Re: [Audyssey] Temporal. Aprone's time traveling strategy game.

2011-06-12 Thread Zachary Kline
Hi AProne,
Whoa.  You do have a talent for coming up with unusual and innovative concepts. 
 This one fits both labels.  Time travel as a game mechanic would never have 
occurred to me.  I imagine there is an almost infinite number of possible 
solutions, and ways to optimize your play to no end.
On a similar note, the turn-based mechanics appeal to me as well.  I've long 
had a passion for turn-based tactical games, the sort of thing played by 
sighted people in titles like Steel Panthers: World at War or the recent indie 
release Frozen Synapse.  This is perhaps more of a puzzler than those games 
would be, but the groundwork seems to be there.
Thanks for such a great new toy to play with.
Best,
Zack.
On Jun 11, 2011, at 9:33 AM, Jeremy Kaldobsky wrote:

 Hey guys, earlier this week I started working on a little game idea that 
 popped in to my head at work.  To clarify, this is Not! the game I've been 
 developing with Locutus that will be using head tracking technology.  As you 
 all know by now, I can't keep myself from branching out into other ideas, so 
 I present to you, yet another side project.  Temporal.
 
 The current status of the game is pretty rough.  I don't even have any sounds 
 in it, except for screen reader dialog.  The reason I'm posting this game so 
 early, is because I need to get people's reactions to the game's concept.  As 
 far as I know, no other audio games work like this one, so I don't want to 
 invest too much time into it until I know people don't hate it, haha!
 
 In Temporal, you awaken in a government facility deep underground.  You don't 
 know how long they have been studying you, but you have been kept in a drug 
 induced, unconscious state, to prevent you from escaping.  Through some type 
 of mistake, you have awaken.  Keeping you unconscious was this facility's 
 first line of defense against the most powerful human ever to walk the earth. 
  you.  Using your powers, to jump forward and backward through time, you must 
 escape the lab they have been keeping you in.  This game requires you to keep 
 careful track of what you have already done, as well as planning ahead for 
 what you intend to still do.  Traveling through time means you will share the 
 environment with all other instances of yourself who were present at that 
 time.  Confusing?  If you jump back in time, you may run through a room where 
 a past version of yourself is busy attacking the guards.  When you hold open 
 a door now, later you will travel back in time
 to this point in order to run through it!  With everything going on, you must 
 always be careful not to run into any past versions of yourself, or you will 
 destroy the continuity of events and lose the game.
 
 I only have 1 mission done, but it should be enough to give you all a good 
 idea of how the game is played.  Please let me know your thoughts.
 
 www.kaldobsky.com/audiogames/temporal.zip  (v0.5b)
 
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Re: [Audyssey] Temporal. Aprone's time traveling strategy game.

2011-06-12 Thread shaun everiss

hmmm don't encourage him.
He may get ideas, heck he is already working with the borg.
Next thing he may think assimilation is a good idea and bring it 
foreward or something.

At 04:30 p.m. 12/06/2011, you wrote:
Yes, and once you've added those levels, jump back in time, give the 
completed levels to your now self, the one releasing this beta we're 
seeing now, SO YOU CAN GET TO WORK ON NEW ONES!

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - From: Yohandy yohand...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, June 11, 2011 9:56 PM
Subject: Re: [Audyssey] Temporal. Aprone's time traveling strategy game.


I agree! mn! where do you get these freakin awesome ideas from? 
Love it.gonna try it! I know I'm gonna love it, so you'd better ad 
like, about 2489levels to this thing. haha


- Original Message - From: william lomas will.d.lo...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, June 11, 2011 12:37 PM
Subject: Re: [Audyssey] Temporal. Aprone's time traveling strategy game.



my god this sounds awesome

On 11 Jun 2011, at 17:33, Jeremy Kaldobsky wrote:

Hey guys, earlier this week I started working on a little game 
idea that popped in to my head at work.  To clarify, this is Not! 
the game I've been developing with Locutus that will be using 
head tracking technology. As you all know by now, I can't keep 
myself from branching out into other ideas, so I present to you, 
yet another side project. Temporal.


The current status of the game is pretty rough.  I don't even 
have any sounds in it, except for screen reader dialog.  The 
reason I'm posting this game so early, is because I need to get 
people's reactions to the game's concept.  As far as I know, no 
other audio games work like this one, so I don't want to invest 
too much time into it until I know people don't hate it, haha!


In Temporal, you awaken in a government facility deep 
underground.  You don't know how long they have been studying 
you, but you have been kept in a drug induced, unconscious state, 
to prevent you from escaping. Through some type of mistake, you 
have awaken.  Keeping you unconscious was this facility's first 
line of defense against the most powerful human ever to walk the 
earth.  you.  Using your powers, to jump forward and backward 
through time, you must escape the lab they have been keeping you 
in.  This game requires you to keep careful track of what you 
have already done, as well as planning ahead for what you intend 
to still do. Traveling through time means you will share the 
environment with all other instances of yourself who were present 
at that time. Confusing? If you jump back in time, you may run 
through a room where a past version of yourself is busy attacking 
the guards.  When you hold open a door now, later you will travel back in time
to this point in order to run through it!  With everything going 
on, you must always be careful not to run into any past versions 
of yourself, or you will destroy the continuity of events and lose the game.


I only have 1 mission done, but it should be enough to give you 
all a good idea of how the game is played.  Please let me know your thoughts.


www.kaldobsky.com/audiogames/temporal.zip  (v0.5b)

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Re: [Audyssey] Temporal. Aprone's time traveling strategy game.

2011-06-12 Thread darren harris
Very nice you're someone to keep an eye on for making good and interesting
games.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Shane Lowe
Sent: 11 June 2011 19:41
To: Gamers Discussion list
Subject: Re: [Audyssey] Temporal. Aprone's time traveling strategy game.


this sounds awesome!

- Original Message - 
From: Allen allen.j...@foxvalley.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, June 11, 2011 2:00 PM
Subject: Re: [Audyssey] Temporal. Aprone's time traveling strategy game.


I agree.  This game idea sounds totally cool.
 On Jun 11, 2011, at 11:37 AM, william lomas wrote:

 my god this sounds awesome

 On 11 Jun 2011, at 17:33, Jeremy Kaldobsky wrote:

 Hey guys, earlier this week I started working on a little game idea 
 that
 popped in to my head at work.  To clarify, this is Not! the game I've 
 been developing with Locutus that will be using head tracking 
 technology.  As you all know by now, I can't keep myself from branching 
 out into other ideas, so I present to you, yet another side project. 
 Temporal.

 The current status of the game is pretty rough.  I don't even have 
 any
 sounds in it, except for screen reader dialog.  The reason I'm posting 
 this game so early, is because I need to get people's reactions to the 
 game's concept.  As far as I know, no other audio games work like this 
 one, so I don't want to invest too much time into it until I know people

 don't hate it, haha!

 In Temporal, you awaken in a government facility deep underground.  
 You
 don't know how long they have been studying you, but you have been kept 
 in a drug induced, unconscious state, to prevent you from escaping. 
 Through some type of mistake, you have awaken.  Keeping you unconscious 
 was this facility's first line of defense against the most powerful 
 human ever to walk the earth.  you.  Using your powers, to jump forward 
 and backward through time, you must escape the lab they have been 
 keeping you in.  This game requires you to keep careful track of what 
 you have already done, as well as planning ahead for what you intend to 
 still do.  Traveling through time means you will share the environment 
 with all other instances of yourself who were present at that time. 
 Confusing?  If you jump back in time, you may run through a room where a

 past version of yourself is busy attacking the guards.  When you hold 
 open a door now, later you will travel back in time
 to this point in order to run through it!  With everything going on, you

 must always be careful not to run into any past versions of yourself, or

 you will destroy the continuity of events and lose the game.

 I only have 1 mission done, but it should be enough to give you all 
 a
 good idea of how the game is played.  Please let me know your thoughts.

 www.kaldobsky.com/audiogames/temporal.zip  (v0.5b)

 ---
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 Allen
 allen.j...@foxvalley.net




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Re: [Audyssey] Temporal. Aprone's time traveling strategy game.

2011-06-12 Thread Thomas Ward
Hi Jeremy,

The game definitely has an interesting story line, and as you stated
there currently isn't anything on the accessible games market that
comes close to it in concept.  've just downloaded it, and probably
won't get to test or look at it until this afternoon, but just wanted
to say from what I heard so far it sounds like a great concept for a
game.

As for branching out into other ideas I have that problem too. Besides
Mysteries of the Ancients I've got a handful of other small projects
in the works.  When I get tired of working on one I'll take up with
one of the other projects and switch back and forth.

Cheers!

On 6/11/11, Jeremy Kaldobsky jer...@kaldobsky.com wrote:
 Hey guys, earlier this week I started working on a little game idea that
 popped in to my head at work.  To clarify, this is Not! the game I've been
 developing with Locutus that will be using head tracking technology.  As you
 all know by now, I can't keep myself from branching out into other ideas, so
 I present to you, yet another side project.  Temporal.

 The current status of the game is pretty rough.  I don't even have any
 sounds in it, except for screen reader dialog.  The reason I'm posting this
 game so early, is because I need to get people's reactions to the game's
 concept.  As far as I know, no other audio games work like this one, so I
 don't want to invest too much time into it until I know people don't hate
 it, haha!

 In Temporal, you awaken in a government facility deep underground.  You
 don't know how long they have been studying you, but you have been kept in a
 drug induced, unconscious state, to prevent you from escaping.  Through some
 type of mistake, you have awaken.  Keeping you unconscious was this
 facility's first line of defense against the most powerful human ever to
 walk the earth.  you.  Using your powers, to jump forward and backward
 through time, you must escape the lab they have been keeping you in.  This
 game requires you to keep careful track of what you have already done, as
 well as planning ahead for what you intend to still do.  Traveling through
 time means you will share the environment with all other instances of
 yourself who were present at that time.  Confusing?  If you jump back in
 time, you may run through a room where a past version of yourself is busy
 attacking the guards.  When you hold open a door now, later you will travel
 back in time
  to this point in order to run through it!  With everything going on, you
 must always be careful not to run into any past versions of yourself, or you
 will destroy the continuity of events and lose the game.

 I only have 1 mission done, but it should be enough to give you all a good
 idea of how the game is played.  Please let me know your thoughts.

 www.kaldobsky.com/audiogames/temporal.zip  (v0.5b)

 ---
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Re: [Audyssey] duck hunter

2011-06-12 Thread Thomas Ward


Hi Michael,

Duck Hunter? I don't recall any game by that name. Who wrote it?

The reason I ask is there is a clone of Duck Hunt by Liam, AKA
L-Works,  that sounds like what you are asking about. Are you asking
about Duck Hunt?

On 6/11/11, michael barnes c...@samobile.net wrote:
 Hey, I was on the audio games website and I saw a game call duck hunter.
 I was wondering if someone could send me a link to download this game?
 Thanks.

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


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[Audyssey] assistance playing lunimals

2011-06-12 Thread alex wallis

Hi list.
I gather I am a bit late to the party, and the new game everyone is 
talking about is this time travel game, which sounds seriously fun, and 
I am going to check it out.
However, I am currently writing for some help playing lunimals, as I do 
like the idea of being able to play god.


basically, I read the readme file, but am still really none the wiser 
where to start with the game.


I select the lunimals executable to run it, and then it says I am on the 
main menu or something, however, I am unable to arrow through it, when I 
press tab though, jaws says something about message box support, and 
then dome editor, ok.
and then I can sort of arrow around, but this dome editor, ok button 
message thing keeps following me around, and I can't get rid of it.
Also the choice I made with tab, the screen reader support or message 
box support keeps being read as well.
So I would really appreciate some help, as it looks a really cool game, 
its just jaws doesn't appear to like it.
Of course once I do get jaws settled down, can I have some suggestions 
how to get started?

Many thanks for your help,
alex.

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Re: [Audyssey] duck hunter

2011-06-12 Thread Bryan Peterson
THere was actually a Duckhunter game some years back, but I never did play 
it and couldn't tell you who made it. It could be listed in the audiogames 
database. Then there was that duckblaster game from PB_Games.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 12, 2011 3:38 AM
Subject: Re: [Audyssey] duck hunter





Hi Michael,

Duck Hunter? I don't recall any game by that name. Who wrote it?

The reason I ask is there is a clone of Duck Hunt by Liam, AKA
L-Works,  that sounds like what you are asking about. Are you asking
about Duck Hunt?

On 6/11/11, michael barnes c...@samobile.net wrote:

Hey, I was on the audio games website and I saw a game call duck hunter.
I was wondering if someone could send me a link to download this game?
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] duck hunter

2011-06-12 Thread Alfredo_The_Music_maker
Liam, L-works, Liam-works. I think is what he wanted to call his 
virtues. Anyway, there are some Nintendo versions of Duck Hunt which was 
cloned by Liam. As Thomas said, I never heard Duck Hunter before, I do 
not recall hearing such a name like that. I am pretty sure that you are 
meaning Duck Hunt.


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Re: [Audyssey] Rock Band 3: Grenade expert pro keys GS

2011-06-12 Thread Tommy

I'm willing to learn. Now, I'm waiting for money to the game.

Tommy

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Re: [Audyssey] duck hunter

2011-06-12 Thread Bryan Peterson
Yep, there is actually a Duckhunter game. It was developed by Conspirasoft 
in 2004. I never actually played it but the listing is there in the 
audiogames.net database.

We are the Knights who say...Ni!
- Original Message - 
From: Alfredo_The_Music_maker birdlover2...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 12, 2011 5:43 AM
Subject: Re: [Audyssey] duck hunter


Liam, L-works, Liam-works. I think is what he wanted to call his virtues. 
Anyway, there are some Nintendo versions of Duck Hunt which was cloned by 
Liam. As Thomas said, I never heard Duck Hunter before, I do not recall 
hearing such a name like that. I am pretty sure that you are meaning Duck 
Hunt.


