some fields weren't being read properly 
or something. Now, however, I'm wondering if I should start using that 
version instead.


Thanks.

Yours Sincerely,
Kelly John Sapergia
For information regarding my Internet radio shows, links to my favorite 
sites, and more, visit my personal website at http://www.ksapergia.net/.
If you need jingles, voiceovers and music for your project at an 
affordable price, visit KJS Productions at: 
http://www.kjsproductions.com/.



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Re: [Audyssey] Serious pause bug in MOTA

2011-02-05 Thread Shiny protector

Send him a game and monsters shall rip his soll in half. Evil grin.
- Original Message - 
From: Tom Randall kf6...@comcast.net

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Friday, February 04, 2011 9:36 PM
Subject: Re: [Audyssey] Serious pause bug in MOTA



Speaking for myself this behavior is fine, this is similar to how most
mainstream games work if you try to perform an action say by pressing the 
x

button on your ps3 controler while the game is paused it will immediately
unpause.

Regards,

Tom


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Friday, February 04, 2011 7:55 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Serious pause bug in MOTA


Hi Bryan,

Heavens no. The bug wwe are discussing is that you could press f2, pause 
the

game, shoot an enemy and press f2 to unpause the game. I have gone in and
fixed it so if you press space to punch/fire a weapon it unpauses the game
and resumes play. What are you talking about?Do you have an alternative 
idea

how to do this?

Cheers!




On 2/4/11, Bryan Peterson bpeterson2...@cableone.net wrote:

I thought that was the whole bug.
We are the Knights who say...Ni!


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[Audyssey] bug in room 17 of mota

2011-02-05 Thread Mich
Hi Tom and all. I just played a game of Mota and incounterd a bug when I got to 
room 17. in that roomfor some reason my arrow keys stopt working and i wasn't 
able to move or do anything. I had to start a new game. I just thought I would 
let you know. from Mich.
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Re: [Audyssey] bug in room 17 of mota

2011-02-05 Thread Thomas Ward
Hi Mich,

Yeah, i know. Several others have reported that bug, and I've already
fixed it. Thanks for reporting it though.

Cheers!


On 2/5/11, Mich m...@ntl.sympatico.ca wrote:
 Hi Tom and all. I just played a game of Mota and incounterd a bug when I got
 to room 17. in that roomfor some reason my arrow keys stopt working and i
 wasn't able to move or do anything. I had to start a new game. I just
 thought I would let you know. from Mich.
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Re: [Audyssey] ADRIFT 3.90 or 4.00, Which Is Better?

2011-02-05 Thread Thomas Ward
Hi Kelly,

Hmmm...Good question. I personally use version 4.0.26 or something
like that. I know Raul used Adrift version 4.0 for his adult
interactive fiction games Last week Before the Wedding and Riding
the Crop. Both seamed to be fairly accessible using 4.0. However,
some Adrift Interpretors such as Scare for Linux still seam to handle
legacy 3.x data files better than 4.0 data files. So I guess the
answer is really all up to what you want out of your Adrift
interpreter. Either way I'm pretty certain most people will be able to
play it regardless of if you switch to 4.0 or not.

Cheers!




On 2/4/11, Kelly Sapergia ksaper...@sasktel.net wrote:
 Hi,

 I use the generator in version 3.90 of ADRIFT to write text adventures, but
 I know there are people that use version 4.00. Other than the fact that
 version 3.90 is free, as opposed to 4.00 which you have to pay for to remove
 restrictions on the number of rooms, tasks, etc., is one version better than
 the other? I remember trying version 4.00 a few years ago, but promptly went
 back to 3.90 because some fields weren't being read properly or something.
 Now, however, I'm wondering if I should start using that version instead.

 Thanks.

 Yours Sincerely,
 Kelly John Sapergia
 For information regarding my Internet radio shows, links to my favorite
 sites, and more, visit my personal website at http://www.ksapergia.net/.
 If you need jingles, voiceovers and music for your project at an affordable
 price, visit KJS Productions at: http://www.kjsproductions.com/.


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Re: [Audyssey] Confusion about getting past the first level in MOTA.

2011-02-05 Thread Thomas Ward
Hi Michael,

Yes, I will be for the FPS version of Mysteries of he Ancients. You
see I'm producing this game in two formats. I'm producing a
side-scroller version for reasons I'd rather not get into, and at a
later point, perhaps next year, I will release an updated version with
a full FPS perspective. The full FPS version will use the Tomb Raider
control set and  incorperate a lot of the same actions like sprint,
jump, roll, safety drops, crawl, you name it. For that reason I'm
eagerly looking forward to that version.

Cheers!


On 2/5/11, Frost znvyyv...@gmail.com wrote:
 On Fri, Feb 04, 2011 at 01:39:45PM -0600, Hayden Presley wrote:
 No, no; I was asking why the control key was better. That's not in the
 Tomb
 Rader keyset.

 [My Reply:]
   Oh.  I thought Thomas said he was using the Tomb Raider control
 set for the game.  pfft!  What would I know.  I used the Playstation
 release and don't even know the Tomb Raider control set.  Serves me
 right for not paying better attention...AGAIN!

   Michael

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Re: [Audyssey] Confusion about getting past the first level in MOTA.

2011-02-05 Thread Thomas Ward
Hi Michael,

Lol! I like your thinking. I have a Compaq notebook I was using as a
soul Linux system until very recently. My desktop computer died, and I
needed access to Visual C++ etc to do my work, and had to setup a
multiboot. I can't wait to replace the desktop so I can get Windblows
off my laptop and restore it back to Linux only. Grin.

Anyway, you will be happy to know that I am working on Linux ports of
my games. However, they won't be ready until I release the Windows
versions, and can spend time on debugging and testing the Linux
versions. Mac support should happen more or less around the same time.
Whenever that may be.

Cheers!


On 2/5/11, Frost znvyyv...@gmail.com wrote:
 On Fri, Feb 04, 2011 at 02:24:34PM -0500, Thomas Ward wrote:
 However, I notice like me you are a Linux user. Unfortunately, 99% of
 all accessible games are written for Windows XP. So you will probably
 have to get and install VMPlayer and a copy of XP to run most of these
 games.

 [My Reply:]
   Hi Thomas,

   Never!  Mickeysoft will only touch my home-built 24Gx4TB
 Quad-Core with twin blue-ray and SB XFi Titanium sound over my dead
 body!!!  Besides, I have a cheesy Core-Duo Dell laptop with XP Pro on
 it. .grins.  Only have NVDA for a screen reader, though.

   Michael

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Re: [Audyssey] bug in room 17 of mota

2011-02-05 Thread Bryan Peterson
There's a ladder in that room is there not? Because that's happened to me a 
couple times on the ladder.

We are the Knights who say...Ni!
- Original Message - 
From: Mich m...@ntl.sympatico.ca

To: gamers @audyssey.org gamers@audyssey.org
Sent: Saturday, February 05, 2011 5:55 AM
Subject: [Audyssey] bug in room 17 of mota


Hi Tom and all. I just played a game of Mota and incounterd a bug when I 
got to room 17. in that roomfor some reason my arrow keys stopt working 
and i wasn't able to move or do anything. I had to start a new game. I 
just thought I would let you know. from Mich.

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Re: [Audyssey] Confusion about getting past the first level in MOTA.

2011-02-05 Thread Thomas Ward
Hi Michael,

Michael wrote:

   What I'd really love to see, and pay $300 to own, would be an
accessible version of Aces of the Deep by Dynamix.

My reply:

Oh, i hear you there. That's a frickin' awesome World War II submarine
game. Probably the best sub game ever written. I've tinkered with it,
but never was any good at it.

Well, it isn't Aces of the Deep, but Lone Wolf by GMA Games is a
decent alternative. It is fully accessible and I can play it for hours
on end. As I said coming from a mainstream background as you are you
will find most accessible games pretty behind the times. However, Lone
Wolf is pretty decent for what it does, and I could see David
Greenwood eventually upgrading that game to match something like Aces
of the Deep if he had a mind to add the extra work.

Cheers!

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Re: [Audyssey] Confusion about getting past the first level in MOTA.

2011-02-05 Thread Thomas Ward
Hi,

Yeah, probably so. I know what is wrong with the alt key, know how to
fix it, but little things keep popping up that demands my attention
such as modifying the pause code, fixing the bug with the room 7
staircase, and little things like that add up. Haven't found time to
track down every bug and issue and fix it.

Smile.


On 2/4/11, shaun everiss sm.ever...@gmail.com wrote:
 aah so alt should return one day to the side scroler once you fix
 that function then.

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Re: [Audyssey] Confusion about getting past the first level in MOTA.

2011-02-05 Thread Thomas Ward
Hi Michael,

Michael wrote:

   Oh, yeah.  He's definitely right about that.  For instance, I
can see absolutely no possible way that Tekken 3, a fighter for the
Playstation, could be made anywhere near blind accessible.

My reply:

You might be surprised to find out that there are some totally blind
gamers on here that can ace the Tekken games by sound alone. That's
not you and its not me, but I know of a few who say they have played
and beaten Tekken blind. All the same it is possible to make it
accessible. For one thing the game play would probably have to be
slowed down to make up for vision loss to give blind players more
reaction time. There are probably other ways to add accessibility as
well. I'm not familiar enough with Tekken III personally to give you
an exact list of changes required, but as a programmer I know that
there are usually work arounds to make it happen if a programmer wants
to bad enough.

Cheers!

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Re: [Audyssey] bug in room 17 of mota

2011-02-05 Thread Thomas Ward
Hi,

There is a stone staircase in that room. i forgot to draw the right
side of the staircase creating an empty space where the player could
get stuck. I have fixed it. BTW, there are absolutely no ladders in
Mysteries of the Ancients. Just staircases.

HTH


On 2/5/11, Bryan Peterson bpeterson2...@cableone.net wrote:
 There's a ladder in that room is there not? Because that's happened to me a
 couple times on the ladder.
 We are the Knights who say...Ni!

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Re: [Audyssey] Fw: Violent videogames may boost brain power, say researchers

2011-02-05 Thread Thomas Ward
Hi Jacob,

Very interesting. Hmmm...That has interesting implications for gamers.
I use to play games like that for years. I wonder if this means my
brain power was boosted by slottering hords of enemies in Doom, Quake,
Jedi Knight, Tomb Raider, etc. Would be ironic to think so. Lol!

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Re: [Audyssey] Fw: Violent videogames may boost brain power, say researchers

2011-02-05 Thread darren harris
Lol who said blood wasn't good for you then!!! I really couldn't resist that


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 05 February 2011 14:38
To: Gamers Discussion list
Subject: Re: [Audyssey] Fw: Violent videogames may boost brain power, say
researchers

Hi Jacob,

Very interesting. Hmmm...That has interesting implications for gamers.
I use to play games like that for years. I wonder if this means my
brain power was boosted by slottering hords of enemies in Doom, Quake,
Jedi Knight, Tomb Raider, etc. Would be ironic to think so. Lol!

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Re: [Audyssey] bug in room 17 of mota

2011-02-05 Thread Bryan Peterson

Well that's what I meant. I just had ladder in my head for some reason.
We are the Knights who say...Ni!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, February 05, 2011 7:25 AM
Subject: Re: [Audyssey] bug in room 17 of mota



Hi,

There is a stone staircase in that room. i forgot to draw the right
side of the staircase creating an empty space where the player could
get stuck. I have fixed it. BTW, there are absolutely no ladders in
Mysteries of the Ancients. Just staircases.

HTH


On 2/5/11, Bryan Peterson bpeterson2...@cableone.net wrote:
There's a ladder in that room is there not? Because that's happened to me 
a

couple times on the ladder.
We are the Knights who say...Ni!


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Re: [Audyssey] Serious pause bug in MOTA

2011-02-05 Thread Thomas Ward
Hi Karl,

Oh, it can be done. It is just a tad bit time consuming to do. The
issue is what you want is a totally different approach to the way I
actually did it. So it would take me at least two or three days to
update/change the way it works. It is not a matter of being easy or
not, but just will take longer to release beta 18 than I had planned.
I was looking at putting out an update on Monday. Now, with this
change it could be Wednesday or Thursday with the additional time
sspent on rewriting the code to do what you want. I'll do it, but it
isn't a big priority for me personally. It is already Saturday and I
haven't even started on level 2 yet because I've been hit with too
many things to update/fix. Which has been the number 1 problem with
this game all along. I think I can start on the next level of the game
and get hit with a hundred other things to do first.

Cheers!


On 2/4/11, Karl Belanger karl.belan...@comcast.net wrote:
 I am surprised that most games would unpause the game when a button is
 pressed. In games I have played like Street Fighter, and various games for
 the Wii, there is usually a back button which will resume the game, but
 there is often also a pause menu which can be navigated. Pressing directions
 or other buttons will interact with this menu.
 As I said in another email, the only reason I even mentioned this is because
 of the issue with trying to pause in the middle of another action. If
 there's no easy way of dealing with this, then fine. The last thing this
 game needs is another rewrite of a major part of its core.
 Karl


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[Audyssey] question about drawing things for games.

2011-02-05 Thread Mich
Hey Tom. I have a question. you said you forgot to draw the wright side of 
the staircase but that you fixt it. i am happy that you fixt it but how 
would you draw something if you can't see? is there a program that is 
accessible with jaws or some other program that makes drawing things 
accessible? since if so that would be really cool. from Mich.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, February 05, 2011 9:25 AM
Subject: Re: [Audyssey] bug in room 17 of mota



Hi,

There is a stone staircase in that room. i forgot to draw the right
side of the staircase creating an empty space where the player could
get stuck. I have fixed it. BTW, there are absolutely no ladders in
Mysteries of the Ancients. Just staircases.

HTH


On 2/5/11, Bryan Peterson bpeterson2...@cableone.net wrote:
There's a ladder in that room is there not? Because that's happened to me 
a

couple times on the ladder.
We are the Knights who say...Ni!


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Re: [Audyssey] Serious pause bug in MOTA

2011-02-05 Thread Thomas Ward
Hi Karl,

That's not very practical. I suppose in theory it could be done, but
at what cost. You need to understand what you want is pretty time
consuming, and what I want more than anything else in this world is to
have the game completely done and  out of my hair by June. So
obviously I'm not really willing to spend any more time than
absolutely necessary to rewrite anything.

cheers!


On 2/4/11, Karl Belanger karl.belan...@comcast.net wrote:
 The only reason I'm making an issue of this is simply that it is currently
 necessary to stand up before pausing, which can be very detrimental to the
 player. I could really care less what happens when you press a key after the
 game is paused. Would it be possible to simply tell the game to disregard
 any key currently held down when pause is hit? If you let it up and then
 press it again, the game would then unpause.

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Re: [Audyssey] question about drawing things for games.

2011-02-05 Thread Hayden Presley
Hi,
I think you're not quite understanding what he means when he says draw.

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Mich
Sent: Saturday, February 05, 2011 8:59 AM
To: Gamers Discussion list
Subject: [Audyssey] question about drawing things for games.

