Re: [Audyssey] Lunimals. New audio game for everyone to try.

2011-05-10 Thread william lomas
guess it won't work for me again as the dx7vb.dll file issue
ah well never mind 

On 9 May 2011, at 23:13, Jeremy Kaldobsky wrote:

 Greetings everyone. I'm still sad that Audiogames.net is offline, but in the 
 mean time I have a new game for everyone. A few days ago, Keyisfull announced 
 he was developing a new game and included a really detailed back story for 
 it. Well reading his story got me thinking of one of my own, and I got side 
 tracked into making a new game. I'm still working on Daytona 2, so don't kill 
 me, but this one came together really quick so I didn't really waste much 
 time.
 
 Here is the story:
 
 In the not so distant future, a new symbol of social status has emerged among 
 the upper class. Fancy sport cars, sparkling jewelry, and huge mansions are 
 no longer the preferred way to show off one's wealth. An innovative company, 
 called Lunar-tech, launched hundreds of machines in to space and landed them 
 safely on the moon. These remote controlled machines linked together to form 
 massive stereo lithography machines. In everyday language, these were giant 
 3D printers capable of building things a layer at a time from the ground up. 
 Huge containers of chemical resin, sent along with the machines, could be 
 mixed with moon dust to form a concrete-like substance that was both strong 
 and air tight. After robots dug out a foundation, the huge 3D printing 
 machines would center themselves over the pit and begin working. These 
 machines were genius in the simplicity of their design. Scaffolding formed a 
 huge open square which allowed an arm to slide anywhere
 inside it. A series of hoses on the arm would drop the correct type of 
 material as it formed each layer. Once dry, the arm would raise up slightly 
 and begin again on the next layer until eventually a huge dome was created. 
 During construction the machine would switch between concrete, moon sand to 
 take up space, clear molten plastic, and dirt from earth. The 3D printer 
 unfolds itself and moves slowly off to the next construction site while other 
 robots move in to outfit the dome with accessories. Machines install tracks 
 along the ceiling inside the dome, and on those tracks are fitted an 
 assortment of robotic arms and cameras. On the outside, battery banks and 
 solar panels are put in place. In the end, the dome is a huge airtight 
 structure filled with dirt and dotted with thousands of plastic windows to 
 let light in. These bio domes on the moon, or lunar domes as they are most 
 commonly called, are the ultimate toy for the super rich. Constant video feed
 lets the world watch as life exists, against all odds, in a place as harsh as 
 the moon. At first, billionaires would buy these and use them only as 
 gardens. When Lunar-tech sells a dome, they pump water, oxygen, and seeds 
 inside before sealing it up with a special kind of door. The dome's owner was 
 left to actually tend his lunar garden by remotely issuing commands to the 
 robot arms within it. As you might expect, quite a few people never got the 
 hang of it and their plants would die off. Years passed and Lunar-tech kept 
 everyone on their toes. More rockets to the moon included specially bred 
 insects along with the usual supplies. The rich might have their lunar 
 gardens, but the richer got to show off by having living colonies of bugs on 
 the moon! Since that day, Lunar-tech has expanded to the use of small animals 
 selectively bred to be smaller than normal. Due to the difficult nature of 
 maintaining these complex eco systems, many dome owners hire big
 companies to handle the normal day-to-day operations. Wealthy corporations 
 have even jumped in to the dome craze in an effort to turn a profit. Because 
 shipping animals from earth is astronomically expensive, most people buy ones 
 that have been bred right there on the moon. Lunar-tech shipped up a huge 
 fleet of transporting robots that will quickly move animals from one dome to 
 another, for a substantial fee, of course. No where else, will a person pay 2 
 thousand dollars for a mouse, and pay 20 thousand dollars for shipping!
 
 This is a life simulation game, where you attempt to create, and maintain, a 
 complex eco-system on the moon. This rough beta has 5 missions, each with 
 their own set of quests. Unlike my previous games, this one is not self 
 voiced with me speaking. The game should work with your preferred screen 
 reading software, and I have personally tested it with NVDA. Please give it a 
 try and let me know what you think. Once the suggestions start pouring in, I 
 plan to add in more missions and a sandbox mode that will let you play 
 without any quest restrictions.
 
 Download link:
 www.kaldobsky.com/audiogames/lunimals.zip (v1.0b, 2.02MB)
 
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Re: [Audyssey] lUMINALS, 0 DIRT BUG.

2011-05-10 Thread Jeremy Kaldobsky
Actually, if there isn't enough dirt, moss will be replaced to make room for 
the grass you buy.  Just in case there is some sort of update problem, I will 
be sure to check it out.

--- On Tue, 5/10/11, Christopher Bartlett themusicalbre...@gmail.com wrote:

 From: Christopher Bartlett themusicalbre...@gmail.com
 Subject: [Audyssey] lUMINALS, 0 DIRT BUG.
 To: 'Gamers Discussion list' gamers@audyssey.org
 Date: Tuesday, May 10, 2011, 1:05 AM
 oK, JUST COMPLETED MISSION 1 AND WENT
 ON TO MISSION 2.  tHERE WAS 0 DIRT
 LISTED IN THE TERRAIN OVERVIEW, BUT i WAS ABLE TO PLANT
 GRASS.  i NOTICE
 THAT THE TILE DIRT TOTAL UPDATES CORRECTLY AS i PLANT
 GRASS, BUT i'M NOT
 SURE THE OVER-ALL TERRAIN OVERVIEW FIGURE UPDATES
 CORRECTLY, AND i SHOULD
 CERTAINLY NOT BE ABLE TO PLANT GRASS OR TREES IF THERE
 ISN'T ANY AVAILABLE
 DIRT.
 
  
 
                
 Chris Bartlett
 
  
 
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Re: [Audyssey] lUMINALS, 0 DIRT BUG.

2011-05-10 Thread shaun everiss

I have got to the third mission where I put rabbits on the squares.
I can't seem to get the number, I may buy grass or whatever for where 
its not needed or needed but it never seems enough and I have never 
managed fore than 6 rabits at once.

At 05:05 p.m. 10/05/2011, you wrote:

oK, JUST COMPLETED MISSION 1 AND WENT ON TO MISSION 2.  tHERE WAS 0 DIRT
LISTED IN THE TERRAIN OVERVIEW, BUT i WAS ABLE TO PLANT GRASS.  i NOTICE
THAT THE TILE DIRT TOTAL UPDATES CORRECTLY AS i PLANT GRASS, BUT i'M NOT
SURE THE OVER-ALL TERRAIN OVERVIEW FIGURE UPDATES CORRECTLY, AND i SHOULD
CERTAINLY NOT BE ABLE TO PLANT GRASS OR TREES IF THERE ISN'T ANY AVAILABLE
DIRT.



Chris Bartlett



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Re: [Audyssey] lUMINALS, 0 DIRT BUG.

2011-05-10 Thread shaun everiss

aah, I never checked the dirt issue I may have to buy some more.
At 07:05 p.m. 10/05/2011, you wrote:
Actually, if there isn't enough dirt, moss will be replaced to make 
room for the grass you buy.  Just in case there is some sort of 
update problem, I will be sure to check it out.


--- On Tue, 5/10/11, Christopher Bartlett themusicalbre...@gmail.com wrote:

 From: Christopher Bartlett themusicalbre...@gmail.com
 Subject: [Audyssey] lUMINALS, 0 DIRT BUG.
 To: 'Gamers Discussion list' gamers@audyssey.org
 Date: Tuesday, May 10, 2011, 1:05 AM
 oK, JUST COMPLETED MISSION 1 AND WENT
 ON TO MISSION 2.  tHERE WAS 0 DIRT
 LISTED IN THE TERRAIN OVERVIEW, BUT i WAS ABLE TO PLANT
 GRASS.  i NOTICE
 THAT THE TILE DIRT TOTAL UPDATES CORRECTLY AS i PLANT
 GRASS, BUT i'M NOT
 SURE THE OVER-ALL TERRAIN OVERVIEW FIGURE UPDATES
 CORRECTLY, AND i SHOULD
 CERTAINLY NOT BE ABLE TO PLANT GRASS OR TREES IF THERE
 ISN'T ANY AVAILABLE
 DIRT.




 Chris Bartlett



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[Audyssey] More Luminal thoughts.

2011-05-10 Thread Christopher Bartlett
Ok, I've played through the first four missions.  This is a
fascinating game, and I'm very much looking forward to elaborations, more
species and a free play mode.  I do have some thoughts and observations that
should in no way be taken as anything but constructive from someone who
really likes this concept.

 

Interface: you have inconsistent behavior for the space bar and esc keys
that doesn't match the docs, or at least as I understand what is supposed to
happen.  There appear to be two different levels of interaction from the
pause mode: one before you select a tile to interact with and one after.
This is fine, and the before selection appears to operate as advertised, but
once you've selected a tile, there appears to be no graceful way to back out
of a menu selection to the pre-tile-selection mode.  Hitting escape, which
according to the docs is supposed to get you out of the menu actually
unpauses the game.  In order to scan multiple tiles, one has to hit esc,
then quickly hit spacebar to pause, or the game advances a tick, which could
be important in complex dome scenarios, and is not expected behavior.

 

Effects that span tiles?  Are there any?  I'm not clear which effects span
multiple tiles and which are restricted to a particular tile.  If for
instance, I have many rocks but no grass in one tile, but I have a lot of
grass but few rocks in an adjacent tile, does this affect bug production as
if both tiles were balanced, or is it calculated on a per-tile basis?  What
about the grass/moss/mushroom balance, is that calculated over the whole
dome, or within each tile?  And the animals that feed on these things, I
note they aren't assigned a tile, so I suppose the food supply is gotten
from the terrain overview?

 

I haven't finished mission 5 yet, is there more to do after that?  Do I get
to play with all the species at once in the current version?

 

Chris Bartlett

 

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Re: [Audyssey] lUMINALS, 0 DIRT BUG.

2011-05-10 Thread Christopher Bartlett
Do you want to know how I beat it?  The solution is kind of subtle and
points to some nice complexity in the game.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Tuesday, May 10, 2011 12:09 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] lUMINALS, 0 DIRT BUG.

I have got to the third mission where I put rabbits on the squares.
I can't seem to get the number, I may buy grass or whatever for where 
its not needed or needed but it never seems enough and I have never 
managed fore than 6 rabits at once.
At 05:05 p.m. 10/05/2011, you wrote:
oK, JUST COMPLETED MISSION 1 AND WENT ON TO MISSION 2.  tHERE WAS 0 DIRT
LISTED IN THE TERRAIN OVERVIEW, BUT i WAS ABLE TO PLANT GRASS.  i NOTICE
THAT THE TILE DIRT TOTAL UPDATES CORRECTLY AS i PLANT GRASS, BUT i'M NOT
SURE THE OVER-ALL TERRAIN OVERVIEW FIGURE UPDATES CORRECTLY, AND i SHOULD
CERTAINLY NOT BE ABLE TO PLANT GRASS OR TREES IF THERE ISN'T ANY AVAILABLE
DIRT.



 Chris Bartlett



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Re: [Audyssey] More Luminal thoughts.

2011-05-10 Thread Jeremy Kaldobsky
Chris, thanks for the feedback.  I've read through your observations and added 
a few new things to my to-do list.

I will put this information into the game, but I should take this opportunity 
to explain how the tiles work.  The interactions of grass, moss, and mushrooms 
work on a tile by tile basis.  The numbers are not averaged between tiles, so 
you could end up with a situation like no bugs or grass on half of your dome.  
Animals are not linked to a specific tile because they actually travel from 
tile to tile in search of food.  If you did happen to have half of your dome 
void of any bugs, you would know your birds are likely to spend most of their 
time on the side with bugs.

--- On Tue, 5/10/11, Christopher Bartlett themusicalbre...@gmail.com wrote:

 From: Christopher Bartlett themusicalbre...@gmail.com
 Subject: [Audyssey] More Luminal thoughts.
 To: 'Gamers Discussion list' gamers@audyssey.org
 Date: Tuesday, May 10, 2011, 3:21 AM
          
       Ok, I've played through the first four
 missions.  This is a
 fascinating game, and I'm very much looking forward to
 elaborations, more
 species and a free play mode.  I do have some thoughts
 and observations that
 should in no way be taken as anything but constructive from
 someone who
 really likes this concept.
 
  
 
 Interface: you have inconsistent behavior for the space bar
 and esc keys
 that doesn't match the docs, or at least as I understand
 what is supposed to
 happen.  There appear to be two different levels of
 interaction from the
 pause mode: one before you select a tile to interact with
 and one after.
 This is fine, and the before selection appears to operate
 as advertised, but
 once you've selected a tile, there appears to be no
 graceful way to back out
 of a menu selection to the pre-tile-selection mode. 
 Hitting escape, which
 according to the docs is supposed to get you out of the
 menu actually
 unpauses the game.  In order to scan multiple tiles,
 one has to hit esc,
 then quickly hit spacebar to pause, or the game advances a
 tick, which could
 be important in complex dome scenarios, and is not expected
 behavior.
 
  
 
 Effects that span tiles?  Are there any?  I'm not
 clear which effects span
 multiple tiles and which are restricted to a particular
 tile.  If for
 instance, I have many rocks but no grass in one tile, but I
 have a lot of
 grass but few rocks in an adjacent tile, does this affect
 bug production as
 if both tiles were balanced, or is it calculated on a
 per-tile basis?  What
 about the grass/moss/mushroom balance, is that calculated
 over the whole
 dome, or within each tile?  And the animals that feed
 on these things, I
 note they aren't assigned a tile, so I suppose the food
 supply is gotten
 from the terrain overview?
 
  
 
 I haven't finished mission 5 yet, is there more to do after
 that?  Do I get
 to play with all the species at once in the current
 version?
 
  
 
                
 Chris Bartlett
 
  
 
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Re: [Audyssey] lUMINALS, 0 DIRT BUG.

2011-05-10 Thread Jeremy Kaldobsky
Now I'm curious, how did you beat it?

--- On Tue, 5/10/11, Christopher Bartlett themusicalbre...@gmail.com wrote:

 From: Christopher Bartlett themusicalbre...@gmail.com
 Subject: Re: [Audyssey] lUMINALS, 0 DIRT BUG.
 To: 'Gamers Discussion list' gamers@audyssey.org
 Date: Tuesday, May 10, 2011, 3:32 AM
 Do you want to know how I beat
 it?  The solution is kind of subtle and
 points to some nice complexity in the game.
 
     Chris Bartlett
 
 
 -Original Message-
 From: gamers-boun...@audyssey.org
 [mailto:gamers-boun...@audyssey.org]
 On
 Behalf Of shaun everiss
 Sent: Tuesday, May 10, 2011 12:09 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] lUMINALS, 0 DIRT BUG.
 
 I have got to the third mission where I put rabbits on the
 squares.
 I can't seem to get the number, I may buy grass or whatever
 for where 
 its not needed or needed but it never seems enough and I
 have never 
 managed fore than 6 rabits at once.
 At 05:05 p.m. 10/05/2011, you wrote:
 oK, JUST COMPLETED MISSION 1 AND WENT ON TO MISSION
 2.  tHERE WAS 0 DIRT
 LISTED IN THE TERRAIN OVERVIEW, BUT i WAS ABLE TO PLANT
 GRASS.  i NOTICE
 THAT THE TILE DIRT TOTAL UPDATES CORRECTLY AS i PLANT
 GRASS, BUT i'M NOT
 SURE THE OVER-ALL TERRAIN OVERVIEW FIGURE UPDATES
 CORRECTLY, AND i SHOULD
 CERTAINLY NOT BE ABLE TO PLANT GRASS OR TREES IF THERE
 ISN'T ANY AVAILABLE
 DIRT.
 
 
 
              
    Chris Bartlett
 
 
 
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 at
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Re: [Audyssey] dos games

2011-05-10 Thread burakyuksek

Hi,
You can find those from
http://kitchensinc.net
saygilar sevgiler.
- Original Message - 
From: fred olver goodfo...@charter.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 10, 2011 5:51 AM
Subject: Re: [Audyssey] dos games


Michael, if you want others to share what they have with you then you need 
to think about extending the same courtesy.


Fred Olver

- Original Message - 
From: michael barnes c...@samobile.net

To: gamers@audyssey.org
Sent: Monday, May 09, 2011 9:11 PM
Subject: [Audyssey] dos games



Hey, could someone please give me a list of dos games for the blind?
I would like to get some of those old dos games for my computer.  I just 
got destination mars and run for president on my computer and my 
screenreader system access read them just fine.
It's just like if I was playing on a old dos machine except with no kind 
of audio except my reader.

thanks.

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



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Re: [Audyssey] A wrong answer

2011-05-10 Thread dark

Yes, I got this one wrong too for the same reason.

While Voldemort was generally credited with having killed Sedric,  for 
instance in dumbledor's speech at the end of the book, it was as Charles 
said, very much Peter who actually did the deeed on Voldemort's command.


Beware the grue!

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

To: Undisclosed-Recipient: ;@smtp109.sbc.mail.gq1.yahoo.com
Sent: Sunday, May 08, 2011 7:07 PM
Subject: [Audyssey] A wrong answer


In the updated Harry Potter 2 trivia file of Jim Kitchen's trivia game, I 
have so far scored 78 out of 80, but have found an error.  Here's the 
question:


qWho murdered Cedric Diggory.
1Peter Pettigrew.
2Severus Snape.
3Lucius Malfoy.
4Barty Crouch Junior.
5Lord Voldemort.
6Goyl.
7Crabb.
8The Lestranges.
9None of these.

I chose A, because, wasn't it Peter, who obeyed the command from Lord 
Voldemort, to Kill the spare!?  The command was heard in a cold high 
pitched voice, which would have been Voldemort's.  Peter was carrying the 
weak Voldemort in a blanket when Harry and Cedric arrived in the 
graveyard.


The trivia file shows the answer as

a5


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Re: [Audyssey] dos games

2011-05-10 Thread michael barnes

Hey, Thanks.  But I know about that site.
I was looking for any other dos games for the blind that was text base game.

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Re: [Audyssey] A wrong answer

2011-05-10 Thread Bryan Peterson
Yep, it was Pettigrew. Voldemort gave the command and Pettigrew carried it 
out. Even the film got that part right. unlike the incantation used to 
revive VOldemort.