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Re: [Audyssey] assistance playing lunimals

2011-06-12 Thread Jeremy Kaldobsky
Alex, I am glad to help.  My first suggestion is to use tab until you hear 
Sapi on, since you are correct, Jaws does not like my game yet.  Most of the 
Jaws users either switch to Sapi mode or they load up one of the other screen 
readers like Window eyes or NVDA.  Both of those work fine with Lunimals if you 
happen to have them.

Once inside the game, choose campaign with the arrow keys, and press enter.  
You will be allowed to arrow through each mission you have unlocked, so of 
course, this will only be the first mission until you beat it.  Press enter on 
mission 1 and you will be greeted with a welcome message.  You are now playing 
the game.  Space bar is used to pause and unpause the game, when you first 
begin the game is already paused for you.

Once you're able to try out the actual game I'm sure you'll have a few other 
questions.  Feel free to ask them here and I, or others, will do what we can to 
answer them.  Have fun!

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Re: [Audyssey] Lunimals mission 10

2011-06-12 Thread Jeremy Kaldobsky
It seems that mission 10 is very dependent upon the strategies you've 
personally developed during the course of the campaign.  Some people have 
written to me saying the mission is far too difficult, and others have, like 
yourself, said it was too easy.  At it's heart, Lunimals is a strategy puzzle 
game, so it is only natural for balance to be more complicated as the levels 
progress because you cannot anticipate how the players will attempt to complete 
the mission.  Early in the levels, mission quests basically hold the player's 
hand and walk them through what to do, and how to play, but as the missions go 
higher people gain knowledge and confidence to handle things in their own way.

I plan to go back to Lunimals soon to handle several small bugs and 
suggestions, so at that time I might decide to tweak mission 10 to make it a 
little harder, but I can't promise this.  I, very much, appreciate the feedback 
and hope you will enjoy any changes I make to Lunimals, as well as my future 
games!

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Re: [Audyssey] Temporal. Aprone's time traveling strategy game.

2011-06-12 Thread Jeremy Kaldobsky
Thanks guys!  Several audyssey posts have come in, so I won't respond to each 
one individually just because I know they'll end up as a big block of like 10 
messages by me, all in a row.  I don't think anyone wants to read that many 
posts from me all in a row, Haha!

I'm very glad this game concept is being accepted with open arms!  I was 
considering tossing this little game into my pile of unfinished games, because 
I worried it would get the same reaction as my puzzle divided game.  I am 
happy to see my worries were unfounded!  As you all know, and have been kind 
enough not to point out, the game doesn't even have any sounds yet, lol.  I 
have that on my list of things to do, but it is actually quite a long list now 
thanks to many excellent suggestions coming in from the community.  I've had to 
prioritize the updates, so my first concern has been suggestions which help 
players understand the game environment around them.  If you're using an older 
version (anything below v1.0b) you might want to update just so you can hear 
the more detailed environment messages.  Next I believe I will work on the 
second mission, which I would have pushed back for later, but a lot of people 
finished the first and are begging for it. 
 My fault for making mission 1 too easy eh?  lol, just kidding.  Sooner or 
later though, I plan to add in sounds, which will hopefully raise both the 
quality of the game, and the immersion factor.  Thanks again guys!

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Re: [Audyssey] looking for terraformers audio game

2011-06-12 Thread Phil Vlasak

Hi Dark,
The new address for  teraformers audio game
is,
http://terraformers.nu/

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, June 11, 2011 12:16 PM
Subject: Re: [Audyssey] looking for terraformers audio game



Hi alex.

Not sure if you found the game, but you can donwload from

http://www.pininteractive.com/

Your code should stil work sinse it's not hardward specific.

hth.

Beware the grue!

Dark.



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Re: [Audyssey] assistance playing lunimals

2011-06-12 Thread Siddhant Jain

hi,
what's the point for a jaws user in downloading and installing another 
screen reader , specially for lunimals?
and as for the sappy is concerned, who would like to play the game using 
voices like marry.


probably i've enjoyed the game and played a lot using the message box mode, 
but now it seems extremely irritating.


i'm not criticising the developers work, its just an opinion
regards,
sid,
(sid512)



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

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 12, 2011 7:11 PM
Subject: Re: [Audyssey] assistance playing lunimals


Alex, I am glad to help.  My first suggestion is to use tab until you hear 
Sapi on, since you are correct, Jaws does not like my game yet.  Most of 
the Jaws users either switch to Sapi mode or they load up one of the other 
screen readers like Window eyes or NVDA.  Both of those work fine with 
Lunimals if you happen to have them.


Once inside the game, choose campaign with the arrow keys, and press 
enter.  You will be allowed to arrow through each mission you have 
unlocked, so of course, this will only be the first mission until you beat 
it.  Press enter on mission 1 and you will be greeted with a welcome 
message.  You are now playing the game.  Space bar is used to pause and 
unpause the game, when you first begin the game is already paused for you.


Once you're able to try out the actual game I'm sure you'll have a few 
other questions.  Feel free to ask them here and I, or others, will do 
what we can to answer them.  Have fun!


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Re: [Audyssey] assistance playing lunimals

2011-06-12 Thread Thomas Ward
Hi Sid,

Sid wrote:

what's the point for a jaws user in downloading and installing another
screen reader , specially for lunimals?

My reply:

I'm pretty sure this was a suggestion as a temperary solution until
Jaws support gets fixed. NVDA doesn't cost someone anything to
download and use and I think it is a reasonable work around given the
fact it is sometimes difficult to support multiple screenreaders with
a single design.

Sid wrote:

As for the sappy is concerned, who would like to play the game using
voices like mary.

My reply:

While I wouldn't necessarily want to play using the Microsoft Sapi
voices like Mary I happen to own some very good Sapi voices produced
by Ivona, ATT, and Cepstral which are hundreds of times better than
Mike, Mary, or Sam. So I think Sapi is a perfectly reasonable solution
provided the end user owns or is willing to purchase a voice for
his/her games. There are several games out there like  Jim Kitchens
games, some of the GMA Games, some of Philip Bennifall's games, etc to
make such an investment worth the cost of owning a commercial voice
that sounds better than the Microsoft voices. I actually use Sapi 5
support when and where it is available in games for that reason.

Cheers!

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Re: [Audyssey] looking for terraformers audio game

2011-06-12 Thread Shane Lowe
where on that site can you download the game? I click on download and it 
pops up another blog page


- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 12, 2011 10:42 AM
Subject: Re: [Audyssey] looking for terraformers audio game



Hi Dark,
The new address for  teraformers audio game
is,
http://terraformers.nu/

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, June 11, 2011 12:16 PM
Subject: Re: [Audyssey] looking for terraformers audio game



Hi alex.

Not sure if you found the game, but you can donwload from

http://www.pininteractive.com/

Your code should stil work sinse it's not hardward specific.

hth.

Beware the grue!

Dark.



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[Audyssey] airik the clerik

2011-06-12 Thread william lomas
hi this just posted frmol Jyro on audiogames.net

Hello all! Welcome to the beginning of the series. Many new things have been 
added in version 1.0 I'm definitely excited about things and want to personally 
thank you for your patience. We are emailing download links to the game for the 
pre-order gamers, and need to send them out per name. If your link has not been 
sent yet, don't panic, we'll get to your name as fast as possible, please 
continue to be patient. Pre order link will change to a Direct order of the 
game. and Downloads will be fast from that point. 
A few tips for those who begin to play. Jumping in the game is not automatic, 
instead you must get as close as you can to an edge or platform and jump while 
pressing in a direction. There is a lot to explore, but If you get lost, dont 
forget to use Scout, he is your best friend and should be used as often as 
possible to measure surroundings and assist in navigation. 


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Re: [Audyssey] airik the clerik

2011-06-12 Thread Bryan Peterson

Let's hope it actually happens this time.
We are the Knights who say...Ni!
- Original Message - 
From: william lomas will.d.lo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 12, 2011 11:12 AM
Subject: [Audyssey] airik the clerik



hi this just posted frmol Jyro on audiogames.net

Hello all! Welcome to the beginning of the series. Many new things have 
been added in version 1.0 I'm definitely excited about things and want to 
personally thank you for your patience. We are emailing download links to 
the game for the pre-order gamers, and need to send them out per name. If 
your link has not been sent yet, don't panic, we'll get to your name as 
fast as possible, please continue to be patient. Pre order link will 
change to a Direct order of the game. and Downloads will be fast from that 
point.
A few tips for those who begin to play. Jumping in the game is not 
automatic, instead you must get as close as you can to an edge or platform 
and jump while pressing in a direction. There is a lot to explore, but If 
you get lost, dont forget to use Scout, he is your best friend and should 
be used as often as possible to measure surroundings and assist in 
navigation.



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[Audyssey] MOTA Audio Support

2011-06-12 Thread Thomas Ward
Hi all,

As the subject states I'm looking for  some feedback regarding the
audio support in Mysteries of the Ancients beta 19 as this seems to be
a point of contention for a number of Windows users. I know that many
of you are part and partial to Microsoft DirectSound, and some of you
have out right called the new FMOD Ex support aweful, crap, etc. At
this point I'm not sure how to resolve this issue for yu  guys as I am
still pretty knew to FMOD and I'm trying to convert the way FMOD Ex
pans audio to something that emulates or sounds like DirectSound. In
that I have not been too successful to date. However, that does not
mean we are out of options. Just that the solutions here  are not that
apealing right now.

The first and simplest solution is to  accept the way things are. As
for me personally the  way FMOD pans sounds isn't a big deal. It
doesn't bother me, and sounds  good enough. However, I realize from
the on and off list messages on this topic many of you don't like it
at all.

The alternative solution would be to split the Genesis engine into two
different engines. One built specifically for Windows users and one
specifically built for Linux users. This has both  pros and cons that
need to be weighed carefully.

The up side of building two specific engines for each platform is that
I could make use of native APIs for each platform. On Windows I could
use DirectInput, DirectSound, the Win32 API, MS Sapi, etc where on the
linux side it would use LibSDL, OpenAL-Soft, Speech-Dispatcher, and so
on. That sounds good in theory, but is nothing short of a nightmare to
manage.

The down side is in many of the cases comparing APIs is like comparing
apples and oranges. I'll have to write various wrappers to convert
things back and forth between APIs so the game code will compile on
either engine without a great deal of modification on my part. That
will take considerable time to  add and will delay the release of
games like MOTA even further  even more than it already is. Which is
not something I look forward to doing at this point in the development
process.

The final option or solution I can see here is not necessarily to make
two different game engines, but take some time away from MOTA,
Raceway, etc to write a custom sound API for the G3D engine. It might
wrap DirectSound or XAudio2 on the Windows side, and wrap OpenAL on
the Linux side. This seems to me to be the right solution, but would
take a good couple months or more to develope as I'd have to wrap two
different sound APIs and then expose them to the G3D engine through a
single universl API the way Streemway wraps DirectSound and XAudio2
for the BGT engine.

In either case it is important that I get this issue sorted out pretty
soon as licensing FMOD Ex will take about a third of my expected
income from sales, and I don't want to really do that if end users are
really that  unhappy with it that I might loose sales or it will
detract from the games I write  using the Genesis 3D engine. I'm not
sure what to do here as FMOD Ex has a good reputation, has a lot of
advanced features that blows DirectX away, but I'm unable to figure
out how to get it to pan the way DirectSound does which is why people
are complaining about it. If there is a cheaper solution we can all
agree upon then I'm willing to give it a try.

Thanks.

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Re: [Audyssey] looking for terraformers audio game

2011-06-12 Thread Phil Vlasak

Hi,
Look further down the download page.
Download Terraformers here

English version

Swedish version

Listen to the game

In game action

Introduction





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

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 12, 2011 1:05 PM
Subject: Re: [Audyssey] looking for terraformers audio game


where on that site can you download the game? I click on download and it 
pops up another blog page


- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 12, 2011 10:42 AM
Subject: Re: [Audyssey] looking for terraformers audio game



Hi Dark,
The new address for  teraformers audio game
is,
http://terraformers.nu/

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, June 11, 2011 12:16 PM
Subject: Re: [Audyssey] looking for terraformers audio game



Hi alex.

Not sure if you found the game, but you can donwload from

http://www.pininteractive.com/

Your code should stil work sinse it's not hardward specific.

hth.

Beware the grue!

Dark.



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-
No virus found in this message.
Checked by AVG - www.avg.com
Version: 10.0.1382 / Virus Database: 1509/3697 - Release Date: 06/12/11




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[Audyssey] help with lunimals mission 5

2011-06-12 Thread alex wallis

Hi list.
I got lunimals figured out after aprones explanation.
However, I could do with some help for mission 5.
I am part way through the mission, and I have to have populations of at 
least 10 cats and kamen.

I have 21 turtles left over at the start of this new section.
I have tried selling them to raise cash and bying fish, but the kamen 
quickly eat all of it.
I also tried leaving the turtles as food for the kamen, but again no joy 
the kamen all died, same when I tried leaving a mixture of fish and turtles.

I am having a similar problem with the Cats.
As soon as I get any mice, they get eaten or die, same thing, eventually 
the cats all die.


I don't get it, as I have trees all over the land area.
And I believe the mice like acorns.
Thanks so much for any help, I am really stuck.
Alex.

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Re: [Audyssey] MOTA Audio Support

2011-06-12 Thread Philip Bennefall

Hi Thomas,

Have a look at http://www.allegro.cc/. In Allegro 5, they have completely 
rewritten the sound API and it is now extremely versatile, powerful and, of 
course, cross platform. It has pan, volume, pitch etc but unfortunately no 
3d. It allows you to customize things a great deal, however, such as adding 
your own format reader/writer interfaces.
They have precompiled static and dynamic import libraries, but I ended up 
building from source. I compiled it on Windows with a lot of the core 
stripped out such as Direct 3d and OpenGl, which brought the size and list 
of dependencies down considerably. This is what I will use if I do end up 
making a cross platform version of BGT. Allegro also has support for mice, 
joysticks, and soon also touch input which is useful for the IPhone port 
that they're doing.