Hey Tom. I have a question. you said you forgot to draw the wright side of 
the staircase but that you fixt it. i am happy that you fixt it but how 
would you draw something if you can't see? is there a program that is 
accessible with jaws or some other program that makes drawing things 
accessible? since if so that would be really cool. from Mich.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, February 05, 2011 9:25 AM
Subject: Re: [Audyssey] bug in room 17 of mota


 Hi,

 There is a stone staircase in that room. i forgot to draw the right
 side of the staircase creating an empty space where the player could
 get stuck. I have fixed it. BTW, there are absolutely no ladders in
 Mysteries of the Ancients. Just staircases.

 HTH


 On 2/5/11, Bryan Peterson bpeterson2...@cableone.net wrote:
 There's a ladder in that room is there not? Because that's happened to me

 a
 couple times on the ladder.
 We are the Knights who say...Ni!

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Re: [Audyssey] Serious pause bug in MOTA

2011-02-05 Thread Hayden Presley
Hi Shaun,
Lol; in a way you do. Glulks is really the same format as .z5 or .z8 files.
The difference is that glulks (.zblorb) games can incorporate sounds and are
also used if your project gets exceptionally massive.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Friday, February 04, 2011 11:03 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Serious pause bug in MOTA

well I didn't fully grow up in a sheltered world in fact I found most 
things on my own.
I started playing graphical games eventually getting some sfx to what some
were
thinks like comic, wolf 3d, duke1 and a few other things were what I 
played with till the net came out.
It was then I learned about the rest of the stuff.
The old gaming thing lasted till 2005 when my old dos system crashed.
Now I don't even touch any zcode or external dos programs or agt stuff.
Its hugo, glulx and tads though seriously with the need to navigate 
round games with my vertual curser I can't get as involved as I used 
to so audio is what I prefur.
The first hybred I played was from a mojoinst disk called intergalactic
battle
An actual action screen for gameplay was graphical but everyting else 
was menu driven.
.
   At 11:27 a.m. 5/02/2011, you wrote:
Hi Tom,

Yeah, I know. It is cases like this that really demonstrates how
different growing up in a mainstream background verses a sheltered
blind background can be. I've been playing games for most of my life,
and in most cases when a game is paused if you press any button or
action key it unpauses the game and resumes play. To me that's how
things are.

Then, one day I am sitting down to read e-mail and I'm getting
requests saying I should use some sort of keyboard blocking that
blocks all but the pause key. I'm not at all sure that's a good idea.
That would mean while the game is paused no input is getting passed
through to the application until the keyboard is unblocked. If the
game ccrashes or something that could be a serious problem.

Of course, there is a slightly better method that is instead of
blocking the keyboard I rewrite most of the games functions so that if
an action is performed and the game is paused it will ignore the
request. This is safer than blocking the keyboard, but is A, alot of
extra work, and B, different behavior than I'm personally use to.

Cheers!


On 2/4/11, Tom Randall kf6...@comcast.net wrote:
  Speaking for myself this behavior is fine, this is similar to how most
  mainstream games work if you try to perform an action say by pressing
the x
  button on your ps3 controler while the game is paused it will
immediately
  unpause.
 
  Regards,
 
  Tom

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Re: [Audyssey] River Raders Problems

2011-02-05 Thread Hayden Presley
Hi,
There's another problem: how in the heck do I figure out when I'm cursed?
Damien, if you ask me you need to do a little work on the documentation.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Friday, February 04, 2011 10:49 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] River Raders Problems

you can run left or right but if you get cursed forget your life.
At 09:28 a.m. 5/02/2011, you wrote:
Hi All,

Ok, so I've decided to pull out River Raders, and I'm having the same
problems. The monster is impossible to hear, and even more impossible to
avoid. How are you supposed to avoid it once it sees you?



Best Regards,

Hayden



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Re: [Audyssey] question about drawing things for games.

2011-02-05 Thread Thomas Ward
Hi Mich,

No, that's not really what I meant. What I was refering to is I
created a custom level editor for the Genesis engine that allows me to
create *.map files that get loaded into the games. The way it works is
I select a wall, staircase, dirt, whatever and place it on the grid
which gets stored in a 2d or 3d array, and then written out to a *.map
file which is read by the game. I call this process of adding surfaces
to the map array drawing levels, because in a sense that is what I'm
doing.

for example, I might use shift+up arrow to select an area on the grid
(0, 11) to (0, 19) and then bring up my toolbox. I select wall from
the toolbox, and once I press enter it will fill the selected region
with a wall. Then, I might use shift+right arrow to select from (0,
10) to (20, 10), select dirt from the toolbox, and it will fill that
region in with dirt. It is not drawing in the sense you think of  it,
but serves the same purpose, and is totally proprietary to the G3D
engine.

Cheers!


On 2/5/11, Mich m...@ntl.sympatico.ca wrote:
 Hey Tom. I have a question. you said you forgot to draw the wright side of
 the staircase but that you fixt it. i am happy that you fixt it but how
 would you draw something if you can't see? is there a program that is
 accessible with jaws or some other program that makes drawing things
 accessible? since if so that would be really cool. from Mich.

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Re: [Audyssey] question about drawing things for games.

2011-02-05 Thread Mich

hmm that is interesting. thx for clearing that up. from Mich.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, February 05, 2011 10:14 AM
Subject: Re: [Audyssey] question about drawing things for games.



Hi Mich,

No, that's not really what I meant. What I was refering to is I
created a custom level editor for the Genesis engine that allows me to
create *.map files that get loaded into the games. The way it works is
I select a wall, staircase, dirt, whatever and place it on the grid
which gets stored in a 2d or 3d array, and then written out to a *.map
file which is read by the game. I call this process of adding surfaces
to the map array drawing levels, because in a sense that is what I'm
doing.

for example, I might use shift+up arrow to select an area on the grid
(0, 11) to (0, 19) and then bring up my toolbox. I select wall from
the toolbox, and once I press enter it will fill the selected region
with a wall. Then, I might use shift+right arrow to select from (0,
10) to (20, 10), select dirt from the toolbox, and it will fill that
region in with dirt. It is not drawing in the sense you think of  it,
but serves the same purpose, and is totally proprietary to the G3D
engine.

Cheers!


On 2/5/11, Mich m...@ntl.sympatico.ca wrote:
Hey Tom. I have a question. you said you forgot to draw the wright side 
of

the staircase but that you fixt it. i am happy that you fixt it but how
would you draw something if you can't see? is there a program that is
accessible with jaws or some other program that makes drawing things
accessible? since if so that would be really cool. from Mich.


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Re: [Audyssey] question about drawing things for games.

2011-02-05 Thread Alfredo_The_Music_maker
It is a matter of X's and Y's on a graph. You put things on the 
coordinates. Plus, there are supposed to do different commands at each 
coordinate.


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Re: [Audyssey] question about drawing things for games.

2011-02-05 Thread Hayden Presley
Hi Thomas,
Ah...I figured you weren't actually drawing but that's quite something. I
take it that's a something you don't do from directly within your MOTA
Sourcecode?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Mich
Sent: Saturday, February 05, 2011 9:20 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] question about drawing things for games.

hmm that is interesting. thx for clearing that up. from Mich.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, February 05, 2011 10:14 AM
Subject: Re: [Audyssey] question about drawing things for games.


 Hi Mich,

 No, that's not really what I meant. What I was refering to is I
 created a custom level editor for the Genesis engine that allows me to
 create *.map files that get loaded into the games. The way it works is
 I select a wall, staircase, dirt, whatever and place it on the grid
 which gets stored in a 2d or 3d array, and then written out to a *.map
 file which is read by the game. I call this process of adding surfaces
 to the map array drawing levels, because in a sense that is what I'm
 doing.

 for example, I might use shift+up arrow to select an area on the grid
 (0, 11) to (0, 19) and then bring up my toolbox. I select wall from
 the toolbox, and once I press enter it will fill the selected region
 with a wall. Then, I might use shift+right arrow to select from (0,
 10) to (20, 10), select dirt from the toolbox, and it will fill that
 region in with dirt. It is not drawing in the sense you think of  it,
 but serves the same purpose, and is totally proprietary to the G3D
 engine.

 Cheers!


 On 2/5/11, Mich m...@ntl.sympatico.ca wrote:
 Hey Tom. I have a question. you said you forgot to draw the wright side 
 of
 the staircase but that you fixt it. i am happy that you fixt it but how
 would you draw something if you can't see? is there a program that is
 accessible with jaws or some other program that makes drawing things
 accessible? since if so that would be really cool. from Mich.

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[Audyssey] Saturday's online fun

2011-02-05 Thread Charles Rivard
Saturday, February 5, 2011

At In The Blind Spot:

2:00 PM ET

Open Mike
Open Mike Room
Hosted by Devon

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 try to put the chain together one word at a 
time.

11:15 PM ET
Zilch Game
Zilch Room
Hosted by Roger


At Out Of Sight:

On Stage
8:00 PM eastern
Hosted by Lisa filroy
Location: On Stage
Join us this evening and showcase your talent by either playing an instrument, 
singing, reciting poetry, etc. If you would just like to be a member of the 
audience and listen to these talented performers, that is fine, too! You won't 
want to miss your fellow friends as they showcase their talent!

---
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[Audyssey] lone wolf

2011-02-05 Thread Charles Rivard
At one time, he was contemplating the creation of Lone Wolf 4.0.  I have no 
idea on the progress of the project.  He generally doesn't keep us in the 
know during development.


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, February 05, 2011 8:12 AM
Subject: Re: [Audyssey] Confusion about getting past the first level in 
MOTA.




Hi Michael,

Michael wrote:

  What I'd really love to see, and pay $300 to own, would be an
accessible version of Aces of the Deep by Dynamix.

My reply:

Oh, i hear you there. That's a frickin' awesome World War II submarine
game. Probably the best sub game ever written. I've tinkered with it,
but never was any good at it.

Well, it isn't Aces of the Deep, but Lone Wolf by GMA Games is a
decent alternative. It is fully accessible and I can play it for hours
on end. As I said coming from a mainstream background as you are you
will find most accessible games pretty behind the times. However, Lone
Wolf is pretty decent for what it does, and I could see David
Greenwood eventually upgrading that game to match something like Aces
of the Deep if he had a mind to add the extra work.

Cheers!

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Re: [Audyssey] bug in room 17 of mota

2011-02-05 Thread Charles Rivard

No ladders, but there are stairs.

---
Laughter is the best medicine, so look around, find a dose and take it to 
heart.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, February 05, 2011 8:05 AM
Subject: Re: [Audyssey] bug in room 17 of mota


There's a ladder in that room is there not? Because that's happened to me 
a couple times on the ladder.

We are the Knights who say...Ni!
- Original Message - 
From: Mich m...@ntl.sympatico.ca

To: gamers @audyssey.org gamers@audyssey.org
Sent: Saturday, February 05, 2011 5:55 AM
Subject: [Audyssey] bug in room 17 of mota


Hi Tom and all. I just played a game of Mota and incounterd a bug when I 
got to room 17. in that roomfor some reason my arrow keys stopt working 
and i wasn't able to move or do anything. I had to start a new game. I 
just thought I would let you know. from Mich.

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[Audyssey] MOTA beta 17 running on win7 x64

2011-02-05 Thread reinhard stebner
When I looked on the web site for this game, I noticed that there is just a
x86 version.  Will this work correctly on windows 7 x64?


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Re: [Audyssey] question about drawing things for games.

2011-02-05 Thread Philip Bennefall

Hi Thomas,

This is what I do in my upcoming adventure game as well. It is really a very 
useful technique. I have also added ranged sound sources to my editor so if 
I place out some dirt that stretches over a certain range, I can also set an 
environment sound such as some bubbling mud to go along with that area. So 
while you are in the area the sound stays centered, where as it begins 
moving normally when you are out of its range.


Then I also have other objects like vines and the like that are defined in 
the editor, and the game then processes and moves them based on those 
attributes.


Kind regards,

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, February 05, 2011 4:14 PM
Subject: Re: [Audyssey] question about drawing things for games.


Hi Mich,

No, that's not really what I meant. What I was refering to is I
created a custom level editor for the Genesis engine that allows me to
create *.map files that get loaded into the games. The way it works is
I select a wall, staircase, dirt, whatever and place it on the grid
which gets stored in a 2d or 3d array, and then written out to a *.map
file which is read by the game. I call this process of adding surfaces
to the map array drawing levels, because in a sense that is what I'm
doing.

for example, I might use shift+up arrow to select an area on the grid
(0, 11) to (0, 19) and then bring up my toolbox. I select wall from
the toolbox, and once I press enter it will fill the selected region
with a wall. Then, I might use shift+right arrow to select from (0,
10) to (20, 10), select dirt from the toolbox, and it will fill that
region in with dirt. It is not drawing in the sense you think of  it,
but serves the same purpose, and is totally proprietary to the G3D
engine.

Cheers!


On 2/5/11, Mich m...@ntl.sympatico.ca wrote:

Hey Tom. I have a question. you said you forgot to draw the wright side of
the staircase but that you fixt it. i am happy that you fixt it but how
would you draw something if you can't see? is there a program that is
accessible with jaws or some other program that makes drawing things
accessible? since if so that would be really cool. from Mich.


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Re: [Audyssey] Fw: Violent video games may boost brain power, say researchers

2011-02-05 Thread Charles Rivard
Thanks for this interesting article.  Sounds like, to me, all you gotta do 
is to train the brain.


---
Laughter is the best medicine, so look around, find a dose and take it to 
heart.
- Original Message - 
From: Jacob Kruger jac...@mailzone.co.za

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, February 05, 2011 4:07 AM
Subject: [Audyssey] Fw: Violent videogames may boost brain power,say 
researchers



- Original Message - 


Violent videogames may boost brain power, say researchers.

For 10 hours, Kathrin Herzhoff fired automatic weapons while storming
beaches,
patrolling jungles and shooting down enemy aircraft.

It was all in the name of science. Before and after she trained on the video
game Medal of Honor: Pacific Assault, her brain waves were measured at a
University of Toronto lab.

“It was a steep learning curve, but I felt I improved a fair bit,” says
Herzhoff, a graduate student in psychology. She doesn’t usually play video
games, much less bloody first-person shooter games like this one. Yet this
action genre, often decried for its mind-numbing violence, is emerging as a
hot research topic in an unexpected area.

Scientists have found that virtual war games may boost brain power.

“A surprising aspect of our research shows that action games seem to be the
most
beneficial type of game when it comes to how well you see, pay attention,
make
decisions and switch tasks,” explains Daphne Bavelier, a professor of brain
and
cognitive sciences at the University of Rochester.

After playing Medal of Honor, participants in the U. of T. study tended to
be
more focused, directing their attention to what was important, says
researcher
Jing Feng. The study, currently being reviewed for publication, is the first
to
see if the brains of non-gamers show improved attention.

In 2007, Feng and her colleagues showed that action video-game play could
close
the gender gap in spatial cognition, skills that are important in
mathematics
and engineering.

So all those hours on the couch annihilating enemies haven’t been a mindless
waste? Could all that practice help a gamer find the right career?

“Is he interested in going into robotic surgery or operating the Canadarm on
the
space shuttle?” asks Lauren Sergio, a neuroscientist at York University.

She worked on a study published last fall that showed that gamers used their
brains more efficiently, tapping into the executive functions of the frontal
lobe as they performed increasingly difficult visual motor tasks.

Perhaps it could even help, not hurt, a kid in school.

