[Audyssey] completing mission 2?

2011-07-31 Thread Kelvin Tan
hi jeremy. i've just started mission 2. but i still don't get the objective 
of mission 2. what is it i have to do to complete this mission? to kill 
enough yatys? - Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, July 29, 2011 5:14 PM
Subject: Re: [Audyssey] I broke castaways, plus soldiers and knights


Hey guys, I was hoping one of you Jaws users could test something for me. 
Here my my latest attempt to make Castaways work with Jaws.  If you don't 
mind, please try it out and let me know if it works, or if you received any 
errors.  www.kaldobsky.com/audiogames/jawstest.zip
Just press tab until you've cycled to the Jaws option.  I Really! hope I've 
finally got this working, because I can go back and put jaws support into my 
old games as well.

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Re: [Audyssey] About the mag

2011-07-31 Thread shaun everiss

hmmm.
Ron, I'd say just chuck the whole thing out here.
However since the issue release seems to only be one every time you 
remember, or something, hmmm I don't know.

Origionally I think there was like  a 4 times a year schedual.
But the mag comes out so infrequently now barely twice a year that I 
think it should be reduced.
There is almost no need for the letters section or the emails 
sections as these are shoved on the list.

There is almost no need for the mag apart from the articles sections.
I am not even sure if the game relases are even needed since most of 
them when we get them are really old and outdated.
Except for the few that may not have net access the jmajority of game 
releases letters and announcements appear on audiogames.net and this list.
There are so many opensource and freeware companies now that there 
are to many to count.
There are no more than 6 or so comercial companies that exist, and 
only 5 of those actually still exist, well maybe there is more 6 
existing, within this group, most of them bar usagames and lworks are 
still realeasing stuff hmmm and xsight the rest have not released 
stuff in ages.

I am not saying stop the mag  or anything.
Neither am I trying to bash you for not doing your job or anything 
but I strongly feel something needs to happen on that front.

When the mag started  there was no net, Even I read it.
However after about 2005 or so loads of people went broadband there 
is now literally loads of things going on, disks and such are gone.

Its the age of the cd, dvd and blueray disk as well as flash disk.
Its also the age of the digital download.
Development has slowed to barely a crawl.
With most of the devs either out of business, sitting on their buts 
as far as the rest probably cares or working on their projects 
without putting out any news, and a few other things the major 
community as it stands comercially is quite dead and bare.
Jim kitchen is the only person doing any real stuff and that  has 
slowed its mostly been data updates.

Spoonbill is doing something still.
Both draconis, pcs and gma are aparently still in development but no 
real news as of yet.
Xsight is in development and is active right now though nothing new 
has come out lately.

Well not since january I think.
Lworks is still active though with liam doing a job running slower than usual.
Bavisoft is dead and code factory has shifted its focus away from pc games.
Usagames is still in the running.
Blastbay that was pb games has created bgt which has managed to keep 
us alive with opensource free projects.
Audiogames.net and its forums have sporned loads and loads of small 
devs which have kept the game industry alive though no real big 
things have come out for a bit at least not enough to call the 
community fully alive.

I am not sure what of the old system is still running.
Presume dungions and draggons is still active though with the mag 
only twice a year stories are well taking  one only good space in the mag.
Most series like imortal gamer and game rescue unit are done which 
was the reason I really read the mag.

So hmmm I really am not sure where to go from here.
I do think something needs to be done with the mag though.
I think well am sure that what we get on the mag is more up to date 
than the mag is now.
We almost need something set so we can have something out more than 
twice a year, granted more than 1 person will need to edit it or 
release it in a timly manner.
Then again, we have so much free stuff now that we will need to 
concerntrate on things.
I guess if we start including links to forums and things on some of 
the free games like aprones stuff and such things like the mods etc 
that may be a new thing but The mag is deffinetly getting shorter.

At 04:09 a.m. 31/07/2011, you wrote:

Hi everyone

  I thought I would send this here to get feedback from this section of the
list.  This will also go out to the mag only group as well.
  Granted I know it has been quite some time without an issue.  In order to
catch up my thoughts were as follows.
  Send out issue #55 as it stands, then after sifting through the recovered
emails send a supplement covering the released games since #54.  The
potential articles I'll keep until the next issue.
  I am curious about how often you folks are interested in the mag, true
alot of the material shows up here to my chagrin.  So how often would be
good to wrap it up as an email newsletter?
  The folks on the mag only naturally haven't seen any of this conversation
but I will send this to them as well.  Yes I did drop the ball.  For many
reasons which I may or may not explain but I do sincerely want to keep
Audyssey going.
  My inbox is open for any thoughts you may have.  Comments and such are
always welcome, #55 will be out tomorrow at the latest, and a further
announcement of games once I go through all the recovered emails.  Thanks to
Damian for the program to do that.
  Looking forward to some input from folks.

Take 

Re: [Audyssey] Castaways and serfs

2011-07-31 Thread Kelvin Tan
hi dark. how do i get the cloth production faster? i don't really get your 
msg.
- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, July 30, 2011 11:26 PM
Subject: Re: [Audyssey] Castaways and serfs


Don't worry Dark, I will always keep cooperative play and competitive play 
separate.  I know many people prefer one over the other, so I will try to 
slowly develop each.  Sharing resources has been in the works for a while 
actually, I just keep getting side tracked with other fixes, lol.

 Well I've just finished another game
 on mission 2.

 I've worked out how to keep cloth up, makes as many serfs
 as possible! they don't half work fast!

 Also I've now worked out what rangers do, they stop your
 knights being killed on raides.

 My first raide was four knights and a ranger and did 13
 yeti, my second was five knights, a soldier and a ranger and
 that did the job, 13 yeti down and the city destroyed!

 Actually i was just about to start making wine, and only
 had 29 adults and 1 child, so was a litle surprised things
 ended so quickly.

 either way It was certainly fun again and I'll be looking
 forward to seeing the next batch of upgrades.

 As for pvp and attacking others kingdoms, with the way the
 yeti raides worked there, i can see that as a possibility,
 though i'd stil prefer cooperative multiplayer and pvp to be
 separate options, aprticularly if cooperative play is going
 to be expanded in the future with something like trading
 resources or goods.

 to be honest though it's the missions and the complexity of
 the system i'm enjoying thus far, and am looking forward to
 seeing what comes next.

 Beware the grue!

 Dark.


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Re: [Audyssey] About the mag

2011-07-31 Thread shaun everiss
on that note not that I want to detract from the mag or anything but 
we really need to branch into other formats like audio.

