[Audyssey] Registering DX7 for Castaways?

2011-07-15 Thread Bryan Peterson
Ok, so at long last I finally decided to try the game. I just downloaded it and 
when I attempted to run it I got the error about how ActiveX control can't 
create object. I know WHAT I'm supposed to do but how to do it is provng 
tricky. I've already copied the relevant file to system32 but I've forgotten 
how to open the command prompt so I can actually register it. So any help would 
be appreciated.
We are the Knights who say...Ni!
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Re: [Audyssey] Castaways, version 0.8b

2011-07-15 Thread dark

Hi tom.

What I wonder is if you've assigned too many jobs and not enough peasants.

You know the cook is aboslutely vital for serving meals with the food in the 
tavern, but the cook won't go and fetch it from the storehouse, you'll need 
peasants to do that. if you make the majority of your peasants into other 
jobs then you'll end up with simply no transport for your goods.


As to population limits and food, well if you keep an eye on what is in the 
tavern, and what is in the storehouse you should get a good idea, sinse 
peasants will only take food from the storehouse if not enough is being 
produced for them to take from the original source.


The stratogy I usually use myself which seems to work (though bare in mind 
I'm a relatively cautious player), is start by assigning either two 
fishermen or sometimes a fisherman and a hunter for variety (fisherman will 
always produce the same amount, but hunters will hunt less as the forests 
are cleared by your lumber jacks, though once you have the butcher up and 
running what you get from hunters will increase so it generally is good to 
have a balance).


I then build the storehouse, tavern, quarry, hospital and saw mill.

Then, I build a vedgitable farm and assign a farmer, sinse that's a very 
easy production step to go and generally will be fine for the initial 14 
while i build more hosues,  though before my population expands I'll 
build a second farm.



By 20 population, I usually try to have a mine and at least a wheat farm and 
mill up and running.


sinse metal production is lengthy, I find I can assign one metallergist (who 
will double as a miner), much earlier than I expect to need soldiers. Also, 
while bread production takes more setup than wine, it takes less man power 
to maintain, sinse your bakers will double as peasants, it also seems to 
give more bennifit.


So by population 24 I can usually have full bread production up and running, 
some combination of 3 fisherman and hunters, 3 farmers, and a baker, with a 
bunch of peasants who can then start building barracks and another house to 
breed some litle soldiers.


i don't usually get my first soldiers until the 24-28,  and actually if 
I make sure that there are weapons available to make them knights, I 
actually find I don't need too many, sinse a litle knight goes a long way 
;D.


Of course, this is just my stratogy, and I tend to be arelatively cautious 
in these sorts of things,  for instance if I see my food in the 
storehouse is going down instead of up, I assign a new farmer, hunter or 
whatever, thus I end up with quite a large pile of surplus material ;D.


Your mileage and stratogy might be different depending upon playing style, 
but that's one of the nice things about the game.


Beware the grue!

Dark.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, July 15, 2011 5:55 AM
Subject: Re: [Audyssey] Castaways, version 0.8b



Hi Jeremy,

I have discovered a problem with 0.8b you might not be aware of. When
your people begin starving, particularly more than one at once, all it
says is person x is near starvation over and over again until you
cancel the game or somehow figure out a way to keep them from starving
to death. Which brings me to my question.

I really appreciate Castaway's and have been playing it daily since
0.1b came out, but I can not for the life of me figure out how to keep
my castaway's from starving to death. I usually assign one or two
hunting, build three/four vegetable farms, add a couple of farmers,
and assign the rest to various tasks. With in an hour or so of playing
my people will begin starving to death even though I might have plenty
of food on hand.

For instance, I had 109 meet, and 241 vegetables. I would think under
any realistic situation this would be enough to sustain 14 people. Yet
almost my entire crew of castaways died one by one all in a row. I
even had a cook and taverin I thought should help, but they still
died. Can you help explain this to me better?

Basically, what I want to know is how much food do I need for each
person, how many farms, how much meet, etc in order to sustain a
population long enough to reproduce and so on. I guess I don't
understand the mechanics here of how much is needed to get things
going before people starve to death or the goblins rampage through
what you have left.

Thanks.

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If 

Re: [Audyssey] Castaways, version 0.8b

2011-07-15 Thread Jeremy Kaldobsky
Thanks for pointing out the bug involving the starvation message.  I was 
missing a pesky equals sign.  I will have that solved in the next version, I'm 
currently uploading actually, lol.

For food, I'm actually wondering where you've got your Tavern placed, in 
relation to your store house.  How many tiles away are they?

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Re: [Audyssey] Castaways, version 0.8b

2011-07-15 Thread burakyuksek

No I think.
saygilar sevgiler.
- Original Message - 
From: Alfredo birdlover2...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, July 15, 2011 4:30 AM
Subject: Re: [Audyssey] Castaways, version 0.8b



So, is Castaways almost like Dog Who Hates Toast?

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[Audyssey] Castaways, version 0.9b

2011-07-15 Thread Jeremy Kaldobsky
Technically, good morning everyone, it's 4:30am for me.  I've just posted 
version 0.9b which has a handful of changes and fixes.  For one, thanks to 
Dark, doctors should no longer seem so useless.  As it turned out, a typo 
caused doctors to sometimes try to cure the same person that was already being 
cured by someone else.  Rather than speeding up the healing process, this just 
made the repeating doctor useless.

Stocking the ship used to be considered a lower priority by the AI.  The reason 
for this, was so that peasants wouldn't carry literally everything off to the 
ship, leaving your people with nothing to eat in the tavern!  Clearly, based on 
posts, this isn't working very well, so I've made stocking the ship a high 
priority to the AI.  This should make a considerable difference, just be ready 
to use the open and close feature (backspace) if they start draining your 
supplies as they stock the ship.

I've included Hatred's building guide within the official castaways zip file.

Whenever you start a new game, a filed called Messagelog.txt will contain a 
copy of the messages that have displayed.  Just in case this ends up being 
useful to someone.

Holding Shift, and pressing ` (tilde, next to the number 1 key) will open the 
messages menu.  From here, you can cycle through the different job types, and 
either mute, or un mute them.  This still needs to be adjusted to add more 
customizing, but I want people to give this a try so I can get some feedback.

Oh yes, and I hid a special message in the game.  Look at the last message in 
the How to play section.

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Re: [Audyssey] Castaways, version 0.9b

2011-07-15 Thread darren harris
Hi,

I have a suggestion for the game.

I love it. if you released it as a commercial release I'd buy it no
questions asked. But I would like to make a couple suggestions.

1. can we have random maps? Some bigger than others? 
How about adding a new type of job to the game. Explorers. This would give
the game a good fog of war affect. In addition to that, you'd have to think
much more carefully about how and where you place your buildings and guard
towers. I don't know if anybody here remembers or ever had to play the game
Cossacks, I loved it. this reminds me of that accept with Cossacks you would
have to build boats for fishing, troop transports to sale across to other
islands and gallies gunships and the like. Was all really good. made for
literally hours of gameplay and also the resources did run out eventually. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: 15 July 2011 09:40
To: Audyssey
Subject: [Audyssey] Castaways, version 0.9b

Technically, good morning everyone, it's 4:30am for me.  I've just posted
version 0.9b which has a handful of changes and fixes.  For one, thanks to
Dark, doctors should no longer seem so useless.  As it turned out, a typo
caused doctors to sometimes try to cure the same person that was already
being cured by someone else.  Rather than speeding up the healing process,
this just made the repeating doctor useless.

Stocking the ship used to be considered a lower priority by the AI.  The
reason for this, was so that peasants wouldn't carry literally everything
off to the ship, leaving your people with nothing to eat in the tavern!
Clearly, based on posts, this isn't working very well, so I've made stocking
the ship a high priority to the AI.  This should make a considerable
difference, just be ready to use the open and close feature (backspace) if
they start draining your supplies as they stock the ship.

I've included Hatred's building guide within the official castaways zip
file.

Whenever you start a new game, a filed called Messagelog.txt will contain a
copy of the messages that have displayed.  Just in case this ends up being
useful to someone.

Holding Shift, and pressing ` (tilde, next to the number 1 key) will open
the messages menu.  From here, you can cycle through the different job
types, and either mute, or un mute them.  This still needs to be adjusted to
add more customizing, but I want people to give this a try so I can get some
feedback.

Oh yes, and I hid a special message in the game.  Look at the last message
in the How to play section.

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Re: [Audyssey] castaways

2011-07-15 Thread burakyuksek

It is saying the requirements.
saygilar sevgiler.
- Original Message - 
From: Rick twelvestring...@verizon.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, July 14, 2011 7:21 PM
Subject: Re: [Audyssey] castaways



Hi list.
What is needed to build a ship?
Thanks in advance for any help.
- Original Message - 
From: Loravara lorav...@comcast.net

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, July 14, 2011 12:13 PM
Subject: Re: [Audyssey] castaways



Actually, it has the link to the game in it, which I thought was what was
requested.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Alfredo Castaneda
Sent: Thursday, July 14, 2011 10:10 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] castaways


Hello, your message is blank, all except for the signature at the bottom.
Grin



From: simod...@googlemail.com
To: gamers@audyssey.org
Date: Thu, 14 Jul 2011 15:40:05 +0100
Subject: Re: [Audyssey] castaways

www.kaldobsky.com/audiogames/castaways.zip

Simon
msn: simod...@hotmail.com
skype, slifinger
fortis et egregious
- Original Message - 
From: Alfredo birdlover2...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, July 14, 2011 3:27 PM
Subject: Re: [Audyssey] castaways


 That is precisely what I have asked yesterday, but have not heard back
 yet.

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[Audyssey] question about farms in castaways

2011-07-15 Thread alex wallis

Hi list.
I know what the two farm types are for in castaways,
however I do have a few questions.
How much stuff does each farm produce? I am wondering so that I can keep 
my number of farms in proportion to population size. obviously I assume 
the more farms you have the more farmers it is better to have, so that 
one farmer isn't rushing between say 10 farms.
I guess a similar question applys to the output from vinyards and 
bakeries, how many people can the output from one of each support.

same for hunters, how many people does each kill they bring back feed.
many thanks for your help,
Alex.

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[Audyssey] jaws support in castaways and other games

2011-07-15 Thread alex wallis

Hi
aproan, I am just wondering, have you had any luck improving jaws 
support for your games?
I think if we could play using jaws rather than sapi it would really 
improve game play, particularly as its quite hard to get good sapi 
voices running under windows 7 64 bit.


this is just a suggestion, but have you tried talking to jason, the 
maker of entombed? as he got jaws support working quite well in his 
game, though there are one or two issues still with it, but he can 
probably tell you how to get support for jaws working properly.


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Re: [Audyssey] question about farms in castaways

2011-07-15 Thread dark
the calculations are much more complex than that really, this isn't like 
sound rts where one farm produces a given amount of food and that's that.


