Re: [Audyssey] Seamlessly upgrading DirectX

2011-03-08 Thread Philip Bennefall

Hi Thomas,

I know what you mean, and agree with you. But I also feel that it very much 
depends on what types of games you make. You, being a lover of all things 
that is 3d as far as I can gather, probably see it as a much bigger issue 
not being able to take advantage of the fabulous sound that a true 3d 
landscape can give. But personally I tend to produce games that don't 
require 3d at all or can function very well without it. I choose to do this 
as to not force my users to go out and buy additional hardware in order to 
play my game. The community is small enough as it is and sales are sparse, 
and so limiting them even further by having above average hardware 
requirements would be like shooting myself in the foot. I know for a fact 
that I would not personally go out and buy a surround sound setup to play an 
audio game. Being a hobby musician and recording engineer I spend all my 
money on improving my studio, and it'd have to be a pretty darn good game 
that could make me take money away from my next high-end microphone purchase 
to not only pay for the game itself but also to go out and get special 
gaming hardware. If you really wanted to impose the requirement of a full 3d 
setup to play your future games, you should probably have a special stereo 
mode available as well that does not use the 3d simulation features of the 
renderer since I, among others whom I've spoken to, find those a lot harder 
to comprehend when listening as compared to normal stereo.


As for OpenAl, I remember at the time that the thought of silently bundling 
it with my installer didn't even cross my mind. I was not aware that this 
was even possible back then, and so didn't look around for options. Might be 
a good thing that I didn't, though, or I wouldn't have Streemway. Smile.


Kind regards,

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

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, March 08, 2011 8:37 AM
Subject: Re: [Audyssey] Seamlessly upgrading DirectX


Hi Philip,

Philip wrote:

How does OpenAl handle 3d simulation with normal headphones? I found
that to be the
main issue with the 3d rendering in DirectSound. It gave a very poor
experience for
those who did not actually have a 5.1 setup which I do not, and I
believe most people
will be using stereo either through headphones or speakers.

My reply:

Well, unfortunately not very well I'm afraid. That's the problem with
FMOD, OpenAL, DirectSound, etc. In order to get high quality 3d
virtual audio you have to have the hardware to do it. Either a set of
5.1 headphones such as I have, or go out and buy yourself a set of 5.1
surround sound speakers. The proper hardware is really a requirement
if you plan to get true 3d virtualization using OpenAL, XAudio2, FMOD,
whatever. Which is really the source of the problem for us as game
developers.

The ggaming technologies are litterally growing by leaps and bounds
and weather you are using Linux, Mac OS, or Windows there are decent
APIs that render pretty realistic 5.1 surround sound. The problem is
that computers don't ship with a set of Creative Labs 5.1 pro gaming
speakers etc so in order to get the kind of speakers you need that is
another $75 to $99 investment which most gamers won't bother paying
for unless they have a need for it which creates a kind of chicken and
egg situation.

Gamers won't buy 5.1 surround sound speakers or headphones because at
present there aren't that many games that really need it. On the other
hand developers such as you and I hesitate to include 5.1 surround
sound in our games because if they don't have the hardware to begin
with there is no reason to bother with it. they won't hear it, and if
anything it won't sound that good on a ordinary set of stereo speakers
or headphones. I don't really know what to do about that myself,
because it seams like a case of darned if you do and darned if you
don't.

Philip wrote:

I did look at OpenAl a few years ago before I decided to have
Streemway developed,
but got discouraged by the fact that it could not be bundled in with the 
game as

far as I could gather at the time.

My reply:

Hmmm..I don't know about that. As far as I know there is no
restriction of bundling OpenAL with your product as long as you
provide a copy of the end user license agreement for it. Plus there
are now two different branches of OpenAL now. there is a copy of
OpenAL, the original version hosted and maintained by Creative Labs,
and another one called OpenAL Soft. OpenAL Soft is the version run on
Linux and Mac OS as their version his being regularly updated, and is
the version I would use for development since it appears to be better
maintained/updated.

As far as redistribution goes I'm not sure what you read to give you
that impression that it can't be bundled with a product. I know with
Linux apps there is a very good reason why they would be seperate
packages/installers because it 

Re: [Audyssey] here I go again

2011-03-08 Thread burakyuksek

I think search party is hard. I don't understand how to play.
saygilar sevgiler.
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 07, 2011 9:32 PM
Subject: Re: [Audyssey] here I go again


Fair enough, their not actually mine either, but you might enjoy search 
party and chainlink, as well as jim's hangman and the 7-128 games.


I can also recommend bg crossword from spoonbill, I'm terrible at grid 
like scrabble puzles myself, but bg crossword handles all the moves for 
you just leaving you to guess the clues.


Beware the grue!

Dark.
- Original Message - 
From: Lelia Struve leliastr...@samobile.net

To: gamers@audyssey.org
Sent: Monday, March 07, 2011 6:42 PM
Subject: Re: [Audyssey] here I go again


You know the one i like too is the all in play word games. I'm not a fan 
of grids and such so any word games that has to do with grids mazes and 
such aren't my cup of tea.


Hmm tea? Its cold, misty snowy maybe a cup of tea is in order?


Original message:

HI Lellia.


To be honest I'm less certain about bsc's wordstrain games, sinse 
similar,

or indeed better versions of many of those games can be found for free.



For instance, there are the games from
http://www.omninet.net.au/~irhumph/blindgamers.htm which include a 
number of
word games, and brainiac which functions rather like the word replica 
game.


Then, there are the two dan Z titles chainlink and search party which 
are
now freeware and can be found on www.usagamesinteractive.com, not to 
mention

Jim kitchin's hangman and concentration found at www.kitchinsinc.net.



You might also want to check out www.7-128.com which offer a number of
accessible word games involving deffinitions and unscrambling words 
which

don't cost much.


This isn't to say you shouldn't buy the bsc games, just if your 
interested
in word games, there are many others around some of which may offer 
similar

or possibly even superior gameplay to bsc's.


I for instance am a big fan of bg brainiac, which in concentration but 
with
many different modes and interesting point scoring, thus making word 
replica

a trifle superfluous to me.



Beware the grue!



Dark.
- Original Message -
From: Lelia Struve leliastr...@samobile.net
To: gamers@audyssey.org
Sent: Monday, March 07, 2011 5:21 PM
Subject: [Audyssey] here I go again




I did it!!! I just couldn't help it!!!
I actually as I said before wrote to BSC support and got an email back, 
so

what did I do?
I downloaded and tried Wordstrain vol 2 and I like it so far, I can't 
get

that till next month, but since I liked vol 2 I figured and hope I will
like vol 1 so I bought it yay now waiting for the ID so I can play.
Word games here I come.
thanks to BSC for getting back to me so quickly.



--
Lelia



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www.serotek.com to learn more about accessibility anywhere.




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Re: [Audyssey] problem installing all in play software under windows 7.

2011-03-08 Thread Thomas Ward
Hi John,

Couldn't agree with you more. There are a number of problems and
issues with Jaws that Freedom Scientific has refused to address for
one reason or another. Many of them are in Jaws 12, and were reported
as early as Jaws 10 and Jaws 11. One of the bugs I know they haven't
fixed for sure is on Windows seven if you open a directory it
incorrectly identifies how many icons, files, or folders are in the
directory. I reported this to support back when JFW 11 came out, and
Jaws 12 comes out and the bug is still there. That's one reason I let
my SMA run out, and have no plans to upgrade the screen reader again.
FS has a terrible product, and the issues you have with Jaws and Java
is just a drop in the bucket.

Cheers!


On 3/7/11, John Bannick jbann...@7128.com wrote:
 Alex and others,

 Despite Freedom Scientific's claims, JAWS appears not to fully support
 64-bit Windows, either Windows 7 or Vista.

 Our company encountered this in 2010 specific to programs written in
 Java, but I suspect the problem is wider.

 We did extensive research on this when JAWS stopped speaking our games
 when running under 64-bit Windows 7.

 FS tech support told us in March of 2010,  The issue currently is the
 accessibility bridge not loading as it should in the Windows 64 bit
 environment.

 John Oliviera, a colleague who runs the Mass. Council for the Blind,
 told me: FS is well aware of the problem but they only do what they
 can. They would like major companies to pay them to solve the specific
 problems but most have refused to pay because it can be costly.

 Another colleague said that he'd notified FS of this problem in June of
 2009 re 64-bit Vista.

 The general problem seems to be JAWS not looking in the 64-bit systems
 directory for stuff it needs.

 The symptom can be either JAWS speaking just the Windows title bars and
 keystrokes, or being totally silent.

 BTW. Our tests showed that NVDA works just fine on 64-bit Windows.

 Again, I suspect their bug affects more than just Java.

 However, there's a bigger implication than just for games.
 Say you rely on a software tool for your job.
 And you rely on JAWS.
 Then I.T. comes in and upgrades you to 64-bit Windows 7.
 You can't do your job.

 In any event, for our own stuff we're relying on SAPI voices and just
 using what remains of JAWS as a nice-to-have.

 I personally think that FS is shooting themselves in the foot. Based on
 the evidence, and my 30+ years of software engineering experience, this
 does not look like a tough problem to fix.

 John Bannick
 CTO
 7-128 Software






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Re: [Audyssey] 3d Velocity Playthrough

2011-03-08 Thread burakyuksek

Hi,
Can you send a recording please?
saygilar sevgiler.
- Original Message - 
From: Tj Squires t...@tjsquires.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, March 08, 2011 1:10 AM
Subject: [Audyssey] 3d Velocity Playthrough



Hello all,

Tonight, on the jammin Jerry Radio Network at 10:00 Eastern time join 
Munawar and I for a live show about TDV!  Also, I will be attempting to 
beat the game in three hours.  Failing this, I will be attempting to get 
as far through it as I possibly can.


For those of you that do not own the game, JJRN is running a contest from 
now until next Friday, in which a licenced copy of TDV is the main prize! 
If you do not own the game, yet wish to, visit jjrn.net and click on the 
contest page to find out how to enter!


I hope to see you there!

Tj

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Re: [Audyssey] Request for a programmer

2011-03-08 Thread Jacob Kruger
Something like this would be relatively simple/easy to do, including using 
something as simple as javascript (again my one approach to platform 
independence), but it also really depends on whether the relative value sets 
change much, in other words, how many affecting factors there are apart from 
just entering/choosing some simple values/things, and this is partly since 
if I wanted to implement something like this in javascript, since it's only 
client side, it would mean I would basically hard code these into the 
source, etc.


The whole idea sort of reminds me of how me and my friends handle things 
like combat situations, skills usage, etc. when doing some actual RPG this 
side.


Stay well

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

- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, March 08, 2011 5:16 AM
Subject: Re: [Audyssey] Request for a programmer



Really it would depend upon how much of the process you want to automate.

At the moment the process goes like this:

1, your told the combat value of an attacker (or yourself), in the text.

2: you decide (or make a roll for if it's an npc), what type of attack to 
use, thrust, sweep, charge, or strike and look up the difficulty of making 
that attack on a table relative to the combat value of your opponent.


3: you decide (or roll for), what part of your opponent to attack, head, 
torso or limbs, and look up the difficulty of making that type of attack 
on a similar table.


4: you then add these two numbers together and roll 2 D6, if the number is 
less than the difficulty you've made a successful attack.


5: If the attack is successful you look on yet another table to gett the 
difficulty of defending against that type of attack.


6: you then either decide or roll for the type of defense used and compare 
it on another table against the type of attack.


7: you add these two numbers together and roll 2 D6, a roll of less means 
the defense has been successful.


8: if the attack succeeds and the defense fails, you then look up on the 
damage table to see what damage that type of attack at that body part 
does.


There are also some rules for adding modifyers for the size of opponent 
and environment of the combat but sinse these are fairly basic editions 
and don't involve tables I don't think they need worrying about.


My main concern is all the looking up on tables.

If you could enter the combat value, type of attack, targit of the attack 
and type of defense, and get the attack difficulty, defense difficulty and 
damage, this woulod make life significantly easier,  heck, you could 
automate the hole process and do the D6 rolls for success or failure 
though I imagine this would be a good deal more complex.


While I think this is a good system,  there are even rules for adding 
modifyers to the difficulty of certain attacks or opponents in different 
environments such as narrow passages or with particular sized opponents 
(though these don't involve tables just some basic pluss and minus to 
attack and defense difficulty), I do think this is a case where automating 
these tables could vastly speed up the process.