Hope this helps.

Kind regards,

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 12, 2011 7:38 PM
Subject: [Audyssey] MOTA Audio Support


Hi all,

As the subject states I'm looking for  some feedback regarding the
audio support in Mysteries of the Ancients beta 19 as this seems to be
a point of contention for a number of Windows users. I know that many
of you are part and partial to Microsoft DirectSound, and some of you
have out right called the new FMOD Ex support aweful, crap, etc. At
this point I'm not sure how to resolve this issue for yu  guys as I am
still pretty knew to FMOD and I'm trying to convert the way FMOD Ex
pans audio to something that emulates or sounds like DirectSound. In
that I have not been too successful to date. However, that does not
mean we are out of options. Just that the solutions here  are not that
apealing right now.

The first and simplest solution is to  accept the way things are. As
for me personally the  way FMOD pans sounds isn't a big deal. It
doesn't bother me, and sounds  good enough. However, I realize from
the on and off list messages on this topic many of you don't like it
at all.

The alternative solution would be to split the Genesis engine into two
different engines. One built specifically for Windows users and one
specifically built for Linux users. This has both  pros and cons that
need to be weighed carefully.

The up side of building two specific engines for each platform is that
I could make use of native APIs for each platform. On Windows I could
use DirectInput, DirectSound, the Win32 API, MS Sapi, etc where on the
linux side it would use LibSDL, OpenAL-Soft, Speech-Dispatcher, and so
on. That sounds good in theory, but is nothing short of a nightmare to
manage.

The down side is in many of the cases comparing APIs is like comparing
apples and oranges. I'll have to write various wrappers to convert
things back and forth between APIs so the game code will compile on
either engine without a great deal of modification on my part. That
will take considerable time to  add and will delay the release of
games like MOTA even further  even more than it already is. Which is
not something I look forward to doing at this point in the development
process.

The final option or solution I can see here is not necessarily to make
two different game engines, but take some time away from MOTA,
Raceway, etc to write a custom sound API for the G3D engine. It might
wrap DirectSound or XAudio2 on the Windows side, and wrap OpenAL on
the Linux side. This seems to me to be the right solution, but would
take a good couple months or more to develope as I'd have to wrap two
different sound APIs and then expose them to the G3D engine through a
single universl API the way Streemway wraps DirectSound and XAudio2
for the BGT engine.

In either case it is important that I get this issue sorted out pretty
soon as licensing FMOD Ex will take about a third of my expected
income from sales, and I don't want to really do that if end users are
really that  unhappy with it that I might loose sales or it will
detract from the games I write  using the Genesis 3D engine. I'm not
sure what to do here as FMOD Ex has a good reputation, has a lot of
advanced features that blows DirectX away, but I'm unable to figure
out how to get it to pan the way DirectSound does which is why people
are complaining about it. If there is a cheaper solution we can all
agree upon then I'm willing to give it a try.

Thanks.

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Re: [Audyssey] MOTA Audio Support

2011-06-12 Thread lirin
Weel, the most funny thing here is fact, the game is developed from a 
few years and we have nothing, and what is really incredibly 
interesting, you haven't nothing.



Think about me what you want, not my case, but it's true, little 
offtopic, but when i read tons of messages from you regarding your 
products it is more and more fun.



Wrestling game, MOTA, star wars AKA MOTA clone, etc etc etc

You can't concentrate on anything at all, so you are doing something and 
nothing. You want to support Win, linux, mac, and in results you have 
really nothing in your hands. You will be forever changing programming 
language, dropping and bringing the same ideas and nothing still.


Sorry if i am writing something rude for you, as i wrote, not my case.
Probably i'm and many others from my groups friend don't get it in 
future, cause we don't know if we get something. Every beta is like the 
same, sometimes more buggy, sometimes not.


Anyway, good luck with developing

PS.

It's final fantasy really, in real life lol


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Re: [Audyssey] MOTA Audio Support

2011-06-12 Thread Bryan Peterson
I think that was more than a little uncalled for. And I don't see what Final 
Fantasy has to do with this.

We are the Knights who say...Ni!
- Original Message - 
From: lirin seal11...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 12, 2011 12:22 PM
Subject: Re: [Audyssey] MOTA Audio Support


Weel, the most funny thing here is fact, the game is developed from a few 
years and we have nothing, and what is really incredibly interesting, you 
haven't nothing.



Think about me what you want, not my case, but it's true, little offtopic, 
but when i read tons of messages from you regarding your products it is 
more and more fun.



Wrestling game, MOTA, star wars AKA MOTA clone, etc etc etc

You can't concentrate on anything at all, so you are doing something and 
nothing. You want to support Win, linux, mac, and in results you have 
really nothing in your hands. You will be forever changing programming 
language, dropping and bringing the same ideas and nothing still.


Sorry if i am writing something rude for you, as i wrote, not my case.
Probably i'm and many others from my groups friend don't get it in future, 
cause we don't know if we get something. Every beta is like the same, 
sometimes more buggy, sometimes not.


Anyway, good luck with developing

PS.

It's final fantasy really, in real life lol


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Re: [Audyssey] looking for terraformers audio game

2011-06-12 Thread Shane Lowe

I'll do that. thanks for the help

- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 12, 2011 1:45 PM
Subject: Re: [Audyssey] looking for terraformers audio game



Hi,
Look further down the download page.
Download Terraformers here

English version

Swedish version

Listen to the game

In game action

Introduction





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

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 12, 2011 1:05 PM
Subject: Re: [Audyssey] looking for terraformers audio game


where on that site can you download the game? I click on download and it 
pops up another blog page


- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 12, 2011 10:42 AM
Subject: Re: [Audyssey] looking for terraformers audio game



Hi Dark,
The new address for  teraformers audio game
is,
http://terraformers.nu/

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, June 11, 2011 12:16 PM
Subject: Re: [Audyssey] looking for terraformers audio game



Hi alex.

Not sure if you found the game, but you can donwload from

http://www.pininteractive.com/

Your code should stil work sinse it's not hardward specific.

hth.

Beware the grue!

Dark.



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-
No virus found in this message.
Checked by AVG - www.avg.com
Version: 10.0.1382 / Virus Database: 1509/3697 - Release Date: 06/12/11




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[Audyssey] duck hunter

2011-06-12 Thread Jack F
Hi all,
He isn't talking about duck hunt. Duck hunter is a game from
conspirasoft entertainment developed in 2004. I don't have the game.
If no one has it Dark probably has it. Dark, could you please send me
the download link for it? Don't worry I know the game is abandonware,
because we haven't heard from conspirasoft for 7 years. And Shane, I
made it past the bar. However, after the dialogue with the hotel woman
the game stops. Do you know how to fix this?
Thanks.
best regards,
JAck

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Re: [Audyssey] airik the clerik

2011-06-12 Thread Bryan Peterson
Well as much as I hate to say it I'm beginning to believe the scam theory. 
This is overall the fifth or so time that he's said something and nothing's 
come of it. And it's been long enough that at least some people would have 
received emails from im by now. And these people would have posted on the 
forum. Not only that but he hasn't even bothered to address the points 
people have raised that would seem to indicate that this is indeed a scam. 
So I'm no longer sure what to believe.

We are the Knights who say...Ni!
- Original Message - 
From: william lomas will.d.lo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 12, 2011 11:12 AM
Subject: [Audyssey] airik the clerik



hi this just posted frmol Jyro on audiogames.net

Hello all! Welcome to the beginning of the series. Many new things have 
been added in version 1.0 I'm definitely excited about things and want to 
personally thank you for your patience. We are emailing download links to 
the game for the pre-order gamers, and need to send them out per name. If 
your link has not been sent yet, don't panic, we'll get to your name as 
fast as possible, please continue to be patient. Pre order link will 
change to a Direct order of the game. and Downloads will be fast from that 
point.
A few tips for those who begin to play. Jumping in the game is not 
automatic, instead you must get as close as you can to an edge or platform 
and jump while pressing in a direction. There is a lot to explore, but If 
you get lost, dont forget to use Scout, he is your best friend and should 
be used as often as possible to measure surroundings and assist in 
navigation.



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Re: [Audyssey] airik the clerik

2011-06-12 Thread william lomas
you won't see money back he a prick and we all know it
bet it james north really, not jake

On 12 Jun 2011, at 20:44, Bryan Peterson wrote:

 Well as much as I hate to say it I'm beginning to believe the scam theory. 
 This is overall the fifth or so time that he's said something and nothing's 
 come of it. And it's been long enough that at least some people would have 
 received emails from im by now. And these people would have posted on the 
 forum. Not only that but he hasn't even bothered to address the points people 
 have raised that would seem to indicate that this is indeed a scam. So I'm no 
 longer sure what to believe.
 We are the Knights who say...Ni!
 - Original Message - From: william lomas will.d.lo...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, June 12, 2011 11:12 AM
 Subject: [Audyssey] airik the clerik
 
 
 hi this just posted frmol Jyro on audiogames.net
 
 Hello all! Welcome to the beginning of the series. Many new things have been 
 added in version 1.0 I'm definitely excited about things and want to 
 personally thank you for your patience. We are emailing download links to 
 the game for the pre-order gamers, and need to send them out per name. If 
 your link has not been sent yet, don't panic, we'll get to your name as fast 
 as possible, please continue to be patient. Pre order link will change to a 
 Direct order of the game. and Downloads will be fast from that point.
 A few tips for those who begin to play. Jumping in the game is not 
 automatic, instead you must get as close as you can to an edge or platform 
 and jump while pressing in a direction. There is a lot to explore, but If 
 you get lost, dont forget to use Scout, he is your best friend and should be 
 used as often as possible to measure surroundings and assist in navigation.
 
 
 ---
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 You can make changes or update your subscription via the web, at
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Re: [Audyssey] airik the clerik

2011-06-12 Thread Bryan Peterson

I didn't even ask for my money back. It wasn't even ten bucks.
We are the Knights who say...Ni!
- Original Message - 
From: william lomas will.d.lo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 12, 2011 1:46 PM
Subject: Re: [Audyssey] airik the clerik



you won't see money back he a prick and we all know it
bet it james north really, not jake

On 12 Jun 2011, at 20:44, Bryan Peterson wrote:

Well as much as I hate to say it I'm beginning to believe the scam 
theory. This is overall the fifth or so time that he's said something and 
nothing's come of it. And it's been long enough that at least some people 
would have received emails from im by now. And these people would have 
posted on the forum. Not only that but he hasn't even bothered to address 
the points people have raised that would seem to indicate that this is 
indeed a scam. So I'm no longer sure what to believe.

We are the Knights who say...Ni!
- Original Message - From: william lomas 
will.d.lo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 12, 2011 11:12 AM
Subject: [Audyssey] airik the clerik



hi this just posted frmol Jyro on audiogames.net

Hello all! Welcome to the beginning of the series. Many new things have 
been added in version 1.0 I'm definitely excited about things and want 
to personally thank you for your patience. We are emailing download 
links to the game for the pre-order gamers, and need to send them out 
per name. If your link has not been sent yet, don't panic, we'll get to 
your name as fast as possible, please continue to be patient. Pre order 
link will change to a Direct order of the game. and Downloads will be 
fast from that point.
A few tips for those who begin to play. Jumping in the game is not 
automatic, instead you must get as close as you can to an edge or 
platform and jump while pressing in a direction. There is a lot to 
explore, but If you get lost, dont forget to use Scout, he is your best 
friend and should be used as often as possible to measure surroundings 
and assist in navigation.



---
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Re: [Audyssey] airik the clerik

2011-06-12 Thread william lomas
don't let him get away with it

On 12 Jun 2011, at 20:49, Bryan Peterson wrote:

 I didn't even ask for my money back. It wasn't even ten bucks.
 We are the Knights who say...Ni!
 - Original Message - From: william lomas will.d.lo...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, June 12, 2011 1:46 PM
 Subject: Re: [Audyssey] airik the clerik
 
 
 you won't see money back he a prick and we all know it
 bet it james north really, not jake
 
 On 12 Jun 2011, at 20:44, Bryan Peterson wrote:
 
 Well as much as I hate to say it I'm beginning to believe the scam theory. 
 This is overall the fifth or so time that he's said something and nothing's 
 come of it. And it's been long enough that at least some people would have 
 received emails from im by now. And these people would have posted on the 
 forum. Not only that but he hasn't even bothered to address the points 
 people have raised that would seem to indicate that this is indeed a scam. 
 So I'm no longer sure what to believe.
 We are the Knights who say...Ni!
 - Original Message - From: william lomas will.d.lo...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, June 12, 2011 11:12 AM
 Subject: [Audyssey] airik the clerik
 
 
 hi this just posted frmol Jyro on audiogames.net
 
 Hello all! Welcome to the beginning of the series. Many new things have 
 been added in version 1.0 I'm definitely excited about things and want to 
 personally thank you for your patience. We are emailing download links to 
 the game for the pre-order gamers, and need to send them out per name. If 
 your link has not been sent yet, don't panic, we'll get to your name as 
 fast as possible, please continue to be patient. Pre order link will 
 change to a Direct order of the game. and Downloads will be fast from that 
 point.
 A few tips for those who begin to play. Jumping in the game is not 
 automatic, instead you must get as close as you can to an edge or platform 
 and jump while pressing in a direction. There is a lot to explore, but If 
 you get lost, dont forget to use Scout, he is your best friend and should 
 be used as often as possible to measure surroundings and assist in 
 navigation.
 
