Re: [Audyssey] Creating Adventure Games

2011-02-20 Thread dark

Hi Tom.

Well that is true reguarding the carelessness of developers, but even in 
games which had a very good review score I often found myself frustrated by 
guess the verb puzles like that, which is the reason for my concern.


Certainly though I've seen menue driven conversations where you choose from 
a list of responses what your character says and these have very well driven 
some of my favourite games like Emily short's game Pytho's mask (one I 
highly recommend actually tom), and the earth and sky series.


Also, i do wonder how successful a standard if language would be for 
handling such things as hitpoint tracking and combat, particuloarly if you 
want to insert such things as learnable combat techniques spells, treasure 
which boosts stats and the like.


Some implementations of combat I've sen in if games,  such as in 
shaddowland has proved rather buggy and randomized, particularly when for 
instance, the enemy attacks you when you mistype a command or try a command 
the game doesn't recognized (most frustrating for someone like me who tends 
to try of different actions in combat than just the standard attack attack 
attack).


Beware the Grue!

Dark. 



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Re: [Audyssey] Creating Adventure Games

2011-02-20 Thread Frost
On Sun, Feb 20, 2011 at 08:12:59AM -, dark wrote:
 even in games which had a very good review score I often found
 myself frustrated by guess the verb puzles like that,

[My Reply:]
Hi Dark


Yeah, I found myself stuck 3 moves into Heroine's Mantle, trying 
to get off the stoopid pier, after trying to do everything up to and 
including raping the statue and cannibalizing the dead parents on the 
docks, so I eventually pitched that game...

Michael

--
Linux User: 177869 # Powered By: Intel # http://rivensight.dyndns.org
  Postings Copyrighted 2010-2011 by: Michael Ferranti


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[Audyssey] Surround sound?

2011-02-20 Thread Shiny protector
Hi Thomas,
#Will I be able to play Tomb hunter using surround sound headphones like 5.11 
or 7.11 surround sound headphones? Thanks.
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Re: [Audyssey] Creating Adventure Games

2011-02-20 Thread NIcol
HI tom
Your idea of Creating text adventures sounds exciting. 
You wrote:
First thing, is input. Most of the text adventures out there use
various commands like grab sword, grab torch, light torch., etc.
I could continue this tridition, but it seams to me there is an easier
way to do this. For example, what if you pressed g for grab item, and
then a menu popped up with a list of items in the room. You could then
select the item you want to grab from a list. This would save a bunch
of typing by effectively doing the same thing.
My reply: I think g for grab and the menu of items popping up  is an
excellent idea.
AS far as I am aware of, no text adventure games such as frots  currently
uses this method.
You wrote:
 For moving around the level asining directions to n for north, s for south,
e for east, and w for west would certainly be preferable to ttyping out
north, south, east, or west. What do you think about this approach?
My reply: I think its an excellent idea to only hit the first letter of each
direction.
You wrote:
Second, is output. Again there is a couple of ways of doing this. We
could certainly have everything be printed directly out to the
console, text directly to the screen, which you can use your screen
reader for. The other way is to use a Speech API like Sapi,
Speech-dispatcher, etc that would automatically read out the
information on the screen. This would make the games slightly less
portable, but would have the advantage of automatic speech output by
default. Any thoughts weather you would like to use a screen reader or
use Sapi directly?
My reply: Persoanlly I strongly  prefer using my screen reader.
At this stage I cannot afford buying better quality voices, and mary and
mike, not to talk about sam, often  pronounces words incorrectly.
I talk  with experience, I played many interactive fiction games with frots
and often I could not understand what sappi is saying. 
It would rock if you could use a similar screen output method used by
Braille soft in their games camel and 23 bricks  where jaws automatically
read the game's response after entering a command; this would be better than
to  use the jaws cursor all the time. 
I agree that  it's a good idea to use a programming language like c or c++.
If I may make another suggestion, start off with simple adventures before
going into advanced adventures [interactive fiction] where a  long
narrative like a novel or detective have to be solved.
If you start off with simple adventures, where the player have to locate for
example a letter by finding a few rooms, it would make the player used to
entering commands before going to advanced adventures like  interactive
fiction.
 Are you planning a synbian port for these games in the future for mobiles
such as the n66?
hth


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[Audyssey] iPhone gaming

2011-02-20 Thread Charles Rivard
You have text adventure games that work on your iPhone?  Are there any 
problems with Voice-Over?  I'd like to find out more, either on or off list. 
Thanks.


---
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heart.
- Original Message - 
From: David Chittenden dchitten...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, February 20, 2011 1:16 AM
Subject: Re: [Audyssey] Creating Adventure Games



Hello,

After some discussions about various interfaces which I was recently 
involved in, I would be keen on both first letter menu activation, and a 
generic key which would bring up all of the possible commands; like the 
alt key in windows.


As I have an iPhone, I would love to see more text adventure games in that 
format. Note that many of the current text adventure games which I have on 
my iPhone give a list of choices which you double or split tap to select 
your choice and then you tap the proceed button.


David Chittenden, MSc, CRC, MRCAA
Email: dchitten...@gmail.com



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Re: [Audyssey] Creating Adventure Games

2011-02-20 Thread Thomas Ward
Hi Dark,

Ah, yes. The infamous Emily Short. Her games absolutely rule. I love
her if adventures.

Anyway, I think there is another solution to your problem of guess
the verb and it would be just to provide a commands.txt file with the
game so if you really get stuck with a puzzle, can't get passed
something, you can look up the command to type. Plus there is the
possibility of adding them to the hints system. I think there are
probably work arounds for some of those problems like that.

As for combat if games really are lacking on that end of things.
However, I did discover that Adrift, Inform, etc do allow you to
declare integer variables so it certainly is possible to add stats
such as health, stamina, speed, etc. Not as good as a full blown
programming language like C++, but it certainly provides some
flexability in declaring stats, number of items, etc. Still like you I
find the battle systems pretty primative all things considered.

Something else that is lacking is randomly setting up levels and
things like that before the game starts. It could be something small
like you walk into your office and need to speak to your secratary in
order to get some important piece of mail required to solve a puzzle
element somewhere in the game. When you examine her one game she might
be waring a blue blouse with white lace on the sleaves, a white cotton
skirt, and blue pumps, and in the next game she might be waring a
white shirt, dark gray jacket, dark gray skirt, and brown sandles.
This really doesn't effect the game play, but it does make things
different from game to game. The if game toolkits I've played with
this weekend don't seam to have that degree of flexability in randomly
selecting stuff.

On 2/20/11, dark d...@xgam.org wrote:
 Hi Tom.

 Well that is true reguarding the carelessness of developers, but even in
 games which had a very good review score I often found myself frustrated by
 guess the verb puzles like that, which is the reason for my concern.