The tables are fairly small, the combat value ones for attack type and 
defense type are eleven x 3, and all the others are 3 x 4, but stil it is 
a rather long winded process when going sequencially and one I think a 
computer could do far better than a human at many points.


Beware the grue!

Dark.

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Re: [Audyssey] Seamlessly upgrading DirectX

2011-03-08 Thread Thomas Ward
Hi Philip,

Philip wrote:

I know what you mean, and agree with you. But I also feel that it very
much depends
on what types of games you make. You, being a lover of all things that
is 3d as far
as I can gather, probably see it as a much bigger issue not being able
to take advantage
of the fabulous sound that a true 3d landscape can give.

My reply:

Very true. I think my love of3d first-person and third-person games
has to do with the fact that by the 1990's I was both sighted and was
playing games like Quake, Doom, Tomb Raider, Jedi Knight, Elite Force,
etc on a regular basis. Quite naturally I got use to that style of
game, and after I lost my sight they happened to be the most
inaccessible from a gaming standpoint. I was very excited when GMA
produced Shades of Doom, because they proved it was possible to create
those kinds of games and make them relatively accessible to a blind
gamer. That's when I really began to seriously think about creating my
own games, because I understood if I didn't do it I doubted many
others would really produce games I would like.

For instance, let's look at Q9 for a moment. Don't get me wrong I like
the game, but it is a bit on the simplistic side from my point of
view. It sort of reminds me of the old walk along beat-m-up arcade
games from the 1980's where you basically walked along beat up a thug,
enemy ninja, alien, whatever and then walked along until the next
enemy appeared. Once and a while there were traps and things like that
to avoid/jump over too. While that style of game isn't bad, many of
them are quite famous, all the same they really went out of fassion in
the late 80's and early 90's. By the mid 90's everything had gone from
the 2d platformers to first-person and third-person and really added a
totally different dimention to gaming. Which was exactly where I was
when I lost my sight.

So you are right. I am especially hit hard by the fact I'm probably
one of the only accessible game developers willing to spend the time
and money on 5.1 surround sound. That doesn't mean my customers are
though which really puts me in something of a bind. I can use a
generic pan control which works for stereo setups, but just doesn't
sound the same and is a tad bit infurior for me since I've put a few
hundred into getting a high quality audio setup for games.

Philip wrote:

I choose to do this as to not force my users to go out and buy
additional hardware
in order to play my game. The community is small enough as it is and
sales are sparse,
and so limiting them even further by having above average hardware
requirements would
be like shooting myself in the foot.

My reply:

Yes, I know. As it happens the Windows release of MOTA 3D which is
still in production currently uses only stereo and 3d for that exact
reason. I realise in order to sell it someone has to have the proper
equipment/hardware and why put extra work into 3d audio if 99% of the
community can't even use it anyway. Plus as has bmentioned DirectSound
and Windows 7 don't exactly get along together and the 3d audio
doesn't work correctly on Win Vista/Windows 7. So I've decided to hold
off on 3d audio until I have access to something like XAudio2. At that
time I'll decide what to do. Probably it will have to offer both
stereo and 3d virtualization depending on the persons setup as you
said.

Cheers!

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Re: [Audyssey] Seamlessly upgrading DirectX

2011-03-08 Thread Philip Bennefall

Hi Thomas,

Oh Q9 is definitely simplistic, and that was one of my goals when designing 
it. It was not initially intended to be commercial at all, it was a 
commission from the institute for the blind over here. They wanted a game 
for children aged between 10 and 14, and Q9 was the result. But by the terms 
of my contract I retained all the rights to the production, so I extended 
the game with a bunch of extra levels and a boss etc, and sold it in 
English. But when I started out I did so with the intention of creating a 
simplistic game that someone with no gaming experience whatsoever could just 
pick up and play. And I reached that goal. The game is very simple, while 
still offering some points of interest. My upcoming game, while still a 
sidescroller, is leaps and bounds above Q9 in every respect.


Personally I don't know very much about video games, and since I can't 
really play them (at least not in the same way a sighted person could), I 
don't have any particular interest in them. So while the gaming industry 
might have moved away from platformers, I still very much enjoy them and so 
I will create them. Smile.


Kind regards,

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

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, March 08, 2011 9:46 AM
Subject: Re: [Audyssey] Seamlessly upgrading DirectX


Hi Philip,

Philip wrote:

I know what you mean, and agree with you. But I also feel that it very
much depends
on what types of games you make. You, being a lover of all things that
is 3d as far
as I can gather, probably see it as a much bigger issue not being able
to take advantage
of the fabulous sound that a true 3d landscape can give.

My reply:

Very true. I think my love of3d first-person and third-person games
has to do with the fact that by the 1990's I was both sighted and was
playing games like Quake, Doom, Tomb Raider, Jedi Knight, Elite Force,
etc on a regular basis. Quite naturally I got use to that style of
game, and after I lost my sight they happened to be the most
inaccessible from a gaming standpoint. I was very excited when GMA
produced Shades of Doom, because they proved it was possible to create
those kinds of games and make them relatively accessible to a blind
gamer. That's when I really began to seriously think about creating my
own games, because I understood if I didn't do it I doubted many
others would really produce games I would like.

For instance, let's look at Q9 for a moment. Don't get me wrong I like
the game, but it is a bit on the simplistic side from my point of
view. It sort of reminds me of the old walk along beat-m-up arcade
games from the 1980's where you basically walked along beat up a thug,
enemy ninja, alien, whatever and then walked along until the next
enemy appeared. Once and a while there were traps and things like that
to avoid/jump over too. While that style of game isn't bad, many of
them are quite famous, all the same they really went out of fassion in
the late 80's and early 90's. By the mid 90's everything had gone from
the 2d platformers to first-person and third-person and really added a
totally different dimention to gaming. Which was exactly where I was
when I lost my sight.

So you are right. I am especially hit hard by the fact I'm probably
one of the only accessible game developers willing to spend the time
and money on 5.1 surround sound. That doesn't mean my customers are
though which really puts me in something of a bind. I can use a
generic pan control which works for stereo setups, but just doesn't
sound the same and is a tad bit infurior for me since I've put a few
hundred into getting a high quality audio setup for games.

Philip wrote:

I choose to do this as to not force my users to go out and buy
additional hardware
in order to play my game. The community is small enough as it is and
sales are sparse,
and so limiting them even further by having above average hardware
requirements would
be like shooting myself in the foot.

My reply:

Yes, I know. As it happens the Windows release of MOTA 3D which is
still in production currently uses only stereo and 3d for that exact
reason. I realise in order to sell it someone has to have the proper
equipment/hardware and why put extra work into 3d audio if 99% of the
community can't even use it anyway. Plus as has bmentioned DirectSound
and Windows 7 don't exactly get along together and the 3d audio
doesn't work correctly on Win Vista/Windows 7. So I've decided to hold
off on 3d audio until I have access to something like XAudio2. At that
time I'll decide what to do. Probably it will have to offer both
stereo and 3d virtualization depending on the persons setup as you
said.

Cheers! 



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Re: [Audyssey] Beat-M-Ups was Beat It Extreme

2011-03-08 Thread dark

Hi Tom.

While I appreciate your comment on ameter vs professional voice acting, I'm 
not quite as convinced the cutoff is so absolute.


The brutus recordings for tdv and the one I gave Phil for stan shunpike in 
Sarah were done on my rowland R09 voice recorder, which actually cost close 
to 200 usd when i bought it.


The actual reason I have it is so that I can record people reading me 
articals for my Phd, and thus got it as part of my original equipment grant, 
so I'm quite confident in it's mikes.


It is also small enough to carry into a quiet room away from my computer, 
though if I were doing a podcast that wouldn't obviously be possible.


i know for instance Bryan has a similar machine, and other people might as 
well, and thus would be able to approach similar levels in terms of noise 
cutoff etc.


Beware the grue!

Dark. 



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Re: [Audyssey] Request for a programmer

2011-03-08 Thread dark

Hi Jacob.

In terms of relative value sets changing, sinse the system is intended 
primarily to run with 2d6 as base dice, there isn't a lot of variation in 
value.


Combat value can range from 10 or less to 20 and over, but all other numbers 
are betwene 6 and zero.


As I said, it is basically in order to avoid all that looking up on tables 
that I think an automated system would be helpful.


Beware the grue!

Dark. 



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[Audyssey] games we'd like to play: toilet madness

2011-03-08 Thread NIcol
Plot and objective:
The game character is a wealthy citizen residing in Maryland, USA.
He loves to go out, especially to pubs.
He especially loves his beer.
One night things just went out of control.
Some suggest a person must separate drinks with a lot of water.
Well, that's exactly what this guy did.
He had 3  500 ml draft beers  separated with huge glasses of water.
You can just guess what happens next.
You're right, this guy needs the toilet urgently!
So he goes to the toilet of the pub.
He sits on it, ready to wee.
 But before he could wee, the toilet teleports him  to a forest.
There our game character is attacked by many little elves, they shoot  paint
balls at him.
Each time  you are hit by a paint ball, you lose 5 percent health.
Your character will start breathing once your health gets low.
Locate honey combs in the forest  and eat the honey to raise your health. 
Your objective here is to run to where an elve is before he can shoot a
paint ball at you  by using 3d game movement similar to shades of doom.
Once you are 1 feet away from him, your character will wee on his feet,
causing ugly warts there.
The elve sees the warts and scream  and run away, warning his mates to run
away.  Your character sees a longdrop in the distance.
Long drops are used in olden days before people invented toilets.
Your character notices that this particular long drop has a metal border
around it .Your character just thinks that this border is just there to make
it fancy .So your character sitss on the longdrop, ready to wee and there he
gets teleported again, this time you find yourself in a long underground
passage in the process of caving in.
Run with 3d game movement under the falling debree  through this passage,
occasionally ducking with control down arrow to miss big stones falling.
At the end of the passage is a door leading to a toilet.
You enter the door and  sit on the toilet and finish weeing.
Just after you finished  weeing, just  before you intend to look around to
see where the lever is to flush the toilet, the toilet teleports you to a
lawn patch. Your character will say:
ah, what a relief! My bladder is at last empty!
This  is the final level.
Here you must see how many monkeys you can catch with your net  and how many
coins you can locate and pick up  in the set time for bonus points  by using
3d game movement and spacebar to catch a monkey.



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Re: [Audyssey] games we'd like to play: toilet madness

2011-03-08 Thread burakyuksek

This is a good idea too!
saygilar sevgiler.
- Original Message - 
From: NIcol nicoljaco...@telkomsa.net

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, March 08, 2011 12:05 PM
Subject: [Audyssey] games we'd like to play: toilet madness



Plot and objective:
The game character is a wealthy citizen residing in Maryland, USA.
He loves to go out, especially to pubs.
He especially loves his beer.
One night things just went out of control.
Some suggest a person must separate drinks with a lot of water.
Well, that's exactly what this guy did.
He had 3  500 ml draft beers  separated with huge glasses of water.
You can just guess what happens next.
You're right, this guy needs the toilet urgently!
So he goes to the toilet of the pub.
He sits on it, ready to wee.
But before he could wee, the toilet teleports him  to a forest.
There our game character is attacked by many little elves, they shoot 
paint

balls at him.
Each time  you are hit by a paint ball, you lose 5 percent health.
Your character will start breathing once your health gets low.
Locate honey combs in the forest  and eat the honey to raise your health.
Your objective here is to run to where an elve is before he can shoot a
paint ball at you  by using 3d game movement similar to shades of doom.
Once you are 1 feet away from him, your character will wee on his feet,
causing ugly warts there.
The elve sees the warts and scream  and run away, warning his mates to run
away.  Your character sees a longdrop in the distance.
Long drops are used in olden days before people invented toilets.
Your character notices that this particular long drop has a metal border
around it .Your character just thinks that this border is just there to 
make
it fancy .So your character sitss on the longdrop, ready to wee and there 
he

gets teleported again, this time you find yourself in a long underground
passage in the process of caving in.
Run with 3d game movement under the falling debree  through this passage,
occasionally ducking with control down arrow to miss big stones falling.
At the end of the passage is a door leading to a toilet.
You enter the door and  sit on the toilet and finish weeing.
Just after you finished  weeing, just  before you intend to look around to
see where the lever is to flush the toilet, the toilet teleports you to a
lawn patch. Your character will say:
ah, what a relief! My bladder is at last empty!
This  is the final level.
Here you must see how many monkeys you can catch with your net  and how 
many
coins you can locate and pick up  in the set time for bonus points  by 
using

3d game movement and spacebar to catch a monkey.