Even vegitables, which are the simplest food in the game need taking from 
farms to storehouse by peasants, and you'll be in trouble if you don't have 
people free to do this. Then, wheat needs first grinding into flour by your 
peasants, and then baking into bread at the bakery before it's any use, and 
wine needs putting in barrels and serving by a bar tender (so you need to 
keep the supply of barrels handy too.


Also, while it is indeed good to work on one person per farm, each farm 
actually does a litle more than one person can produce, so if you want more 
from your farms, extra farmers can be helpful.


For how many precisely you need, it's just a matter of keeping watching on 
what's in your storehouse and what your peasants are doing, and what gets 
taken to the tavern to be used, it's just a matter of looking at the factors 
involved, what your population is, how many are working, what other food 
sources you have to contribute, and then balancing things out as they come 
u.


I think this is one of the most interesting things about Castaways 
generally, it's not merely a case of working out stratogy x and sticking to 
it with perminantly stacked ratios, you have to considder your current 
circumstances and play to what's going on,  at least until you get a 
really stable economy going and that takes a lot of time and work to setup.


Beware the Grue!

Dark.
- Original Message - 
From: alex wallis alexwallis...@googlemail.com

To: gamers@audyssey.org
Sent: Friday, July 15, 2011 12:24 PM
Subject: [Audyssey] question about farms in castaways



Hi list.
I know what the two farm types are for in castaways,
however I do have a few questions.
How much stuff does each farm produce? I am wondering so that I can keep 
my number of farms in proportion to population size. obviously I assume 
the more farms you have the more farmers it is better to have, so that one 
farmer isn't rushing between say 10 farms.
I guess a similar question applys to the output from vinyards and 
bakeries, how many people can the output from one of each support.

same for hunters, how many people does each kill they bring back feed.
many thanks for your help,
Alex.

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Re: [Audyssey] Castaways, version 0.9b

2011-07-15 Thread Jeremy Kaldobsky
I'm glad you're enjoying the game.  I figure that if people want to donate 
money, they can, but I will keep this as a free game so that everyone can enjoy 
it.

I hadn't considered adding fog of war, hmm, it's an interesting thought.  I'm 
still seeking to get the current game, bug free, but I do believe this game can 
easily be expanded with different scenarios and job types.  Surviving the ship 
wreck is a good place to start, but I bet we can come up with some pretty fun 
new things to challenge players with as well.  Eventually the game may expand 
so that the entire current game, could wind up being only a mission 1, in a 
larger set of challenges.

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Re: [Audyssey] Castaways, version 0.9b

2011-07-15 Thread Zachary Kline
Hi Jeremy,
A civilization-style game is yet another sort I'd absolutely love to play, if 
it were accessible.  I understand your desire to get the current game bug-free, 
but the expansion concept also holds a lot of appeal for me.  What an idea if 
the current game, big as it is, was just the first step…
Best and thanks for the wonderful work you do,
Zack.
On Jul 15, 2011, at 7:58 AM, Jeremy Kaldobsky wrote:

 I'm glad you're enjoying the game.  I figure that if people want to donate 
 money, they can, but I will keep this as a free game so that everyone can 
 enjoy it.
 
 I hadn't considered adding fog of war, hmm, it's an interesting thought.  I'm 
 still seeking to get the current game, bug free, but I do believe this game 
 can easily be expanded with different scenarios and job types.  Surviving the 
 ship wreck is a good place to start, but I bet we can come up with some 
 pretty fun new things to challenge players with as well.  Eventually the game 
 may expand so that the entire current game, could wind up being only a 
 mission 1, in a larger set of challenges.
 
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Re: [Audyssey] jaws support in castaways and other games

2011-07-15 Thread Jeremy Kaldobsky
Alex, actually I've been so preoccupied with other things, I haven't even gone 
back to try to fix the Jaws support.  Sorry about that everybody!  Haha, oh 
well.  I haven't contacted Jason, but who knows, he might see this and speak up 
with an offer to help.


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Re: [Audyssey] Castaways, version 0.9b

2011-07-15 Thread darren harris
Yeah for sure. Like for example, you're a bunch of folks who are on the run
from I don't know a band of pirates or you yourselves could be outcasts
trying to make a life elsewhere. Mission 1 is when you crash, then you have
to resupply yourself, repair your ship, maybe breed some population and arm
yourselves. Mission 2 is to leave said island in search for a new land. That
type of thing.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: 15 July 2011 15:59
To: Gamers Discussion list
Subject: Re: [Audyssey] Castaways, version 0.9b

I'm glad you're enjoying the game.  I figure that if people want to donate
money, they can, but I will keep this as a free game so that everyone can
enjoy it.

I hadn't considered adding fog of war, hmm, it's an interesting thought.
I'm still seeking to get the current game, bug free, but I do believe this
game can easily be expanded with different scenarios and job types.
Surviving the ship wreck is a good place to start, but I bet we can come up
with some pretty fun new things to challenge players with as well.
Eventually the game may expand so that the entire current game, could wind
up being only a mission 1, in a larger set of challenges.

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Re: [Audyssey] jaws support in castaways and other games (Jeremy Kaldobsky)

2011-07-15 Thread alex wallis

Hi,
I really would like to see jaws support fixed up, as I am having to put 
up with those microsoft voices because I am running windows 7 64 bit, 
the good 32 bit voices install, and can be used by jaws for example, but 
they are not listed in the control panel, and I am beginning to really 
tire of the standard microsoft so called voices. If you were to fix jaws 
up, you could then add support for it to all of your other titles easily.


also, going off on a bit of a tangent,
Jeremy, I see that is your name listed on messages you send, so where do 
you get aproan from, as that's what you call yourself in game etc. Is it 
a nick name? or something else?


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Re: [Audyssey] jaws support in castaways and other games

2011-07-15 Thread Christopher Bartlett
Until then I recommend using NVDA for playing Jeremy's games as the support
is flawless.  You don't even have to know much about how NVDA works, since
the games handle all the speech chores quite seamlessly.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Friday, July 15, 2011 8:07 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] jaws support in castaways and other games

Alex, actually I've been so preoccupied with other things, I haven't even
gone back to try to fix the Jaws support.  Sorry about that everybody!
Haha, oh well.  I haven't contacted Jason, but who knows, he might see this
and speak up with an offer to help.


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Re: [Audyssey] jaws support in castaways and other games

2011-07-15 Thread Thomas Ward
Hi,

Not sure how much Jason Allen could help as Entombed was written in C#
.Net where Jeremy's games are all VB 6.

That said, I believe the Jaws API is a standard com component and
there should be some kind of open specification or documentation on it
somewhere. Although, I haven't been able to find it myself. If anyone
has any documentation on the Jaws API I'd like to know as it could
come in handy.

On 7/15/11, alex wallis alexwallis...@googlemail.com wrote:
 Hi
 aproan, I am just wondering, have you had any luck improving jaws
 support for your games?
 I think if we could play using jaws rather than sapi it would really
 improve game play, particularly as its quite hard to get good sapi
 voices running under windows 7 64 bit.

 this is just a suggestion, but have you tried talking to jason, the
 maker of entombed? as he got jaws support working quite well in his
 game, though there are one or two issues still with it, but he can
 probably tell you how to get support for jaws working properly.

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Re: [Audyssey] jaws support in castaways and other games

2011-07-15 Thread Thomas Ward
Hi,

Agreed. Although I am a full time NVDA user myself now days I can say
that the support in Castaways and other games is first rate. Until
Jaws support gets implemented the best way to play Aproan's games is
simply to install and use NVDA with them.


On 7/15/11, Christopher Bartlett themusicalbre...@gmail.com wrote:
 Until then I recommend using NVDA for playing Jeremy's games as the support
 is flawless.  You don't even have to know much about how NVDA works, since
 the games handle all the speech chores quite seamlessly.

   Chris Bartlett

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Re: [Audyssey] question about farms in castaways

2011-07-15 Thread Thomas Ward
Hi,

I think this is my problem as well. I am use to calculating stats like
in SoundRTS, and am having enormous difficulty adapting to way farms
are used in Castaways. I think it is a good idea, but I've had serious
trouble getting my farms to produce what I need in the right amounts
to keep my people from starving while having to build an army to fight
off the goblin hoards. While I'm beginning to get to grips with the
food production in my last game the goblins came and whiped me out
before I was really prepared to fight them.

On 7/15/11, dark d...@xgam.org wrote:
 the calculations are much more complex than that really, this isn't like
 sound rts where one farm produces a given amount of food and that's that.

 Even vegitables, which are the simplest food in the game need taking from
 farms to storehouse by peasants, and you'll be in trouble if you don't have
 people free to do this. Then, wheat needs first grinding into flour by your
 peasants, and then baking into bread at the bakery before it's any use, and
 wine needs putting in barrels and serving by a bar tender (so you need to
 keep the supply of barrels handy too.

 Also, while it is indeed good to work on one person per farm, each farm
 actually does a litle more than one person can produce, so if you want more
 from your farms, extra farmers can be helpful.

 For how many precisely you need, it's just a matter of keeping watching on
 what's in your storehouse and what your peasants are doing, and what gets
 taken to the tavern to be used, it's just a matter of looking at the factors
 involved, what your population is, how many are working, what other food
 sources you have to contribute, and then balancing things out as they come
 u.

 I think this is one of the most interesting things about Castaways
 generally, it's not merely a case of working out stratogy x and sticking to
 it with perminantly stacked ratios, you have to considder your current
 circumstances and play to what's going on,  at least until you get a
 really stable economy going and that takes a lot of time and work to setup.

 Beware the Grue!

 Dark.

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Re: [Audyssey] castaways

2011-07-15 Thread Thomas Ward
Hi,

To build a new ship you need 50 pieces of lumber, 30 pieces of cloth
to make the sail, and 18 metal bars. You will also need 50 meet, 50
vegetables, 50 barrels of wine, and 50 loaves of bread to make the
voyage home.

On 7/14/11, Rick twelvestring...@verizon.net wrote:
 Hi list.
 What is needed to build a ship?
 Thanks in advance for any help.

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Re: [Audyssey] jaws support in castaways and other games

2011-07-15 Thread Jeremy Kaldobsky
Finding said documentation, is the problem.  lol.

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[Audyssey] Castaways and making armor and other items.

2011-07-15 Thread john
Not quite sure what you're looking for, so I'll give you the general list:
foods:
vegetables only require a vegetable farm, which you must assign farmers to 
operate.
meat can be brought in through fishing, or through hunting. In order to use 
meat from hunting, you must have a butcher shop and a butcher to run that. If 
you are running one of the latest versions, butchers will automatically become 
hunters to get the animals they need.
To make wine you need a vineyard, which also requires farmers to operate, but 
has the added requirement of needing barrels.
Bread requires several steps. You must have a wheat farm, which requires 
farmers. Peasants will bring the harvested wheat to a mill, where they will 
grind it into flour. After that, peasants will bring the bags of flour to a 
bakery which will create loaves of bread. A baker creates three loaves of bread 
from each bag of flour, so bread, once you get it set up, can be a very useful 
food.