 
 ---
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Re: [Audyssey] airik the clerik

2011-06-12 Thread william lomas
contacting paypal myself believe me i not giving up 

On 12 Jun 2011, at 20:49, Bryan Peterson wrote:

 I didn't even ask for my money back. It wasn't even ten bucks.
 We are the Knights who say...Ni!
 - Original Message - From: william lomas will.d.lo...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, June 12, 2011 1:46 PM
 Subject: Re: [Audyssey] airik the clerik
 
 
 you won't see money back he a prick and we all know it
 bet it james north really, not jake
 
 On 12 Jun 2011, at 20:44, Bryan Peterson wrote:
 
 Well as much as I hate to say it I'm beginning to believe the scam theory. 
 This is overall the fifth or so time that he's said something and nothing's 
 come of it. And it's been long enough that at least some people would have 
 received emails from im by now. And these people would have posted on the 
 forum. Not only that but he hasn't even bothered to address the points 
 people have raised that would seem to indicate that this is indeed a scam. 
 So I'm no longer sure what to believe.
 We are the Knights who say...Ni!
 - Original Message - From: william lomas will.d.lo...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, June 12, 2011 11:12 AM
 Subject: [Audyssey] airik the clerik
 
 
 hi this just posted frmol Jyro on audiogames.net
 
 Hello all! Welcome to the beginning of the series. Many new things have 
 been added in version 1.0 I'm definitely excited about things and want to 
 personally thank you for your patience. We are emailing download links to 
 the game for the pre-order gamers, and need to send them out per name. If 
 your link has not been sent yet, don't panic, we'll get to your name as 
 fast as possible, please continue to be patient. Pre order link will 
 change to a Direct order of the game. and Downloads will be fast from that 
 point.
 A few tips for those who begin to play. Jumping in the game is not 
 automatic, instead you must get as close as you can to an edge or platform 
 and jump while pressing in a direction. There is a lot to explore, but If 
 you get lost, dont forget to use Scout, he is your best friend and should 
 be used as often as possible to measure surroundings and assist in 
 navigation.
 
 
 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to 
 gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
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 All messages are archived and can be searched and read at
 http://www.mail-archive.com/gamers@audyssey.org.
 If you have any questions or concerns regarding the management of the list,
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Re: [Audyssey] airik the clerik

2011-06-12 Thread Bryan Peterson
If you can't even get a hold of him on the forum you probably won't get a 
hold of him via email. And it wouldn't be worth suing someone over a measley 
ten dollars. And if you tried you'd probably be laughed out of the 
courtroom.

We are the Knights who say...Ni!
- Original Message - 
From: william lomas will.d.lo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 12, 2011 1:51 PM
Subject: Re: [Audyssey] airik the clerik



don't let him get away with it

On 12 Jun 2011, at 20:49, Bryan Peterson wrote:


I didn't even ask for my money back. It wasn't even ten bucks.
We are the Knights who say...Ni!
- Original Message - From: william lomas 
will.d.lo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 12, 2011 1:46 PM
Subject: Re: [Audyssey] airik the clerik



you won't see money back he a prick and we all know it
bet it james north really, not jake

On 12 Jun 2011, at 20:44, Bryan Peterson wrote:

Well as much as I hate to say it I'm beginning to believe the scam 
theory. This is overall the fifth or so time that he's said something 
and nothing's come of it. And it's been long enough that at least some 
people would have received emails from im by now. And these people 
would have posted on the forum. Not only that but he hasn't even 
bothered to address the points people have raised that would seem to 
indicate that this is indeed a scam. So I'm no longer sure what to 
believe.

We are the Knights who say...Ni!
- Original Message - From: william lomas 
will.d.lo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 12, 2011 11:12 AM
Subject: [Audyssey] airik the clerik



hi this just posted frmol Jyro on audiogames.net

Hello all! Welcome to the beginning of the series. Many new things 
have been added in version 1.0 I'm definitely excited about things and 
want to personally thank you for your patience. We are emailing 
download links to the game for the pre-order gamers, and need to send 
them out per name. If your link has not been sent yet, don't panic, 
we'll get to your name as fast as possible, please continue to be 
patient. Pre order link will change to a Direct order of the game. and 
Downloads will be fast from that point.
A few tips for those who begin to play. Jumping in the game is not 
automatic, instead you must get as close as you can to an edge or 
platform and jump while pressing in a direction. There is a lot to 
explore, but If you get lost, dont forget to use Scout, he is your 
best friend and should be used as often as possible to measure 
surroundings and assist in navigation.



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If you have 

Re: [Audyssey] airik the clerik

2011-06-12 Thread Bryan Peterson

Paypal would just tell you to contact Jake.
We are the Knights who say...Ni!
- Original Message - 
From: william lomas will.d.lo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 12, 2011 1:51 PM
Subject: Re: [Audyssey] airik the clerik



contacting paypal myself believe me i not giving up

On 12 Jun 2011, at 20:49, Bryan Peterson wrote:


I didn't even ask for my money back. It wasn't even ten bucks.
We are the Knights who say...Ni!
- Original Message - From: william lomas 
will.d.lo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 12, 2011 1:46 PM
Subject: Re: [Audyssey] airik the clerik



you won't see money back he a prick and we all know it
bet it james north really, not jake

On 12 Jun 2011, at 20:44, Bryan Peterson wrote:

Well as much as I hate to say it I'm beginning to believe the scam 
theory. This is overall the fifth or so time that he's said something 
and nothing's come of it. And it's been long enough that at least some 
people would have received emails from im by now. And these people 
would have posted on the forum. Not only that but he hasn't even 
bothered to address the points people have raised that would seem to 
indicate that this is indeed a scam. So I'm no longer sure what to 
believe.

We are the Knights who say...Ni!
- Original Message - From: william lomas 
will.d.lo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 12, 2011 11:12 AM
Subject: [Audyssey] airik the clerik



hi this just posted frmol Jyro on audiogames.net

Hello all! Welcome to the beginning of the series. Many new things 
have been added in version 1.0 I'm definitely excited about things and 
want to personally thank you for your patience. We are emailing 
download links to the game for the pre-order gamers, and need to send 
them out per name. If your link has not been sent yet, don't panic, 
we'll get to your name as fast as possible, please continue to be 
patient. Pre order link will change to a Direct order of the game. and 
Downloads will be fast from that point.
A few tips for those who begin to play. Jumping in the game is not 
automatic, instead you must get as close as you can to an edge or 
platform and jump while pressing in a direction. There is a lot to 
explore, but If you get lost, dont forget to use Scout, he is your 
best friend and should be used as often as possible to measure 
surroundings and assist in navigation.



---
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If 

Re: [Audyssey] airik the clerik

2011-06-12 Thread william lomas
he can't even admit though guys that he has scammed us 

On 12 Jun 2011, at 20:53, Bryan Peterson wrote:

 If you can't even get a hold of him on the forum you probably won't get a 
 hold of him via email. And it wouldn't be worth suing someone over a measley 
 ten dollars. And if you tried you'd probably be laughed out of the courtroom.
 We are the Knights who say...Ni!
 - Original Message - From: william lomas will.d.lo...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, June 12, 2011 1:51 PM
 Subject: Re: [Audyssey] airik the clerik
 
 
 don't let him get away with it
 
 On 12 Jun 2011, at 20:49, Bryan Peterson wrote:
 
 I didn't even ask for my money back. It wasn't even ten bucks.
 We are the Knights who say...Ni!
 - Original Message - From: william lomas will.d.lo...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, June 12, 2011 1:46 PM
 Subject: Re: [Audyssey] airik the clerik
 
 
 you won't see money back he a prick and we all know it
 bet it james north really, not jake
 
 On 12 Jun 2011, at 20:44, Bryan Peterson wrote:
 
 Well as much as I hate to say it I'm beginning to believe the scam 
 theory. This is overall the fifth or so time that he's said something and 
 nothing's come of it. And it's been long enough that at least some people 
 would have received emails from im by now. And these people would have 
 posted on the forum. Not only that but he hasn't even bothered to address 
 the points people have raised that would seem to indicate that this is 
 indeed a scam. So I'm no longer sure what to believe.
 We are the Knights who say...Ni!
 - Original Message - From: william lomas 
 will.d.lo...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, June 12, 2011 11:12 AM
 Subject: [Audyssey] airik the clerik
 
 
 hi this just posted frmol Jyro on audiogames.net
 
 Hello all! Welcome to the beginning of the series. Many new things have 
 been added in version 1.0 I'm definitely excited about things and want 
 to personally thank you for your patience. We are emailing download 
 links to the game for the pre-order gamers, and need to send them out 
 per name. If your link has not been sent yet, don't panic, we'll get to 
 your name as fast as possible, please continue to be patient. Pre order 
 link will change to a Direct order of the game. and Downloads will be 
 fast from that point.
 A few tips for those who begin to play. Jumping in the game is not 
 automatic, instead you must get as close as you can to an edge or 
 platform and jump while pressing in a direction. There is a lot to 
 explore, but If you get lost, dont forget to use Scout, he is your best 
 friend and should be used as often as possible to measure surroundings 
 and assist in navigation.
 
 
 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to 
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 All messages are archived and can be searched and read at
 http://www.mail-archive.com/gamers@audyssey.org.
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 list,
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Re: [Audyssey] MOTA Audio Support

2011-06-12 Thread Thomas Ward
Hi Philip,

Thanks for the information. I'll definitely give Allegro a look
although I shutter at having to rewrite the input, audio, and
threading to fully support Allegro. Although, this might be the answer
I am looking for. Its too bad they don't have 3d audio as I've got all
the hardware for it, and MOTA 3D was designed with full 3d audio in
mind. If I switch I'll have to settle for simple 2d stereo output, but
this might settle the current situation  where 2d panning is
necessary.

On 6/12/11, Philip Bennefall phi...@blastbay.com wrote:
 Hi Thomas,

 Have a look at http://www.allegro.cc/. In Allegro 5, they have completely
 rewritten the sound API and it is now extremely versatile, powerful and, of
 course, cross platform. It has pan, volume, pitch etc but unfortunately no
 3d. It allows you to customize things a great deal, however, such as adding
 your own format reader/writer interfaces.
 They have precompiled static and dynamic import libraries, but I ended up
 building from source. I compiled it on Windows with a lot of the core
 stripped out such as Direct 3d and OpenGl, which brought the size and list
 of dependencies down considerably. This is what I will use if I do end up
 making a cross platform version of BGT. Allegro also has support for mice,
 joysticks, and soon also touch input which is useful for the IPhone port
 that they're doing.

 Hope this helps.

 Kind regards,

 Philip Bennefall

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Re: [Audyssey] MOTA Audio Support

2011-06-12 Thread Charles Rivard
My thoughts are that if a game relies on accurate sound, then you should go 
with what produces the most accurate sound.  To a lot of people, MOTA's 
nineteenth beta is like a game for the sighted gamer that has poor graphics. 
Direct sound gave the best, smoothest, and most accurate sound.  If that 
cannot be used, the I suggest taking the time off of game development to 
work on the custom sound API for the G3D engine If the sound equals or comes 
very close to the sounds created with direct sound.  Poor graphics won't 
sell to the sighted gamer, and poor or inaccurate sound won't sell to the 
blind gamer.  Jumpy performance just won't work for some people once they 
have heard better.


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 12, 2011 12:38 PM
Subject: [Audyssey] MOTA Audio Support



Hi all,

As the subject states I'm looking for  some feedback regarding the
audio support in Mysteries of the Ancients beta 19 as this seems to be
a point of contention for a number of Windows users. I know that many
of you are part and partial to Microsoft DirectSound, and some of you
have out right called the new FMOD Ex support aweful, crap, etc. At
this point I'm not sure how to resolve this issue for yu  guys as I am
still pretty knew to FMOD and I'm trying to convert the way FMOD Ex
pans audio to something that emulates or sounds like DirectSound. In
that I have not been too successful to date. However, that does not
mean we are out of options. Just that the solutions here  are not that
apealing right now.

The first and simplest solution is to  accept the way things are. As
for me personally the  way FMOD pans sounds isn't a big deal. It
doesn't bother me, and sounds  good enough. However, I realize from
the on and off list messages on this topic many of you don't like it
at all.

The alternative solution would be to split the Genesis engine into two
different engines. One built specifically for Windows users and one
specifically built for Linux users. This has both  pros and cons that
need to be weighed carefully.

The up side of building two specific engines for each platform is that
I could make use of native APIs for each platform. On Windows I could
use DirectInput, DirectSound, the Win32 API, MS Sapi, etc where on the
linux side it would use LibSDL, OpenAL-Soft, Speech-Dispatcher, and so
on. That sounds good in theory, but is nothing short of a nightmare to
manage.

The down side is in many of the cases comparing APIs is like comparing
apples and oranges. I'll have to write various wrappers to convert
things back and forth between APIs so the game code will compile on
either engine without a great deal of modification on my part. That
will take considerable time to  add and will delay the release of
games like MOTA even further  even more than it already is. Which is
not something I look forward to doing at this point in the development
process.

The final option or solution I can see here is not necessarily to make
two different game engines, but take some time away from MOTA,
Raceway, etc to write a custom sound API for the G3D engine. It might
wrap DirectSound or XAudio2 on the Windows side, and wrap OpenAL on
the Linux side. This seems to me to be the right solution, but would
take a good couple months or more to develope as I'd have to wrap two
different sound APIs and then expose them to the G3D engine through a
single universl API the way Streemway wraps DirectSound and XAudio2
for the BGT engine.

In either case it is important that I get this issue sorted out pretty
soon as licensing FMOD Ex will take about a third of my expected
income from sales, and I don't want to really do that if end users are
really that  unhappy with it that I might loose sales or it will
detract from the games I write  using the Genesis 3D engine. I'm not
sure what to do here as FMOD Ex has a good reputation, has a lot of
advanced features that blows DirectX away, but I'm unable to figure
out how to get it to pan the way DirectSound does which is why people
are complaining about it. If there is a cheaper solution we can all
agree upon then I'm willing to give it a try.

