[Audyssey] Huge Update for Phrase Madness

2011-05-22 Thread The Addictor
I've been busting my *** for days now, fixing and improving this game.  The 
following bugs were fixed.
Uploader bug: Now comments actually get to the server.
Demo bug: user name character limit was set to four, so typing demo doesn't 
shut the program down.
and, hopefully, the issue with the pachrecorderdesktop file were fixed.  If not 
please let me know.
Now, for the improvements to the game.

First, added a subfolder in the sound folder called user.  Simply compress this 
folder to a zip file, rename it as your user name, and send it to me--it will 
have all of your comments and phrases.  Note that this feature was added mainly 
for contests.  You can use the regular phrase uploader program for everything 
else.
Now, pressing enter when it is your turn tells you your scores, turns taken, 
and accuracy rating.
Also, at the end of the game when someone wins, the scores and stats are 
announced.  They aren't sorted as yet, but that will be part of the next update.
Here is the link for the game
http://dl.dropbox.com/u/13071564/PhraseMadnessSetup.exe

Here is the update patch.  Inno is not overwriting the executable though, so 
you'll need to erase it manually.  I will fix this as soon as I learn how.
http://dl.dropbox.com/u/13071564/PhraseMadnessPatch.exe
This is not up on my site, and neither are the contests yet, but I'll update 
that next.  My first priority was to the game, and now that it's done--for 
now--I can work on that.
Enjoy!
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Re: [Audyssey] Lunimals version 2.0b

2011-05-22 Thread shaun everiss

yeah I can't get mission 5,At 04:01 p.m. 22/05/2011, you wrote:
Mission eight?  LOL--I still can't complete Mission 5.  Just I'm 
must very good at strategy lol!  Love the game though, and I'm glad 
you're improving it.

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - From: Jeremy Kaldobsky jer...@kaldobsky.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Saturday, May 21, 2011 1:48 PM
Subject: [Audyssey] Lunimals version 2.0b


Lunimals version 2.0b has just been posted.  Sorry about the long 
delay between this update and the last one, but I think you'll all 
be happy with the changes.  I've implemented almost all of the 
suggestions people have given me, including things like adjusting 
game speed, sapi speaking speed, custom games, and quick tile 
information during game play.  I've fixed a ton of small bugs that 
people reported, and I've added a new prey animal (gophers) and a 
new predator (dingos) which fall into the master predator class and 
can be considered an entirely new eco system layer all by themselves.


Everyone can give mission 8 a try now, and I wish you luck, because 
it is quite a challenge!  Muhahaha (evil laugh)!


The custom games allow you to choose a dome, choose how much money 
you begin with, and enable or disable random dome disasters.  These 
games allow you to set your own rules rather than simply following 
along with the campaign quests.  Random disasters provide the 
occasional, unexpected problem to fix, if you choose to have them.


I've already begun work on the last 2 animals that will be added 
to the game.  I'm not sure yet, if there will be 10 total missions, 
or only 9, but either way I can finally see the light at the end of 
the tunnel.  Once I have time to finish up the next few animals and 
mission(s), Lunimals will finally be complete!  Yay!  Once that 
happens I will attempt to make the game support multiple 
languages.  I would, very much, appreciate volunteers to help me 
with the translating.  Once I'm ready, I'll post a file containing 
all of the game's dialog so that people can translate it and send 
it back to me.  I would like to know this game can be enjoyed by 
non English speaking players as well.


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Re: [Audyssey] Harry Potter Trivia 2

2011-05-22 Thread Shiny protector
I know what happens, but all I'm saying is know one shoots a disarming charm 
when they're shot by a killing curse. I know harry wouldn't be killed, since 
the elder wand could not harm its master, but just shooting a disarming 
charm is a bit weird.
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Friday, May 20, 2011 10:31 PM
Subject: Re: [Audyssey] Harry Potter Trivia 2



Hi Muhammed,
Ok...I'd prefer taking this off list, so message me so I can explain why
that wasn't actually what happened.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Shiny protector
Sent: Thursday, May 19, 2011 12:45 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Harry Potter Trivia 2

I never liked the end of the seventh book. I reckon Harry should have 
taken

that wand before and when he killed Voldemort, bury it. I wouldn't want a
weapon like that for the rest of my life, but Harry and Voldemort should
have had a real battle. I mean, who defeats a dark wizard with an
expelliarmus charm? Kind of childish in my opinion.
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 18, 2011 3:35 PM
Subject: Re: [Audyssey] Harry Potter Trivia 2



Hi Jim.

I always got the idea that it would be rather like having any custom item
made for you, whether it's a sword, a baseball bat, a coat or whatever.

Others can use it relatively well, but because it is individually 
taylored


with your own personal weight, balance or build in mind, it is unlikely 
to



sute others as well as it sutes you.

indeed, at the end of the 7th book, when voldemort has the unbeatable
wand, it is not the case that it doesn't work at all, sinse we see him
doing lots of magic with it (including killing snape and setting Nevil on
fire), rather it is that the wand doesn't seem to be anything special.

voldemort can use it, but only in the hands of it's true owner, would it
actually be the legendary wand it appears.

As to the killing curse, well in the harry potter universe, it seems that
the more powerful spells such as the patronus chalm require not just
correct words and gestures, but the will and intention of the user.

When Harry attempts the cruciatus curse on belatrix lestrange after she
kills sirius black in Order of the Phenix, it fails to actually cause her
any serious pain sinse as she says, the wielder has to have a real desire
to hurt another person and something of an enjoyment.

harry's rage at his Godfathers' death, while justified, wouldn't actually
be enough for him to perform the curse, sinse he did not have the 
sadistic



streak necessary.

thus, I imagine the killing curse works in a very similar way, that the
person performing it has to have a real desire to end the life of 
another.


on this basis, it wouldn't be the wand, but the intention of the wizard
using it,  rather the way that to kill someone with a sword you
wouldn't need a specifically made sword that was right for you, but you
would need the intention to actually perform the killing thrust with it.

This is I presume why the unforgivable curses are deemed as so bad, not
just because they are dangerous weapons, but because of the kind of mind
that needs to be behind them.

equally this says how serious it is when the ministry authorize auras to
use the curses on suspected criminals.

Of course, all this is very much going off into the misty marshes of
speculation, though hopefully with at least some basis from the books.


Beware the grue!

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

To: dark Gamers@audyssey.org
Sent: Wednesday, May 18, 2011 1:10 PM
Subject: Re: [Audyssey] Harry Potter Trivia 2



Hi Dark,

Oh yeah, thanks.  But strange that a wand picks the person, but others
can use it even for such serious spells as the avada kedavra spell.

BFN

Jim

Do witches run spell checkers?

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

Re: [Audyssey] Huge Update for Phrase Madness

2011-05-22 Thread william lomas
how do i try the demo it keeps asking me for username and serial number?

On 22 May 2011, at 08:16, The Addictor wrote:

 I've been busting my *** for days now, fixing and improving this game.  The 
 following bugs were fixed.
 Uploader bug: Now comments actually get to the server.
 Demo bug: user name character limit was set to four, so typing demo doesn't 
 shut the program down.
 and, hopefully, the issue with the pachrecorderdesktop file were fixed.  If 
 not please let me know.
 Now, for the improvements to the game.
 
 First, added a subfolder in the sound folder called user.  Simply compress 
 this folder to a zip file, rename it as your user name, and send it to me--it 
 will have all of your comments and phrases.  Note that this feature was added 
 mainly for contests.  You can use the regular phrase uploader program for 
 everything else.
 Now, pressing enter when it is your turn tells you your scores, turns taken, 
 and accuracy rating.
 Also, at the end of the game when someone wins, the scores and stats are 
 announced.  They aren't sorted as yet, but that will be part of the next 
 update.
 Here is the link for the game
 http://dl.dropbox.com/u/13071564/PhraseMadnessSetup.exe
 
 Here is the update patch.  Inno is not overwriting the executable though, so 
 you'll need to erase it manually.  I will fix this as soon as I learn how.
 http://dl.dropbox.com/u/13071564/PhraseMadnessPatch.exe
 This is not up on my site, and neither are the contests yet, but I'll update 
 that next.  My first priority was to the game, and now that it's done--for 
 now--I can work on that.
 Enjoy!
 ---
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Re: [Audyssey] Towers of War

2011-05-22 Thread Pitermach
Well, oops... So I guess this won't be updated anymore? I actually think 
it'd benefit from a screen reader mode (not that I don't like stuff being 
self voicing, but it'd make things much faster imho.
- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, May 22, 2011 1:14 AM
Subject: Re: [Audyssey] Towers of War


Dark, reading your post has made me miss playing the game, lol!  Boy it 
feels like forever since I last played it, and I'm quite tempted to 
download it to give it another go.  Yes, that's right, I did say download 
it haha.  The laptop I was using back then died on me, so I'll have to 
download it just like everyone else.