Supplies:
Lumber needs a sawmill to create. Lumberjacks cut down trees, which are brought 
to the sawmill where carpenters cut it into useable lumber. Carpenters can act 
as lumberjacks if there are no logs at the sawmill.
Bricks are created by a stone mason in a quarry. There are no extra steps for 
bricks to be created.
Cloth requires a butcher, who will remove fur from animals brought back from 
hunters. Peasants will bring the fur to a textile, where they will turn it into 
yarn. From there, a Taylor takes over and creates cloth.
Metal bars require metal ore which is gotten through a mine. A metallurgist 
then takes the metal ore and turns it into bars. I personally find it quite 
handy to only assign a metallurgist, and let him/her mine the ore and then turn 
it into metal, this way, you only have to use one person for the entire project.
Suits of armor and swords are created by a blacksmith. You must have a 
barracks, to use them, and each set requires two metal bars.

Hope that covered what you were looking for; good luck!
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Re: [Audyssey] castaways

2011-07-15 Thread john

You can find the download at www.kaldobsky.com/audiogames/castaways.zip
You may want to watch the thread on www.audiogames.net to keep up with the 
author, as he updates the game and adds features on a daily basis.


--
From: David Mehler dave.meh...@gmail.com
Sent: Thursday, July 14, 2011 10:15 AM
To: Gamers Discussion list gamers@audyssey.org
Subject: [Audyssey] castaways


Hello,
I missed the start of this topic, so can someone tell me where to
obtain this game?

Thanks.
Dave.

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Re: [Audyssey] cast aways?

2011-07-15 Thread john

www.kaldobsky.com/audiogames/castaways.zip

--
From: Jess Varnell rory0...@yahoo.com
Sent: Thursday, July 14, 2011 11:41 AM
To: Gamers Discussion list gamers@audyssey.org
Subject: [Audyssey] cast aways?


Can someone please give me the link to get this game? Thanks.

Jess
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Re: [Audyssey] castaways

2011-07-15 Thread john

Rick,
You need lumber, metal and bricks. After building the ship, you will need to 
fill it with food.


--
From: Rick twelvestring...@verizon.net
Sent: Thursday, July 14, 2011 12:21 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] castaways


Hi list.
What is needed to build a ship?
Thanks in advance for any help.
- Original Message - 
From: Loravara lorav...@comcast.net

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, July 14, 2011 12:13 PM
Subject: Re: [Audyssey] castaways



Actually, it has the link to the game in it, which I thought was what was
requested.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Alfredo Castaneda
Sent: Thursday, July 14, 2011 10:10 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] castaways


Hello, your message is blank, all except for the signature at the bottom.
Grin



From: simod...@googlemail.com
To: gamers@audyssey.org
Date: Thu, 14 Jul 2011 15:40:05 +0100
Subject: Re: [Audyssey] castaways

www.kaldobsky.com/audiogames/castaways.zip

Simon
msn: simod...@hotmail.com
skype, slifinger
fortis et egregious
- Original Message - 
From: Alfredo birdlover2...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, July 14, 2011 3:27 PM
Subject: Re: [Audyssey] castaways


 That is precisely what I have asked yesterday, but have not heard back
 yet.

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Re: [Audyssey] using 32-bit sapi voices in windows 7

2011-07-15 Thread john

Alex, if you want to use 32-bit sapi voices, do the following:

1. Download the voices that you want to use. I would personally recommend 
the espeak voices, as they work well with windows 7 and are completely free.

2. Go to run by pressing windows key plus R.
3. type:
C:\windows\syswow64\speech\SpeechUX\sapi.cpl
This will allow you to choose a 32-bit voice as the default. The 
disadvantage to this is that you may have to set the voice again after 
rebooting your computer.


--
From: alex wallis alexwallis...@googlemail.com
Sent: Friday, July 15, 2011 12:53 PM
To: gamers@audyssey.org
Subject: Re: [Audyssey] jaws support in castaways and other games 
(JeremyKaldobsky)



Hi,
I really would like to see jaws support fixed up, as I am having to put up 
with those microsoft voices because I am running windows 7 64 bit, the 
good 32 bit voices install, and can be used by jaws for example, but they 
are not listed in the control panel, and I am beginning to really tire of 
the standard microsoft so called voices. If you were to fix jaws up, you 
could then add support for it to all of your other titles easily.


also, going off on a bit of a tangent,
Jeremy, I see that is your name listed on messages you send, so where do 
you get aproan from, as that's what you call yourself in game etc. Is it a 
nick name? or something else?


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Re: [Audyssey] using nvda with castaways

2011-07-15 Thread john
Actually, NVDA doesn't work quite as well as sapi with castaways, as NVDA 
has to finish reading each message before it will begin to read the next 
one. Sapi will cut itself off, which means that you don't have to keep 
pausing the game to keep up with the messages.


--
From: Christopher Bartlett themusicalbre...@gmail.com
Sent: Friday, July 15, 2011 1:07 PM
To: 'Gamers Discussion list' gamers@audyssey.org
Subject: Re: [Audyssey] jaws support in castaways and other games

Until then I recommend using NVDA for playing Jeremy's games as the 
support

is flawless.  You don't even have to know much about how NVDA works, since
the games handle all the speech chores quite seamlessly.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Friday, July 15, 2011 8:07 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] jaws support in castaways and other games

Alex, actually I've been so preoccupied with other things, I haven't even
gone back to try to fix the Jaws support.  Sorry about that everybody!
Haha, oh well.  I haven't contacted Jason, but who knows, he might see 
this

and speak up with an offer to help.


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Re: [Audyssey] jaws support in castaways and other games (Jeremy Kaldobsky)

2011-07-15 Thread Jeremy Kaldobsky
Aprone is a nick name I've used for, something like, 14 years.  Because it is 
pretty easy for people to remember, and it is unique, if you run in to it on 
virtually any game or community, you know you've found me.  I've only ever ran 
into 2 people who used the name Aprone, and after talking to one of them, it 
turns out he was using it because he had seen my work in another online 
community, and liked the name.  I've not seen any other Aprones since.

I like that friends can say Hey, I almost beat your high score on game, such 
and such. for any random website games, simply because they spot Aprone on 
the score lists.  People are so used to me being the only Aprone, that they 
don't even bother questioning whether it is me or not.

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Re: [Audyssey] jaws support in castaways and other games

2011-07-15 Thread Thomas Ward
Hi Jeremy,

So I've noticed. I've had a number of requests to add Jaws support to
my games as well, and I can't find any solid documentation on the API.
I'm not sure how Freedom Scientific expects us to support their
product when they don't supply ample documentation for it.

On 7/15/11, Jeremy Kaldobsky jer...@kaldobsky.com wrote:
 Finding said documentation, is the problem.  lol.

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Re: [Audyssey] jaws support in castaways and other games

2011-07-15 Thread dark
I must confess I've never had complaints using sapi in his games either 
personally.


Beware the grue!

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

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Friday, July 15, 2011 6:07 PM
Subject: Re: [Audyssey] jaws support in castaways and other games


Until then I recommend using NVDA for playing Jeremy's games as the 
support

is flawless.  You don't even have to know much about how NVDA works, since
the games handle all the speech chores quite seamlessly.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Friday, July 15, 2011 8:07 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] jaws support in castaways and other games

Alex, actually I've been so preoccupied with other things, I haven't even
gone back to try to fix the Jaws support.  Sorry about that everybody!
Haha, oh well.  I haven't contacted Jason, but who knows, he might see 
this

and speak up with an offer to help.


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Re: [Audyssey] jaws support in castaways and other games

2011-07-15 Thread Che

  Actually, Jason got his Jaws code for entombed from me.
 for a long time, entombed had no screenreader support other than SAPI, 
and I wanted to help him get the game out there to as wide an audience 
as possible, as it is a great game and he was really working hard to 
create something new for the VI community.
  I prodded him for a while on his entombed list to include jaws 
support, but he had tons of other stuff to deal with, and being sighted, 
didn't really realize the importance of including support for the 
majority screenreader out there in a commercial game, so I went ahead 
and sent him my screenreader code I was using for the blind adrenaline 
card room.
  Of course, Jason had to modify my code to fit into his system, but 
there isn't much to including jaws support in a game if your setup is 
modular.
  At least that is the case with .net, with vb 6, I'm not so sure, all 
I've ever programmed in is VB.net and c sharp.
  However, if someone as inexperienced as me can do it, any experienced 
programmer should be able to get it up and running in no time.
  Frankly, I don't remember how I got docs for the .api, that has been 
a while back, but its out there somewhere.
  Also, I have a question about castaways. I love Jeremys games, and 
want to check this out, but I unzipped it and read the read me text, but 
that only lays out the keys.
  I tried running the executable on this win 7 64 machine, but got 
nothing at all.
  Sorry if this has already been discussed on list, but is there a 
trick to getting it to run?

 Thanks
che


On 7/15/2011 12:11 PM, Thomas Ward wrote:

Hi,

Not sure how much Jason Allen could help as Entombed was written in C#
.Net where Jeremy's games are all VB 6.

That said, I believe the Jaws API is a standard com component and
there should be some kind of open specification or documentation on it
somewhere. Although, I haven't been able to find it myself. If anyone
has any documentation on the Jaws API I'd like to know as it could
come in handy.

On 7/15/11, alex wallisalexwallis...@googlemail.com  wrote:

Hi
aproan, I am just wondering, have you had any luck improving jaws
support for your games?
I think if we could play using jaws rather than sapi it would really
improve game play, particularly as its quite hard to get good sapi
voices running under windows 7 64 bit.

this is just a suggestion, but have you tried talking to jason, the
maker of entombed? as he got jaws support working quite well in his
game, though there are one or two issues still with it, but he can
probably tell you how to get support for jaws working properly.

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Re: [Audyssey] question about farms in castaways

2011-07-15 Thread dark

Hi Tom.

I think one thing that appeals to me in the game is precisely this. You 
don't just say I want this many people, i'll need this much food), you need 
to monitor what is happening, change things around according to what your 
doing and if something looks as if it's going wrong, just assign some more 
people.


like entombed, Castaways is an extremely reactive game, where you get a 
situation that's ongoing which you need to deal with dynamically, rather 
than just preparing and letting fly.


As to avoiding the goblins though, remember that knights are five times as 
effective as soldiers. To train a knight, you need a sword and armour, and 
for that you need a blacksmith, and for that you need ore mined and smelted 
(I've found that one blacksmith who part times as a metalurgist and one 
metalurgist who part times as a miner are good enough if you give them 
enough time to work).


Soldiers are really only useful because they can become knights and not on 
their own.


Also, bare in mind the goblins appear ostly at the edges of the map. I once 
made the mistake of assuming they always came from the northeast, and built 
a settlement on A row, then booom! in one move the goblins destroy my 
storehouse by entering at A 7.