We are the Knights who say...Ni!
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, May 09, 2011 7:40 PM
Subject: Re: [Audyssey] A wrong answer



Hi,
Oh, it's been awhile myself but I am positive it was actually Petegrew. It
was VOldemort's wand but the thing that was at that point Voldemort 
hadn't

been revealed.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, May 09, 2011 8:35 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] A wrong answer

Hi Charles,

Good question. I guess I always thought it was Lord Voldemort myself
as it was definitely his wand that was used to kill Sedric. I'd have
to locate my scanned copy and reread that scene as its been a couple
of years since I've read the book.

On 5/8/11, Charles Rivard woofer...@sbcglobal.net wrote:

In the updated Harry Potter 2 trivia file of Jim Kitchen's trivia game, I
have so far scored 78 out of 80, but have found an error.  Here's the
question:

qWho murdered Cedric Diggory.
1Peter Pettigrew.
2Severus Snape.
3Lucius Malfoy.
4Barty Crouch Junior.
5Lord Voldemort.
6Goyl.
7Crabb.
8The Lestranges.
9None of these.

I chose A, because, wasn't it Peter, who obeyed the command from Lord
Voldemort, to Kill the spare!?  The command was heard in a cold high
pitched voice, which would have been Voldemort's.  Peter was carrying the
weak Voldemort in a blanket when Harry and Cedric arrived in the

graveyard.


The trivia file shows the answer as

a5


---
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heart.


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Re: [Audyssey] Space sims?

2011-05-10 Thread Jim Kitchen

Hi Phil,

I think that someone had once converted the dos Lunar Lander game to an 
accessible version.  Not positive about that though.  I am not sure exactly 
right now how I would plan to make it accessible myself as I remember playing 
it some when I had a tiny bit of sight left.  I do have the lander.bas file etc 
if you would like it.

BFN

Jim

A red nose can be the result of sunshine or moonshine.

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Re: [Audyssey] Space sims?

2011-05-10 Thread Jim Kitchen

Hi Ron,

Thanks, don't know why I always thought that the shuttle had 5 main engines.  
Maybe I was including the 2 SRB engines.  Or maybe it was the Saturn rocket 
that had 5 engines in it's first stage.

BFN

Jim

Out of my mind. Back in five minutes.

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Re: [Audyssey] history -Re: Apollo 13 - Re: Apollo - Re: Space sims?

2011-05-10 Thread Jim Kitchen

Hi Dark,

Yeah Mr Fucks pronounced Foo'ks looked like a buzz cut red neck fat football 
coach and also droned on and put one to sleep very quickly.  But mostly he just 
wrote the assignment on the black board that he had moved me away from and 
everyone read the assignment in silence the entire class period.

BFN

Jim

History does not repeat itself, historians merely repeat each other. 


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Re: [Audyssey] Space sims?

2011-05-10 Thread Jim Kitchen

Hi Imbar,

Thanks, I did not know that the rocket engines had parachutes.  I knew that the 
American space capsules from the Mercury, Gemini and Apollo missions had 
parachutes and landed in the ocean.  They were sort of tear drop shaped.  Now 
the shuttle is shaped like an airplane and lands on a runway like a glider 
airplane.

BFN

Jim

Minds, like parachutes, work only when open.

j...@kitchensinc.net
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(440) 286-6920
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Re: [Audyssey] Space sims?

2011-05-10 Thread Jim Kitchen

Hi Thomas,

Oh yeah, thanks, I had forgotten how much more weight the Apollo missions 
carried and thus needed the huge Saturn rocket to get them into space.

BFN

Jim

Ithinkmyspacebarstoppedworking.

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Re: [Audyssey] Space sims?

2011-05-10 Thread Jim Kitchen

Hi Thomas,

Yeah, starting with something like the open source simulator, Flight Gear would 
sure be a giant help.  Just like if I were to ever write a chess program, I 
would start with the open source gnuchess project and try to write a nice 
interface for it.  Why reinvent the wheel right?

BFN

Jim

If code was meant to be portable, it'd have wheels...

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Re: [Audyssey] Star Wars Game Thoughts/Ideas

2011-05-10 Thread Shane Lowe

that would be interesting.

- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 09, 2011 9:40 PM
Subject: Re: [Audyssey] Star Wars Game Thoughts/Ideas


Honestly, I'd like to see this grow. Start simple, maybe a beat em up with 
cutsceens to explain a basic plotline and see how far you cfan go with 
that. Then, once you've done everything possible with that beat em up, 
move to a different genre. As an avid star wars fan I like all your 
ideas... and although it would be hard to find sound effects to fit, I 
would really, really like to see a game based in the NJO timeline.



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Re: [Audyssey] A tpa turniment.

2011-05-10 Thread Shane Lowe

yes.

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

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, May 09, 2011 9:53 PM
Subject: Re: [Audyssey] A tpa turniment.



Hi,
All right...obviously my name is Hayden, but I'm going to sign up as Ian
X--just as a random name since Hayden is not a choice. Got that?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Shane Lowe
Sent: Monday, May 09, 2011 4:18 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] A tpa turniment.

what ever you want your name to be.

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

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, May 09, 2011 6:47 AM
Subject: Re: [Audyssey] A tpa turniment.



Hi,
All right. You want the name of the player in the game? Or our own.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Shane Lowe
Sent: Monday, May 09, 2011 4:56 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] A tpa turniment.

kk. That works.

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

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, May 08, 2011 10:11 PM
Subject: Re: [Audyssey] A tpa turniment.



Hi,
Ok...so we don't have skype. Why would we want to sign up so someone 
else

could play for us? Are you kdding? How about when you play we post a
recording of it?

Best Regards,
Hayden


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

Behalf Of Shane Lowe
Sent: Sunday, May 08, 2011 8:55 PM
To: Gamers Discussion list
Subject: [Audyssey] A tpa turniment.

If anyone wants to join my ten pin allie terniment, just reply back with
your player name.
I'll see what I can do with the name, and I'll create you if your not
there.
Also, I'll need your skype name.
If you don't have skype, you can still play. Just some other blind 
person

will be playing for you.

Thanks,
Shane
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Re: [Audyssey] Space sims?

2011-05-10 Thread Imbar Golt

listen to the descents on youtube they are fascinating.
Ms Imbar Golt
im...@netvision.net.il
- Original Message - 
From: Jim Kitchen j...@kitchensinc.net

To: Imbar Golt Gamers@audyssey.org
Sent: Tuesday, May 10, 2011 12:57 PM
Subject: Re: [Audyssey] Space sims?



Hi Imbar,

Thanks, I did not know that the rocket engines had parachutes.  I knew 
that the American space capsules from the Mercury, Gemini and Apollo 
missions had parachutes and landed in the ocean.  They were sort of tear 
drop shaped.  Now the shuttle is shaped like an airplane and lands on a 
runway like a glider airplane.


BFN

Jim

Minds, like parachutes, work only when open.

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

2011-05-10 Thread Lori Duncan
Hi could someone tell me how I join the Sound RTS chat group?  I'm trying to 
join through the google site, but am not registered with Google but Hotmail.  I 
just need the subscription email address for the group.  Thanks from Lori
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[Audyssey] Sound RTS

2011-05-10 Thread Lori Duncan
Hi how do people rate this game?  I'm going to try it out and see how I go with 
it and just wondered what people think.  Thanks from Lori
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Re: [Audyssey] Space sims?

2011-05-10 Thread Ron Kolesar
Hello back at you Jim.
It was the Saturn five that had five engines in it.
The shuttle has several engines in it as well.
But it only has three main engines two solid rocket boosters, two orbiting 
maneuvering engines and twelve reaction control jets.
Ron Kolesar
kolesar16...@roadrunner.com

--
From: Jim Kitchen j...@kitchensinc.net
Sent: Tuesday, May 10, 2011 5:57 AM
To: Ron Kolesar Gamers@audyssey.org
Subject: Re: [Audyssey] Space sims?

 Hi Ron,

 Thanks, don't know why I always thought that the shuttle had 5 main 
 engines.  Maybe I was including the 2 SRB engines.  Or maybe it was the 
 Saturn rocket that had 5 engines in it's first stage.

 BFN

 Jim

 Out of my mind. Back in five minutes.

 j...@kitchensinc.net
 http://www.kitchensinc.net
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 Chardon Ohio USA
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Re: [Audyssey] Sound RTS Question

2011-05-10 Thread darren harris
Usually it's the group name followed 
 by -subscr...@googlegroups.com 
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Lori Duncan
Sent: 10 May 2011 12:26
To: Gamers Discussion list
Subject: [Audyssey] Sound RTS Question


Hi could someone tell me how I join the Sound RTS chat group?  I'm trying to
join through the google site, but am not registered with Google but Hotmail.
I just need the subscription email address for the group.  Thanks from Lori
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[Audyssey] Lunimals feedback

2011-05-10 Thread Zachary Kline
Hi Aprone and All,
I've been unable to get back to sleep for the past while, so decided to give 
your Lunimals game a try.  It's a remarkable bit of programming.  I've only 
completed the first two missions, and am looking forward to the next.  
This game reminds me most of the old software toys released by Maxis.  
SimLife and SimEarth come to mind, or at least what I've heard of them.  Kudos 
to Aprone for producing something nobody else in this community has tried 
before.  I eagerly await farhther developments.
Best,
Zack.
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Re: [Audyssey] Space sims?

2011-05-10 Thread Thomas Ward
Hi Jim,

Right. That's basically my thought. Why reinvent the wheel when there
is free code laying around. Its perfectly legal to use it as long as
the game remains free of charge. Open source code has helped me out a
lot over the years. Especially when it comes to games.

There are many free open source games I've thought would make great
audio games like Lin City which is a free clone of Sim City, Freeciv
which is a clone of Civilization, Flight Gear which is a free clone of
Microsoft Flight Simulator, and so on. it might be possible to modify
one of those existing games with speech etc and turn them into free
accessible games. As we are really lacking something like a good
flight sim for the blind something like Flight Gear would probably be
a great starting point.

On 5/10/11, Jim Kitchen j...@kitchensinc.net wrote:
 Hi Thomas,

 Yeah, starting with something like the open source simulator, Flight Gear
 would sure be a giant help.  Just like if I were to ever write a chess
 program, I would start with the open source gnuchess project and try to
 write a nice interface for it.  Why reinvent the wheel right?

 BFN

  Jim

 If code was meant to be portable, it'd have wheels...

 j...@kitchensinc.net
 http://www.kitchensinc.net
 (440) 286-6920
 Chardon Ohio USA
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Re: [Audyssey] Star Wars Game Thoughts/Ideas

2011-05-10 Thread Thomas Ward
Hi Clement,

While I agree a game based on the Yuuzan Vong war would be cool I
don't believe I could come up with any sounds that would  fit. Its one
thing to read about organic weapons etc in a book and quite another to
invent sound effects from scratch to try and emulate what the books
describe.

Besides as I said I'm personally getting just a bit tired of the main
characters. I grew up with Luke Skywalker, Han Solo, Leia, and they
have been the main focus for over 30 years. I'm  finding the Old
Republic series etc a nice refresh from all that because there are all
new characters and situations available to read and write about that
take place thousands of years before Luke, Han, Leia, etc were born. I
think this apeals to my historian side. I like exploring what life
might have been like thousands and thousands of years before the
modern era.

As far as your suggestion goes basically what you are saying is start
small and think bigger. That makes sense, but it also has to be
something I have to be happy with too. Something I'll commit too for
the long hall.

For instance, I've never been completely happy with MOTA. Its not a
bad game, but my principle complaint is it wasn't written the way I
wanted it to be written. I wanted a full blown FPS like Tomb Raider
not a side-scroller. As a result of this I'm now having to split my
time between writing the side-scroller the community wants and the FPS
that I want. Its taking a lot out of me physically, emotionally, and
financially and you can see it has been a month-and-a-half since beta
18 just because I'm spending time with essentually two games instead
of one. I'll never ever do it again for anyone. From now on I'll
decide on a single format and run with it when it comes to game
projects.

Basically, what I'm saying is I'll certainly listen to suggestions
etc, but in the end I'll be making the final calls on format etc. I'm
just finding out where the lists interests are right now. Which styles
etc people would prefer before I start into this projectin the future.


On 5/9/11, Clement Chou chou.clem...@gmail.com wrote:
 Honestly, I'd like to see this grow. Start simple, maybe a beat em up
 with cutsceens to explain a basic plotline and see how far you cfan
 go with that. Then, once you've done everything possible with that
 beat em up, move to a different genre. As an avid star wars fan I
 like all your ideas... and although it would be hard to find sound
 effects to fit, I would really, really like to see a game based in
 the NJO timeline.


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Re: [Audyssey] Star Wars Game Thoughts/Ideas

2011-05-10 Thread Clement Chou
Fair enough. And that was no more than that, a suggestion. While I 
would've liked a tomb Raider-esc experience, I'm more than happy with 
what we're getting... side scrollers and 3d games are both styles I 
happen to enjoy. I just suggested a beat em up because it would be 
easy to start. as to timeline... there's another era I was wondering 
about, though this probably coincides with the old republic series. 
Have you ever thought about writing a game based around Darth Bane? 
From when he was a minor on a backwater planet to the sith academy 
or coriban? That would be cool, too. And just to clarify in case it 
didn't come across, when I said start small and think bigger I meant 
with each game. I didn't mean make a beat em up and then a 3d version 
of that same game... far from it. I understand how much that can take 
out of someone... just thinking about the different programming and 
planning required makes my head spin. But if you were to say make 
separate serieses based off different eras, in the longterm? Start 
simple, and then when you move to a different timeline and a 
different series of game, increase the scope. That, in my personal 
opinion, gives you more options for a longer-lasting series of games. 
But just my thoughts, as usual.


At 06:22 AM 10/05/2011, you wrote:

Hi Clement,

While I agree a game based on the Yuuzan Vong war would be cool I
don't believe I could come up with any sounds that would  fit. Its one
thing to read about organic weapons etc in a book and quite another to
invent sound effects from scratch to try and emulate what the books
describe.

Besides as I said I'm personally getting just a bit tired of the main
characters. I grew up with Luke Skywalker, Han Solo, Leia, and they
have been the main focus for over 30 years. I'm  finding the Old
Republic series etc a nice refresh from all that because there are all
new characters and situations available to read and write about that
take place thousands of years before Luke, Han, Leia, etc were born. I
think this apeals to my historian side. I like exploring what life
might have been like thousands and thousands of years before the
modern era.

As far as your suggestion goes basically what you are saying is start
small and think bigger. That makes sense, but it also has to be
something I have to be happy with too. Something I'll commit too for
the long hall.

For instance, I've never been completely happy with MOTA. Its not a
bad game, but my principle complaint is it wasn't written the way I
wanted it to be written. I wanted a full blown FPS like Tomb Raider
not a side-scroller. As a result of this I'm now having to split my
time between writing the side-scroller the community wants and the FPS
that I want. Its taking a lot out of me physically, emotionally, and
financially and you can see it has been a month-and-a-half since beta
18 just because I'm spending time with essentually two games instead
of one. I'll never ever do it again for anyone. From now on I'll
decide on a single format and run with it when it comes to game
projects.

Basically, what I'm saying is I'll certainly listen to suggestions
etc, but in the end I'll be making the final calls on format etc. I'm
just finding out where the lists interests are right now. Which styles
etc people would prefer before I start into this projectin the future.


On 5/9/11, Clement Chou chou.clem...@gmail.com wrote:
 Honestly, I'd like to see this grow. Start simple, maybe a beat em up
 with cutsceens to explain a basic plotline and see how far you cfan
 go with that. Then, once you've done everything possible with that
 beat em up, move to a different genre. As an avid star wars fan I
 like all your ideas... and although it would be hard to find sound
 effects to fit, I would really, really like to see a game based in
 the NJO timeline.


 ---
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[Audyssey] Audiogames.net running

2011-05-10 Thread burakyuksek
Hi,
Audiogames.net is running now!
saygılar sevgiler.
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Re: [Audyssey] Sound RTS

2011-05-10 Thread Thomas Ward
Hi Lori,

Well, I personally like SoundRTS. Its a great strategy game where you
start out with a few peasants and try and build an empire by training
footmen, archers, knights, etc and concoring the enemy players.
Although, I will say it is a bit more fun in a human vs human game as
they will make more intelligent decisions than the computer. I've seen
the computer make some rediculous decisions nobody in their right mind
would try.

For instance, let's assume I whiped out most of the enemy forces and
they decided to rebuild somewhere else. I might let them go while I
fortify my positions. Next thing I know the computer will send one
maybe two footmen to my fortified position to take on five well armed
knights. Like, stupid, I'll slaughter those footmen without thinking
about it. Why didn't the computer try and train some knights and send
at least four or five knights to try and even the odds or something?
Basically, what I'm saying is planning ahead isn't the computers
strong suit.

Smile.


On 5/10/11, Lori Duncan lori_dunca...@hotmail.com wrote:
 Hi how do people rate this game?  I'm going to try it out and see how I go
 with it and just wondered what people think.  Thanks from Lori
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Re: [Audyssey] Star Wars Game Thoughts/Ideas

2011-05-10 Thread Shane Lowe

Personally, I still like the game based on revenge of the sith.
Side scrollers are usually what I profere, because the way your saying, this 
3d would be yes... quite hard.


hth,
Shane

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 09, 2011 9:22 PM
Subject: [Audyssey] Star Wars Game Thoughts/Ideas



Hi all,

Since there has been a lot of interest in exactly what Star Wars games
USA Games might be planning, and the last thread really got side
tracked into general Star Wars history, lore, and background I thought
I would start the thread over fresh, and talk about what my thoughts
and feelings are regarding this subject.

First, the legal issues. Since Lucas Arts and its parent company
Lucasfilm LTD didn't exactly give me the go ahead on any Star Wars
projects that means whatever USA Games does regarding Star Wars will
most likely have to be open source and published as fan fiction in
order to minimize any legal entanglements with Lucasfilm over
licensing. This doesn't mean we can't proceed with a Star Wars project
it just means we'll have to produce the game without a lot of
financial backing. As I've got plenty of sound effects, music, and can
probably find free help to do voice acting if needed this might not be
a big issue.