“Not until we are able to put in the right content,” says Bavelier.

The mission for researchers now is to explore how the brain learns from
shooter
games, then develop less bloody games that confer the same brain gains. “The
idea would be to get the benefits without the killing parts,” explains
Bavelier.
“You could create a game that would be good for teaching mathematics,
slowing
cognitive decline or training surgeons — games with more positive aspects.”

In Canada, first-person shooter titles were the top-selling video-game genre
last January to November, says Matthew Tattle, who tracks video games for
market
researchers NPD Group. With titles usually rated for mature or teen
audiences,
it commanded 15 per cent of the market, with sales of 2.3 million games.

While these games may have benefits, researchers recommend caution. Too much
violent screen play could be detrimental to a person’s physical and
emotional
health.

Bavelier, who studies brain plasticity, stumbled on to video games when a
male
research assistant working on an experiment came up with off-the-charts
data.
The odd findings were not from faulty science but rather from the researcher’s
own brain. He was a hardcore action gamer. Bavelier was intrigued. She has
now
done more than 20 video-game studies.

Her first, in 2003, found that action gamers could focus better on a task,
ignoring distractions.

She’s also found that playing video games helps visual resolution (the
ability
to see small details within clutter) and improves sensitivity to contrast
(the
ability to distinguish shades of grey). Her latest research showed that the
games also sped up the brain’s processing of visual information.

So does that sharp vision and alertness make hardcore action gamers better
drivers?

Only in theory. Most gamers, after all, are young males. “The kids who play
are
also high on testosterone,” says the neuroscientist with a laugh.

As part of her studies, action gamers and non-gamers are recruited and
tested in
the lab on boring screen tasks. The non-gamers then play 10 to 50 hours over
several days of either a fast-paced action game, such as Call of Duty 2, or
a
slow-moving strategy one, such as The Sims 2. Consistently, those who played
the
action game were the ones who improved.

And the gains tended to last. Two years after a vision study, her team
retested
participants, who had not played action games since 

Re: [Audyssey] question about drawing things for games.

2011-02-05 Thread Thomas Ward
Hi Philip,

Yeah, it is a pretty handy way to create level maps and game levels in
general. I noticed once I stopped coding them by hand and use a level
editor things goes much much quicker. It also allows you to focus on
the art of creating the level rather than the mechanics of coding this
or that by hand.

Cheers!


On 2/5/11, Philip Bennefall phi...@blastbay.com wrote:
 Hi Thomas,

 This is what I do in my upcoming adventure game as well. It is really a very
 useful technique. I have also added ranged sound sources to my editor so if
 I place out some dirt that stretches over a certain range, I can also set an
 environment sound such as some bubbling mud to go along with that area. So
 while you are in the area the sound stays centered, where as it begins
 moving normally when you are out of its range.

 Then I also have other objects like vines and the like that are defined in
 the editor, and the game then processes and moves them based on those
 attributes.

 Kind regards,

 Philip Bennefall

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Re: [Audyssey] question about drawing things for games.

2011-02-05 Thread Thomas Ward
Hi Hayden,

Right. I created a level editor to automate things somewhat. I simply
create levels, place them in the maps directory, and hurray. Of course
the level editor is tied specifically to the game so that the
surfaces, objects, etc match. So if I add anything to the game itself,
like a new weapon, etc I have to add it to the editor as well.
Although, I should probably give them a different name than *.map
files.


Cheers!


On 2/5/11, Hayden Presley hdpres...@hotmail.com wrote:
 Hi Thomas,
 Ah...I figured you weren't actually drawing but that's quite something. I
 take it that's a something you don't do from directly within your MOTA
 Sourcecode?

 Best Regards,
 Hayden

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Re: [Audyssey] MOTA beta 17 running on win7 x64

2011-02-05 Thread Thomas Ward
Hi,

It should. It uses standard Win32 code and is compiled as an x86
project so should run fine on x64 wihtout issue. However, I'd like it
if you would test it and make sure that's the case. Just remember to
have the Visual C++ 2008 runtime installed.

Cheers!


On 2/5/11, reinhard stebner rwsteb...@aol.com wrote:
 When I looked on the web site for this game, I noticed that there is just a
 x86 version.  Will this work correctly on windows 7 x64?


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Re: [Audyssey] Super Egg Hunt 1.3 Preview

2011-02-05 Thread Yohandy
awesome preview! one thing I'd actually prefer is if the clocks also gave 
you boost time. perhaps a clock could give you like an extra 3 to 5 seconds 
as opposed to the usual second? what do you guys think?



- Original Message - 
From: Liam Erven liamer...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, February 03, 2011 10:31 AM
Subject: Re: [Audyssey] Super Egg Hunt 1.3 Preview


The reason I don't have it wait to finish saying sending score was both 
for

speed and to kind of show off how fast the process is.
Yes. I've rewritten it using BGT, and I'm honestly glad I did. There are 
so

many things I did better such as classes and stuff that vb made trickyer.


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Kai
Sent: Thursday, February 03, 2011 7:13 AM
To: birdlover2...@hotmail.com; Gamers Discussion list
Subject: Re: [Audyssey] Super Egg Hunt 1.3 Preview

More of an amateur recording than a professional one.
I'm sure such considerations weren't exactly at the top of his to-do list.
it was intended as an informal demonstration, not a professional
presentation. And honestly, if he's not getting paid to produce the 
preview
for a game which he's offering gratis, why does it matter whether or not 
the

recording was amateur or professional?

Back to relevancy:
The preview was indeed amusing, and nicely demonstrates the capabilities 
of

the upcoming release. The update concept is also a neat addition.

Small point, but for fluency's sake, you might make the game wait to 
finish

saying sending score, even if it doesn't take that long. Of course, others
would probably prefer speed rather than verbosity.

Point of curiosity: Did you rewrite Super Egg Hunt with BGT? I seem to
remember you having mentioned something to this effect. If so, was it
actually easier than with the old code?

Kai


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Re: [Audyssey] MOTA beta 17 running on win7 x64

2011-02-05 Thread Dean Masters
I have a window 7 64 bit pc and installed the program last night. the menus 
would not read for me. I have turned my pc off and when I get home will try 
it to see if it will run on  a fresh PC. On my XP machine I would have the 
problem of RAM being taken up so had to restart to get the menus to be 
spoken. I have 3 gigs of ram on this windows 7 pc.

Dean

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: rwsteb...@aol.com; Gamers Discussion list gamers@audyssey.org
Sent: Saturday, February 05, 2011 11:10 AM
Subject: Re: [Audyssey] MOTA beta 17 running on win7 x64


| Hi,
|
| It should. It uses standard Win32 code and is compiled as an x86
| project so should run fine on x64 wihtout issue. However, I'd like it
| if you would test it and make sure that's the case. Just remember to
| have the Visual C++ 2008 runtime installed.
|
| Cheers!
|
|
| On 2/5/11, reinhard stebner rwsteb...@aol.com wrote:
|  When I looked on the web site for this game, I noticed that there is 
just a
|  x86 version.  Will this work correctly on windows 7 x64?
| 
| 
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| 
|
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list,
| please send E-mail to gamers-ow...@audyssey.org. 



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Re: [Audyssey] Serious pause bug in MOTA

2011-02-05 Thread Karl Belanger
Seriously, as I said in a previous message, if it's more time consuming than
it's worth, that's fine. It's just an inconvenience I can learn to live with
quite easily. I didn't realize my suggestion would cause so much debate and
headache. Everyone can completely forget I ever brought it up if they want.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Saturday, February 05, 2011 10:00 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Serious pause bug in MOTA

Hi Karl,

That's not very practical. I suppose in theory it could be done, but
at what cost. You need to understand what you want is pretty time
consuming, and what I want more than anything else in this world is to
have the game completely done and  out of my hair by June. So
obviously I'm not really willing to spend any more time than
absolutely necessary to rewrite anything.

cheers!


On 2/4/11, Karl Belanger karl.belan...@comcast.net wrote:
 The only reason I'm making an issue of this is simply that it is currently
 necessary to stand up before pausing, which can be very detrimental to the
 player. I could really care less what happens when you press a key after
the
 game is paused. Would it be possible to simply tell the game to disregard
 any key currently held down when pause is hit? If you let it up and then
 press it again, the game would then unpause.

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Re: [Audyssey] Fw: Violent videogames may boost brain power, say researchers

2011-02-05 Thread dark
I'm not overly surprised, though I'm a litle sad they focus only on fps 
action games. I actually think playing maze games like Turrican or packman 
at a very young age improved my ability to understand routes and distances, 
something my brain doesn't generally do well at.


another interesting point, is that it's been proved playing very cognitive 
intensive games such as resource management, or stratogy games like chess or 
battleships can actually aide depression, sinse you are stimulating 
different parts of the brain while doing this.


Beware the grue!

Dark. 



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Re: [Audyssey] Super Egg Hunt 1.3 Preview

2011-02-05 Thread Liam Erven
One of the reasons I don't have clocks effect boost time is it would be too
easy to rack up a ton. When I first started testing I had collected enough
eggs to get boost time to about 45 seconds at one point which was way too
much.  So I had to slow down the speed and lessen the initial time. Boost
time also caps at about 10 seconds or so to keep someone for having an
entirely boosted game.

 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Yohandy
Sent: Saturday, February 05, 2011 10:40 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Super Egg Hunt 1.3 Preview

awesome preview! one thing I'd actually prefer is if the clocks also gave
you boost time. perhaps a clock could give you like an extra 3 to 5 seconds
as opposed to the usual second? what do you guys think?


- Original Message -
From: Liam Erven liamer...@gmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, February 03, 2011 10:31 AM
Subject: Re: [Audyssey] Super Egg Hunt 1.3 Preview


 The reason I don't have it wait to finish saying sending score was both 
 for
 speed and to kind of show off how fast the process is.
 Yes. I've rewritten it using BGT, and I'm honestly glad I did. There are 
 so
 many things I did better such as classes and stuff that vb made trickyer.


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Kai
 Sent: Thursday, February 03, 2011 7:13 AM
 To: birdlover2...@hotmail.com; Gamers Discussion list
 Subject: Re: [Audyssey] Super Egg Hunt 1.3 Preview

 More of an amateur recording than a professional one.
 I'm sure such considerations weren't exactly at the top of his to-do list.
 it was intended as an informal demonstration, not a professional
 presentation. And honestly, if he's not getting paid to produce the 
 preview
 for a game which he's offering gratis, why does it matter whether or not 
 the
 recording was amateur or professional?

 Back to relevancy:
 The preview was indeed amusing, and nicely demonstrates the capabilities 
 of
 the upcoming release. The update concept is also a neat addition.

 Small point, but for fluency's sake, you might make the game wait to 
 finish
 saying sending score, even if it doesn't take that long. Of course, others
 would probably prefer speed rather than verbosity.

 Point of curiosity: Did you rewrite Super Egg Hunt with BGT? I seem to
 remember you having mentioned something to this effect. If so, was it
 actually easier than with the old code?

 Kai


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Re: [Audyssey] Fw: Violent videogames may boost brain power, say researchers

2011-02-05 Thread dark
Reminds me of a hilarious spoof artical which my brother once read me from 
nintendo power magazine:


The artical was a complaint from a make believe study which said playing 
mario brothers made people more likely to chuck turtles at one another, and 
also consume far too many mushrooms ;D.


Beware the Grue!
dark. 



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Re: [Audyssey] Super Egg Hunt 1.3 Preview

2011-02-05 Thread Phil Vlasak

Hi Liam,
Yeah, and how about a hand fowl of corn so you can distract the chicken when 
she comes close?


But watch out for the mounds of chicken poop 'cause you'll slip in it and 
stop moving for ten seconds. How can you tell where the poop is? Listen for 
the flies buzzing around.


Then when you have 250 eggs, you can run out and have a great big omelet!

- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, February 05, 2011 11:40 AM
Subject: Re: [Audyssey] Super Egg Hunt 1.3 Preview


awesome preview! one thing I'd actually prefer is if the clocks also gave 
you boost time. perhaps a clock could give you like an extra 3 to 5 
seconds as opposed to the usual second? what do you guys think?



- Original Message - 
From: Liam Erven liamer...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, February 03, 2011 10:31 AM
Subject: Re: [Audyssey] Super Egg Hunt 1.3 Preview


The reason I don't have it wait to finish saying sending score was both 
for

speed and to kind of show off how fast the process is.
Yes. I've rewritten it using BGT, and I'm honestly glad I did. There are 
so

many things I did better such as classes and stuff that vb made trickyer.


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Kai
Sent: Thursday, February 03, 2011 7:13 AM
To: birdlover2...@hotmail.com; Gamers Discussion list
Subject: Re: [Audyssey] Super Egg Hunt 1.3 Preview

More of an amateur recording than a professional one.
I'm sure such considerations weren't exactly at the top of his to-do 
list.

it was intended as an informal demonstration, not a professional
presentation. And honestly, if he's not getting paid to produce the 
preview
for a game which he's offering gratis, why does it matter whether or not 
the

recording was amateur or professional?

Back to relevancy:
The preview was indeed amusing, and nicely demonstrates the capabilities 
of

the upcoming release. The update concept is also a neat addition.

Small point, but for fluency's sake, you might make the game wait to 
finish
saying sending score, even if it doesn't take that long. Of course, 
others

would probably prefer speed rather than verbosity.

Point of curiosity: Did you rewrite Super Egg Hunt with BGT? I seem to
remember you having mentioned something to this effect. If so, was it
actually easier than with the old code?

Kai


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-
No virus found in this message.
Checked by AVG - www.avg.com
Version: 10.0.1204 / Virus Database: 1435/3424 - Release Date: 02/05/11




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Re: [Audyssey] Super Egg Hunt 1.3 Preview

2011-02-05 Thread Lori Duncan
I missed the preview link could someone please send it again?  Thanks from 
Lori
- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, February 05, 2011 4:40 PM
Subject: Re: [Audyssey] Super Egg Hunt 1.3 Preview


awesome preview! one thing I'd actually prefer is if the clocks also gave 
you boost time. perhaps a clock could give you like an extra 3 to 5 
seconds as opposed to the usual second? what do you guys think?



- Original Message - 
From: Liam Erven liamer...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, February 03, 2011 10:31 AM
Subject: Re: [Audyssey] Super Egg Hunt 1.3 Preview


The reason I don't have it wait to finish saying sending score was both 
for

speed and to kind of show off how fast the process is.
Yes. I've rewritten it using BGT, and I'm honestly glad I did. There are 
so

many things I did better such as classes and stuff that vb made trickyer.


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Kai
Sent: Thursday, February 03, 2011 7:13 AM
To: birdlover2...@hotmail.com; Gamers Discussion list
Subject: Re: [Audyssey] Super Egg Hunt 1.3 Preview

More of an amateur recording than a professional one.
I'm sure such considerations weren't exactly at the top of his to-do 
list.

it was intended as an informal demonstration, not a professional
presentation. And honestly, if he's not getting paid to produce the 
preview
for a game which he's offering gratis, why does it matter whether or not 
the

recording was amateur or professional?

Back to relevancy:
The preview was indeed amusing, and nicely demonstrates the capabilities 
of

the upcoming release. The update concept is also a neat addition.