 Certainly though I've seen menue driven conversations where you choose from
 a list of responses what your character says and these have very well driven
 some of my favourite games like Emily short's game Pytho's mask (one I
 highly recommend actually tom), and the earth and sky series.

 Also, i do wonder how successful a standard if language would be for
 handling such things as hitpoint tracking and combat, particuloarly if you
 want to insert such things as learnable combat techniques spells, treasure
 which boosts stats and the like.

 Some implementations of combat I've sen in if games,  such as in
 shaddowland has proved rather buggy and randomized, particularly when for
 instance, the enemy attacks you when you mistype a command or try a command
 the game doesn't recognized (most frustrating for someone like me who tends
 to try of different actions in combat than just the standard attack attack
 attack).

 Beware the Grue!

 Dark.


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Re: [Audyssey] Creating Adventure Games

2011-02-20 Thread Thomas Ward
Hi Michael,

Michael wrote:

   Yeah, I found myself stuck 3 moves into Heroine's Mantle, trying
to get off the stoopid pier, after trying to do everything up to and
including raping the statue and cannibalizing the dead parents on the
docks, so I eventually pitched that game...

My responce:

Rotf! Yeah, Heroin's Mantle is pretty difficult the first time
through. However, Im sure someone has a walkthrough somewhere to help
you get passed some of the more complicated puzzles. Its so long since
I've tried that one I don't even remember how to get off the pier, but
I can say that it was pretty obscure. It took me a couple of days to
figure out the puzzle. So you aren't alone doing a few hours of
banging your head against a wall trying to think of the right answer
to some of these puzzles. I think that this element is one of the
reasons some people play them. They like the mystery and frustration
of cracking the puzzle.

Cheers!

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Re: [Audyssey] Creating Adventure Games

2011-02-20 Thread dark

Hi Tom.

I've seen some of this randomness you speak of ddone before by som of of the 
cleverer inform writers, try wumpus 2000 for instance, which is brilliant 
for random room features and descriptive items, even changing their location 
from game to game, though I am less keen on it's implementation of weapons 
and combat, stil it is one of the better attempts at a zcode rpg I've tried.


I do however like your idea of a commands txt file, sinse if the player has 
an idea of the sort of verbs you might require to use this will give them a 
scope for thinking of puzle solutions without having to deal with parza 
problems.


This is one thing I think Eamon got very write, as in fact did 
fallthru,  in fact I love much of what fallthru does for random 
description and handling things like fatigue, and the landscape and world is 
just beautiful!


I've often thought if I ever wrote games I'd most want to create a text rpg 
which had some of the better features of fallthru, the large explorable map, 
the stunning landscape description and the complex world, but with a less 
clunky command system and less need for some of the more annoying item 
management and directional puzles,  for instance having to juggle items 
around to hold enough food or a canteen in hand in order to eat or drink.


if you've not played fallthru I'd deffinately recommend it, while it has 
it's flaws there stil much I admire in the game.


Beware the grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, February 20, 2011 5:46 PM
Subject: Re: [Audyssey] Creating Adventure Games



Hi Dark,

Ah, yes. The infamous Emily Short. Her games absolutely rule. I love
her if adventures.

Anyway, I think there is another solution to your problem of guess
the verb and it would be just to provide a commands.txt file with the
game so if you really get stuck with a puzzle, can't get passed
something, you can look up the command to type. Plus there is the
possibility of adding them to the hints system. I think there are
probably work arounds for some of those problems like that.

As for combat if games really are lacking on that end of things.
However, I did discover that Adrift, Inform, etc do allow you to
declare integer variables so it certainly is possible to add stats
such as health, stamina, speed, etc. Not as good as a full blown
programming language like C++, but it certainly provides some
flexability in declaring stats, number of items, etc. Still like you I
find the battle systems pretty primative all things considered.

Something else that is lacking is randomly setting up levels and
things like that before the game starts. It could be something small
like you walk into your office and need to speak to your secratary in
order to get some important piece of mail required to solve a puzzle
element somewhere in the game. When you examine her one game she might
be waring a blue blouse with white lace on the sleaves, a white cotton
skirt, and blue pumps, and in the next game she might be waring a
white shirt, dark gray jacket, dark gray skirt, and brown sandles.
This really doesn't effect the game play, but it does make things
different from game to game. The if game toolkits I've played with
this weekend don't seam to have that degree of flexability in randomly
selecting stuff.

On 2/20/11, dark d...@xgam.org wrote:

Hi Tom.

Well that is true reguarding the carelessness of developers, but even in
games which had a very good review score I often found myself frustrated 
by

guess the verb puzles like that, which is the reason for my concern.

Certainly though I've seen menue driven conversations where you choose 
from
a list of responses what your character says and these have very well 
driven

some of my favourite games like Emily short's game Pytho's mask (one I
highly recommend actually tom), and the earth and sky series.

Also, i do wonder how successful a standard if language would be for
handling such things as hitpoint tracking and combat, particuloarly if 
you
want to insert such things as learnable combat techniques spells, 
treasure

which boosts stats and the like.

Some implementations of combat I've sen in if games,  such as in
shaddowland has proved rather buggy and randomized, particularly when for
instance, the enemy attacks you when you mistype a command or try a 
command
the game doesn't recognized (most frustrating for someone like me who 
tends
to try of different actions in combat than just the standard attack 
attack

attack).

Beware the Grue!

Dark.


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If you have 

Re: [Audyssey] Creating Adventure Games

2011-02-20 Thread Thomas Ward
Hi David,

Interesting. Although, as I said if I do go with the easy menu
navigation idea, which seams to be pretty popular with the comments
I've been seeing on list, menus won't be able to scroll for the simple
reason there is no way to get to certain keys like the arrow keys,
page up/pagedown, function keys, just because they require hardware
scan codes requiring platform specific event driven APIs which shoots
cross-platform compatibility down the toilet. However, generic keys
such as a through z, 1 through 9, tab, enter, space, etc can be easily
accessed by comparing the key with its ascii key code. Since the ascii
key codes are standardized this pretty much works with most generic
keys, but just not for extended keys.

So if you did press say x for examine item, and say the number 5 to
examine sword that would be just as quick and easy as you described
over all. That's two key/button presses verses typing out examine
sword which isn't as easy to do on a phone.


Cheers!




On 2/20/11, David Chittenden dchitten...@gmail.com wrote:
 Hello,

 After some discussions about various interfaces which I was recently
 involved in, I would be keen on both first letter menu activation, and a
 generic key which would bring up all of the possible commands; like the
 alt key in windows.

 As I have an iPhone, I would love to see more text adventure games in
 that format. Note that many of the current text adventure games which I
 have on my iPhone give a list of choices which you double or split tap
 to select your choice and then you tap the proceed button.