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Re: [Audyssey] Huge Update for Phrase Madness

2011-05-22 Thread william lomas
got itw orking i typed demo 

On 22 May 2011, at 08:16, The Addictor wrote:

 I've been busting my *** for days now, fixing and improving this game.  The 
 following bugs were fixed.
 Uploader bug: Now comments actually get to the server.
 Demo bug: user name character limit was set to four, so typing demo doesn't 
 shut the program down.
 and, hopefully, the issue with the pachrecorderdesktop file were fixed.  If 
 not please let me know.
 Now, for the improvements to the game.
 
 First, added a subfolder in the sound folder called user.  Simply compress 
 this folder to a zip file, rename it as your user name, and send it to me--it 
 will have all of your comments and phrases.  Note that this feature was added 
 mainly for contests.  You can use the regular phrase uploader program for 
 everything else.
 Now, pressing enter when it is your turn tells you your scores, turns taken, 
 and accuracy rating.
 Also, at the end of the game when someone wins, the scores and stats are 
 announced.  They aren't sorted as yet, but that will be part of the next 
 update.
 Here is the link for the game
 http://dl.dropbox.com/u/13071564/PhraseMadnessSetup.exe
 
 Here is the update patch.  Inno is not overwriting the executable though, so 
 you'll need to erase it manually.  I will fix this as soon as I learn how.
 http://dl.dropbox.com/u/13071564/PhraseMadnessPatch.exe
 This is not up on my site, and neither are the contests yet, but I'll update 
 that next.  My first priority was to the game, and now that it's done--for 
 now--I can work on that.
 Enjoy!
 ---
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 You can make changes or update your subscription via the web, at
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Re: [Audyssey] Huge Update for Phrase Madness

2011-05-22 Thread Ryan Conroy
I'm a little confused. Do we need the update patch for the game to work as the 
new version with all the bug fixes, or can we just download the game again from 
the first link you gave us...
Keep up the great work!

Ryan

-- Original Message --
From: The Addictor kenwdow...@neo.rr.com
To: Gamers Discussion list Gamers@audyssey.org, The PAC Mate User List 
pml...@pacmategear.com
Subject: [Audyssey] Huge Update for Phrase Madness
Date: Sun, 22 May 2011 03:16:23 -0400

I've been busting my *** for days now, fixing and improving this game.  The 
following bugs were fixed.
Uploader bug: Now comments actually get to the server.
Demo bug: user name character limit was set to four, so typing demo doesn't 
shut the program down.
and, hopefully, the issue with the pachrecorderdesktop file were fixed.  If not 
please let me know.
Now, for the improvements to the game.

First, added a subfolder in the sound folder called user.  Simply compress this 
folder to a zip file, rename it as your user name, and send it to me--it will 
have all of your comments and phrases.  Note that this feature was added mainly 
for contests.  You can use the regular phrase uploader program for everything 
else.
Now, pressing enter when it is your turn tells you your scores, turns taken, 
and accuracy rating.
Also, at the end of the game when someone wins, the scores and stats are 
announced.  They aren't sorted as yet, but that will be part of the next update.
Here is the link for the game
http://dl.dropbox.com/u/13071564/PhraseMadnessSetup.exe

Here is the update patch.  Inno is not overwriting the executable though, so 
you'll need to erase it manually.  I will fix this as soon as I learn how.
http://dl.dropbox.com/u/13071564/PhraseMadnessPatch.exe
This is not up on my site, and neither are the contests yet, but I'll update 
that next.  My first priority was to the game, and now that it's done--for 
now--I can work on that.
Enjoy!
---
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Re: [Audyssey] Huge Update for Phrase Madness

2011-05-22 Thread shaun everiss

just type in demo.
At 09:00 p.m. 22/05/2011, you wrote:

how do i try the demo it keeps asking me for username and serial number?

On 22 May 2011, at 08:16, The Addictor wrote:

 I've been busting my *** for days now, fixing and improving this 
game.  The following bugs were fixed.

 Uploader bug: Now comments actually get to the server.
 Demo bug: user name character limit was set to four, so typing 
demo doesn't shut the program down.
 and, hopefully, the issue with the pachrecorderdesktop file were 
fixed.  If not please let me know.

 Now, for the improvements to the game.

 First, added a subfolder in the sound folder called user.  Simply 
compress this folder to a zip file, rename it as your user name, 
and send it to me--it will have all of your comments and 
phrases.  Note that this feature was added mainly for 
contests.  You can use the regular phrase uploader program for everything else.
 Now, pressing enter when it is your turn tells you your scores, 
turns taken, and accuracy rating.
 Also, at the end of the game when someone wins, the scores and 
stats are announced.  They aren't sorted as yet, but that will be 
part of the next update.

 Here is the link for the game
 http://dl.dropbox.com/u/13071564/PhraseMadnessSetup.exe

 Here is the update patch.  Inno is not overwriting the executable 
though, so you'll need to erase it manually.  I will fix this as 
soon as I learn how.

 http://dl.dropbox.com/u/13071564/PhraseMadnessPatch.exe
 This is not up on my site, and neither are the contests yet, but 
I'll update that next.  My first priority was to the game, and now 
that it's done--for now--I can work on that.

 Enjoy!
 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

 You can make changes or update your subscription via the web, at
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 All messages are archived and can be searched and read at
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Re: [Audyssey] the spirit of game production - Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-22 Thread dark

Hi Tom.

Well my dart suggestion was based parimarily upon game mechanics rather than 
implicit trap logic.


The difficulty in avoiding a bouncing skull is that you need to either jump 
over it when it is on the ground in front of you, or sneak under it when it 
is above your head.


If for audio reasons skulls in montizumas revenge couldn't be made to 
bounce, this leaves something of a vacuume, sinse spiders, snakes and 
rolling skulls can all be jumpved over, but nothing can attack you while in 
mid air.


So obviously to preserve game difficulty and insure a variety of enemies we 
need an airial trap, and shooting darts just struck me as a logical one.


how they may work, pressure plates or whatever, no idea, but I was 
primiarily thinking only of the game there, and being as montizumas return 
was not particularly realistic in explaining it's traps and monsters origins 
I didn't worry in this case.


I'm not sure if you ever played an old game called rick dangerous (it mostly 
had releases on old computers like the amigar, atari st and ms doss), from 
the early 90'swhich featured exploring various temples much like montizumas 
return, and many indiana jones style traps like dropping boulders and 
swinging on ropes.


It also had darts which fired out when you got to certain points, indeed 
many you needed to duck, or jump very quickly to get through. There was not 
a particular reason for the darts, other than them being an airial trap in 
the game.


Indeed rick dangerous was in some ways like a more advanced monti, one hit 
death, extremely difficult traps and enemies, but an on going story which 
had you fighting evil criminal syndicate through temples rather the way indi 
fought the nazis.


You also had a gun with limited amo, and some bundles of dynamite that could 
be used for both killing your enemies and blasting rocks out of your path.


Actually it was a pretty fun game, especially because everytime you or 
someone else got killed you let out a very loud waaah! which was 
hilarious!


Beware the grue!

Dark. 



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Re: [Audyssey] Towers of War

2011-05-22 Thread dark
I personally disagree ken on microwave towers first, myself I always go for 
rifle towers, then microwave, then frost and poison and finally cannon and 
relativity, but ultimately I try to end up with fewer towers with mega 
upgrades rather than many smaller towers, sinse especially the rifle tower 
really can get deadly when it's upgraded.


Beware the grue!

Dark.
- Original Message - 
From: The Addictor kenwdow...@neo.rr.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, May 22, 2011 5:05 AM
Subject: Re: [Audyssey] Towers of War


Save up your money, because you earn interest.  That's the big key.  Start 
by putting two microwave towers in the middle of the path.  Then, as you 
save up money, put a frost tower and a poison tower at the very beginning. 
Put all these at the edge of the path.  Later you can keep adding towers, 
but where you position them is key.  For example, poison works slow, so 
don't put it anywhere but at the beginning of the path--same with frost. 
Cannons can go pretty much anywhere, and so can sniper rifles.  Microwaves 
shoot out their energy in all directions, so them at the turnings of the 
path.  Just remember not to add too much at once--one microwave tower 
should do for the first two levels.  Keep adding--slowly, and save often.