Small point, but for fluency's sake, you might make the game wait to 
finish
saying sending score, even if it doesn't take that long. Of course, 
others

would probably prefer speed rather than verbosity.

Point of curiosity: Did you rewrite Super Egg Hunt with BGT? I seem to
remember you having mentioned something to this effect. If so, was it
actually easier than with the old code?

Kai


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Re: [Audyssey] Super Egg Hunt 1.3 Preview

2011-02-05 Thread Liam Erven
Splat.
 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Phil Vlasak
Sent: Saturday, February 05, 2011 11:31 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Super Egg Hunt 1.3 Preview

Hi Liam,
Yeah, and how about a hand fowl of corn so you can distract the chicken when
she comes close?

But watch out for the mounds of chicken poop 'cause you'll slip in it and
stop moving for ten seconds. How can you tell where the poop is? Listen for
the flies buzzing around.

Then when you have 250 eggs, you can run out and have a great big omelet!

- Original Message -
From: Yohandy yohand...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, February 05, 2011 11:40 AM
Subject: Re: [Audyssey] Super Egg Hunt 1.3 Preview


 awesome preview! one thing I'd actually prefer is if the clocks also gave 
 you boost time. perhaps a clock could give you like an extra 3 to 5 
 seconds as opposed to the usual second? what do you guys think?


 - Original Message - 
 From: Liam Erven liamer...@gmail.com
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Thursday, February 03, 2011 10:31 AM
 Subject: Re: [Audyssey] Super Egg Hunt 1.3 Preview


 The reason I don't have it wait to finish saying sending score was both 
 for
 speed and to kind of show off how fast the process is.
 Yes. I've rewritten it using BGT, and I'm honestly glad I did. There are 
 so
 many things I did better such as classes and stuff that vb made trickyer.


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Kai
 Sent: Thursday, February 03, 2011 7:13 AM
 To: birdlover2...@hotmail.com; Gamers Discussion list
 Subject: Re: [Audyssey] Super Egg Hunt 1.3 Preview

 More of an amateur recording than a professional one.
 I'm sure such considerations weren't exactly at the top of his to-do 
 list.
 it was intended as an informal demonstration, not a professional
 presentation. And honestly, if he's not getting paid to produce the 
 preview
 for a game which he's offering gratis, why does it matter whether or not 
 the
 recording was amateur or professional?

 Back to relevancy:
 The preview was indeed amusing, and nicely demonstrates the capabilities 
 of
 the upcoming release. The update concept is also a neat addition.

 Small point, but for fluency's sake, you might make the game wait to 
 finish
 saying sending score, even if it doesn't take that long. Of course, 
 others
 would probably prefer speed rather than verbosity.

 Point of curiosity: Did you rewrite Super Egg Hunt with BGT? I seem to
 remember you having mentioned something to this effect. If so, was it
 actually easier than with the old code?

 Kai


 ---
 Gamers mailing list __ Gamers@audyssey.org If you want to leave the list,
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 -
 No virus found in this message.
 Checked by AVG - www.avg.com
 Version: 10.0.1204 / Virus Database: 1435/3424 - Release Date: 02/05/11
 


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Re: [Audyssey] Super Egg Hunt 1.3 Preview

2011-02-05 Thread Charles Rivard

Now that was really fowl!  Sheesh!

---
Laughter is the best medicine, so look around, find a dose and take it to 
heart.
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, February 05, 2011 11:30 AM
Subject: Re: [Audyssey] Super Egg Hunt 1.3 Preview



Hi Liam,
Yeah, and how about a hand fowl of corn so you can distract the chicken 
when she comes close?


But watch out for the mounds of chicken poop 'cause you'll slip in it and 
stop moving for ten seconds. How can you tell where the poop is? Listen 
for the flies buzzing around.


Then when you have 250 eggs, you can run out and have a great big omelet!

- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, February 05, 2011 11:40 AM
Subject: Re: [Audyssey] Super Egg Hunt 1.3 Preview


awesome preview! one thing I'd actually prefer is if the clocks also gave 
you boost time. perhaps a clock could give you like an extra 3 to 5 
seconds as opposed to the usual second? what do you guys think?



- Original Message - 
From: Liam Erven liamer...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, February 03, 2011 10:31 AM
Subject: Re: [Audyssey] Super Egg Hunt 1.3 Preview


The reason I don't have it wait to finish saying sending score was both 
for

speed and to kind of show off how fast the process is.
Yes. I've rewritten it using BGT, and I'm honestly glad I did. There are 
so
many things I did better such as classes and stuff that vb made 
trickyer.



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

Behalf Of Kai
Sent: Thursday, February 03, 2011 7:13 AM
To: birdlover2...@hotmail.com; Gamers Discussion list
Subject: Re: [Audyssey] Super Egg Hunt 1.3 Preview

More of an amateur recording than a professional one.
I'm sure such considerations weren't exactly at the top of his to-do 
list.

it was intended as an informal demonstration, not a professional
presentation. And honestly, if he's not getting paid to produce the 
preview
for a game which he's offering gratis, why does it matter whether or not 
the

recording was amateur or professional?

Back to relevancy:
The preview was indeed amusing, and nicely demonstrates the capabilities 
of

the upcoming release. The update concept is also a neat addition.

Small point, but for fluency's sake, you might make the game wait to 
finish
saying sending score, even if it doesn't take that long. Of course, 
others

would probably prefer speed rather than verbosity.

Point of curiosity: Did you rewrite Super Egg Hunt with BGT? I seem to
remember you having mentioned something to this effect. If so, was it
actually easier than with the old code?

Kai


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Re: [Audyssey] Super Egg Hunt 1.3 Preview

2011-02-05 Thread Lori Duncan

Forget corn, how's about a meet knife Smile
- Original Message - 
From: Liam Erven liamer...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Saturday, February 05, 2011 5:33 PM
Subject: Re: [Audyssey] Super Egg Hunt 1.3 Preview



Splat.


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Phil Vlasak
Sent: Saturday, February 05, 2011 11:31 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Super Egg Hunt 1.3 Preview

Hi Liam,
Yeah, and how about a hand fowl of corn so you can distract the chicken 
when

she comes close?

But watch out for the mounds of chicken poop 'cause you'll slip in it and
stop moving for ten seconds. How can you tell where the poop is? Listen 
for

the flies buzzing around.

Then when you have 250 eggs, you can run out and have a great big omelet!

- Original Message -
From: Yohandy yohand...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, February 05, 2011 11:40 AM
Subject: Re: [Audyssey] Super Egg Hunt 1.3 Preview



awesome preview! one thing I'd actually prefer is if the clocks also gave
you boost time. perhaps a clock could give you like an extra 3 to 5
seconds as opposed to the usual second? what do you guys think?


- Original Message - 
From: Liam Erven liamer...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, February 03, 2011 10:31 AM
Subject: Re: [Audyssey] Super Egg Hunt 1.3 Preview



The reason I don't have it wait to finish saying sending score was both
for
speed and to kind of show off how fast the process is.
Yes. I've rewritten it using BGT, and I'm honestly glad I did. There are
so
many things I did better such as classes and stuff that vb made 
trickyer.



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

Behalf Of Kai
Sent: Thursday, February 03, 2011 7:13 AM
To: birdlover2...@hotmail.com; Gamers Discussion list
Subject: Re: [Audyssey] Super Egg Hunt 1.3 Preview

More of an amateur recording than a professional one.
I'm sure such considerations weren't exactly at the top of his to-do
list.
it was intended as an informal demonstration, not a professional
presentation. And honestly, if he's not getting paid to produce the
preview
for a game which he's offering gratis, why does it matter whether or not
the
recording was amateur or professional?

Back to relevancy:
The preview was indeed amusing, and nicely demonstrates the capabilities
of
the upcoming release. The update concept is also a neat addition.

Small point, but for fluency's sake, you might make the game wait to
finish
saying sending score, even if it doesn't take that long. Of course,
others
would probably prefer speed rather than verbosity.

Point of curiosity: Did you rewrite Super Egg Hunt with BGT? I seem to
remember you having mentioned something to this effect. If so, was it
actually easier than with the old code?

Kai


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Re: [Audyssey] MOTA beta 17 running on win7 x64

2011-02-05 Thread Thomas Ward
HI Dean,

Forgive me for asking the obvious, but is this with or without your
screen reader being turned off? As you probably know some screen
readers like Jaws messes with DirectX and locks up the program when
active in the background. So that's my reason for asking.

Cheers!


On 2/5/11, Dean Masters dwmast...@earthlink.net wrote:
 I have a window 7 64 bit pc and installed the program last night. the menus
 would not read for me. I have turned my pc off and when I get home will try
 it to see if it will run on  a fresh PC. On my XP machine I would have the
 problem of RAM being taken up so had to restart to get the menus to be
 spoken. I have 3 gigs of ram on this windows 7 pc.

 Dean

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Re: [Audyssey] MOTA beta 17 running on win7 x64

2011-02-05 Thread Thomas Ward
Hi,

Check programs and Features under the Windos 7 control panel. It will
tell you if the Microsoft Visual C++ 2008 runtime libraries are
installed. Honestly, I don't know why they don't ship with Windows 7,
but it is a small Windows update you will need to play my games.


Cheers!




On 2/5/11, reinhard stebner rwsteb...@aol.com wrote:
 How do I determine if the Visual C++ 2008 runtime has been installed on my
 machine?


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Re: [Audyssey] pro was: Re: programming question

2011-02-05 Thread Thomas Ward
Hi Hayden,

Well, part could be your sound setup. Understand that standard stereo
headphones and/or speakers will not accurately render a 3d virtual
audio environment. To really do this correctly you need a 5.1 stereo
sound card, 5.1 speakers with 5 or more speakers, or some of the pro
gamer headsets specially built for 5.1 surround sound. In other words
if you really want to take full advantage of that 5.1 surround sound
setup, even if the game supports it, you will have to purchase a
couple hundred dollars worth of high end gear to play it.

The other issue you might be facing is DirectSound verses OpenAL,
XAudio2, FMOD, etc. DirectSound was written in 1995/1996 for Windows
95 era computers. It was continually upgraded and maintained clear up
to DirectX 8 was released. At the time DirectX 8 was released the best
sound card available was the Creative Labs Soundblaster Live which
initially had 4.1 channel stereo not 5.1. As a result since
DirectSound 8 has not been officially updated since 2000 or so it does
not really support 5.1 or 7.1 surround sound stereo as all newer sound
cards have. That's why DirectX 9, 10, and 11 now use XAudio2  because
it has 5.1 and 7.1 surround sound support. This has superior 3d audio
support over DirectSound. On Linux and Mac OS OpenAL has been updated
to support 5.1 and 7.1 sound cards as well. For that reason
DirectSound isn't necessarily the right library for anyone looking
into a high end virtual 3d audio environment.

However, to answer your initial question why one is better than the
other there are several reasons. For one thing libraries like FMOD Ex
have built in formulas to properly calculate things like roll-off
factor, doplar effects, and things of that nature. You can't really do
that with a simple 2d pan control and volume. I guess you could if you
want to do all the number crunching your self, but why do that when
FMOD Ex has this already built into the sound engine?

The main reason  I see for 3d audio is with the proper hardware, the
proper equipment, the sound is very very realistic. Have you ever
played GMA tank commander with a set of 5.1 pro gamer  headphones. You
feel like you are right in the center of the battle field. It is way
better than panning/volume by far. You have to hear it to believe it.

Smile.


On 2/4/11, Hayden Presley hdpres...@hotmail.com wrote:
 Hi Ken,
 I'm still confused; I haven't yet figured out why 3D audio is preferable to
 plain 2D, even in a 3D environment. It seems to not pan correctly as you
 turn so you have to kind of guess.

 Best Regards,
 Hayden

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[Audyssey] Need Help in Level 1 of MOTA Beta 17

2011-02-05 Thread Kelly Sapergia

Hi,

If this question has been asked before, I apologize. Could someone please 
tell me how to get past the stone ledges over the chasm in Room 8 of Level 
1? I've been trying to jump to the next ledge, but keep getting killed. I 
was able to do it in a previous version but that was a couple years ago.


Thanks.

Yours Sincerely,
Kelly John Sapergia
For information regarding my Internet radio shows, links to my favorite 
sites, and more, visit my personal website at http://www.ksapergia.net/.
If you need jingles, voiceovers and music for your project at an affordable 
price, visit KJS Productions at: http://www.kjsproductions.com/.



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Re: [Audyssey] Need Help in Level 1 of MOTA Beta 17

2011-02-05 Thread Clement Chou
Most vital thing.. make sure your weapons are not drawn. That'll do 
bad things for you. lol.


At 10:34 AM 05/02/2011, you wrote:

Hi,

If this question has been asked before, I apologize. Could someone 
please tell me how to get past the stone ledges over the chasm in 
Room 8 of Level 1? I've been trying to jump to the next ledge, but 
keep getting killed. I was able to do it in a previous version but 
that was a couple years ago.


Thanks.

Yours Sincerely,
Kelly John Sapergia
For information regarding my Internet radio shows, links to my 
favorite sites, and more, visit my personal website at 
http://www.ksapergia.net/.
If you need jingles, voiceovers and music for your project at an 
affordable price, visit KJS Productions at: http://www.kjsproductions.com/.



---
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Re: [Audyssey] Need Help in Level 1 of MOTA Beta 17

2011-02-05 Thread Bryan Peterson

S
P
O
I
L
E
R
When you climb up the stairs immediately prior to that room, as you head 
right you'll find something that'll help you. It'll help if you have a torch 
lit since you'll see this helpful bit of scenery in the View menu.

We are the Knights who say...Ni!
- Original Message - 
From: Kelly Sapergia ksaper...@sasktel.net

To: gamers@audyssey.org
Sent: Saturday, February 05, 2011 11:34 AM
Subject: [Audyssey] Need Help in Level 1 of MOTA Beta 17



Hi,

If this question has been asked before, I apologize. Could someone please 
tell me how to get past the stone ledges over the chasm in Room 8 of Level 
1? I've been trying to jump to the next ledge, but keep getting killed. I 
was able to do it in a previous version but that was a couple years ago.


Thanks.

Yours Sincerely,
Kelly John Sapergia
For information regarding my Internet radio shows, links to my favorite 
sites, and more, visit my personal website at http://www.ksapergia.net/.
If you need jingles, voiceovers and music for your project at an 
affordable price, visit KJS Productions at: 
http://www.kjsproductions.com/.



---
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Re: [Audyssey] Need Help in Level 1 of MOTA Beta 17

2011-02-05 Thread ryan chou
shouldn't there at least be a sound for it?
I only found that because I view every room as soon as I go in

On 2/5/11, Bryan Peterson bpeterson2...@cableone.net wrote:
 S
 P
 O
 I
 L
 E
 R
 When you climb up the stairs immediately prior to that room, as you head
 right you'll find something that'll help you. It'll help if you have a torch
 lit since you'll see this helpful bit of scenery in the View menu.
 We are the Knights who say...Ni!
 - Original Message -
 From: Kelly Sapergia ksaper...@sasktel.net
 To: gamers@audyssey.org
 Sent: Saturday, February 05, 2011 11:34 AM
 Subject: [Audyssey] Need Help in Level 1 of MOTA Beta 17


 Hi,

 If this question has been asked before, I apologize. Could someone please
 tell me how to get past the stone ledges over the chasm in Room 8 of Level

 1? I've been trying to jump to the next ledge, but keep getting killed. I
 was able to do it in a previous version but that was a couple years ago.