Second, issue I've been thinking about is what time period or era to
set the game in. This is, for me at least, a tough decision as
currently there is now more than 5,000 years of history  and lore set
down in the Star Wars books and comics ranging from the Great
Hyperspace War between the original Sith Empire and the Galactic
Republic all the way up to the Legacy era set some 40 years after the
battle of Endore. In each era there are historic champions and super
villains of note.

As for myself personally I am leaning against anything involving
anyone from the original Star Wars books and movies such as Luke
Skywalker, Darth Vader, etc simply because there is so much written
about them it is getting to be, for me at least, the same old thing
different book/movie. Diddo for the Clone Wars that has so much cannon
and history its hard to create new and original stories that don't
involve some idea already used in a comic, book, or the movies. Still
I'm not totally against creating a game in one of these eras I just
feel its too common place and way over used so to speak.

Recently the Star Wars authors have began documenting events that
happened thousands of years before Star Wars  A New Hope which is sort
of interesting seeing the Republic as it was thousands of years before
the Clone Wars etc happened.

For example, two new books such as Fatal Alliance and Deceived have
started documenting events during the Great Galactic War about 3,681
to 3,653 years before Star Wars A New Hope, and it picks up where the
Knights of the Old Republic series left off. There is even a MMO/RPG
being produced by Bioware called Star Wars The Old Republic that
features this 30 year war between the Jedi and Sith. Its something I
think I could base a game on myself and have plenty of room to be
creative and use creative license without stepping on official cannon
all over the place.

Finally, there is the style or type of format I could use for this
game. There are pros and cons for each style or format. Which makes it
hard to decide.

Side-Scroller---Obviously this would be a 2d type game with the
ability to move left, right, up, and down throughout the game world.
Since I think we all know what side-scrollers are by now no more
explanation need be made about what they are.

The obvious advantage to side-scrollers is they are, for a blind
player, easier to navigate. There are only four directions of movement
to figure out, and sounds are panned left or right in the stereo
field. This makes them ideal in terms of accessibility.

All the same accessible or not side-scrollers are stuck in a 2d only
environment. This prevents both the game developer and player from
taking advantage of certain features other formats have to offer. For
instance, there are various combat maneuvers, moves, etc that require
a full 3d environment to acomplish. As someone who has played
something like Jedi Knight and so on in a 3D First-Person format
side-scrollers seem like, well, like a ccrippled game as you couldn't
do half the things you could in a true 3d environment. Just the fact
you are restricted to left, right, up and down is to my thinking
pretty limiting when I'm use to full motion and movement in typical
Star Wars games. Therefore I wouldn't necessarily prefer to use this
format for any Star Wars game myself.

First-Person---This format commonly refered to as FPS actually got its
start with games from the 1990's such as Quake, Jedi Knight, and Doom
as instead of a strict 2d level we were now beginning to think in
terms of true 3d. I.E. you can go left, right, foward, backwards, up,
or down. You could turn 360 degrees and 

Re: [Audyssey] Space sims?

2011-05-10 Thread Charles Rivard
It was the Saturn V that had 5 main engines.  Not sure, but I think it was 
labeled the Saturn V because of the Roman numeral for 5?


---
Shepherds are the best beasts!
- Original Message - 
From: Jim Kitchen j...@kitchensinc.net

To: Ron Kolesar Gamers@audyssey.org
Sent: Tuesday, May 10, 2011 4:57 AM
Subject: Re: [Audyssey] Space sims?



Hi Ron,

Thanks, don't know why I always thought that the shuttle had 5 main 
engines.  Maybe I was including the 2 SRB engines.  Or maybe it was the 
Saturn rocket that had 5 engines in it's first stage.


BFN

Jim

Out of my mind. Back in five minutes.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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[Audyssey] Moderator Reminder: Message Attachments

2011-05-10 Thread Thomas Ward
Hello list,

A little while ago I just checked the moderators queue and there were
four or five messages with Dos game attachments in them. I'd like to
give everyone a friendly reminder that sending attachments to the list
is not allowed for security reasons. Instead if you want to post a
game to the list you need to use a file sharing service like
Sendspace, Dropbox, Fileserve, Rapidshare, etc. Sharing large files
like games etc is what they are there for. So in the future please
remember not to post the game directly to the list and simply upload
it to a file sharing service and e-mail the link where to download the
file to the list.

Thanks.

Thomas Ward
Co-Moderator of the Audyssey Mailing List
gamers-ow...@audyssey.org

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Re: [Audyssey] Star Wars Game Thoughts/Ideas

2011-05-10 Thread Clement Chou
In contrast, if I had to choose, I would prefer 3d... if nothing else 
because it is harder and much more of a challenge to play, and 
because that brings us one more step to the modern-day mainstream 
market instead of the arcade shooter and side-scrolling market which 
was popular... more than 15 years ago. Granted there are still those 
games made, just... not as many as were made back in the day.


At 03:03 AM 10/05/2011, you wrote:

Personally, I still like the game based on revenge of the sith.
Side scrollers are usually what I profere, because the way your 
saying, this 3d would be yes... quite hard.


hth,
Shane

- Original Message - From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 09, 2011 9:22 PM
Subject: [Audyssey] Star Wars Game Thoughts/Ideas



Hi all,

Since there has been a lot of interest in exactly what Star Wars games
USA Games might be planning, and the last thread really got side
tracked into general Star Wars history, lore, and background I thought
I would start the thread over fresh, and talk about what my thoughts
and feelings are regarding this subject.

First, the legal issues. Since Lucas Arts and its parent company
Lucasfilm LTD didn't exactly give me the go ahead on any Star Wars
projects that means whatever USA Games does regarding Star Wars will
most likely have to be open source and published as fan fiction in
order to minimize any legal entanglements with Lucasfilm over
licensing. This doesn't mean we can't proceed with a Star Wars project
it just means we'll have to produce the game without a lot of
financial backing. As I've got plenty of sound effects, music, and can
probably find free help to do voice acting if needed this might not be
a big issue.

Second, issue I've been thinking about is what time period or era to
set the game in. This is, for me at least, a tough decision as
currently there is now more than 5,000 years of history  and lore set
down in the Star Wars books and comics ranging from the Great
Hyperspace War between the original Sith Empire and the Galactic
Republic all the way up to the Legacy era set some 40 years after the
battle of Endore. In each era there are historic champions and super
villains of note.

As for myself personally I am leaning against anything involving
anyone from the original Star Wars books and movies such as Luke
Skywalker, Darth Vader, etc simply because there is so much written
about them it is getting to be, for me at least, the same old thing
different book/movie. Diddo for the Clone Wars that has so much cannon
and history its hard to create new and original stories that don't
involve some idea already used in a comic, book, or the movies. Still
I'm not totally against creating a game in one of these eras I just
feel its too common place and way over used so to speak.

Recently the Star Wars authors have began documenting events that
happened thousands of years before Star Wars  A New Hope which is sort
of interesting seeing the Republic as it was thousands of years before
the Clone Wars etc happened.

For example, two new books such as Fatal Alliance and Deceived have
started documenting events during the Great Galactic War about 3,681
to 3,653 years before Star Wars A New Hope, and it picks up where the
Knights of the Old Republic series left off. There is even a MMO/RPG
being produced by Bioware called Star Wars The Old Republic that
features this 30 year war between the Jedi and Sith. Its something I
think I could base a game on myself and have plenty of room to be
creative and use creative license without stepping on official cannon
all over the place.

Finally, there is the style or type of format I could use for this
game. There are pros and cons for each style or format. Which makes it
hard to decide.

Side-Scroller---Obviously this would be a 2d type game with the
ability to move left, right, up, and down throughout the game world.
Since I think we all know what side-scrollers are by now no more
explanation need be made about what they are.

The obvious advantage to side-scrollers is they are, for a blind
player, easier to navigate. There are only four directions of movement
to figure out, and sounds are panned left or right in the stereo
field. This makes them ideal in terms of accessibility.

All the same accessible or not side-scrollers are stuck in a 2d only
environment. This prevents both the game developer and player from
taking advantage of certain features other formats have to offer. For
instance, there are various combat maneuvers, moves, etc that require
a full 3d environment to acomplish. As someone who has played
something like Jedi Knight and so on in a 3D First-Person format
side-scrollers seem like, well, like a ccrippled game as you couldn't
do half the things you could in a true 3d environment. Just the fact
you are restricted to left, right, up and down is to my thinking
pretty limiting when I'm use to full motion and movement in 

Re: [Audyssey] Star Wars Game Thoughts/Ideas

2011-05-10 Thread Richard Claridge
Hi Thomas
I think we really need a fps personally.
I've always thought you do what others want regardless of what you want from 
your games far to much.
Cheers
Rich

Sent from my iPhone

On 10 May 2011, at 14:22, Thomas Ward thomasward1...@gmail.com wrote:

 Hi Clement,
 
 While I agree a game based on the Yuuzan Vong war would be cool I
 don't believe I could come up with any sounds that would  fit. Its one
 thing to read about organic weapons etc in a book and quite another to
 invent sound effects from scratch to try and emulate what the books
 describe.
 
 Besides as I said I'm personally getting just a bit tired of the main
 characters. I grew up with Luke Skywalker, Han Solo, Leia, and they
 have been the main focus for over 30 years. I'm  finding the Old
 Republic series etc a nice refresh from all that because there are all
 new characters and situations available to read and write about that
 take place thousands of years before Luke, Han, Leia, etc were born. I
 think this apeals to my historian side. I like exploring what life
 might have been like thousands and thousands of years before the
 modern era.
 
 As far as your suggestion goes basically what you are saying is start
 small and think bigger. That makes sense, but it also has to be
 something I have to be happy with too. Something I'll commit too for
 the long hall.
 
 For instance, I've never been completely happy with MOTA. Its not a
 bad game, but my principle complaint is it wasn't written the way I
 wanted it to be written. I wanted a full blown FPS like Tomb Raider
 not a side-scroller. As a result of this I'm now having to split my
 time between writing the side-scroller the community wants and the FPS
 that I want. Its taking a lot out of me physically, emotionally, and
 financially and you can see it has been a month-and-a-half since beta
 18 just because I'm spending time with essentually two games instead
 of one. I'll never ever do it again for anyone. From now on I'll
 decide on a single format and run with it when it comes to game
 projects.
 
 Basically, what I'm saying is I'll certainly listen to suggestions
 etc, but in the end I'll be making the final calls on format etc. I'm
 just finding out where the lists interests are right now. Which styles
 etc people would prefer before I start into this projectin the future.
 
 
 On 5/9/11, Clement Chou chou.clem...@gmail.com wrote:
 Honestly, I'd like to see this grow. Start simple, maybe a beat em up
 with cutsceens to explain a basic plotline and see how far you cfan
 go with that. Then, once you've done everything possible with that
 beat em up, move to a different genre. As an avid star wars fan I
 like all your ideas... and although it would be hard to find sound
 effects to fit, I would really, really like to see a game based in
 the NJO timeline.
 
 
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Re: [Audyssey] Space sims?

2011-05-10 Thread Phil Vlasak

Hi Jim,
I used to enjoy playing the old text only DOS Lunar Lander at the time as 
back then no games had sound effects.
It took lots of skill in adjusting your thrust and monitoring your fuel to 
land without crashing.
I would like to create a windows version some day but not for the near 
future.

Phil

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

To: Phil Vlasak Gamers@audyssey.org
Sent: Tuesday, May 10, 2011 5:57 AM
Subject: Re: [Audyssey] Space sims?



Hi Phil,

I think that someone had once converted the dos Lunar Lander game to an 
accessible version.  Not positive about that though.  I am not sure 
exactly right now how I would plan to make it accessible myself as I 
remember playing it some when I had a tiny bit of sight left.  I do have 
the lander.bas file etc if you would like it.


BFN

Jim

A red nose can be the result of sunshine or moonshine.

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

2011-05-10 Thread Christopher Bartlett
Thanks for the explanation.  This makes it more necessary to have an easier
way to move from tile to tile.  Perhaps add a go to tile command after this
tile in the menu.  As it is, navigation from tile to tile requires
unpausing the game, unless I'm missing something.  Off to finish mission 5.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Tuesday, May 10, 2011 12:51 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] More Luminal thoughts.

Chris, thanks for the feedback.  I've read through your observations and
added a few new things to my to-do list.

I will put this information into the game, but I should take this
opportunity to explain how the tiles work.  The interactions of grass, moss,
and mushrooms work on a tile by tile basis.  The numbers are not averaged
between tiles, so you could end up with a situation like no bugs or grass on
half of your dome.  Animals are not linked to a specific tile because they
actually travel from tile to tile in search of food.  If you did happen to
have half of your dome void of any bugs, you would know your birds are
likely to spend most of their time on the side with bugs.

--- On Tue, 5/10/11, Christopher Bartlett themusicalbre...@gmail.com
wrote:

 From: Christopher Bartlett themusicalbre...@gmail.com
 Subject: [Audyssey] More Luminal thoughts.
 To: 'Gamers Discussion list' gamers@audyssey.org
 Date: Tuesday, May 10, 2011, 3:21 AM
          
       Ok, I've played through the first four
 missions.  This is a
 fascinating game, and I'm very much looking forward to
 elaborations, more
 species and a free play mode.  I do have some thoughts
 and observations that
 should in no way be taken as anything but constructive from
 someone who
 really likes this concept.
 
  
 
 Interface: you have inconsistent behavior for the space bar
 and esc keys
 that doesn't match the docs, or at least as I understand
 what is supposed to
 happen.  There appear to be two different levels of
 interaction from the
 pause mode: one before you select a tile to interact with
 and one after.
 This is fine, and the before selection appears to operate
 as advertised, but
 once you've selected a tile, there appears to be no
 graceful way to back out
 of a menu selection to the pre-tile-selection mode. 
 Hitting escape, which
 according to the docs is supposed to get you out of the
 menu actually
 unpauses the game.  In order to scan multiple tiles,
 one has to hit esc,
 then quickly hit spacebar to pause, or the game advances a
 tick, which could
 be important in complex dome scenarios, and is not expected
 behavior.
 
  
 
 Effects that span tiles?  Are there any?  I'm not
 clear which effects span
 multiple tiles and which are restricted to a particular
 tile.  If for
 instance, I have many rocks but no grass in one tile, but I
 have a lot of
 grass but few rocks in an adjacent tile, does this affect
 bug production as
 if both tiles were balanced, or is it calculated on a
 per-tile basis?  What
 about the grass/moss/mushroom balance, is that calculated
 over the whole
 dome, or within each tile?  And the animals that feed
 on these things, I
 note they aren't assigned a tile, so I suppose the food
 supply is gotten
 from the terrain overview?
 
  
 
 I haven't finished mission 5 yet, is there more to do after
 that?  Do I get
 to play with all the species at once in the current
 version?
 
  
 
                
 Chris Bartlett
 
  
 
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Re: [Audyssey] Star Wars Game Thoughts/Ideas

2011-05-10 Thread Thomas Ward
Hi Clement,

Ah, sorry I misunderstood you. Yeah, I thought you meant write a
beat-m-up and then convert the idea to an FPS or something like that.
That obviously wouldn't be ideal as I've done it once for MOTA, and
definitely wouldn't want to go through that again. :D

Anyway, I certainly understand your logic of perhaps developing a
variety of Star Wars games ranging from the simple beat-m-up to more
complex FPS games I think that I can do much better than that
personally. After all, the main purpose I have invested so much time
as well in money developing my Genesis 3D engine is so that I could
create high performance FPS games on par with mainstream games. You
know, even something like Jedi Knight, which was released 15 years
ago, would be a vast leap forward as far as accessible games goes.
Shades of Doom, while advanced in terms of accessible games goes,
doesn't quite go far enough in advancing accessible FPS gaming with
full 3d elements, complex attacks, and full scale 3d levels.
Basically, what I'm saying is I think if I do it it should be with the
intent to imitate mainstream games like Jedi knight rather than fall
back upon a less safisticated format/design.

As far as Darth Bane goes I've read some of the books in that series,
but haven't really considered any games in that particular era. I
suppose the main reason is given the limited number of enemies in that
series, and by then Darth Bane had created the law of two in order to
hide the Sith from Jedi attention. In order to design a game in that
particular era, about 1,000 years before A New Hope, I'd probably have
to write it from the perspective of Darth Bane. That certainly would
be interesting fighting the Galactic Republic from the Sith point of
view rather than fighting the Sith from the Jedi point of view.

Cheers!


On 5/10/11, Clement Chou chou.clem...@gmail.com wrote:
 Fair enough. And that was no more than that, a suggestion. While I
 would've liked a tomb Raider-esc experience, I'm more than happy with
 what we're getting... side scrollers and 3d games are both styles I
 happen to enjoy. I just suggested a beat em up because it would be
 easy to start. as to timeline... there's another era I was wondering
 about, though this probably coincides with the old republic series.
 Have you ever thought about writing a game based around Darth Bane?
  From when he was a minor on a backwater planet to the sith academy
 or coriban? That would be cool, too. And just to clarify in case it
 didn't come across, when I said start small and think bigger I meant
 with each game. I didn't mean make a beat em up and then a 3d version
 of that same game... far from it. I understand how much that can take
 out of someone... just thinking about the different programming and
 planning required makes my head spin. But if you were to say make
 separate serieses based off different eras, in the longterm? Start
 simple, and then when you move to a different timeline and a
 different series of game, increase the scope. That, in my personal
 opinion, gives you more options for a longer-lasting series of games.
 But just my thoughts, as usual.


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Re: [Audyssey] lUMINALS, 0 DIRT BUG.

2011-05-10 Thread Christopher Bartlett
I changed the grass/moss balance by planting a lot of trees, and exercised
judicious mouse population control.  I noted that rabbits prefer moss to
grass, so I made their supply of moss bigger.  Of course this increased the
acorn supply, but that replenishes slower, at least by my observations.  I
suspect I was supposed to kill off the mice entirely, but I wanted to see if
I could do it without, and I was low on battery power.

Which reminds me, another addition would be the ability to purchase battery
power with money.  This should be expensive, on the order of $10,000 per
unit.  Alternatively, it would be nice to be able to purchase more solar
cells for a dome to increase the maximum capacity.  I'm not sure how
expensive that should be.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Tuesday, May 10, 2011 12:52 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] lUMINALS, 0 DIRT BUG.

Now I'm curious, how did you beat it?