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Damien Pendleton dam...@x-sight-interactive.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, May 21, 2011 1:59 PM
Subject: [Audyssey] Towers of War



Hi,
Can anyone give me any hints as to how Towers of War should be played? 
I've tried it out for about a week now, building different towers etc, 
but I'm constantly losing on level 5 if not before.

Thanks.
Regards,
Damien.
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Re: [Audyssey] Towers of War

2011-05-22 Thread dark
I'm happy with sapi myself, but I would like to see a map and enemy editer 
for the game, sinse currently while the maps we have and the missions are 
rather fun, having the possibility to create more would be great.


Beware the grue!

Dark.
- Original Message - 
From: Pitermach piterm...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, May 22, 2011 10:00 AM
Subject: Re: [Audyssey] Towers of War


Well, oops... So I guess this won't be updated anymore? I actually think 
it'd benefit from a screen reader mode (not that I don't like stuff being 
self voicing, but it'd make things much faster imho.
- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, May 22, 2011 1:14 AM
Subject: Re: [Audyssey] Towers of War


Dark, reading your post has made me miss playing the game, lol!  Boy it 
feels like forever since I last played it, and I'm quite tempted to 
download it to give it another go.  Yes, that's right, I did say download 
it haha.  The laptop I was using back then died on me, so I'll have to 
download it just like everyone else.


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[Audyssey] Phraze madness error

2011-05-22 Thread Pitermach
First of all I'd like to say that this game is really great, the way it prompts 
you about things makes it feel like a gameshow... something I really like.
Anyway I tried recording a comment, and after I pressed comma the second time...
Basic4ppc
An error occurred on sub __main_checkanswers.
Could not find a part of the path 'C:\Program Files\Phrase 
madness\sound\user\47b3e.wav'.
-No idea what's wrong, I['m running XP if it makes any 
difference.
Peter Mahach
|piterm...@gmail.com
msn: pitermac...@hotmail.com
skype (not very often): pitermach
twitter: http://www.twitter.com/pitermach
webpage: http://pmsworld.weisi4u.de/



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Re: [Audyssey] Towers of War

2011-05-22 Thread Jeremy Kaldobsky
I probably have backups of the code somewhere, but it is unlikely the backup 
would be up to date with the current game version.  I'll take a look later, if 
I remember.  If it is only a few versions behind what is current, then it 
wouldn't be too much work for me to update it.  If, however, any backups are 
really really old, then it probably isn't even worth the trouble to do it.

A mission editor would be pretty cool.  It always bothered me a little that I 
never put one into the game.  The self voicing was alright, but I'm sure it is 
torture for some people to sit and listen to a normal speed voice rather than a 
sped up screen reader!  Oh well, it was my first attempt at an audio game.

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Re: [Audyssey] Towers of War

2011-05-22 Thread Pitermach
That would be really nice. I do have a few ideas for monsters. I'm sure 
others do as well
- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, May 22, 2011 3:28 PM
Subject: Re: [Audyssey] Towers of War


I probably have backups of the code somewhere, but it is unlikely the 
backup would be up to date with the current game version.  I'll take a look 
later, if I remember.  If it is only a few versions behind what is current, 
then it wouldn't be too much work for me to update it.  If, however, any 
backups are really really old, then it probably isn't even worth the 
trouble to do it.


A mission editor would be pretty cool.  It always bothered me a little 
that I never put one into the game.  The self voicing was alright, but I'm 
sure it is torture for some people to sit and listen to a normal speed 
voice rather than a sped up screen reader!  Oh well, it was my first 
attempt at an audio game.


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Re: [Audyssey] Announcing New List Moderator

2011-05-22 Thread Alfredo_The_Music_maker

He lo,
I was perhaps wondering, why could you not become a moderator yourself, 
I can see well that you already are a moderator on audio games, and if 
you decide to moderate Audyssey that wile add a bigger load on you. So 
this is what



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Re: [Audyssey] Speech on Blastbay products

2011-05-22 Thread Philip Bennefall

Hi Lori,

Sorry for taking so long before writing back, I have had a horrible cold 
over the last few days but am back up and running now.


I will definitely be replacing Sapi with a human voice. It will not be my 
own though as I am playing the main character and I don't want to overuse my 
voice. As for what happens if you don't kill the monkeys, nothing. If you 
like them, you can just ignore them and let them happily go about their 
business. I can't guarantee that the leopards and boars will feel as kindly 
towards them, though.


As for a learn game sounds menu, I don't actually think I'll have one. Most 
of the sounds are self explanatory, and those that are not will be 
thoroughly described in the manual. If I end up with some really obscure 
ones that are hard to explain, i'll reconsider that. A game like Q9 needed 
it because there were things like the fields and the demons etc which are 
not real things, and their sounds could not really be described in text. 
Does that make sense?


Kind regards,

Philip Bennefall
- Original Message - 
From: Lori Duncan lori_dunca...@hotmail.com

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Saturday, May 21, 2011 2:26 PM
Subject: Re: [Audyssey] Speech on Blastbay products


Hi Philip, sorry for the delay in my getting this, but I just want to say
how bolled over I am by the quality of this up-coming title!  The quality of
sounds is just out-standing, and it sounds really exciting.  Could I suggest
in place of Sappi Mike you record your own voice?  It was really good for
the Q-9 audio game.  Also if you need any voice-overs I'll be more than
happy to give it a shot.  You've seriously opened a door into the world of
action games for the blind.  I'm letting my family listen to this and
they're just open-mouthed at the quality.  I also like how you can save in
mid-jump, it's handy for nervous players like me.  Can I ask what happens if
you don't kill something?  For example I feel sorry for the small monkeys
being killed smile  They sound cute.  Will you be adding a Review game
sounds option to the main menu?  Again thanks for the preview, I'll be
buying this for sure.  Best wishes from Lori Duncan
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, May 19, 2011 12:47 PM
Subject: [Audyssey] Speech on Blastbay products



Hi all,

For those of you who are interested, here is a recording of a speech I
held at the Games for Health conference earlier this week when they had a
game accessibility day. The speech is just over 20 minutes and gives a bit
of background history for Blastbay, as well as a very brief demonstration
of the first level in our upcoming title.

Any feedback would be appreciated.

The link is:
http://www.blastbay.com/audio/speech_on_blastbay_products.mp3

Kind regards,

Philip Bennefall
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Re: [Audyssey] Lunimals version 2.0b

2011-05-22 Thread Christopher Bartlett
Are you going to let us buy more solar panels and batteries for the custom
game?  Power really is the limiting factor in ecosystem growth.

Chris Bartlett



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Re: [Audyssey] Towers of War

2011-05-22 Thread Willem Venter
On map 1, there's nothing like a hugely upgraded microwave at d4 to
grill all them beasties, but that I put in only later. I never use
sniper towers as it is not powerfull enough and for what it does it is
too slow.

On 5/22/11, dark d...@xgam.org wrote:
 I personally disagree ken on microwave towers first, myself I always go for
 rifle towers, then microwave, then frost and poison and finally cannon and
 relativity, but ultimately I try to end up with fewer towers with mega
 upgrades rather than many smaller towers, sinse especially the rifle tower
 really can get deadly when it's upgraded.

 Beware the grue!

 Dark.
 - Original Message -
 From: The Addictor kenwdow...@neo.rr.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, May 22, 2011 5:05 AM
 Subject: Re: [Audyssey] Towers of War


 Save up your money, because you earn interest.  That's the big key.  Start

 by putting two microwave towers in the middle of the path.  Then, as you
 save up money, put a frost tower and a poison tower at the very beginning.

 Put all these at the edge of the path.  Later you can keep adding towers,
 but where you position them is key.  For example, poison works slow, so
 don't put it anywhere but at the beginning of the path--same with frost.
 Cannons can go pretty much anywhere, and so can sniper rifles.  Microwaves

 shoot out their energy in all directions, so them at the turnings of the
 path.  Just remember not to add too much at once--one microwave tower
 should do for the first two levels.  Keep adding--slowly, and save often.
 Ken Downey
 The Addictor
 www.TheAddictor.com

 - Original Message -
 From: Damien Pendleton dam...@x-sight-interactive.net
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, May 21, 2011 1:59 PM
 Subject: [Audyssey] Towers of War


 Hi,
 Can anyone give me any hints as to how Towers of War should be played?
 I've tried it out for about a week now, building different towers etc,
 but I'm constantly losing on level 5 if not before.
 Thanks.
 Regards,
 Damien.
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Re: [Audyssey] Lunimals version 2.0b

2011-05-22 Thread Jeremy Kaldobsky
I do plan to add the ability to buy more solar batteries and solar panels, I've 
just been putting it off until later.  That is a tricky thing to balance since, 
as you've said, power is the main thing which limits your eco system.  Up until 
now, I've been balancing the missions knowing how much power you would have and 
how fast you can get more, but the second people can upgrade those it will 
change everything.  I guess this just makes me a little nervous about adding 
it, although in custom games it is less of a problem.  I've got it on my to 
do list, lol.