 Thanks.

 Yours Sincerely,
 Kelly John Sapergia
 For information regarding my Internet radio shows, links to my favorite
 sites, and more, visit my personal website at http://www.ksapergia.net/.
 If you need jingles, voiceovers and music for your project at an
 affordable price, visit KJS Productions at:
 http://www.kjsproductions.com/.


 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to
 gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
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 http://www.mail-archive.com/gamers@audyssey.org.
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 list,
 please send E-mail to gamers-ow...@audyssey.org.


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Re: [Audyssey] pro was: Re: programming question

2011-02-05 Thread Damien Pendleton

Hi Thomas,
Where can you get these high-end headphones from and how much roughly do 
they cost? The highest spec headphones I can find are only large hi-fi 
stereo headphones, bearing in mind these don't even sound very good. For 
example, the bass doesn't show well on it, neither do the high freqs. Is 
that to do with my sound card? Can you get headphones that act like an audio 
playback device in their own right? I'm assuming you won't be able to get 
anything like this at any local retailer electronic store or anything.

Regards,
Damien.



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

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, February 05, 2011 6:26 PM
Subject: Re: [Audyssey] pro was: Re: programming question



Hi Hayden,

Well, part could be your sound setup. Understand that standard stereo
headphones and/or speakers will not accurately render a 3d virtual
audio environment. To really do this correctly you need a 5.1 stereo
sound card, 5.1 speakers with 5 or more speakers, or some of the pro
gamer headsets specially built for 5.1 surround sound. In other words
if you really want to take full advantage of that 5.1 surround sound
setup, even if the game supports it, you will have to purchase a
couple hundred dollars worth of high end gear to play it.

The other issue you might be facing is DirectSound verses OpenAL,
XAudio2, FMOD, etc. DirectSound was written in 1995/1996 for Windows
95 era computers. It was continually upgraded and maintained clear up
to DirectX 8 was released. At the time DirectX 8 was released the best
sound card available was the Creative Labs Soundblaster Live which
initially had 4.1 channel stereo not 5.1. As a result since
DirectSound 8 has not been officially updated since 2000 or so it does
not really support 5.1 or 7.1 surround sound stereo as all newer sound
cards have. That's why DirectX 9, 10, and 11 now use XAudio2  because
it has 5.1 and 7.1 surround sound support. This has superior 3d audio
support over DirectSound. On Linux and Mac OS OpenAL has been updated
to support 5.1 and 7.1 sound cards as well. For that reason
DirectSound isn't necessarily the right library for anyone looking
into a high end virtual 3d audio environment.

However, to answer your initial question why one is better than the
other there are several reasons. For one thing libraries like FMOD Ex
have built in formulas to properly calculate things like roll-off
factor, doplar effects, and things of that nature. You can't really do
that with a simple 2d pan control and volume. I guess you could if you
want to do all the number crunching your self, but why do that when
FMOD Ex has this already built into the sound engine?

The main reason  I see for 3d audio is with the proper hardware, the
proper equipment, the sound is very very realistic. Have you ever
played GMA tank commander with a set of 5.1 pro gamer  headphones. You
feel like you are right in the center of the battle field. It is way
better than panning/volume by far. You have to hear it to believe it.

Smile.


On 2/4/11, Hayden Presley hdpres...@hotmail.com wrote:

Hi Ken,
I'm still confused; I haven't yet figured out why 3D audio is preferable 
to

plain 2D, even in a 3D environment. It seems to not pan correctly as you
turn so you have to kind of guess.

Best Regards,
Hayden


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Re: [Audyssey] Super Egg Hunt 1.3 Preview

2011-02-05 Thread Lori Duncan

Lol don't get your feathers in a knot, sorry only yoking.  Smile
- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, February 05, 2011 5:45 PM
Subject: Re: [Audyssey] Super Egg Hunt 1.3 Preview



Now that was really fowl!  Sheesh!

---
Laughter is the best medicine, so look around, find a dose and take it to 
heart.
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, February 05, 2011 11:30 AM
Subject: Re: [Audyssey] Super Egg Hunt 1.3 Preview



Hi Liam,
Yeah, and how about a hand fowl of corn so you can distract the chicken 
when she comes close?


But watch out for the mounds of chicken poop 'cause you'll slip in it and 
stop moving for ten seconds. How can you tell where the poop is? Listen 
for the flies buzzing around.


Then when you have 250 eggs, you can run out and have a great big omelet!

- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, February 05, 2011 11:40 AM
Subject: Re: [Audyssey] Super Egg Hunt 1.3 Preview


awesome preview! one thing I'd actually prefer is if the clocks also 
gave you boost time. perhaps a clock could give you like an extra 3 to 5 
seconds as opposed to the usual second? what do you guys think?



- Original Message - 
From: Liam Erven liamer...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, February 03, 2011 10:31 AM
Subject: Re: [Audyssey] Super Egg Hunt 1.3 Preview


The reason I don't have it wait to finish saying sending score was both 
for

speed and to kind of show off how fast the process is.
Yes. I've rewritten it using BGT, and I'm honestly glad I did. There 
are so
many things I did better such as classes and stuff that vb made 
trickyer.



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

Behalf Of Kai
Sent: Thursday, February 03, 2011 7:13 AM
To: birdlover2...@hotmail.com; Gamers Discussion list
Subject: Re: [Audyssey] Super Egg Hunt 1.3 Preview

More of an amateur recording than a professional one.
I'm sure such considerations weren't exactly at the top of his to-do 
list.

it was intended as an informal demonstration, not a professional
presentation. And honestly, if he's not getting paid to produce the 
preview
for a game which he's offering gratis, why does it matter whether or 
not the

recording was amateur or professional?

Back to relevancy:
The preview was indeed amusing, and nicely demonstrates the 
capabilities of

the upcoming release. The update concept is also a neat addition.

Small point, but for fluency's sake, you might make the game wait to 
finish
saying sending score, even if it doesn't take that long. Of course, 
others

would probably prefer speed rather than verbosity.

Point of curiosity: Did you rewrite Super Egg Hunt with BGT? I seem to
remember you having mentioned something to this effect. If so, was it
actually easier than with the old code?

Kai


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No virus found in this message.
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Re: [Audyssey] Need Help in Level 1 of MOTA Beta 17

2011-02-05 Thread Lori Duncan

Hi Kelly, s
p
o
i
l
e
r:
if memory serves me what you need to do is:  When the game loads, walk to 
your right a few steps then move forward, your steps will change to a more 
stone sound, hit R key and you should hear In room 7 then move to your 
right again, keep hitting enter and if you hear a low rumble sound you've 
just lowered a bridge over that platform and are safe to cross.  Good luck. 

From Lori.
- Original Message - 
From: Kelly Sapergia ksaper...@sasktel.net

To: gamers@audyssey.org
Sent: Saturday, February 05, 2011 6:34 PM
Subject: [Audyssey] Need Help in Level 1 of MOTA Beta 17



Hi,

If this question has been asked before, I apologize. Could someone please 
tell me how to get past the stone ledges over the chasm in Room 8 of Level 
1? I've been trying to jump to the next ledge, but keep getting killed. I 
was able to do it in a previous version but that was a couple years ago.


Thanks.

Yours Sincerely,
Kelly John Sapergia
For information regarding my Internet radio shows, links to my favorite 
sites, and more, visit my personal website at http://www.ksapergia.net/.
If you need jingles, voiceovers and music for your project at an 
affordable price, visit KJS Productions at: 
http://www.kjsproductions.com/.



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Re: [Audyssey] Confusion about getting past the first level in MOTA.

2011-02-05 Thread shaun everiss
well I envy those that can play console games or any mainstream game 
on sound alone and actually know exactly what they are doing.

Ofcause i am no where that skilled.
Heck some  fo my sighted friends can't play that fast or that well.


Hi Michael,

Michael wrote:

   Oh, yeah.  He's definitely right about that.  For instance, I
can see absolutely no possible way that Tekken 3, a fighter for the
Playstation, could be made anywhere near blind accessible.

My reply:

You might be surprised to find out that there are some totally blind
gamers on here that can ace the Tekken games by sound alone. That's
not you and its not me, but I know of a few who say they have played
and beaten Tekken blind. All the same it is possible to make it
accessible. For one thing the game play would probably have to be
slowed down to make up for vision loss to give blind players more
reaction time. There are probably other ways to add accessibility as
well. I'm not familiar enough with Tekken III personally to give you
an exact list of changes required, but as a programmer I know that
there are usually work arounds to make it happen if a programmer wants
to bad enough.

Cheers!

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Re: [Audyssey] Fw: Violent videogames may boost brain power, say researchers

2011-02-05 Thread shaun everiss

hmmm and I never recieved that message but it would make sence.
Over time with the strat games where possilbe I find I am faster with 
my trigger finger.

It  means I can hit and kill a target quite fast.
Ofcause if this was the real world I don't think I could actually do 
that that fast.



Hi Jacob,

Very interesting. Hmmm...That has interesting implications for gamers.
I use to play games like that for years. I wonder if this means my
brain power was boosted by slottering hords of enemies in Doom, Quake,
Jedi Knight, Tomb Raider, etc. Would be ironic to think so. Lol!

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Re: [Audyssey] Fw: Violent videogames may boost brain power, say researchers

2011-02-05 Thread shaun everiss

h.
As long as you can distinguish it all from real world.
When I am stressed, I go to a game and start killing everyone in sight.
Now in the real world I am not going to get a knife and start butchering.
Then again I don't smoke or do drugs or stuff like p and such.
There are stories every day on the news on people that do that on a 
regular basis.
They are either drunk, drugged up to the nines or both and are adicts 
to several bad things.

And it screws everything up for em.
We don't have death here as a punishment though sometimes I think the 
cops wish we did.



Lol who said blood wasn't good for you then!!! I really couldn't resist that


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 05 February 2011 14:38
To: Gamers Discussion list
Subject: Re: [Audyssey] Fw: Violent videogames may boost brain power, say
researchers

Hi Jacob,

Very interesting. Hmmm...That has interesting implications for gamers.
I use to play games like that for years. I wonder if this means my
brain power was boosted by slottering hords of enemies in Doom, Quake,
Jedi Knight, Tomb Raider, etc. Would be ironic to think so. Lol!

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Re: [Audyssey] bug in room 17 of mota

2011-02-05 Thread shaun everiss

so did I.
I have always called those things ladders.


Well that's what I meant. I just had ladder in my head for some reason.
We are the Knights who say...Ni!
- Original Message - From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, February 05, 2011 7:25 AM
Subject: Re: [Audyssey] bug in room 17 of mota



Hi,

There is a stone staircase in that room. i forgot to draw the right
side of the staircase creating an empty space where the player could
get stuck. I have fixed it. BTW, there are absolutely no ladders in
Mysteries of the Ancients. Just staircases.

HTH


On 2/5/11, Bryan Peterson bpeterson2...@cableone.net wrote:

There's a ladder in that room is there not? Because that's happened to me a
couple times on the ladder.
We are the Knights who say...Ni!


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Re: [Audyssey] Serious pause bug in MOTA

2011-02-05 Thread shaun everiss

well the glulx interpreter seems to run better than the old z5 3 8 and 6 codes.
They call it inform7 but who knows.
Unlike the frots stuff this glx ssystem runs better.
git is a really good interpreter.
now if it could support old z files then I'd play those to.


Hi Shaun,
Lol; in a way you do. Glulks is really the same format as .z5 or .z8 files.
The difference is that glulks (.zblorb) games can incorporate sounds and are
also used if your project gets exceptionally massive.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Friday, February 04, 2011 11:03 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Serious pause bug in MOTA

well I didn't fully grow up in a sheltered world in fact I found most
things on my own.
I started playing graphical games eventually getting some sfx to what some
were
thinks like comic, wolf 3d, duke1 and a few other things were what I
played with till the net came out.
It was then I learned about the rest of the stuff.
The old gaming thing lasted till 2005 when my old dos system crashed.
Now I don't even touch any zcode or external dos programs or agt stuff.
Its hugo, glulx and tads though seriously with the need to navigate
round games with my vertual curser I can't get as involved as I used
to so audio is what I prefur.
The first hybred I played was from a mojoinst disk called intergalactic
battle
An actual action screen for gameplay was graphical but everyting else
was menu driven.
.
   At 11:27 a.m. 5/02/2011, you wrote:
Hi Tom,

Yeah, I know. It is cases like this that really demonstrates how
different growing up in a mainstream background verses a sheltered
blind background can be. I've been playing games for most of my life,
and in most cases when a game is paused if you press any button or
action key it unpauses the game and resumes play. To me that's how
things are.

Then, one day I am sitting down to read e-mail and I'm getting
requests saying I should use some sort of keyboard blocking that
blocks all but the pause key. I'm not at all sure that's a good idea.
That would mean while the game is paused no input is getting passed
through to the application until the keyboard is unblocked. If the
game ccrashes or something that could be a serious problem.

Of course, there is a slightly better method that is instead of
blocking the keyboard I rewrite most of the games functions so that if
an action is performed and the game is paused it will ignore the
request. This is safer than blocking the keyboard, but is A, alot of
extra work, and B, different behavior than I'm personally use to.

Cheers!


On 2/4/11, Tom Randall kf6...@comcast.net wrote:
  Speaking for myself this behavior is fine, this is similar to how most
  mainstream games work if you try to perform an action say by pressing
the x
  button on your ps3 controler while the game is paused it will
immediately
  unpause.
 
  Regards,
 
  Tom

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Re: [Audyssey] River Raders Problems

2011-02-05 Thread shaun everiss

ok.
You need to be close to the bottem but basically if you here a sound 
like meewow or something then run away.
If its in the centre of your screen which is possible since 
you  don't   hear anything till it triggers then you are screwed.
You can avoid things if you don't stay down for to long, but I 
suggest ifa monster is comming at you you run in the oposite 
direction, go down then go under it fast and go the other way.
If there is 2 just pray they stay on the same level as they go and 
you may be lucky and miss them if that happens you need to avoid both 
of them by going in the direction ofcause its impossible as they seem 
to get faster and faster as you go and as they go.
To get them mad you need to be on the same square and then its lunch 
time for those people and you die!

I have never beaten the game.


Hi,
There's another problem: how in the heck do I figure out when I'm cursed?
Damien, if you ask me you need to do a little work on the documentation.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Friday, February 04, 2011 10:49 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] River Raders Problems

you can run left or right but if you get cursed forget your life.
At 09:28 a.m. 5/02/2011, you wrote:
Hi All,

Ok, so I've decided to pull out River Raders, and I'm having the same
problems. The monster is impossible to hear, and even more impossible to
avoid. How are you supposed to avoid it once it sees you?



Best Regards,

Hayden



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Re: [Audyssey] question about drawing things for games.

2011-02-05 Thread shaun everiss
well at least I know that when the g3d engine is finally sold  the 
level creation process will be fairly easy.