 David Chittenden, MSc, CRC, MRCAA
 Email: dchitten...@gmail.com



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Re: [Audyssey] Creating Adventure Games

2011-02-20 Thread dark
my problem with if is there's often a difference betwene puzles that require 
cleverness or thinking around a problem to solve, and puzles which are just 
problems with the language or weerd actions in game.


In shade from Andrew plotkin for instance, the first puzle is to get a 
drink. there is a sink and turning the tap on yeidls the message yep, the 
water hasn't been cut off yet, you turn the tap off typing drink from tap 
gives you you haven't druk from the forsit sinse you were small


You find a cup, but the game simply refuses to recognize the command put 
cup under tap


this just frustrated me to the point where I gave up, sinse there was no 
logical reason why the stupid character if he was thirsty shouldn't fill the 
blasted cup,  yet he couldn't!


Contrast this though with the really nice puzle in earth and sky part to by 
Paul panks.


You are trapped on a small asteroid with different bio environments, which 
you can travel betwene by jumping from place to place in your powered earth 
suit (you are a superhero in that game afterall).


you discover a button in the tropical zone covered with slugs next to a 
locked elivator door, and a flask with some white christals. putting the 
white stuff on the slugs kills some of them, but more slither on top, so you 
need to get more salt.


one zone is sea, so you go to the sea zone. one item you have is a large 
dome  (actually a broken observation shelter), which you can fill with 
water. You then need to take the full dome to the desert and leave it in the 
sun. In the desert is a y shaped cactus (this confused me a bit at first), 
and another item you have at this point is a lense from a broken teliscope 
which you slot into the cactus to focus sunlight onto the sea water.


A couple turns later and bingo, you have salt, which you can then collect in 
the flask to take to the tropical area to kill the slugs.


This was a puzle I took some time on, exploring, working out what needed 
doing and what item did what, but the solution just required an application 
of logical principles and a use of what you found.
No weerd commands, no instances of your character being stupid, just 
streight forward looking at the problem and considdering a solution which 
imho made for a good puzle.


I think this is my problem with a lot of if, particularly the early zork and 
collossal cave type affairs.


oh, so I was supposed to open the rusty lock by using the grane to lure the 
mother ostridge away from her nest, stealing an egg, taking it to the 
construction site and putting it under a steam hammer, annoying the monkey 
in a tree until it throws a coconut at me, smashing the coconut in half with 
the steam powered gillertene then picking up the yoke in the half coconut, 
piling the lose news paper near the sparking ellectric lead until it catches 
fire, then cooking the ostridge egg yoke in the half coconut until it turns 
to fried egg which I can then smear on the lock to grease it   how 
stupid of me not to guess!


A made up example this is, but I have seen games with puzles just as 
convoluted as this, and while I love explirng a world and history, meeting 
it's characters and interacting in it's plot, having this type of 
frustrating, convoluted riddle which most of the time just stops me frome 
xploring and causes me frustration I find actually puts me off games.


I suppose it's a balance and a fine line, but a lot of If I've tried does 
seem to get it wrong.


If I find is one of these things that is fantastic when it's good, but 
really quite dire when it isn't.


This is also why I'm a fan of limited parza or commands, sinse that insures 
the player can experiment more easily and thus is likely to be able to find 
the solutions to complex puzles just by trying things out, where as having 
to specifically type instructions just seems to make such experimentation 
more and more difficult given how imprecise english is.


Beware the Grue!

Dark. 



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Re: [Audyssey] Creating Adventure Games

2011-02-20 Thread Hayden Presley
Hi Dark,
Woe...woe part 2 of of EAS came out? My question is when, and where can you
find that?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Sunday, February 20, 2011 2:11 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Creating Adventure Games

my problem with if is there's often a difference betwene puzles that require

cleverness or thinking around a problem to solve, and puzles which are just 
problems with the language or weerd actions in game.

In shade from Andrew plotkin for instance, the first puzle is to get a 
drink. there is a sink and turning the tap on yeidls the message yep, the 
water hasn't been cut off yet, you turn the tap off typing drink from tap

gives you you haven't druk from the forsit sinse you were small

You find a cup, but the game simply refuses to recognize the command put 
cup under tap

this just frustrated me to the point where I gave up, sinse there was no 
logical reason why the stupid character if he was thirsty shouldn't fill the

blasted cup,  yet he couldn't!

Contrast this though with the really nice puzle in earth and sky part to by 
Paul panks.

You are trapped on a small asteroid with different bio environments, which 
you can travel betwene by jumping from place to place in your powered earth 
suit (you are a superhero in that game afterall).

you discover a button in the tropical zone covered with slugs next to a 
locked elivator door, and a flask with some white christals. putting the 
white stuff on the slugs kills some of them, but more slither on top, so you

need to get more salt.

one zone is sea, so you go to the sea zone. one item you have is a large 
dome  (actually a broken observation shelter), which you can fill with 
water. You then need to take the full dome to the desert and leave it in the

sun. In the desert is a y shaped cactus (this confused me a bit at first), 
and another item you have at this point is a lense from a broken teliscope 
which you slot into the cactus to focus sunlight onto the sea water.

A couple turns later and bingo, you have salt, which you can then collect in

the flask to take to the tropical area to kill the slugs.

This was a puzle I took some time on, exploring, working out what needed 
doing and what item did what, but the solution just required an application 
of logical principles and a use of what you found.
No weerd commands, no instances of your character being stupid, just 
streight forward looking at the problem and considdering a solution which 
imho made for a good puzle.

I think this is my problem with a lot of if, particularly the early zork and

collossal cave type affairs.

oh, so I was supposed to open the rusty lock by using the grane to lure the

mother ostridge away from her nest, stealing an egg, taking it to the 
construction site and putting it under a steam hammer, annoying the monkey 
in a tree until it throws a coconut at me, smashing the coconut in half with

the steam powered gillertene then picking up the yoke in the half coconut, 
piling the lose news paper near the sparking ellectric lead until it catches

fire, then cooking the ostridge egg yoke in the half coconut until it turns 
to fried egg which I can then smear on the lock to grease it   how 
stupid of me not to guess!

A made up example this is, but I have seen games with puzles just as 
convoluted as this, and while I love explirng a world and history, meeting 
it's characters and interacting in it's plot, having this type of 
frustrating, convoluted riddle which most of the time just stops me frome 
xploring and causes me frustration I find actually puts me off games.

I suppose it's a balance and a fine line, but a lot of If I've tried does 
seem to get it wrong.

If I find is one of these things that is fantastic when it's good, but 
really quite dire when it isn't.