Thus, I tend to use the middle south area for my buildings, and usually 
start off by putting the storehouse and tavern on E 11 and 12.


Beware the grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, July 15, 2011 6:24 PM
Subject: Re: [Audyssey] question about farms in castaways



Hi,

I think this is my problem as well. I am use to calculating stats like
in SoundRTS, and am having enormous difficulty adapting to way farms
are used in Castaways. I think it is a good idea, but I've had serious
trouble getting my farms to produce what I need in the right amounts
to keep my people from starving while having to build an army to fight
off the goblin hoards. While I'm beginning to get to grips with the
food production in my last game the goblins came and whiped me out
before I was really prepared to fight them.

On 7/15/11, dark d...@xgam.org wrote:

the calculations are much more complex than that really, this isn't like
sound rts where one farm produces a given amount of food and that's that.

Even vegitables, which are the simplest food in the game need taking from
farms to storehouse by peasants, and you'll be in trouble if you don't 
have
people free to do this. Then, wheat needs first grinding into flour by 
your
peasants, and then baking into bread at the bakery before it's any use, 
and

wine needs putting in barrels and serving by a bar tender (so you need to
keep the supply of barrels handy too.

Also, while it is indeed good to work on one person per farm, each farm
actually does a litle more than one person can produce, so if you want 
more

from your farms, extra farmers can be helpful.

For how many precisely you need, it's just a matter of keeping watching 
on

what's in your storehouse and what your peasants are doing, and what gets
taken to the tavern to be used, it's just a matter of looking at the 
factors

involved, what your population is, how many are working, what other food
sources you have to contribute, and then balancing things out as they 
come

u.

I think this is one of the most interesting things about Castaways
generally, it's not merely a case of working out stratogy x and sticking 
to

it with perminantly stacked ratios, you have to considder your current
circumstances and play to what's going on,  at least until you get a
really stable economy going and that takes a lot of time and work to 
setup.


Beware the Grue!

Dark.


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Re: [Audyssey] using nvda with castaways

2011-07-15 Thread Jeremy Kaldobsky
Odd.  My NVDA cuts off just like sapi.

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[Audyssey] castaways

2011-07-15 Thread mattias
wich game are it?


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Re: [Audyssey] jaws support in castaways and other games

2011-07-15 Thread Jeremy Kaldobsky
Che, if you feel like sending me anything to help with Jaws support, I would 
appreciate it.

The first time you run the game, it might take a minute to start up.  A few 
people have told me that.  If it took, longer than you expected, to start up, 
you may have started pressing keys and it ended up being shoved to the 
background when it finally loaded.  I suggest checking your task list to see if 
it is there.  If it's running already, trying to run it again won't work.  This 
is to prevent people from opening up multiple copies of the game at the same 
time.


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Re: [Audyssey] Castaways and making armor and other items.

2011-07-15 Thread Christopher Bartlett
A note, hunting will produce meat even without a butcher shop, but you don't
get the furs without one.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of john
Sent: Thursday, July 14, 2011 7:41 AM
To: Gamers@audyssey.org
Subject: [Audyssey] Castaways and making armor and other items.

Not quite sure what you're looking for, so I'll give you the general list:
foods:
vegetables only require a vegetable farm, which you must assign farmers to
operate.
meat can be brought in through fishing, or through hunting. In order to use
meat from hunting, you must have a butcher shop and a butcher to run that.
If you are running one of the latest versions, butchers will automatically
become hunters to get the animals they need.
To make wine you need a vineyard, which also requires farmers to operate,
but has the added requirement of needing barrels.
Bread requires several steps. You must have a wheat farm, which requires
farmers. Peasants will bring the harvested wheat to a mill, where they will
grind it into flour. After that, peasants will bring the bags of flour to a
bakery which will create loaves of bread. A baker creates three loaves of
bread from each bag of flour, so bread, once you get it set up, can be a
very useful food.

Supplies:
Lumber needs a sawmill to create. Lumberjacks cut down trees, which are
brought to the sawmill where carpenters cut it into useable lumber.
Carpenters can act as lumberjacks if there are no logs at the sawmill.
Bricks are created by a stone mason in a quarry. There are no extra steps
for bricks to be created.
Cloth requires a butcher, who will remove fur from animals brought back from
hunters. Peasants will bring the fur to a textile, where they will turn it
into yarn. From there, a Taylor takes over and creates cloth.
Metal bars require metal ore which is gotten through a mine. A metallurgist
then takes the metal ore and turns it into bars. I personally find it quite
handy to only assign a metallurgist, and let him/her mine the ore and then
turn it into metal, this way, you only have to use one person for the entire
project.
Suits of armor and swords are created by a blacksmith. You must have a
barracks, to use them, and each set requires two metal bars.

Hope that covered what you were looking for; good luck!
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[Audyssey] prioritising tasks in castaway

2011-07-15 Thread alex wallis

Hi.
I am in the middle of another game of castaways, I am not doing two 
badly, I have built the ship, but my peasants aren't stocking it, they 
are still carrying stuff to the tavern, and the baker hasn't done 
anything though I think it might be because they didn't finish the mill. 
I can't be bothered to go hunting all over the map to try and find it. 
Having said that, I am getting warning mesages about people being on the 
verge of starving, and then they seem to feed themselves up a bit and 
stagger on.

anyway, this brings me on to my suggestion.
Its great when peasants or builders decide to help out with other jobs, 
but there are times when I would like to tell say a bunch of builders 
who are transporting stuff to stop that, just leave the stuff where it 
is and go and finish the existing building projects off.
as there have been a lot of times where building work is half done, and 
yet the builders have got side tracked on to shifting stuff around.
I think it would also be good if you have several building projects on 
the go if you could say to your builders that you want building x 
finished before building y etc.


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Re: [Audyssey] MitionB

2011-07-15 Thread Cary
hi
I downloaded the rar file and tried to unzip it and got the message that the
rar file is corrupt or something. I'm using 7zip to unzip it.  I've tried
downloading it twice, I'll try again though.
-Cary

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of burakyuksek
Sent: Friday, July 22, 2011 05:43
To: Gamers Discussion list
Subject: [Audyssey] MitionB

Hi,
Here is MitionB. It is a very funny game. You can download it from
http://www.sendspace.com/file/c9m0rk
Thanks and have fun!
saygılar sevgiler.
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Re: [Audyssey] prioritising tasks in castaway

2011-07-15 Thread Jeremy Kaldobsky
Are you using the latest version?  It sounds like you might still be using 
version 0.8b, or older.  To help you find your missing building, You can scroll 
through your buildings by holding Shift and pressing D and F.


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Re: [Audyssey] Castaways, version 0.9b

2011-07-15 Thread Jeremy Kaldobsky
Has anyone looked at the special message, at the end of the How to Play 
section yet?

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Re: [Audyssey] question about farms in castaways

2011-07-15 Thread Thomas Ward
Hi Dark,

Yeah, I see that. I think one of my mistakes early on was I'd start
out with 14 people, and I figured I needed at least 3 or maybe four
farms to handle them because of SoundRTS I would assign about 4 people
to a farm, but the game isn't like that. As a result I maybe have
grosely over used my materials in trying to add too many farms etc for
each person increasing the amount of work required by my peasants and
farmers to maintain the gathering and growing.

As for knights and soldiers i've been advancing in the game since I
wrote my last e-mail, and almost managed to b build a ship and sail
away before my castaways got over run by goblins. I did have three
knights this time which kept the goblins at bay until they got injured
and sick and the goblin hoard swarmed us on mass before my knights
recovered. Such is luck I guess.

Cheers!


On 7/15/11, dark d...@xgam.org wrote:
 Hi Tom.

 I think one thing that appeals to me in the game is precisely this. You
 don't just say I want this many people, i'll need this much food), you need
 to monitor what is happening, change things around according to what your
 doing and if something looks as if it's going wrong, just assign some more
 people.

 like entombed, Castaways is an extremely reactive game, where you get a
 situation that's ongoing which you need to deal with dynamically, rather
 than just preparing and letting fly.

 As to avoiding the goblins though, remember that knights are five times as
 effective as soldiers. To train a knight, you need a sword and armour, and
 for that you need a blacksmith, and for that you need ore mined and smelted
 (I've found that one blacksmith who part times as a metalurgist and one
 metalurgist who part times as a miner are good enough if you give them
 enough time to work).

 Soldiers are really only useful because they can become knights and not on
 their own.

 Also, bare in mind the goblins appear ostly at the edges of the map. I once
 made the mistake of assuming they always came from the northeast, and built
 a settlement on A row, then booom! in one move the goblins destroy my
 storehouse by entering at A 7.

 Thus, I tend to use the middle south area for my buildings, and usually
 start off by putting the storehouse and tavern on E 11 and 12.

 Beware the grue!

 Dark.
 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, July 15, 2011 6:24 PM
 Subject: Re: [Audyssey] question about farms in castaways


 Hi,

 I think this is my problem as well. I am use to calculating stats like
 in SoundRTS, and am having enormous difficulty adapting to way farms
 are used in Castaways. I think it is a good idea, but I've had serious
 trouble getting my farms to produce what I need in the right amounts
 to keep my people from starving while having to build an army to fight
 off the goblin hoards. While I'm beginning to get to grips with the
 food production in my last game the goblins came and whiped me out
 before I was really prepared to fight them.

 On 7/15/11, dark d...@xgam.org wrote:
 the calculations are much more complex than that really, this isn't like
 sound rts where one farm produces a given amount of food and that's that.

 Even vegitables, which are the simplest food in the game need taking from
 farms to storehouse by peasants, and you'll be in trouble if you don't
 have
 people free to do this. Then, wheat needs first grinding into flour by
 your
 peasants, and then baking into bread at the bakery before it's any use,
 and
 wine needs putting in barrels and serving by a bar tender (so you need to
 keep the supply of barrels handy too.

 Also, while it is indeed good to work on one person per farm, each farm
 actually does a litle more than one person can produce, so if you want
 more
 from your farms, extra farmers can be helpful.

 For how many precisely you need, it's just a matter of keeping watching
 on
 what's in your storehouse and what your peasants are doing, and what gets
 taken to the tavern to be used, it's just a matter of looking at the
 factors
 involved, what your population is, how many are working, what other food
 sources you have to contribute, and then balancing things out as they
 come
 u.

 I think this is one of the most interesting things about Castaways
 generally, it's not merely a case of working out stratogy x and sticking
 to
 it with perminantly stacked ratios, you have to considder your current
 circumstances and play to what's going on,  at least until you get a
 really stable economy going and that takes a lot of time and work to
 setup.

 Beware the Grue!

 Dark.

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[Audyssey] Castaways, 1 week milestone reached!

2011-07-15 Thread Jeremy Kaldobsky
Well guys, Castaways has officially been in development for a week!  It was 
last friday evening, when I came up with the idea, and subsequently worked out 
most of the code at work that night.  It has come a long way, and still has a 
ways to go.  At this very moment I've been running tests on the multiplayer 
portions of the game.  To start, they are limited, but this will give me a good 
idea of the direction I should go in next.