Thanks.

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Re: [Audyssey] MOTA Audio Support

2011-06-12 Thread Thomas Ward
 Hi Lirin,

You are certainly welcome to your opinions, but I don't consider the
fact I have written Star Trek Final Conflict, got screwed over
Montezuma's Revenge just about a month from final release, and writing
a cross-platform game engine exactly nothing. Yes it is true I have
released  several betas of Mysteries of the Ancients and that is only
because I am testing out various APIs before settling on one for all
of my  productions. That does not mean I have jumped from language to
language as you describe below. I've only switched languages once when
I decided to move from C# .Net to C++ to make a more open
cross-platform design. The way you talk I've done it 20 times which is
simply not true. So if you want to send me a negative comment like the
one below get your facts straight ok?

The facts are that Mysteries of the Ancients 1.0 is almost complete.
I'm in the process of adding additional levels, finalizing some game
mechanics, and working on a licensing system. However, the entire
point of this thread was to figure out what would be the best way to
handle audio with the G3D engine since it is A, cross-platform, and B,
because if not for this issue I could finish up MOTA and have it out
before the end of summer.

As for me not focussing on one project I think you are missing one
vital piece of information how I work. I may come on list and discuss
a  wrestling game or whatever, I'll take down notes, but it does not
necessarily mean I run off to my PC and start coding the thing. I am
merely writing down thoughts, ideas, and useful information for that
potential project. At the time being I only have two projects in
active development and that is MOTA and Raceway. With the majority of
my free time being spent specifically on MOTA so like I said get your
facts straight before running your mouth.

Cheers!

On 6/12/11, lirin seal11...@gmail.com wrote:
 Weel, the most funny thing here is fact, the game is developed from a
 few years and we have nothing, and what is really incredibly
 interesting, you haven't nothing.


 Think about me what you want, not my case, but it's true, little
 offtopic, but when i read tons of messages from you regarding your
 products it is more and more fun.


 Wrestling game, MOTA, star wars AKA MOTA clone, etc etc etc

 You can't concentrate on anything at all, so you are doing something and
 nothing. You want to support Win, linux, mac, and in results you have
 really nothing in your hands. You will be forever changing programming
 language, dropping and bringing the same ideas and nothing still.

 Sorry if i am writing something rude for you, as i wrote, not my case.
 Probably i'm and many others from my groups friend don't get it in
 future, cause we don't know if we get something. Every beta is like the
 same, sometimes more buggy, sometimes not.

 Anyway, good luck with developing

 PS.

 It's final fantasy really, in real life lol


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Re: [Audyssey] MOTA Audio Support

2011-06-12 Thread Thomas Ward
Hi Charles,

Yeah, I certainly understand that. I know that the audio, joystick
support, etc was much better in the Windows version of the G3D Engine,
and I even agree beta 19 seems like a step backward instead of
forward. The problem is that I want and need a completely
cross-platform solution that basically does what DirectX does that
will allow me to build  high quality games  for my OS, Linux, and
still be able to produce Windows versions for my customers as well.

That said, if Allegro doesn't pan out I'm just going to have to
compile a Windows specific version of MOTA for Windows, and forget it.
 I'll be unhappy about having to maintain a version for an OS I no
longer use, but my customers will be happy at any rate.

Cheers!

On 6/12/11, Charles Rivard woofer...@sbcglobal.net wrote:
 My thoughts are that if a game relies on accurate sound, then you should go
 with what produces the most accurate sound.  To a lot of people, MOTA's
 nineteenth beta is like a game for the sighted gamer that has poor graphics.
 Direct sound gave the best, smoothest, and most accurate sound.  If that
 cannot be used, the I suggest taking the time off of game development to
 work on the custom sound API for the G3D engine If the sound equals or comes
 very close to the sounds created with direct sound.  Poor graphics won't
 sell to the sighted gamer, and poor or inaccurate sound won't sell to the
 blind gamer.  Jumpy performance just won't work for some people once they
 have heard better.

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

---
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Re: [Audyssey] MOTA Audio Support

2011-06-12 Thread Michael Gauler

Hi Tom,
I know that the current Windows sound library (Fmod EX), or what it is 
called was not very usable on the playyer's side in the latest public Beta.
We already had such problems  in earlier beta versions, i think Beta 12, 13 
or 14 or all of them.
There panning in combination with walking caused problems when it came to 
dealing with fire pids. Panning did not work then and when you were near a 
fire pit and wanted to make one step to the jumping point and you made two 
instead and did not hear where you were except for your character burning to 
death in the pit...
We had such problesms as I said before and they were fixed in betas 16, 17 
and 18. When you again changed the windows sound libraries, we again got 
serious problems as I also said in an earlier post to this list, so whatever 
you intend to do, this library you currently use can't be the right one for 
Windows unless you find a way to resolve its current problems.
As I also said before I could not finish Beta 19 due to several sound and 
movement issues, while I was able to beat Beta 18 after an intense Aaudio 
help session with Matheus...
And while this does not belong in a post about sound libraries, you need to 
do something about running jumps. Please give them a custom sound which 
differs from a normal jump and you need to do something that prevents 
consecutive normal jumps when you hold the keys too long after a running 
jump has been performed... 



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Re: [Audyssey] looking for terraformers audio game

2011-06-12 Thread Michael Gauler

Hi all,
I have a question regarding the game.
Originally it was Shareware, where you needed to buy it and would get a file 
you had to copy somewhere.
Then the original site went offline for a while. And now they are back, but 
when I went to it there were download links, but no info or warning that 
what I could download was shareware.
So, what is the current status of the game? Can it now be played without 
limits, or is there still the need to buy it and if so, where is it done? 



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Re: [Audyssey] MOTA Audio Support

2011-06-12 Thread Pitermach
The problem I see is why target linux instead of mac? Ok, you use ubuntu 
yourself, but then It's pretty clear that the mac community is really 
outnumbering the linux one. And we're not taking windows into consideration. 
I think what you should do is dich the linux version for now, get the 
windows one out there, and when you get a mac, work on the other platforms, 
since the bulk of the community are windows users anyway, so I don't get why 
worry about a handful of people...
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 12, 2011 10:27 PM
Subject: Re: [Audyssey] MOTA Audio Support



Hi Charles,

Yeah, I certainly understand that. I know that the audio, joystick
support, etc was much better in the Windows version of the G3D Engine,
and I even agree beta 19 seems like a step backward instead of
forward. The problem is that I want and need a completely
cross-platform solution that basically does what DirectX does that
will allow me to build  high quality games  for my OS, Linux, and
still be able to produce Windows versions for my customers as well.

That said, if Allegro doesn't pan out I'm just going to have to
compile a Windows specific version of MOTA for Windows, and forget it.
I'll be unhappy about having to maintain a version for an OS I no
longer use, but my customers will be happy at any rate.



__ 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] MOTA Audio Support

2011-06-12 Thread Charles Rivard
There was no constructive criticism, nor was there any encouragement in it. 
As far as a message like that being sent to the list instead of directly to 
the target, I'd say it was pointless, other than to stir up those who 
support Tom in his lengthy endeavor.  He does this work after taking the 
game over from someone so that we would not be ripped off when our money had 
been paid in good faith to someone who quit developing games.  He then works 
like heck to get the game not only the way he wants it to be, but works to 
also please the majority of gamers.  And he does this through feedback from 
us, as conflicting as it is.  Then, we have to see garbage like this as 
feedback?  Not yours that I am replying to, but the one you replied to.


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 12, 2011 1:30 PM
Subject: Re: [Audyssey] MOTA Audio Support


I think that was more than a little uncalled for. And I don't see what 
Final Fantasy has to do with this.

We are the Knights who say...Ni!
- Original Message - 
From: lirin seal11...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 12, 2011 12:22 PM
Subject: Re: [Audyssey] MOTA Audio Support


Weel, the most funny thing here is fact, the game is developed from a few 
years and we have nothing, and what is really incredibly interesting, you 
haven't nothing.



Think about me what you want, not my case, but it's true, little 
offtopic, but when i read tons of messages from you regarding your 
products it is more and more fun.



Wrestling game, MOTA, star wars AKA MOTA clone, etc etc etc

You can't concentrate on anything at all, so you are doing something and 
nothing. You want to support Win, linux, mac, and in results you have 
really nothing in your hands. You will be forever changing programming 
language, dropping and bringing the same ideas and nothing still.


Sorry if i am writing something rude for you, as i wrote, not my case.
Probably i'm and many others from my groups friend don't get it in 
future, cause we don't know if we get something. Every beta is like the 
same, sometimes more buggy, sometimes not.


Anyway, good luck with developing

PS.

It's final fantasy really, in real life lol


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Re: [Audyssey] MOTA Audio Support

2011-06-12 Thread Charles Rivard

I hope Allegro is a workable solution.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 12, 2011 3:27 PM
Subject: Re: [Audyssey] MOTA Audio Support



Hi Charles,

Yeah, I certainly understand that. I know that the audio, joystick
support, etc was much better in the Windows version of the G3D Engine,
and I even agree beta 19 seems like a step backward instead of
forward. The problem is that I want and need a completely
cross-platform solution that basically does what DirectX does that
will allow me to build  high quality games  for my OS, Linux, and
still be able to produce Windows versions for my customers as well.

That said, if Allegro doesn't pan out I'm just going to have to
compile a Windows specific version of MOTA for Windows, and forget it.
I'll be unhappy about having to maintain a version for an OS I no
longer use, but my customers will be happy at any rate.

Cheers!

On 6/12/11, Charles Rivard woofer...@sbcglobal.net wrote:
My thoughts are that if a game relies on accurate sound, then you should 
go

with what produces the most accurate sound.  To a lot of people, MOTA's
nineteenth beta is like a game for the sighted gamer that has poor 
graphics.

Direct sound gave the best, smoothest, and most accurate sound.  If that
cannot be used, the I suggest taking the time off of game development to
work on the custom sound API for the G3D engine If the sound equals or 
comes

very close to the sounds created with direct sound.  Poor graphics won't
sell to the sighted gamer, and poor or inaccurate sound won't sell to the
blind gamer.  Jumpy performance just won't work for some people once they
have heard better.

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


---
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Re: [Audyssey] looking for terraformers audio game

2011-06-12 Thread dark

Hi Michael.

there is nothing on the blog or anywhere else saying that the game is 
freeware, and the version and setup file seem the same as they always were, 
but equally your right, there are no links to buy it anymore either.


I personally think it's just that they haven't finished with the site and 
haven't put a paypal button there, sinse if the game was freeware I assume 
there would be some sort of message, but I suggest you check to be certain 
either by leaving a comment on the blog or by e-mailing thomas with the 
address in the terraformers' manual.


Beware the grue!

Dark.
- Original Message - 
From: Michael Gauler michael.gau...@gmx.de

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 12, 2011 9:20 PM
Subject: Re: [Audyssey] looking for terraformers audio game



Hi all,
I have a question regarding the game.
Originally it was Shareware, where you needed to buy it and would get a 
file you had to copy somewhere.
Then the original site went offline for a while. And now they are back, 
but when I went to it there were download links, but no info or warning 
that what I could download was shareware.
So, what is the current status of the game? Can it now be played without 
limits, or is there still the need to buy it and if so, where is it done?


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Re: [Audyssey] MOTA Audio Support

2011-06-12 Thread Karl Belanger
Hi,
Here's a thought, release a version for windows soon which uses directX and
etc. Once that is out and generating sales, take as much time as you need to
iron out the audio bugs in the cross-platform version. Most of the gaming
community will be off your back and happily playing, and you can work on
getting the audio right. Once you have a solution, you can either update the
windows version of Mota to use the new engine, or you can just leave it as
is. Another benefit is that you will have actual sales income to defray the
cost of FMOD, Allegro, or whatever audio library you decide to use.
Karl

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Sunday, June 12, 2011 4:27 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Audio Support

Hi Charles,

Yeah, I certainly understand that. I know that the audio, joystick support,
etc was much better in the Windows version of the G3D Engine, and I even
agree beta 19 seems like a step backward instead of forward. The problem is
that I want and need a completely cross-platform solution that basically
does what DirectX does that will allow me to build  high quality games  for
my OS, Linux, and still be able to produce Windows versions for my customers
as well.

That said, if Allegro doesn't pan out I'm just going to have to compile a
Windows specific version of MOTA for Windows, and forget it.
 I'll be unhappy about having to maintain a version for an OS I no longer
use, but my customers will be happy at any rate.

Cheers!

On 6/12/11, Charles Rivard woofer...@sbcglobal.net wrote:
 My thoughts are that if a game relies on accurate sound, then you 
 should go with what produces the most accurate sound.  To a lot of 
 people, MOTA's nineteenth beta is like a game for the sighted gamer that
has poor graphics.
 Direct sound gave the best, smoothest, and most accurate sound.  If 
 that cannot be used, the I suggest taking the time off of game 
 development to work on the custom sound API for the G3D engine If the 
 sound equals or comes very close to the sounds created with direct 
 sound.  Poor graphics won't sell to the sighted gamer, and poor or 
 inaccurate sound won't sell to the blind gamer.  Jumpy performance 
 just won't work for some people once they have heard better.

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

---
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[Audyssey] Mush Z and altereon questions

2011-06-12 Thread dark
Hi. 

This is obviously for oriol, but anyone else feel free to chip in as well. 

first I have a request. Currently, the not enough mana sound is one of the same 
sounds used for a failed spell. I've had occasions in battle when I've heard 
that sound when trying to cast a spell and assumed I'm out of mana when in fact 
I'm not. Is there a possibility the not enough mana sound could be changed, 
or simply removed from the list of spell fail sounds? this would make loging 
mana in fights easier. 