This is also why I'm a fan of limited parza or commands, sinse that insures 
the player can experiment more easily and thus is likely to be able to find 
the solutions to complex puzles just by trying things out, where as having 
to specifically type instructions just seems to make such experimentation 
more and more difficult given how imprecise english is.

Beware the Grue!

Dark. 


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Re: [Audyssey] Creating Adventure Games

2011-02-20 Thread Thomas Ward
Hi Dark,

Dark wrote:

You find a cup, but the game simply refuses to recognize the command
put cup under
tap

My reply:

In cases like that I often times find I'm over thinking the
problem/solution. I don't know the game in question but in my
experience it usually turns out to be something as simple as
fill cup
instead of
put cup under tap
which reminds me of another issue. Over here in America I don't know
of anyone who calls the fosset a tap. If I were to try that command
I'd probably typed
put cup under fosset
because that is generally what Americans call it. Apparently over in
the U.K. people call it a tap. This difference in names for things can
result in all kinds of problems for the gamer if he doesn't come from
a country that uses that specific noun.

For instance, lets talk about a car. In America we have the hood,
trunk, windshield, etc and if I'm reading a book written by someone
from the U.K. they call those things a bonnet, boot, and windscreen
which I find absolutely weird. Oh, I can figure out what they are
talking about because a bonnet is a type of hood, windscreen sounds
close enough to windshield to take their meaning, and if someone tells
another character to put something in the boot of the car it is easy
to guess he/she is talking about the trunk.

However, these differences in language, even relatively the same
language, can make things extremely confusing. Especially, if we are
talking interactive fiction where commands are based on the developers
experience, language, and own logic when creating the game.

For example, imagine you are in a game where you have to fix someones
car in order to acquire some special item from your friend. So you go
over and type
open bonnet
and you get some message like you see no such thing. You might spend
considerable time trying this and that until you figure out the
correct command is
open hood
because the guy who wrote it is an American and the word bonnet never
occurred to him when writing his game.


Dark wrote:

I think this is my problem with a lot of if, particularly the early
zork and collossal
cave type affairs.

My reply:

Yeah, I've been there too. This is where I think beta testing could
come in handy. You could have the fill cup example from above and
someone might say I tried
put cup under tap
when the developer only has the command
put cup under fosset
in the game. He could tell the person the solution, but update the
game to accept
put cup under tap
as well. This will help work out the bugs, and would certainly resolve
all the pesky language issues too.

One of the big problems with this is we don't all think the same way.
I might try something simple like
fill cup
to begin with while you might try
put cup under tap
as your first try. Both are logical commands for the same action, but
maybe the author thought of the former and not the latter command.

Cheers!

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Re: [Audyssey] Creating Adventure Games

2011-02-20 Thread Trouble

Try get water and when examining things its look.
So would go like this, take cup, get water, drink.
You not only have to look at the simple commands, but where the game 
was written. If in UK well they use a lot of names for things that 
just totally mean something else in USA.


At 03:10 PM 2/20/2011, you wrote:
my problem with if is there's often a difference betwene puzles that 
require cleverness or thinking around a problem to solve, and puzles 
which are just problems with the language or weerd actions in game.


In shade from Andrew plotkin for instance, the first puzle is to get 
a drink. there is a sink and turning the tap on yeidls the message 
yep, the water hasn't been cut off yet, you turn the tap off 
typing drink from tap gives you you haven't druk from the forsit 
sinse you were small


You find a cup, but the game simply refuses to recognize the command 
put cup under tap


this just frustrated me to the point where I gave up, sinse there 
was no logical reason why the stupid character if he was thirsty 
shouldn't fill the blasted cup,  yet he couldn't!


Contrast this though with the really nice puzle in earth and sky 
part to by Paul panks.


You are trapped on a small asteroid with different bio environments, 
which you can travel betwene by jumping from place to place in your 
powered earth suit (you are a superhero in that game afterall).


you discover a button in the tropical zone covered with slugs next 
to a locked elivator door, and a flask with some white christals. 
putting the white stuff on the slugs kills some of them, but more 
slither on top, so you need to get more salt.


one zone is sea, so you go to the sea zone. one item you have is a 
large dome  (actually a broken observation shelter), which you can 
fill with water. You then need to take the full dome to the desert 
and leave it in the sun. In the desert is a y shaped cactus (this 
confused me a bit at first), and another item you have at this point 
is a lense from a broken teliscope which you slot into the cactus to 
focus sunlight onto the sea water.


A couple turns later and bingo, you have salt, which you can then 
collect in the flask to take to the tropical area to kill the slugs.


This was a puzle I took some time on, exploring, working out what 
needed doing and what item did what, but the solution just required 
an application of logical principles and a use of what you found.
No weerd commands, no instances of your character being stupid, just 
streight forward looking at the problem and considdering a solution 
which imho made for a good puzle.


I think this is my problem with a lot of if, particularly the early 
zork and collossal cave type affairs.


oh, so I was supposed to open the rusty lock by using the grane to 
lure the mother ostridge away from her nest, stealing an egg, taking 
it to the construction site and putting it under a steam hammer, 
annoying the monkey in a tree until it throws a coconut at me, 
smashing the coconut in half with the steam powered gillertene then 
picking up the yoke in the half coconut, piling the lose news paper 
near the sparking ellectric lead until it catches fire, then cooking 
the ostridge egg yoke in the half coconut until it turns to fried 
egg which I can then smear on the lock to grease it   how 
stupid of me not to guess!


A made up example this is, but I have seen games with puzles just as 
convoluted as this, and while I love explirng a world and history, 
meeting it's characters and interacting in it's plot, having this 
type of frustrating, convoluted riddle which most of the time just 
stops me frome xploring and causes me frustration I find actually 
puts me off games.


I suppose it's a balance and a fine line, but a lot of If I've tried 
does seem to get it wrong.


If I find is one of these things that is fantastic when it's good, 
but really quite dire when it isn't.


This is also why I'm a fan of limited parza or commands, sinse that 
insures the player can experiment more easily and thus is likely to 
be able to find the solutions to complex puzles just by trying 
things out, where as having to specifically type instructions just 
seems to make such experimentation more and more difficult given how 
imprecise english is.


Beware the Grue!

Dark.

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trouble

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Re: [Audyssey] Creating Adventure Games

2011-02-20 Thread Lisa Hayes

and where can I get this game from please? thanks.
Lisa Hayes




www.nutrimetics.com.au/lisahayes

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, February 21, 2011 5:05 AM
Subject: Re: [Audyssey] Creating Adventure Games



Hi Michael,

Michael wrote:

  Yeah, I found myself stuck 3 moves into Heroine's Mantle, trying
to get off the stoopid pier, after trying to do everything up to and
including raping the statue and cannibalizing the dead parents on the
docks, so I eventually pitched that game...