Hi Mich,

No, that's not really what I meant. What I was refering to is I
created a custom level editor for the Genesis engine that allows me to
create *.map files that get loaded into the games. The way it works is
I select a wall, staircase, dirt, whatever and place it on the grid
which gets stored in a 2d or 3d array, and then written out to a *.map
file which is read by the game. I call this process of adding surfaces
to the map array drawing levels, because in a sense that is what I'm
doing.

for example, I might use shift+up arrow to select an area on the grid
(0, 11) to (0, 19) and then bring up my toolbox. I select wall from
the toolbox, and once I press enter it will fill the selected region
with a wall. Then, I might use shift+right arrow to select from (0,
10) to (20, 10), select dirt from the toolbox, and it will fill that
region in with dirt. It is not drawing in the sense you think of  it,
but serves the same purpose, and is totally proprietary to the G3D
engine.

Cheers!


On 2/5/11, Mich m...@ntl.sympatico.ca wrote:
 Hey Tom. I have a question. you said you forgot to draw the wright side of
 the staircase but that you fixt it. i am happy that you fixt it but how
 would you draw something if you can't see? is there a program that is
 accessible with jaws or some other program that makes drawing things
 accessible? since if so that would be really cool. from Mich.

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Re: [Audyssey] MOTA beta 17 running on win7 x64

2011-02-05 Thread shaun everiss
it probably will if you put it into the program files x86 folder I 
think that is what it is called.


At 04:50 a.m. 6/02/2011, you wrote:

When I looked on the web site for this game, I noticed that there is just a
x86 version.  Will this work correctly on windows 7 x64?


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Re: [Audyssey] question about drawing things for games.

2011-02-05 Thread shaun everiss

Wow this game sounds real cool

At 04:54 a.m. 6/02/2011, you wrote:

Hi Thomas,

This is what I do in my upcoming adventure game as well. It is 
really a very useful technique. I have also added ranged sound 
sources to my editor so if I place out some dirt that stretches over 
a certain range, I can also set an environment sound such as some 
bubbling mud to go along with that area. So while you are in the 
area the sound stays centered, where as it begins moving normally 
when you are out of its range.


Then I also have other objects like vines and the like that are 
defined in the editor, and the game then processes and moves them 
based on those attributes.


Kind regards,

Philip Bennefall
- Original Message - From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, February 05, 2011 4:14 PM
Subject: Re: [Audyssey] question about drawing things for games.


Hi Mich,

No, that's not really what I meant. What I was refering to is I
created a custom level editor for the Genesis engine that allows me to
create *.map files that get loaded into the games. The way it works is
I select a wall, staircase, dirt, whatever and place it on the grid
which gets stored in a 2d or 3d array, and then written out to a *.map
file which is read by the game. I call this process of adding surfaces
to the map array drawing levels, because in a sense that is what I'm
doing.

for example, I might use shift+up arrow to select an area on the grid
(0, 11) to (0, 19) and then bring up my toolbox. I select wall from
the toolbox, and once I press enter it will fill the selected region
with a wall. Then, I might use shift+right arrow to select from (0,
10) to (20, 10), select dirt from the toolbox, and it will fill that
region in with dirt. It is not drawing in the sense you think of  it,
but serves the same purpose, and is totally proprietary to the G3D
engine.

Cheers!


On 2/5/11, Mich m...@ntl.sympatico.ca wrote:

Hey Tom. I have a question. you said you forgot to draw the wright side of
the staircase but that you fixt it. i am happy that you fixt it but how
would you draw something if you can't see? is there a program that is
accessible with jaws or some other program that makes drawing things
accessible? since if so that would be really cool. from Mich.


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Re: [Audyssey] question about drawing things for games.

2011-02-05 Thread shaun everiss

hmmm what about g3d?
I mean thats not far from what the engine is.
or g3l


Hi Hayden,

Right. I created a level editor to automate things somewhat. I simply
create levels, place them in the maps directory, and hurray. Of course
the level editor is tied specifically to the game so that the
surfaces, objects, etc match. So if I add anything to the game itself,
like a new weapon, etc I have to add it to the editor as well.
Although, I should probably give them a different name than *.map
files.


Cheers!


On 2/5/11, Hayden Presley hdpres...@hotmail.com wrote:
 Hi Thomas,
 Ah...I figured you weren't actually drawing but that's quite something. I
 take it that's a something you don't do from directly within your MOTA
 Sourcecode?

 Best Regards,
 Hayden

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Re: [Audyssey] question about drawing things for games.

2011-02-05 Thread Phil Vlasak

Hi Thomas,
One suggestion is to have a default type of surface.
And where there is a wall just add it to that surface.
That is how the GMA engine works.
This way if you remove the wall or blow it up, the dirt surface is under it.
Phil 



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Re: [Audyssey] question about drawing things for games.

2011-02-05 Thread Thomas Ward
Hi Shaun,

No, not necessarily true. The level editor I'm talking about was
specifically designed for Mysteries of the Ancients. I suppose it
could be turned into an all purpose level editor, but that's not what
this tool does. If I want to create something else I'll have to modify
the editor for that game.

Cheers!


On 2/5/11, shaun everiss sm.ever...@gmail.com wrote:
 well at least I know that when the g3d engine is finally sold  the
 level creation process will be fairly easy.


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Re: [Audyssey] pro was: Re: programming question

2011-02-05 Thread shaun everiss

true but who has that cash.
I spent some cash  on some  hd205s and hd201 senheiser headsets 
but  and with my cheapy realtech the games sound quite good.
I don't have room for the speakers or the cash for those the card and 
really good phones.

As it was I was lucky I got those headphones.
At 07:26 a.m. 6/02/2011, you wrote:

Hi Hayden,

Well, part could be your sound setup. Understand that standard stereo
headphones and/or speakers will not accurately render a 3d virtual
audio environment. To really do this correctly you need a 5.1 stereo
sound card, 5.1 speakers with 5 or more speakers, or some of the pro
gamer headsets specially built for 5.1 surround sound. In other words
if you really want to take full advantage of that 5.1 surround sound
setup, even if the game supports it, you will have to purchase a
couple hundred dollars worth of high end gear to play it.

The other issue you might be facing is DirectSound verses OpenAL,
XAudio2, FMOD, etc. DirectSound was written in 1995/1996 for Windows
95 era computers. It was continually upgraded and maintained clear up
to DirectX 8 was released. At the time DirectX 8 was released the best
sound card available was the Creative Labs Soundblaster Live which
initially had 4.1 channel stereo not 5.1. As a result since
DirectSound 8 has not been officially updated since 2000 or so it does
not really support 5.1 or 7.1 surround sound stereo as all newer sound
cards have. That's why DirectX 9, 10, and 11 now use XAudio2  because
it has 5.1 and 7.1 surround sound support. This has superior 3d audio
support over DirectSound. On Linux and Mac OS OpenAL has been updated
to support 5.1 and 7.1 sound cards as well. For that reason
DirectSound isn't necessarily the right library for anyone looking
into a high end virtual 3d audio environment.

However, to answer your initial question why one is better than the
other there are several reasons. For one thing libraries like FMOD Ex
have built in formulas to properly calculate things like roll-off
factor, doplar effects, and things of that nature. You can't really do
that with a simple 2d pan control and volume. I guess you could if you
want to do all the number crunching your self, but why do that when
FMOD Ex has this already built into the sound engine?

The main reason  I see for 3d audio is with the proper hardware, the
proper equipment, the sound is very very realistic. Have you ever
played GMA tank commander with a set of 5.1 pro gamer  headphones. You
feel like you are right in the center of the battle field. It is way
better than panning/volume by far. You have to hear it to believe it.

Smile.


On 2/4/11, Hayden Presley hdpres...@hotmail.com wrote:
 Hi Ken,
 I'm still confused; I haven't yet figured out why 3D audio is preferable to
 plain 2D, even in a 3D environment. It seems to not pan correctly as you
 turn so you have to kind of guess.

 Best Regards,
 Hayden

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Re: [Audyssey] Need Help in Level 1 of MOTA Beta 17

2011-02-05 Thread shaun everiss

well you can't its to far.
there is a button just before the statue you need to hit even with 
the torch I sometimes breese past if I am not concentrating.

At 07:34 a.m. 6/02/2011, you wrote:

Hi,

If this question has been asked before, I apologize. Could someone 
please tell me how to get past the stone ledges over the chasm in 
Room 8 of Level 1? I've been trying to jump to the next ledge, but 
keep getting killed. I was able to do it in a previous version but 
that was a couple years ago.


Thanks.

Yours Sincerely,
Kelly John Sapergia
For information regarding my Internet radio shows, links to my 
favorite sites, and more, visit my personal website at 
http://www.ksapergia.net/.
If you need jingles, voiceovers and music for your project at an 
affordable price, visit KJS Productions at: http://www.kjsproductions.com/.



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Re: [Audyssey] Need Help in Level 1 of MOTA Beta 17

2011-02-05 Thread Bryan Peterson

That would defeat the purpose of the puzzle.
We are the Knights who say...Ni!
- Original Message - 
From: ryan chou ryan.chou1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, February 05, 2011 11:52 AM
Subject: Re: [Audyssey] Need Help in Level 1 of MOTA Beta 17



shouldn't there at least be a sound for it?
I only found that because I view every room as soon as I go in

On 2/5/11, Bryan Peterson bpeterson2...@cableone.net wrote:

S
P
O
I
L
E
R
When you climb up the stairs immediately prior to that room, as you head
right you'll find something that'll help you. It'll help if you have a 
torch

lit since you'll see this helpful bit of scenery in the View menu.
We are the Knights who say...Ni!
- Original Message -
From: Kelly Sapergia ksaper...@sasktel.net
To: gamers@audyssey.org
Sent: Saturday, February 05, 2011 11:34 AM
Subject: [Audyssey] Need Help in Level 1 of MOTA Beta 17



Hi,

If this question has been asked before, I apologize. Could someone 
please
tell me how to get past the stone ledges over the chasm in Room 8 of 
Level


1? I've been trying to jump to the next ledge, but keep getting killed. 
I

was able to do it in a previous version but that was a couple years ago.

Thanks.

Yours Sincerely,
Kelly John Sapergia
For information regarding my Internet radio shows, links to my favorite
sites, and more, visit my personal website at http://www.ksapergia.net/.
If you need jingles, voiceovers and music for your project at an
affordable price, visit KJS Productions at:
http://www.kjsproductions.com/.


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Re: [Audyssey] Need Help in Level 1 of MOTA Beta 17

2011-02-05 Thread Thomas Ward
Hi,

No. That would completely defeat the purpose of hiding it. Grin.

Cheers!



On 2/5/11, ryan chou ryan.chou1...@gmail.com wrote:
 shouldn't there at least be a sound for it?
 I only found that because I view every room as soon as I go in

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Re: [Audyssey] MOTA beta 17 running on win7 x64

2011-02-05 Thread Thomas Ward
Hi,

Well, I generally recommend just turning Jaws off completely unless
there is a good reason to keep it active in sleep mode.

Cheers!


On 2/5/11, Dean Masters dwmast...@earthlink.net wrote:
 I have jaws so I turned the sound off. Maybe I need to put it to sleep
 instead.

 Dean

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Re: [Audyssey] pro was: Re: programming question

2011-02-05 Thread Thomas Ward
Hi Damien,

Right. Generally they aren't the kind of thing you can just go in and
buy from any electronics store etc. I think I got my set from
Amazon.com, but other online retailers should cary them as well. The
last time I looked at them they started at around $99 USD and went up
from there. Price  depended on if you wanted wireless, a boom
microphone, and some other features like that.

Unlike a normal set of headphones these plug into your USB port and
act as a seperate audio playback device on your computer. They are
also pretty  big with three speakers in each ear. I suppose that is so
they can properly do the 5.1 surround sound. Beyond that I can't
really tell you about the current headphones as I haven't looked at
them in a long while.

Cheers!



On 2/5/11, Damien Pendleton dam...@x-sight-interactive.net wrote:
 Hi Thomas,
 Where can you get these high-end headphones from and how much roughly do
 they cost? The highest spec headphones I can find are only large hi-fi
 stereo headphones, bearing in mind these don't even sound very good. For
 example, the bass doesn't show well on it, neither do the high freqs. Is
 that to do with my sound card? Can you get headphones that act like an audio
 playback device in their own right? I'm assuming you won't be able to get
 anything like this at any local retailer electronic store or anything.
 Regards,
 Damien.


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[Audyssey] Miriani

2011-02-05 Thread Lori Duncan
Hi list, if anyone out there plays or has played Miriani mud game could they 
please PLEASE let me know, I'm in well big trouble.  Thanks from Lori (The very 
very stressed)
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Re: [Audyssey] Fw: Violent videogames may boost brain power, say researchers

2011-02-05 Thread Shiny protector

Hi,
Action games have actually made me more braver. For an example, when I was 
young, if I get hit or punched, if I fall down, I use to cry. But nowadaies, 
I am much more brave and fearce. For an example, if someone tries to fight 
me, I take revenge from them. Also the Harry Potter books taught me a bit. 
And a case that I watched, when a woman in Haiti was trapped in an 
earthquake, and her husband and a bunch of firefighters come for the rescue 
and rescues her. She sings, and tells them, you must not fear death. The 
harry potter books taught me that as well. The more braver stuff you read 
thoroughly, the more braver you'll be.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, February 05, 2011 2:37 PM
Subject: Re: [Audyssey] Fw: Violent videogames may boost brain power,say 
researchers




Hi Jacob,

Very interesting. Hmmm...That has interesting implications for gamers.
I use to play games like that for years. I wonder if this means my
brain power was boosted by slottering hords of enemies in Doom, Quake,
Jedi Knight, Tomb Raider, etc. Would be ironic to think so. Lol!

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Re: [Audyssey] Need Help in Level 1 of MOTA Beta 17

2011-02-05 Thread Kelly Sapergia

Hi All,

Thanks for the info. I found the switch, and am now progressing through the 
level. I just wish the beta versions allowed you to save games.


Thanks.

Yours Sincerely,
Kelly John Sapergia
For information regarding my Internet radio shows, links to my favorite 
sites, and more, visit my personal website at http://www.ksapergia.net/.
If you need jingles, voiceovers and music for your project at an affordable 
price, visit KJS Productions at: http://www.kjsproductions.com/.



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Re: [Audyssey] Need Help in Level 1 of MOTA Beta 17

2011-02-05 Thread Thomas Ward
Hi Muhammed,

Ahem...It is not a lever. Better light a torch and look at it again.

Cheers!


On 2/5/11, Shiny protector muhamme...@googlemail.com wrote:
 Hello,
 s
 p
 o
 i
 l
 e
 r
 s
 p
 a
 c
 e
 Near that statue, find a lever and pull it down.
 Hth.

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Re: [Audyssey] Need Help in Level 1 of MOTA Beta 17

2011-02-05 Thread Thomas Ward
Hi Kelly,

That's coming. As per very popular request/demand I'll allow people to
save games during the beta cycle starting with beta 18. Although, i
have very good reservations against it that have nothing to do with
locking people out, but keeping the beta stable. The save games are
very version specific so you can't exactly reuse your saved games from
version to version. I'm not sure how well that will go over with some
folks but at this point everything is in flux.

cheers!