--- On Tue, 5/10/11, Christopher Bartlett themusicalbre...@gmail.com
wrote:

 From: Christopher Bartlett themusicalbre...@gmail.com
 Subject: Re: [Audyssey] lUMINALS, 0 DIRT BUG.
 To: 'Gamers Discussion list' gamers@audyssey.org
 Date: Tuesday, May 10, 2011, 3:32 AM
 Do you want to know how I beat
 it?  The solution is kind of subtle and
 points to some nice complexity in the game.
 
     Chris Bartlett
 
 
 -Original Message-
 From: gamers-boun...@audyssey.org
 [mailto:gamers-boun...@audyssey.org]
 On
 Behalf Of shaun everiss
 Sent: Tuesday, May 10, 2011 12:09 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] lUMINALS, 0 DIRT BUG.
 
 I have got to the third mission where I put rabbits on the
 squares.
 I can't seem to get the number, I may buy grass or whatever
 for where 
 its not needed or needed but it never seems enough and I
 have never 
 managed fore than 6 rabits at once.
 At 05:05 p.m. 10/05/2011, you wrote:
 oK, JUST COMPLETED MISSION 1 AND WENT ON TO MISSION
 2.  tHERE WAS 0 DIRT
 LISTED IN THE TERRAIN OVERVIEW, BUT i WAS ABLE TO PLANT
 GRASS.  i NOTICE
 THAT THE TILE DIRT TOTAL UPDATES CORRECTLY AS i PLANT
 GRASS, BUT i'M NOT
 SURE THE OVER-ALL TERRAIN OVERVIEW FIGURE UPDATES
 CORRECTLY, AND i SHOULD
 CERTAINLY NOT BE ABLE TO PLANT GRASS OR TREES IF THERE
 ISN'T ANY AVAILABLE
 DIRT.
 
 
 
              
    Chris Bartlett
 
 
 
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Re: [Audyssey] Star Wars Game Thoughts/Ideas

2011-05-10 Thread Clement Chou
Your point about moving forward instead of sticking to tradition 
makes sense. I dunno... maybe I just miss old beat em ups. I'd love 
to see a modern game with all the chracteristics of final fight and 
streets of Rage. Those were good times.


As to darth bane, I put a lot of time into reading those books... and 
if you made one game that spread over the period of path of 
destruction as well as rule of two, you would have somewhat more 
enemy variety. And this could also be a way to progres... since if 
you remember, Darth Bane was a kid on a mining planet who routinely 
got himself into trouble. Then he escaped, joined a group of sith 
troopers who were soldiers for the sith army, and then finally moved 
up to the academy... and grew to be darth bane despite the fact that 
by that time the academy had abandoned the use of the darth title. 
The first book climaxes with the Jedi and Sith battling on a remote 
planet and the sith committing basically suicide and taking the Jedi 
with them. Bane is the only one left... and thus begins his rule of two.



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[Audyssey] Review of Quentin C playroom and the 1000 miles game

2011-05-10 Thread Phil Vlasak

Hi Folks,
Last week, on Main Menu, starting from 15:30 you can hear a 35 minute 
interview of Quentin C, creator of The Play Room, an online gaming platform 
for the blind.  Then there is a demo of One Thousand Miles, just one of many 
games

available on the free multi player site.

Main Menu airs on Fridays at 8:00 pm Eastern time.

Subscribe to the Main Menu podcast feed or download an mp3 of the show at:
http://mainmenu.acbradio.org/rss.php


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Re: [Audyssey] Star Wars Game Thoughts/Ideas

2011-05-10 Thread Thomas Ward
Hi,

Agreed. Side-scrollers, to be honest, were really huge in the 80's and
early 90's, but have been largely replaced by First-Person action
games, and more recently supplanted by huge multiplayer MMO/RPG games.
Game technology constantly keeps advancing in the mainstream market,
but we, the accessible game market, is a bit stagnant in the types of
games we are willing to produce. While there is still plenty of room
for side-scrollers in the accessible games community a true 3d
first-person shooter the likes of Jedi Knight has never really been
done before in an audio game format. The FPS games we do have like
Shades of Doom, Sarah, etc are only the beginning of what is possibel
in a 3d FPS style game. Actually, the only accessible game I know of
that is like what I'm thinking of is Jedi Quake, and while decent it
could use some accessibility improvements to make it fully accessible
in my opinion. I know using my G3D engine I could do just that. So I
think, personally, that it would be to our advantage to start with a
3d FPS game like Jedi Knight to get people interested in that style
and genre of game.

Cheers!




On 5/10/11, Clement Chou chou.clem...@gmail.com wrote:
 In contrast, if I had to choose, I would prefer 3d... if nothing else
 because it is harder and much more of a challenge to play, and
 because that brings us one more step to the modern-day mainstream
 market instead of the arcade shooter and side-scrolling market which
 was popular... more than 15 years ago. Granted there are still those
 games made, just... not as many as were made back in the day.

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Re: [Audyssey] Star Wars Game Thoughts/Ideas

2011-05-10 Thread Thomas Ward
Hi Shane,

Well, I wouldn't go as far to say this 3d FPS game would be quite
hard. Challenging yes, but quite hard no. If you have ever played
Shades of Doom it would be a lot like that accept there would be a
virtical up/down axis to movement as well. Plus a number of additional
moves that a Jedi Knight might perform.

For instance, one move I use to do in the Jedi Knight games is perform
a spinning attack to kill multiple opponents at once. If you had a
number of enemy troops in saber range you could hold the left/right
arrow key down while using the saber to spin in place killing multiple
enemies at once. Diddo for something like a repeater rifle. You might
put the rifle on full auto spin in a circle and strafe the enemy room
injuring and killing multiple troops at once. You can't really do that
in side-scrollers.

Another complex, but cool move, I used before is a backflip. If an
enemy tries to attack you from behind you can force jump into the air,
backflip, and land directly behind the enemy who was trying to sneek
up behind you. You can probably cut him down before he is able to turn
and bring his weapon to bare on you. Again, this is something that has
been around in ages in mainstream FPS games, but has never really been
tried before in an audio game. We definitely won't get it if we stick
to triditional side-scrollers etc.

So to answer your message its more complex, but not difficult to do.
If anyone thinks its too hard etc it is probably more to do with their
utter lack of experience with this genre/style of game rather than any
real fundimental problem with it being hard by design. From my point
of view because so many blind gamers here have never actually had any
hands on experience with mainstream games they are scared to try new
things or doubt they can actually do it. They also get easily confused
in games like SOD in part because of poor spacial awareness, and
perhaps just lack of familiarity with navigating in that type of game.

Cheers!



On 5/10/11, Shane Lowe shanel...@insightbb.com wrote:
 Personally, I still like the game based on revenge of the sith.
 Side scrollers are usually what I profere, because the way your saying, this
 3d would be yes... quite hard.


 hth,
 Shane

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Re: [Audyssey] Space sims?

2011-05-10 Thread Thomas Ward
Hi,

Yes. I've often seen the Satern 5 written as Satern V since V is the
Roman Numeral for five. It also had five huge engines for the main
stage of the launch.

Cheers!


On 5/10/11, Charles Rivard woofer...@sbcglobal.net wrote:
 It was the Saturn V that had 5 main engines.  Not sure, but I think it was
 labeled the Saturn V because of the Roman numeral for 5?

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[Audyssey] anyone else get direct x seven registered?

2011-05-10 Thread william lomas
HI all, has anyone else had success with windows sseven 32 bit and 
direct x seven registering to play daytona?
driving me up the wall all other games play fine


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Re: [Audyssey] Star Wars Game Thoughts/Ideas

2011-05-10 Thread Darren Duff
I say go for it! I've never had problems with SOD or MB. Bring it on 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, May 10, 2011 11:24 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Star Wars Game Thoughts/Ideas

Hi Shane,

Well, I wouldn't go as far to say this 3d FPS game would be quite hard.
Challenging yes, but quite hard no. If you have ever played Shades of Doom
it would be a lot like that accept there would be a virtical up/down axis to
movement as well. Plus a number of additional moves that a Jedi Knight might
perform.

For instance, one move I use to do in the Jedi Knight games is perform a
spinning attack to kill multiple opponents at once. If you had a number of
enemy troops in saber range you could hold the left/right arrow key down
while using the saber to spin in place killing multiple enemies at once.
Diddo for something like a repeater rifle. You might put the rifle on full
auto spin in a circle and strafe the enemy room injuring and killing
multiple troops at once. You can't really do that in side-scrollers.

Another complex, but cool move, I used before is a backflip. If an enemy
tries to attack you from behind you can force jump into the air, backflip,
and land directly behind the enemy who was trying to sneek up behind you.
You can probably cut him down before he is able to turn and bring his weapon
to bare on you. Again, this is something that has been around in ages in
mainstream FPS games, but has never really been tried before in an audio
game. We definitely won't get it if we stick to triditional side-scrollers
etc.

So to answer your message its more complex, but not difficult to do.
If anyone thinks its too hard etc it is probably more to do with their utter
lack of experience with this genre/style of game rather than any real
fundimental problem with it being hard by design. From my point of view
because so many blind gamers here have never actually had any hands on
experience with mainstream games they are scared to try new things or doubt
they can actually do it. They also get easily confused in games like SOD in
part because of poor spacial awareness, and perhaps just lack of familiarity
with navigating in that type of game.

Cheers!



On 5/10/11, Shane Lowe shanel...@insightbb.com wrote:
 Personally, I still like the game based on revenge of the sith.
 Side scrollers are usually what I profere, because the way your 
 saying, this 3d would be yes... quite hard.


 hth,
 Shane

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Re: [Audyssey] Sound RTS

2011-05-10 Thread Thomas Ward
Hi Lori,

As far as I know the latest soundpack for SoundRTS ships with the
game. As far as people fading in and out that could be because they
are moving around. The peasants for example will often move around as
they dig gold, chop wood, or perform some other task you asign them
to. As for the town halls, keeps, etc  specifically I think that is
just the way the ambience loop was made. It loops a while goes silent
and starts up again. Its nothing to worry about.

Cheers!


On 5/10/11, Lori Duncan lori_dunca...@hotmail.com wrote:
 Lol I'll wait until I'm master of the universe before I even think of
 challenging you then Tom, I'm just a beginner so fighting against a computer
 is a great way to start out.  The anoying thing is i find some of the sounds
 like the town hall people sounds seem to fade in and out, then again I don't
 know if I've the latest soundpack or not.

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[Audyssey] (no subject)

2011-05-10 Thread michael barnes
Hey, A friend of mine gave me a copy of destination mars so I was 
wondering something about the version he gave me.
I notice in the version that I got it don't have the mining on the 
astroid for gold to buy fuel.  It don't have the selection when there 
is nothing to do you can press the A key to go faster.  It don't have 
the feature were you can use your shield against the different things 
that could hurt your ship.

So with this being said what version do I have on my computer?
Thanks

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[Audyssey] Moderator: Close topic history

2011-05-10 Thread Thomas Ward
Hi all,

Let's close this topic and get back to gaming.


Cheers!


On 5/10/11, Jim Kitchen j...@kitchensinc.net wrote:
 Hi Dark,

 Yeah Mr Fucks pronounced Foo'ks looked like a buzz cut red neck fat football
 coach and also droned on and put one to sleep very quickly.  But mostly he
 just wrote the assignment on the black board that he had moved me away from
 and everyone read the assignment in silence the entire class period.

 BFN

  Jim

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Re: [Audyssey] Lunimals feedback

2011-05-10 Thread Jeremy Kaldobsky
Zach, thanks for the support and I'm glad you are liking the game so far.  It 
is neat that you compared lunimals to the software toys released by Maxis.  I 
was actually aiming for a sim city type feel to this game as I was designing 
it.  I guess I've accomplished that.

--- On Tue, 5/10/11, Zachary Kline zkl...@speedpost.net wrote:

 From: Zachary Kline zkl...@speedpost.net
 Subject: [Audyssey] Lunimals feedback
 To: Gamers Discussion list gamers@audyssey.org
 Date: Tuesday, May 10, 2011, 8:51 AM
 Hi Aprone and All,
 I've been unable to get back to sleep for the past while,
 so decided to give your Lunimals game a try.  It's a
 remarkable bit of programming.  I've only completed the
 first two missions, and am looking forward to the
 next.  
 This game reminds me most of the old software toys
 released by Maxis.  SimLife and SimEarth come to mind,
 or at least what I've heard of them.  Kudos to Aprone
 for producing something nobody else in this community has
 tried before.  I eagerly await farhther developments.
 Best,
 Zack.
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[Audyssey] Destenation mars

2011-05-10 Thread Thomas Ward
Hi,

Just responding to give this thread a proper subjectline for the list
archives since Michael failed to supply one.

Cheers!


On 5/10/11, michael barnes c...@samobile.net wrote:
 Hey, A friend of mine gave me a copy of destination mars so I was
 wondering something about the version he gave me.
 I notice in the version that I got it don't have the mining on the
 astroid for gold to buy fuel.  It don't have the selection when there
 is nothing to do you can press the A key to go faster.  It don't have
 the feature were you can use your shield against the different things
 that could hurt your ship.
 So with this being said what version do I have on my computer?
 Thanks

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


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Re: [Audyssey] More Luminal thoughts.

2011-05-10 Thread Jeremy Kaldobsky
Chris, no, you aren't missing anything.  I completely agree with you that there 
needs to be an easier way to switch between tiles while still in the build 
menu.  I, too, have been frustrated by having to unpause the game just to move 
myself over to another tile.  Anybody have any suggestions for how that should 
be done?

--- On Tue, 5/10/11, Christopher Bartlett themusicalbre...@gmail.com wrote:

 From: Christopher Bartlett themusicalbre...@gmail.com
 Subject: Re: [Audyssey] More Luminal thoughts.
 To: 'Gamers Discussion list' gamers@audyssey.org
 Date: Tuesday, May 10, 2011, 10:44 AM
 Thanks for the explanation. 
 This makes it more necessary to have an easier
 way to move from tile to tile.  Perhaps add a go to
 tile command after this
 tile in the menu.  As it is, navigation from tile to
 tile requires
 unpausing the game, unless I'm missing something.  Off
 to finish mission 5.
 
     Chris Bartlett
 
 
 -Original Message-
 From: gamers-boun...@audyssey.org
 [mailto:gamers-boun...@audyssey.org]
 On
 Behalf Of Jeremy Kaldobsky
 Sent: Tuesday, May 10, 2011 12:51 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] More Luminal thoughts.
 
 Chris, thanks for the feedback.  I've read through
 your observations and
 added a few new things to my to-do list.
 
 I will put this information into the game, but I should
 take this
 opportunity to explain how the tiles work.  The
 interactions of grass, moss,
 and mushrooms work on a tile by tile basis.  The
 numbers are not averaged
 between tiles, so you could end up with a situation like no
 bugs or grass on
 half of your dome.  Animals are not linked to a
 specific tile because they
 actually travel from tile to tile in search of food. 
 If you did happen to
 have half of your dome void of any bugs, you would know
 your birds are
 likely to spend most of their time on the side with bugs.
 
 --- On Tue, 5/10/11, Christopher Bartlett themusicalbre...@gmail.com
 wrote:
 
  From: Christopher Bartlett themusicalbre...@gmail.com
  Subject: [Audyssey] More Luminal thoughts.
  To: 'Gamers Discussion list' gamers@audyssey.org
  Date: Tuesday, May 10, 2011, 3:21 AM
           
        Ok, I've played through the first four
  missions.  This is a
  fascinating game, and I'm very much looking forward
 to
  elaborations, more
  species and a free play mode.  I do have some
 thoughts
  and observations that
  should in no way be taken as anything but constructive
 from
  someone who
  really likes this concept.
  
   
  
  Interface: you have inconsistent behavior for the
 space bar
  and esc keys
  that doesn't match the docs, or at least as I
 understand
  what is supposed to
  happen.  There appear to be two different levels of
  interaction from the
  pause mode: one before you select a tile to interact
 with
  and one after.
  This is fine, and the before selection appears to
 operate
  as advertised, but
  once you've selected a tile, there appears to be no
  graceful way to back out
  of a menu selection to the pre-tile-selection mode. 
  Hitting escape, which
  according to the docs is supposed to get you out of
 the
  menu actually
  unpauses the game.  In order to scan multiple tiles,
  one has to hit esc,
  then quickly hit spacebar to pause, or the game
 advances a
  tick, which could
  be important in complex dome scenarios, and is not
 expected
  behavior.
  
   
  
  Effects that span tiles?  Are there any?  I'm not
  clear which effects span
  multiple tiles and which are restricted to a
 particular
  tile.  If for
  instance, I have many rocks but no grass in one tile,
 but I
  have a lot of
  grass but few rocks in an adjacent tile, does this
 affect
  bug production as
  if both tiles were balanced, or is it calculated on a
  per-tile basis?  What
  about the grass/moss/mushroom balance, is that
 calculated
  over the whole
  dome, or within each tile?  And the animals that
 feed
  on these things, I
  note they aren't assigned a tile, so I suppose the
 food
  supply is gotten
  from the terrain overview?
  
   
  
  I haven't finished mission 5 yet, is there more to do
 after
  that?  Do I get
  to play with all the species at once in the current
  version?
  
   
  
                 
  Chris Bartlett
  
   
  
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Re: [Audyssey] lUMINALS, 0 DIRT BUG.

2011-05-10 Thread Jeremy Kaldobsky
Originally there was a way to buy more battery power, basically you paid 
passing transport robots to plug in and charge you up.  I had to remove the 
feature when I found ways to cheat with it.  Once you start breeding more 
expensive animals, I had found you could use 20 power to sell one, and the 
profits were more than enough to buy 20 more power.  Assuming the population 
kept going up, I'm sure you can see how your money would skyrocket through the 
roof.  If I come up with a cheat proof method I may add this back in.

Your other idea, building more solar panels, is actually already in the game 
but just not in the first 5 missions of the beta.


--- On Tue, 5/10/11, Christopher Bartlett themusicalbre...@gmail.com wrote:

 From: Christopher Bartlett themusicalbre...@gmail.com
 Subject: Re: [Audyssey] lUMINALS, 0 DIRT BUG.
 To: 'Gamers Discussion list' gamers@audyssey.org
 Date: Tuesday, May 10, 2011, 10:48 AM
 I changed the grass/moss balance by
 planting a lot of trees, and exercised
 judicious mouse population control.  I noted that
 rabbits prefer moss to
 grass, so I made their supply of moss bigger.  Of
 course this increased the
 acorn supply, but that replenishes slower, at least by my
 observations.  I
 suspect I was supposed to kill off the mice entirely, but I
 wanted to see if
 I could do it without, and I was low on battery power.
 