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Re: [Audyssey] Towers of War

2011-05-22 Thread dark

I personally think the voice speed is okay anyway, but there you go.

Rather sad to here you lost the code, sinse actually i was rather looking 
forward to seeing editers for the game, sinse while the game itself is very 
nicely strategical, all the properties involved are pretty simple,   
enemies afterall have only two stats, hp and speed, while the map is only 
composed of three types of tiles (technically four given the two types of 
land).


With so few properties to set, creating extra missions and maps would be an 
easy process, but could make for some really quite fun gameplay options.


Then again if your missing the code and would need to rebuild a lot of 
stuff, never mind, sinse the game is certainly fun as it stands.


Beware the grue!

Dark. 



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[Audyssey] damage extreme help

2011-05-22 Thread Allen
I think I missed something because the email message I have for downloading the 
game doesn't work.  Did I miss a better download link?


Thanks
Allen
allen.j...@foxvalley.net




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Re: [Audyssey] Towers of War

2011-05-22 Thread dark
I used to use sniper towers before relativity towers were in the game, sinse 
when dealing with some of the really high hp monsters they could be useful 
to take large chunks off,  especially considdering that they could cover 
such a large range, but now the relativity tower can do a far better job at 
keeping bigger foes down.


Beware the grue!

Dark.
- Original Message - 
From: Willem Venter dwill...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, May 22, 2011 6:41 PM
Subject: Re: [Audyssey] Towers of War



On map 1, there's nothing like a hugely upgraded microwave at d4 to
grill all them beasties, but that I put in only later. I never use
sniper towers as it is not powerfull enough and for what it does it is
too slow.

On 5/22/11, dark d...@xgam.org wrote:
I personally disagree ken on microwave towers first, myself I always go 
for
rifle towers, then microwave, then frost and poison and finally cannon 
and

relativity, but ultimately I try to end up with fewer towers with mega
upgrades rather than many smaller towers, sinse especially the rifle 
tower

really can get deadly when it's upgraded.

Beware the grue!

Dark.
- Original Message -
From: The Addictor kenwdow...@neo.rr.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, May 22, 2011 5:05 AM
Subject: Re: [Audyssey] Towers of War


Save up your money, because you earn interest.  That's the big key. 
Start


by putting two microwave towers in the middle of the path.  Then, as you
save up money, put a frost tower and a poison tower at the very 
beginning.


Put all these at the edge of the path.  Later you can keep adding 
towers,

but where you position them is key.  For example, poison works slow, so
don't put it anywhere but at the beginning of the path--same with frost.
Cannons can go pretty much anywhere, and so can sniper rifles. 
Microwaves


shoot out their energy in all directions, so them at the turnings of the
path.  Just remember not to add too much at once--one microwave tower
should do for the first two levels.  Keep adding--slowly, and save 
often.

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message -
From: Damien Pendleton dam...@x-sight-interactive.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, May 21, 2011 1:59 PM
Subject: [Audyssey] Towers of War



Hi,
Can anyone give me any hints as to how Towers of War should be played?
I've tried it out for about a week now, building different towers etc,
but I'm constantly losing on level 5 if not before.
Thanks.
Regards,
Damien.
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[Audyssey] Problem Running Phrase Madness

2011-05-22 Thread Kelly Sapergia

Hi,

I just downloaded the Phrase Madness setup file and have installed the game 
on my laptop, but it won't run. Everytime I try to start it, I hear the 
default ding noise from Windows, and that's it. No dialog, error message, 
or anything. Is there another component I need to get this game to work?


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] Lunimals version 2.0b

2011-05-22 Thread Christopher Bartlett
Could you make it so that you can't add them in the campaign missions, but
you can in the custom game?  And what about a dome creator where one could
create the starting dome conditions?

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Sunday, May 22, 2011 10:51 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Lunimals version 2.0b

I do plan to add the ability to buy more solar batteries and solar panels,
I've just been putting it off until later.  That is a tricky thing to
balance since, as you've said, power is the main thing which limits your eco
system.  Up until now, I've been balancing the missions knowing how much
power you would have and how fast you can get more, but the second people
can upgrade those it will change everything.  I guess this just makes me a
little nervous about adding it, although in custom games it is less of a
problem.  I've got it on my to do list, lol.

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Re: [Audyssey] Announcing New List Moderator

2011-05-22 Thread Thomas Ward
Hello Alfredo,

Could you pleas state who this message was directed towards. There is
absolutely no indication in your e-mail who the message was intended
for.

Thanks.


On 5/22/11, Alfredo_The_Music_maker birdlover2...@hotmail.com wrote:
 He lo,
 I was perhaps wondering, why could you not become a moderator yourself,
 I can see well that you already are a moderator on audio games, and if
 you decide to moderate Audyssey that wile add a bigger load on you. So
 this is what


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Re: [Audyssey] the spirit of game production - Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-22 Thread Thomas Ward
Hi Dark,

Hmmm...I never played Rick Dangerous. In fact, had never heard of it
until you mentioned it. That said it does sound like a game I would
have liked.

At any rate you have a point. Without the bouncing skulls there
wouldn't have been a vertical element of attack. I'd have to add some
sort of flying enemy such as a bat to have you look out ffor enemies
above you as well as on the ground. This I.E. is something I've
finally added to MOTA beta 19 as you now have to aim Angela's gun up
to shoot the harpies as the dive and attack you from above.

On 5/22/11, dark d...@xgam.org wrote:
 Hi Tom.

 Well my dart suggestion was based parimarily upon game mechanics rather than
 implicit trap logic.

 The difficulty in avoiding a bouncing skull is that you need to either jump
 over it when it is on the ground in front of you, or sneak under it when it
 is above your head.

 If for audio reasons skulls in montizumas revenge couldn't be made to
 bounce, this leaves something of a vacuume, sinse spiders, snakes and
 rolling skulls can all be jumpved over, but nothing can attack you while in
 mid air.

 So obviously to preserve game difficulty and insure a variety of enemies we
 need an airial trap, and shooting darts just struck me as a logical one.

 how they may work, pressure plates or whatever, no idea, but I was
 primiarily thinking only of the game there, and being as montizumas return
 was not particularly realistic in explaining it's traps and monsters origins
 I didn't worry in this case.

 I'm not sure if you ever played an old game called rick dangerous (it mostly
 had releases on old computers like the amigar, atari st and ms doss), from
 the early 90'swhich featured exploring various temples much like montizumas
 return, and many indiana jones style traps like dropping boulders and
 swinging on ropes.

 It also had darts which fired out when you got to certain points, indeed
 many you needed to duck, or jump very quickly to get through. There was not
 a particular reason for the darts, other than them being an airial trap in
 the game.

 Indeed rick dangerous was in some ways like a more advanced monti, one hit
 death, extremely difficult traps and enemies, but an on going story which
 had you fighting evil criminal syndicate through temples rather the way indi
 fought the nazis.

 You also had a gun with limited amo, and some bundles of dynamite that could
 be used for both killing your enemies and blasting rocks out of your path.

 Actually it was a pretty fun game, especially because everytime you or
 someone else got killed you let out a very loud waaah! which was
 hilarious!

 Beware the grue!

 Dark.


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Re: [Audyssey] Lunimals version 2.0b

2011-05-22 Thread Jeremy Kaldobsky
That's probably what I'll end up doing.  I will just add new build menu options 
when you're playing a custom game.

--- On Sun, 5/22/11, Christopher Bartlett themusicalbre...@gmail.com wrote:

 From: Christopher Bartlett themusicalbre...@gmail.com
 Subject: Re: [Audyssey] Lunimals version 2.0b
 To: 'Gamers Discussion list' gamers@audyssey.org
 Date: Sunday, May 22, 2011, 3:18 PM
 Could you make it so that you can't
 add them in the campaign missions, but
 you can in the custom game?  And what about a dome
 creator where one could
 create the starting dome conditions?
 
     Chris Bartlett

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[Audyssey] Never Mind was Re: Problem Running Phrase Madness

2011-05-22 Thread Kelly Sapergia

Hi,

I just got the game to run. Turns out a spyware prevention program wasn't 
letting it load.