My responce:

Rotf! Yeah, Heroin's Mantle is pretty difficult the first time
through. However, Im sure someone has a walkthrough somewhere to help
you get passed some of the more complicated puzzles. Its so long since
I've tried that one I don't even remember how to get off the pier, but
I can say that it was pretty obscure. It took me a couple of days to
figure out the puzzle. So you aren't alone doing a few hours of
banging your head against a wall trying to think of the right answer
to some of these puzzles. I think that this element is one of the
reasons some people play them. They like the mystery and frustration
of cracking the puzzle.

Cheers!

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Re: [Audyssey] Creating Adventure Games

2011-02-20 Thread Lisa Hayes

It's a tap in Australia as well I find fill cup would be cool.
Lisa Hayes




www.nutrimetics.com.au/lisahayes

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, February 21, 2011 9:56 AM
Subject: Re: [Audyssey] Creating Adventure Games



Hi Dark,

Dark wrote:

You find a cup, but the game simply refuses to recognize the command
put cup under
tap

My reply:

In cases like that I often times find I'm over thinking the
problem/solution. I don't know the game in question but in my
experience it usually turns out to be something as simple as
fill cup
instead of
put cup under tap
which reminds me of another issue. Over here in America I don't know
of anyone who calls the fosset a tap. If I were to try that command
I'd probably typed
put cup under fosset
because that is generally what Americans call it. Apparently over in
the U.K. people call it a tap. This difference in names for things can
result in all kinds of problems for the gamer if he doesn't come from
a country that uses that specific noun.

For instance, lets talk about a car. In America we have the hood,
trunk, windshield, etc and if I'm reading a book written by someone
from the U.K. they call those things a bonnet, boot, and windscreen
which I find absolutely weird. Oh, I can figure out what they are
talking about because a bonnet is a type of hood, windscreen sounds
close enough to windshield to take their meaning, and if someone tells
another character to put something in the boot of the car it is easy
to guess he/she is talking about the trunk.

However, these differences in language, even relatively the same
language, can make things extremely confusing. Especially, if we are
talking interactive fiction where commands are based on the developers
experience, language, and own logic when creating the game.

For example, imagine you are in a game where you have to fix someones
car in order to acquire some special item from your friend. So you go
over and type
open bonnet
and you get some message like you see no such thing. You might spend
considerable time trying this and that until you figure out the
correct command is
open hood
because the guy who wrote it is an American and the word bonnet never
occurred to him when writing his game.


Dark wrote:

I think this is my problem with a lot of if, particularly the early
zork and collossal
cave type affairs.

My reply:

Yeah, I've been there too. This is where I think beta testing could
come in handy. You could have the fill cup example from above and
someone might say I tried
put cup under tap
when the developer only has the command
put cup under fosset
in the game. He could tell the person the solution, but update the
game to accept
put cup under tap
as well. This will help work out the bugs, and would certainly resolve
all the pesky language issues too.

One of the big problems with this is we don't all think the same way.
I might try something simple like
fill cup
to begin with while you might try
put cup under tap
as your first try. Both are logical commands for the same action, but
maybe the author thought of the former and not the latter command.

Cheers!

---
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Re: [Audyssey] Creating Adventure Games

2011-02-20 Thread Thomas Ward
Hi Lisa,

You can download Heroine's Mantle from
http://www.wurb.com/if/game/1327
and don't forget to grab the solutions file. It is an extremely
complex interactive fiction title, extremely fun, but some of the
puzzles and the commands to type are pretty obscure.  As Emily Short
comments on the website it is one of those games that the good parts
are really good and the bad parts are really bad. So if you really get
stuck on something rather than quit the game look up the solution and
move on. That's how I ended up completing it in the end.

Cheers!


On 2/20/11, Lisa Hayes lhay...@internode.on.net wrote:
 and where can I get this game from please? thanks.
 Lisa Hayes




 www.nutrimetics.com.au/lisahayes

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Re: [Audyssey] Surround sound?

2011-02-20 Thread Thomas Ward
Hi Muhammed,

That all depends on if you are asking about Tomb Hunter I or Tomb Hunter II.

If you are talking about Tomb Hunter I, Mysteries of the Ancients, the
answer is no. It is a 2d side-scroller and doesn't use 5.1/7.1
surround sound audio. It only makes use of DirectSound's 2d stereo pan
control.

Now, if you are asking about Tomb Hunter II the answer is yes. Tomb
Hunter II is a full skaled 3d adventure with 3d levels, 5.1 surround
sound audio, and is planned to take place in Egypt. However, part of
this will largely depend on Philip updating Streemway over to XAudio2
since it has superior 5.1 surround sound support. If not I'll likely
have to include 5.1 surround sound support by wrapping XAudio2 myself.

Cheers!

On 2/20/11, Shiny protector muhamme...@googlemail.com wrote:
 Hi Thomas,
 #Will I be able to play Tomb hunter using surround sound headphones like
 5.11 or 7.11 surround sound headphones? Thanks.
 ---
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Re: [Audyssey] Creating Adventure Games

2011-02-20 Thread Hayden Presley
Hi,
Yeah--Andy Phillips is great. I have all four of his titles. There are
sertainly a couple of nasty bits in Heroine, such as the clocktower.

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Sunday, February 20, 2011 7:57 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Creating Adventure Games

Hi Lisa,

You can download Heroine's Mantle from
http://www.wurb.com/if/game/1327
and don't forget to grab the solutions file. It is an extremely
complex interactive fiction title, extremely fun, but some of the
puzzles and the commands to type are pretty obscure.  As Emily Short
comments on the website it is one of those games that the good parts
are really good and the bad parts are really bad. So if you really get
stuck on something rather than quit the game look up the solution and
move on. That's how I ended up completing it in the end.

Cheers!


On 2/20/11, Lisa Hayes lhay...@internode.on.net wrote:
 and where can I get this game from please? thanks.
 Lisa Hayes




 www.nutrimetics.com.au/lisahayes

---
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Re: [Audyssey] Creating Adventure Games

2011-02-20 Thread Hayden Presley
Hi,
I can find another word issue game. The conbined Zork (the one that has you
in the ZorkI dungeon but with other features from ZorkII and ZorkIII, in
particular the endgame) has a major one. When I get to the box (the one that
moves you to the door of the dungeon master, the correct term is not enter
mirror or enter box or enter opening. No, it's just enter. I really
see no logic for that at all.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Lisa Hayes
Sent: Sunday, February 20, 2011 6:54 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Creating Adventure Games

It's a tap in Australia as well I find fill cup would be cool.
Lisa Hayes




www.nutrimetics.com.au/lisahayes

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, February 21, 2011 9:56 AM
Subject: Re: [Audyssey] Creating Adventure Games


 Hi Dark,

 Dark wrote:

 You find a cup, but the game simply refuses to recognize the command
 put cup under
 tap

 My reply:

 In cases like that I often times find I'm over thinking the
 problem/solution. I don't know the game in question but in my
 experience it usually turns out to be something as simple as
 fill cup
 instead of
 put cup under tap
 which reminds me of another issue. Over here in America I don't know
 of anyone who calls the fosset a tap. If I were to try that command
 I'd probably typed
 put cup under fosset
 because that is generally what Americans call it. Apparently over in
 the U.K. people call it a tap. This difference in names for things can
 result in all kinds of problems for the gamer if he doesn't come from
 a country that uses that specific noun.