 Which reminds me, another addition would be the ability to
 purchase battery
 power with money.  This should be expensive, on the
 order of $10,000 per
 unit.  Alternatively, it would be nice to be able to
 purchase more solar
 cells for a dome to increase the maximum capacity. 
 I'm not sure how
 expensive that should be.
 
     Chris Bartlett
 
 
 -Original Message-
 From: gamers-boun...@audyssey.org
 [mailto:gamers-boun...@audyssey.org]
 On
 Behalf Of Jeremy Kaldobsky
 Sent: Tuesday, May 10, 2011 12:52 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] lUMINALS, 0 DIRT BUG.
 
 Now I'm curious, how did you beat it?
 
 --- On Tue, 5/10/11, Christopher Bartlett themusicalbre...@gmail.com
 wrote:
 
  From: Christopher Bartlett themusicalbre...@gmail.com
  Subject: Re: [Audyssey] lUMINALS, 0 DIRT BUG.
  To: 'Gamers Discussion list' gamers@audyssey.org
  Date: Tuesday, May 10, 2011, 3:32 AM
  Do you want to know how I beat
  it?  The solution is kind of subtle and
  points to some nice complexity in the game.
  
      Chris Bartlett
  
  
  -Original Message-
  From: gamers-boun...@audyssey.org
  [mailto:gamers-boun...@audyssey.org]
  On
  Behalf Of shaun everiss
  Sent: Tuesday, May 10, 2011 12:09 AM
  To: Gamers Discussion list
  Subject: Re: [Audyssey] lUMINALS, 0 DIRT BUG.
  
  I have got to the third mission where I put rabbits on
 the
  squares.
  I can't seem to get the number, I may buy grass or
 whatever
  for where 
  its not needed or needed but it never seems enough and
 I
  have never 
  managed fore than 6 rabits at once.
  At 05:05 p.m. 10/05/2011, you wrote:
  oK, JUST COMPLETED MISSION 1 AND WENT ON TO
 MISSION
  2.  tHERE WAS 0 DIRT
  LISTED IN THE TERRAIN OVERVIEW, BUT i WAS ABLE TO
 PLANT
  GRASS.  i NOTICE
  THAT THE TILE DIRT TOTAL UPDATES CORRECTLY AS i
 PLANT
  GRASS, BUT i'M NOT
  SURE THE OVER-ALL TERRAIN OVERVIEW FIGURE UPDATES
  CORRECTLY, AND i SHOULD
  CERTAINLY NOT BE ABLE TO PLANT GRASS OR TREES IF
 THERE
  ISN'T ANY AVAILABLE
  DIRT.
  
  
  
               
     Chris Bartlett
  
  
  
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Re: [Audyssey] anyone else get direct x seven registered?

2011-05-10 Thread Trouble
Direct x 7? Don't you mean 9, because 7 has ben deprecated for years 
and no longer on the Microsoft site.


At 11:30 AM 5/10/2011, you wrote:
HI all, has anyone else had success with windows sseven 32 
bit and direct x seven registering to play daytona?

driving me up the wall all other games play fine


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Re: [Audyssey] Destenation mars

2011-05-10 Thread burakyuksek

Hi,
What is this game about?
saygilar sevgiler.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 10, 2011 6:45 PM
Subject: [Audyssey] Destenation mars



Hi,

Just responding to give this thread a proper subjectline for the list
archives since Michael failed to supply one.

Cheers!


On 5/10/11, michael barnes c...@samobile.net wrote:

Hey, A friend of mine gave me a copy of destination mars so I was
wondering something about the version he gave me.
I notice in the version that I got it don't have the mining on the
astroid for gold to buy fuel.  It don't have the selection when there
is nothing to do you can press the A key to go faster.  It don't have
the feature were you can use your shield against the different things
that could hurt your ship.
So with this being said what version do I have on my computer?
Thanks

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


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Re: [Audyssey] anyone else get direct x seven registered?

2011-05-10 Thread Thomas Ward
Hi William,

Why are you using DirectX 7? Why not DirectX 8?

Cheers!

On 5/10/11, william lomas will.d.lo...@gmail.com wrote:
   HI all, has anyone else had success with windows sseven 32 bit and 
 direct x
 seven registering to play daytona?
 driving me up the wall all other games play fine


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Re: [Audyssey] More Luminal thoughts.

2011-05-10 Thread Christopher Bartlett
Oh, and on an unrelated note, I'm not getting stereo sound.  I'm getting the
animal population sounds, but they appear to be mono.  I'm using
stereo-capable headphones and I get stereo playback from music applications,
but not from Luminal.

Chris


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Tuesday, May 10, 2011 8:50 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] More Luminal thoughts.

Chris, no, you aren't missing anything.  I completely agree with you that
there needs to be an easier way to switch between tiles while still in the
build menu.  I, too, have been frustrated by having to unpause the game just
to move myself over to another tile.  Anybody have any suggestions for how
that should be done?

--- On Tue, 5/10/11, Christopher Bartlett themusicalbre...@gmail.com
wrote:

 From: Christopher Bartlett themusicalbre...@gmail.com
 Subject: Re: [Audyssey] More Luminal thoughts.
 To: 'Gamers Discussion list' gamers@audyssey.org
 Date: Tuesday, May 10, 2011, 10:44 AM
 Thanks for the explanation. 
 This makes it more necessary to have an easier
 way to move from tile to tile.  Perhaps add a go to
 tile command after this
 tile in the menu.  As it is, navigation from tile to
 tile requires
 unpausing the game, unless I'm missing something.  Off
 to finish mission 5.
 
     Chris Bartlett
 
 
 -Original Message-
 From: gamers-boun...@audyssey.org
 [mailto:gamers-boun...@audyssey.org]
 On
 Behalf Of Jeremy Kaldobsky
 Sent: Tuesday, May 10, 2011 12:51 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] More Luminal thoughts.
 
 Chris, thanks for the feedback.  I've read through
 your observations and
 added a few new things to my to-do list.
 
 I will put this information into the game, but I should
 take this
 opportunity to explain how the tiles work.  The
 interactions of grass, moss,
 and mushrooms work on a tile by tile basis.  The
 numbers are not averaged
 between tiles, so you could end up with a situation like no
 bugs or grass on
 half of your dome.  Animals are not linked to a
 specific tile because they
 actually travel from tile to tile in search of food. 
 If you did happen to
 have half of your dome void of any bugs, you would know
 your birds are
 likely to spend most of their time on the side with bugs.
 
 --- On Tue, 5/10/11, Christopher Bartlett themusicalbre...@gmail.com
 wrote:
 
  From: Christopher Bartlett themusicalbre...@gmail.com
  Subject: [Audyssey] More Luminal thoughts.
  To: 'Gamers Discussion list' gamers@audyssey.org
  Date: Tuesday, May 10, 2011, 3:21 AM
           
        Ok, I've played through the first four
  missions.  This is a
  fascinating game, and I'm very much looking forward
 to
  elaborations, more
  species and a free play mode.  I do have some
 thoughts
  and observations that
  should in no way be taken as anything but constructive
 from
  someone who
  really likes this concept.
  
   
  
  Interface: you have inconsistent behavior for the
 space bar
  and esc keys
  that doesn't match the docs, or at least as I
 understand
  what is supposed to
  happen.  There appear to be two different levels of
  interaction from the
  pause mode: one before you select a tile to interact
 with
  and one after.
  This is fine, and the before selection appears to
 operate
  as advertised, but
  once you've selected a tile, there appears to be no
  graceful way to back out
  of a menu selection to the pre-tile-selection mode. 
  Hitting escape, which
  according to the docs is supposed to get you out of
 the
  menu actually
  unpauses the game.  In order to scan multiple tiles,
  one has to hit esc,
  then quickly hit spacebar to pause, or the game
 advances a
  tick, which could
  be important in complex dome scenarios, and is not
 expected
  behavior.
  
   
  
  Effects that span tiles?  Are there any?  I'm not
  clear which effects span
  multiple tiles and which are restricted to a
 particular
  tile.  If for
  instance, I have many rocks but no grass in one tile,
 but I
  have a lot of
  grass but few rocks in an adjacent tile, does this
 affect
  bug production as
  if both tiles were balanced, or is it calculated on a
  per-tile basis?  What
  about the grass/moss/mushroom balance, is that
 calculated
  over the whole
  dome, or within each tile?  And the animals that
 feed
  on these things, I
  note they aren't assigned a tile, so I suppose the
 food
  supply is gotten
  from the terrain overview?
  
   
  
  I haven't finished mission 5 yet, is there more to do
 after
  that?  Do I get
  to play with all the species at once in the current
  version?
  
   
  
                 
  Chris Bartlett
  
   
  
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 gamers-unsubscr...@audyssey.org.
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 the
  web, at
  

Re: [Audyssey] More Luminal thoughts.

2011-05-10 Thread Zachary Kline
Hi Chris,
Odd, as I've been getting stereo sounds myself, without any effort on my part.  
At least, I can tell from which side of the field they come, and that seems to 
have an impact on the population sizes, as I'd expect.  Are you hearing the 
sound in both ears at once, or some such?
Best,
Zack.
On May 10, 2011, at 9:04 AM, Christopher Bartlett wrote:

 Oh, and on an unrelated note, I'm not getting stereo sound.  I'm getting the
 animal population sounds, but they appear to be mono.  I'm using
 stereo-capable headphones and I get stereo playback from music applications,
 but not from Luminal.
 
   Chris
 
 
 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Jeremy Kaldobsky
 Sent: Tuesday, May 10, 2011 8:50 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] More Luminal thoughts.
 
 Chris, no, you aren't missing anything.  I completely agree with you that
 there needs to be an easier way to switch between tiles while still in the
 build menu.  I, too, have been frustrated by having to unpause the game just
 to move myself over to another tile.  Anybody have any suggestions for how
 that should be done?
 
 --- On Tue, 5/10/11, Christopher Bartlett themusicalbre...@gmail.com
 wrote:
 
 From: Christopher Bartlett themusicalbre...@gmail.com
 Subject: Re: [Audyssey] More Luminal thoughts.
 To: 'Gamers Discussion list' gamers@audyssey.org
 Date: Tuesday, May 10, 2011, 10:44 AM
 Thanks for the explanation. 
 This makes it more necessary to have an easier
 way to move from tile to tile.  Perhaps add a go to
 tile command after this
 tile in the menu.  As it is, navigation from tile to
 tile requires
 unpausing the game, unless I'm missing something.  Off
 to finish mission 5.
 
 Chris Bartlett
 
 
 -Original Message-
 From: gamers-boun...@audyssey.org
 [mailto:gamers-boun...@audyssey.org]
 On
 Behalf Of Jeremy Kaldobsky
 Sent: Tuesday, May 10, 2011 12:51 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] More Luminal thoughts.
 
 Chris, thanks for the feedback.  I've read through
 your observations and
 added a few new things to my to-do list.
 
 I will put this information into the game, but I should
 take this
 opportunity to explain how the tiles work.  The
 interactions of grass, moss,
 and mushrooms work on a tile by tile basis.  The
 numbers are not averaged
 between tiles, so you could end up with a situation like no
 bugs or grass on
 half of your dome.  Animals are not linked to a
 specific tile because they
 actually travel from tile to tile in search of food. 
 If you did happen to
 have half of your dome void of any bugs, you would know
 your birds are
 likely to spend most of their time on the side with bugs.
 
 --- On Tue, 5/10/11, Christopher Bartlett themusicalbre...@gmail.com
 wrote:
 
 From: Christopher Bartlett themusicalbre...@gmail.com
 Subject: [Audyssey] More Luminal thoughts.
 To: 'Gamers Discussion list' gamers@audyssey.org
 Date: Tuesday, May 10, 2011, 3:21 AM
  
   Ok, I've played through the first four
 missions.  This is a
 fascinating game, and I'm very much looking forward
 to
 elaborations, more
 species and a free play mode.  I do have some
 thoughts
 and observations that
 should in no way be taken as anything but constructive
 from
 someone who
 really likes this concept.
 
   
 
 Interface: you have inconsistent behavior for the
 space bar
 and esc keys
 that doesn't match the docs, or at least as I
 understand
 what is supposed to
 happen.  There appear to be two different levels of
 interaction from the
 pause mode: one before you select a tile to interact
 with
 and one after.
 This is fine, and the before selection appears to
 operate
 as advertised, but
 once you've selected a tile, there appears to be no
 graceful way to back out
 of a menu selection to the pre-tile-selection mode. 
 Hitting escape, which
 according to the docs is supposed to get you out of
 the
 menu actually
 unpauses the game.  In order to scan multiple tiles,
 one has to hit esc,
 then quickly hit spacebar to pause, or the game
 advances a
 tick, which could
 be important in complex dome scenarios, and is not
 expected
 behavior.
 
   
 
 Effects that span tiles?  Are there any?  I'm not
 clear which effects span
 multiple tiles and which are restricted to a
 particular
 tile.  If for
 instance, I have many rocks but no grass in one tile,
 but I
 have a lot of
 grass but few rocks in an adjacent tile, does this
 affect
 bug production as
 if both tiles were balanced, or is it calculated on a
 per-tile basis?  What
 about the grass/moss/mushroom balance, is that
 calculated
 over the whole
 dome, or within each tile?  And the animals that
 feed
 on these things, I
 note they aren't assigned a tile, so I suppose the
 food
 supply is gotten
 from the terrain overview?
 
   
 
 I haven't finished mission 5 yet, is there more to do
 after
 that?  Do I get
 to play with all the species at once in the 

Re: [Audyssey] Destenation mars

2011-05-10 Thread Charles Rivard
Thanks for doing that.  I wonder how many people, other than myself, 
automatically deleted his message with the attitude of no subject line, no 
interest.


I wonder if the copy of the game he was given is not legal?  I believe that 
the game was originally sold by one of those businesses that send 
merchandise for blind people through the use of mail order catalogs.  I 
recall the game, written by Richard Destino, was one of several games on a 
floppy disk that sold for roughly $20, although I may be mistaken on some of 
my info because of the length of time since I have encountered the game. 
Another game from the same set of games was Dodge City Desperadoes.


---
Shepherds are the best beasts!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 10, 2011 10:45 AM
Subject: [Audyssey] Destenation mars



Hi,

Just responding to give this thread a proper subjectline for the list
archives since Michael failed to supply one.

Cheers!


On 5/10/11, michael barnes c...@samobile.net wrote:

Hey, A friend of mine gave me a copy of destination mars so I was
wondering something about the version he gave me.
I notice in the version that I got it don't have the mining on the
astroid for gold to buy fuel.  It don't have the selection when there
is nothing to do you can press the A key to go faster.  It don't have
the feature were you can use your shield against the different things
that could hurt your ship.
So with this being said what version do I have on my computer?
Thanks

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


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Re: [Audyssey] Sound RTS

2011-05-10 Thread Thomas Ward
Hi Lori,

Unfortunately, not. When you give them an order all they will say is
ok and do it. As I recall in Warcraft, the game SoundRTS is loosely
based on, I think the units will say sometimes say yes my lord and
things like that. You'd have to mod SoundRTS with new peasant
responces for them to say anything else other than ok.

Cheers!


On 5/10/11, Lori Duncan lori_dunca...@hotmail.com wrote:
 Thanks Tom I'll stop blaming my soundcard, though is there a way to make
 these pesants call me your highness?  smile  I still can't seem to
 subscribe to the chat group, I've tried
 soundrtschat-subscr...@googlegroups.com but it hasn't seemed to work.  I
 hate the google site, I do have an account but that audio capture, but the
 sound is terrible for putting in the numbers.  From Lori
 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, May 10, 2011 4:35 PM
 Subject: Re: [Audyssey] Sound RTS


 Hi Lori,

 As far as I know the latest soundpack for SoundRTS ships with the
 game. As far as people fading in and out that could be because they
 are moving around. The peasants for example will often move around as
 they dig gold, chop wood, or perform some other task you asign them
 to. As for the town halls, keeps, etc  specifically I think that is
 just the way the ambience loop was made. It loops a while goes silent
 and starts up again. Its nothing to worry about.

 Cheers!


 On 5/10/11, Lori Duncan lori_dunca...@hotmail.com wrote:
 Lol I'll wait until I'm master of the universe before I even think of
 challenging you then Tom, I'm just a beginner so fighting against a
 computer
 is a great way to start out.  The anoying thing is i find some of the
 sounds
 like the town hall people sounds seem to fade in and out, then again I
 don't
 know if I've the latest soundpack or not.

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Re: [Audyssey] Star Wars Game Thoughts/Ideas

2011-05-10 Thread Thomas Ward
Hi Darren,

Yeah, i haven't either. However, some VI users do seem to have
problems. I'm not quite sure why. Although, that in of itself
shouldn't prevent me from investing time and energy in a really good
FPS Star Wars game.

That said, I'm right now upgrading G3D to use FMOD Ex which is the
best audio API out there on the market for any operating system. I
should be able to produce some highly realistic virtual audio
environments with it as well as make the game cross-platform to boot.
So I'm pretty excited about what I can actually do with the upgraded
engine. I'd love to see a fully accessible 3d Star Wars game with a
highly realistic 3d audio environment. For us 5.1 surround sound is
the equal of 3d graphics and animation.

Cheers!


On 5/10/11, Darren Duff duff...@gmail.com wrote:
 I say go for it! I've never had problems with SOD or MB. Bring it on

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Re: [Audyssey] anyone else get direct x seven registered?

2011-05-10 Thread Jeremy Kaldobsky
His question is about registering it, he isn't looking for suggestions about 
which one to use lol.

--- On Tue, 5/10/11, Thomas Ward thomasward1...@gmail.com wrote:

 From: Thomas Ward thomasward1...@gmail.com
 Subject: Re: [Audyssey] anyone else get direct x seven registered?
 To: Gamers Discussion list gamers@audyssey.org
 Date: Tuesday, May 10, 2011, 12:04 PM
 Hi William,
 
 Why are you using DirectX 7? Why not DirectX 8?
 