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Re: [Audyssey] games we'd like to play: hospital madness

2011-03-08 Thread shaun everiss

well, I myself do like action.
Any games without action of any sort violent or otherwise need to 
have some interest.

puzzles, etc.
In the ones like the hospital, standard tests wouldn't scare me.
Maybe something like they were going to do bad things to you.
or something.
I have no idea.
Sure no violence in the games but these types are only of 3 types.
1 puzzle.
2 card casino or board.
3.   everything else.
Its a shame that paperboy was never completed but there it is I guess.
on one of the bgt forums there was a game where you practiced driving 
a car around for no reason.

totally lame and bad.
A lot of blind games have stratogy, action, puzzles and other things.
Unless they are short arcade games.
You really can't make good games without all these elements including 
violence to some extent and randomness especially.
I am just worried that in the quest to avoid violent games and games 
that are away from what people have been playing we will have loads 
of short games with small plots that won't have any substance to them.
I guess you could base a game on one element like towers of war which 
is stratogy really and only that.

Or laser attack but thats hard to base the game on one element.
I am just a player and I like games like gtc shades of doom, etc 
because you don't know always waht is comming.
Yes some stuf is static but you can be going along and then a monster 
comes you have to kill.

It may be right in your way, or hard to get to or whatever.
Saying that if people can make these types of games and make them 
interesting I have no problem playing them.
Its just that any big project needs to have loads of things to have 
replay value.

Last crusade was a simple rpg with random generator.
I don't play it that much but still do.
At 04:34 a.m. 8/03/2011, you wrote:

come on. No game is complete without zombies...
- Original Message - From: NIcol nicoljaco...@telkomsa.net
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, March 07, 2011 10:59 AM
Subject: Re: [Audyssey] games we'd like to play: hospital madness



Hi Tom
No, in this game idea, the hospital needs to do tests on the patient such as
blood tests and x-rays.
So its tests on a living patient,  not on a  dead body.
So, if the game existed, the objective would be to escape from the hospital
staff.
-Original Message-



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


The message was checked by ESET Smart Security.

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Re: [Audyssey] Seamlessly upgrading DirectX

2011-03-08 Thread shaun everiss

WELL i PLAYED A BETA OF MOTA  WHERE SFML KEPT CRASHING ON EXIT.
aS FAR AS i COULD SEE THE 3D PAN CONTROL WAS A BIT WEIRD, BUT FOR THE 
MOST PART SOUND WAS QUITE GOOD.

iTS NOT AS SMOOTH AS DIRECT SOUND.
iN SERTAIN SITUATIONS WITH SOME SOUNDCARDS LIKE IN THE GAME TEAM, 
OPENAL WILL NOT INITIALISE AT ALL.

tHOUGH i SUSPECT THIS IS THE IMPLIMENTATION AS IN MOTA IT DID.
At 10:50 a.m. 8/03/2011, you wrote:

Hi Thomas,

How does OpenAl handle 3d simulation with normal headphones? I found 
that to be the main issue with the 3d rendering in DirectSound. It 
gave a very poor experience for those who did not actually have a 
5.1 setup which I do not, and I believe most people will be using 
stereo either through headphones or speakers. I have not yet tested 
the 3d functions of XAudio2, as I primarily make sidescroller and 
adventure games. Like many others I get easily lost in the full 3d 
fps titles, not so much because I am unable to hear where things are 
located but more because I can never seem to figure out exactly how 
I'm facing and how the passages twist and turn etc, and these have 
only really been 2d games. Add yet another dimention and I have a 
feeling I'd be truly lost. Lol.


I did look at OpenAl a few years ago before I decided to have 
Streemway developed, but got discouraged by the fact that it could 
not be bundled in with the game as far as I could gather at the 
time. The user had to run yet another instalation package which made 
me decide to skip it.


Kind regards,

Philip Bennefall
- Original Message - From: Thomas Ward thomasward1...@gmail.com
To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 07, 2011 2:07 PM
Subject: Re: [Audyssey] Seamlessly upgrading DirectX


Hi,

Yes and no. It is true that OpenAL doesn't come with a stereo pan
control, but I've read a few articles on how to essentually create
your own pan control provided you are wrapping OpenAL directly. Which
I wasn't doing around beta 14/beta 15.

When I was working on betas 14/15 I thought I would try my hand at
using an open source piece of middleware called SFML highly
recommended by a lister. As it turns out SFML is buggy on Windows XP,
and the audio API for SFML doesn't expose the complete OpenAL API.
That meant I had no way to extend OpenAL and add a pan control because
it wasn't accessing it directly. The way to get around that problem is
to write your own middleware like Streemway which wraps OpenAL and you
can add a custom pan control and any custom DSP effects you want.
OpenAL is a fairly decent audio library all things considered and I
think in time with some development and experimentation I can produce
something equal to XAudio2 and Streemway once I have a chanse to write
my own middleware API.

In the mean time I'm still using SFML 1.6 for the Linux versions of my
games and the panning isn't too bad using the 3d audio control. It
just takes a bit of math to try and make it pan cleanly. However,
where it really shines is 5.1 and 7.1 surround sound. Which is mainly
what I need anyway for my FPS games.

HTH

On 3/6/11, Philip Bennefall phi...@blastbay.com wrote:

Hi Thomas,

Also, with OpenAl wouldn't you be suffering from the inferior panning
control? Or rather, the lack of one. Granted XAudio2 doesn't have one
either, but as we've discussed it is perfectly possible to build one that
works exactly as in DirectSound which is what Streemway implements. You
still get all the 3d features, of course, as well as the ability to both use
the provided effects and insert your own dsp code. Streemway exposes these
features, and so will BGT.

Kind regards,

Philip Bennefall



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Re: [Audyssey] 3d Velocity Playthrough

2011-03-08 Thread shaun everiss

THE WEBSITE FOR THIS IS?
ALSO WILL THERE BE ARCHIVES FOR THIS.
10 EASTERN IS ABOUT 3 PM FOR ME.

i AM BUSSY ALL DAY.


Hello all,

Tonight, on the jammin Jerry Radio Network at 10:00 Eastern time 
join Munawar and I for a live show about TDV!  Also, I will be 
attempting to beat the game in three hours.  Failing this, I will be 
attempting to get as far through it as I possibly can.


For those of you that do not own the game, JJRN is running a contest 
from now until next Friday, in which a licenced copy of TDV is the 
main prize!  If you do not own the game, yet wish to, visit jjrn.net 
and click on the contest page to find out how to enter!


I hope to see you there!

Tj

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[Audyssey] links for blind software titles

2011-03-08 Thread william lomas
hi all has anyone else noted the download links on 
www.blindsoftware.com
for games, ahve gone?


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Re: [Audyssey] links for blind software titles

2011-03-08 Thread dark

Hmmm William, they seem to be there now.

in the games catagory of the site at 
http://www.blindsoftware.com/Category.aspx?id=4name=Games each of the games 
has a read more link, and the download link seems to be there.


Hth.

beware the Grue!

dark.
- Original Message - 
From: william lomas will.d.lo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 07, 2011 8:35 PM
Subject: [Audyssey] links for blind software titles



hi all has anyone else noted the download links on
www.blindsoftware.com
for games, ahve gone?


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Re: [Audyssey] Seamlessly upgrading DirectX

2011-03-08 Thread Thomas Ward
Hi Shaun,

The issue with SFML crashing on exit had nothing to do with OpenAL
though. That is a bug in sfml-window.dll, and for reasons no one has
figured out it conflicts with some Windows XP vidio drivers.  However,
it works perfectly fine on the same system using Linux, and Mac OS
users haven't seen this bug either.

As for the 3d panning I explained that in a prior e-mail as well.
Basically, I was using sfml-audio.dll which was a middleware wrapper
for OpenAL. Unfortunately, sfml-audio, while decent for most uses,
doesn't completely expose the OpenAL API so someone can't just add a
pan control using SFML. However, if youwrite your own pan control for
OpenAL directly then I'm pretty sure it wouldn't be too bad.

HTH


On 3/7/11, shaun everiss sm.ever...@gmail.com wrote:
 WELL i PLAYED A BETA OF MOTA  WHERE SFML KEPT CRASHING ON EXIT.
 aS FAR AS i COULD SEE THE 3D PAN CONTROL WAS A BIT WEIRD, BUT FOR THE
 MOST PART SOUND WAS QUITE GOOD.
 iTS NOT AS SMOOTH AS DIRECT SOUND.
 iN SERTAIN SITUATIONS WITH SOME SOUNDCARDS LIKE IN THE GAME TEAM,
 OPENAL WILL NOT INITIALISE AT ALL.
 tHOUGH i SUSPECT THIS IS THE IMPLIMENTATION AS IN MOTA IT DID.

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Re: [Audyssey] Seamlessly upgrading DirectX

2011-03-08 Thread Philip Bennefall

Hi Thomas,

I don't have much trouble navigating in a game such as Monkey Business or 
Shades of Doom. I just don't find them very interesting, because I spend 
more time trying to figure out where I am going than actually doing things. 
In my mind, figuring out a maze is not enjoyable. Granted my spacial skills 
aren't the best, but this is not the primary reason why I prefer 
sidescrollers.


As for audio games not being as developed as mainstream ones, I think the 
reasons behind that are fairly obvious to both of us. Time, number of 
programmers, and money. If we had a team of perhaps 30 or 50 programmers 
working for a full 6 or 12 months on a title with a few million dollar 
budget, I am positive that we would certainly catch up. But until that 
happens, we are stuck with hobbyists, some of whom without an actual 
company, producing the games. I am currently running Blastbay Studios as a 
full time business and so am making very rapid progress on my new game, but 
at one point or another I am going to seek employment as a full time 
programmer in a regular company. When that happens, there will be very few 
games from Blastbay Studios. I will be on a similar schedule as yourself, 
where game development is only done when I have a few moments free and 
personal matters don't come in the way. Right now I can dedicate all my time 
to product development, and this is exactly my point. Until the development 
stops being a hobby and becomes the full time activity of a semi large 
company dedicated to audio games, we will be standing on pretty much the 
same spot. Sure there will be advances every now and then, but I'm guessing 
we're still roughly 20 years behind the mainstream industry. And I also fear 
that what I stated above will never happen, because there simply is not 
enough money in the community to warrent a large scale business venture. I 
am going to make one last attempt with this game and see if I can have it 
translated into either Japanese or perhaps Mandarin, as I feel that those 
are markets that have not yet been properly tapped into.


Kind regards,

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

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, March 08, 2011 1:52 PM
Subject: Re: [Audyssey] Seamlessly upgrading DirectX


Hi Philip,

Philip wrote:

Oh Q9 is definitely simplistic, and that was one of my goals when
designing it. It
was not initially intended to be commercial at all, it was a commission from 
the

institute for the blind over here.

My reply:

Oh, I see. That makes a lot of sense, and explains a lot of the behind
the scenes development of the game.
Philip wrote:

My upcoming game, while still a sidescroller, is
leaps and bounds above Q9 in every respect.

My reply:

That's nice to hear. I can't wait to check it out. Even though
side-scrollers aren't that common any more in the mainstream market I
can remember playing Megaman, Mario, Castlevania, Prince of Persia,
etc all of which had far more depth and complexity than Q9.  Which I'd
like to see games of that quality made accessible.

It isn't that I have anything against side-scrollers, but more the
fact that I can't really get into Hunter, Super Liam, Q9, etc because
they just don't live up to my standards. I can't help but compare them
to the mainstream games of the 80's and 90's I played and
unfortunately there is a lot of things that could make those games
better such as more traps, puzzles, moving platforms, perhaps a 2d
maze to crawl through, timed locks, whatever. There are hundreds of
things I know about that would be simple and easy to add, but haven't
been tried in audio games yet.At least not until MOTA which is sort of
my testbed for making some of these ideas accessible.

Philip wrote:

Personally I don't know very much about video games, and since I can't
really play
them (at least not in the same way a sighted person could), I don't
have any particular
interest in them. So while the gaming industry might have moved away
from platformers,
I still very much enjoy them and so I will create them.