Also the recast fallen spells option doesn't appear to work with some spells. 
Holy weapon and spirit hammer (though i'm guessing this is because they're not 
directly affects), but also weerdly enough faith shield! 

I also have never seemed to be able to get the backstab weapon swich thing 
working correctly, and would appreciate some advice with that sinse it's thus 
far a skill I've never used but would like to try. 

Then, there are a few bugs to report. 

When fishing, the auto donate fish option doesn't seem to work with ugly 
looking catfish or carp, and produces an error, also when you die you get the 
warning about a gold decrease which seems a litle odd. 

I also notice that after death the area music of where you were often continues 
playing until you look at the current area, indeed sometimes I've not known I 
did! die due to battle speed.

Lastly, i encountered a really nasty issue making aliases with spells which 
dentin actually mentioned too. For some reason in mush, making spell aliases 
with c for cast or typing cast doesn't work, dentin said it's something to do 
with the way mush handles certain trigures. Eventually I had to use cas for 
cast, which was a litle irritating. 

Other than that I'm really enjoying the soundpack, makes the game feel a lot 
like an rpg and really contributes both to the atmosphere and ease of play. 

I'm just sorry I didn't know about it years ago when I first discovered 
altereon and was told mush only ran with jaws and nothing else, and sinse vip 
mud didn't exist at that point and attempting to read in coming text manually 
with Hal didn't work too well for muds, I had to completely abandon the idea.

Beware the grue! 

Dark.
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Re: [Audyssey] MOTA Audio Support

2011-06-12 Thread Thomas Ward
Hi Pitr,

That all sounds well and good except for one thing you are over
looking. Who am I writing this game for? You or me? Why am I writing
these games in the first place?

Well, to answer the first question I thought i was writing the games
for myself, because they are games I like and wanted to play. If I
could sell them and make a little money off of them that would be
fine, but I'm not writing them for the audio games community
specifically. It might sound selfish but if I can't write the games
for my own personal enjoyment then there is absolutely no point in
writing them in the first place.

As for the second question, I started writing games because at the
time I thought it was enjoyable, something fun, and really liked it
before I got caught up in the Alchemy crap. Now though, every time I
sit down to work on MOTA I just want to quit.  In fact, I'd go far to
say I hate writing games, because the experience has   become so much
of a hastle for me. I want to write my games one way, but the
community wants me to write it another.

For you its  easy to sit there and say forget writing the games for
Linux, ditch the Linux version, because that's only for a small
handful of people. One of those handful of people is me. So if I'm not
writing versions of MOTA I can personally use or play I might as well
refund the community their money and close USA Games. There would be
no point in continuing to write games if I have to make them for
Windows, and still not be able to play them on Linux myself. Is that
what you want me to do?

In any case this was not the point of my e-mail. My point was to find
a solution so that I could do both. If you aren't giving me
cunstructive advice how to do that you are just  muddying the thread
with an option I can not and will not accept. Dropping support for
Linux is not an option for me. So stop trying to talk me out of it.

Cheers!

On 6/12/11, Pitermach piterm...@gmail.com wrote:
 The problem I see is why target linux instead of mac? Ok, you use ubuntu
 yourself, but then It's pretty clear that the mac community is really
 outnumbering the linux one. And we're not taking windows into consideration.
 I think what you should do is dich the linux version for now, get the
 windows one out there, and when you get a mac, work on the other platforms,
 since the bulk of the community are windows users anyway, so I don't get why
 worry about a handful of people...

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Re: [Audyssey] MOTA Audio Support

2011-06-12 Thread Thomas Ward
Hi Karl,

That's probably what I'll end up doing in the end. I'm really sick and
tired of being asked when MOTA will be out, please fix the audio
because it sucks, etc and  since the Windows version of the G3D engine
used in beta 18 is rock solid stable that only seems like the best
thing to do for the short term.

Cheers!


On 6/12/11, Karl Belanger karl.belan...@comcast.net wrote:
 Hi,
 Here's a thought, release a version for windows soon which uses directX and
 etc. Once that is out and generating sales, take as much time as you need to
 iron out the audio bugs in the cross-platform version. Most of the gaming
 community will be off your back and happily playing, and you can work on
 getting the audio right. Once you have a solution, you can either update the
 windows version of Mota to use the new engine, or you can just leave it as
 is. Another benefit is that you will have actual sales income to defray the
 cost of FMOD, Allegro, or whatever audio library you decide to use.
 Karl

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Re: [Audyssey] Temporal. Aprone's time traveling strategy game.

2011-06-12 Thread Pitermach
Hi Jeremy, I would be happy to help with sounds if you wish. I have helped 
with sounds before for RS games and damage extreme,  also I do some small 
audio projects privately (you'd have to look at my twitter for that). If 
you're interested contact me offlist and I'll see what I can come up with.
As for the game, I'm really liking it, though granted I suck at it (was just 
able to get out of the sell and am struggling with the guards, lol!
Could there be possibly an option for the automatic reading of messages? I 
think it'd be pretty useful.
- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 12, 2011 3:57 PM
Subject: Re: [Audyssey] Temporal. Aprone's time traveling strategy game.


Thanks guys!  Several audyssey posts have come in, so I won't respond to 
each one individually just because I know they'll end up as a big block of 
like 10 messages by me, all in a row.  I don't think anyone wants to read 
that many posts from me all in a row, Haha!


I'm very glad this game concept is being accepted with open arms!  I was 
considering tossing this little game into my pile of unfinished games, 
because I worried it would get the same reaction as my puzzle divided 
game.  I am happy to see my worries were unfounded!  As you all know, and 
have been kind enough not to point out, the game doesn't even have any 
sounds yet, lol.  I have that on my list of things to do, but it is 
actually quite a long list now thanks to many excellent suggestions coming 
in from the community.  I've had to prioritize the updates, so my first 
concern has been suggestions which help players understand the game 
environment around them.  If you're using an older version (anything below 
v1.0b) you might want to update just so you can hear the more detailed 
environment messages.  Next I believe I will work on the second mission, 
which I would have pushed back for later, but a lot of people finished the 
first and are begging for it.
My fault for making mission 1 too easy eh?  lol, just kidding.  Sooner or 
later though, I plan to add in sounds, which will hopefully raise both the 
quality of the game, and the immersion factor.  Thanks again guys!




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

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Re: [Audyssey] Temporal. Aprone's time traveling strategy game.

2011-06-12 Thread Jeremy Kaldobsky
Pitermach, I've written down your suggestion, and I'll see if I can figure out 
a good way to make it.  I might end up contacting you about sounds, but I need 
to check with Locutus first, since I'm already working on a game with him as my 
sound effects guy.  It might be rude for me to not ask him about it first, lol.

Know what would be cool?  Playing mission 2.  Guess what?  It's posted!

Version 1.1b is posted, and it offers up mission 2, as well as a handful of 
people's suggestions for information given.  I still have plenty of people's 
suggestions to go through, but I still welcome anything else anyone wants to 
say.  It is always possible that some people won't particularly care for 
something I've added, which could have been a suggestion made by another 
player.  If that's the case, let me know you aren't happy with a change, so 
maybe we can all agree on a different way to do it.  Believe me, some times 
things sound good on paper, but in practice they aren't what you expected.  The 
new armed guards were somewhat complicated to code, so please let me know if 
you spot any bugs.  Good luck, and have fun!

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Re: [Audyssey] MOTA Audio Support

2011-06-12 Thread Ron Schamerhorn
Hi Tom

  I was planning to keep out of the debate here but have to point out.

  Granted Montezooma was something beyond your control.  Then you took the 
Mota angle with the game.  You've been up front about the development of it 
with everyone.  People have access to the betas you have released.
  You've taken the community view into consideration.
  I've no clue who the below person is but I think They're way out of line. 
Be happy that you've actually continued the project, and as for myself I am.
  Our devs deserve encouragement, not being shot down like that message.  On 
the upside there's always going to be someone to complain regardless of what 
you do.
  I don't know the more technical aspects of programming so can't really 
comment there.  However as has been said no dev is getting rich off our 
market so it's all in your hands.  I personally think you've done great with 
the cross platform game, keep it up!

Ron

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 12, 2011 4:15 PM
Subject: Re: [Audyssey] MOTA Audio Support


Hi Lirin,

You are certainly welcome to your opinions, but I don't consider the
fact I have written Star Trek Final Conflict, got screwed over
Montezuma's Revenge just about a month from final release, and writing
a cross-platform game engine exactly nothing. Yes it is true I have
released  several betas of Mysteries of the Ancients and that is only
because I am testing out various APIs before settling on one for all
of my  productions. That does not mean I have jumped from language to
language as you describe below. I've only switched languages once when
I decided to move from C# .Net to C++ to make a more open
cross-platform design. The way you talk I've done it 20 times which is
simply not true. So if you want to send me a negative comment like the
one below get your facts straight ok?

The facts are that Mysteries of the Ancients 1.0 is almost complete.
I'm in the process of adding additional levels, finalizing some game
mechanics, and working on a licensing system. However, the entire
point of this thread was to figure out what would be the best way to
handle audio with the G3D engine since it is A, cross-platform, and B,
because if not for this issue I could finish up MOTA and have it out
before the end of summer.

As for me not focussing on one project I think you are missing one
vital piece of information how I work. I may come on list and discuss
a  wrestling game or whatever, I'll take down notes, but it does not
necessarily mean I run off to my PC and start coding the thing. I am
merely writing down thoughts, ideas, and useful information for that
potential project. At the time being I only have two projects in
active development and that is MOTA and Raceway. With the majority of
my free time being spent specifically on MOTA so like I said get your
facts straight before running your mouth.

Cheers!

On 6/12/11, lirin seal11...@gmail.com wrote:
 Weel, the most funny thing here is fact, the game is developed from a
 few years and we have nothing, and what is really incredibly
 interesting, you haven't nothing.


 Think about me what you want, not my case, but it's true, little
 offtopic, but when i read tons of messages from you regarding your
 products it is more and more fun.


 Wrestling game, MOTA, star wars AKA MOTA clone, etc etc etc

 You can't concentrate on anything at all, so you are doing something and
 nothing. You want to support Win, linux, mac, and in results you have
 really nothing in your hands. You will be forever changing programming
 language, dropping and bringing the same ideas and nothing still.

 Sorry if i am writing something rude for you, as i wrote, not my case.
 Probably i'm and many others from my groups friend don't get it in
 future, cause we don't know if we get something. Every beta is like the
 same, sometimes more buggy, sometimes not.

 Anyway, good luck with developing

 PS.

 It's final fantasy really, in real life lol


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Re: [Audyssey] Temporal. Aprone's time traveling strategy game.

2011-06-12 Thread Che

 hi jeremy,
  sorry man, I recently cleaned out my email folders, and hadn't caught 
a page or link for your games.

  would you mind reposting it?
 thanks
che


On 6/12/2011 5:27 PM, Jeremy Kaldobsky wrote:

Pitermach, I've written down your suggestion, and I'll see if I can figure out 
a good way to make it.  I might end up contacting you about sounds, but I need 
to check with Locutus first, since I'm already working on a game with him as my 
sound effects guy.  It might be rude for me to not ask him about it first, lol.

Know what would be cool?  Playing mission 2.  Guess what?  It's posted!

Version 1.1b is posted, and it offers up mission 2, as well as a handful of 
people's suggestions for information given.  I still have plenty of people's 
suggestions to go through, but I still welcome anything else anyone wants to 
say.  It is always possible that some people won't particularly care for 
something I've added, which could have been a suggestion made by another 
player.  If that's the case, let me know you aren't happy with a change, so 
maybe we can all agree on a different way to do it.  Believe me, some times 
things sound good on paper, but in practice they aren't what you expected.  The 
new armed guards were somewhat complicated to code, so please let me know if 
you spot any bugs.  Good luck, and have fun!

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Re: [Audyssey] Temporal. Aprone's time traveling strategy game.

2011-06-12 Thread Jeremy Kaldobsky
Sure thing.  www.kaldobsky.com/audiogames/temporal.zip  is the link to the new 
Temporal game.  For the rest of my games, the site is 
www.kaldobsky.com/audiogames/

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Re: [Audyssey] Temporal. Aprone's time traveling strategy game.

2011-06-12 Thread shaun everiss

I am still having issues playing.
I don't know how to attack, and I end up running into a trap, loads 
of me and guards and not being able to get to where I should go.

we need some sort of internal map to.
something to record how many ticks have gone past to.
On the subject of sounds you already have the ticks from lunimals so 
those will work with ticks.

You should have the generic tile sounds from lunimals for walking round.
a wall sound is probably needed but you probably have that from 
lunimals anyway.
when you jump you probably want a woosh or some sort of teleport 
maybe a whoosh will do thats easily obtained anyway.
I think rooms should have ambience depending, as well as objects, 
warnings, etc.
Also if you move onto a square  with someone you will have a tick or 
3 to decide where to go before spotted.

You can attack them or move to another square.
but if you stand for to long and make the wrong move you are history 
or something.

At 01:57 a.m. 13/06/2011, you wrote:
Thanks guys!  Several audyssey posts have come in, so I won't 
respond to each one individually just because I know they'll end up 
as a big block of like 10 messages by me, all in a row.  I don't 
think anyone wants to read that many posts from me all in a row, Haha!