 Cheers!
 
 On 5/10/11, william lomas will.d.lo...@gmail.com
 wrote:
      HI all, has anyone else had success
 with windows sseven 32 bit and direct x
  seven registering to play daytona?
  driving me up the wall all other games play fine
 
 
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Re: [Audyssey] More Luminal thoughts.

2011-05-10 Thread Jeremy Kaldobsky
Chris, that is a very strange problem indeed.  I don't have the slightest idea 
why the stereo wouldn't work on your game.  Has anyone else had that issue?

--- On Tue, 5/10/11, Christopher Bartlett themusicalbre...@gmail.com wrote:

 From: Christopher Bartlett themusicalbre...@gmail.com
 Subject: Re: [Audyssey] More Luminal thoughts.
 To: 'Gamers Discussion list' gamers@audyssey.org
 Date: Tuesday, May 10, 2011, 12:04 PM
 Oh, and on an unrelated note, I'm not
 getting stereo sound.  I'm getting the
 animal population sounds, but they appear to be mono. 
 I'm using
 stereo-capable headphones and I get stereo playback from
 music applications,
 but not from Luminal.
 
     Chris
 
 
 -Original Message-
 From: gamers-boun...@audyssey.org
 [mailto:gamers-boun...@audyssey.org]
 On
 Behalf Of Jeremy Kaldobsky
 Sent: Tuesday, May 10, 2011 8:50 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] More Luminal thoughts.
 
 Chris, no, you aren't missing anything.  I completely
 agree with you that
 there needs to be an easier way to switch between tiles
 while still in the
 build menu.  I, too, have been frustrated by having to
 unpause the game just
 to move myself over to another tile.  Anybody have any
 suggestions for how
 that should be done?
 
 --- On Tue, 5/10/11, Christopher Bartlett themusicalbre...@gmail.com
 wrote:
 
  From: Christopher Bartlett themusicalbre...@gmail.com
  Subject: Re: [Audyssey] More Luminal thoughts.
  To: 'Gamers Discussion list' gamers@audyssey.org
  Date: Tuesday, May 10, 2011, 10:44 AM
  Thanks for the explanation. 
  This makes it more necessary to have an easier
  way to move from tile to tile.  Perhaps add a go to
  tile command after this
  tile in the menu.  As it is, navigation from tile
 to
  tile requires
  unpausing the game, unless I'm missing something. 
 Off
  to finish mission 5.
  
      Chris Bartlett
  
  
  -Original Message-
  From: gamers-boun...@audyssey.org
  [mailto:gamers-boun...@audyssey.org]
  On
  Behalf Of Jeremy Kaldobsky
  Sent: Tuesday, May 10, 2011 12:51 AM
  To: Gamers Discussion list
  Subject: Re: [Audyssey] More Luminal thoughts.
  
  Chris, thanks for the feedback.  I've read through
  your observations and
  added a few new things to my to-do list.
  
  I will put this information into the game, but I
 should
  take this
  opportunity to explain how the tiles work.  The
  interactions of grass, moss,
  and mushrooms work on a tile by tile basis.  The
  numbers are not averaged
  between tiles, so you could end up with a situation
 like no
  bugs or grass on
  half of your dome.  Animals are not linked to a
  specific tile because they
  actually travel from tile to tile in search of
 food. 
  If you did happen to
  have half of your dome void of any bugs, you would
 know
  your birds are
  likely to spend most of their time on the side with
 bugs.
  
  --- On Tue, 5/10/11, Christopher Bartlett themusicalbre...@gmail.com
  wrote:
  
   From: Christopher Bartlett themusicalbre...@gmail.com
   Subject: [Audyssey] More Luminal thoughts.
   To: 'Gamers Discussion list' gamers@audyssey.org
   Date: Tuesday, May 10, 2011, 3:21 AM
            
         Ok, I've played through the first four
   missions.  This is a
   fascinating game, and I'm very much looking
 forward
  to
   elaborations, more
   species and a free play mode.  I do have some
  thoughts
   and observations that
   should in no way be taken as anything but
 constructive
  from
   someone who
   really likes this concept.
   
    
   
   Interface: you have inconsistent behavior for
 the
  space bar
   and esc keys
   that doesn't match the docs, or at least as I
  understand
   what is supposed to
   happen.  There appear to be two different levels
 of
   interaction from the
   pause mode: one before you select a tile to
 interact
  with
   and one after.
   This is fine, and the before selection appears
 to
  operate
   as advertised, but
   once you've selected a tile, there appears to be
 no
   graceful way to back out
   of a menu selection to the pre-tile-selection
 mode. 
   Hitting escape, which
   according to the docs is supposed to get you out
 of
  the
   menu actually
   unpauses the game.  In order to scan multiple
 tiles,
   one has to hit esc,
   then quickly hit spacebar to pause, or the game
  advances a
   tick, which could
   be important in complex dome scenarios, and is
 not
  expected
   behavior.
   
    
   
   Effects that span tiles?  Are there any?  I'm
 not
   clear which effects span
   multiple tiles and which are restricted to a
  particular
   tile.  If for
   instance, I have many rocks but no grass in one
 tile,
  but I
   have a lot of
   grass but few rocks in an adjacent tile, does
 this
  affect
   bug production as
   if both tiles were balanced, or is it calculated
 on a
   per-tile basis?  What
   about the grass/moss/mushroom balance, is that
  calculated
   over the whole
   dome, or within each tile?  And the animals
 

[Audyssey] Sound RTS Group

2011-05-10 Thread Lori Duncan
Hi I've tried and tried to subscribe to the sound rts group at:  
soundrtschat-subscribe@googlegroups.combut my emails just bounce back.  When I 
try through google it won't accept my details and the site isn't very 
accessible because of the audio capture thing where you have to enter the 
numbers or visual picture you hear or see.  Is this group still running?  
Thanks from Lori.
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Re: [Audyssey] More Luminal thoughts.

2011-05-10 Thread Pitermach
Well... I did have a similar problem with all directx games, and what I did 
was fire up dxdiag and set the hardware acceleration on the audio tab to 
33%. The problem is for what ever reason I do not believe this still exists 
on vista and seven, then again hardware acceleration support was removed 
entirely from what I can gather... hence no virtual 3d in older games.
- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 10, 2011 6:30 PM
Subject: Re: [Audyssey] More Luminal thoughts.


Chris, that is a very strange problem indeed.  I don't have the slightest 
idea why the stereo wouldn't work on your game.  Has anyone else had that 
issue?



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Re: [Audyssey] anyone else get direct x seven registered?

2011-05-10 Thread william lomas
shame the games don't work direct with direct x 11

On 10 May 2011, at 17:27, Jeremy Kaldobsky wrote:

 His question is about registering it, he isn't looking for suggestions about 
 which one to use lol.
 
 --- On Tue, 5/10/11, Thomas Ward thomasward1...@gmail.com wrote:
 
 From: Thomas Ward thomasward1...@gmail.com
 Subject: Re: [Audyssey] anyone else get direct x seven registered?
 To: Gamers Discussion list gamers@audyssey.org
 Date: Tuesday, May 10, 2011, 12:04 PM
 Hi William,
 
 Why are you using DirectX 7? Why not DirectX 8?
 
 Cheers!
 
 On 5/10/11, william lomas will.d.lo...@gmail.com
 wrote:
 HI all, has anyone else had success
 with windows sseven 32 bit and direct x
 seven registering to play daytona?
 driving me up the wall all other games play fine
 
 
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Re: [Audyssey] Star Wars Game Thoughts/Ideas

2011-05-10 Thread Darren Duff
Yes indeed. And I for one can not wait to play something you have made here
on my pc. I have got some really nice Bose 5.1 surround sound  speakers on
my pc here and don't really have any games or audio that take full advantage
of them

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, May 10, 2011 12:22 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Star Wars Game Thoughts/Ideas

Hi Darren,

Yeah, i haven't either. However, some VI users do seem to have problems. I'm
not quite sure why. Although, that in of itself shouldn't prevent me from
investing time and energy in a really good FPS Star Wars game.

That said, I'm right now upgrading G3D to use FMOD Ex which is the best
audio API out there on the market for any operating system. I should be able
to produce some highly realistic virtual audio environments with it as well
as make the game cross-platform to boot.
So I'm pretty excited about what I can actually do with the upgraded engine.
I'd love to see a fully accessible 3d Star Wars game with a highly realistic
3d audio environment. For us 5.1 surround sound is the equal of 3d graphics
and animation.

Cheers!


On 5/10/11, Darren Duff duff...@gmail.com wrote:
 I say go for it! I've never had problems with SOD or MB. Bring it on

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Re: [Audyssey] anyone else get direct x seven registered?

2011-05-10 Thread Thomas Ward
Hi Geremy,

Yes, I realize that. However, as far as I am aware Windows 7 rrequires
DirectX 8 or higher. I don't believe DirectX 7 and earlier are
supported by Windows 7. That was why I questioned putting DirectX 7 on
Windows 7 as DirectX 8 already comes with Windows 7 and most DX 7
stuff will work with DX 8 anyway. No need to put DirectX 7 on in that
case.

Cheers!


On 5/10/11, Jeremy Kaldobsky jer...@kaldobsky.com wrote:
 His question is about registering it, he isn't looking for suggestions about
 which one to use lol.

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Re: [Audyssey] anyone else get direct x seven registered?

2011-05-10 Thread Thomas Ward
Hi Will,

Actually, right now the only major difference between DirectX 9 and
DirectX 11 is Direct3D 11. Everything else such as DirectInput, for
example, are exactly the same. Then, the newer DirectX libraries like
XAudio2 have been included with the DirectX 9.0C SDK to maintain
compatibility with older operating systems like XP as well as support
newer operating systems like Windows 7. So in other words DirectX 11
is no big deal. It isn't what you think it is.

Cheers!




On 5/10/11, william lomas will.d.lo...@gmail.com wrote:
 shame the games don't work direct with direct x 11

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Re: [Audyssey] anyone else get direct x seven registered?

2011-05-10 Thread Jeremy Kaldobsky
DirectX 7 will work on windows 7 as long as you register it.  I'm running 
64-bit windows 7 myself without any DX7 problems.  I'll look into using 
directx8 instead.  I wasn't aware that simply jumping up to DX8 would eliminate 
people's need to register the driver on windows 7.  A while back someone had 
told me anything under DX9 still required the registering step so I didn't 
bother moving away from 7.

--- On Tue, 5/10/11, Thomas Ward thomasward1...@gmail.com wrote:

 From: Thomas Ward thomasward1...@gmail.com
 Subject: Re: [Audyssey] anyone else get direct x seven registered?
 To: Gamers Discussion list gamers@audyssey.org
 Date: Tuesday, May 10, 2011, 12:45 PM
 Hi Geremy,
 
 Yes, I realize that. However, as far as I am aware Windows
 7 rrequires
 DirectX 8 or higher. I don't believe DirectX 7 and earlier
 are
 supported by Windows 7. That was why I questioned putting
 DirectX 7 on
 Windows 7 as DirectX 8 already comes with Windows 7 and
 most DX 7
 stuff will work with DX 8 anyway. No need to put DirectX 7
 on in that
 case.
 
 Cheers!
 
 
 On 5/10/11, Jeremy Kaldobsky jer...@kaldobsky.com
 wrote:
  His question is about registering it, he isn't looking
 for suggestions about
  which one to use lol.
 
 ---
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Re: [Audyssey] anyone else get direct x seven registered?

2011-05-10 Thread Thomas Ward
Hi,

If you are talking about registering DX7VB.dll or DX8VB.dll those
libraries still have to be registered simpkly because they were
removed from Windows Vista/Windows 7. That said, there is a simple fix
for this and it is to install Jim Kitchens Winkit installer which adds
a number of VB dependencies, including those for DirectX 8, so I'd
definitely say go ahead and upgrade to DirectX 8. To be honest one
reason I never installed any of your games is I saw no need or desire
to put DirectX 7 on my computer when I have DirectX 8 already
installed with the OS.

On 5/10/11, Jeremy Kaldobsky jer...@kaldobsky.com wrote:
 DirectX 7 will work on windows 7 as long as you register it.  I'm running
 64-bit windows 7 myself without any DX7 problems.  I'll look into using
 directx8 instead.  I wasn't aware that simply jumping up to DX8 would
 eliminate people's need to register the driver on windows 7.  A while back
 someone had told me anything under DX9 still required the registering step
 so I didn't bother moving away from 7.

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[Audyssey] xtent?

2011-05-10 Thread william lomas
hi all does anyone know who developed extent, what is going to ahppen 
with this project, as it had potential?
Will


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Re: [Audyssey] anyone else get direct x seven registered?

2011-05-10 Thread william lomas
ah if dx eight works be ideal as i ahve dx 11 on ehre so can do whatever i just 
watn play your games :)

On 10 May 2011, at 18:01, Jeremy Kaldobsky wrote:

 DirectX 7 will work on windows 7 as long as you register it.  I'm running 
 64-bit windows 7 myself without any DX7 problems.  I'll look into using 
 directx8 instead.  I wasn't aware that simply jumping up to DX8 would 
 eliminate people's need to register the driver on windows 7.  A while back 
 someone had told me anything under DX9 still required the registering step so 
 I didn't bother moving away from 7.
 
 --- On Tue, 5/10/11, Thomas Ward thomasward1...@gmail.com wrote:
 
 From: Thomas Ward thomasward1...@gmail.com
 Subject: Re: [Audyssey] anyone else get direct x seven registered?
 To: Gamers Discussion list gamers@audyssey.org
 Date: Tuesday, May 10, 2011, 12:45 PM
 Hi Geremy,
 
 Yes, I realize that. However, as far as I am aware Windows
 7 rrequires
 DirectX 8 or higher. I don't believe DirectX 7 and earlier
 are
 supported by Windows 7. That was why I questioned putting
 DirectX 7 on
 Windows 7 as DirectX 8 already comes with Windows 7 and
 most DX 7
 stuff will work with DX 8 anyway. No need to put DirectX 7
 on in that
 case.
 
 Cheers!
 
 
 On 5/10/11, Jeremy Kaldobsky jer...@kaldobsky.com
 wrote:
 His question is about registering it, he isn't looking
 for suggestions about
 which one to use lol.
 
 ---
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Re: [Audyssey] anyone else get direct x seven registered?

2011-05-10 Thread william lomas
but i guess jeremys  games need to be made to work with dx8 or higher for me to 
play them?

On 10 May 2011, at 17:49, Thomas Ward wrote:

 Hi Will,
 
 Actually, right now the only major difference between DirectX 9 and
 DirectX 11 is Direct3D 11. Everything else such as DirectInput, for
 example, are exactly the same. Then, the newer DirectX libraries like
 XAudio2 have been included with the DirectX 9.0C SDK to maintain
 compatibility with older operating systems like XP as well as support
 newer operating systems like Windows 7. So in other words DirectX 11
 is no big deal. It isn't what you think it is.
 
 Cheers!
 
 
 
 
 On 5/10/11, william lomas will.d.lo...@gmail.com wrote:
 shame the games don't work direct with direct x 11
 
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Re: [Audyssey] anyone else get direct x seven registered?

2011-05-10 Thread william lomas
if i install jim kitchens things thomas, will i then be able to run the games 
then if he upgrades them?

On 10 May 2011, at 18:46, Thomas Ward wrote:

 Hi,
 
 If you are talking about registering DX7VB.dll or DX8VB.dll those
 libraries still have to be registered simpkly because they were
 removed from Windows Vista/Windows 7. That said, there is a simple fix
 for this and it is to install Jim Kitchens Winkit installer which adds
 a number of VB dependencies, including those for DirectX 8, so I'd
 definitely say go ahead and upgrade to DirectX 8. To be honest one
 reason I never installed any of your games is I saw no need or desire
 to put DirectX 7 on my computer when I have DirectX 8 already
 installed with the OS.
 
 On 5/10/11, Jeremy Kaldobsky jer...@kaldobsky.com wrote:
 DirectX 7 will work on windows 7 as long as you register it.  I'm running
 64-bit windows 7 myself without any DX7 problems.  I'll look into using
 directx8 instead.  I wasn't aware that simply jumping up to DX8 would
 eliminate people's need to register the driver on windows 7.  A while back
 someone had told me anything under DX9 still required the registering step
 so I didn't bother moving away from 7.
 
 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
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Re: [Audyssey] xtent?

2011-05-10 Thread dark

I can at least answer the first question.

The game is being developed by Richard and Sander of audiogames.net,   
the two chaps who actually own the site and do all the technical bits.


As to what is going to happen with the project though, I'm not sure I'm 
afraid.


Beware the gRue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 10, 2011 8:12 PM
Subject: [Audyssey] xtent?


hi all does anyone know who developed extent, what is going to ahppen with 
this project, as it had potential?

Will


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Re: [Audyssey] Destenation mars

2011-05-10 Thread Kelly Sapergia

Hi Michael and all,

I'm guessing the version you have is an older one. When I purchased that 
game around 1993 or so, I believe it was version 2.0.
For those who have never played this game, it was a text-based game, by 
Richard de Steno, that also included PC speaker sounds. The object was to 
fly your ship to Mars and land on the planet. Along the way, you had to 
overcome various obstacles including aliens attacking you, being subjected 
to radiation and magnetic fields, etc. You could even land on an asteroid to 
look for various rocks. It was a pretty good game for it's time, and I wish 
I had purchased more of the developer's works. All his games cost $20.00 
each back then, and there were no demo versions as far as I know. He also 
had a casino game that included four gambling games, a word game called 
Sounds Like, and one called Dodge City Desperrados.


Thanks.

Yours Sincerely,
Kelly John Sapergia
Show Host and Production Director
The Global Voice Internet Radio
www.theglobalvoice.info

Personal Website: www.ksapergia.net
Business Website: www.kjsproductions.com


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Re: [Audyssey] anyone else get direct x seven registered?

2011-05-10 Thread Jeremy Kaldobsky
If you install Jim Kitchens Winkit, the games should work just as they are.  
You won't even have to wait for them to be updated to DX8.

--- On Tue, 5/10/11, william lomas will.d.lo...@gmail.com wrote:

 From: william lomas will.d.lo...@gmail.com
 Subject: Re: [Audyssey] anyone else get direct x seven registered?
 To: Gamers Discussion list gamers@audyssey.org
 Date: Tuesday, May 10, 2011, 3:35 PM
 if i install jim kitchens things
 thomas, will i then be able to run the games then if he
 upgrades them?
 