On 2/5/11, Kelly Sapergia ksaper...@sasktel.net wrote:
 Hi All,

 Thanks for the info. I found the switch, and am now progressing through the
 level. I just wish the beta versions allowed you to save games.

 Thanks.

 Yours Sincerely,
 Kelly John Sapergia
 For information regarding my Internet radio shows, links to my favorite
 sites, and more, visit my personal website at http://www.ksapergia.net/.
 If you need jingles, voiceovers and music for your project at an affordable
 price, visit KJS Productions at: http://www.kjsproductions.com/.


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Re: [Audyssey] Serious pause bug in MOTA

2011-02-05 Thread Thomas Ward
Hi Karl,

Oh, its not that bad. In fact, after I had time to think about it the
idea sounds like a better way of handling paused games. That way it
isn't quite as easy to accidently unpause a game. It is just that it
will add a few extra days of development time to my beta 18 schedule.
However, with all the other changes in the works I can probably look
at rescheduling the release for next Saturday or so. That is assuming
I manage to find time to get all of the changes in the code this week.

Cheers!


On 2/5/11, Karl Belanger karl.belan...@comcast.net wrote:
 Seriously, as I said in a previous message, if it's more time consuming than
 it's worth, that's fine. It's just an inconvenience I can learn to live with
 quite easily. I didn't realize my suggestion would cause so much debate and
 headache. Everyone can completely forget I ever brought it up if they want.

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[Audyssey] MVC 3 might come early to some

2011-02-05 Thread Clement Chou
I don't know where, but some people on gamefaqs from the New Jersey 
area say they might be getting the game early based on rumors from 
stores... so people in that area who are interested be on the 
lookout! I'm so excited for this game... I just can't wait anymore. 
lol. MK is another two months away, otherwise I'd feel the same way.



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Re: [Audyssey] Need Help in Level 1 of MOTA Beta 17

2011-02-05 Thread Lori Duncan

me too Kelly, especially as the level is tricky navigating
- Original Message - 
From: Kelly Sapergia ksaper...@sasktel.net

To: gamers@audyssey.org
Sent: Saturday, February 05, 2011 9:26 PM
Subject: Re: [Audyssey] Need Help in Level 1 of MOTA Beta 17



Hi All,

Thanks for the info. I found the switch, and am now progressing through 
the level. I just wish the beta versions allowed you to save games.


Thanks.

Yours Sincerely,
Kelly John Sapergia
For information regarding my Internet radio shows, links to my favorite 
sites, and more, visit my personal website at http://www.ksapergia.net/.
If you need jingles, voiceovers and music for your project at an 
affordable price, visit KJS Productions at: 
http://www.kjsproductions.com/.



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Re: [Audyssey] Serious pause bug in MOTA

2011-02-05 Thread shaun everiss

I don't think anyone cares how long it will take.
You are progressing if at all a little slowly but progressing.
You are keeping us up to date and earning trust with the community.
YOu are also trying to change the way the blind think of gaming and 
believe me thats not easy when we are bought up on simple poor blind 
stuff  and also getting what we can handle which is really not much.

To say you may be the first of the new breed of dev is an understatement.
I remember people saying that the mainstream companies will never notice us.
Well if we try to make stuff compared to them as close as we can 
maybe they will.

I am not saying its easy I wouldn't be able to do what you are doing.
I mean us users can crack, hack, whine,  etc but its not real power.
Even if we succeed we never get it all.
You have the big guns and don't need to sue anyone or other stuff and 
can keep within the rules.
ANd unlike some past devs that don't notify people Well I don't think 
many will complain about all your work.

Even if it stopped for some major issue I think we would understand.
Put it this way there is no bitterness betwene you as it was with the 
last person that tried to do this game.

It has been a journey for us all.
At 10:54 a.m. 6/02/2011, you wrote:

Hi Karl,

Oh, its not that bad. In fact, after I had time to think about it the
idea sounds like a better way of handling paused games. That way it
isn't quite as easy to accidently unpause a game. It is just that it
will add a few extra days of development time to my beta 18 schedule.
However, with all the other changes in the works I can probably look
at rescheduling the release for next Saturday or so. That is assuming
I manage to find time to get all of the changes in the code this week.

Cheers!


On 2/5/11, Karl Belanger karl.belan...@comcast.net wrote:
 Seriously, as I said in a previous message, if it's more time 
consuming than
 it's worth, that's fine. It's just an inconvenience I can learn 
to live with

 quite easily. I didn't realize my suggestion would cause so much debate and
 headache. Everyone can completely forget I ever brought it up if they want.

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Re: [Audyssey] Fw: Violent videogames may boost brain power, say researchers

2011-02-05 Thread Hayden Presley
Hi,
Hmmm...I'm not quite sure you get brave from reading about bravery. Notfor
this list at any rate but...

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Shiny protector
Sent: Saturday, February 05, 2011 3:24 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Fw: Violent videogames may boost brain power, say
researchers

Hi,
Action games have actually made me more braver. For an example, when I was 
young, if I get hit or punched, if I fall down, I use to cry. But nowadaies,

I am much more brave and fearce. For an example, if someone tries to fight 
me, I take revenge from them. Also the Harry Potter books taught me a bit. 
And a case that I watched, when a woman in Haiti was trapped in an 
earthquake, and her husband and a bunch of firefighters come for the rescue 
and rescues her. She sings, and tells them, you must not fear death. The 
harry potter books taught me that as well. The more braver stuff you read 
thoroughly, the more braver you'll be.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, February 05, 2011 2:37 PM
Subject: Re: [Audyssey] Fw: Violent videogames may boost brain power,say 
researchers


 Hi Jacob,

 Very interesting. Hmmm...That has interesting implications for gamers.
 I use to play games like that for years. I wonder if this means my
 brain power was boosted by slottering hords of enemies in Doom, Quake,
 Jedi Knight, Tomb Raider, etc. Would be ironic to think so. Lol!

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Re: [Audyssey] question about drawing things for games.

2011-02-05 Thread Hayden Presley
Hi,
Um...G3D is basically a wrapper for the lower level programming such as
sounds,  networking, etc. I  do not recall that G3D itself is actually a
level editor, although Thomas please correct me if I'm wrong.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Saturday, February 05, 2011 1:50 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] question about drawing things for games.

hmmm what about g3d?
I mean thats not far from what the engine is.
or g3l

Hi Hayden,

Right. I created a level editor to automate things somewhat. I simply
create levels, place them in the maps directory, and hurray. Of course
the level editor is tied specifically to the game so that the
surfaces, objects, etc match. So if I add anything to the game itself,
like a new weapon, etc I have to add it to the editor as well.
Although, I should probably give them a different name than *.map
files.


Cheers!


On 2/5/11, Hayden Presley hdpres...@hotmail.com wrote:
  Hi Thomas,
  Ah...I figured you weren't actually drawing but that's quite
something. I
  take it that's a something you don't do from directly within your MOTA
  Sourcecode?
 
  Best Regards,
  Hayden

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Re: [Audyssey] River Raders Problems

2011-02-05 Thread Hayden Presley
Hi,
Ah...that's one thing you find in the so-called bonus booth. If I may say
so, perhaps you should  either: A.  randomize the location of the bonus
booth, or: B. make it a little more difficult  to find.  It's really obvious
onceyoufind it.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Saturday, February 05, 2011 1:43 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] River Raders Problems

ok.
You need to be close to the bottem but basically if you here a sound 
like meewow or something then run away.
If its in the centre of your screen which is possible since 
you  don't   hear anything till it triggers then you are screwed.
You can avoid things if you don't stay down for to long, but I 
suggest ifa monster is comming at you you run in the oposite 
direction, go down then go under it fast and go the other way.
If there is 2 just pray they stay on the same level as they go and 
you may be lucky and miss them if that happens you need to avoid both 
of them by going in the direction ofcause its impossible as they seem 
to get faster and faster as you go and as they go.
To get them mad you need to be on the same square and then its lunch 
time for those people and you die!
I have never beaten the game.

Hi,
There's another problem: how in the heck do I figure out when I'm cursed?
Damien, if you ask me you need to do a little work on the documentation.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Friday, February 04, 2011 10:49 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] River Raders Problems

you can run left or right but if you get cursed forget your life.
At 09:28 a.m. 5/02/2011, you wrote:
 Hi All,
 
 Ok, so I've decided to pull out River Raders, and I'm having the same
 problems. The monster is impossible to hear, and even more impossible to
 avoid. How are you supposed to avoid it once it sees you?
 
 
 
 Best Regards,
 
 Hayden
 
 
 
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Re: [Audyssey] Serious pause bug in MOTA

2011-02-05 Thread Hayden Presley
Hi Shaun,
Ahem...the interpreter is not called Inform 7. The latest versoin of the
language is called Inform 7. And no, your Glulks interpreters wouldn't run
z5 or z8 files. Just out of curiosity what glulks games do you have?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Saturday, February 05, 2011 1:39 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Serious pause bug in MOTA

well the glulx interpreter seems to run better than the old z5 3 8 and 6
codes.
They call it inform7 but who knows.
Unlike the frots stuff this glx ssystem runs better.
git is a really good interpreter.
now if it could support old z files then I'd play those to.

Hi Shaun,
Lol; in a way you do. Glulks is really the same format as .z5 or .z8 files.
The difference is that glulks (.zblorb) games can incorporate sounds and
are
also used if your project gets exceptionally massive.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Friday, February 04, 2011 11:03 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Serious pause bug in MOTA

well I didn't fully grow up in a sheltered world in fact I found most
things on my own.
I started playing graphical games eventually getting some sfx to what some
were
thinks like comic, wolf 3d, duke1 and a few other things were what I
played with till the net came out.
It was then I learned about the rest of the stuff.
The old gaming thing lasted till 2005 when my old dos system crashed.
Now I don't even touch any zcode or external dos programs or agt stuff.
Its hugo, glulx and tads though seriously with the need to navigate
round games with my vertual curser I can't get as involved as I used
to so audio is what I prefur.
The first hybred I played was from a mojoinst disk called intergalactic
battle
An actual action screen for gameplay was graphical but everyting else
was menu driven.
.
At 11:27 a.m. 5/02/2011, you wrote:
 Hi Tom,
 
 Yeah, I know. It is cases like this that really demonstrates how
 different growing up in a mainstream background verses a sheltered
 blind background can be. I've been playing games for most of my life,
 and in most cases when a game is paused if you press any button or
 action key it unpauses the game and resumes play. To me that's how
 things are.
 
 Then, one day I am sitting down to read e-mail and I'm getting
 requests saying I should use some sort of keyboard blocking that
 blocks all but the pause key. I'm not at all sure that's a good idea.
 That would mean while the game is paused no input is getting passed
 through to the application until the keyboard is unblocked. If the
 game ccrashes or something that could be a serious problem.
 
 Of course, there is a slightly better method that is instead of
 blocking the keyboard I rewrite most of the games functions so that if
 an action is performed and the game is paused it will ignore the
 request. This is safer than blocking the keyboard, but is A, alot of
 extra work, and B, different behavior than I'm personally use to.
 
 Cheers!
 
 
 On 2/4/11, Tom Randall kf6...@comcast.net wrote:
   Speaking for myself this behavior is fine, this is similar to how most
   mainstream games work if you try to perform an action say by pressing
the x
   button on your ps3 controler while the game is paused it will
immediately
   unpause.
  
   Regards,
  
   Tom
 
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Re: [Audyssey] Super Egg Hunt 1.3 Preview

2011-02-05 Thread Hayden Presley
Hi Charles and Phil,
Lol...quite the pun-ists today, raen't we? Ever read Nordent  Juster (I
mangled the spelling, I know)?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Lori Duncan
Sent: Saturday, February 05, 2011 1:23 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Super Egg Hunt 1.3 Preview

Lol don't get your feathers in a knot, sorry only yoking.  Smile
- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, February 05, 2011 5:45 PM
Subject: Re: [Audyssey] Super Egg Hunt 1.3 Preview


 Now that was really fowl!  Sheesh!

 ---
 Laughter is the best medicine, so look around, find a dose and take it to 
 heart.
 - Original Message - 
 From: Phil Vlasak p...@pcsgames.net
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, February 05, 2011 11:30 AM
 Subject: Re: [Audyssey] Super Egg Hunt 1.3 Preview


 Hi Liam,
 Yeah, and how about a hand fowl of corn so you can distract the chicken 
 when she comes close?

 But watch out for the mounds of chicken poop 'cause you'll slip in it and

 stop moving for ten seconds. How can you tell where the poop is? Listen 
 for the flies buzzing around.

 Then when you have 250 eggs, you can run out and have a great big omelet!

 - Original Message - 
 From: Yohandy yohand...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, February 05, 2011 11:40 AM
 Subject: Re: [Audyssey] Super Egg Hunt 1.3 Preview


 awesome preview! one thing I'd actually prefer is if the clocks also 
 gave you boost time. perhaps a clock could give you like an extra 3 to 5

 seconds as opposed to the usual second? what do you guys think?


 - Original Message - 
 From: Liam Erven liamer...@gmail.com
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Thursday, February 03, 2011 10:31 AM
 Subject: Re: [Audyssey] Super Egg Hunt 1.3 Preview


 The reason I don't have it wait to finish saying sending score was both

 for
 speed and to kind of show off how fast the process is.
 Yes. I've rewritten it using BGT, and I'm honestly glad I did. There 
 are so
 many things I did better such as classes and stuff that vb made 
 trickyer.


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
 On
 Behalf Of Kai
 Sent: Thursday, February 03, 2011 7:13 AM
 To: birdlover2...@hotmail.com; Gamers Discussion list
 Subject: Re: [Audyssey] Super Egg Hunt 1.3 Preview

 More of an amateur recording than a professional one.
 I'm sure such considerations weren't exactly at the top of his to-do 
 list.
 it was intended as an informal demonstration, not a professional
 presentation. And honestly, if he's not getting paid to produce the 
 preview
 for a game which he's offering gratis, why does it matter whether or 
 not the
 recording was amateur or professional?

 Back to relevancy:
 The preview was indeed amusing, and nicely demonstrates the 
 capabilities of
 the upcoming release. The update concept is also a neat addition.

 Small point, but for fluency's sake, you might make the game wait to 
 finish
 saying sending score, even if it doesn't take that long. Of course, 
 others
 would probably prefer speed rather than verbosity.

 Point of curiosity: Did you rewrite Super Egg Hunt with BGT? I seem to
 remember you having mentioned something to this effect. If so, was it
 actually easier than with the old code?

 Kai


 ---
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Re: [Audyssey] Need Help in Level 1 of MOTA Beta 17

2011-02-05 Thread Hayden Presley
Hi Clement,
On that part it doesn't matter. ThoughI do have a question about the
vanishingplatform;I  would've thought it covered the whole firepit, but if
it is activated and Iwalk right from the ledge I fall into the pit.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Clement Chou
Sent: Saturday, February 05, 2011 12:40 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Need Help in Level 1 of MOTA Beta 17

Most vital thing.. make sure your weapons are not drawn. That'll do 
bad things for you. lol.

At 10:34 AM 05/02/2011, you wrote:
Hi,

If this question has been asked before, I apologize. Could someone 
please tell me how to get past the stone ledges over the chasm in 
Room 8 of Level 1? I've been trying to jump to the next ledge, but 
keep getting killed. I was able to do it in a previous version but 
that was a couple years ago.