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] the spirit of game production - Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-22 Thread dark
Actually Tom, i rediscovered rick dangerous recently sinse I found an online 
version of the original game using flash that I could manage to play, which 
is why I thought of the game.


Horribly difficult with the instant death traps, but good fun all the same, 
there's a pretty nice artical on wikipedia about it as well if you want 
details.


there was also a sequal, but I have never played that.

Glad to hear about the mota harpies, this is actually something I've been 
thinking now for a while that would be a good addition to mota along with 
the analogue jumps.


Beware the grue!

Dark. 



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Re: [Audyssey] wrecking Ball and air hockey

2011-05-22 Thread Shane Lowe

with no manual

- Original Message - 
From: burakyuksek burakyuksek...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 18, 2011 7:25 AM
Subject: Re: [Audyssey] wrecking Ball and air hockey



Hi,
You can find it on
http://forum.audiogames.net
Enter topic abandonware games archive? And you will incounter with a 
really big abandoned games archive! Games you are requesting are there.

saygilar sevgiler.
- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net
To: The Addictor kenwdow...@neo.rr.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Wednesday, May 18, 2011 12:50 AM
Subject: [Audyssey] wrecking Ball and air hockey


I would like to find both Wrecking Ball and Air Hockey.  Any pointers are 
appreciated.  The last I recall, Wrecking Ball was being revamped. 
Thanks.


---
Laughter is the best medicine, so look around, find a dose and take it to 
heart.
- Original Message - 
From: The Addictor kenwdow...@neo.rr.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 17, 2011 12:08 PM
Subject: [Audyssey] wrecking BallRe: Lunimals feedback



Hey Chris,
Have you tried Wrecking Ball?  It's similar to those games as well--yet 
another of my dozen or so projects I've been working on.

Ken Downey
The Addictor
www.TheAddictor.com



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Re: [Audyssey] wrecking Ball and air hockey

2011-05-22 Thread Shane Lowe

heli? What's that?

- Original Message - 
From: The Addictor kenwdow...@neo.rr.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 18, 2011 3:02 PM
Subject: Re: [Audyssey] wrecking Ball and air hockey


I have *not* abandoned those games.  They are still under development. 
They are, however, freeware, as are Enemy attack  and Heli.

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: burakyuksek burakyuksek...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 18, 2011 7:25 AM
Subject: Re: [Audyssey] wrecking Ball and air hockey



Hi,
You can find it on
http://forum.audiogames.net
Enter topic abandonware games archive? And you will incounter with a 
really big abandoned games archive! Games you are requesting are there.

saygilar sevgiler.
- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net
To: The Addictor kenwdow...@neo.rr.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Wednesday, May 18, 2011 12:50 AM
Subject: [Audyssey] wrecking Ball and air hockey


I would like to find both Wrecking Ball and Air Hockey.  Any pointers are 
appreciated.  The last I recall, Wrecking Ball was being revamped. 
Thanks.


---
Laughter is the best medicine, so look around, find a dose and take it 
to heart.
- Original Message - 
From: The Addictor kenwdow...@neo.rr.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 17, 2011 12:08 PM
Subject: [Audyssey] wrecking BallRe: Lunimals feedback



Hey Chris,
Have you tried Wrecking Ball?  It's similar to those games as well--yet 
another of my dozen or so projects I've been working on.

Ken Downey
The Addictor
www.TheAddictor.com



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Re: [Audyssey] the spirit of game production - Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-22 Thread Shane Lowe
well... You may have to use the mouse, but can that still be accessible? 
Also, I would actually be interested to see your combat game. God knows we 
need some free ones.


- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 18, 2011 4:11 PM
Subject: Re: [Audyssey] the spirit of game production - 
Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed



First off, this is the second time I've written this post so it will 
probably be of lower quality this time around.  My browser decided to 
glitch and I lost a very lost post, that was probably a full page if not a 
page and a half.


As one of the new guys in the community, relatively speaking, I debated 
even commenting on this topic.  I wasn't around for the golden era so my 
perspective is extremely limited compared to those who have been around 
long enough to see the bigger picture.


That being said, I don't doubt things have slowed down with audio game 
development to some degree, I believe that is normal.  I do, also, agree 
with Dark that a well made game can still use old ideas.


Recently I assembled a list of the audio games and tools I have released. 
I was honestly shocked by how short that list was!  I kept thinking I had 
left things out, and it took me a while to accept that the list was 
accurate.  The reason I felt like I had done more is because for every 
game/tool I've released, I have 2 that were only partially finished. 
While developing a new game, if I discover existing games that use the 
same general idea, I will get discouraged.  The same is true when I read 
that someone else is currently developing a game with a similar style.  In 
those cases, I will just push my project aside and start work on another. 
Part of the way through that design, there's always a chance the same 
thing will happen again.


Even if only half of the other developers are like me, that is a lot of 
developers holding off on projects because they are searching for a unique 
idea.  Sure, if we stuck with it our games would be different in some 
ways, but they are still similar to something already out there.  I always 
ask myself the question, Why waste time when I could be making something 
totally unique?


Over the years, many audio games have been created, and they represent 
many different game styles.  For anyone trying not to repeat an existing 
game, this means our options are getting smaller and smaller all the time. 
New ideas are tricky, and they take longer to develop than the games based 
on old ideas.  It is only natural for things to slow down because of this. 
I believe that this would still be true even if the old classic game 
companies were still around.  They probably rode out the market until the 
trends started to change.  It was a smart move on their part, if that is 
what they did.


New ideas also run the risk of being rejected.  I released Daytona to be 
unique, and many people played it, but also many more didn't even care to 
try it.  That's not meant to put anyone down, but it is just a reality. 
The more new and unique you make a game, the more likely it is that you've 
narrowed down on your potential player base.  For this very reason I set 
my combat game aside because I didn't have faith that my player base would 
be large enough to help me support the ongoing server costs.  I'm also 
fairly certain my next Daytona game will be completely passed over by a 
sizable portion of the community simply because it requires the mouse to 
play.  I built Lunimals to be as close to standard as I could, and I'm 
sure its recent popularity speaks loudly in support of my theory.



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Re: [Audyssey] Phrase Madness Comments Contest and easter egg

2011-05-22 Thread Shane Lowe

hmm. When does this start?

- Original Message - 
From: The Addictor kenwdow...@neo.rr.com
To: Gamers Discussion list Gamers@audyssey.org; The PAC Mate User List 
pml...@pacmategear.com

Sent: Wednesday, May 18, 2011 4:26 PM
Subject: [Audyssey] Phrase Madness Comments Contest and easter egg


In the interest of community excitement, I have decided to hold a contest. 
Here's how it will work.
All of you who play the demo of Phrase madness can make your own comments. 
Make as many as you like, then zip them all up.  Do this by going into the 
sound folder under Phrase Madness under program files.  Sort by date 
modified, and you'll see your comments at the bottom of the list.  They 
will look something like b5e23.wav. Zip them up and send the file to 
k...@theaddictor.com.
 Have the zip file named after yourself--for example, Ken Downey.zip, so I 
know who made the comments.  I'll give you 60 days to do your best.  At 
the end of that time I will evaluate the comments files.  Whoever has the 
funniest or most apt comments will win a working serial number for the 
game.
Remember that the formula for knowing how many possible phrases exists is 
simple--just square the available number of phrases.  In the case of the 
demo version, there are 50 phrases, making 2500 possible combos.  Even if 
you already hear a comment from me when you find a combo I commented on, 
feel free to come up with something better.


Oh, and by the way, I have placed an eastern egg in the game.  I'm curious 
to know how long it takes you to find it...

Good luck!
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[Audyssey] Anyone up for an enterview?

2011-05-22 Thread Shane Lowe
Hi all,
I'm looking to do some enterviews of some game develipers. Many of my friends 
in the blind and sited comunity alike have been interested in learning about 
your behind the seens stuff. Don't get me wrong, I'm also vary much interested. 
If your interested, please contact me off-list.
You can send me an email at
shanel...@insightbb.com
Also, this will be put up on my site under podcasts and enterviews. Note that 
the site is currently down though.

Thanks to all,
Shane
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Re: [Audyssey] some ideas was the spirit of game production - Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-22 Thread Shane Lowe
Anyone thaught of a game set like the wi or kind of like what Jim has out, 
but more sports such as tenis, another boling game, baseball (one that's 
easier to play), boxxing, and so on? Or something like rockband with the 
keyboard?
These are just my suggestions. I won't get affended if noone likes them, 
just some ideas.