 For instance, lets talk about a car. In America we have the hood,
 trunk, windshield, etc and if I'm reading a book written by someone
 from the U.K. they call those things a bonnet, boot, and windscreen
 which I find absolutely weird. Oh, I can figure out what they are
 talking about because a bonnet is a type of hood, windscreen sounds
 close enough to windshield to take their meaning, and if someone tells
 another character to put something in the boot of the car it is easy
 to guess he/she is talking about the trunk.

 However, these differences in language, even relatively the same
 language, can make things extremely confusing. Especially, if we are
 talking interactive fiction where commands are based on the developers
 experience, language, and own logic when creating the game.

 For example, imagine you are in a game where you have to fix someones
 car in order to acquire some special item from your friend. So you go
 over and type
 open bonnet
 and you get some message like you see no such thing. You might spend
 considerable time trying this and that until you figure out the
 correct command is
 open hood
 because the guy who wrote it is an American and the word bonnet never
 occurred to him when writing his game.


 Dark wrote:

 I think this is my problem with a lot of if, particularly the early
 zork and collossal
 cave type affairs.

 My reply:

 Yeah, I've been there too. This is where I think beta testing could
 come in handy. You could have the fill cup example from above and
 someone might say I tried
 put cup under tap
 when the developer only has the command
 put cup under fosset
 in the game. He could tell the person the solution, but update the
 game to accept
 put cup under tap
 as well. This will help work out the bugs, and would certainly resolve
 all the pesky language issues too.

 One of the big problems with this is we don't all think the same way.
 I might try something simple like
 fill cup
 to begin with while you might try
 put cup under tap
 as your first try. Both are logical commands for the same action, but
 maybe the author thought of the former and not the latter command.

 Cheers!

 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to 
 gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
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 All messages are archived and can be searched and read at
 http://www.mail-archive.com/gamers@audyssey.org.
 If you have any questions or concerns regarding the management of the 
 list,
 please send E-mail to gamers-ow...@audyssey.org. 


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Re: [Audyssey] Creating Adventure Games

2011-02-20 Thread Lisa Hayes

thanks a load.
Lisa Hayes




www.nutrimetics.com.au/lisahayes

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, February 21, 2011 12:56 PM
Subject: Re: [Audyssey] Creating Adventure Games



Hi Lisa,

You can download Heroine's Mantle from
http://www.wurb.com/if/game/1327
and don't forget to grab the solutions file. It is an extremely
complex interactive fiction title, extremely fun, but some of the
puzzles and the commands to type are pretty obscure.  As Emily Short
comments on the website it is one of those games that the good parts
are really good and the bad parts are really bad. So if you really get
stuck on something rather than quit the game look up the solution and
move on. That's how I ended up completing it in the end.

Cheers!


On 2/20/11, Lisa Hayes lhay...@internode.on.net wrote:

and where can I get this game from please? thanks.
Lisa Hayes




www.nutrimetics.com.au/lisahayes


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[Audyssey] NetHack

2011-02-20 Thread Rayette
When I click on the NetHackm application, it shows me the dungeon in symbols 
instead of words. How  do I get it to show me in words?
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Re: [Audyssey] marvel superheroes vs street fighter-was Re: marvel vs.capcom 3 menus and character screen!

2011-02-20 Thread Liam Erven
Is that on psp now? If so I want.
 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Johnny Tai
Sent: Wednesday, February 16, 2011 4:00 PM
To: Gamers Discussion list
Subject: [Audyssey] marvel superheroes vs street fighter-was Re: marvel
vs.capcom 3 menus and character screen!

On a side note here... I been playing the PS1 version of marvel vs SF on my
PSP, last night I whipped cyber akuma's behind with...guess
who...Dan...rofl!
Boy did I laugh my head off- I heard that finishing that game with Dan's
almost impossible...well, it turned out he's not so wimpy after all. 


---
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Re: [Audyssey] iPhone gaming

2011-02-20 Thread David Chittenden

Hello,

Search in the app store for choice of. A few are free, the rest cost. 
The free ones are shorter games.


David Chittenden, MSc, CRC, MRCAA
Email: dchitten...@gmail.com


On 2/21/2011 6:40 AM, Charles Rivard wrote:
You have text adventure games that work on your iPhone?  Are there any 
problems with Voice-Over?  I'd like to find out more, either on or off 
list. Thanks.


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, February 20, 2011 1:16 AM
Subject: Re: [Audyssey] Creating Adventure Games



Hello,

After some discussions about various interfaces which I was recently 
involved in, I would be keen on both first letter menu activation, 
and a generic key which would bring up all of the possible commands; 
like the alt key in windows.


As I have an iPhone, I would love to see more text adventure games in 
that format. Note that many of the current text adventure games which 
I have on my iPhone give a list of choices which you double or split 
tap to select your choice and then you tap the proceed button.


David Chittenden, MSc, CRC, MRCAA
Email: dchitten...@gmail.com



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Re: [Audyssey] iPhone gaming

2011-02-20 Thread Zachary Kline
Not to mention frotz for the iPhone, which is free and quite accessible with VO.
On Feb 20, 2011, at 8:21 PM, David Chittenden wrote:

 Hello,
 
 Search in the app store for choice of. A few are free, the rest cost. The 
 free ones are shorter games.
 
 David Chittenden, MSc, CRC, MRCAA
 Email: dchitten...@gmail.com
 
 
 On 2/21/2011 6:40 AM, Charles Rivard wrote:
 You have text adventure games that work on your iPhone?  Are there any 
 problems with Voice-Over?  I'd like to find out more, either on or off list. 
 Thanks.
 
 ---
 Laughter is the best medicine, so look around, find a dose and take it to 
 heart.
 - Original Message - From: David Chittenden dchitten...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, February 20, 2011 1:16 AM
 Subject: Re: [Audyssey] Creating Adventure Games
 
 
 Hello,
 
 After some discussions about various interfaces which I was recently 
 involved in, I would be keen on both first letter menu activation, and a 
 generic key which would bring up all of the possible commands; like the alt 
 key in windows.
 