If I can finish my tests in time, I will be posting version 1.0b, which 
contains the basic multiplayer co op mode!  Woot!  I don't have much time 
before I go to work though, so I'm racing to finish!

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Re: [Audyssey] Castaways, 1 week milestone reached!

2011-07-15 Thread Zachary Kline
Hi Jeremy,
I've said it before, but wow.  This is an absolutely insane development pace 
for any game, audio or otherwise.  I could understand, say, fleshing out a 
small text adventure in such a timespan, but a complicated strategy game like 
this one is another matter.  Can't wait for the multiplayer, and 
congratulations on a wildly successful project.
Best,
Zack.
On Jul 15, 2011, at 5:34 PM, Jeremy Kaldobsky wrote:

 Well guys, Castaways has officially been in development for a week!  It was 
 last friday evening, when I came up with the idea, and subsequently worked 
 out most of the code at work that night.  It has come a long way, and still 
 has a ways to go.  At this very moment I've been running tests on the 
 multiplayer portions of the game.  To start, they are limited, but this will 
 give me a good idea of the direction I should go in next.
 
 If I can finish my tests in time, I will be posting version 1.0b, which 
 contains the basic multiplayer co op mode!  Woot!  I don't have much time 
 before I go to work though, so I'm racing to finish!
 
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Re: [Audyssey] Castaways, 1 week milestone reached!

2011-07-15 Thread Jeremy Kaldobsky
Thanks guys, I appreciate it!

Version 1.0b is posted!  I'm running out of time before I head to work, so I 
really won't be around in the event that someone experiences an error.  Let me 
quickly run you through the basics of it.  Start a game where you've turned 
Multiplayer co op on.  Within 60 seconds you will link up with other people who 
are playing.  If someone else is playing, you will see a message that they 
washed up on your shore!  This player is now an extra person able to help out 
in your settlement, but you are not allowed to change his, or her, job.

You will have other people to help in your city, and they will have a version 
of you in theirs.  This is a very loosely based multiplayer, but it's the 
foundation for future features.  As you know, you begin with a person that has 
your specific name.  Obviously this person represents you, and this is your 
link to other players in multiplayer.  When you change your job, it will change 
for other players in their cities.  Try to be something useful, so that other 
people are happy to have you, and not upset that you're doing some job they 
don't need.

Press ? if you want to chat, but PLEASE! keep in mind that this isn't meant for 
the stress of a chat room right now.  Chat a little, of course, but don't start 
spamming stuff.  I would also encourage you to stick to role playing.  If your 
character is a rough lumberjack, other players will have far more fun if you 
speak as if you are.  Asking questions about the game, or general off topic 
chat, will probably take some fun out of the experience for others, so please 
keep that to a minimum.

You can still save your game, and any game saved in multiplayer can be loaded 
again later.  You don't even have to be playing on the same difficulty level, 
so use the extra people to help you succeed , when you might otherwise fail.  
Have fun, and I will be anxiously looking forward to being done with work, so I 
can come back and play a game with some of you all!  Yay!

If you experience errors, it will be due to files not being registered 
correctly.  This would be the same idea as the people who have to register 
direct X7.  As I've already said, I can't do anything to help you right now 
because I'm heading to work.

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Re: [Audyssey] Castaways, 1 week milestone reached!

2011-07-15 Thread Jeremy Kaldobsky
Boy I wish I didn't have to work, lol, I wouldn't have to stop coding!  :D

If you do end up donating, believe me, it will be greatly appreciated.  In 
fact, you would be my first donater!  I don't think donater is actually a word, 
but oh well.

Well sadly I'm heading out, have fun guys!

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Re: [Audyssey] jaws support in castaways and other games

2011-07-15 Thread Jacob Kruger

http://www.empowermentzone.com/saysetup.exe

Sort of a wrapper for implementation of various screen reader voices, and I 
even play around with this in it's command line form for that python command 
line thing when on windows.


Stay well

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

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, July 15, 2011 7:11 PM
Subject: Re: [Audyssey] jaws support in castaways and other games



Hi,

Not sure how much Jason Allen could help as Entombed was written in C#
.Net where Jeremy's games are all VB 6.

That said, I believe the Jaws API is a standard com component and
there should be some kind of open specification or documentation on it
somewhere. Although, I haven't been able to find it myself. If anyone
has any documentation on the Jaws API I'd like to know as it could
come in handy.

On 7/15/11, alex wallis alexwallis...@googlemail.com wrote:

Hi
aproan, I am just wondering, have you had any luck improving jaws
support for your games?
I think if we could play using jaws rather than sapi it would really
improve game play, particularly as its quite hard to get good sapi
voices running under windows 7 64 bit.

this is just a suggestion, but have you tried talking to jason, the
maker of entombed? as he got jaws support working quite well in his
game, though there are one or two issues still with it, but he can
probably tell you how to get support for jaws working properly.

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Re: [Audyssey] jaws support in castaways and other games

2011-07-15 Thread Jacob Kruger
Jeremy, for windows implementation of screenreader voices, SayTools is a 
sort of simple wrapper for implementing support for using their own voices:

http://www.empowermentzone.com/saysetup.exe

Stay well

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

- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: blindadrenal...@gmail.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Friday, July 15, 2011 8:44 PM
Subject: Re: [Audyssey] jaws support in castaways and other games


Che, if you feel like sending me anything to help with Jaws support, I 
would appreciate it.


The first time you run the game, it might take a minute to start up.  A 
few people have told me that.  If it took, longer than you expected, to 
start up, you may have started pressing keys and it ended up being shoved 
to the background when it finally loaded.  I suggest checking your task 
list to see if it is there.  If it's running already, trying to run it 
again won't work.  This is to prevent people from opening up multiple 
copies of the game at the same time.



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[Audyssey] pipe2 stats and development on swish

2011-07-15 Thread Jack F
Hi all,
I know the main topic on here is castaways, but can someone tell me if
bsc games is still developing swish? For those of you who don't
remember, swish was intended to be a side scroller that is based on
super mariobrothers, but in this one, you're walking around picking up
coins, and avoiding enemies and obsticles. Also do any of you have a
copy of castle quest or the void? I'd like to try those out, even if
the void is only an alpha or beta. By the way I have some awesome
stats of my latest game of blast chamber that I finished a few minutes
ago, and just so you know I came in first place on the scoreboards.
Anyway, here it goes.
***Statistics for Game Started on 7/15/2011 8:35:51 PM

Final Score: 2135000; you got in position 1 in your local top ten
You beat the game! Congratulations!
Difficulty: Easy
Game Duration: 1 hour 2 minutes 18 seconds
Minutes remaining on game clock: 19
Total hammer swings: 786
Hammer hitting accuracy: 100.0%
You killed 6 thugs on the first bonus level and received 67500 points
You killed 11 thugs on the second bonus level, received 132500 points,
and ten extra minutes
Number of lives lost: 3
You lost your first life on level 4, which was a sidescrolling steam
level.(Killed by a sewer lid)
You lost your second life on level 6, which was a sidescrolling steam
level.(Killed by a barrel)
You lost your third life on level 11, which was a normal pipe
level.(Killed by a spider)
You killed 11 Spiders
You killed 3 Rats
You killed 10 Thugs
You avoided 26 steams on sidescroller levels
You avoided 6 electricities on sidescroller levels
You avoided 8 sewer lids on sidescroller levels
You avoided 8 barrels on sidescroller levels
You unlocked a toolbox and received a wrench on level 1
You searched a trashcan and found a can of soda pop on level 2
You searched a trashcan and found a bag of potato chips on level 2
You encountered stairs on level 3 but they dropped you down to level 2
You searched a trashcan and found a welding kit on level 4
You searched a trashcan and found a welding kit on level 4
You unlocked a toolbox and received a 5 point bonus on level 5
You searched a trashcan and found a 2 point bonus on level 6
You searched a trashcan and found a can of soda pop on level 6
You encountered stairs on level 8 but you did not use them
You encountered stairs on level 9 but you did not use them
You searched a trashcan and found a 2 point bonus on level 10
You searched a trashcan and found a can of soda pop on level 10
You unlocked a toolbox and received a pack of ammo on level 12
You unlocked a toolbox and received a pack of ammo on level 14


And anyone of you have a key and serial number for l-works words? I've
beaten the demo but want to play the full game.
Thanks.
best regardss,
jack

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[Audyssey] Jeremy's incredible programming speed and misc thoughts was Re: Castaways, 1 week milestone reached!

2011-07-15 Thread Yohandy

Jeremy,
You can't be human man. nope. you're some kind of robot or something. how on 
earth can you possibly program complex games so quickly? It's totally 
ridiculous. in a good way of course :D. have you realized the business 
potential? I'm scared to imagine what you'd whip up if you start working on 
a commercial audio game for like 6 to 8 months. I bet the game would be so 
good that you'll be able to sell it for around $60 with no problems. and 
most people will buy it! look at your games right now? everyone's 
downloading and playing them. that's what I call a successful developer! 
selling games is definitely something for you to consider I think. anyone 
else agree? Also, since you're fully sighted, it wouldn't necessarily need 
to be audio-based only. you could whip up some graphics and sell it to 
everyone! ok I'm getting a bit excited here haha. one thing we desperately 
need I think are beat-em-ups. or fighting games in general. not every blind 
person is willing to try something like Mortal Kombat or Street Fighter no 
matter how much those of us that play try to convince them that they're 
accessible enough. Also thing with these fighting games is many of them 
are console based. I personally would love to play something like Streets of 
Rage online with other audio gamers.










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

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, July 15, 2011 9:39 PM
Subject: Re: [Audyssey] Castaways, 1 week milestone reached!



Boy I wish I didn't have to work, lol, I wouldn't have to stop coding!  :D

If you do end up donating, believe me, it will be greatly appreciated.  In 
fact, you would be my first donater!  I don't think donater is actually a 
word, but oh well.


Well sadly I'm heading out, have fun guys!

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Re: [Audyssey] Jeremy's incredible programming speed and misc thoughts was Re: Castaways, 1 week milestone reached!

2011-07-15 Thread Thomas Ward
Hi,

No kidding. Jeremy seems to program new games with inhuman speed.
Speeds I myself can't even match without a lot of time and energy.

Actually, that said, Jeremy has a number of factors in his favor that
allows him to produce these games faster than someone like myself.
Which makes all the difference, and those of you who aren't
programmers probably aren't aware of these factors.

First, Jeremey is programming in Visual Basic. From the start the
language was designed to be easy to learn, easy to program, and was
designed for rapid development and deployment. Although, Visual Basic
6 has now been completely fazed out in favor of languages like C# .Net
and Visual Basic .Net they both were designed for rapid development
and deployment as well. In short, what I'm saying is that the ability
to get things done quickly and simply is in large part do to the
language Jeremy is using.