Ofcause people could record things etc and I could probably put those together.
I have time I'd need the place to put it up but i probably at least 
for the moment could put up stuff on a small schedual, at least semi 
reggularly.
Ofcause this stuff if it got serious would either have to be 
donationware or subscription based or something as I would eventually 
have to buy a web site and domain which could be quite expensive.
I know where I can get a good deal but at 160-200 a year to double 
that for a site and domain it does not come cheap.
I experemented last month with a free site which didn't work well at 
all but I am confordent I could have a small wordpress site, and a 
downloads folder with no restrictions where people could grab things, 
Ofcause I have dropbox to.

Still would have to think on what I would have to do about that.
It may for example be cheaper to get a free webhost like 000webhost 
and upgrade my dropbox, but then use some external drives to host the 
files rather than the main drive or something.
maybe get a sepperate system to handle things with a seperate dropbox 
if I could do  that.

At 07:53 a.m. 31/07/2011, you wrote:

Hi Ron,

That sounds fair in terms of catching the community up on past news
for the magazine, but I do have some concerns. For instance, I am
pretty sure I sent you some kind of press releases for MOTA. I would
hate to see you send out an announcement for say beta 17 when I'm
about to release beta 21 on Monday. I'm away from home today, but I
have plans to finish work on beta 21 this weekend so if there are any
past announcements for MOTA I'd prefer to pull them from the mag.

HTH

On 7/30/11, Ron Schamerhorn blindwon...@cogeco.ca wrote:
 Hi everyone

   I thought I would send this here to get feedback from this section of the
 list.  This will also go out to the mag only group as well.
   Granted I know it has been quite some time without an issue.  In order to
 catch up my thoughts were as follows.
   Send out issue #55 as it stands, then after sifting through the recovered
 emails send a supplement covering the released games since #54.  The
 potential articles I'll keep until the next issue.
   I am curious about how often you folks are interested in the mag, true
 alot of the material shows up here to my chagrin.  So how often would be
 good to wrap it up as an email newsletter?
   The folks on the mag only naturally haven't seen any of this conversation
 but I will send this to them as well.  Yes I did drop the ball.  For many
 reasons which I may or may not explain but I do sincerely want to keep
 Audyssey going.
   My inbox is open for any thoughts you may have.  Comments and such are
 always welcome, #55 will be out tomorrow at the latest, and a further
 announcement of games once I go through all the recovered 
emails.  Thanks to

 Damian for the program to do that.
   Looking forward to some input from folks.

 Take care
 Ron Schamerhorn
 blindwon...@cogeco.ca
 Audyssey Editor


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Re: [Audyssey] About the mag

2011-07-31 Thread shaun everiss
well if you need any extra assistance I'll always be avalible to 
assist the community even if I get a job.

 THe net is where I wind down and spend most of my life.
At 09:14 a.m. 31/07/2011, you wrote:

Hi Dark

  I encourage everyone to write about some aspect of gaming.  Maybe a review
of their favourite game, the best gamepad, what they like in ambiance or
whatever.
  I don't think I've ever missed publishing something that has been sent to
me.  I'm now of renewed spirit, ready to get it done, and keep it going for
along time.

Thanks for the vote
Ron

- Original Message -
From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, July 30, 2011 2:14 PM
Subject: Re: [Audyssey] About the mag


Hi Ron.

i'm pleased the mag is back.

while it's true the announcements in the mag really are duplicated on list
or on audiogames.net (though obviously there ar people who do not check
those places), for me it's the articals, reviews and editorials that are the
interesting point.

Having a more formal setting and distribution means that people are more
inclined to write seriously and considder what they are writing than just
dashing off a quick response.

for this reason i'm very happy that the mag is back, and would certainly
like it to continue coming out once every few months, though i might suggest
that perhaps submissions be a litle more formal and you give us reminders
when your looking for stuff, sinse obviously publishing in the mag is
something which should be considdered.

this is what spag and other web zeense have done, concentrated on more
formal submission of materials, and become more like a professional printed
magazine.

Btw, formal does not equal boring, comedy stuff and funny materials are
deffinately good too, I just mean encouraging people to take the time to
write and think carefully, including better jokes.

Beware the grue!

Dark.


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Re: [Audyssey] About the mag

2011-07-31 Thread shaun everiss

This is really cool news.
However my issue is I never know when its going to come out or what is up.
There used to be a schedual and everyone knew when it was going to come out.
We never missed a release date and where we were going to we were 
always notified.

At 09:38 a.m. 31/07/2011, you wrote:

This is fantastic news! I've really missed the magazine. I'll be writing for
it again I used to enjoy the stuff I would produce a few years ago.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: 30 July 2011 22:26
To: Gamers Discussion list
Subject: Re: [Audyssey] About the mag

Hi Ron.

well if that is the case, please let me know if your looking for articals,
as obviously i would be interested in trying another myself, but also I can
stick something on the audiogames.net site to the affect that anyone wanting
to write a review or artical can send it to you for publication.

there has been some discussion about a review section for the site and some
people wanting to write reviews, so if your publishing the mag again and
including reviews there may well be some other people who'd like to
contribute.

Beware the grue!

Dark.


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Re: [Audyssey] Alter Aeon Thief class update

2011-07-31 Thread Valiant8086

Yo, Dallas.
Who are you on Alter Aeon now? Let's catch up on old times.

Sent with Thunderbird 3.1.10 portable.

On 7/26/2011 6:55 PM, Dallas O'Brien wrote:

hi dentin, looks good, will have to rework one of my chars and make a
thief! just so i can give it all a good going over.
talk soon
dallas


On 27/07/2011, darkd...@xgam.org  wrote:

Hay Oriol, i've been meaning to ask.

now we've got sapi working, i'm hoping to do the same for my laptop as I'll
be using it over summer.

i see the patch on the site and am downloading it now (I presume it'll fix
the update problem in current distribution of the mush soundpack), but what
exactly is the mush light installer?

I'm afraid I wasn't clear from the page what exactly it did and how it may
differe from the standard pack.

Beware the grue!