My reply:

Oh, I didn't mean to say I don't like platformers, but more that there
is a big difference in game play between a 2d platformer and a big 3d
first-person game. One of the big differences is that first-person
games generally have more areas to explore, and usually the levels are
laid out as one big maze which I always find fun.

It is kind of funny alot of the VI gamers here on list say they don't
like Shades of Doom and other first-person games because they always
get lost. Its like they missed the entire point which is the levels
are intentionally laid out as a large maze. You are suppose to get
lost and have fun figuring out where to go and what to do. That's
where the replay value comes in because you have to work on the maze
for several hours perhaps days until you understand the layout of the
level and can progress further in 

Re: [Audyssey] Seamlessly upgrading DirectX

2011-03-08 Thread Hayden Presley
Hi Philip,
PersonallyIdon't have any problems with the mazes per say. My beef is that
there are nine mazes, and the ninth is the only one that really matters. The
other eight could've been 2, 10, 150, or a million and itwould amount to the
same thing.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Tuesday, March 08, 2011 7:06 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Seamlessly upgrading DirectX

Hi Thomas,

I don't have much trouble navigating in a game such as Monkey Business or 
Shades of Doom. I just don't find them very interesting, because I spend 
more time trying to figure out where I am going than actually doing things. 
In my mind, figuring out a maze is not enjoyable. Granted my spacial skills 
aren't the best, but this is not the primary reason why I prefer 
sidescrollers.

As for audio games not being as developed as mainstream ones, I think the 
reasons behind that are fairly obvious to both of us. Time, number of 
programmers, and money. If we had a team of perhaps 30 or 50 programmers 
working for a full 6 or 12 months on a title with a few million dollar 
budget, I am positive that we would certainly catch up. But until that 
happens, we are stuck with hobbyists, some of whom without an actual 
company, producing the games. I am currently running Blastbay Studios as a 
full time business and so am making very rapid progress on my new game, but 
at one point or another I am going to seek employment as a full time 
programmer in a regular company. When that happens, there will be very few 
games from Blastbay Studios. I will be on a similar schedule as yourself, 
where game development is only done when I have a few moments free and 
personal matters don't come in the way. Right now I can dedicate all my time

to product development, and this is exactly my point. Until the development 
stops being a hobby and becomes the full time activity of a semi large 
company dedicated to audio games, we will be standing on pretty much the 
same spot. Sure there will be advances every now and then, but I'm guessing 
we're still roughly 20 years behind the mainstream industry. And I also fear

that what I stated above will never happen, because there simply is not 
enough money in the community to warrent a large scale business venture. I 
am going to make one last attempt with this game and see if I can have it 
translated into either Japanese or perhaps Mandarin, as I feel that those 
are markets that have not yet been properly tapped into.

Kind regards,

Philip Bennefall
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, March 08, 2011 1:52 PM
Subject: Re: [Audyssey] Seamlessly upgrading DirectX


Hi Philip,

Philip wrote:

Oh Q9 is definitely simplistic, and that was one of my goals when
designing it. It
was not initially intended to be commercial at all, it was a commission from

the
institute for the blind over here.

My reply:

Oh, I see. That makes a lot of sense, and explains a lot of the behind
the scenes development of the game.
Philip wrote:

My upcoming game, while still a sidescroller, is
leaps and bounds above Q9 in every respect.

My reply:

That's nice to hear. I can't wait to check it out. Even though
side-scrollers aren't that common any more in the mainstream market I
can remember playing Megaman, Mario, Castlevania, Prince of Persia,
etc all of which had far more depth and complexity than Q9.  Which I'd
like to see games of that quality made accessible.

It isn't that I have anything against side-scrollers, but more the
fact that I can't really get into Hunter, Super Liam, Q9, etc because
they just don't live up to my standards. I can't help but compare them
to the mainstream games of the 80's and 90's I played and
unfortunately there is a lot of things that could make those games
better such as more traps, puzzles, moving platforms, perhaps a 2d
maze to crawl through, timed locks, whatever. There are hundreds of
things I know about that would be simple and easy to add, but haven't
been tried in audio games yet.At least not until MOTA which is sort of
my testbed for making some of these ideas accessible.

Philip wrote:

Personally I don't know very much about video games, and since I can't
really play
them (at least not in the same way a sighted person could), I don't
have any particular
interest in them. So while the gaming industry might have moved away
from platformers,
I still very much enjoy them and so I will create them.

My reply:

Oh, I didn't mean to say I don't like platformers, but more that there
is a big difference in game play between a 2d platformer and a big 3d
first-person game. One of the big differences is that first-person
games generally have more areas to explore, and usually the levels are
laid out as one big maze which I always find 

Re: [Audyssey] 3d Velocity Playthrough

2011-03-08 Thread Hayden Presley
Hi,
I tuned in and saw nothing about TDV at all.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Monday, March 07, 2011 8:04 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] 3d Velocity Playthrough

THE WEBSITE FOR THIS IS?
ALSO WILL THERE BE ARCHIVES FOR THIS.
10 EASTERN IS ABOUT 3 PM FOR ME.

i AM BUSSY ALL DAY.

Hello all,

Tonight, on the jammin Jerry Radio Network at 10:00 Eastern time 
join Munawar and I for a live show about TDV!  Also, I will be 
attempting to beat the game in three hours.  Failing this, I will be 
attempting to get as far through it as I possibly can.

For those of you that do not own the game, JJRN is running a contest 
from now until next Friday, in which a licenced copy of TDV is the 
main prize!  If you do not own the game, yet wish to, visit jjrn.net 
and click on the contest page to find out how to enter!

I hope to see you there!

Tj

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Re: [Audyssey] games we'd like to play: hospital madness

2011-03-08 Thread Hayden Presley
Hi Shaun,
Um...Paperboy was never finished? I don't recall anywhere where it says that
is the case.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Monday, March 07, 2011 3:22 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] games we'd like to play: hospital madness

well, I myself do like action.
Any games without action of any sort violent or otherwise need to 
have some interest.
puzzles, etc.
In the ones like the hospital, standard tests wouldn't scare me.
Maybe something like they were going to do bad things to you.
or something.
I have no idea.
Sure no violence in the games but these types are only of 3 types.
1 puzzle.
2 card casino or board.
3.   everything else.
Its a shame that paperboy was never completed but there it is I guess.
on one of the bgt forums there was a game where you practiced driving 
a car around for no reason.
totally lame and bad.
A lot of blind games have stratogy, action, puzzles and other things.
Unless they are short arcade games.
You really can't make good games without all these elements including 
violence to some extent and randomness especially.
I am just worried that in the quest to avoid violent games and games 
that are away from what people have been playing we will have loads 
of short games with small plots that won't have any substance to them.
I guess you could base a game on one element like towers of war which 
is stratogy really and only that.
Or laser attack but thats hard to base the game on one element.
I am just a player and I like games like gtc shades of doom, etc 
because you don't know always waht is comming.
Yes some stuf is static but you can be going along and then a monster 
comes you have to kill.
It may be right in your way, or hard to get to or whatever.
Saying that if people can make these types of games and make them 
interesting I have no problem playing them.
Its just that any big project needs to have loads of things to have 
replay value.
Last crusade was a simple rpg with random generator.
I don't play it that much but still do.
At 04:34 a.m. 8/03/2011, you wrote:
come on. No game is complete without zombies...
- Original Message - From: NIcol nicoljaco...@telkomsa.net
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, March 07, 2011 10:59 AM
Subject: Re: [Audyssey] games we'd like to play: hospital madness


Hi Tom
No, in this game idea, the hospital needs to do tests on the patient such
as
blood tests and x-rays.
So its tests on a living patient,  not on a  dead body.
So, if the game existed, the objective would be to escape from the
hospital
staff.
-Original Message-


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

The message was checked by ESET Smart Security.

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Re: [Audyssey] games we'd like to play: toilet madness

2011-03-08 Thread Hayden Presley
Hi Nicol,
Hmmm...me thinks that last level was quitea bit like...some game. Oh
wait...Monkey Business! Grin

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of burakyuksek
Sent: Tuesday, March 08, 2011 5:38 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] games we'd like to play: toilet madness

This is a good idea too!
saygilar sevgiler.
- Original Message - 
From: NIcol nicoljaco...@telkomsa.net
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, March 08, 2011 12:05 PM
Subject: [Audyssey] games we'd like to play: toilet madness


 Plot and objective:
 The game character is a wealthy citizen residing in Maryland, USA.
 He loves to go out, especially to pubs.
 He especially loves his beer.
 One night things just went out of control.
 Some suggest a person must separate drinks with a lot of water.
 Well, that's exactly what this guy did.
 He had 3  500 ml draft beers  separated with huge glasses of water.
 You can just guess what happens next.
 You're right, this guy needs the toilet urgently!
 So he goes to the toilet of the pub.
 He sits on it, ready to wee.
 But before he could wee, the toilet teleports him  to a forest.
 There our game character is attacked by many little elves, they shoot 
 paint
 balls at him.
 Each time  you are hit by a paint ball, you lose 5 percent health.
 Your character will start breathing once your health gets low.
 Locate honey combs in the forest  and eat the honey to raise your health.
 Your objective here is to run to where an elve is before he can shoot a
 paint ball at you  by using 3d game movement similar to shades of doom.
 Once you are 1 feet away from him, your character will wee on his feet,
 causing ugly warts there.
 The elve sees the warts and scream  and run away, warning his mates to run
 away.  Your character sees a longdrop in the distance.
 Long drops are used in olden days before people invented toilets.
 Your character notices that this particular long drop has a metal border
 around it .Your character just thinks that this border is just there to 
 make
 it fancy .So your character sitss on the longdrop, ready to wee and there 
 he
 gets teleported again, this time you find yourself in a long underground
 passage in the process of caving in.
 Run with 3d game movement under the falling debree  through this passage,
 occasionally ducking with control down arrow to miss big stones falling.
 At the end of the passage is a door leading to a toilet.
 You enter the door and  sit on the toilet and finish weeing.
 Just after you finished  weeing, just  before you intend to look around to
 see where the lever is to flush the toilet, the toilet teleports you to a
 lawn patch. Your character will say:
 ah, what a relief! My bladder is at last empty!
 This  is the final level.
 Here you must see how many monkeys you can catch with your net  and how 
 many
 coins you can locate and pick up  in the set time for bonus points  by 
 using
 3d game movement and spacebar to catch a monkey.



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Re: [Audyssey] games we'd like to play: toilet madness

2011-03-08 Thread Hayden Presley
Hi Nicol,
Hmmm...me thinks that last level was quitea bit like...some game. Oh
wait...Monkey Business! Grin

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of burakyuksek
Sent: Tuesday, March 08, 2011 5:38 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] games we'd like to play: toilet madness

This is a good idea too!
saygilar sevgiler.
- Original Message - 
From: NIcol nicoljaco...@telkomsa.net
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, March 08, 2011 12:05 PM
Subject: [Audyssey] games we'd like to play: toilet madness


 Plot and objective:
 The game character is a wealthy citizen residing in Maryland, USA.
 He loves to go out, especially to pubs.
 He especially loves his beer.
 One night things just went out of control.
 Some suggest a person must separate drinks with a lot of water.
 Well, that's exactly what this guy did.
 He had 3  500 ml draft beers  separated with huge glasses of water.
 You can just guess what happens next.
 You're right, this guy needs the toilet urgently!
 So he goes to the toilet of the pub.
 He sits on it, ready to wee.
 But before he could wee, the toilet teleports him  to a forest.
 There our game character is attacked by many little elves, they shoot 
 paint
 balls at him.
 Each time  you are hit by a paint ball, you lose 5 percent health.
 Your character will start breathing once your health gets low.
 Locate honey combs in the forest  and eat the honey to raise your health.
 Your objective here is to run to where an elve is before he can shoot a
 paint ball at you  by using 3d game movement similar to shades of doom.
 Once you are 1 feet away from him, your character will wee on his feet,
 causing ugly warts there.
 The elve sees the warts and scream  and run away, warning his mates to run
 away.  Your character sees a longdrop in the distance.
 Long drops are used in olden days before people invented toilets.
 Your character notices that this particular long drop has a metal border
 around it .Your character just thinks that this border is just there to 
 make
 it fancy .So your character sitss on the longdrop, ready to wee and there 
 he
 gets teleported again, this time you find yourself in a long underground
 passage in the process of caving in.
 Run with 3d game movement under the falling debree  through this passage,
 occasionally ducking with control down arrow to miss big stones falling.
 At the end of the passage is a door leading to a toilet.
 You enter the door and  sit on the toilet and finish weeing.
 Just after you finished  weeing, just  before you intend to look around to
 see where the lever is to flush the toilet, the toilet teleports you to a
 lawn patch. Your character will say:
 ah, what a relief! My bladder is at last empty!
 This  is the final level.
 Here you must see how many monkeys you can catch with your net  and how 
 many
 coins you can locate and pick up  in the set time for bonus points  by 
 using
 3d game movement and spacebar to catch a monkey.