 On 10 May 2011, at 18:46, Thomas Ward wrote:
 
  Hi,
  
  If you are talking about registering DX7VB.dll or
 DX8VB.dll those
  libraries still have to be registered simpkly because
 they were
  removed from Windows Vista/Windows 7. That said, there
 is a simple fix
  for this and it is to install Jim Kitchens Winkit
 installer which adds
  a number of VB dependencies, including those for
 DirectX 8, so I'd
  definitely say go ahead and upgrade to DirectX 8. To
 be honest one
  reason I never installed any of your games is I saw no
 need or desire
  to put DirectX 7 on my computer when I have DirectX 8
 already
  installed with the OS.
  
  On 5/10/11, Jeremy Kaldobsky jer...@kaldobsky.com
 wrote:
  DirectX 7 will work on windows 7 as long as you
 register it.  I'm running
  64-bit windows 7 myself without any DX7
 problems.  I'll look into using
  directx8 instead.  I wasn't aware that simply
 jumping up to DX8 would
  eliminate people's need to register the driver on
 windows 7.  A while back
  someone had told me anything under DX9 still
 required the registering step
  so I didn't bother moving away from 7.
  
  ---
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Re: [Audyssey] More Luminal thoughts.

2011-05-10 Thread Christopher Bartlett
Yep, this solved the problem.  Now my fishies are dying properly in my left
ear.  *grumble*

Chris


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Pitermach
Sent: Tuesday, May 10, 2011 9:37 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] More Luminal thoughts.

Well... I did have a similar problem with all directx games, and what I did 
was fire up dxdiag and set the hardware acceleration on the audio tab to 
33%. The problem is for what ever reason I do not believe this still exists 
on vista and seven, then again hardware acceleration support was removed 
entirely from what I can gather... hence no virtual 3d in older games.
- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 10, 2011 6:30 PM
Subject: Re: [Audyssey] More Luminal thoughts.


Chris, that is a very strange problem indeed.  I don't have the slightest 
idea why the stereo wouldn't work on your game.  Has anyone else had that 
issue?


__ 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] More Luminal thoughts.

2011-05-10 Thread Christopher Bartlett
Seems to me the best way of resolving the problem is to have escape do what
it's supposed to do, back you out of a tile view so you can use the arrow
keys.  Reserve space for pause/unpause exclusively.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Zachary Kline
Sent: Tuesday, May 10, 2011 9:07 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] More Luminal thoughts.

Hi Chris,
Odd, as I've been getting stereo sounds myself, without any effort on my
part.  At least, I can tell from which side of the field they come, and that
seems to have an impact on the population sizes, as I'd expect.  Are you
hearing the sound in both ears at once, or some such?
Best,
Zack.
On May 10, 2011, at 9:04 AM, Christopher Bartlett wrote:

 Oh, and on an unrelated note, I'm not getting stereo sound.  I'm getting
the
 animal population sounds, but they appear to be mono.  I'm using
 stereo-capable headphones and I get stereo playback from music
applications,
 but not from Luminal.
 
   Chris
 
 
 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Jeremy Kaldobsky
 Sent: Tuesday, May 10, 2011 8:50 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] More Luminal thoughts.
 
 Chris, no, you aren't missing anything.  I completely agree with you that
 there needs to be an easier way to switch between tiles while still in the
 build menu.  I, too, have been frustrated by having to unpause the game
just
 to move myself over to another tile.  Anybody have any suggestions for how
 that should be done?
 
 --- On Tue, 5/10/11, Christopher Bartlett themusicalbre...@gmail.com
 wrote:
 
 From: Christopher Bartlett themusicalbre...@gmail.com
 Subject: Re: [Audyssey] More Luminal thoughts.
 To: 'Gamers Discussion list' gamers@audyssey.org
 Date: Tuesday, May 10, 2011, 10:44 AM
 Thanks for the explanation. 
 This makes it more necessary to have an easier
 way to move from tile to tile.  Perhaps add a go to
 tile command after this
 tile in the menu.  As it is, navigation from tile to
 tile requires
 unpausing the game, unless I'm missing something.  Off
 to finish mission 5.
 
 Chris Bartlett
 
 
 -Original Message-
 From: gamers-boun...@audyssey.org
 [mailto:gamers-boun...@audyssey.org]
 On
 Behalf Of Jeremy Kaldobsky
 Sent: Tuesday, May 10, 2011 12:51 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] More Luminal thoughts.
 
 Chris, thanks for the feedback.  I've read through
 your observations and
 added a few new things to my to-do list.
 
 I will put this information into the game, but I should
 take this
 opportunity to explain how the tiles work.  The
 interactions of grass, moss,
 and mushrooms work on a tile by tile basis.  The
 numbers are not averaged
 between tiles, so you could end up with a situation like no
 bugs or grass on
 half of your dome.  Animals are not linked to a
 specific tile because they
 actually travel from tile to tile in search of food. 
 If you did happen to
 have half of your dome void of any bugs, you would know
 your birds are
 likely to spend most of their time on the side with bugs.
 
 --- On Tue, 5/10/11, Christopher Bartlett themusicalbre...@gmail.com
 wrote:
 
 From: Christopher Bartlett themusicalbre...@gmail.com
 Subject: [Audyssey] More Luminal thoughts.
 To: 'Gamers Discussion list' gamers@audyssey.org
 Date: Tuesday, May 10, 2011, 3:21 AM
  
   Ok, I've played through the first four
 missions.  This is a
 fascinating game, and I'm very much looking forward
 to
 elaborations, more
 species and a free play mode.  I do have some
 thoughts
 and observations that
 should in no way be taken as anything but constructive
 from
 someone who
 really likes this concept.
 
   
 
 Interface: you have inconsistent behavior for the
 space bar
 and esc keys
 that doesn't match the docs, or at least as I
 understand
 what is supposed to
 happen.  There appear to be two different levels of
 interaction from the
 pause mode: one before you select a tile to interact
 with
 and one after.
 This is fine, and the before selection appears to
 operate
 as advertised, but
 once you've selected a tile, there appears to be no
 graceful way to back out
 of a menu selection to the pre-tile-selection mode. 
 Hitting escape, which
 according to the docs is supposed to get you out of
 the
 menu actually
 unpauses the game.  In order to scan multiple tiles,
 one has to hit esc,
 then quickly hit spacebar to pause, or the game
 advances a
 tick, which could
 be important in complex dome scenarios, and is not
 expected
 behavior.
 
   
 
 Effects that span tiles?  Are there any?  I'm not
 clear which effects span
 multiple tiles and which are restricted to a
 particular
 tile.  If for
 instance, I have many rocks but no grass in one tile,
 but I
 have a lot of
 grass but few rocks in an adjacent tile, does this
 affect
 bug production as
 if 

[Audyssey] More GG add-ons

2011-05-10 Thread Darren Duff
Hi guys. This afternoon I spent some more time changing some of the GG
sounds.
 
Changes.
1.  The outlaws will now draw and holster there guns.
2. bosses have a new gun sound, or should I say sounds as it depends on each
boss as they each have there own sounds.
3. When you shoot someone you can now here them fall to the ground. s p o i
l e r s p a c e spoiler spoiler spoiler! When you do not shoot skeeter in
time he twirls his gun and puts it back in the holster!
 
Hope you all like the new changes...  Just unzip the files and place them in
the sounds directory make sure you say yes to all to overwrite the old
files.
 
Let me know what you think.
 
Here's the link.
 
http://www.sendspace.com/file/huwlff
 
 
Have fun!
Darren Duff.

amateur radio station KK4AHX.

Drummer for The Overflow worship band!

Band web site http://www.theoverflowband.com
http://www.theoverflowband.com/ 

Personal Phone: (678)936-6113

Mobile E-mail mobiledu...@gmail.com

personal E-mail duff...@gmail.com

windows live messenger *no mail please* darren...@hotmail.com

skype contact duffman31279

 
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Re: [Audyssey] More GG add-ons

2011-05-10 Thread Ron Kolesar
Where can one grab the old Grizzley Gulch game and will it work with windows 
seven and in a newer up to date 64 bit format?
I have my cd-rom laying around somewhere.
It was the first hand to ear product that I purchased.
I just read this letter and I think the newer wave files will add realistic 
play.
I miss the glass from the glass bottles.
Also, how about a show down in the center of town. SMILES. We could practice 
on our quick drawl. SMILES.
I also miss the shooting galory from Phil's company where like in our youth, 
everything was once made out of glass and not plastic like it is today. 
SMILES.
Many Many Thanks.
Ron who at one time set a record for the most glass bottles shot down and 
broken.
Ron Kolesar
kolesar16...@roadrunner.com

--
From: Darren Duff duff...@gmail.com
Sent: Tuesday, May 10, 2011 5:12 PM
To: 'Gamers Discussion list' gamers@audyssey.org
Subject: [Audyssey] More GG add-ons

 Hi guys. This afternoon I spent some more time changing some of the GG
 sounds.

 Changes.
 1.  The outlaws will now draw and holster there guns.
 2. bosses have a new gun sound, or should I say sounds as it depends on 
 each
 boss as they each have there own sounds.
 3. When you shoot someone you can now here them fall to the ground. s p o 
 i
 l e r s p a c e spoiler spoiler spoiler! When you do not shoot skeeter in
 time he twirls his gun and puts it back in the holster!

 Hope you all like the new changes...  Just unzip the files and place them 
 in
 the sounds directory make sure you say yes to all to overwrite the old
 files.

 Let me know what you think.

 Here's the link.

 http://www.sendspace.com/file/huwlff


 Have fun!
 Darren Duff.

 amateur radio station KK4AHX.

 Drummer for The Overflow worship band!

 Band web site http://www.theoverflowband.com
 http://www.theoverflowband.com/

 Personal Phone: (678)936-6113

 Mobile E-mail mobiledu...@gmail.com

 personal E-mail duff...@gmail.com

 windows live messenger *no mail please* darren...@hotmail.com

 skype contact duffman31279


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Re: [Audyssey] Sound RTS Group

2011-05-10 Thread Richard Sherman
HI Lori,

in order to subscribe to a google group, you need to put a plus sign between 
the name and subscribe, not a dash. give that a try.

Rich
- Original Message - 
From: Lori Duncan lori_dunca...@hotmail.com
Sent: Tuesday, May 10, 2011 10:34 AM


Hi I've tried and tried to subscribe to the sound rts group at: 
soundrtschat-subscribe@googlegroups.combut my emails just bounce back.  When 
I try through google it won't accept my details and the site isn't very 
accessible because of the audio capture thing where you have to enter the 
numbers or visual picture you hear or see.  Is this group still running? 
Thanks from Lori.


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Re: [Audyssey] Destenation mars

2011-05-10 Thread dark
That destination mars game sounds pretty awsome, if anyone has a working 
copy and could paste a link I wouldn't mind trying it myself.


Beware the grue!

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

To: gamers@audyssey.org
Sent: Tuesday, May 10, 2011 9:17 PM
Subject: Re: [Audyssey] Destenation mars



Hi Michael and all,

I'm guessing the version you have is an older one. When I purchased that 
game around 1993 or so, I believe it was version 2.0.
For those who have never played this game, it was a text-based game, by 
Richard de Steno, that also included PC speaker sounds. The object was to 
fly your ship to Mars and land on the planet. Along the way, you had to 
overcome various obstacles including aliens attacking you, being subjected 
to radiation and magnetic fields, etc. You could even land on an asteroid 
to look for various rocks. It was a pretty good game for it's time, and I 
wish I had purchased more of the developer's works. All his games cost 
$20.00 each back then, and there were no demo versions as far as I know. 
He also had a casino game that included four gambling games, a word game 
called Sounds Like, and one called Dodge City Desperrados.


Thanks.

Yours Sincerely,
Kelly John Sapergia
Show Host and Production Director
The Global Voice Internet Radio
www.theglobalvoice.info

Personal Website: www.ksapergia.net
Business Website: www.kjsproductions.com


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Re: [Audyssey] Destenation mars

2011-05-10 Thread Charles Rivard

I think they were copywrited, so this might not be a good idea.

---
Shepherds are the best beasts!
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 10, 2011 4:30 PM
Subject: Re: [Audyssey] Destenation mars


That destination mars game sounds pretty awsome, if anyone has a working 
copy and could paste a link I wouldn't mind trying it myself.


Beware the grue!

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

To: gamers@audyssey.org
Sent: Tuesday, May 10, 2011 9:17 PM
Subject: Re: [Audyssey] Destenation mars



Hi Michael and all,

I'm guessing the version you have is an older one. When I purchased that 
game around 1993 or so, I believe it was version 2.0.
For those who have never played this game, it was a text-based game, by 
Richard de Steno, that also included PC speaker sounds. The object was to 
fly your ship to Mars and land on the planet. Along the way, you had to 
overcome various obstacles including aliens attacking you, being 
subjected to radiation and magnetic fields, etc. You could even land on 
an asteroid to look for various rocks. It was a pretty good game for it's 
time, and I wish I had purchased more of the developer's works. All his 
games cost $20.00 each back then, and there were no demo versions as far 
as I know. He also had a casino game that included four gambling games, a 
word game called Sounds Like, and one called Dodge City Desperrados.


Thanks.

Yours Sincerely,
Kelly John Sapergia
Show Host and Production Director
The Global Voice Internet Radio
www.theglobalvoice.info

Personal Website: www.ksapergia.net
Business Website: www.kjsproductions.com


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Re: [Audyssey] Destenation mars

2011-05-10 Thread Ron Kolesar
Iremember that old dos game and would also like a copy if we could get it to 
work in win 7 and in the world of the 64 bit processor as well.
Thanks.
Ron Kolesar
kolesar16...@roadrunner.com

--
From: dark d...@xgam.org
Sent: Tuesday, May 10, 2011 5:30 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Destenation mars

 That destination mars game sounds pretty awsome, if anyone has a working 
 copy and could paste a link I wouldn't mind trying it myself.

 Beware the grue!

 Dark.
 - Original Message - 
 From: Kelly Sapergia ksaper...@sasktel.net
 To: gamers@audyssey.org
 Sent: Tuesday, May 10, 2011 9:17 PM
 Subject: Re: [Audyssey] Destenation mars


 Hi Michael and all,

 I'm guessing the version you have is an older one. When I purchased that 
 game around 1993 or so, I believe it was version 2.0.
 For those who have never played this game, it was a text-based game, by 
 Richard de Steno, that also included PC speaker sounds. The object was to 
 fly your ship to Mars and land on the planet. Along the way, you had to 
 overcome various obstacles including aliens attacking you, being 
 subjected to radiation and magnetic fields, etc. You could even land on 
 an asteroid to look for various rocks. It was a pretty good game for it's 
 time, and I wish I had purchased more of the developer's works. All his 
 games cost $20.00 each back then, and there were no demo versions as far 
 as I know. He also had a casino game that included four gambling games, a 
 word game called Sounds Like, and one called Dodge City Desperrados.

 Thanks.

 Yours Sincerely,
 Kelly John Sapergia
 Show Host and Production Director
 The Global Voice Internet Radio
 www.theglobalvoice.info

 Personal Website: www.ksapergia.net
 Business Website: www.kjsproductions.com


 ---
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Re: [Audyssey] anyone else get direct x seven registered?

2011-05-10 Thread william lomas
ah smile if so all i will need now is to have a key held down as drawer shapes 
as i use fusion on mac with magic trackpad

On 10 May 2011, at 21:36, Jeremy Kaldobsky wrote:

 If you install Jim Kitchens Winkit, the games should work just as they are.  
 You won't even have to wait for them to be updated to DX8.
 
 --- On Tue, 5/10/11, william lomas will.d.lo...@gmail.com wrote:
 
 From: william lomas will.d.lo...@gmail.com
 Subject: Re: [Audyssey] anyone else get direct x seven registered?
 To: Gamers Discussion list gamers@audyssey.org
 Date: Tuesday, May 10, 2011, 3:35 PM
 if i install jim kitchens things
 thomas, will i then be able to run the games then if he
 upgrades them?
 
 On 10 May 2011, at 18:46, Thomas Ward wrote:
 
 Hi,
 
 If you are talking about registering DX7VB.dll or
 DX8VB.dll those
 libraries still have to be registered simpkly because
 they were
 removed from Windows Vista/Windows 7. That said, there
 is a simple fix
 for this and it is to install Jim Kitchens Winkit
 installer which adds
 a number of VB dependencies, including those for
 DirectX 8, so I'd
 definitely say go ahead and upgrade to DirectX 8. To
 be honest one
 reason I never installed any of your games is I saw no
 need or desire
 to put DirectX 7 on my computer when I have DirectX 8
 already
 installed with the OS.
 
 On 5/10/11, Jeremy Kaldobsky jer...@kaldobsky.com
 wrote:
 DirectX 7 will work on windows 7 as long as you
 register it.  I'm running
 64-bit windows 7 myself without any DX7
 problems.  I'll look into using
 directx8 instead.  I wasn't aware that simply
 jumping up to DX8 would
 eliminate people's need to register the driver on
 windows 7.  A while back
 someone had told me anything under DX9 still
 required the registering step
 so I didn't bother moving away from 7.
 
 ---
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Re: [Audyssey] More Luminal thoughts.

2011-05-10 Thread ian mcnamara
Hello where can i get these games from the datona and the bok of ggold 
and the game caled luminalls.


Ian McNamara

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Re: [Audyssey] anyone else get direct x seven registered?

2011-05-10 Thread Thomas Ward
Hi Will,

In a word, yes. I haven't had any issues with games that use DirectX 8
on Windows 7. As long as you get the VB 6 and DirectX 8 libs provided
in Winkit you are set to go with most older accessible games using
those technologies.

Cheers!


On 5/10/11, william lomas will.d.lo...@gmail.com wrote:
 if i install jim kitchens things thomas, will i then be able to run the
 games then if he upgrades them?

 On 10 May 2011, at 18:46, Thomas Ward wrote:

 Hi,

 If you are talking about registering DX7VB.dll or DX8VB.dll those
 libraries still have to be registered simpkly because they were
 removed from Windows Vista/Windows 7. That said, there is a simple fix
 for this and it is to install Jim Kitchens Winkit installer which adds
 a number of VB dependencies, including those for DirectX 8, so I'd
 definitely say go ahead and upgrade to DirectX 8. To be honest one
 reason I never installed any of your games is I saw no need or desire
 to put DirectX 7 on my computer when I have DirectX 8 already
 installed with the OS.