Dark.
- Original Message -
From: Oriol Gómezogomez@gmail.com
To: Gamers Discussion listgamers@audyssey.org
Sent: Tuesday, July 26, 2011 7:49 PM
Subject: Re: [Audyssey] Alter Aeon Thief class update



Been playing that mud for years, I am the maker of the mush-z
distribution for alter aeon. You can check it out at
http://oriolg.es/mush.php

On 7/26/11, Dennis Townes...@xirr.com  wrote:

Alter Aeon is at it again with a new set of expansions!  We've done a
pretty thorough rework and update of the thief class, with two
entirely new groups of skills and a number of updates to older ones.
Major additions include:

- Updates to the poison brewing and handling skill tree, with the new
abilities to poison food and corpses, reduce antidotes, and brew
advanced poisons with special effects

- A complete new skill tree has been added for shadow skills, with new
skills to aid in stealth, combat, and transport

- A brand new set of skills for creating and throwing grenades, with
several recipes including firebombs, flash bombs, smoke bombs, and
stink bombs

- New low level skills added to aid in finding safe areas and help
escape bad situations when grouping with others

- A major update to the lock picking skills, turning it into a more
progressive and potentially faster process

- Minor updates for other classes, including automatically reviving
vampires and a new low level skill for warriors

Everyone is welcome to play, so if you're new to the game feel free to
stop by and check us out.  For more information and soundpack
downloads, see our web site at:

http://www.alteraeon.com

For those of you who don't know anything about us, Alter Aeon is a
multiplayer text-based game with a lot of features and settings to
help make it blind-friendly. Over half our playerbase is blind or
visually impaired, and we have blind builders and staff helping to
expand and improve the game.

Thanks!

Dennis Towne

Alter Aeon MUD
http://www.alteraeon.com

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Re: [Audyssey] General Gaming Info

2011-07-31 Thread Valiant8086

Hi.
It is  very late, and I bet you already mentioned this in your message 
and I just missed it even though I tried to read it twice, but sound RTS 
is open source, isn't it? Or is it. Lol.


Sent with Thunderbird 3.1.10 portable.

On 7/29/2011 1:22 PM, brian glass wrote:

Hi HTH,

Thanks for your detailed response. I apologize for being naive of the
terminology, as I am unfamiliar with this gaming world, hence my desire to
reach out and learn. I guess I considered video games to be synonymous
with electronic games in general, and until yesterday didn't even make the
connection between video and visual-- I just took that for granted, so I
think the phrase audio games is a great and useful phrase for this
purpose.

I am encouraged that I keep hearing the same responses about Shades of Doom,
Castaways, and Sound RTS. This tells me that there are in fact gold
standard games in this industry, which is a good thing.

I have tried Audio Quake, although I couldn't get it to run. In fact, a lot
of audio games I've tried simply crash right away and don't run. I wonder if
that is a common problem, and something needs to be tweaked with my audio
card settings?

Thanks again for your help, the feedback has been great!
Brian

On Fri, Jul 29, 2011 at 2:55 AM, Thomas Wardthomasward1...@gmail.comwrote:


Hi Brian,

Welcome to the list. Before I start I'll answer your question about
terminology. As for what most developers and a fair number of users
call our games we simply call them audio games. That's because they
usually tend to have little to no graphics and animation, and the game
worlds are largely made up of 2d and 3d audio effects. Thus the term
audio game to separate them from video games that have a decidedly
visual aspect to them.

Now, as far as a first-person shooter goes I'd highly recommend a game
called Shades of Doom produced by
http://www.gmagames.com
for two very important reasons. One, it is loosely based on Doom, and
its a game most sighted people are fairly familiar with so its a good
comparison for any kind of scientific or medical study. Second, the
developer David Greenwood has added a number of revolutionary ways to
make FPS style games fully accessible to a large number of blind
gamers. In fact, my own game engine I've been developing for quite
some time borrows a number of accessibility features introduced by
David Greenwood in his products. So I feel that is where you should
start when it comes to any kind of FPS games.

As far as real time strategy goes there are a number of games you
might use here. First, There is a game called SoundRTS that is
something like Warcraft. Another game you might look at is called
Castaways written by Jeremy Kaldobsky. Finally, GMA has created a
commercial real time strategy game, Time of Conflict, that is based on
a more modern theme building jets, tanks, ships, etc.

As far as open source goes there is really only one game I can think
of that might help you. There is a game called Audio Quake, a clone of
Quake, that has had a number of accessibility improvements which makes
it more or less accessible for a blind player. Personally, I think GMA
has much better accessibility in Shades of Doom, but Audio Quake is
fairly playable with a bit of practice and training. However, there
really aren't that many options or choices in terms of open source
audio games at this time.

HTH

On 7/28/11, brian glassbrigl...@gmail.com  wrote:

Hello, I am a graduate student in psychology, and I am interested in

using

video games for the visually impaired to study cognition. I was hoping to
get some feedback. Does anyone know of the most popular or best

audio-only

video games (is that an oxymoron?) in the categories of action game (such

as

a first person shooter) or real-time strategy game (such as StarCraft)?
Also, are there any good open source audio-only games out there?

Thank you!

Brian
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You can 

Re: [Audyssey] General Gaming Info

2011-07-31 Thread Valiant8086

Hi.
There is also that incredibly difficult technoshock game that is similar 
to Shades of Doom.


Sent with Thunderbird 3.1.10 portable.

On 7/29/2011 11:26 AM, Ben wrote:

Hello Brian,
First off, I must introduce myself.  I am Ben, a member of this community
(the blind gaming community) from the UK.  I've been playing audio games for
many years.  Now.  If you want me to give you a list and other information
concerning audio games, then contact me via this email offlist and I can
help.  But I must say, that the greatest source is audiogames.net -
www.audiogames.net
is a database of practically every audio game ever.  Well, as dark about
this he is chief moderater.

But hope this email is of help.

Actually.  as I've been writing this, I have just thought.  If you want to
look into a good FPS game, look in to shades of doom by
www.gmagames.com
This is, in my opinion and to my knowledge the first and only true first
person shooter on the market (its not free, but the demo lets you play level
1).

I don't know about other games like Starcraft.

Hope my info is useful,
Ben.
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of brian glass
Sent: 28 July 2011 20:23
To: gamers@audyssey.org
Subject: [Audyssey] General Gaming Info

Hello, I am a graduate student in psychology, and I am interested in using
video games for the visually impaired to study cognition. I was hoping to
get some feedback. Does anyone know of the most popular or best audio-only
video games (is that an oxymoron?) in the categories of action game (such as
a first person shooter) or real-time strategy game (such as StarCraft)?
Also, are there any good open source audio-only games out there?

Thank you!

Brian
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No virus found in this message.
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Re: [Audyssey] completing mission 2?

2011-07-31 Thread dark

Hi Kelvin.

spoilage ahoy!

to complete mission two you need to build a war tent.  From there (by 
pressing backspace), you can send your troops off to the yeti city to kill 
the yeti.


max of five of each can go on a raide, eg, five knights, five sowldiers and 
five rangers, (any more than five will stay at home).


Rangers I believe stop knights from being killed.

If you kill all the yeti, the mission is over.

Hth.
Beware the grue!

Dark. 



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Re: [Audyssey] completing mission 2?

2011-07-31 Thread darren harris
Is the map different to that of mission 1? Is it the same size?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: 31 July 2011 10:31
To: Gamers Discussion list
Subject: Re: [Audyssey] completing mission 2?