 ---
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[Audyssey] question about Aurifi

2011-03-08 Thread Lori Duncan
Hi I'm still having problems with the react and tilt in Aurifi, and I emailed 
the developer about it.  They're asking me if the game is in Landscape mode, 
but I know sometimes when I'm doing things with the Ipod it has a nasty habbit 
of changing modes if it's moved around.  As Aurifi requires you to move the 
ipod quite a bit and voice-over is off, then how do I know if the mode changes? 
 Thanks from Lori.  
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Re: [Audyssey] question about Aurifi

2011-03-08 Thread Hayden Presley
Hi Lori,
It won't change modes in Aurifi; the game is programmed to use landscape
mode. So if you're notholding your iPod with  the home button to the right
you will have problems.

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Lori Duncan
Sent: Tuesday, March 08, 2011 8:58 AM
To: Gamers Discussion list
Subject: [Audyssey] question about Aurifi

Hi I'm still having problems with the react and tilt in Aurifi, and I
emailed the developer about it.  They're asking me if the game is in
Landscape mode, but I know sometimes when I'm doing things with the Ipod it
has a nasty habbit of changing modes if it's moved around.  As Aurifi
requires you to move the ipod quite a bit and voice-over is off, then how do
I know if the mode changes?  Thanks from Lori.  
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Re: [Audyssey] 3d Velocity Playthrough

2011-03-08 Thread Tj Squires
For those of you that did miss the show last night, I will most likely 
be podcasting it.


TjOn 3/8/2011 7:37 AM, Hayden Presley wrote:

Hi,
I tuned in and saw nothing about TDV at all.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Monday, March 07, 2011 8:04 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] 3d Velocity Playthrough

THE WEBSITE FOR THIS IS?
ALSO WILL THERE BE ARCHIVES FOR THIS.
10 EASTERN IS ABOUT 3 PM FOR ME.

i AM BUSSY ALL DAY.


Hello all,

Tonight, on the jammin Jerry Radio Network at 10:00 Eastern time
join Munawar and I for a live show about TDV!  Also, I will be
attempting to beat the game in three hours.  Failing this, I will be
attempting to get as far through it as I possibly can.

For those of you that do not own the game, JJRN is running a contest

from now until next Friday, in which a licenced copy of TDV is the

main prize!  If you do not own the game, yet wish to, visit jjrn.net
and click on the contest page to find out how to enter!

I hope to see you there!

Tj

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Re: [Audyssey] 3d Velocity Playthrough

2011-03-08 Thread Lori Duncan

Oh good, will have to tune in for the podcast.
- Original Message - 
From: Tj Squires t...@tjsquires.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, March 08, 2011 3:13 PM
Subject: Re: [Audyssey] 3d Velocity Playthrough


For those of you that did miss the show last night, I will most likely be 
podcasting it.


TjOn 3/8/2011 7:37 AM, Hayden Presley wrote:

Hi,
I tuned in and saw nothing about TDV at all.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Monday, March 07, 2011 8:04 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] 3d Velocity Playthrough

THE WEBSITE FOR THIS IS?
ALSO WILL THERE BE ARCHIVES FOR THIS.
10 EASTERN IS ABOUT 3 PM FOR ME.

i AM BUSSY ALL DAY.


Hello all,

Tonight, on the jammin Jerry Radio Network at 10:00 Eastern time
join Munawar and I for a live show about TDV!  Also, I will be
attempting to beat the game in three hours.  Failing this, I will be
attempting to get as far through it as I possibly can.

For those of you that do not own the game, JJRN is running a contest

from now until next Friday, in which a licenced copy of TDV is the

main prize!  If you do not own the game, yet wish to, visit jjrn.net
and click on the contest page to find out how to enter!

I hope to see you there!

Tj

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Re: [Audyssey] 3d Velocity Playthrough

2011-03-08 Thread Alfredo_The_Music_maker

I thought it was already over, or is it not? Where can I find this?

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Re: [Audyssey] 3d Velocity Playthrough

2011-03-08 Thread dark
I'd appreciate that sinse the time wasn't a good one in terms of gmt, 
something like 4 in the morning, but I would like to here this.


Beware the grue!

Dark.
- Original Message - 
From: Tj Squires t...@tjsquires.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, March 08, 2011 3:13 PM
Subject: Re: [Audyssey] 3d Velocity Playthrough


For those of you that did miss the show last night, I will most likely be 
podcasting it.


TjOn 3/8/2011 7:37 AM, Hayden Presley wrote:

Hi,
I tuned in and saw nothing about TDV at all.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Monday, March 07, 2011 8:04 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] 3d Velocity Playthrough

THE WEBSITE FOR THIS IS?
ALSO WILL THERE BE ARCHIVES FOR THIS.
10 EASTERN IS ABOUT 3 PM FOR ME.

i AM BUSSY ALL DAY.


Hello all,

Tonight, on the jammin Jerry Radio Network at 10:00 Eastern time
join Munawar and I for a live show about TDV!  Also, I will be
attempting to beat the game in three hours.  Failing this, I will be
attempting to get as far through it as I possibly can.

For those of you that do not own the game, JJRN is running a contest

from now until next Friday, in which a licenced copy of TDV is the

main prize!  If you do not own the game, yet wish to, visit jjrn.net
and click on the contest page to find out how to enter!

I hope to see you there!

Tj

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[Audyssey] games we'd like to play: big war

2011-03-08 Thread burakyuksek
Story
a robot is living in a modern house. A child is don't liking this nasty bad 
robot. He want to start a war with it. So, child is goes it's home and say:
Can we start a war? I wanna kill you! Nasty'y'y'y'y!
Robot:
Why?
Child:
Because I wanna kill you.
All right.
Hear is the game. You can walk with your aro keys and shute your gun with your 
spacebar. Press 1 2 3 and 4 to switch between your guns
Super sheeld, bom, big laser, and a super gun. As acefire, super gun needs 
power to run. This is only an idea.
saygılar sevgiler.
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Re: [Audyssey] 3d Velocity Playthrough

2011-03-08 Thread burakyuksek

Ok thanks.
saygilar sevgiler.
- Original Message - 
From: Tj Squires t...@tjsquires.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, March 08, 2011 5:13 PM
Subject: Re: [Audyssey] 3d Velocity Playthrough


For those of you that did miss the show last night, I will most likely be 
podcasting it.


TjOn 3/8/2011 7:37 AM, Hayden Presley wrote:

Hi,
I tuned in and saw nothing about TDV at all.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Monday, March 07, 2011 8:04 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] 3d Velocity Playthrough

THE WEBSITE FOR THIS IS?
ALSO WILL THERE BE ARCHIVES FOR THIS.
10 EASTERN IS ABOUT 3 PM FOR ME.

i AM BUSSY ALL DAY.


Hello all,

Tonight, on the jammin Jerry Radio Network at 10:00 Eastern time
join Munawar and I for a live show about TDV!  Also, I will be
attempting to beat the game in three hours.  Failing this, I will be
attempting to get as far through it as I possibly can.

For those of you that do not own the game, JJRN is running a contest

from now until next Friday, in which a licenced copy of TDV is the

main prize!  If you do not own the game, yet wish to, visit jjrn.net
and click on the contest page to find out how to enter!

I hope to see you there!

Tj

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Re: [Audyssey] Game Demos

2011-03-08 Thread Lelia Struve
Hi thomas, no worries here, I wasn't about to even think of 
reformating, no way. grin

Original message:

Hi Shaun,



No offense, but what is your obsession with reformat, reformat,
reformat, etc. I don't want to sound harsh, but when you get on the
list saying stuff like that it makes you sound like a complete
computer idiot. As a matter of fact reformatting is not the only way
to reset the timed trials, and if you knew half the things you claim
too you would know that by now.



For one thing if you know you are going to do this in advance you can
create a Windows restore point which will back up the registry before
it gets modified. So when the trial ends simply go into Windows
restore and restore your old registry. That's the simplist fix for the
problem.



You can also simply export the registry before installing, and if you
want to run the trial again, uninstall the demo, import your saved
registry, and reinstall it. Again not a big problem if you plan ahead.




If someone didn't prepare in advance it can still be fixed without
resorting to a reinstall. Someone with the skills such as myself can
open the registry locate the keys that caused the timed trial to
expire, and blow them away. Reinstall the game and as good as new.
This method isn't recommended for the average computer user but anyone
with an ounce of programming knowledge who has worked with the
registry before can certainly do it.



Cheers!




On 3/6/11, shaun everiss sm.ever...@gmail.com wrote:

yes there is.
Reformat and reinstall the os.
Its the only way to run them again.
This is why these trial game dates are quite bad bsc have this to you
can't reload the game after demo has expired.



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Re: [Audyssey] 7-128 was here I go again

2011-03-08 Thread Lelia Struve
Hey Dark, I think it was you who said you have the word games from 
7128? have you noticed how slow it seems?

Original message:

Hi Dark,



Lol! Yeah, FreeTTS definitely won't win any awards for best sounding
speech engine of the year. Ug! I hate FreeTTS, and it sounds like
Robbie the Robot on drugs or something. I'm so glad they finally
upgraded to MS Sapi for Windows.



Cheers!




On 3/7/11, dark d...@xgam.org wrote:

Unfortunately, their in the process of rejiggering their demos to online
versions which will be far easier to try out.



while this will be good in the long run, in the short term it does make
their games undemoable.



However, I do have both games and can recommend them, especially now that
they run with sapi rather than the nasty game voice they used to have (which
actually mades some of the deffinitions games quite unplayable sinse you
couldn't here the word correctly).



I can also recommend their detective mystery games, more like a gamebook
than standard if with a choice based conversation system and fun background
ambience and videos.



Beware the grue!



Dark.



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Re: [Audyssey] esp pinball classic

2011-03-08 Thread Hayden Presley
Hi Thomas,
Yeah; that was my question, why he even gave ESP to Josh.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, March 07, 2011 10:23 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] esp pinball classic

Hi,

Actually, James North had to start a new company because when he
originally left in 2001 he turned all rights of ESP Softworks over to
Josh who ran Adora Entertainment/Draconis Entertainment now. Which was
no big deal. When he came back in 2004 he simply got a new website,
and named his new venture Alchemy Game Studios. It didn't really
matter in the long term if he kept the original ESP trademark or not
since by then all of us thought of ESP as Adora Entertainment.

That's why when I took over ESP Raceway I changed it to USA Raceway.
Although, I'm sure Josh would have willingly allowed me to use the ESP
trademark I felt it was better in the long run not to use a trademark
of another game company when it was easily changed. I didn't need the
ESP trademark to write the game. In fact, in a way my version of
Raceway is quite a bit different than the ESP Raceway that was
preordered by early customers of the product from James North. So that
helps distinguish the difference as well.

Cheers!


On 3/7/11, Hayden Presley hdpres...@hotmail.com wrote:
 Hi,
 Someone explain to mewhy James needed to start Alchemy Games? That's
 something I've wondered for awhile; I'd think he could've just continued
 ESP.

 Best Regards,
 Hayden

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Re: [Audyssey] pizza withdrawals - Re: Phil's price list andotherentires

2011-03-08 Thread Hayden Presley
Hi,
I should tell you that there is a lot more to that game than matching tile
things

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Shiny protector
Sent: Saturday, March 05, 2011 5:15 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] pizza withdrawals - Re: Phil's price list
andotherentires

Its a type of game where you have to match some tile type things. I've 
plaied it before, but I don't like it.
- Original Message - 
From: NIcol nicoljaco...@telkomsa.net
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Saturday, March 05, 2011 3:46 AM
Subject: Re: [Audyssey] pizza withdrawals - Re: Phil's price list 
andotherentires


 What is dominoes?
 I never heard of that in south African pizza places.
 Debonairs, hmm, their crush is always too thick but their toppings is 
 nice.