Regards,
Shane

- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 18, 2011 10:20 PM
Subject: Re: [Audyssey] the spirit of game production - 
Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed



Thomas,

   I agree there will always be room to supply the nitch markets, I was 
just pointing out that the options are more limited than they used to be. 
Back in what I presume to be the audio games golden age, new developers were 
sitting on a huge well of game ideas.  All of the mainstream console games, 
board games, and card games were ripe for the duplicating into an accessible 
format.  For a long while, I'm sure the only thing slowing anyone down was 
the time it took to crank the games out, and most of those were probably 
each their own first in gaming style within the vi community.  That old 
well has dried up, and I agree, mainstream sources still trickle new ideas 
into that old well, but it is a slow trickle compared to the old days.


- Aprone

--- On Wed, 5/18/11, Thomas Ward thomasward1...@gmail.com wrote:


From: Thomas Ward thomasward1...@gmail.com
Subject: Re: [Audyssey] the spirit of game production - Re: 
bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

To: Gamers Discussion list gamers@audyssey.org
Date: Wednesday, May 18, 2011, 8:11 PM
Hi Jeremy,

Well, what you say makes sense. However, there is another
angle I
think we, as accessible game developers, often overlook.

For instance, you are saying you pass over an idea because
it has
already done before, or too similar to a game in existance.
That's
true if we are looking at the wider community, but there is
still
nitch markets for those games. I myself am using Linux and
there
currently is nothing like Troopenum, Hunter, Judgment Day,
etc
available. So I'd probably buy it if there was a version
built for
Linux. It is the same case for Mac OS users who have left
Windows for
Mac, and now are trying to find games for Mac that are
accessible. No
its not financially as big a gold mine as Windows, I'm
certainly not
saying that, but my point is just because a similar game
has been
created before doesn't mean it isn't of value to someone.
It just
means we as developers have to look at the big picture and
see where
potential customers are.

For instance, over the past month I've put a lot of work
into
upgrading my game engine so it runs on Windows and Linux,
and I'm
pretty sure if I compiled a version for Mac it should run
on Mac OS as
well. So if I chose to use my engine to create another
Troopenum type
game I doubt I'd get many Windows sales, because its like
something
they already have, but for Mac and Linux markets I'm sure I
could make
a couple thousand or so in sales from those nitch markets
alone. Its
simply the old case of supply and demand at work here
again.

Cheers!




On 5/18/11, Jeremy Kaldobsky jer...@kaldobsky.com
wrote:
 First off, this is the second time I've written this
post so it will
 probably be of lower quality this time around.
My browser decided to glitch
 and I lost a very lost post, that was probably a full
page if not a page and
 a half.

 As one of the new guys in the community, relatively
speaking, I debated even
 commenting on this topic. I wasn't around for
the golden era so my
 perspective is extremely limited compared to those who
have been around long
 enough to see the bigger picture.

 That being said, I don't doubt things have slowed down
with audio game
 development to some degree, I believe that is
normal. I do, also, agree
 with Dark that a well made game can still use old
ideas.

 Recently I assembled a list of the audio games and
tools I have released. I
 was honestly shocked by how short that list was!
I kept thinking I had left
 things out, and it took me a while to accept that the
list was accurate.
 The reason I felt like I had done more is because for
every game/tool I've
 released, I have 2 that were only partially
finished. While developing a
 new game, if I discover existing games that use the
same general idea, I
 will get discouraged. The same is true when I
read that someone else is
 currently developing a game with a similar
style. In those cases, I will
 just push my project aside and start work on
another. Part of the way
 through that design, there's always a chance the same
thing will happen
 again.

 Even if only half of the other developers are like me,
that is a lot of
 developers holding off on projects because they are
searching for a unique
 idea. Sure, if we stuck with it our games would
be different in some ways,
 but they are still similar to 

Re: [Audyssey] Air hockey question

2011-05-22 Thread Shane Lowe

could you re-post the links to download them?

- Original Message - 
From: The Addictor kenwdow...@neo.rr.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 18, 2011 10:42 PM
Subject: Re: [Audyssey] Air hockey question



Hey Chris,
Glad you like the air hockey game.
First, the paddle used to be constant, but it got annoying if I wanted to 
switch to keyboard for a while.  However, I can see you point and will 
loop it again for the next release.
As for announcing the score, I'll have to turn it into a self-voicing game 
for that, because I get a run-time error when the mouse is moving at the 
same time sapi is speaking.  No idea why.  For now, use the mouse wheel to 
announce scoring.
The up and down arrows control how much friction there is between the puck 
and table.  The lower the number, the more air is being pumped out and 
therefore, the less friction you have.  High numbers mean the puck slows 
down rapidly.
What do the rest of you think?  What else do you want in this game--and if 
you say online play, then one of you other vb6 experts will have to 
handle it, because I have absolutely no clue how to set that kind of thing 
up.

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Christopher Bartlett themusicalbre...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Wednesday, May 18, 2011 5:59 PM
Subject: [Audyssey] Air hockey question



Hey Ken, just tried your air hockey game.  Some thoughts and a question.



I never really knew where I was in the game until the score was announced 
at

the end.  It might be nice to have goals announced with the score.



And what is happening if you hit up and down arrow and are hearing 
numbers?

Is this some sort of mouse speed thing?



Also, it might be nice to have a constant sound for the paddle; I found
myself not always knowing where I was in relation to the goal and the 
puck,

since I couldn't hear the paddle unless I moved it, and there was a
noticeable delay between gestures and the sound.



   Chris Bartlett



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Re: [Audyssey] the spirit of game production - Re: bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-22 Thread Shane Lowe
well... I'd be interested, but I wouldn't pay much for it. I'm not going to 
force this on you of course, because of raceway, the starwars one, mota 2d, 
and mota 3d.


Thanks and regards,
Shane

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 18, 2011 11:40 PM
Subject: Re: [Audyssey] the spirit of game production - Re: 
bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed




Hi,

Unfortunately, that is very true. There are a lot of board games etc I
could write, but there are free versions available. Creating a
commercial version wouldn't sell unless it was really spectacular.

For example, I've thought about creating my own version of Monopoly.
Main reason is there are some special rules that the Kitchens Inc and
RS Games versions don't have. In the Lord of the Rings Monopoly you
can play using the ring which has its own special rules and special
dice which is totally different from regular Monopoly. The Star Wars
Collecters Edition Monopoly has a few extrarules and changes not found
in classic Monopoly as well. However, I'm not sure that these extra
features would be in demand by VI gamers. I'm afraid if I spent two or
three months developing a more complete Monopoly set with special
rules people will just grown and say, Oh, no. another Monopoly game?

The same goes for Life. Jim Kitchen has a decent Life game, but there
are some variations that are pretty cool. One of the more recent
versions my wife and I own is Pirates of the Caribbean. Its a little
more fun than classic Life as its all about becoming a pirate, finding
gold, attacking other ships, etc. I don't know if this would
constitute enough of a change for people to be interested in another
Life game even if it has a different theme, different cards, etc.

So you are right. The well isn't as deep as it once was, and if I want
to do a board game, arcade game, it has to be different enough to seem
newor or they won't be as much interest in it. Yet of course anything
with Harry Potter, Star Trek, Star Wars, Lord of the Rings, are
usually automatic hits just because of the characters, music, etc
involved in the game. In other words the familiarity to the gamer.

Cheers!


On 5/18/11, Jeremy Kaldobsky jer...@kaldobsky.com wrote:

Thomas,

I agree there will always be room to supply the nitch markets, I was
just pointing out that the options are more limited than they used to be.
Back in what I presume to be the audio games golden age, new developers 
were
sitting on a huge well of game ideas.  All of the mainstream console 
games,
board games, and card games were ripe for the duplicating into an 
accessible
format.  For a long while, I'm sure the only thing slowing anyone down 
was

the time it took to crank the games out, and most of those were probably
each their own first in gaming style within the vi community.  That old
well has dried up, and I agree, mainstream sources still trickle new 
ideas

into that old well, but it is a slow trickle compared to the old days.

- Aprone


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Re: [Audyssey] the spirit of game production - Re: bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-22 Thread Shane Lowe

kind of like q9

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 18, 2011 11:52 PM
Subject: Re: [Audyssey] the spirit of game production - Re: 
bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed




Hi Charles,

Hmmm...Good point. If the Chess set was anything like Wizard Chess I'd
definitely buy it. It would be funny to hear the Chessmen  insulting
the player like, Hey, moron! If I go that way that night will jump on
me. Hey, idiot! Don't you see that black knight waiting to kill me?
Are you blind or something? Moron, that black queen over there is
going to kick my butt!