Hi Kelvin.

spoilage ahoy!

to complete mission two you need to build a war tent.  From there (by 
pressing backspace), you can send your troops off to the yeti city to kill 
the yeti.

max of five of each can go on a raide, eg, five knights, five sowldiers and 
five rangers, (any more than five will stay at home).

Rangers I believe stop knights from being killed.

If you kill all the yeti, the mission is over.

Hth.
Beware the grue!

Dark. 


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Re: [Audyssey] Castaways and serfs

2011-07-31 Thread dark

Hi.

Cloth is indeed very slow to produce, i've found at the start you need two 
weavers to one butcher and a good few dedicated peasants (five or six).


I'd also recommend holding off on wine making so as to free up the peasants 
from hawling barrels around.


if you build a monastery, the monk will write tomes that you can use to 
upgrade people and make them work faster.


the down side is currently writing tomes takes cloth, so getting the first 
one takes some time, however A couple of peasants upgraded into serfs and 
the speed increase will massively tell on the work you do.


Beware the grue!

Dark. 



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[Audyssey] treasure hunt tutorial

2011-07-31 Thread shaun everiss

Hi.
Well the only thing I can say about this is wow.
That was really cool, with the game and all the descussion.
I know it was not intended but the gang style fight in the middle  of 
it was cool.
However if you could have changed the hangup sound to a shotgun that 
would rock.

at least for that part.
Hmmm tresure hunt tutorial by a gangster or so.


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[Audyssey] treasure hunt tutorial

2011-07-31 Thread shaun everiss

Hi.
I forgot to add to the message but what is the site with the podcast 
refured to on the show, I may want to listen to other shows as I 
really liked that one.



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Re: [Audyssey] General Gaming Info

2011-07-31 Thread Thomas Ward
Hi Valiant,

No, SoundRTS is not open source. Although, it is currently freeware
the source code for the game has never been available to the general
public, and therefore noone such as myself can modify it. I really
wish SoundRTS was open source though as I'd like to update the game,
and build it using newer versions of the Python libraries.


Cheers!


On 7/31/11, Valiant8086 valiant8...@lavabit.com wrote:
 Hi.
 It is  very late, and I bet you already mentioned this in your message
 and I just missed it even though I tried to read it twice, but sound RTS
 is open source, isn't it? Or is it. Lol.

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[Audyssey] question about the 7 128 game book and jaws

2011-07-31 Thread alex wallis

Hi list,
I am just wondering, does anyone know if there are compatibility issues 
between the 7 128 game book and jaws, or between it and windows 7 64 bit?
as I start the game up, and I find that I can't get jaws to read me any 
of the menus when it is loaded, and when I switch to sapi, its very 
sluggish and unresponsive. It worked fine under xp, leading me to think 
there must be an issue somewhere with windows 7 or something.

any help with the above issues would be really appreciated, thanks,
Alex.

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Re: [Audyssey] General Gaming Info

2011-07-31 Thread Ron Schamerhorn
This might have already been mentioned but Night Of Parasite would also be a 
first person.
- Original Message - 
From: Valiant8086 valiant8...@lavabit.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, July 31, 2011 4:06 AM
Subject: Re: [Audyssey] General Gaming Info


Hi.
There is also that incredibly difficult technoshock game that is similar
to Shades of Doom.

Sent with Thunderbird 3.1.10 portable.

On 7/29/2011 11:26 AM, Ben wrote:
 Hello Brian,
 First off, I must introduce myself.  I am Ben, a member of this community
 (the blind gaming community) from the UK.  I've been playing audio games 
 for
 many years.  Now.  If you want me to give you a list and other information
 concerning audio games, then contact me via this email offlist and I can
 help.  But I must say, that the greatest source is audiogames.net -
 www.audiogames.net
 is a database of practically every audio game ever.  Well, as dark about
 this he is chief moderater.

 But hope this email is of help.

 Actually.  as I've been writing this, I have just thought.  If you want to
 look into a good FPS game, look in to shades of doom by
 www.gmagames.com
 This is, in my opinion and to my knowledge the first and only true first
 person shooter on the market (its not free, but the demo lets you play 
 level
 1).

 I don't know about other games like Starcraft.

 Hope my info is useful,
 Ben.
 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of brian glass
 Sent: 28 July 2011 20:23
 To: gamers@audyssey.org
 Subject: [Audyssey] General Gaming Info

 Hello, I am a graduate student in psychology, and I am interested in using
 video games for the visually impaired to study cognition. I was hoping to
 get some feedback. Does anyone know of the most popular or best audio-only
 video games (is that an oxymoron?) in the categories of action game (such 
 as
 a first person shooter) or real-time strategy game (such as StarCraft)?
 Also, are there any good open source audio-only games out there?

 Thank you!

 Brian
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 list,
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 Checked by AVG - www.avg.com
 Version: 10.0.1390 / Virus Database: 1518/3795 - Release Date: 07/28/11


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 list,
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Re: [Audyssey] question about the 7 128 game book and jaws

2011-07-31 Thread Ryan Conroy
Hi,

If I remember correctly, there were some issues with it on 64 bit systems. I'm 
running windows 7 32 bit, and also another computer with XP, and the games work 
fine.

-- Original Message --   
From: alex wallis alexwallis...@googlemail.com
To: gamers@audyssey.org
Subject: [Audyssey] question about the 7 128 game book and jaws
Date: Sun, 31 Jul 2011 12:21:07 +0100

Hi list,
I am just wondering, does anyone know if there are compatibility issues 
between the 7 128 game book and jaws, or between it and windows 7 64 bit?
as I start the game up, and I find that I can't get jaws to read me any 
of the menus when it is loaded, and when I switch to sapi, its very 
sluggish and unresponsive. It worked fine under xp, leading me to think 
there must be an issue somewhere with windows 7 or something.
any help with the above issues would be really appreciated, thanks,
Alex.

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57 Year Old Mom Looks 27!
Mom Reveals $5 Wrinkle Trick That Has Angered Doctors!
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Re: [Audyssey] About the mag

2011-07-31 Thread Thomas Ward
Hi Shaun,

I think you are being overly pessimisticwhen it comes to your personal
views of the audio games community. Weather you realize it or not
there is quite a lot more going on than you have given credit for, and
I'd like to take this time to give some credit where credit is do and
perhaps give you a more positive outlook on the community in general.

Shaun wrote:

However since the issue release seems to only be one every time you
remember, or something, hmmm I don't know.