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Thomas Ward
 Sent: 04 March 2011 04:18 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] pizza withdrawals - Re: Phil's price list and
 otherentires

 Hi Charles,

 Now, that's something I've never liked on my pizza. I Detest
 anchovies. However, I definitely like sossage, peparoni, olives if you
 have them, and love hot peppers. I'd imagine a few dominoes on my
 pizza would be, well, a bit crunchy don't you think? Of course, that
 is better than having a tombstone on my pizza. Lol!

 On 3/3/11, Charles Rivard woofer...@sbcglobal.net wrote:
 I'd rather have Pepperoni, Italian sausage, extra cheese, and anchovies 
 if
 I'm in the mood for a pizza.  I don't think a pizza with dominos on it
 would
 be all that good.  (grin)

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

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Re: [Audyssey] 3d Velocity Playthrough

2011-03-08 Thread Shiny protector

Hello TJ Squires,

Will you do a recording of the playthrough with Munawar? I mean, like I'm 
not sure I could make it up. Also, is there a option not to joyn the show, 
but to listen?

Best regards, and show Brutus what a real man is,
Muhammed Deniz.
P.S. I must say that I am a big fan of the game.
- Original Message - 
From: Tj Squires t...@tjsquires.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 07, 2011 11:10 PM
Subject: [Audyssey] 3d Velocity Playthrough



Hello all,

Tonight, on the jammin Jerry Radio Network at 10:00 Eastern time join 
Munawar and I for a live show about TDV!  Also, I will be attempting to 
beat the game in three hours.  Failing this, I will be attempting to get 
as far through it as I possibly can.


For those of you that do not own the game, JJRN is running a contest from 
now until next Friday, in which a licenced copy of TDV is the main prize! 
If you do not own the game, yet wish to, visit jjrn.net and click on the 
contest page to find out how to enter!


I hope to see you there!

Tj

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Re: [Audyssey] games we'd like to play: hospital madness

2011-03-08 Thread Jacob Kruger
There was definitely at least one version of paper boy game across a couple 
of different platforms - this was for sighted guys, and think played version 
on PC, but pretty sure there were console versions as well.


Stay well

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

- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, March 08, 2011 4:38 PM
Subject: Re: [Audyssey] games we'd like to play: hospital madness



Hi Shaun,
Um...Paperboy was never finished? I don't recall anywhere where it says 
that

is the case.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Monday, March 07, 2011 3:22 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] games we'd like to play: hospital madness

well, I myself do like action.
Any games without action of any sort violent or otherwise need to
have some interest.
puzzles, etc.
In the ones like the hospital, standard tests wouldn't scare me.
Maybe something like they were going to do bad things to you.
or something.
I have no idea.
Sure no violence in the games but these types are only of 3 types.
1 puzzle.
2 card casino or board.
3.   everything else.
Its a shame that paperboy was never completed but there it is I guess.
on one of the bgt forums there was a game where you practiced driving
a car around for no reason.
totally lame and bad.
A lot of blind games have stratogy, action, puzzles and other things.
Unless they are short arcade games.
You really can't make good games without all these elements including
violence to some extent and randomness especially.
I am just worried that in the quest to avoid violent games and games
that are away from what people have been playing we will have loads
of short games with small plots that won't have any substance to them.
I guess you could base a game on one element like towers of war which
is stratogy really and only that.
Or laser attack but thats hard to base the game on one element.
I am just a player and I like games like gtc shades of doom, etc
because you don't know always waht is comming.
Yes some stuf is static but you can be going along and then a monster
comes you have to kill.
It may be right in your way, or hard to get to or whatever.
Saying that if people can make these types of games and make them
interesting I have no problem playing them.
Its just that any big project needs to have loads of things to have
replay value.
Last crusade was a simple rpg with random generator.
I don't play it that much but still do.
At 04:34 a.m. 8/03/2011, you wrote:

come on. No game is complete without zombies...
- Original Message - From: NIcol nicoljaco...@telkomsa.net
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, March 07, 2011 10:59 AM
Subject: Re: [Audyssey] games we'd like to play: hospital madness



Hi Tom
No, in this game idea, the hospital needs to do tests on the patient such

as

blood tests and x-rays.
So its tests on a living patient,  not on a  dead body.
So, if the game existed, the objective would be to escape from the

hospital

staff.
-Original Message-



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

The message was checked by ESET Smart Security.

http://www.eset.com




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Re: [Audyssey] Request for a programmer

2011-03-08 Thread Valiant8086


Yo.
Do you have an instant messenger?

On 3/7/2011 10:16 PM, dark wrote:

Really it would depend upon how much of the process you want to automate.

At the moment the process goes like this:

1, your told the combat value of an attacker (or yourself), in the text.

2: you decide (or make a roll for if it's an npc), what type of attack 
to use, thrust, sweep, charge, or strike and look up the difficulty of 
making that attack on a table relative to the combat value of your 
opponent.


3: you decide (or roll for), what part of your opponent to attack, 
head, torso or limbs, and look up the difficulty of making that type 
of attack on a similar table.


4: you then add these two numbers together and roll 2 D6, if the 
number is less than the difficulty you've made a successful attack.


5: If the attack is successful you look on yet another table to gett 
the difficulty of defending against that type of attack.


6: you then either decide or roll for the type of defense used and 
compare it on another table against the type of attack.


7: you add these two numbers together and roll 2 D6, a roll of less 
means the defense has been successful.


8: if the attack succeeds and the defense fails, you then look up on 
the damage table to see what damage that type of attack at that body 
part does.


There are also some rules for adding modifyers for the size of 
opponent and environment of the combat but sinse these are fairly 
basic editions and don't involve tables I don't think they need 
worrying about.


My main concern is all the looking up on tables.

If you could enter the combat value, type of attack, targit of the 
attack and type of defense, and get the attack difficulty, defense 
difficulty and damage, this woulod make life significantly easier, 
 heck, you could automate the hole process and do the D6 rolls for 
success or failure though I imagine this would be a good deal more 
complex.


While I think this is a good system,  there are even rules for 
adding modifyers to the difficulty of certain attacks or opponents in 
different environments such as narrow passages or with particular 
sized opponents (though these don't involve tables just some basic 
pluss and minus to attack and defense difficulty), I do think this is 
a case where automating these tables could vastly speed up the process.


The tables are fairly small, the combat value ones for attack type and 
defense type are eleven x 3, and all the others are 3 x 4, but stil it 
is a rather long winded process when going sequencially and one I 
think a computer could do far better than a human at many points.


Beware the grue!

Dark.

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Re: [Audyssey] A Suggestion for SCW

2011-03-08 Thread Shiny protector

Hi,

Seriously, I want JK.Rauling to release more books on Harry Potter. Like how 
he works in the ministry as an orrar, it would be quite interesting to read.
- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, March 08, 2011 2:17 AM
Subject: Re: [Audyssey] A Suggestion for SCW



What about book 8?

---
Laughter is the best medicine, so look around, find a dose and take it to 
heart.
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, March 06, 2011 5:22 AM
Subject: Re: [Audyssey] A Suggestion for SCW



Good grief.

Maybe jk should now release 9th book, Harry potter and the publishers of 
idiocy, in which harry Ron and Hermione discover that the spirit of 
voldemort is being channeled through miss written books in the wizarding 
world, which changes the facts and alter what happened.


The book mostly concerns them breaking into the publishing house and 
turning all the scum bag pen pushing, small minded idiots into toads ;D.


Beware the grue!

Dark.

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Re: [Audyssey] A Suggestion for SCW

2011-03-08 Thread Shiny protector
I don't actually mind when they make the wrong mistakes, as long as I 
understand.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, March 08, 2011 5:47 AM
Subject: Re: [Audyssey] A Suggestion for SCW


Admittedly I've deviated from cannon in my fanfics. WHat I find more 
annoying is the ones who don't even bother to proofread. So you get then 
instead of than. Or people who supposedly have read the books and don't 
evenmanage to get names right. And I'm not talking about just misspelling 
them. Grinda Marchbanks. Grummund Place? Serveus Snape? And yes, I've seen 
all three of those.

We are the Knights who say...Ni!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 07, 2011 10:42 PM
Subject: Re: [Audyssey] A Suggestion for SCW



Hi Dark,

Lol! Well, trust me some of the fan fiction I've read is a lot worst
than what the American publishers have done. Admitedly though some
places like the Sugar Quill attempt to stick to cannon as much as
possible and I find their fan fiction archives of a much higher
quality than you will find on fanfiction.net etc. Some of the writers
on the generic fan fiction websites aren't worried about maintaining
cannon and go off into alternative realities or something. Especially,
some of the adult Harry Potter fanfiction dealing with an imaginary
sexual relationship between Harry and Hermione. Yuck!

Cheers!


On 3/6/11, dark d...@xgam.org wrote:

Good grief.

Maybe jk should now release 9th book, Harry potter and the publishers of
idiocy, in which harry Ron and Hermione discover that the spirit of
voldemort is being channeled through miss written books in the wizarding
world, which changes the facts and alter what happened.

The book mostly concerns them breaking into the publishing house and 
turning

all the scum bag pen pushing, small minded idiots into toads ;D.

Beware the grue!

Dark.


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[Audyssey] quake and AudioQuake

2011-03-08 Thread David Mehler
Hello,

Are these games still around? I had them a while back, but lost them.
I'm organizing a new box and want to make it an entertainment machine.
I'd like to find them.

Thanks.
Dave.

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Re: [Audyssey] 3d Velocity Playthrough

2011-03-08 Thread Tj Squires

Hi,

I sent the email yesterday, and in the email it said tonight, so, the 
recording is already done.  I just have to work out the best way to 
podcast it.On 3/8/2011 10:02 AM, Shiny protector wrote:

Hello TJ Squires,

Will you do a recording of the playthrough with Munawar? I mean, like 
I'm not sure I could make it up. Also, is there a option not to joyn 
the show, but to listen?

Best regards, and show Brutus what a real man is,
Muhammed Deniz.
P.S. I must say that I am a big fan of the game.
- Original Message - From: Tj Squires t...@tjsquires.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 07, 2011 11:10 PM
Subject: [Audyssey] 3d Velocity Playthrough



Hello all,

Tonight, on the jammin Jerry Radio Network at 10:00 Eastern time join 
Munawar and I for a live show about TDV!  Also, I will be attempting 
to beat the game in three hours.  Failing this, I will be attempting 
to get as far through it as I possibly can.


For those of you that do not own the game, JJRN is running a contest 
from now until next Friday, in which a licenced copy of TDV is the 
main prize! If you do not own the game, yet wish to, visit jjrn.net 
and click on the contest page to find out how to enter!


I hope to see you there!

Tj

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Re: [Audyssey] question about Aurifi

2011-03-08 Thread Charles Rivard
I have my iPhone locked in portrait mode.  How will this affect Aurifi?  Should 
I unlock. the phone, or will the game take care of that temporarily?  Thanks.. 

Sent from my iPhone

On Mar 8, 2011, at 8:59 AM, Hayden Presley hdpres...@hotmail.com wrote:

 Hi Lori,
 It won't change modes in Aurifi; the game is programmed to use landscape
 mode. So if you're notholding your iPod with  the home button to the right
 you will have problems.
 
 Best Regards,
 Hayden
 
 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Lori Duncan
 Sent: Tuesday, March 08, 2011 8:58 AM
 To: Gamers Discussion list
 Subject: [Audyssey] question about Aurifi
 
 Hi I'm still having problems with the react and tilt in Aurifi, and I
 emailed the developer about it.  They're asking me if the game is in
 Landscape mode, but I know sometimes when I'm doing things with the Ipod it
 has a nasty habbit of changing modes if it's moved around.  As Aurifi
 requires you to move the ipod quite a bit and voice-over is off, then how do
 I know if the mode changes?  Thanks from Lori.  
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[Audyssey] pull! 1.4 is released

2011-03-08 Thread Tj Squires

Hi all,

It's been a while, but I'm updating pull again.  I've fixed the verry 
annoying stack overflow error, so, you may play to level 1444532 without 
it exploding in your face!


http://tjsquires.net/downloads/pull.zip
there's the link!  Feedback is always welcome!