For someone like myself it takes a lot longer because I've taken a
more traditional programming route and base my code on C++. Compared
to a rapid development/deployment language like Visual Basic or one of
the newer .Net languages C++ is something on par with climbing a
mountain, or so it seems to me. C++ is more technical, and certain
libraries are more bare bones requiring some extra steps in developing
software.

Second, issue is Jeremy largely relies on third-party speech support
like Jaws, Window-eyes, NVDA, or Sapi. This obviously speeds up the
process because he can send text to whatever speech service is
available and speak it. It is in its own way as easy as printing text
to the screen once you have the speech services initialized and
running.

However, many accessible game developers llike GMA, PCs Games, and
myself use prerecorded speech for our games. You have no idea how long
it takes to first record, edit, and then write the code to load/speak
the message. i'd say it takes three or four times longer to do that
alone.

Third, Jeremy is targeting a specific platform and target group.
Obviously since his games are only intended for MS Windows platforms
he has lots of options and choices when it comes to programming APIs
etc. It takes less time to create software for one target environment
and considerably more if a developer wants to target Mac or Linux.

This imho is one area where I myself lost considerable time. I spent
months looking at various cross-platform APIs, experimenting with
potential cross-platform betas, which only ended up delaying the
process. If I had skipped the cross-platform research altogether
Mysteries of the Ancients would have been completed long ago.

Finally, the time it takes to create a game largely depends on the
type of game being produced. Castaways for example seems more complex
than it really is from a programming standpoint.  Were I to write
something similar given the same factors above I could probably
produce something equal in a weeks time period too.

One of the things that speeds up development in this type of game is
Jeremeyhas very minimal sounds and music. He hasn't had to deal with
loading, playing, and processing hundreds of sounds in real time.
Producing a soundscape as complex as Tank Commander or Shades of Doom
takes lots more time. Writing a good high qualityaudio environment is
in its way like adding graphics and animations to a video game. That
is where a large majority of programming takes place in initial
development.

Another thing is Mysteries of the Ancients both 2d and 3d are actually
more complex from a programming perspective. We have hundreds of
items, monsters, etc all operating in real time. Just to move the
character alone requires a number of separate actions like running,
jumping, walking, climbing, swimming, not to mention opening doors,
picking up items, and fighting monsters. Basically, the scope of the
project has far more underlying code than you might expect, and I'm
betting Castaways isn't nearly as big as MOTA in terms of how many
lines of code it takes to operate.

I don't know how many lines of code are in Castaways but i can say
MOTA beta 21 is closing in on 50,000 lines of code. So that's
something like 833 pages of closely typed text. I'm pretty sure Jeremy
hasn't written more than 800 pages of code in a week. Now, you know
why Mysteries of the Ancients is taking forever and Castaways is being
produced at inhuman speed. :D

Cheers!

On 7/15/11, Yohandy yohand...@gmail.com wrote:
 Jeremy,
 You can't be human man. nope. you're some kind of robot or something. how on
 earth can you possibly program complex games so quickly? It's totally
 ridiculous. in a good way of course :D. have you realized the business
 potential? I'm scared to imagine what you'd whip up if you start working on
 a commercial audio game for like 6 to 8 months. I bet the game would be so
 good that you'll be able to sell it for around $60 with no problems. and
 most people will buy it! look at your games right now? everyone's
 downloading and playing them. that's what I 

Re: [Audyssey] pipe2 stats and development on swish

2011-07-15 Thread Thomas Ward
Hi Jack,

I am afraid you are behind the times. Castle Quest and the Void were
both canceled a long time ago by BSC Games, and to my knowledge no
betas were ever released publicly or privately. As for the Swish game
who knows?

My guess is Swish is either canceled or put on hold. Justin works full
time now, actually over time, and I've heard his work load is pretty
substantial. As a result he hasn't had much time to write games to
speak of.

HTH

On 7/15/11, Jack F mymonkeyboy2...@gmail.com wrote:
 Hi all,
 I know the main topic on here is castaways, but can someone tell me if
 bsc games is still developing swish? For those of you who don't
 remember, swish was intended to be a side scroller that is based on
 super mariobrothers, but in this one, you're walking around picking up
 coins, and avoiding enemies and obsticles. Also do any of you have a
 copy of castle quest or the void? I'd like to try those out, even if
 the void is only an alpha or beta. By the way I have some awesome
 stats of my latest game of blast chamber that I finished a few minutes
 ago, and just so you know I came in first place on the scoreboards.

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Re: [Audyssey] using nvda with castaways

2011-07-15 Thread dark
If you mean the interupt of speaking new messages when old ones come in, I 
noticed this improved a lot in the last two versions, and will do so even 
more when you can mute some messages. Syncronizing with the sfx very much 
helped here.


Beware the Grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, July 15, 2011 7:40 PM
Subject: Re: [Audyssey] using nvda with castaways



Odd.  My NVDA cuts off just like sapi.

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Re: [Audyssey] Castaways and making armor and other items.

2011-07-15 Thread dark
yes, but a butcher will also give more meat pr hunters' kill as well, that's 
why it's useful to have one even if you don't have a tayler.


Beware the grue!

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

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Friday, July 15, 2011 8:53 PM
Subject: Re: [Audyssey] Castaways and making armor and other items.


A note, hunting will produce meat even without a butcher shop, but you 
don't

get the furs without one.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of john
Sent: Thursday, July 14, 2011 7:41 AM
To: Gamers@audyssey.org
Subject: [Audyssey] Castaways and making armor and other items.

Not quite sure what you're looking for, so I'll give you the general list:
foods:
vegetables only require a vegetable farm, which you must assign farmers to
operate.
meat can be brought in through fishing, or through hunting. In order to 
use

meat from hunting, you must have a butcher shop and a butcher to run that.
If you are running one of the latest versions, butchers will automatically
become hunters to get the animals they need.
To make wine you need a vineyard, which also requires farmers to operate,
but has the added requirement of needing barrels.
Bread requires several steps. You must have a wheat farm, which requires
farmers. Peasants will bring the harvested wheat to a mill, where they 
will
grind it into flour. After that, peasants will bring the bags of flour to 
a

bakery which will create loaves of bread. A baker creates three loaves of
bread from each bag of flour, so bread, once you get it set up, can be a
very useful food.

Supplies:
Lumber needs a sawmill to create. Lumberjacks cut down trees, which are
brought to the sawmill where carpenters cut it into useable lumber.
Carpenters can act as lumberjacks if there are no logs at the sawmill.
Bricks are created by a stone mason in a quarry. There are no extra steps
for bricks to be created.
Cloth requires a butcher, who will remove fur from animals brought back 
from

hunters. Peasants will bring the fur to a textile, where they will turn it
into yarn. From there, a Taylor takes over and creates cloth.
Metal bars require metal ore which is gotten through a mine. A 
metallurgist
then takes the metal ore and turns it into bars. I personally find it 
quite

handy to only assign a metallurgist, and let him/her mine the ore and then
turn it into metal, this way, you only have to use one person for the 
entire

project.
Suits of armor and swords are created by a blacksmith. You must have a
barracks, to use them, and each set requires two metal bars.

Hope that covered what you were looking for; good luck!
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Re: [Audyssey] prioritising tasks in castaway

2011-07-15 Thread dark

No offense alex, but for me this is the point of the game.

In  versions below 9.B, I would totally agre about the ship, but otherwise I 
like the fact you need to specify things.


the answer to your problem is simply to not try doing too many things at 
once. I myself stick to only two projects on the go at one time (including 
the ship).


If you want your builders to do more building, either reassign more peasants 
to carry the essential work of transport, or make more builders to help.


Btw, you can flick through buildings with shift F and shift D and thus 
quickly see how your mill is doing.


As I said, castaways is all about constantly rebalancing your resources and 
personelle according to what your doing and what circumstances your in.


Btw, starvation usually happens if 1, you've not got enough peasants on 
transport duties or 2, your cook is ill.


Check what you are doing over all and the amount of food in your storehouse. 
If the amount of food goes up or stays steady your doing okay, but if 
peasants start taking from your store it means your production can't keep up 
and you'll need a rethink of stratogy.


Beware the Grue!

Dark.
- Original Message - 
From: alex wallis alexwallis...@googlemail.com

To: gamers@audyssey.org
Sent: Friday, July 15, 2011 10:02 PM
Subject: [Audyssey] prioritising tasks in castaway



Hi.
I am in the middle of another game of castaways, I am not doing two badly, 
I have built the ship, but my peasants aren't stocking it, they are still 
carrying stuff to the tavern, and the baker hasn't done anything though I 
think it might be because they didn't finish the mill. I can't be bothered 
to go hunting all over the map to try and find it. Having said that, I am 
getting warning mesages about people being on the verge of starving, and 
then they seem to feed themselves up a bit and stagger on.

anyway, this brings me on to my suggestion.
Its great when peasants or builders decide to help out with other jobs, 
but there are times when I would like to tell say a bunch of builders who 
are transporting stuff to stop that, just leave the stuff where it is and 
go and finish the existing building projects off.
as there have been a lot of times where building work is half done, and 
yet the builders have got side tracked on to shifting stuff around.
I think it would also be good if you have several building projects on the 
go if you could say to your builders that you want building x finished 
before building y etc.


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Re: [Audyssey] Castaways, version 0.9b

2011-07-15 Thread dark
yes I have! 9 hours and 40 minutes,  though I am guessing that only 
counted the current save file and current program install, sinse unless I 
expressly wanted to keep my saved game I deleted the folder and replaced it 
with a new one.


Stil shows how long my current game has taken though to finish the ship, and 
how much difference 0.9B made, ;D.


As to the other messages,  obviously Aprone needs a cook and peasant and 
farmer and hunter to serve him, ;D.


Beware the grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, July 15, 2011 10:42 PM
Subject: Re: [Audyssey] Castaways, version 0.9b


Has anyone looked at the special message, at the end of the How to Play 
section yet?


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Re: [Audyssey] question about farms in castaways

2011-07-15 Thread dark

hi tom.

Yes, building many farms is a mistake, sinse unlike in sound rts, buildings 
really take work in castaways.


I myself usually just stick to two vedge farms, one wheat and one vinyard, 
with one farmer for each farm and perhaps some extra.


At the end of my last game, i had 7 farmers working those four farms and was 
actually making far more food than my 62 people ate.


As to knights, well I'm not sure on the optimum. as soon as I start to feel 
the goblins are advancing a bit fast, i make more knights.


i suspect I've been going a bit too overboard on this, sinse last time I 
finished with 14 knights,  and one chap on the audiogames.net forum had 
only 11 knights when he got to population 60 and finished.


this is something again i haven't completely worked out the balance four.

Beware the grue!

dark. 



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Re: [Audyssey] Castaways, 1 week milestone reached!