My reply:

I think that's a little unfair. Ron has had a number of personal
issues to deal with, some he is willing to discuss and some he is not,
but as with game development its all pretty much done on a voluntary
basis, and I think you can give the guy a break for putting the
magazine off until he was mentally, emotionally, and physically up to
taking on the magazine again. If he can now dedicate himself to a
quarterly release schedule that's great. If not we should be
understanding enough to see that he is only one person and is doing
this voluntarily on his own time and energy.

Shaun wrote:

There is almost no need for the letters section or the emails sections
as these are shoved on the list.

My reply:

Not everyone is  on the Audyssey list. Many are over on the
audiogames.net forum, not on this list, and there are likely some
people who aren't on either the forum or list who receive the
magazine. The letters/e-mails section is a great way for them to keep
up to speed with events without having to sub to the list or forum.

Shaun wrote:

There are so many opensource and freeware companies now that there are
to many to count.

My reply:

You make that sound like a bad thing, and it certainly is not. From my
perspective this makes the magazine all the more worth while as it
gives new freeware and open source developers another outlet to talk
about their games, announce their existence, and something we all can
read regardless of what list or forums we may be on.

While I might agree that someone's new Guess the Number game might not
be  particularly news or magazine worthy there have been a number of
free games that should be mentioned in the magazine. Jeremy has
released a surprising number of decent freeware games like Castaways
that certainly deserves mention in the magazine, and its possible
there are plenty of VI gamers who haven't tried Jeremy's games simply
because they are so new and perhaps just haven't heard the news.

Shaun wrote:

Development has slowed to barely a crawl. With most of the devs either
out of business, sitting on their buts as far as the rest probably
cares or working on their projects without putting out any news, and a
few other things the major community as it stands comercially is quite
dead and bare.

My reply:

I really think that is pretty unfair. Blind Adrenaline is continuing
to add games to the card room, and Che has become a leading commercial
developer because of it. Blastbay Studios, AKA Philip Bennefall, has
released a number of commercial and freeware products in a row
including BGT, Q9, Kryngle Crash, Palace Punch-Up, and is working on a
new commercial game as we speak. GMA released Time of Conflict last
year. BPC Programs released 3D Velocity in this past year as well.
Mysteries of the Ancients, my current commercial project, is scheduled
for release this fall. My point being that far from dead commercial
audio game developers have picked up production rather than slowed
down as you seem to suggest above.

Shaun wrote:

Jim kitchen is the only person doing any real stuff and that  has
slowed its mostly been data updates.

My reply:

Even if that were true there is nothing wrong with updates and
upgrades. However, Jim Kitchen has released Awesome Homer as well as
TJS in the past year in addition to those data updates you
mentioned. That's not bad for a single developer.

However, Jim isn't the only one doing stuff. Good grief, man, Jeremy
has released several games in the last year, and it would make sense
to give the guy a little bit of credit where credit is do. He has
actually been giving the audio games community more games to play
around with in the last few months than we have seen in years. So
saying boo who the audio games community is dead is far from the
truth.

Shaun wrote:

Both draconis, pcs and gma are aparently still in development but no
real news as of yet.

My reply:

Just because you don't get a news letter mailed to your inbox each
month doesn't mean they aren't doing anything. GMA consistantly
releases a new game on a 24 month schedule, and months usually do go
by before we hear about the latest and greatest products from GMA.
Draconis is being pretty tight mouthed about what they are doing, but
its understandable. If they say they are working on game x the next
thing the community will do is ask, and ask, and ask over and over
again when will game x be released. Developers simply do not want
that kind of pressure. As for PCS no we haven't seen the new update

Re: [Audyssey] About the mag

2011-07-31 Thread Thomas Ward
Hi Shaun,

Well, with all do respect if we went to audio instead of a webzine
then in effect what we would have is a podcast. While I agree an
Audyssey podcast would be cool their are already technology podcasts
like this available such as those on Blind Cool tech. I don't think we
should confuse the magazine with a different format like a podcast as
we could certainly have both if that were something the community
would be interested in.

cheers!

On 7/31/11, shaun everiss sm.ever...@gmail.com wrote:
 on that note not that I want to detract from the mag or anything but
 we really need to branch into other formats like audio.
 Ofcause people could record things etc and I could probably put those
 together.
 I have time I'd need the place to put it up but i probably at least
 for the moment could put up stuff on a small schedual, at least semi
 reggularly.
 Ofcause this stuff if it got serious would either have to be
 donationware or subscription based or something as I would eventually
 have to buy a web site and domain which could be quite expensive.
 I know where I can get a good deal but at 160-200 a year to double
 that for a site and domain it does not come cheap.
 I experemented last month with a free site which didn't work well at
 all but I am confordent I could have a small wordpress site, and a
 downloads folder with no restrictions where people could grab things,
 Ofcause I have dropbox to.
 Still would have to think on what I would have to do about that.
 It may for example be cheaper to get a free webhost like 000webhost
 and upgrade my dropbox, but then use some external drives to host the
 files rather than the main drive or something.
 maybe get a sepperate system to handle things with a seperate dropbox
 if I could do  that.

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Re: [Audyssey] question about the 7 128 game book and jaws

2011-07-31 Thread Thomas Ward
Hi Alex,

There is a bug or problem with the 64bit version of Jaws and the Java
Access bridge. So its not necessarily Windows 7 64bit or the 7-128
gamebook, itself. The problem seems to be Jaws specific. You might
want to try NVDA 2011 instead as it seems to work ok with Windows 7
64bit and Java apps.

HTH

On 7/31/11, alex wallis alexwallis...@googlemail.com wrote:
 Hi list,
 I am just wondering, does anyone know if there are compatibility issues
 between the 7 128 game book and jaws, or between it and windows 7 64 bit?
 as I start the game up, and I find that I can't get jaws to read me any
 of the menus when it is loaded, and when I switch to sapi, its very
 sluggish and unresponsive. It worked fine under xp, leading me to think
 there must be an issue somewhere with windows 7 or something.
 any help with the above issues would be really appreciated, thanks,
 Alex.

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Re: [Audyssey] About the mag

2011-07-31 Thread darren harris
hi tom and all,

the Audyssey Magazine does do a great deal I think to show just how
effective this community can be.

Ok I do think that some of the game releases are a joke, like the numbers
games there are out there, hangman and the like, but also there have been
some fantastic games out there as well. Castaways among the best of them,
along with time of conflict, tank commander, yeah the story goes on.

Also another point to note as well is that the Magazine also allows for
people to share their experiences of games that weren't specifically
designed with blind people and accessibility in mind, but are otherwise
accessible. Core exiles for one, ashes of angels, unification wars and many
other titles. Also another point to consider as well is that the Magazine
does have the ability to present a formal case for the inclusion of
accessibility in other game titles.