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Re: [Audyssey] question about Aurifi

2011-03-08 Thread Charles Rivard
If it goes into landscape mode, hold it straight up to change it back.  You 
won't know if a change was made, though.

Sent from my iPhone

On Mar 8, 2011, at 8:58 AM, Lori Duncan lori_dunca...@hotmail.com wrote:

 Hi I'm still having problems with the react and tilt in Aurifi, and I emailed 
 the developer about it.  They're asking me if the game is in Landscape mode, 
 but I know sometimes when I'm doing things with the Ipod it has a nasty 
 habbit of changing modes if it's moved around.  As Aurifi requires you to 
 move the ipod quite a bit and voice-over is off, then how do I know if the 
 mode changes?  Thanks from Lori.  
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Re: [Audyssey] question about Aurifi

2011-03-08 Thread Hayden Presley
Hi,
It'll take care of that.

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Tuesday, March 08, 2011 2:47 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] question about Aurifi

I have my iPhone locked in portrait mode.  How will this affect Aurifi?
Should I unlock. the phone, or will the game take care of that temporarily?
Thanks.. 

Sent from my iPhone

On Mar 8, 2011, at 8:59 AM, Hayden Presley hdpres...@hotmail.com wrote:

 Hi Lori,
 It won't change modes in Aurifi; the game is programmed to use landscape
 mode. So if you're notholding your iPod with  the home button to the right
 you will have problems.
 
 Best Regards,
 Hayden
 
 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Lori Duncan
 Sent: Tuesday, March 08, 2011 8:58 AM
 To: Gamers Discussion list
 Subject: [Audyssey] question about Aurifi
 
 Hi I'm still having problems with the react and tilt in Aurifi, and I
 emailed the developer about it.  They're asking me if the game is in
 Landscape mode, but I know sometimes when I'm doing things with the Ipod
it
 has a nasty habbit of changing modes if it's moved around.  As Aurifi
 requires you to move the ipod quite a bit and voice-over is off, then how
do
 I know if the mode changes?  Thanks from Lori.  
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[Audyssey] The Quentin C Playroom

2011-03-08 Thread Hayden Presley
Hi List,

This was posted on the forum awhile back; I unfortunately do not have the
exact forum post but I'd recommend giving it a whilr. It's similar to the RS
Games Client, but has some other neat games, and in my opinion better
sounds. For those of you who don't know you can find the forum on
forum.audiogames.net. Then choose general discussion and it'll be near the
top.

 

Best Regards,

Hayden

 

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Re: [Audyssey] Phil's price list and other entires

2011-03-08 Thread Hayden Presley
Hi,
Yeah--logically if you can press the arrow keys in the game menus you can
probably launch a game from the programs menu by using the same keys.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Thursday, March 03, 2011 5:04 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Phil's price list and other entires

I happen to agree Tom, for what they are azabat are ridiculously overpriced.

The other sad thing is that they rnib over here has sort of picked up on 
azabat (just the sort of thing they appreciate, symple and appealing to old 
people), so if you say audiogames over here, azabat is the only name you 
get.

I'll freely admit this is why it's taken me so long to write up game entries

for audiogames.net, sinse I never really considdered them a priority for 
having reviews so that people will know about them the way I considder for 
instance Aprone's games or time of conflict.

i do feel slightly bad about the this, especialy sinse Azabat sent me their 
demo cd so that I could write reviews, but I just find it hard to get 
excited about games like there's, especially at such a price, and especially

sinse there key feature,  running from the cd without installation, 
isn't one I find particularly appealing either for myself or in 
general, - heck even my mum who is extremely afraid of computers 
generally can activate an item on the programs menue to run spoonbill sudoku

once I installed it for her.

Beware the Grue!

Dark. 


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Re: [Audyssey] Request for a programmer

2011-03-08 Thread dark

nope afraid not.

Beware the Grue!

Dark.
- Original Message - 
From: Valiant8086 valiant8...@lavabit.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, March 08, 2011 5:43 PM
Subject: Re: [Audyssey] Request for a programmer




Yo.
Do you have an instant messenger?

On 3/7/2011 10:16 PM, dark wrote:

Really it would depend upon how much of the process you want to automate.

At the moment the process goes like this:

1, your told the combat value of an attacker (or yourself), in the text.

2: you decide (or make a roll for if it's an npc), what type of attack to 
use, thrust, sweep, charge, or strike and look up the difficulty of 
making that attack on a table relative to the combat value of your 
opponent.


3: you decide (or roll for), what part of your opponent to attack, head, 
torso or limbs, and look up the difficulty of making that type of attack 
on a similar table.


4: you then add these two numbers together and roll 2 D6, if the number 
is less than the difficulty you've made a successful attack.


5: If the attack is successful you look on yet another table to gett the 
difficulty of defending against that type of attack.


6: you then either decide or roll for the type of defense used and 
compare it on another table against the type of attack.


7: you add these two numbers together and roll 2 D6, a roll of less means 
the defense has been successful.


8: if the attack succeeds and the defense fails, you then look up on the 
damage table to see what damage that type of attack at that body part 
does.


There are also some rules for adding modifyers for the size of opponent 
and environment of the combat but sinse these are fairly basic editions 
and don't involve tables I don't think they need worrying about.


My main concern is all the looking up on tables.

If you could enter the combat value, type of attack, targit of the attack 
and type of defense, and get the attack difficulty, defense difficulty 
and damage, this woulod make life significantly easier,  heck, you 
could automate the hole process and do the D6 rolls for success or 
failure though I imagine this would be a good deal more complex.


While I think this is a good system,  there are even rules for adding 
modifyers to the difficulty of certain attacks or opponents in different 
environments such as narrow passages or with particular sized opponents 
(though these don't involve tables just some basic pluss and minus to 
attack and defense difficulty), I do think this is a case where 
automating these tables could vastly speed up the process.


The tables are fairly small, the combat value ones for attack type and 
defense type are eleven x 3, and all the others are 3 x 4, but stil it is 
a rather long winded process when going sequencially and one I think a 
computer could do far better than a human at many points.


Beware the grue!

Dark.

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Re: [Audyssey] mario game

2011-03-08 Thread Hayden Presley
Hi,
If someone has the fabled Fourth BETA, please send it my way; I have no idea
which version I have but it certainly wouldn't hurt to try another.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Ken the Crazy
Sent: Wednesday, March 02, 2011 8:36 PM
To: Gamers Discussion list
Subject: [Audyssey] mario game

Where can I find the old Mario game I had a few years back?  I think it was
by Dragon Slayers or something like it, and the link at PCS doesn't work any
more.  I've got the first beta but I understand there was a fourth.  
Ken Downey
President
DreamTechInteractive!
And,
Blind Comfort!
The pleasant way to experience massage!
It's the Caring
without the Staring!
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Re: [Audyssey] A Suggestion for SCW

2011-03-08 Thread dark

Actually Muhammed I'm afraid I totally disagree.

I'm really not a fan of series of books or tv series that just go on and on 
and on without ending churning out one thing after another getting worse and 
worse and never actually resolving plot.


Startrek voyager rather fell into this gap, as have many anime which go on 
for hundreds of episodes with not much happening.


personally while I love harry potter, I think jk rowling is right to let the 
story end as a complete story rather than dragging it out.


Beware the grue!

Dark. 



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[Audyssey] quentin c playroom

2011-03-08 Thread Lelia Struve
Hey now, that's a pretty cool game room. the quentin c playroom, just 
tried playing uno with bots. cool, different rules too.


--
Lelia

Email services provided by the System Access Mobile Network.  Visit 
www.serotek.com to learn more about accessibility anywhere.



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[Audyssey] A Little Something for All You Pinball Fans Out There...

2011-03-08 Thread Hayden Presley
Hi All,

So.with all this talk about pinball I thought I'd record a bit of Xtreme. In
particular, the Party Pack. I'm sure you can find someone much better than I
to play these tables but here ya go: enjoy!

http://dl.dropbox.com/u/3515620/Pinball%20Xtreme%20Party%20Pack%20Vol.%201.m
p3

 

Best Regards,

Hayden

 

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[Audyssey] Top 25 Web Sites for Gamers who are Blind - 2011

2011-03-08 Thread Phil Vlasak

Hi Folks
7-128 Software posted their 
Top 25 Web Sites for Gamers who are Blind - 2011


Modesty forbids me to say where my site is rated.

http://www.7128.com/top25/topsitesblind.html


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[Audyssey] They Stole My Name!

2011-03-08 Thread Ken the Crazy
I was trying to register my website name again--and it's gone.  Some so-called 
psychics, who, if they had truly been psychics would have known about my 
company, stole DreamTechInteractive.com.  Can ya believe it!
so I had to come up with a new name.  I wanted something that would cover 
everything I do--games, massage, music, writing etc.
So, since my aim is to make games, music and books you can't put down, and 
massage you wish would never end,
I'm happy to present to you
WWW.TheAddictor.com.
The site will be up in about two days, so don't go there just yet.
Also, Phrase Madness is nearly complete.  Louis Bryant is helping with the 
server side and http code that will allow the uploading and downloading of new 
comments and phrases in exchange for some audio work, so as soon as that is 
done, the game will be ready for sales.  It's one I am going to market to the 
sighted community as well, so we should get quite a few new and interesting 
comments and phrases.
KWD
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Re: [Audyssey] games we'd like to play: toilet madness

2011-03-08 Thread Ken the Crazy
That sounds like some serious delirium tremens.  The problem is though, that 
just as he's teleported to that final level, the all-bran crackers he ate 
the previous day have kicked in, and his belly is racked with terrible 
cramps, which impede his movement.  If he moves too fast, ... well the odor 
is quite horrific and he loses health points.  If he moves too slow, the 
pressure builds and builds, eventually leading to an all-out cataclysmic 
explosion.  Ugh!  I'm never touching those crackers again.

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

- Original Message - 
From: NIcol nicoljaco...@telkomsa.net

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, March 08, 2011 5:05 AM
Subject: [Audyssey] games we'd like to play: toilet madness



Plot and objective:
The game character is a wealthy citizen residing in Maryland, USA.
He loves to go out, especially to pubs.
He especially loves his beer.
One night things just went out of control.
Some suggest a person must separate drinks with a lot of water.
Well, that's exactly what this guy did.
He had 3  500 ml draft beers  separated with huge glasses of water.
You can just guess what happens next.
You're right, this guy needs the toilet urgently!
So he goes to the toilet of the pub.
He sits on it, ready to wee.
But before he could wee, the toilet teleports him  to a forest.
There our game character is attacked by many little elves, they shoot 
paint

balls at him.
Each time  you are hit by a paint ball, you lose 5 percent health.
Your character will start breathing once your health gets low.
Locate honey combs in the forest  and eat the honey to raise your health.
Your objective here is to run to where an elve is before he can shoot a
paint ball at you  by using 3d game movement similar to shades of doom.
Once you are 1 feet away from him, your character will wee on his feet,
causing ugly warts there.
The elve sees the warts and scream  and run away, warning his mates to run
away.  Your character sees a longdrop in the distance.
Long drops are used in olden days before people invented toilets.
Your character notices that this particular long drop has a metal border
around it .Your character just thinks that this border is just there to 
make
it fancy .So your character sitss on the longdrop, ready to wee and there 
he

gets teleported again, this time you find yourself in a long underground
passage in the process of caving in.
Run with 3d game movement under the falling debree  through this passage,
occasionally ducking with control down arrow to miss big stones falling.
At the end of the passage is a door leading to a toilet.
You enter the door and  sit on the toilet and finish weeing.
Just after you finished  weeing, just  before you intend to look around to
see where the lever is to flush the toilet, the toilet teleports you to a
lawn patch. Your character will say:
ah, what a relief! My bladder is at last empty!
This  is the final level.
Here you must see how many monkeys you can catch with your net  and how 
many
coins you can locate and pick up  in the set time for bonus points  by 
using

3d game movement and spacebar to catch a monkey.



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Re: [Audyssey] They Stole My Name!

2011-03-08 Thread Tommy

That's exciting! What kind of games is it?

Tommy


- Original Message - 
From: Ken the Crazy kenwdow...@neo.rr.com

To: Gamers Discussion list Gamers@audyssey.org
Sent: Tuesday, March 08, 2011 10:15 PM
Subject: [Audyssey] They Stole My Name!