2011-07-15 Thread dark

Only a week? by the holy ant of antioc, that's fast!

funnily enough I'm going to stay with a friend of mine next week (actually 
do some hal demoing for a charity tech support organization she works for, 
she asked me instead of the charity having to pay out Dolphin's fees for a 
tuition session).


anyway, I'm unlikely to be able to test anything multiplayer for a while, 
though hopefully I'll get some time to snag any new versions for single play 
(castaways will be great to play on my six hour train journey south!).


So, probably by the time I get to test this, there will be a full online 
world where you can smack peasants with a virtual stick and get them to 
bring you wine, have your population specialize in genetic engineering so 
that you can  mutate them into horrible freaks, or get jobs done faster by 
shouting death threats at the program with a mike,  with the speed 
increase proportional to the inventiveness of the threat ;D.


co op does sound good though, and imho much more interesting than pvp.

Beware the Grue!

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

To: audyssey gamers@audyssey.org
Sent: Saturday, July 16, 2011 1:34 AM
Subject: [Audyssey] Castaways, 1 week milestone reached!


Well guys, Castaways has officially been in development for a week!  It 
was last friday evening, when I came up with the idea, and subsequently 
worked out most of the code at work that night.  It has come a long way, 
and still has a ways to go.  At this very moment I've been running tests 
on the multiplayer portions of the game.  To start, they are limited, but 
this will give me a good idea of the direction I should go in next.


If I can finish my tests in time, I will be posting version 1.0b, which 
contains the basic multiplayer co op mode!  Woot!  I don't have much time 
before I go to work though, so I'm racing to finish!


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Re: [Audyssey] Jeremy's incredible programming speed

2011-07-15 Thread Che

  hi Jeremy and all,
 Email me off list at the below address if you like and we can go over 
the jaws .api stuff.
  however, if you've done much research, I'm sure you've run across 
Jamal's say tools, which I'm not sure how it works with v b 6, but i'm 
sure it works, and I would look into going that route first, as it 
covers several of the main screenreaders in one package.
  regarding thomases comparison of Jeremy's s games to MOTA and all 
that, I gotta say, not a lot of that holds water, and I'm not really 
even sure why Thomas made that post, as I could see no comparisons being 
made to MOTA, Raceway, etc..
 yeah, sound effects take some time to record and edit, but 
implementation isn't much at all if your setup correctly.  Even if 
Jeremy spent 3 times his coding cycle working on sound effects, we'd 
have some pretty kick butt stuff in less than a month.
  I think the bottom line is Jeremy is just a really efficient and 
excellent programmer, with a lot of focus and the ability to get his 
ideas implemented without wasting  much time and being distracted with 
other crap along the way.

I for one am envious of his ability's and hope he can keep it up.
  I also agree that completely fleshing out a game with full sound 
effects, getting full screenreader support in there and all that, then 
charging a reasonable price for his games would be a great thing all around.
  It would make Jeremy some extra cash, it would give us some excellent 
games, and hopefully inspire others to take up coding games for us.

  anyhow, my two cents.
  Che
blindadrenal...@gmail.com


On 7/15/2011 10:59 PM, Thomas Ward wrote:

Hi,

No kidding. Jeremy seems to program new games with inhuman speed.
Speeds I myself can't even match without a lot of time and energy.

Actually, that said, Jeremy has a number of factors in his favor that
allows him to produce these games faster than someone like myself.
Which makes all the difference, and those of you who aren't
programmers probably aren't aware of these factors.

First, Jeremey is programming in Visual Basic. From the start the
language was designed to be easy to learn, easy to program, and was
designed for rapid development and deployment. Although, Visual Basic
6 has now been completely fazed out in favor of languages like C# .Net
and Visual Basic .Net they both were designed for rapid development
and deployment as well. In short, what I'm saying is that the ability
to get things done quickly and simply is in large part do to the
language Jeremy is using.

For someone like myself it takes a lot longer because I've taken a
more traditional programming route and base my code on C++. Compared
to a rapid development/deployment language like Visual Basic or one of
the newer .Net languages C++ is something on par with climbing a
mountain, or so it seems to me. C++ is more technical, and certain
libraries are more bare bones requiring some extra steps in developing
software.

Second, issue is Jeremy largely relies on third-party speech support
like Jaws, Window-eyes, NVDA, or Sapi. This obviously speeds up the
process because he can send text to whatever speech service is
available and speak it. It is in its own way as easy as printing text
to the screen once you have the speech services initialized and
running.

However, many accessible game developers llike GMA, PCs Games, and
myself use prerecorded speech for our games. You have no idea how long
it takes to first record, edit, and then write the code to load/speak
the message. i'd say it takes three or four times longer to do that
alone.

Third, Jeremy is targeting a specific platform and target group.
Obviously since his games are only intended for MS Windows platforms
he has lots of options and choices when it comes to programming APIs
etc. It takes less time to create software for one target environment
and considerably more if a developer wants to target Mac or Linux.

This imho is one area where I myself lost considerable time. I spent
months looking at various cross-platform APIs, experimenting with
potential cross-platform betas, which only ended up delaying the
process. If I had skipped the cross-platform research altogether
Mysteries of the Ancients would have been completed long ago.

Finally, the time it takes to create a game largely depends on the
type of game being produced. Castaways for example seems more complex
than it really is from a programming standpoint.  Were I to write
something similar given the same factors above I could probably
produce something equal in a weeks time period too.

One of the things that speeds up development in this type of game is
Jeremeyhas very minimal sounds and music. He hasn't had to deal with
loading, playing, and processing hundreds of sounds in real time.
Producing a soundscape as complex as Tank Commander or Shades of Doom
takes lots more time. Writing a good high qualityaudio environment is
in its way like adding graphics and animations to a video game. That
is where 

Re: [Audyssey] Castaways, 1 week milestone reached!

2011-07-15 Thread dark
Sounds awsome, and a great way of including multiplayer without it 
interfering with people's stratogies, which was my main concern, it just 
gives you effectively some actual characters to the game as well as the ai 
ones, which is fantastic!


Interestingly enough, Dark usually ends up as either a fisherman, hunter or 
a cook simply because the character gets assigned early on to something 
useful.


I do wonder what will happen if someone makes themselves something 
specialized with a secondary skill you can't use,  like a smith or 
metalurgist when you have no mine or forge, or a bar tender when your not 
harvisting wine, but we'll see.


also, sometimes dark in the game has been female for kicks,  what 
happens when she gets pregnant?  it's a litle rough on other players to feed 
a mmother and gain no bennifit from the child, do they get another child 
too?


If not,  how about some special lucky bonus of some sort?

anyway, I'll try it and see.

Beware the Grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, July 16, 2011 2:36 AM
Subject: Re: [Audyssey] Castaways, 1 week milestone reached!



Thanks guys, I appreciate it!

Version 1.0b is posted!  I'm running out of time before I head to work, so 
I really won't be around in the event that someone experiences an error. 
Let me quickly run you through the basics of it.  Start a game where 
you've turned Multiplayer co op on.  Within 60 seconds you will link up 
with other people who are playing.  If someone else is playing, you will 
see a message that they washed up on your shore!  This player is now an 
extra person able to help out in your settlement, but you are not allowed 
to change his, or her, job.


You will have other people to help in your city, and they will have a 
version of you in theirs.  This is a very loosely based multiplayer, but 
it's the foundation for future features.  As you know, you begin with a 
person that has your specific name.  Obviously this person represents you, 
and this is your link to other players in multiplayer.  When you change 
your job, it will change for other players in their cities.  Try to be 
something useful, so that other people are happy to have you, and not 
upset that you're doing some job they don't need.


Press ? if you want to chat, but PLEASE! keep in mind that this isn't 
meant for the stress of a chat room right now.  Chat a little, of course, 
but don't start spamming stuff.  I would also encourage you to stick to 
role playing.  If your character is a rough lumberjack, other players will 
have far more fun if you speak as if you are.  Asking questions about the 
game, or general off topic chat, will probably take some fun out of the 
experience for others, so please keep that to a minimum.


You can still save your game, and any game saved in multiplayer can be 
loaded again later.  You don't even have to be playing on the same 
difficulty level, so use the extra people to help you succeed , when you 
might otherwise fail.  Have fun, and I will be anxiously looking forward 
to being done with work, so I can come back and play a game with some of 
you all!  Yay!


If you experience errors, it will be due to files not being registered 
correctly.  This would be the same idea as the people who have to register 
direct X7.  As I've already said, I can't do anything to help you right 
now because I'm heading to work.


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Re: [Audyssey] Castaways, 1 week milestone reached!

2011-07-15 Thread dark
h, I thought I actually donated something earlier on myself, though it's 
entirely possible I simply forgot.


I will do this time though sinse I deffinately appreciate what you've done. 
in terms of games.


Beware the Grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, July 16, 2011 2:39 AM
Subject: Re: [Audyssey] Castaways, 1 week milestone reached!



Boy I wish I didn't have to work, lol, I wouldn't have to stop coding!  :D

If you do end up donating, believe me, it will be greatly appreciated.  In 
fact, you would be my first donater!  I don't think donater is actually a 
word, but oh well.


Well sadly I'm heading out, have fun guys!

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Re: [Audyssey] Jeremy's incredible programming speed and misc thoughtswas Re: Castaways, 1 week milestone reached!

2011-07-15 Thread dark
Actually yohandi, lots of Jeremy's games do have graphics, though admittedly 
simple ones and they're of use to me.


In Castaways you can see the map and the terrain of the tyles which makes 
for a handy overview, though from what I can gather buildings and other 
items don't appear on it at the moment, (unless they are really tiny nd too 
small for me to see, the way many of the animals in lunimals were).


As to selling games, the problem is self support would be difficult.

if we assume a 30 usd game will sell roughly 150 copies as games like rail 
racer I believe have, that means something like 4500 usd per game.


at that wrate, Jeremy would need to sell one game every 2 months to earn 27 
thousand dollars a year.


In england that is roughly the equivolent to the 20 thousand a year earned 
by starting level teachers, junior doctors and the like.


thus, if aprone has a semi decent job, he could probably get more 
programming,  though admittedly I don't know what the cost of living in 
the us is like and what a professional wage of a similar level would be.


I'm also not sure on the two month mark even for aprone, --- and then of 
course there's the fact that sales money would come gradually, not making 
things very secure.


that being said, some special games have sold many more copies (I'm told 
entombed hit the 500 mark), so my estimate is probably pretty low, though 
there's also the fact that most vi gamers aren't rolling in cash, and the 
number of Aprone's games they buy may be limited.


Beware the grue!

Dark. 



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Re: [Audyssey] question about farms in castaways

2011-07-15 Thread Thomas Ward
Hi Dark,

Wow! You are a wealth of information here. Sheesh, some of my games I
must have went really overboard with the farming. Lol!

In one of my games I had four vegetable farms, four wheat farms, and
three vinyards. I didn't realise that was too much. Lol!

Well, I can say is I'll chuck it up to newbie  inexperience. Too much
SoundRTS training I have to unlearn.