There are probably a lot more people subscribed to audiogames.net than there
are on this list. I mean let's face it if we had a list with thousands of
people on it and active, because it's emails you would be swamped so for
practical reasons it's best to assume that there are far more members on
audiogames.net. so having the Magazine and various ways of distribution is
and can only be a good thing. 

I would say though however that the content does need to be more
streamlined. With the recent discussions on getting this community viewed
more favourably by a mainstream community, we aren't going to do it with
numbers games and Simon says type games. We have so many of those that quite
honestly we don't need any more and to be blunt the Magazine doesn't need it
either. It's poor representation.

Am not trying to offend anybody, far from it but equally it has to be said
that things do need to change with regards to what is brought out by some.
Having said that I think the Magazine does offer much more positive things
than negative on the whole. It just depends on what content is included. 



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Re: [Audyssey] About the mag

2011-07-31 Thread Ron Schamerhorn
Hi

  Indeed doing a mag and a podcast would be an option.  As for the format 
I'd have to give that some thought about articles, announcements and 
reviews.  Though It would offer an opportunity to demo as well as announce 
new games.  It's worth considering if there is enough interest.

Ron

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, July 31, 2011 8:11 AM
Subject: Re: [Audyssey] About the mag


Hi Shaun,

Well, with all do respect if we went to audio instead of a webzine
then in effect what we would have is a podcast. While I agree an
Audyssey podcast would be cool their are already technology podcasts
like this available such as those on Blind Cool tech. I don't think we
should confuse the magazine with a different format like a podcast as
we could certainly have both if that were something the community
would be interested in.

cheers!

On 7/31/11, shaun everiss sm.ever...@gmail.com wrote:
 on that note not that I want to detract from the mag or anything but
 we really need to branch into other formats like audio.
 Ofcause people could record things etc and I could probably put those
 together.
 I have time I'd need the place to put it up but i probably at least
 for the moment could put up stuff on a small schedual, at least semi
 reggularly.
 Ofcause this stuff if it got serious would either have to be
 donationware or subscription based or something as I would eventually
 have to buy a web site and domain which could be quite expensive.
 I know where I can get a good deal but at 160-200 a year to double
 that for a site and domain it does not come cheap.
 I experemented last month with a free site which didn't work well at
 all but I am confordent I could have a small wordpress site, and a
 downloads folder with no restrictions where people could grab things,
 Ofcause I have dropbox to.
 Still would have to think on what I would have to do about that.
 It may for example be cheaper to get a free webhost like 000webhost
 and upgrade my dropbox, but then use some external drives to host the
 files rather than the main drive or something.
 maybe get a sepperate system to handle things with a seperate dropbox
 if I could do  that.

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Re: [Audyssey] tarzan jr. 7.0?

2011-07-31 Thread Thomas Ward
Hi Shane,

 Like I said the files for Tarzan Junior 7.0 are on the USA Games
server in the downloads directory. The direct links for the setup and
patch are below.


Tarzan Junior Setup
http://www.usagamesinteractive.com/downloads/pb-games/Tarzan-Junior-Setup.exe

Tarzan Junior Patch
http://www.usagamesinteractive.com/downloads/pb-games/Tarzan-Junior-Patch.exe

HTH


On 7/30/11, Shane Lowe shanel...@insightbb.com wrote:
 can anyone upload and post a link to get tarzan jr. 7.0?

 thanks,
 Shane
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Re: [Audyssey] tarzan jr. 7.0?

2011-07-31 Thread Thomas Ward
Hi Hayden,

The last version of Tarzan PB Games released was 7.0 I believe.
Anyway, you are right. The Tarzan Junior setup files have been on my
server for a long time now although do to rebuilding and upgrading the
website I apparently forgot to create a download page for said game. I
just sent the list direct links for the setup and patch so all is cool
now.

Cheers!

On 7/31/11, Hayden Presley hdpres...@hotmail.com wrote:
 Hi,
 What in the world is that/ The latest version is on USA Games...there willbe
 no more updates, and if that is later, I don't know.

 Best Regards,
 Hayden

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Re: [Audyssey] About the mag

2011-07-31 Thread Ron Schamerhorn
Hi Tom

  Thanks for understanding about how one's life can interupt the best of 
intentions.  It has most likely happened to everyone at some time or other.
  There indeed were and in some respects still are alot going on in life 
outside of the gaming community.  I'm not offering this as an excuse but to 
explain.  My parents now live across the hall from me in my apartment 
building, I'm not kidding I'm 303  they are at 304.  Between my mother and 
nephew in the last year they've been hospitalized about 10 times in the last 
year for various reasons.  My divorce and the way it went down didn't help 
in me feeling good about life at all.  I could go on but want to reply to 
other comments.
  Indeed there's the magazine only list [I hope Raul soon responds] which 
only get the issues.  These folks may or may not be at audiogames.  So this 
could be the only method of them keeping up with what's going on.
  I'll put any developers in an issue.  Any game they've put out is worthy 
of mention.  Granted it might be hangman but for dev x it's their first 
release.  I'd hope to encourage the effort rather then ignore it thinking 
oh crap it's been done already.
  The number of releases has indeed kept up.  Besides those you mention 
there's 15 or so freeware games that Spoonbill has released, Kitchens Inc, 
and probably others that aren't coming to mind.  True big products like 
Entombed, MOTA, and such the community almost expects something big, but 
let's not forget those devs who consistently bring us a game in the wait 
time.
  Agreed on the point of Castaways.  I mean no offense to Jeremy with the 
following.  It's spouted loads of conversation on this list, and I'd imagine 
the audiogames forum.  While I'm not a typical forum reader [truth be told 
it confuses me] he's done many games with inovative concepts and the games 
are free how cool is that!
  Not meaning to repeat myself hear but quite right.  Audyssey when it 
started PCS and Kitchen's Inc were the main players with alot of IF thrown 
in as that was all there was for the blind/vi community.  I feel we've 
covered more ground in those years then the 'normal' community.  Think about 
it, console/pc gaming has been out for 30 or so years.  Audio gaming has had 
aproximatley half of that lifespan.  But look where we were and where we are 
now.  It's loads of progress in a much shorter time.  Personally I am 
thrilled to be part of this rapidly expanding group.  We've really heard 
*coughs* what can be done with sound in games.  So here's to the future!

Ron

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, July 31, 2011 8:02 AM
Subject: Re: [Audyssey] About the mag


Hi Shaun,

I think you are being overly pessimisticwhen it comes to your personal
views of the audio games community. Weather you realize it or not
there is quite a lot more going on than you have given credit for, and
I'd like to take this time to give some credit where credit is do and
perhaps give you a more positive outlook on the community in general.