I was trying to register my website name again--and it's gone.  Some 
so-called psychics, who, if they had truly been psychics would have known 
about my company, stole DreamTechInteractive.com.  Can ya believe it!
so I had to come up with a new name.  I wanted something that would cover 
everything I do--games, massage, music, writing etc.
So, since my aim is to make games, music and books you can't put down, and 
massage you wish would never end,

I'm happy to present to you
WWW.TheAddictor.com.
The site will be up in about two days, so don't go there just yet.
Also, Phrase Madness is nearly complete.  Louis Bryant is helping with the 
server side and http code that will allow the uploading and downloading of 
new comments and phrases in exchange for some audio work, so as soon as 
that is done, the game will be ready for sales.  It's one I am going to 
market to the sighted community as well, so we should get quite a few new 
and interesting comments and phrases.

KWD
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Re: [Audyssey] A Suggestion for SCW

2011-03-08 Thread Thomas Ward
Hi Muhammed,

Watch your mouth! We have rules against perfanity on list, and weather
you quoted a book, fan fic, etc you are not to repete it here on list.
If I see any more language like that on list I'll have to moderate
you.



On 3/8/11, Shiny protector muhamme...@googlemail.com wrote:
 Hi,

 My favourite fanfics of Harry Potter are Harry Potter and the misterious
 island, a serpents sacrifice, learning to breathe, Gryffindors never die,
 and you're a girl. Those ones are cool, especially the part in Gryffindor's
 never die when \Harry says, Suck it, bitches! No one takes Harry Potter
 down! I think some authors are good writers, like, Ben, not you Ben,
 another one which I don't know, Xoxo Sparkshine and more.

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Re: [Audyssey] A Suggestion for SCW

2011-03-08 Thread Thomas Ward
Hi Dark,

Yeah, I agree with that. It is better to let a series come to some
kind of final conclusion rather than let it go on and on forever. I've
seen series that drag on and on for years and it seams at some point
all it does is ends up getting worse and worse the longer it drags on.
Authors run out of new ideas, new ways to market it, and eventually
nobody wants to read, watch, or listen to it any more. The longer it
drags out the more ways the author has of screwing up the story.

For example, let's take Xena Warrior Princess. It was a television
series I was fond of. I watched it clear up until season 4, and then
it took a nose dive. Around season 5 it really began to get worse and
the storylines for the epasodes weren't that good compared to the
first couple of seasons. Even worse when they finally did reach the
last epasode in season 6 they ended it with Xena being beheaded and
Gabrialle walking away crying. They killed it because I think they had
too long with the series, and by season 5 and season 6 they were
frankly out of ideas how to progress the series any further.

Star Trek Next Generation is another case in point. In general the
entire seven seasons were all fairly good. It remains my favorite
television series of all time. The only thing is when they decided to
go to the big screen they ruined the series in a big way. In Star Trek
Generations they destroyed the Enterprise, and had to replace it with
a newer looking Enterprise in First Contact. Data finally got his
emotion chip which forever changed his character that could be good or
bad depending on your point of view. What really took the cake is Star
Trek Nemesis. Yeah, they finally brought the Riker and Troi
relationship to a close by marrying them at the beginning of the
movie, which was good, but they killed off Data, destroyed the new
Enterprise, and Riker finally got his own ship at the end of the
movie. I'm sorry, but I think they had too much time to screw up the
Next Gen series. They'd have been better off to end it at All Good
Things, and then leave it at that.

Anyway, like I was saying regardless if it is Xena, Star Trek, Star
Wars, or Harry Potter the longer the author has to drag a series out
the longer he or she has of ruining it. I'm personally glad J. K.
Rowling ended it at Deathly Hallows, because it was one of those
series that had a potential for going on forever, but it would have
eventually lost its charm if it was out there for too long. In a way,
I think J. K. Rowling did ruin the series at the end because many of
the main characters were killed off by the end of the series. Not
exactly the happy ending we were expecting.

Cheers!


On 3/8/11, dark d...@xgam.org wrote:
 Actually Muhammed I'm afraid I totally disagree.

 I'm really not a fan of series of books or tv series that just go on and on
 and on without ending churning out one thing after another getting worse and
 worse and never actually resolving plot.

 Startrek voyager rather fell into this gap, as have many anime which go on
 for hundreds of episodes with not much happening.

 personally while I love harry potter, I think jk rowling is right to let the
 story end as a complete story rather than dragging it out.

 Beware the grue!

 Dark.

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Re: [Audyssey] A Suggestion for SCW

2011-03-08 Thread dark

Hi tom.

In terms of startrek I agree, but I'm afraid I totally disagree about harry 
potter and character deaths.


I find I am far more engaged with books, films or tv series where the 
characters are not safe. Where any event can be life threatening, and kill, 
or profoundly change a character.


During my first go through of deathly hallows,  and even before that in 
books 5 and 6, I actually found myself really and seriously bothered 
everytime a life threatening or dangerous situation turned up sinse there 
was no guarantee the characters would get out of it alive.
For me there is nothing less interesting than a really predictable plot 
where you know,  oh look, the hero runs into the burning building and 
just gets off scot free by some freak survival.


Jk Rowling took this even further, by having an absolutely realistic level 
of danger where even a miner confrontation or change could be crytical.


There aren't many authors or series I know that managed to get this level of 
absolute realism into their work or make you care so much about characters 
when they go through profound changes.


Tad williams, jk rowling, and Ian M banks are the authors that most come to 
mind for this, as do the series babylon 5 and more recently being human.


This is however very ot so I'll stop.

Beware the grue!

Dark. 



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Re: [Audyssey] Seamlessly upgrading DirectX

2011-03-08 Thread Thomas Ward
Hi Philip,

Philip wrote:

I don't have much trouble navigating in a game such as Monkey Business or Shades
of Doom. I just don't find them very interesting, because I spend more
time trying
to figure out where I am going than actually doing things. In my mind,
figuring out
a maze is not enjoyable.

My reply:

Yeah, I understand. This is purely a matter of personal preference. I
happen to like maze games so obviously that genre of game is apealing
to me where you aren't into mazes so it is less enjoyable for you.

Philip wrote:

As for audio games not being as developed as mainstream ones, I think
the reasons
behind that are fairly obvious to both of us. Time, number of
programmers, and money.

My reply:

Yeah, I know. Writing accessible games is a thankless job with too
much work, too little time, and not enough money to do it proper. I
know just creating Mysteries of the Ancients I'm working myself to the
bone trying to create the kind of side-scroller I want to play and it
is not easy. There is just too much work to do with too little time to
do it in. Add to that I'm working on a very slim budget so certain
sounds, voice acting, whatever has to slide until I have the money to
add them.

That said, there are small things we can do to make our games more
like the mainstream counterparts that would greatly improve the game
play in my personal opinion. For example, in a lot of classic Nintendo
adventure games there might be a treasure chest on the floor. It is
locked, and you can't open it without unlocking it. Well, as you look
around the room there might be a button, switch, or pressure plate on
the floor that unlocks the chest. If you jump and land on the
button/pressure plate the chest pops open revealing a bunch of jewls.
You know, something like that doesn't take a lot to program, but I
haven't found really any accessible games begin to explore these types
of game play elements.

Which probably brings me to one more reason why accessible games
aren't as advanced as mainstream games. Most of the VI game developers
have been blind from birth and have no experience playing mainstream
games. They are creating games from a limited background with games in
general. It may not have occurred to them to add in little puzzles
like jump on this or that switch to open the tresure chest or pull
this lever to unlock a door in the next room etc. Yet these kinds of
puzzle elements have been around for years in mainstream games. I
believe this is because most blind game developers hasn't had any
prior experience with mainstream games before they started writing
this or that game.

Philip wrote:

If we had a team of perhaps 30 or 50 programmers working for a full 6
or 12 months
on a title with a few million dollar budget, I am positive that we
would certainly
catch up.

My reply:

No doubt. If I had that kind of time and money I could hire the best
sound engineers, programmers, musicians, and produce something on par
witht he mainstream market. However, like you say that isn't going to
happen so we have to make do with what we got.

Philip wrote:

Until the development stops being a hobby and becomes the full time
activity of a
semi large company dedicated to audio games, we will be standing on
pretty much the
same spot. Sure there will be advances every now and then, but I'm
guessing we're
still roughly 20 years behind the mainstream industry.

My reply:

Probably. Its hard to gage where we are in terms of the mainstream
developers, because not every accessible game developer is aiming for
high tech or advanced gaming. I know with Mysteries of the Ancients
I'm aming for a game more or less on par with the Tomb Raider
side-scrollers produced in the late 90's for the Nintendo Gameboy. In
fact I've been using Tomb Raider Nightmare Stone and Tomb Raider
Prophecy for ideas here and there as both are side-scrollers and much
of what is in them can be made accessible. So perhaps 15 years behind
the mainstream for a game like MOTA.

Shades of Doom is quite a lot like Dom I and Doom II. The original
doom game came out in 1993 and Doom II came out in 1995. If we use
that as the beginnings of first-person action games for the mainstream
market Shades of Doom puts us at roughly 15 to 18 years behind the
mainstream market in terms of first-person based games alone. So
saying we are about 15 to 20 years behind is probably about right.

Cheers!

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Re: [Audyssey] A Suggestion for SCW

2011-03-08 Thread Thomas Ward
Hi Dark,

True. That's one of the reasons why Harry Potter etc became very
popular. The endings of her books were pretty shocking. We have Sedric
Diggary dying in Goblet of Fire, Serious Black dying in Order of the
Phoenix, Dumbledore dying in Half-Blood Prince, and lots of deaths in
Deathly Hallows. I agree with you that J. K. Rowling is a good author
for not following the predictable path of all the heroes getting out
alive. I also admire her for not following the lead hero marries lead
heroine path.

I don't know if you remember this but around the time Goblet of Fire
came out there was a huge internet debate on who Harry Potter would
fall in love with. There was a very very large group of people who
predicted Harry would fall in love with Hermione, and so there was a
huge slue of fan fic with Harry and Hermione romantic based
storylines. I suppose given Harry was the main character and Hermione
was the lead female character that conclusion wasn't out of the
question, but I always thought Harry and Ginie would make a better
couple. As it turned out that's exactly how J. K. Rowling played it.
Ron and Hermione got together and Harry and Ginie got together at the
end of Deathly Hallows. I felt she ended it right, and didn't do the
predictable thing of Harry and Hermione which was the popular view for
a long time.

Cheers!


On 3/9/11, dark d...@xgam.org wrote:
 Hi tom.

 In terms of startrek I agree, but I'm afraid I totally disagree about harry
 potter and character deaths.

 I find I am far more engaged with books, films or tv series where the
 characters are not safe. Where any event can be life threatening, and kill,
 or profoundly change a character.

 During my first go through of deathly hallows,  and even before that in
 books 5 and 6, I actually found myself really and seriously bothered
 everytime a life threatening or dangerous situation turned up sinse there
 was no guarantee the characters would get out of it alive.
 For me there is nothing less interesting than a really predictable plot
 where you know,  oh look, the hero runs into the burning building and
 just gets off scot free by some freak survival.

 Jk Rowling took this even further, by having an absolutely realistic level
 of danger where even a miner confrontation or change could be crytical.

 There aren't many authors or series I know that managed to get this level of
 absolute realism into their work or make you care so much about characters
 when they go through profound changes.

 Tad williams, jk rowling, and Ian M banks are the authors that most come to
 mind for this, as do the series babylon 5 and more recently being human.

 This is however very ot so I'll stop.

 Beware the grue!

 Dark.


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Re: [Audyssey] A Little Something for All You Pinball Fans Out There...

2011-03-08 Thread James Malone
Hi there. Dropbox seems to think the file was deleted.
Cheers,
James
On 09/03/2011, at 12:29 PM, Hayden Presley wrote:

 Hi All,
 
 So.with all this talk about pinball I thought I'd record a bit of Xtreme. In
 particular, the Party Pack. I'm sure you can find someone much better than I
 to play these tables but here ya go: enjoy!
 
 http://dl.dropbox.com/u/3515620/Pinball%20Xtreme%20Party%20Pack%20Vol.%201.m
 p3
 
 
 
 Best Regards,
 
 Hayden
 
 
 
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