Cheers!

On 7/16/11, dark d...@xgam.org wrote:
  hi tom.

 Yes, building many farms is a mistake, sinse unlike in sound rts, buildings
 really take work in castaways.

 I myself usually just stick to two vedge farms, one wheat and one vinyard,
 with one farmer for each farm and perhaps some extra.

 At the end of my last game, i had 7 farmers working those four farms and was
 actually making far more food than my 62 people ate.

 As to knights, well I'm not sure on the optimum. as soon as I start to feel
 the goblins are advancing a bit fast, i make more knights.

 i suspect I've been going a bit too overboard on this, sinse last time I
 finished with 14 knights,  and one chap on the audiogames.net forum had
 only 11 knights when he got to population 60 and finished.

 this is something again i haven't completely worked out the balance four.

 Beware the grue!

 dark.


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Re: [Audyssey] Jeremy's incredible programming speed and misc thoughts was Re: Castaways, 1 week milestone reached!

2011-07-15 Thread dark

Hi tom.

I do take the point about the sfx, music, multiple sound files an speech 
api's (though as I've said before certainly on the production side of these 
there are people who can help,  in most graphical projects afterall it's 
not the programmer who actually draws the graphics, even indi games have a 
graphic designer for that, and many have a sound designer and musician too).


However I do have a couple of questions about the programming end.

firstly, from a purely product orientated point of view, ie, what's in the 
game, is C better than vb 6?


if you today handed jeremy all your sfx, prerecorded speach and music for 
mota and asked him to make a windows only vb6 version, would there be areas 
of fine sound positioning, physics, game mechanics and the like that 
wouldn't be possible in vb6, the way they are in c? I think this might be 
the case, but I'd be interested to know for certain.


If we leave aside the cross platform issue and just talk about ease of 
developement, I'm just wondering what the reason to use C would be, sinse 
from your description it sounds rather like the long way round.


Even entombed, was I believe programmed not in C but in in c# or C.net, and 
went from initial concept to 10 level monster in less than 18 months, with 
more floors following very quickly, yet it apparently uses one of these 
shortcut languages you mention.


Is in fact cross platform compatibility the only reason why you couldn't 
write mota in vb6, or another shortcut orientated language?


I'm genuinely quite curious about this, sinse even if we leave aside 
personal factors, it does seem the amount it takes different people to make 
games can vary wildly, and it'd be interesting to know from a purely 
programming perspective the reasons why.


Beware the Grue!

Dark. 



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[Audyssey] Jeremy doing commercial games, was: that really long subject line

2011-07-15 Thread Che

  hey ya dark,
  i'm not exactly sure on the number of rail racer copies sold to date, 
I think we're somewhere around the 275 mark though at this point.
  rail racer is a bad comparison for Jeremy to look at though frankly. 
 It is a game that takes a fair amount of time to get decent at, and 
getting the timing down especially using a keyboard can be frustrating.
  It was designed to have a lot of re playability, and the sacrifice 
for that was its not a game you can just jump into and do well at right off.
  Also, the free demo of RR for the first version didn't give the 
casual gamer enough experience with the game to see if they could really 
get into it or not, something I will be addressing with RR 2.0, as folks 
will be able to play user created tracks all they want, at least that is 
the current plan.
  I think Jeremy's stuff properly fleshed out would sell more like 
between 400 and 700 copies, depending on price, word of mouth and just 
how far he fleshed them out.
  Given the fact he is holding down a full time job and still releasing 
these games on an incredible pace, I think it would pay handsome 
dividends for him while maintaining his current schedule, just that 
instead of a game a couple weeks or whatever, might take a few months to 
really nail one down.
  Sorry to be making judgements about your schedule and capacities 
there Jeremy, nothing personal man, ahehehhe. Just trying to give a 
perspective from a commercial game developer for the blind.
  Other games such as troop n' em have sold really well, and no reason 
he couldn't put something out to at least come close to those kind of 
sales in less than 2 months fully fleshed out in my opinion.
  as for the tech support, the biggest issue there is licensing, and 
skinning that cat is one of the biggest challenges out there in my 
opinion, but it can be done without blowing a lot of time on support.

  Hope that is of some help.
  Later,
che


On 7/16/2011 12:05 AM, dark wrote:

Actually yohandi, lots of Jeremy's games do have graphics, though
admittedly simple ones and they're of use to me.

In Castaways you can see the map and the terrain of the tyles which
makes for a handy overview, though from what I can gather buildings and
other items don't appear on it at the moment, (unless they are really
tiny nd too small for me to see, the way many of the animals in lunimals
were).

As to selling games, the problem is self support would be difficult.

if we assume a 30 usd game will sell roughly 150 copies as games like
rail racer I believe have, that means something like 4500 usd per game.

at that wrate, Jeremy would need to sell one game every 2 months to earn
27 thousand dollars a year.

In england that is roughly the equivolent to the 20 thousand a year
earned by starting level teachers, junior doctors and the like.

thus, if aprone has a semi decent job, he could probably get more
programming,  though admittedly I don't know what the cost of living
in the us is like and what a professional wage of a similar level would be.

I'm also not sure on the two month mark even for aprone, --- and then of
course there's the fact that sales money would come gradually, not
making things very secure.

that being said, some special games have sold many more copies (I'm told
entombed hit the 500 mark), so my estimate is probably pretty low,
though there's also the fact that most vi gamers aren't rolling in cash,
and the number of Aprone's games they buy may be limited.

Beware the grue!

Dark.

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Re: [Audyssey] Jeremy's incredible programming speed and misc thoughtswas Re: Castaways, 1 week milestone reached!

2011-07-15 Thread Thomas Ward
Hi Dark,

Actually, 20,000 a year is pretty small potatoes for most programmers.
If Jeremey were working for a game development company like microsoft
Game Studios, Activision, Nintendo, etc he could double that on an
entry level position. I've heard some senior programmers make upwards
to 60,000 as their yearly salary.  So with those figures in mind
20,000 sounds pretty low. Especially, if you look at the current
financial scale over hear.

Its been a while since I read the financial reports, but basically
$20,000  and less is considered to b below minimum wage even though a
person working for McDonald's and a like are lucky if they get $12,000
to $15,000 per year. The middle class is generally considered to be
$40,000 to $60,000 per year. Which is why people are screaming.
Unemployment is high, and the cost of living is so high that some
people have to work themselves to death taking on one or two dirt poor
minimum wage jobs like McDonald's and Burger King just to reach the
$20,000 minimum wage level the U.S. government consideres to be the
amount to be classified as minimum wage for our current c ost of
living. Of course, the crooks in Washing DC wouldn't raise the
national minimum wage, forcing companies to give everyone a raise, but
have no problems giving themselves raises when they want one.

Anyway, that's not the only problem comercial VI game developers have
to face. Here in the U.S. we have not had a cost of living adjustment,
raise in SSI, since like 2008. Mean while the cost of everything is
sky rocketing because of fuel and transport costs. Gas, food, taxie
service, you name it costs more and anyone on SSI, which 80% of the
blind are, have less to spend on toys and games. They have to
constantly fork over more and more money just to survive.

On 7/16/11, dark d...@xgam.org wrote:
 Actually yohandi, lots of Jeremy's games do have graphics, though admittedly
 simple ones and they're of use to me.

 In Castaways you can see the map and the terrain of the tyles which makes
 for a handy overview, though from what I can gather buildings and other
 items don't appear on it at the moment, (unless they are really tiny nd too
 small for me to see, the way many of the animals in lunimals were).

 As to selling games, the problem is self support would be difficult.

 if we assume a 30 usd game will sell roughly 150 copies as games like rail
 racer I believe have, that means something like 4500 usd per game.

 at that wrate, Jeremy would need to sell one game every 2 months to earn 27
 thousand dollars a year.

 In england that is roughly the equivolent to the 20 thousand a year earned
 by starting level teachers, junior doctors and the like.

 thus, if aprone has a semi decent job, he could probably get more
 programming,  though admittedly I don't know what the cost of living in
 the us is like and what a professional wage of a similar level would be.

 I'm also not sure on the two month mark even for aprone, --- and then of
 course there's the fact that sales money would come gradually, not making
 things very secure.

 that being said, some special games have sold many more copies (I'm told
 entombed hit the 500 mark), so my estimate is probably pretty low, though
 there's also the fact that most vi gamers aren't rolling in cash, and the
 number of Aprone's games they buy may be limited.

 Beware the grue!

 Dark.

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Re: [Audyssey] question about farms in castaways

2011-07-15 Thread dark

Hi tom.

blame it on playing way too much castaways ;D.

It's odd, I don't usually find stratogy games my first choice. Games like 
sound rts and time of conflict I tend to pick up, play for a couple of days 
and then put way for several months again. I think this is mostly because of 
my love of exploring and seeing new things in games.


this week though, I've had several! nights up playing the game. There were 
three radio dramas of torchwood, the dr. who spinoff, which I managed to 
miss thanks to castaways (though I did catch the main tv program because my 
parents phoned and reminded me).


I've been wanting mush fixed for months, but haven't played alterean sinse 
last thursday! and last night i really! went over board on the game for a 
solid few hours from about 10 at night to 6 A m.


I think what it is, is castaways has a heavy does of the judgement based 
gameplay I mentioned before.


Then there is the reaction factor. In many stratogy games, it's a case of 
prepare, then let wrip and see how your preparations do, but in castaways 
you really need to stay on top of matters, tweaking things here and there, 
changing jobs around, planning and carrying out different goals while 
keeping your populous fed etc.


Entombed (though the genre is different), has a very similar thought process 
to it, sinse you can't just numbercrunch your way into the best armour, and 
hit attack, attack, attack! but need to think about each battle and react to 
what your enemy is doing.


This type of thing I find fascinating, having to change actions and stratogy 
at any one time to take into account the ongoing situation.


it's a factor all the great games, marrio turrican, etc had,  indeed 
Mega man was famous for it in boss fights, and it's fantastic to see in an 
accessible game.


Beware the grue!

Dark. 



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Re: [Audyssey] MitionB

2011-07-15 Thread burakyuksek

Hi,
I think try with WinRar. Because I was downloaded it and only deleted the 
german pack and played it. If you are using internet explorer as your main 
browser, download it with a download manager.

Thanks.
saygılar sevgiler.
- Original Message - 
From: Cary cary5...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Saturday, July 16, 2011 12:10 AM
Subject: Re: [Audyssey] MitionB


hi
I downloaded the rar file and tried to unzip it and got the message that the
rar file is corrupt or something. I'm using 7zip to unzip it.  I've tried
downloading it twice, I'll try again though.
-Cary

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of burakyuksek
Sent: Friday, July 22, 2011 05:43
To: Gamers Discussion list
Subject: [Audyssey] MitionB

Hi,
Here is MitionB. It is a very funny game. You can download it from
http://www.sendspace.com/file/c9m0rk
Thanks and have fun!
saygılar sevgiler.
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