 On 5/10/11, Jeremy Kaldobsky jer...@kaldobsky.com wrote:
 DirectX 7 will work on windows 7 as long as you register it.  I'm running
 64-bit windows 7 myself without any DX7 problems.  I'll look into using
 directx8 instead.  I wasn't aware that simply jumping up to DX8 would
 eliminate people's need to register the driver on windows 7.  A while
 back
 someone had told me anything under DX9 still required the registering
 step
 so I didn't bother moving away from 7.

 ---
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Re: [Audyssey] anyone else get direct x seven registered?

2011-05-10 Thread william lomas
just installed winkit form 2003 from jims site and still get the 429 error

On 10 May 2011, at 21:36, Jeremy Kaldobsky wrote:

 If you install Jim Kitchens Winkit, the games should work just as they are.  
 You won't even have to wait for them to be updated to DX8.
 
 --- On Tue, 5/10/11, william lomas will.d.lo...@gmail.com wrote:
 
 From: william lomas will.d.lo...@gmail.com
 Subject: Re: [Audyssey] anyone else get direct x seven registered?
 To: Gamers Discussion list gamers@audyssey.org
 Date: Tuesday, May 10, 2011, 3:35 PM
 if i install jim kitchens things
 thomas, will i then be able to run the games then if he
 upgrades them?
 
 On 10 May 2011, at 18:46, Thomas Ward wrote:
 
 Hi,
 
 If you are talking about registering DX7VB.dll or
 DX8VB.dll those
 libraries still have to be registered simpkly because
 they were
 removed from Windows Vista/Windows 7. That said, there
 is a simple fix
 for this and it is to install Jim Kitchens Winkit
 installer which adds
 a number of VB dependencies, including those for
 DirectX 8, so I'd
 definitely say go ahead and upgrade to DirectX 8. To
 be honest one
 reason I never installed any of your games is I saw no
 need or desire
 to put DirectX 7 on my computer when I have DirectX 8
 already
 installed with the OS.
 
 On 5/10/11, Jeremy Kaldobsky jer...@kaldobsky.com
 wrote:
 DirectX 7 will work on windows 7 as long as you
 register it.  I'm running
 64-bit windows 7 myself without any DX7
 problems.  I'll look into using
 directx8 instead.  I wasn't aware that simply
 jumping up to DX8 would
 eliminate people's need to register the driver on
 windows 7.  A while back
 someone had told me anything under DX9 still
 required the registering step
 so I didn't bother moving away from 7.
 
 ---
 Gamers mailing list __ Gamers@audyssey.org
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Re: [Audyssey] anyone else get direct x seven registered?

2011-05-10 Thread Zachary Kline
Hi WIlliam,
Have you tried the regsvr32 step mentioned in the readme file?  If so, did you 
make sure to run it as an administrator?  When I did this, it cleared up my 
errors and I was able to run the game.
Best,
Zack.
On May 10, 2011, at 3:47 PM, william lomas wrote:

 just installed winkit form 2003 from jims site and still get the 429 error
 
 On 10 May 2011, at 21:36, Jeremy Kaldobsky wrote:
 
 If you install Jim Kitchens Winkit, the games should work just as they are.  
 You won't even have to wait for them to be updated to DX8.
 
 --- On Tue, 5/10/11, william lomas will.d.lo...@gmail.com wrote:
 
 From: william lomas will.d.lo...@gmail.com
 Subject: Re: [Audyssey] anyone else get direct x seven registered?
 To: Gamers Discussion list gamers@audyssey.org
 Date: Tuesday, May 10, 2011, 3:35 PM
 if i install jim kitchens things
 thomas, will i then be able to run the games then if he
 upgrades them?
 
 On 10 May 2011, at 18:46, Thomas Ward wrote:
 
 Hi,
 
 If you are talking about registering DX7VB.dll or
 DX8VB.dll those
 libraries still have to be registered simpkly because
 they were
 removed from Windows Vista/Windows 7. That said, there
 is a simple fix
 for this and it is to install Jim Kitchens Winkit
 installer which adds
 a number of VB dependencies, including those for
 DirectX 8, so I'd
 definitely say go ahead and upgrade to DirectX 8. To
 be honest one
 reason I never installed any of your games is I saw no
 need or desire
 to put DirectX 7 on my computer when I have DirectX 8
 already
 installed with the OS.
 
 On 5/10/11, Jeremy Kaldobsky jer...@kaldobsky.com
 wrote:
 DirectX 7 will work on windows 7 as long as you
 register it.  I'm running
 64-bit windows 7 myself without any DX7
 problems.  I'll look into using
 directx8 instead.  I wasn't aware that simply
 jumping up to DX8 would
 eliminate people's need to register the driver on
 windows 7.  A while back
 someone had told me anything under DX9 still
 required the registering step
 so I didn't bother moving away from 7.
 
 ---
 Gamers mailing list __ Gamers@audyssey.org
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Re: [Audyssey] anyone else get direct x seven registered?

2011-05-10 Thread william lomas
ok tom I just installed winkit from 2003 or is a newer version out?
and still the same error

On 10 May 2011, at 23:43, Thomas Ward wrote:

 Hi Will,
 
 In a word, yes. I haven't had any issues with games that use DirectX 8
 on Windows 7. As long as you get the VB 6 and DirectX 8 libs provided
 in Winkit you are set to go with most older accessible games using
 those technologies.
 
 Cheers!
 
 
 On 5/10/11, william lomas will.d.lo...@gmail.com wrote:
 if i install jim kitchens things thomas, will i then be able to run the
 games then if he upgrades them?
 
 On 10 May 2011, at 18:46, Thomas Ward wrote:
 
 Hi,
 
 If you are talking about registering DX7VB.dll or DX8VB.dll those
 libraries still have to be registered simpkly because they were
 removed from Windows Vista/Windows 7. That said, there is a simple fix
 for this and it is to install Jim Kitchens Winkit installer which adds
 a number of VB dependencies, including those for DirectX 8, so I'd
 definitely say go ahead and upgrade to DirectX 8. To be honest one
 reason I never installed any of your games is I saw no need or desire
 to put DirectX 7 on my computer when I have DirectX 8 already
 installed with the OS.
 
 On 5/10/11, Jeremy Kaldobsky jer...@kaldobsky.com wrote:
 DirectX 7 will work on windows 7 as long as you register it.  I'm running
 64-bit windows 7 myself without any DX7 problems.  I'll look into using
 directx8 instead.  I wasn't aware that simply jumping up to DX8 would
 eliminate people's need to register the driver on windows 7.  A while
 back
 someone had told me anything under DX9 still required the registering
 step
 so I didn't bother moving away from 7.
 
 ---
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 If you want to leave the list, send E-mail to
 gamers-unsubscr...@audyssey.org.
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Re: [Audyssey] Destenation mars

2011-05-10 Thread Thomas Ward
Hi,

Hmmm...Hard to say with an application like that. Its more than 15
years old. Even though the copyrights might still be in effect it all
depends on how the developer wants to handle it. If we could ask him
he might just say share them.  Alot of games like the original Prince
of Persia for Dos from the 1990's are now free shareware games. Some
developers are really lax about sharing older games like that.
Especially, if they aren't interested in updating and reselling the
game.

On 5/10/11, Charles Rivard woofer...@sbcglobal.net wrote:
 I think they were copywrited, so this might not be a good idea.

 ---
 Shepherds are the best beasts!

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Re: [Audyssey] anyone else get direct x seven registered?

2011-05-10 Thread william lomas
i am an administrator but it always states an error which i am not sure how to 
reproduce since i run windows on my mac. my account under windows seven is admin

On 10 May 2011, at 23:49, Zachary Kline wrote:

 Hi WIlliam,
 Have you tried the regsvr32 step mentioned in the readme file?  If so, did 
 you make sure to run it as an administrator?  When I did this, it cleared up 
 my errors and I was able to run the game.
 Best,
 Zack.
 On May 10, 2011, at 3:47 PM, william lomas wrote:
 
 just installed winkit form 2003 from jims site and still get the 429 error
 
 On 10 May 2011, at 21:36, Jeremy Kaldobsky wrote:
 
 If you install Jim Kitchens Winkit, the games should work just as they are. 
  You won't even have to wait for them to be updated to DX8.
 
 --- On Tue, 5/10/11, william lomas will.d.lo...@gmail.com wrote:
 
 From: william lomas will.d.lo...@gmail.com
 Subject: Re: [Audyssey] anyone else get direct x seven registered?
 To: Gamers Discussion list gamers@audyssey.org
 Date: Tuesday, May 10, 2011, 3:35 PM
 if i install jim kitchens things
 thomas, will i then be able to run the games then if he
 upgrades them?
 
 On 10 May 2011, at 18:46, Thomas Ward wrote:
 
 Hi,
 
 If you are talking about registering DX7VB.dll or
 DX8VB.dll those
 libraries still have to be registered simpkly because
 they were
 removed from Windows Vista/Windows 7. That said, there
 is a simple fix
 for this and it is to install Jim Kitchens Winkit
 installer which adds
 a number of VB dependencies, including those for
 DirectX 8, so I'd
 definitely say go ahead and upgrade to DirectX 8. To
 be honest one
 reason I never installed any of your games is I saw no
 need or desire
 to put DirectX 7 on my computer when I have DirectX 8
 already
 installed with the OS.
 
 On 5/10/11, Jeremy Kaldobsky jer...@kaldobsky.com
 wrote:
 DirectX 7 will work on windows 7 as long as you
 register it.  I'm running
 64-bit windows 7 myself without any DX7
 problems.  I'll look into using
 directx8 instead.  I wasn't aware that simply
 jumping up to DX8 would
 eliminate people's need to register the driver on
 windows 7.  A while back
 someone had told me anything under DX9 still
 required the registering step
 so I didn't bother moving away from 7.
 
 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to 
 gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via
 the web, at
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
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All messages are 

Re: [Audyssey] anyone else get direct x seven registered?

2011-05-10 Thread Thomas Ward
Hi Will,

Can you post a complete stack trace/error message for us to see. It is
probably do to the fact he is using DX 7 rather than DX 8, but I need
the complete error message to help.

Cheers!


On 5/10/11, william lomas will.d.lo...@gmail.com wrote:
 ok tom I just installed winkit from 2003 or is a newer version out?
 and still the same error

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Re: [Audyssey] anyone else get direct x seven registered?

2011-05-10 Thread Zachary Kline
Hi WIlliam,
FOr what it's worth, I did the steps on my VmWare FUsion machine and it worked 
just as well.  I really don't think the Mac should matter at all in this case.  
Can you tell us the error and I might be able to help?
Best,
Zack.
On May 10, 2011, at 3:54 PM, william lomas wrote:

 i am an administrator but it always states an error which i am not sure how 
 to reproduce since i run windows on my mac. my account under windows seven is 
 admin
 
 On 10 May 2011, at 23:49, Zachary Kline wrote:
 
 Hi WIlliam,
 Have you tried the regsvr32 step mentioned in the readme file?  If so, did 
 you make sure to run it as an administrator?  When I did this, it cleared up 
 my errors and I was able to run the game.
 Best,
 Zack.
 On May 10, 2011, at 3:47 PM, william lomas wrote:
 
 just installed winkit form 2003 from jims site and still get the 429 error
 
 On 10 May 2011, at 21:36, Jeremy Kaldobsky wrote:
 
 If you install Jim Kitchens Winkit, the games should work just as they 
 are.  You won't even have to wait for them to be updated to DX8.
 
 --- On Tue, 5/10/11, william lomas will.d.lo...@gmail.com wrote:
 
 From: william lomas will.d.lo...@gmail.com
 Subject: Re: [Audyssey] anyone else get direct x seven registered?
 To: Gamers Discussion list gamers@audyssey.org
 Date: Tuesday, May 10, 2011, 3:35 PM
 if i install jim kitchens things
 thomas, will i then be able to run the games then if he
 upgrades them?
 
 On 10 May 2011, at 18:46, Thomas Ward wrote:
 
 Hi,
 
 If you are talking about registering DX7VB.dll or
 DX8VB.dll those
 libraries still have to be registered simpkly because
 they were
 removed from Windows Vista/Windows 7. That said, there
 is a simple fix
 for this and it is to install Jim Kitchens Winkit
 installer which adds
 a number of VB dependencies, including those for
 DirectX 8, so I'd
 definitely say go ahead and upgrade to DirectX 8. To
 be honest one
 reason I never installed any of your games is I saw no
 need or desire
 to put DirectX 7 on my computer when I have DirectX 8
 already
 installed with the OS.
 
 On 5/10/11, Jeremy Kaldobsky jer...@kaldobsky.com
 wrote:
 DirectX 7 will work on windows 7 as long as you
 register it.  I'm running
 64-bit windows 7 myself without any DX7
 problems.  I'll look into using
 directx8 instead.  I wasn't aware that simply
 jumping up to DX8 would
 eliminate people's need to register the driver on
 windows 7.  A while back
 someone had told me anything under DX9 still
 required the registering step
 so I didn't bother moving away from 7.
 
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Re: [Audyssey] More Luminal thoughts.

2011-05-10 Thread Willem
Speaking of which, I think fish either die too quickly or turtles eat them 
too quickly. They also spawn like crazy, which seems funny.


I think that system needs balansing.
- Original Message - 
From: Christopher Bartlett themusicalbre...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, May 10, 2011 10:45 PM
Subject: Re: [Audyssey] More Luminal thoughts.


Yep, this solved the problem.  Now my fishies are dying properly in my 
left

ear.  *grumble*

Chris


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Pitermach
Sent: Tuesday, May 10, 2011 9:37 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] More Luminal thoughts.

Well... I did have a similar problem with all directx games, and what I 
did

was fire up dxdiag and set the hardware acceleration on the audio tab to
33%. The problem is for what ever reason I do not believe this still 
exists

on vista and seven, then again hardware acceleration support was removed
entirely from what I can gather... hence no virtual 3d in older games.
- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 10, 2011 6:30 PM
Subject: Re: [Audyssey] More Luminal thoughts.


Chris, that is a very strange problem indeed.  I don't have the slightest
idea why the stereo wouldn't work on your game.  Has anyone else had that
issue?


__ Information from ESET Smart Security, version of virus 
signature

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The message was checked by ESET Smart Security.

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Re: [Audyssey] anyone else get direct x seven registered?

2011-05-10 Thread william lomas
using nvda how can i copy a dialogue box contents

On 10 May 2011, at 23:57, Zachary Kline wrote:

 Hi WIlliam,
 FOr what it's worth, I did the steps on my VmWare FUsion machine and it 
 worked just as well.  I really don't think the Mac should matter at all in 
 this case.  Can you tell us the error and I might be able to help?
 Best,
 Zack.
 On May 10, 2011, at 3:54 PM, william lomas wrote:
 
 i am an administrator but it always states an error which i am not sure how 
 to reproduce since i run windows on my mac. my account under windows seven 
 is admin
 
 On 10 May 2011, at 23:49, Zachary Kline wrote:
 
 Hi WIlliam,
 Have you tried the regsvr32 step mentioned in the readme file?  If so, did 
 you make sure to run it as an administrator?  When I did this, it cleared 
 up my errors and I was able to run the game.
 Best,
 Zack.
 On May 10, 2011, at 3:47 PM, william lomas wrote:
 
 just installed winkit form 2003 from jims site and still get the 429 error
 
 On 10 May 2011, at 21:36, Jeremy Kaldobsky wrote:
 
 If you install Jim Kitchens Winkit, the games should work just as they 
 are.  You won't even have to wait for them to be updated to DX8.
 
 --- On Tue, 5/10/11, william lomas will.d.lo...@gmail.com wrote:
 
 From: william lomas will.d.lo...@gmail.com
 Subject: Re: [Audyssey] anyone else get direct x seven registered?
 To: Gamers Discussion list gamers@audyssey.org
 Date: Tuesday, May 10, 2011, 3:35 PM
 if i install jim kitchens things
 thomas, will i then be able to run the games then if he
 upgrades them?
 
 On 10 May 2011, at 18:46, Thomas Ward wrote:
 
 Hi,
 
 If you are talking about registering DX7VB.dll or
 DX8VB.dll those
 libraries still have to be registered simpkly because
 they were
 removed from Windows Vista/Windows 7. That said, there
 is a simple fix
 for this and it is to install Jim Kitchens Winkit
 installer which adds
 a number of VB dependencies, including those for
 DirectX 8, so I'd
 definitely say go ahead and upgrade to DirectX 8. To
 be honest one
 reason I never installed any of your games is I saw no
 need or desire
 to put DirectX 7 on my computer when I have DirectX 8
 already
 installed with the OS.
 
 On 5/10/11, Jeremy Kaldobsky jer...@kaldobsky.com
 wrote:
 DirectX 7 will work on windows 7 as long as you
 register it.  I'm running
 64-bit windows 7 myself without any DX7
 problems.  I'll look into using
 directx8 instead.  I wasn't aware that simply
 jumping up to DX8 would
 eliminate people's need to register the driver on
 windows 7.  A while back
 someone had told me anything under DX9 still
 required the registering step
 so I didn't bother moving away from 7.
 
 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to 
 gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via
 the web, at
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
 All messages are archived and can be searched and read
 at
 http://www.mail-archive.com/gamers@audyssey.org.
 If you have any questions or concerns regarding the
 management of the list,
 please send E-mail to gamers-ow...@audyssey.org.
 
 
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[Audyssey] here is two games that has been requested

2011-05-10 Thread michael barnes
Hello all I am glad to say that down below is two links for two of the 
games that people have requested.
The first one is Destination Mars,  the second one is Run For 
President.  If anyone have later versions of these games then please 
upload them for all of us.
I belive that Destination Mars version that I have is one of the 
earlier version  I am not sure about Run For President because it gives 
me a version number which is 3.0 I am not sure if that is the last 
version of that game.  One more thing it would be great if someone had 
the last version of destination mars for all of us.

Well hope you all enjoy these great classic titles.
http://www.sendspace.com/file/l76vh5
http://www.sendspace.com/file/uahv4a

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