 As I have an iPhone, I would love to see more text adventure games in that 
 format. Note that many of the current text adventure games which I have on 
 my iPhone give a list of choices which you double or split tap to select 
 your choice and then you tap the proceed button.
 
 David Chittenden, MSc, CRC, MRCAA
 Email: dchitten...@gmail.com
 
 
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Re: [Audyssey] marvel superheroes vs street fighter-was Re: marvelvs.capcom 3 menus and character screen!

2011-02-20 Thread Johnny Tai
You can play psx games on psp, just download onto the machine like you would 
a PSP game.

No one ever kicked ass by saying I can't.

Johnny ST Tai
LIVE AND WALK WITH CONFIDENCE.
Interpersonal and Social Relationship Counselling- call or email to book 
your appointment today!

*Also Offering Private Self Defense Training!*

johnnyti...@shaw.ca

1-604-275-2795

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Listen to, or buy our music at:

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http://www.cdbaby.com/thecat

http://www.mynoisyplanet.com/TheCAT.

http://www.cdbaby.com/thecat2

http://www.rhythmqwest.com/thecat

Watch our videos at:

http://www.youtube.com/watch?v=tcer-Qboz24

http://www.youtube.com/watch?v=ycuQZ7OT2yA

Check out my writings at:

http://www.alteraeon.com/fanfic/

http://www.authorsden.com/visit/viewpoetry_all.asp?Authorid=10366

http://www.fictionpress.com/u/330245/JSTiger

Not perfect, but honorable.
Not wealthy, but very happy.
Not successful, but confident.
Not famous, but popular.
- Original Message - 
From: Liam Erven liamer...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, February 20, 2011 7:51 PM
Subject: Re: [Audyssey] marvel superheroes vs street fighter-was Re: 
marvelvs.capcom 3 menus and character screen!




Is that on psp now? If so I want.


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Johnny Tai
Sent: Wednesday, February 16, 2011 4:00 PM
To: Gamers Discussion list
Subject: [Audyssey] marvel superheroes vs street fighter-was Re: marvel
vs.capcom 3 menus and character screen!

On a side note here... I been playing the PS1 version of marvel vs SF on 
my

PSP, last night I whipped cyber akuma's behind with...guess
who...Dan...rofl!
Boy did I laugh my head off- I heard that finishing that game with Dan's
almost impossible...well, it turned out he's not so wimpy after all.


---
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Re: [Audyssey] marvel superheroes vs street fighter-was Re:marvelvs.capcom 3 menus and character screen!

2011-02-20 Thread Liam Erven
Right. But you can only download the ones that are on the psn store last I
checked.
 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Johnny Tai
Sent: Sunday, February 20, 2011 10:52 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] marvel superheroes vs street fighter-was
Re:marvelvs.capcom 3 menus and character screen!

You can play psx games on psp, just download onto the machine like you would
a PSP game.
No one ever kicked ass by saying I can't.

Johnny ST Tai
LIVE AND WALK WITH CONFIDENCE.
Interpersonal and Social Relationship Counselling- call or email to book
your appointment today!
*Also Offering Private Self Defense Training!*

johnnyti...@shaw.ca

1-604-275-2795

http://hubpages.com/profile/Johnny+ST.+Tai

Listen to, or buy our music at:

http://www.musicsubmit.com/thecat

http://www.cdbaby.com/thecat

http://www.mynoisyplanet.com/TheCAT.

http://www.cdbaby.com/thecat2

http://www.rhythmqwest.com/thecat

Watch our videos at:

http://www.youtube.com/watch?v=tcer-Qboz24

http://www.youtube.com/watch?v=ycuQZ7OT2yA

Check out my writings at:

http://www.alteraeon.com/fanfic/

http://www.authorsden.com/visit/viewpoetry_all.asp?Authorid=10366

http://www.fictionpress.com/u/330245/JSTiger

Not perfect, but honorable.
Not wealthy, but very happy.
Not successful, but confident.
Not famous, but popular.
- Original Message -
From: Liam Erven liamer...@gmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, February 20, 2011 7:51 PM
Subject: Re: [Audyssey] marvel superheroes vs street fighter-was Re: 
marvelvs.capcom 3 menus and character screen!


 Is that on psp now? If so I want.


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Johnny Tai
 Sent: Wednesday, February 16, 2011 4:00 PM
 To: Gamers Discussion list
 Subject: [Audyssey] marvel superheroes vs street fighter-was Re: marvel
 vs.capcom 3 menus and character screen!

 On a side note here... I been playing the PS1 version of marvel vs SF on 
 my
 PSP, last night I whipped cyber akuma's behind with...guess
 who...Dan...rofl!
 Boy did I laugh my head off- I heard that finishing that game with Dan's
 almost impossible...well, it turned out he's not so wimpy after all.


 ---
 Gamers mailing list __ Gamers@audyssey.org If you want to leave the list,
 send E-mail to gamers-unsubscr...@audyssey.org.
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 All messages are archived and can be searched and read at
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 If you have any questions or concerns regarding the management of the 
 list,
 please send E-mail to gamers-ow...@audyssey.org.


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 list,
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Re: [Audyssey] marvel superheroes vs street fighter-wasRe:marvelvs.capcom 3 menus and character screen!

2011-02-20 Thread Johnny Tai
If you got the original game, you can rip the image onto the comp and then 
load it onto your PSP that way.

No one ever kicked ass by saying I can't.

Johnny ST Tai
LIVE AND WALK WITH CONFIDENCE.
Interpersonal and Social Relationship Counselling- call or email to book 
your appointment today!

*Also Offering Private Self Defense Training!*

johnnyti...@shaw.ca

1-604-275-2795

http://hubpages.com/profile/Johnny+ST.+Tai

Listen to, or buy our music at:

http://www.musicsubmit.com/thecat

http://www.cdbaby.com/thecat

http://www.mynoisyplanet.com/TheCAT.

http://www.cdbaby.com/thecat2

http://www.rhythmqwest.com/thecat

Watch our videos at:

http://www.youtube.com/watch?v=tcer-Qboz24

http://www.youtube.com/watch?v=ycuQZ7OT2yA

Check out my writings at:

http://www.alteraeon.com/fanfic/

http://www.authorsden.com/visit/viewpoetry_all.asp?Authorid=10366

http://www.fictionpress.com/u/330245/JSTiger

Not perfect, but honorable.
Not wealthy, but very happy.
Not successful, but confident.
Not famous, but popular.
- Original Message - 
From: Liam Erven liamer...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, February 20, 2011 8:55 PM
Subject: Re: [Audyssey] marvel superheroes vs street 
fighter-wasRe:marvelvs.capcom 3 menus and character screen!




Right. But you can only download the ones that are on the psn store last I
checked.