Shaun wrote:

However since the issue release seems to only be one every time you
remember, or something, hmmm I don't know.

My reply:

I think that's a little unfair. Ron has had a number of personal
issues to deal with, some he is willing to discuss and some he is not,
but as with game development its all pretty much done on a voluntary
basis, and I think you can give the guy a break for putting the
magazine off until he was mentally, emotionally, and physically up to
taking on the magazine again. If he can now dedicate himself to a
quarterly release schedule that's great. If not we should be
understanding enough to see that he is only one person and is doing
this voluntarily on his own time and energy.

Shaun wrote:

There is almost no need for the letters section or the emails sections
as these are shoved on the list.

My reply:

Not everyone is  on the Audyssey list. Many are over on the
audiogames.net forum, not on this list, and there are likely some
people who aren't on either the forum or list who receive the
magazine. The letters/e-mails section is a great way for them to keep
up to speed with events without having to sub to the list or forum.

Shaun wrote:

There are so many opensource and freeware companies now that there are
to many to count.

My reply:

You make that sound like a bad thing, and it certainly is not. From my
perspective this makes the magazine all the more worth while as it
gives new freeware and open source developers another outlet to talk
about their games, announce their existence, and something we all can
read regardless of what list or forums we may be on.

While I might agree that someone's new Guess the Number game might not
be  particularly news or magazine worthy there have been a number of
free games that should be mentioned in the magazine. Jeremy has
released a surprising number of decent freeware games 

[Audyssey] building things in castaway

2011-07-31 Thread mattias

how to do?
i can select e.g house
but after i select it nothing happen

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Re: [Audyssey] About the mag

2011-07-31 Thread Thomas Ward
Hi Darren,

I do agree that the magazine could be streamlined by cutting out and
removing certain content that isn't up to par so to speak. Announcing
every simple freeware or amateur game might not be in our best
interests if we are hoping mainstream developers and gamers into our
ranks. Games like Guess the Numberor BopIt arent' that news worthy,
and I frankly feel that they probably shouldn't get much public
attention from the magazine.

I do think that we should be more professional about how we handle the
magazine and take our queue from professional gaming magazines. This
isn't being intended to be a put down, but mainstream magazines
generally don't publish news and articles on every single practice or
ametur game like Fred's Guess the Number out there. They tend to
publish articles and news based on established developers who have
reached a certain degree of quality and would be of interest to their
readers. If that sounds elitest so be it, but it doesn't hurt to think
about if the game being discussed would be of any real value to the
community at large rather than just filling space.

Let's be fair here. I know exactly how difficult it is to learn to
program, how much time, skill, and energy goes into programming games.
Every single developer starts with something extremely simple like
Blackjack, Guess the Number, or Paper Scissors Rock because they
require very little programming skill and experience to create. Every
developer starts with such simple games and slowly but surely create
more and more complex practice games until they are able to create the
next Shades of Doom or tank Commander. While there is nothing wrong
with helping a amateur developer with improving his/her Guess the
Number or Paper Scissors Rock game they are still only practice
amateur games. Such amateur developers should probably hold off
releasing anything official until they have released a product that
meets a reasonable standard of quality. Of course, what I would
consider a reasonable standard and what someone might consider a
reasonable standard could be quite different.

Cheers!


On 7/31/11, darren harris darren_g_har...@btinternet.com wrote:
 hi tom and all,

 the Audyssey Magazine does do a great deal I think to show just how
 effective this community can be.

 Ok I do think that some of the game releases are a joke, like the numbers
 games there are out there, hangman and the like, but also there have been
 some fantastic games out there as well. Castaways among the best of them,
 along with time of conflict, tank commander, yeah the story goes on.

 Also another point to note as well is that the Magazine also allows for
 people to share their experiences of games that weren't specifically
 designed with blind people and accessibility in mind, but are otherwise
 accessible. Core exiles for one, ashes of angels, unification wars and many
 other titles. Also another point to consider as well is that the Magazine
 does have the ability to present a formal case for the inclusion of
 accessibility in other game titles.

 There are probably a lot more people subscribed to audiogames.net than there
 are on this list. I mean let's face it if we had a list with thousands of
 people on it and active, because it's emails you would be swamped so for
 practical reasons it's best to assume that there are far more members on
 audiogames.net. so having the Magazine and various ways of distribution is
 and can only be a good thing.

 I would say though however that the content does need to be more
 streamlined. With the recent discussions on getting this community viewed
 more favourably by a mainstream community, we aren't going to do it with
 numbers games and Simon says type games. We have so many of those that quite
 honestly we don't need any more and to be blunt the Magazine doesn't need it
 either. It's poor representation.

 Am not trying to offend anybody, far from it but equally it has to be said
 that things do need to change with regards to what is brought out by some.
 Having said that I think the Magazine does offer much more positive things
 than negative on the whole. It just depends on what content is included.



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Re: [Audyssey] completing mission 2?

2011-07-31 Thread Jeremy Kaldobsky
The map in mission 2 is considerably larger.  Mission 1 was a 16 by 16 map, 
where mission 2 is a 26 by 26 map.

Dark is correct, in mission 2, the objective is to run raids against the Yetti 
settlement until they have been completely killed off.  You use the war tent to 
launch your attacks.


 Is the map different to that of
 mission 1? Is it the same size?

 Hi Kelvin.
 
 spoilage ahoy!
 
 to complete mission two you need to build a war tent. 
 From there (by 
 pressing backspace), you can send your troops off to the
 yeti city to kill 
 the yeti.
 
 max of five of each can go on a raide, eg, five knights,
 five sowldiers and 
 five rangers, (any more than five will stay at home).
 
 Rangers I believe stop knights from being killed.
 
 If you kill all the yeti, the mission is over.
 
 Hth.
 Beware the grue!
 
 Dark. 
 

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Re: [Audyssey] About the mag

2011-07-31 Thread Thomas Ward
Hi Ron,

Definitely. While I have my doubts about including every Hangman game
that comes along that's just my personal opinion. Over all, though, I
am pretty sure the audio games community at large is growing,
improving, and things are only getting better. Sooner or later those
people who purchased and are learning BGT will stop developing what I
would call amateur practice games and be able to produce something
of a higher quality. Its just a matter of giving them enough time to
learn and grow is all. So in that sense encurraging them to continue
is a very good idea.

The idea that the audio games community is dead or is dying is pretty
rediculous in light of where we have been and where we are going.
Yeah, Code Factory has come and gone, Bavisoft up and left the
community, ESP was sold to Draconis, XL Studeos closed, etc but those
are only inconveniences. In the time since all those things happened I
have started USA Games, Che has started Blind Adrenaline, Jeremy has
started producing games, and we have a fairly active community of
amateur open source developers trying out BGT, Python, VB, etc. In
short, what we have gained is far greater than what we have lost.