I'm very glad this game concept is being accepted with open arms!  I 
was considering tossing this little game into my pile of unfinished 
games, because I worried it would get the same reaction as my 
puzzle divided game.  I am happy to see my worries were 
unfounded!  As you all know, and have been kind enough not to point 
out, the game doesn't even have any sounds yet, lol.  I have that on 
my list of things to do, but it is actually quite a long list now 
thanks to many excellent suggestions coming in from the 
community.  I've had to prioritize the updates, so my first concern 
has been suggestions which help players understand the game 
environment around them.  If you're using an older version (anything 
below v1.0b) you might want to update just so you can hear the more 
detailed environment messages.  Next I believe I will work on the 
second mission, which I would have pushed back for later, but a lot 
of people finished the first and are begging for it.
 My fault for making mission 1 too easy eh?  lol, just 
kidding.  Sooner or later though, I plan to add in sounds, which 
will hopefully raise both the quality of the game, and the 
immersion factor.  Thanks again guys!


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Re: [Audyssey] Lunimals mission 10

2011-06-12 Thread shaun everiss

well the way I have played missions up to 3 is wait till I get enough.
On mission3, I have struggled to get enough rabbits so I have got 
close then brought what I need, but obviously thats not a real solution.

Since they only last 10 seconds which is enough  time to complete the mission.
At 01:47 a.m. 13/06/2011, you wrote:
It seems that mission 10 is very dependent upon the strategies 
you've personally developed during the course of the campaign.  Some 
people have written to me saying the mission is far too difficult, 
and others have, like yourself, said it was too easy.  At it's 
heart, Lunimals is a strategy puzzle game, so it is only natural for 
balance to be more complicated as the levels progress because you 
cannot anticipate how the players will attempt to complete the 
mission.  Early in the levels, mission quests basically hold the 
player's hand and walk them through what to do, and how to play, but 
as the missions go higher people gain knowledge and confidence to 
handle things in their own way.


I plan to go back to Lunimals soon to handle several small bugs and 
suggestions, so at that time I might decide to tweak mission 10 to 
make it a little harder, but I can't promise this.  I, very much, 
appreciate the feedback and hope you will enjoy any changes I make 
to Lunimals, as well as my future games!


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Re: [Audyssey] airik the clerik

2011-06-12 Thread shaun everiss
well I played the game  and to be saying I was not impressed is an 
understatement.

True its 10 bucks and I was thinking of getting it.
the navigation system looks good.
however all the bugs and voices and stuff that hasn't been addressed 
well I don't know.

At 07:44 a.m. 13/06/2011, you wrote:
Well as much as I hate to say it I'm beginning to believe the scam 
theory. This is overall the fifth or so time that he's said 
something and nothing's come of it. And it's been long enough that 
at least some people would have received emails from im by now. And 
these people would have posted on the forum. Not only that but he 
hasn't even bothered to address the points people have raised that 
would seem to indicate that this is indeed a scam. So I'm no longer 
sure what to believe.

We are the Knights who say...Ni!
- Original Message - From: william lomas will.d.lo...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 12, 2011 11:12 AM
Subject: [Audyssey] airik the clerik



hi this just posted frmol Jyro on audiogames.net

Hello all! Welcome to the beginning of the series. Many new things 
have been added in version 1.0 I'm definitely excited about things 
and want to personally thank you for your patience. We are emailing 
download links to the game for the pre-order gamers, and need to 
send them out per name. If your link has not been sent yet, don't 
panic, we'll get to your name as fast as possible, please continue 
to be patient. Pre order link will change to a Direct order of the 
game. and Downloads will be fast from that point.
A few tips for those who begin to play. Jumping in the game is not 
automatic, instead you must get as close as you can to an edge or 
platform and jump while pressing in a direction. There is a lot to 
explore, but If you get lost, dont forget to use Scout, he is your 
best friend and should be used as often as possible to measure 
surroundings and assist in navigation.



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Re: [Audyssey] looking for terraformers audio game

2011-06-12 Thread shaun everiss

well to be fair I think the game needs a full rewrite.
On some systems especially thse with hd cards, I trialed the 
registered game on a friend's system with an hidef card and the same 
on my system and to be honest its never worked right.
There is one room between the one with the mines in the lab and 
another door that keeps going on and on.
The game was programed in macromedia procrapper, and while good, 
crashed even on my analog system, with the pack and stuff.
It was a good try at a concept hybred but I think its reaching the 
limitations of  its current engine myself.


To play this game you really need a non hd sound card on a single 
core with 512mb of ram for best performance.

The game is playable but if not you can play it but stabality hmmm.
The graphics and sounds are top notch but I still don't aggree with 
health dropping when you move round or stand still.
I know that mainstreams may have this stuff but since it takes ages 
for us to really move without losing our way well.

Also hitting walls shouldn't make you loose power either.
Also the power stations were really annoying, if you could pick up 
items like in sod and use them wheen needed as well that would rock.
I have a full coppy somewhere but I have not touched it much because 
of all this.

At 08:58 a.m. 13/06/2011, you wrote:

Hi Michael.

there is nothing on the blog or anywhere else saying that the game 
is freeware, and the version and setup file seem the same as they 
always were, but equally your right, there are no links to buy it 
anymore either.


I personally think it's just that they haven't finished with the 
site and haven't put a paypal button there, sinse if the game was 
freeware I assume there would be some sort of message, but I suggest 
you check to be certain either by leaving a comment on the blog or 
by e-mailing thomas with the address in the terraformers' manual.


Beware the grue!

Dark.
- Original Message - From: Michael Gauler michael.gau...@gmx.de
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 12, 2011 9:20 PM
Subject: Re: [Audyssey] looking for terraformers audio game



Hi all,
I have a question regarding the game.
Originally it was Shareware, where you needed to buy it and would 
get a file you had to copy somewhere.
Then the original site went offline for a while. And now they are 
back, but when I went to it there were download links, but no info 
or warning that what I could download was shareware.
So, what is the current status of the game? Can it now be played 
without limits, or is there still the need to buy it and if so, 
where is it done?


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Re: [Audyssey] MOTA Audio Support

2011-06-12 Thread shaun everiss
well there is also that long platform or long platforms in gneral I 
don't like them that much.

At 08:32 a.m. 13/06/2011, you wrote:

Hi Tom,
I know that the current Windows sound library (Fmod EX), or what it 
is called was not very usable on the playyer's side in the latest public Beta.
We already had such problems  in earlier beta versions, i think Beta 
12, 13 or 14 or all of them.
There panning in combination with walking caused problems when it 
came to dealing with fire pids. Panning did not work then and when 
you were near a fire pit and wanted to make one step to the jumping 
point and you made two instead and did not hear where you were 
except for your character burning to death in the pit...
We had such problesms as I said before and they were fixed in betas 
16, 17 and 18. When you again changed the windows sound libraries, 
we again got serious problems as I also said in an earlier post to 
this list, so whatever you intend to do, this library you currently 
use can't be the right one for Windows unless you find a way to 
resolve its current problems.
As I also said before I could not finish Beta 19 due to several 
sound and movement issues, while I was able to beat Beta 18 after an 
intense Aaudio help session with Matheus...
And while this does not belong in a post about sound libraries, you 
need to do something about running jumps. Please give them a custom 
sound which differs from a normal jump and you need to do something 
that prevents consecutive normal jumps when you hold the keys too 
long after a running jump has been performed...


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Re: [Audyssey] Temporal. Aprone's time traveling strategy game.

2011-06-12 Thread shaun everiss

Yes better check before you go off.
It doesn't pay to anger the borg.
At 10:27 a.m. 13/06/2011, you wrote:
Pitermach, I've written down your suggestion, and I'll see if I can 
figure out a good way to make it.  I might end up contacting you 
about sounds, but I need to check with Locutus first, since I'm 
already working on a game with him as my sound effects guy.  It 
might be rude for me to not ask him about it first, lol.


Know what would be cool?  Playing mission 2.  Guess what?  It's posted!

Version 1.1b is posted, and it offers up mission 2, as well as a 
handful of people's suggestions for information given.  I still have 
plenty of people's suggestions to go through, but I still welcome 
anything else anyone wants to say.  It is always possible that some 
people won't particularly care for something I've added, which could 
have been a suggestion made by another player.  If that's the case, 
let me know you aren't happy with a change, so maybe we can all 
agree on a different way to do it.  Believe me, some times things 
sound good on paper, but in practice they aren't what you 
expected.  The new armed guards were somewhat complicated to code, 
so please let me know if you spot any bugs.  Good luck, and have fun!


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Re: [Audyssey] Temporal. Aprone's time traveling strategy game.

2011-06-12 Thread Jeremy Kaldobsky
Shaun, you attack guards simply by walking on top of them.  The trick, of 
course, is that guards will turn to face you, and you are unable to attack them 
if they are facing you.  Move to one side of a guard so that it turns to look 
at you.  If you don't already know the current tick, press Z to hear it, and be 
sure to remember what it is.  Now move around to another side of the guard so 
that it turns to look at you again.  Press space bar, and enter the tick you 
remember from earlier.  When you jump back in time, there is the older version 
of you standing on the other side of the guard, and the guard is already busy 
looking at him.  You are now positioned to strike at the guard.  Move on to the 
guard and it will be killed.


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Re: [Audyssey] Temporal. Aprone's time traveling strategy game.

2011-06-12 Thread Jeremy Kaldobsky
I've just uploaded version 1.2b, which actually contains a major bug fix for 
mission 2.  If you are on mission 2, I highly recommend you take the time to 
grab this update otherwise you might not even be able to beat it.

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Re: [Audyssey] Temporal. Aprone's time traveling strategy game.

2011-06-12 Thread Willem Venter
Hi Jeremy.
This is a very interesting project, I'm glad you didn't trash it. Great job!

I didn't finnish the first mission yet, though I managed to take out 7
guards so far, but managing your passed selves are surprisingly
tricky.

On 6/13/11, Jeremy Kaldobsky jer...@kaldobsky.com wrote:
 I've just uploaded version 1.2b, which actually contains a major bug fix for
 mission 2.  If you are on mission 2, I highly recommend you take the time to
 grab this update otherwise you might not even be able to beat it.

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[Audyssey] Fwd: Release of BG Code Breaker 1.0

2011-06-12 Thread Willem Venter
-- Forwarded message --
From: ga...@spoonbillsoftware.com.au
Date: Mon, 13 Jun 2011 11:19:28 +0800
Subject: Release of BG Code Breaker 1.0
To:

Hi,
You are receiving this email because you have previously ordered a
Blind Gamers game from Spoonbill Software.

This is to announce the release of a new blind accessible word game
entitled BG Code Breaker.

BG Code Breaker is a blind accessible version of the game known
variously as Code Breaker, Code Cracker or Codewords. The 26 letters
of the alphabet are coded using a simple substitution code which
randomly assigns a number from 1 to 26 to each letter. You are then
presented with a list of words, the letters of which have been coded
according to the substitution code. To start you off, three letters
have been decoded. The aim of the game is to completely solve the code
by decoding all the other letters, making as few errors as possible.

This is the 18th game in Spoonbill Software's Blind Gamers series. You
can browse descriptions of all 18 games at:

www.spoonbillsoftware.com.au/blindgamers.htm

To order this game, just reply to this email stating your full name
and country of residence.

If you want to be removed from the automatic notification list, please
let me know, and I will make sure that you are not bothered again by
unsolicited emails.

If you do want to be contacted whenever upgrades or new games are
released, please make sure you keep me informed of your latest email
address.

Ian Humphreys
Spoonbill Software
Albany, Western Australia

June 2011

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Re: [Audyssey] Fwd: Release of BG Code Breaker 1.0

2011-06-12 Thread Hayden Presley


Hi,
Wow...I'll have to get this one. I've done those before and they are fun to 
try to crack.Best Regards,

Hayden

--
From: Willem Venter dwill...@gmail.com
Sent: Sunday, June 12, 2011 10:25 PM
To: gamers@audyssey.org
Subject: [Audyssey] Fwd: Release of BG Code Breaker 1.0


-- Forwarded message --
From: ga...@spoonbillsoftware.com.au
Date: Mon, 13 Jun 2011 11:19:28 +0800
Subject: Release of BG Code Breaker 1.0
To:

Hi,
You are receiving this email because you have previously ordered a
Blind Gamers game from Spoonbill Software.

This is to announce the release of a new blind accessible word game
entitled BG Code Breaker.

BG Code Breaker is a blind accessible version of the game known
variously as Code Breaker, Code Cracker or Codewords. The 26 letters
of the alphabet are coded using a simple substitution code which
randomly assigns a number from 1 to 26 to each letter. You are then
presented with a list of words, the letters of which have been coded
according to the substitution code. To start you off, three letters
have been decoded. The aim of the game is to completely solve the code
by decoding all the other letters, making as few errors as possible.

This is the 18th game in Spoonbill Software's Blind Gamers series. You
can browse descriptions of all 18 games at:

www.spoonbillsoftware.com.au/blindgamers.htm

To order this game, just reply to this email stating your full name
and country of residence.

If you want to be removed from the automatic notification list, please
let me know, and I will make sure that you are not bothered again by
unsolicited emails.

If you do want to be contacted whenever upgrades or new games are
released, please make sure you keep me informed of your latest email
address.

Ian Humphreys
Spoonbill Software
Albany, Western Australia

June 2011

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Re: [Audyssey] Lunimals mission 10

2011-06-12 Thread Hayden Presley

Hi,
I really do not think Mission 10 needs any tweaking...as you said, it is 
dependant on how you played before. I got the idea of multiple predator 
species on different landmasses which made things easier, but that wasn't a 
strategy I was using in earlier missions.

Best Regards,
Hayden

--
From: shaun everiss sm.ever...@gmail.com
Sent: Sunday, June 12, 2011 6:12 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Lunimals mission 10


well the way I have played missions up to 3 is wait till I get enough.
On mission3, I have struggled to get enough rabbits so I have got close 
then brought what I need, but obviously thats not a real solution.
Since they only last 10 seconds which is enough  time to complete the 
mission.