Let's just say it would be lots of laughs. The cruder and more
insulting they are the funnier it would be. It never hurts to have a
bit of irony and sarcasm in a game.

For instance, my son likes to play Cripto the Super Dog. Funny thing
is every time you lose, die, etc the game has some witty sarcastic
remark to say about it. Hey, some super dog you are. You can't even
jump right. Things like that are pretty funny the first couple times
you hear them.

On 5/18/11, Charles Rivard woofer...@sbcglobal.net wrote:
How about the people that would not buy a straightforward, no nonsense 
chess

program because they already have one, but would immediately buy a chess
program that sports such features as giving sarcastic responses to your
mistakes and showing battles between the chessmen when there is a 
capture?

It's chess with different twists, sort of.

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


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[Audyssey] pcs games question?

2011-05-22 Thread Shane Lowe
Phill, have you ever consittered making your doss games accessible to windows? 
I've been wanting to play some of those games mensioned in audyssey mag.

Regards,
Shane
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Re: [Audyssey] the spirit of game production - Re: brings backmemories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-22 Thread Shane Lowe
I vary much agree with you. All develipers should deffenitly get the respect 
for learning a script language and then writing games. That takes quite alot 
of time. Also, thanks for helping beginers like myself. I will soon be going 
in to game develipment and will need some help.


Thanks,
Shane

- Original Message - 
From: Damien Pendleton dam...@x-sight-interactive.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, May 19, 2011 5:34 AM
Subject: Re: [Audyssey] the spirit of game production - Re: brings 
backmemories - Re: Fw: BlindSoftware.comBlog Feed




Hi Thomas,
It all depends really on personal preference. In my opinion, some of those 
games are quite good. I don't know what people think of River Raiders, I 
know I play it nearly every day, I find it quite addictive, and I would 
suggest that the few who regularly post to my scoreboard finds the same 
enjoyment in it for them. But certainly some of the other projects are ok. 
There are only one or two projects out of the approximate dozen that were 
released that I feel would not bring as much public enjoyment without at 
least some expansion, which I am assisting some of the newby developers to 
do.
I myself play quite a lot of them, and although they are mainly rainy day 
games that aren't as complicated as Judgment Day or even Troopanum, I 
still find quite a lot of enjoyment in them. Yes, some of them can be 
quite buggy, but I try not to let that get in the way of my enjoyment of 
it. There are not a lot of serious developers like you, Che, Philip and 
David around. As far as I am aware David is very well educated in maths 
and science as well as software development. Most of these people though, 
have had an average education and are struggling to come up with concepts 
and ideas alone. This is why I try and give as much assistance as is in my 
power to those developers who are starting out, free of charge, rather 
than being judgmental and botching their hopes and ideas. I'm not 
necessarily saying you are being judgmental, but I have seen quite a lot 
of undue complaint in the community. This game is bad, there's no replay 
value, etc, rather than giving constructive criticisms as to what can be 
done better.
Whether amateur or professional, these developers are quite proud of what 
they are achieving and I feel they should be given the respect they are 
due as developers, and as far as I am concerned, they should be given more 
respect because of the fact that they can find bags of time to sit down 
and learn a scripting language for the purpose of carrying out one of the 
costliest exercises that can ever be imagined, i.e. developing for such a 
small-packed, tightly knitted community like the audiogaming market.
The only way I believe audiogames can become as complicated as they used 
to be, is by collaborating on projects as me and a few other potential 
start-outs are attempting to do now. That way everybody can learn from 
everybody else's skills in a working environment, like Justin and Dan did, 
and then branch out independently to make their own projects.
My views and opinions may sound far fetched and unrealistic, but I've 
generally found them to be more effective in my seven years experience of 
software development than expecting them to learn and work alone without 
the support of their community base, the result being that they generally 
get downhearted and decide it's not worth their time or energy.

I'll get off my soapbox now. Smile.
Regards
   Damien.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, May 19, 2011 4:23 AM
Subject: Re: [Audyssey] the spirit of game production - Re: brings back 
memories - Re: Fw: BlindSoftware.comBlog Feed




Hi Shaun,

Yes, but the general quality of those games have gone down. What i
mean by that is now that BGT has been released a lot of new game
developers are trying to produce games, but a lot of what I've seen
from them are a bunch of amateur practice games. Nothing really
skillfully written which is to be expected from people just starting
out. I'm not saying this to be negative, rude, etc but I think that
some of the new amateur games should have been simply private affairs
rather than public releases since they are proof of concepts rather
than games. I won't name names or their projects as I don't want to
hurt anyones feelings, but I think some of the new BGT developers
should wait until they have enough skills under their belt to produce
something a little more complete I guess is the word for it.

HTH




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If you 

Re: [Audyssey] some ideas was the spirit of game production -Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-22 Thread Charles Rivard
I've got a bowling game in mind.  I know how I want the game to be played, 
but am not a programmer.  I'm not even sure if it would be free or sold, as 
I haven't gotten that far.  I think that most of the game developers are 
swamped at the moment, especially the ones I would prefer to work with, 
based on their game production performance.  So, I suppose you have prompted 
me to put out this notice.  If any programmer is willing to work with me on 
this idea I have, Email me off list.  Thanks.


---
Laughter is the best medicine, so look around, find a dose and take it to 
heart.
- Original Message - 
From: Shane Lowe shanel...@insightbb.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, May 22, 2011 7:38 PM
Subject: Re: [Audyssey] some ideas was the spirit of game 
production -Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed



Anyone thaught of a game set like the wi or kind of like what Jim has out, 
but more sports such as tenis, another boling game, baseball (one that's 
easier to play), boxxing, and so on? Or something like rockband with the 
keyboard?
These are just my suggestions. I won't get affended if noone likes them, 
just some ideas.


Regards,
Shane

- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 18, 2011 10:20 PM
Subject: Re: [Audyssey] the spirit of game production - 
Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed



Thomas,

   I agree there will always be room to supply the nitch markets, I was 
just pointing out that the options are more limited than they used to be. 
Back in what I presume to be the audio games golden age, new developers 
were sitting on a huge well of game ideas.  All of the mainstream console 
games, board games, and card games were ripe for the duplicating into an 
accessible format.  For a long while, I'm sure the only thing slowing 
anyone down was the time it took to crank the games out, and most of those 
were probably each their own first in gaming style within the vi 
community.  That old well has dried up, and I agree, mainstream sources 
still trickle new ideas into that old well, but it is a slow trickle 
compared to the old days.


- Aprone

--- On Wed, 5/18/11, Thomas Ward thomasward1...@gmail.com wrote:


From: Thomas Ward thomasward1...@gmail.com
Subject: Re: [Audyssey] the spirit of game production - Re: 
bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

To: Gamers Discussion list gamers@audyssey.org
Date: Wednesday, May 18, 2011, 8:11 PM
Hi Jeremy,

Well, what you say makes sense. However, there is another
angle I
think we, as accessible game developers, often overlook.

For instance, you are saying you pass over an idea because
it has
already done before, or too similar to a game in existance.
That's
true if we are looking at the wider community, but there is
still
nitch markets for those games. I myself am using Linux and
there
currently is nothing like Troopenum, Hunter, Judgment Day,
etc
available. So I'd probably buy it if there was a version
built for
Linux. It is the same case for Mac OS users who have left
Windows for
Mac, and now are trying to find games for Mac that are
accessible. No
its not financially as big a gold mine as Windows, I'm
certainly not
saying that, but my point is just because a similar game
has been
created before doesn't mean it isn't of value to someone.
It just
means we as developers have to look at the big picture and
see where
potential customers are.

For instance, over the past month I've put a lot of work
into
upgrading my game engine so it runs on Windows and Linux,
and I'm
pretty sure if I compiled a version for Mac it should run
on Mac OS as
well. So if I chose to use my engine to create another
Troopenum type
game I doubt I'd get many Windows sales, because its like
something
they already have, but for Mac and Linux markets I'm sure I
could make
a couple thousand or so in sales from those nitch markets
alone. Its
simply the old case of supply and demand at work here
again.

Cheers!




On 5/18/11, Jeremy Kaldobsky jer...@kaldobsky.com
wrote:
 First off, this is the second time I've written this
post so it will
 probably be of lower quality this time around.
My browser decided to glitch
 and I lost a very lost post, that was probably a full
page if not a page and
 a half.