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Johnny Tai
Sent: Sunday, February 20, 2011 10:52 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] marvel superheroes vs street fighter-was
Re:marvelvs.capcom 3 menus and character screen!

You can play psx games on psp, just download onto the machine like you 
would

a PSP game.
No one ever kicked ass by saying I can't.

Johnny ST Tai
LIVE AND WALK WITH CONFIDENCE.
Interpersonal and Social Relationship Counselling- call or email to book
your appointment today!
*Also Offering Private Self Defense Training!*

johnnyti...@shaw.ca

1-604-275-2795

http://hubpages.com/profile/Johnny+ST.+Tai

Listen to, or buy our music at:

http://www.musicsubmit.com/thecat

http://www.cdbaby.com/thecat

http://www.mynoisyplanet.com/TheCAT.

http://www.cdbaby.com/thecat2

http://www.rhythmqwest.com/thecat

Watch our videos at:

http://www.youtube.com/watch?v=tcer-Qboz24

http://www.youtube.com/watch?v=ycuQZ7OT2yA

Check out my writings at:

http://www.alteraeon.com/fanfic/

http://www.authorsden.com/visit/viewpoetry_all.asp?Authorid=10366

http://www.fictionpress.com/u/330245/JSTiger

Not perfect, but honorable.
Not wealthy, but very happy.
Not successful, but confident.
Not famous, but popular.
- Original Message -
From: Liam Erven liamer...@gmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, February 20, 2011 7:51 PM
Subject: Re: [Audyssey] marvel superheroes vs street fighter-was Re:
marvelvs.capcom 3 menus and character screen!



Is that on psp now? If so I want.


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Johnny Tai
Sent: Wednesday, February 16, 2011 4:00 PM
To: Gamers Discussion list
Subject: [Audyssey] marvel superheroes vs street fighter-was Re: marvel
vs.capcom 3 menus and character screen!

On a side note here... I been playing the PS1 version of marvel vs SF on
my
PSP, last night I whipped cyber akuma's behind with...guess
who...Dan...rofl!
Boy did I laugh my head off- I heard that finishing that game with Dan's
almost impossible...well, it turned out he's not so wimpy after all.


---
Gamers mailing list __ Gamers@audyssey.org If you want to leave the list,
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Re: [Audyssey] NetHack

2011-02-20 Thread David Chittenden

Hello,

NetHack always shows in symbols. There is a line of text which tells you 
what something is when you get to it.


David Chittenden, MSc, CRC, MRCAA
Email: dchitten...@gmail.com


On 2/21/2011 4:26 PM, Rayette wrote:

When I click on the NetHackm application, it shows me the dungeon in symbols 
instead of words. How  do I get it to show me in words?
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Re: [Audyssey] Creating Adventure Games

2011-02-20 Thread Thomas Ward
Hi,

Yeah, tell me about it. That guy likes to keep you guessing. At times
in his games you litterally have to think several moves ahead. Which
is a problem if you are playing through the first time because you
dont' know that you've royally screwed up until you blundered into it
up to your eyeballs. Still they are great games if someone is
interested in interactive fiction that is above average.

On 2/20/11, Hayden Presley hdpres...@hotmail.com wrote:
 Hi,
 Yeah--Andy Phillips is great. I have all four of his titles. There are
 sertainly a couple of nasty bits in Heroine, such as the clocktower.

 Best Regards,
 Hayden


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Re: [Audyssey] NetHack

2011-02-20 Thread Thomas Ward
Hi,

Well, what you are seeing is the text art displaying a visual
representation of the map. If you keep scrolling down eventually you
will find the text. Its been a while since I've played NetHack, but I
know you can get past all that text art junk and get to the text by
scrolling down until you get to it.

Cheers!


On 2/20/11, Rayette kayray1...@gmail.com wrote:
 When I click on the NetHackm application, it shows me the dungeon in symbols
 instead of words. How  do I get it to show me in words?
 ---
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Re: [Audyssey] Creating Adventure Games

2011-02-20 Thread Lisa Hayes

and what other titles has he written?
Lisa Hayes




www.nutrimetics.com.au/lisahayes

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, February 21, 2011 5:49 PM
Subject: Re: [Audyssey] Creating Adventure Games



Hi,

Yeah, tell me about it. That guy likes to keep you guessing. At times
in his games you litterally have to think several moves ahead. Which
is a problem if you are playing through the first time because you
dont' know that you've royally screwed up until you blundered into it
up to your eyeballs. Still they are great games if someone is
interested in interactive fiction that is above average.

On 2/20/11, Hayden Presley hdpres...@hotmail.com wrote:

Hi,
Yeah--Andy Phillips is great. I have all four of his titles. There are
sertainly a couple of nasty bits in Heroine, such as the clocktower.

Best Regards,
Hayden



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Re: [Audyssey] Creating Adventure Games

2011-02-20 Thread Frost
On Sun, Feb 20, 2011 at 05:56:03PM -0500, Thomas Ward wrote:
 which reminds me of another issue. Over here in America I don't know
 of anyone who calls the fosset a tap.

[My Reply:]
Hi Thomas,

Well, if the game author is conversant enough to know each form, 
maybe they could write something to take either noun?

If (Open .or. Raise) .and. (hood .or bonnet) then car-explodes

...for instance.  Then both sides of the pond are covered.

Michael

--
Linux User: 177869 # Powered By: Intel # http://rivensight.dyndns.org
  Postings Copyrighted 2010-2011 by: Michael Ferranti


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Re: [Audyssey] Surround sound?

2011-02-20 Thread burakyuksek

Hi Thomas and all,
Where is toomb hunter 2?
saygilar sevgiler.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, February 21, 2011 4:36 AM
Subject: Re: [Audyssey] Surround sound?



Hi Muhammed,

That all depends on if you are asking about Tomb Hunter I or Tomb Hunter 
II.


If you are talking about Tomb Hunter I, Mysteries of the Ancients, the
answer is no. It is a 2d side-scroller and doesn't use 5.1/7.1
surround sound audio. It only makes use of DirectSound's 2d stereo pan
control.

Now, if you are asking about Tomb Hunter II the answer is yes. Tomb
Hunter II is a full skaled 3d adventure with 3d levels, 5.1 surround
sound audio, and is planned to take place in Egypt. However, part of
this will largely depend on Philip updating Streemway over to XAudio2
since it has superior 5.1 surround sound support. If not I'll likely
have to include 5.1 surround sound support by wrapping XAudio2 myself.

Cheers!

On 2/20/11, Shiny protector muhamme...@googlemail.com wrote:

Hi Thomas,
#Will I be able to play Tomb hunter using surround sound headphones like
5.11 or 7.11 surround sound headphones? Thanks.
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