At 01:47 a.m. 13/06/2011, you wrote:
It seems that mission 10 is very dependent upon the strategies you've 
personally developed during the course of the campaign.  Some people have 
written to me saying the mission is far too difficult, and others have, 
like yourself, said it was too easy.  At it's heart, Lunimals is a 
strategy puzzle game, so it is only natural for balance to be more 
complicated as the levels progress because you cannot anticipate how the 
players will attempt to complete the mission.  Early in the levels, 
mission quests basically hold the player's hand and walk them through what 
to do, and how to play, but as the missions go higher people gain 
knowledge and confidence to handle things in their own way.


I plan to go back to Lunimals soon to handle several small bugs and 
suggestions, so at that time I might decide to tweak mission 10 to make it 
a little harder, but I can't promise this.  I, very much, appreciate the 
feedback and hope you will enjoy any changes I make to Lunimals, as well 
as my future games!


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Re: [Audyssey] MOTA Audio Support

2011-06-12 Thread Hayden Presley


Hi,
I have to agree ere. I understand the intent here, but there has to be a way 
to send this that sounds less like hatemail and a message trying to put down 
Thomas in the longrun.Best Regards,

Hayden

--
From: Charles Rivard woofer...@sbcglobal.net
Sent: Sunday, June 12, 2011 3:50 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] MOTA Audio Support

There was no constructive criticism, nor was there any encouragement in 
it. As far as a message like that being sent to the list instead of 
directly to the target, I'd say it was pointless, other than to stir up 
those who support Tom in his lengthy endeavor.  He does this work after 
taking the game over from someone so that we would not be ripped off when 
our money had been paid in good faith to someone who quit developing 
games.  He then works like heck to get the game not only the way he wants 
it to be, but works to also please the majority of gamers.  And he does 
this through feedback from us, as conflicting as it is.  Then, we have to 
see garbage like this as feedback?  Not yours that I am replying to, but 
the one you replied to.


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 12, 2011 1:30 PM
Subject: Re: [Audyssey] MOTA Audio Support


I think that was more than a little uncalled for. And I don't see what 
Final Fantasy has to do with this.

We are the Knights who say...Ni!
- Original Message - 
From: lirin seal11...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 12, 2011 12:22 PM
Subject: Re: [Audyssey] MOTA Audio Support


Weel, the most funny thing here is fact, the game is developed from a 
few years and we have nothing, and what is really incredibly 
interesting, you haven't nothing.



Think about me what you want, not my case, but it's true, little 
offtopic, but when i read tons of messages from you regarding your 
products it is more and more fun.



Wrestling game, MOTA, star wars AKA MOTA clone, etc etc etc

You can't concentrate on anything at all, so you are doing something and 
nothing. You want to support Win, linux, mac, and in results you have 
really nothing in your hands. You will be forever changing programming 
language, dropping and bringing the same ideas and nothing still.


Sorry if i am writing something rude for you, as i wrote, not my case.
Probably i'm and many others from my groups friend don't get it in 
future, cause we don't know if we get something. Every beta is like the 
same, sometimes more buggy, sometimes not.


Anyway, good luck with developing

PS.

It's final fantasy really, in real life lol


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Re: [Audyssey] airik the clerik

2011-06-12 Thread Hayden Presley


Hi,
Yeah...I can see it now.
Guys, I am publically admitting I have scammed you. Are you kidding/ 
Sheesh, I don't know how much it was exactly, but it was obviously nothing, 
odn't get so panicked about it.Best Regards,

Hayden

--
From: william lomas will.d.lo...@gmail.com
Sent: Sunday, June 12, 2011 2:56 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] airik the clerik


he can't even admit though guys that he has scammed us

On 12 Jun 2011, at 20:53, Bryan Peterson wrote:

If you can't even get a hold of him on the forum you probably won't get a 
hold of him via email. And it wouldn't be worth suing someone over a 
measley ten dollars. And if you tried you'd probably be laughed out of 
the courtroom.

We are the Knights who say...Ni!
- Original Message - From: william lomas 
will.d.lo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 12, 2011 1:51 PM
Subject: Re: [Audyssey] airik the clerik



don't let him get away with it

On 12 Jun 2011, at 20:49, Bryan Peterson wrote:


I didn't even ask for my money back. It wasn't even ten bucks.
We are the Knights who say...Ni!
- Original Message - From: william lomas 
will.d.lo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 12, 2011 1:46 PM
Subject: Re: [Audyssey] airik the clerik



you won't see money back he a prick and we all know it
bet it james north really, not jake

On 12 Jun 2011, at 20:44, Bryan Peterson wrote:

Well as much as I hate to say it I'm beginning to believe the scam 
theory. This is overall the fifth or so time that he's said something 
and nothing's come of it. And it's been long enough that at least 
some people would have received emails from im by now. And these 
people would have posted on the forum. Not only that but he hasn't 
even bothered to address the points people have raised that would 
seem to indicate that this is indeed a scam. So I'm no longer sure 
what to believe.

We are the Knights who say...Ni!
- Original Message - From: william lomas 
will.d.lo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 12, 2011 11:12 AM
Subject: [Audyssey] airik the clerik



hi this just posted frmol Jyro on audiogames.net

Hello all! Welcome to the beginning of the series. Many new things 
have been added in version 1.0 I'm definitely excited about things 
and want to personally thank you for your patience. We are emailing 
download links to the game for the pre-order gamers, and need to 
send them out per name. If your link has not been sent yet, don't 
panic, we'll get to your name as fast as possible, please continue 
to be patient. Pre order link will change to a Direct order of the 
game. and Downloads will be fast from that point.
A few tips for those who begin to play. Jumping in the game is not 
automatic, instead you must get as close as you can to an edge or 
platform and jump while pressing in a direction. There is a lot to 
explore, but If you get lost, dont forget to use Scout, he is your 
best friend and should be used as often as possible to measure 
surroundings and assist in navigation.



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Re: [Audyssey] Lunimals mission 10

2011-06-12 Thread Hayden Presley

Hi,
I see most of those making sense, but I don't think that the idea is to 
pamper our visitor with variety; after all, if you were in the wilderness, I 
don't think you'd complain about eating the same thing over and over again.

Best Regards,
Hayden

-
-
From: Steady Goh stea...@gmail.com
Sent: Saturday, June 11, 2011 11:48 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Lunimals mission 10


Hi Jeremy,
I feel that mission 10 is relatively easier as compared to other missions 
and doesn't take long to complete.
Here are some suggestions you might want to consider adding in to make 
things more difficult for me.
1. Less control over the visiter. he can visit as and when he feels like, 
but if i think it is not the right time then I have to pay to send him 
off. and the price gets higher each time.
2. Get tired of eating the same food every meal and request for more 
variety.

3. Add disasters.
Anyhow, just give me some worrys about money. If it comes very easily, 
anything else won't be a problem.

Once again, thanks for the game.
锦发/Steady Goh
- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, June 10, 2011 3:02 PM
Subject: Re: [Audyssey] Lunimals version 2.5b



You're quite welcome Steady, and I'm glad you're enjoying the game.

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Re: [Audyssey] looking for terraformers audio game

2011-06-12 Thread Shane Lowe

nope. don't see it

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 12, 2011 2:42 PM
Subject: Re: [Audyssey] looking for terraformers audio game



I'll do that. thanks for the help

- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 12, 2011 1:45 PM
Subject: Re: [Audyssey] looking for terraformers audio game



Hi,
Look further down the download page.
Download Terraformers here

English version

Swedish version

Listen to the game

In game action

Introduction





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

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 12, 2011 1:05 PM
Subject: Re: [Audyssey] looking for terraformers audio game


where on that site can you download the game? I click on download and it 
pops up another blog page


- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 12, 2011 10:42 AM
Subject: Re: [Audyssey] looking for terraformers audio game



Hi Dark,
The new address for  teraformers audio game
is,
http://terraformers.nu/

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, June 11, 2011 12:16 PM
Subject: Re: [Audyssey] looking for terraformers audio game



Hi alex.

Not sure if you found the game, but you can donwload from

http://www.pininteractive.com/

Your code should stil work sinse it's not hardward specific.

hth.

Beware the grue!

Dark.



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Version: 10.0.1382 / Virus Database: 1509/3697 - Release Date: 06/12/11




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Re: [Audyssey] Airik the Cleric a scam?

2011-06-12 Thread Hayden Presley

Hi,
It doesn't help that we just decided Bavisoft was not delivering on their 
new games, nor were they allowing us to download their older titles--that 
kind of mentality, I suspect, isn't good for jacob in this project.

Best Regards,
Hayden

--
From: Bryan Peterson bpeterson2...@cableone.net
Sent: Saturday, June 11, 2011 12:22 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: [Audyssey] Airik the Cleric a scam?

The subject line pretty much says it all. FOr the record I don't 
personally subscribe to that belief and, for the moment at least there 
only appear to be a few people who actually do. But since Airik didn't 
come out in May like Jacob said it might, those few people have been 
making their voices heard over on the audiogames.net forum, expressing the 
belief that the whole thing is a scam and this smug satisfaction, which I 
quite frankly find highly offensive, that they didn't preorder the game 
and therefore can laugh at those who did if, by chance, they turned out to 
be right. Well Jacob posted on the forum this morning with a list of 
additional features that would be in the full game and an admonishment to 
people to take differing time zones into consideration when awaiting their 
web links to the full version of the game. And apparently people are 
checking their Email every five seconds. I'm not quite that bad but 
almost. LOL. All I can say for sure is that if there isn't a major update 
soon the scam mentality is going to start to really take hold, which of 
course won't be good for Jacob if he wants to establish himself in this 
community. I will of course eat a few pairs of shorts if, after sending 
this, I hapen to check my own Email and find my link to the full game.

We are the Knights who say...Ni!
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Re: [Audyssey] Fwd: Release of BG Code Breaker 1.0

2011-06-12 Thread Shane Lowe

yes they are

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 12, 2011 11:26 PM
Subject: Re: [Audyssey] Fwd: Release of BG Code Breaker 1.0




Hi,
Wow...I'll have to get this one. I've done those before and they are fun 
to try to crack.Best Regards,

Hayden

--
From: Willem Venter dwill...@gmail.com
Sent: Sunday, June 12, 2011 10:25 PM
To: gamers@audyssey.org
Subject: [Audyssey] Fwd: Release of BG Code Breaker 1.0


-- Forwarded message --
From: ga...@spoonbillsoftware.com.au
Date: Mon, 13 Jun 2011 11:19:28 +0800
Subject: Release of BG Code Breaker 1.0
To:

Hi,
You are receiving this email because you have previously ordered a
Blind Gamers game from Spoonbill Software.

This is to announce the release of a new blind accessible word game
entitled BG Code Breaker.

BG Code Breaker is a blind accessible version of the game known
variously as Code Breaker, Code Cracker or Codewords. The 26 letters
of the alphabet are coded using a simple substitution code which
randomly assigns a number from 1 to 26 to each letter. You are then
presented with a list of words, the letters of which have been coded
according to the substitution code. To start you off, three letters
have been decoded. The aim of the game is to completely solve the code
by decoding all the other letters, making as few errors as possible.

This is the 18th game in Spoonbill Software's Blind Gamers series. You
can browse descriptions of all 18 games at:

www.spoonbillsoftware.com.au/blindgamers.htm

To order this game, just reply to this email stating your full name
and country of residence.

If you want to be removed from the automatic notification list, please
let me know, and I will make sure that you are not bothered again by
unsolicited emails.

If you do want to be contacted whenever upgrades or new games are
released, please make sure you keep me informed of your latest email
address.

Ian Humphreys
Spoonbill Software
Albany, Western Australia

June 2011

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Re: [Audyssey] Fwd: Release of BG Code Breaker 1.0

2011-06-12 Thread Desiree Oudinot
Has the issue ever been resolved where he couldn't send games to gmail
accounts? This is what stopped me from getting the games before.

On 6/12/11, Shane Lowe shanel...@insightbb.com wrote:
 yes they are

 - Original Message -
 From: Hayden Presley hdpres...@hotmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, June 12, 2011 11:26 PM
 Subject: Re: [Audyssey] Fwd: Release of BG Code Breaker 1.0



 Hi,
 Wow...I'll have to get this one. I've done those before and they are fun
 to try to crack.Best Regards,
 Hayden

 --
 From: Willem Venter dwill...@gmail.com
 Sent: Sunday, June 12, 2011 10:25 PM
 To: gamers@audyssey.org
 Subject: [Audyssey] Fwd: Release of BG Code Breaker 1.0

 -- Forwarded message --
 From: ga...@spoonbillsoftware.com.au
 Date: Mon, 13 Jun 2011 11:19:28 +0800
 Subject: Release of BG Code Breaker 1.0
 To:

 Hi,
 You are receiving this email because you have previously ordered a
 Blind Gamers game from Spoonbill Software.

 This is to announce the release of a new blind accessible word game
 entitled BG Code Breaker.

 BG Code Breaker is a blind accessible version of the game known
 variously as Code Breaker, Code Cracker or Codewords. The 26 letters
 of the alphabet are coded using a simple substitution code which
 randomly assigns a number from 1 to 26 to each letter. You are then
 presented with a list of words, the letters of which have been coded
 according to the substitution code. To start you off, three letters
 have been decoded. The aim of the game is to completely solve the code
 by decoding all the other letters, making as few errors as possible.

 This is the 18th game in Spoonbill Software's Blind Gamers series. You
 can browse descriptions of all 18 games at:

 www.spoonbillsoftware.com.au/blindgamers.htm

 To order this game, just reply to this email stating your full name
 and country of residence.

 If you want to be removed from the automatic notification list, please
 let me know, and I will make sure that you are not bothered again by
 unsolicited emails.

 If you do want to be contacted whenever upgrades or new games are
 released, please make sure you keep me informed of your latest email
 address.

 Ian Humphreys
 Spoonbill Software
 Albany, Western Australia

 June 2011

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 list,
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