Thanks.

Yours Sincerely,
Kelly John Sapergia
For information regarding my Internet radio shows, links to my 
favorite sites, and more, visit my personal website at 
http://www.ksapergia.net/.
If you need jingles, voiceovers and music for your project at an 
affordable price, visit KJS Productions at: http://www.kjsproductions.com/.


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Re: [Audyssey] pro was: Re: programming question

2011-02-05 Thread Hayden Presley
Hi Thomas,
Yes, I do suppose so. Unfortunately I do not have any kind of 5.1 or 7.1
setup here.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Saturday, February 05, 2011 12:27 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] pro was: Re: programming question

Hi Hayden,

Well, part could be your sound setup. Understand that standard stereo
headphones and/or speakers will not accurately render a 3d virtual
audio environment. To really do this correctly you need a 5.1 stereo
sound card, 5.1 speakers with 5 or more speakers, or some of the pro
gamer headsets specially built for 5.1 surround sound. In other words
if you really want to take full advantage of that 5.1 surround sound
setup, even if the game supports it, you will have to purchase a
couple hundred dollars worth of high end gear to play it.

The other issue you might be facing is DirectSound verses OpenAL,
XAudio2, FMOD, etc. DirectSound was written in 1995/1996 for Windows
95 era computers. It was continually upgraded and maintained clear up
to DirectX 8 was released. At the time DirectX 8 was released the best
sound card available was the Creative Labs Soundblaster Live which
initially had 4.1 channel stereo not 5.1. As a result since
DirectSound 8 has not been officially updated since 2000 or so it does
not really support 5.1 or 7.1 surround sound stereo as all newer sound
cards have. That's why DirectX 9, 10, and 11 now use XAudio2  because
it has 5.1 and 7.1 surround sound support. This has superior 3d audio
support over DirectSound. On Linux and Mac OS OpenAL has been updated
to support 5.1 and 7.1 sound cards as well. For that reason
DirectSound isn't necessarily the right library for anyone looking
into a high end virtual 3d audio environment.

However, to answer your initial question why one is better than the
other there are several reasons. For one thing libraries like FMOD Ex
have built in formulas to properly calculate things like roll-off
factor, doplar effects, and things of that nature. You can't really do
that with a simple 2d pan control and volume. I guess you could if you
want to do all the number crunching your self, but why do that when
FMOD Ex has this already built into the sound engine?

The main reason  I see for 3d audio is with the proper hardware, the
proper equipment, the sound is very very realistic. Have you ever
played GMA tank commander with a set of 5.1 pro gamer  headphones. You
feel like you are right in the center of the battle field. It is way
better than panning/volume by far. You have to hear it to believe it.

Smile.


On 2/4/11, Hayden Presley hdpres...@hotmail.com wrote:
 Hi Ken,
 I'm still confused; I haven't yet figured out why 3D audio is preferable
to
 plain 2D, even in a 3D environment. It seems to not pan correctly as you
 turn so you have to kind of guess.

 Best Regards,
 Hayden

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Re: [Audyssey] Super Egg Hunt 1.3 Preview

2011-02-05 Thread Hayden Presley
Hi,
Does VB6 even incorporate classes?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Yohandy
Sent: Saturday, February 05, 2011 10:40 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Super Egg Hunt 1.3 Preview

awesome preview! one thing I'd actually prefer is if the clocks also gave 
you boost time. perhaps a clock could give you like an extra 3 to 5 seconds 
as opposed to the usual second? what do you guys think?


- Original Message - 
From: Liam Erven liamer...@gmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, February 03, 2011 10:31 AM
Subject: Re: [Audyssey] Super Egg Hunt 1.3 Preview


 The reason I don't have it wait to finish saying sending score was both 
 for
 speed and to kind of show off how fast the process is.
 Yes. I've rewritten it using BGT, and I'm honestly glad I did. There are 
 so
 many things I did better such as classes and stuff that vb made trickyer.


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Kai
 Sent: Thursday, February 03, 2011 7:13 AM
 To: birdlover2...@hotmail.com; Gamers Discussion list
 Subject: Re: [Audyssey] Super Egg Hunt 1.3 Preview

 More of an amateur recording than a professional one.
 I'm sure such considerations weren't exactly at the top of his to-do list.
 it was intended as an informal demonstration, not a professional
 presentation. And honestly, if he's not getting paid to produce the 
 preview
 for a game which he's offering gratis, why does it matter whether or not 
 the
 recording was amateur or professional?

 Back to relevancy:
 The preview was indeed amusing, and nicely demonstrates the capabilities 
 of
 the upcoming release. The update concept is also a neat addition.

 Small point, but for fluency's sake, you might make the game wait to 
 finish
 saying sending score, even if it doesn't take that long. Of course, others
 would probably prefer speed rather than verbosity.

 Point of curiosity: Did you rewrite Super Egg Hunt with BGT? I seem to
 remember you having mentioned something to this effect. If so, was it
 actually easier than with the old code?

 Kai


 ---
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Re: [Audyssey] Fw: Violent videogames may boost brain power, say researchers

2011-02-05 Thread ryan chou
what do you know, you learn something new every day
so all those hours playing audio quake, street fighter and tekken
weren't a waste after all haha
wonder if fighting games help reflexes or coordination?

On 2/5/11, Hayden Presley hdpres...@hotmail.com wrote:
 Hi,
 Hmmm...I'm not quite sure you get brave from reading about bravery. Notfor
 this list at any rate but...

 Best Regards,
 Hayden

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Shiny protector
 Sent: Saturday, February 05, 2011 3:24 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Fw: Violent videogames may boost brain power, say
 researchers

 Hi,
 Action games have actually made me more braver. For an example, when I was
 young, if I get hit or punched, if I fall down, I use to cry. But nowadaies,

 I am much more brave and fearce. For an example, if someone tries to fight
 me, I take revenge from them. Also the Harry Potter books taught me a bit.
 And a case that I watched, when a woman in Haiti was trapped in an
 earthquake, and her husband and a bunch of firefighters come for the rescue
 and rescues her. She sings, and tells them, you must not fear death. The
 harry potter books taught me that as well. The more braver stuff you read
 thoroughly, the more braver you'll be.
 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, February 05, 2011 2:37 PM
 Subject: Re: [Audyssey] Fw: Violent videogames may boost brain power,say
 researchers


 Hi Jacob,

 Very interesting. Hmmm...That has interesting implications for gamers.
 I use to play games like that for years. I wonder if this means my
 brain power was boosted by slottering hords of enemies in Doom, Quake,
 Jedi Knight, Tomb Raider, etc. Would be ironic to think so. Lol!

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Re: [Audyssey] Super Egg Hunt 1.3 Preview

2011-02-05 Thread Charles Rivard
I have no feathers.  They got pulled out earlier.  Heh heh heh.  His message 
was for the Byrds.  Ah, well, they were a good rock group in the sixties, 
weren't they?


---
Laughter is the best medicine, so look around, find a dose and take it to 
heart.
- Original Message - 
From: Lori Duncan lori_dunca...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, February 05, 2011 1:23 PM
Subject: Re: [Audyssey] Super Egg Hunt 1.3 Preview



Lol don't get your feathers in a knot, sorry only yoking.  Smile
- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, February 05, 2011 5:45 PM
Subject: Re: [Audyssey] Super Egg Hunt 1.3 Preview



Now that was really fowl!  Sheesh!

---
Laughter is the best medicine, so look around, find a dose and take it to 
heart.
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, February 05, 2011 11:30 AM
Subject: Re: [Audyssey] Super Egg Hunt 1.3 Preview



Hi Liam,
Yeah, and how about a hand fowl of corn so you can distract the chicken 
when she comes close?


But watch out for the mounds of chicken poop 'cause you'll slip in it 
and stop moving for ten seconds. How can you tell where the poop is? 
Listen for the flies buzzing around.


Then when you have 250 eggs, you can run out and have a great big 
omelet!


- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, February 05, 2011 11:40 AM
Subject: Re: [Audyssey] Super Egg Hunt 1.3 Preview


awesome preview! one thing I'd actually prefer is if the clocks also 
gave you boost time. perhaps a clock could give you like an extra 3 to 
5 seconds as opposed to the usual second? what do you guys think?



- Original Message - 
From: Liam Erven liamer...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, February 03, 2011 10:31 AM
Subject: Re: [Audyssey] Super Egg Hunt 1.3 Preview


The reason I don't have it wait to finish saying sending score was 
both for

speed and to kind of show off how fast the process is.
Yes. I've rewritten it using BGT, and I'm honestly glad I did. There 
are so
many things I did better such as classes and stuff that vb made 
trickyer.



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

Behalf Of Kai
Sent: Thursday, February 03, 2011 7:13 AM
To: birdlover2...@hotmail.com; Gamers Discussion list
Subject: Re: [Audyssey] Super Egg Hunt 1.3 Preview

More of an amateur recording than a professional one.
I'm sure such considerations weren't exactly at the top of his to-do 
list.

it was intended as an informal demonstration, not a professional
presentation. And honestly, if he's not getting paid to produce the 
preview
for a game which he's offering gratis, why does it matter whether or 
not the

recording was amateur or professional?

Back to relevancy:
The preview was indeed amusing, and nicely demonstrates the 
capabilities of

the upcoming release. The update concept is also a neat addition.

Small point, but for fluency's sake, you might make the game wait to 
finish
saying sending score, even if it doesn't take that long. Of course, 
others

would probably prefer speed rather than verbosity.

Point of curiosity: Did you rewrite Super Egg Hunt with BGT? I seem to
remember you having mentioned something to this effect. If so, was it
actually easier than with the old code?

Kai


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Re: [Audyssey] Need Help in Level 1 of MOTA Beta 17

2011-02-05 Thread Charles Rivard

Hide it, then tell you where it is?  Hmm.  No good at all.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, February 05, 2011 2:02 PM
Subject: Re: [Audyssey] Need Help in Level 1 of MOTA Beta 17



Hi,

No. That would completely defeat the purpose of hiding it. Grin.

Cheers!



On 2/5/11, ryan chou ryan.chou1...@gmail.com wrote:

shouldn't there at least be a sound for it?
I only found that because I view every room as soon as I go in


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Re: [Audyssey] ADRIFT 3.90 or 4.00, Which Is Better?

2011-02-05 Thread Kelly Sapergia

Hi Lori,

ADRIFT allows you to write text adventure games using a GUI interface, 
rather than writing text files, which you'd do for languages like TADS or 
Inform. It uses a fill in the blank approach, in that you can choose a room, 
character, task, etc. then you'd fill in various fields for, as an example, 
a room's description, where to go, etc. I'm currently trying version 4.00, 
which is shareware. You can add sounds or music to the games, but so far I 
haven't figured out how to do that yet. I did, however, find two buttons for 
adding pictures in one of the sections (why there are two I'm not exactly 
sure at the moment.) It's not too bad, as far as setting up a basic room or 
character goes, but there are controls that I can't figure out. If you want 
to try it, you can download the latest version at www.adrift.org.uk/.


Hope this helps.

Yours Sincerely,
Kelly John Sapergia
For information regarding my Internet radio shows, links to my favorite 
sites, and more, visit my personal website at http://www.ksapergia.net/.
If you need jingles, voiceovers and music for your project at an affordable 
price, visit KJS Productions at: http://www.kjsproductions.com/.



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[Audyssey] downloading the mp3 for the preview for Super Egg Hunt was RE: Super Egg Hunt 1.3 Preview

2011-02-05 Thread reinhard stebner
I attempted to download the mp3 for this game at the following URL and
received a page not found error.  Was this a timed demo (meaning that you
would take it down after a couple of days)?
http://q-audio.net/download/19249   

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Liam Erven
Sent: Wednesday, February 02, 2011 9:42 PM
To: 'Gamers Discussion list'; lwo...@googlegroups.com
Subject: [Audyssey] Super Egg Hunt 1.3 Preview

So I've been busily working on Seh 1.3.  I've had a lot of stuff to do as
far as my job is concerned, but I finally have results. Below is a 7 minute
preview of some of the new features of the game. I hope to have the game
released on or about February 12th.
http://q-audio.net/download/19249 
Also in unrelated news. Lworks is now on twitter. Feel free to follow
@LWorksGames.  and you can see score board postings by following
@LWorksScores
 
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Re: [Audyssey] Need Help in Level 1 of MOTA Beta 17

2011-02-05 Thread Darren Duff
S p o I l  e r 
That's because you need to jump not walk. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Hayden Presley
Sent: Saturday, February 05, 2011 8:10 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Need Help in Level 1 of MOTA Beta 17

Hi Clement,
On that part it doesn't matter. ThoughI do have a question about the
vanishingplatform;I  would've thought it covered the whole firepit, but if
it is activated and Iwalk right from the ledge I fall into the pit.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Clement Chou
Sent: Saturday, February 05, 2011 12:40 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Need Help in Level 1 of MOTA Beta 17

Most vital thing.. make sure your weapons are not drawn. That'll do bad
things for you. lol.

At 10:34 AM 05/02/2011, you wrote:
Hi,

If this question has been asked before, I apologize. Could someone 
please tell me how to get past the stone ledges over the chasm in Room 
8 of Level 1? I've been trying to jump to the next ledge, but keep 
getting killed. I was able to do it in a previous version but that was 
a couple years ago.

Thanks.

Yours Sincerely,
Kelly John Sapergia
For information regarding my Internet radio shows, links to my favorite 
sites, and more, visit my personal website at 
http://www.ksapergia.net/.
If you need jingles, voiceovers and music for your project at an 
affordable price, visit KJS Productions at: http://www.kjsproductions.com/.


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Re: [Audyssey] Need Help in Level 1 of MOTA Beta 17

2011-02-05 Thread Hayden Presley
Hi,
I know that. That wasn't my question.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Darren Duff
Sent: Saturday, February 05, 2011 8:54 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Need Help in Level 1 of MOTA Beta 17

S p o I l  e r 
That's because you need to jump not walk. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Hayden Presley
Sent: Saturday, February 05, 2011 8:10 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Need Help in Level 1 of MOTA Beta 17

Hi Clement,
On that part it doesn't matter. ThoughI do have a question about the
vanishingplatform;I  would've thought it covered the whole firepit, but if
it is activated and Iwalk right from the ledge I fall into the pit.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Clement Chou
Sent: Saturday, February 05, 2011 12:40 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Need Help in Level 1 of MOTA Beta 17

Most vital thing.. make sure your weapons are not drawn. That'll do bad
things for you. lol.

At 10:34 AM 05/02/2011, you wrote:
Hi,

If this question has been asked before, I apologize. Could someone 
please tell me how to get past the stone ledges over the chasm in Room 
8 of Level 1? I've been trying to jump to the next ledge, but keep 
getting killed. I was able to do it in a previous version but that was 
a couple years ago.

Thanks.

Yours Sincerely,
Kelly John Sapergia
For information regarding my Internet radio shows, links to my favorite 
sites, and more, visit my personal website at 
http://www.ksapergia.net/.
If you need jingles, voiceovers and music for your project at an 
affordable price, visit KJS Productions at: http://www.kjsproductions.com/.


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