 As one of the new guys in the community, relatively
speaking, I debated even
 commenting on this topic. I wasn't around for
the golden era so my
 perspective is extremely limited compared to those who
have been around long
 enough to see the bigger picture.

 That being said, I don't doubt things have slowed down
with audio game
 development to some degree, I believe that is
normal. I do, also, agree
 with Dark that a well made game can still use old
ideas.

 Recently I assembled a list of the audio games and
tools I have released. I
 was honestly shocked by how short that list was!
I kept 

Re: [Audyssey] some ideas was the spirit of game production - Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-22 Thread Thomas Ward
Hi Shane,

Yeah, sure I've thoughtabout writing some more sports games like
baseball, football, and maybe a tennis game like pong, but I'm already
up to my eyeballs in things to do before I can even think about
writing them. I will say though now that I've seemed to create a
decent cross-platform engine using FMOD Ex and SDL for MOTA Beta 19
I'll be able to expand out with the new G3D engine and port or rewrite
some of my favorite games for Linux as well as make Windows ports
available. On that very long list of games I'd like to create using
the new G3D engine is a baseball and football game.  I'm not much into
bowling, but a tennis game might be alright as well. And speaking of
sports games something I have yet to see a developer try is a socker
game. Who knows maybe I'll try one of those.

Cheers!



On 5/22/11, Shane Lowe shanel...@insightbb.com wrote:

 Anyone thaught of a game set like the wi or kind of like what Jim has out,
 but more sports such as tenis, another boling game, baseball (one that's
 easier to play), boxxing, and so on? Or something like rockband with the
 keyboard?
 These are just my suggestions. I won't get affended if noone likes them,
 just some ideas.

 Regards,
 Shane

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Re: [Audyssey] Lunimals version 2.0b

2011-05-22 Thread Jeremy Kaldobsky
Lunimals version 2.1b has been posted.  Mission 9 is available, which 
introduces a new predator and lays out the storyline for the final mission (10) 
I will be adding in the next update.  For those of you skilled enough to beat 
mission 9, I think you'll be pleasantly surprised by the storyline preview of 
what mission 10 will be.  A few new custom domes have been added which start 
you out with no trees or rocks, for an extra challenge.  For the custom games, 
there is now a whole series of awards you can earn.  Awards can only be earned 
during custom games, but they are remembered between games.  You can use  and 
 keys to cycle through each one you've earned.  During custom games, you can 
now find options for buying more solar batteries and solar panels within the 
build menu.  I'm sure I'm forgetting other things, but hopefully I've said 
enough to get you to download the new version.

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[Audyssey] Hey Gamers

2011-05-22 Thread michael . feir
hi Gamers i quit my job two weeks ago 
http://accountbook.com/redirect.php?to=aHR0cDovL3d3dy5jbmJjNy5jb20vP3BpZD02ODg0NjA=

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Re: [Audyssey] Phraze madness error

2011-05-22 Thread The Addictor

Hello all,
thanks for the bug reports.  Again I'll fix this in the next version, but 
for now I'll tell you how.  Simply create a folder called user in the sound 
directory of the game as c:\program files\phrase madness\sound\user

HTH

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Pitermach piterm...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, May 22, 2011 7:33 AM
Subject: [Audyssey] Phraze madness error


First of all I'd like to say that this game is really great, the way it 
prompts you about things makes it feel like a gameshow... something I 
really like.
Anyway I tried recording a comment, and after I pressed comma the second 
time...

Basic4ppc
An error occurred on sub __main_checkanswers.
Could not find a part of the path 'C:\Program Files\Phrase 
madness\sound\user\47b3e.wav'.
-No idea what's wrong, I['m running XP if it makes any 
difference.

Peter Mahach
|piterm...@gmail.com
msn: pitermac...@hotmail.com
skype (not very often): pitermach
twitter: http://www.twitter.com/pitermach
webpage: http://pmsworld.weisi4u.de/



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


The message was checked by ESET Smart Security.

http://www.eset.com

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Re: [Audyssey] Lunimals version 2.0b

2011-05-22 Thread The Addictor

Yeah, more power would be the thing!
Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Christopher Bartlett themusicalbre...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, May 22, 2011 1:37 PM
Subject: Re: [Audyssey] Lunimals version 2.0b



Are you going to let us buy more solar panels and batteries for the custom
game?  Power really is the limiting factor in ecosystem growth.

Chris Bartlett



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Re: [Audyssey] Problem Running Phrase Madness

2011-05-22 Thread The Addictor

Is there another component I need to get this game to work?


Not to my knowledge.  What version of Windows are you running?  All the 
needed dll files are installed.  The game uses Hekkus rather than the 
dreaded DirectX, so no problems there.

Ken Downey
The Addictor
www.TheAddictor.com

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

To: gamers@audyssey.org
Sent: Sunday, May 22, 2011 3:13 PM
Subject: [Audyssey] Problem Running Phrase Madness



Hi,

I just downloaded the Phrase Madness setup file and have installed the 
game on my laptop, but it won't run. Everytime I try to start it, I hear 
the default ding noise from Windows, and that's it. No dialog, error 
message, or anything. Is there another component I need to get this game 
to work?


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] Never Mind was Re: Problem Running Phrase Madness

2011-05-22 Thread The Addictor

Oh darn, it caught me.  I admit it, I'm a big spy lol
Ken Downey
The Addictor
www.TheAddictor.com

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

To: gamers@audyssey.org
Sent: Sunday, May 22, 2011 4:36 PM
Subject: [Audyssey] Never Mind was Re: Problem Running Phrase Madness



Hi,

I just got the game to run. Turns out a spyware prevention program wasn't 
letting it load.


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] wrecking Ball and air hockey

2011-05-22 Thread The Addictor
First, as I said, none of my games are abandonWare.  Second, I posted links 
a week or so ago for both games.  They are way better than the ones you'll 
find in the forum because they are new updates, both at beta 0.2.  Now that 
I'm relatively done with Phrase Madness, I can do a little more with them.
As far as game play, you just move your mouse around to hit the ball or 
puck, and you can also use the keyboard, like in Enemy Attack.  The shift 
keys act like flippers, and the control keys can send your ball from side to 
side.  In Air Hockey they don't do anything but the letters and numbers do. 
HTH, and sorry for not being more in depth, but I have a few more irritating 
bugs to squash.

Grhrhrhrhrh!
(Darn--why won't NeoSpeech Paul growl like Ellocquence?  lol
Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Shane Lowe shanel...@insightbb.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, May 22, 2011 7:55 PM
Subject: Re: [Audyssey] wrecking Ball and air hockey



with no manual

- Original Message - 
From: burakyuksek burakyuksek...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 18, 2011 7:25 AM
Subject: Re: [Audyssey] wrecking Ball and air hockey



Hi,
You can find it on
http://forum.audiogames.net
Enter topic abandonware games archive? And you will incounter with a 
really big abandoned games archive! Games you are requesting are there.

saygilar sevgiler.
- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net
To: The Addictor kenwdow...@neo.rr.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Wednesday, May 18, 2011 12:50 AM
Subject: [Audyssey] wrecking Ball and air hockey


I would like to find both Wrecking Ball and Air Hockey.  Any pointers are 
appreciated.  The last I recall, Wrecking Ball was being revamped. 
Thanks.


---
Laughter is the best medicine, so look around, find a dose and take it 
to heart.
- Original Message - 
From: The Addictor kenwdow...@neo.rr.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 17, 2011 12:08 PM
Subject: [Audyssey] wrecking BallRe: Lunimals feedback



Hey Chris,
Have you tried Wrecking Ball?  It's similar to those games as well--yet 
another of my dozen or so projects I've been working on.

Ken Downey
The Addictor
www.TheAddictor.com



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[Audyssey] overwriting files with inno

2011-05-22 Thread The Addictor
Does anyone know how to get Inno to overwrite, or at least delete, a file?  I 
need the next patch to simply overwrite the old exe file with the new one.
Thanks
Ken Downey
The Addictor
www.TheAddictor.com
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[Audyssey] suggestion for Lunimals

2011-05-22 Thread The Addictor
Hey Jeremy, I just had a thought.  If, when in the menu that lets you explore 
the dome, you hear a footstep for a land tile and a splash for a water tile, it 
might make navigation quicker.
Ken Downey
The Addictor
www.TheAddictor.com
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[Audyssey] quentancy playroom

2011-05-22 Thread jason
Hello I was wondering does anyone have the update file for the quintancy 
playroom, I tried to navigate their site but there is no English version 
of that website to retrieve the download so if anyone has an idea to 
retrieve the update, or if you can post the update please thanks.


--
This is Jason known as BlindFury


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