Cheers!




On 7/31/11, Ron Schamerhorn blindwon...@cogeco.ca wrote:
 Hi Tom

   Thanks for understanding about how one's life can interupt the best of
 intentions.  It has most likely happened to everyone at some time or other.
   There indeed were and in some respects still are alot going on in life
 outside of the gaming community.  I'm not offering this as an excuse but to
 explain.  My parents now live across the hall from me in my apartment
 building, I'm not kidding I'm 303  they are at 304.  Between my mother and
 nephew in the last year they've been hospitalized about 10 times in the last
 year for various reasons.  My divorce and the way it went down didn't help
 in me feeling good about life at all.  I could go on but want to reply to
 other comments.
   Indeed there's the magazine only list [I hope Raul soon responds] which
 only get the issues.  These folks may or may not be at audiogames.  So this
 could be the only method of them keeping up with what's going on.
   I'll put any developers in an issue.  Any game they've put out is worthy
 of mention.  Granted it might be hangman but for dev x it's their first
 release.  I'd hope to encourage the effort rather then ignore it thinking
 oh crap it's been done already.
   The number of releases has indeed kept up.  Besides those you mention
 there's 15 or so freeware games that Spoonbill has released, Kitchens Inc,
 and probably others that aren't coming to mind.  True big products like
 Entombed, MOTA, and such the community almost expects something big, but
 let's not forget those devs who consistently bring us a game in the wait
 time.
   Agreed on the point of Castaways.  I mean no offense to Jeremy with the
 following.  It's spouted loads of conversation on this list, and I'd imagine
 the audiogames forum.  While I'm not a typical forum reader [truth be told
 it confuses me] he's done many games with inovative concepts and the games
 are free how cool is that!
   Not meaning to repeat myself hear but quite right.  Audyssey when it
 started PCS and Kitchen's Inc were the main players with alot of IF thrown
 in as that was all there was for the blind/vi community.  I feel we've
 covered more ground in those years then the 'normal' community.  Think about
 it, console/pc gaming has been out for 30 or so years.  Audio gaming has had
 aproximatley half of that lifespan.  But look where we were and where we are
 now.  It's loads of progress in a much shorter time.  Personally I am
 thrilled to be part of this rapidly expanding group.  We've really heard
 *coughs* what can be done with sound in games.  So here's to the future!

 Ron

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[Audyssey] 7-128 gamebook and jaws

2011-07-31 Thread Eleanor Robinson

Alex asked:

I am just wondering, does anyone know if there are compatibility issues
between the 7 128 game book and jaws, or between it and windows 7 64 bit?
as I start the game up, and I find that I can't get jaws to read me any
of the menus when it is loaded, and when I switch to sapi, its very
sluggish and unresponsive. It worked fine under xp, leading me to think
there must be an issue somewhere with windows 7 or something.
any help with the above issues would be really appreciated, thanks,
Alex

The answer is that Freedom Scientific has NOT upgraded JAWS so that JAVA 
programs on 64 bit operating systems like WIN 7 will function correctly.  We  
contacted them, and at the time we did so, there was no date by which they said 
they would fix the problem.  You can use the game voice which works fine on WIN 
7.  Whatever SAPI voice you have will be the default.  If nothing else, it will 
default to Kevin - (a voice akin to Robbie the robot on acid) but having the 
benefit of being free!

I'm sorry they have not seen fit to make this change. There are a number of 
programs besides ours that are written in JAVA and are affected by this. If 
anyone hears that they have made the fix, please let us know so we can make 
sure that our games work with jaws.

Eleanor Robinson
7-128 Software




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Re: [Audyssey] About the mag

2011-07-31 Thread darren harris
Hi tom,

I agree actually. I think part of the problem here is that when everybody
comes across a new game release, whatever it is, everybody swoops on it.
that's not really the right way to be to be honest with you.

Boppit whilst it can be fun to an extent really it's a kids game and to be
honest I would shudder to put that out in the Magazine. it has to be said, I
look at some of the writing on this list and other places with regards to
games, I see topics such as this and I cringe thinking good god what if
mainstream people see this? Don't get me wrong, we all have the right to
enjoy what we wish and to talk about it but there is and can be a very
obvious trade-off as a result. 

I think serious consideration needs to be given as to what is and what isn't
deemed appropriate material for wide distribution of the Magazine. that's
not to say we need to say no x rated games can be mentioned or games
containing violence or such things, it's more about quality control. There's
nothing wrong for example in mentioning there's a new developer coming in
and learning what to do and all that. equally there's nothing wrong with a
question and answer section to the Magazine for example, when said
developers can indeed get the opportunity to ask various questions and
answers can be sent to them personally or sent to the Magazine for inclusion
in future issues. Indeed it would be nice to see answers to questions and
people who aren't interested in that section can pass up on it and move on
to something else that takes their interest. But yes, I do think some
quality control is necessary. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 31 July 2011 14:23
To: Gamers Discussion list
Subject: Re: [Audyssey] About the mag

Hi Darren,

I do agree that the magazine could be streamlined by cutting out and
removing certain content that isn't up to par so to speak. Announcing
every simple freeware or amateur game might not be in our best
interests if we are hoping mainstream developers and gamers into our
ranks. Games like Guess the Number or BopIt aren't' that news worthy,
and I frankly feel that they probably shouldn't get much public
attention from the magazine.

I do think that we should be more professional about how we handle the
magazine and take our queue from professional gaming magazines. This
isn't being intended to be a put down, but mainstream magazines
generally don't publish news and articles on every single practice or
amateur game like Fred's Guess the Number out there. They tend to
publish articles and news based on established developers who have
reached a certain degree of quality and would be of interest to their
readers. If that sounds elitest so be it, but it doesn't hurt to think
about if the game being discussed would be of any real value to the
community at large rather than just filling space.

Let's be fair here. I know exactly how difficult it is to learn to
program, how much time, skill, and energy goes into programming games.
Every single developer starts with something extremely simple like
Blackjack, Guess the Number, or Paper Scissors Rock because they
require very little programming skill and experience to create. Every
developer starts with such simple games and slowly but surely create
more and more complex practice games until they are able to create the
next Shades of Doom or tank Commander. While there is nothing wrong
with helping a amateur developer with improving his/her Guess the
Number or Paper Scissors Rock game they are still only practice
amateur games. Such amateur developers should probably hold off
releasing anything official until they have released a product that
meets a reasonable standard of quality. Of course, what I would
consider a reasonable standard and what someone might consider a
reasonable standard could be quite different.

Cheers!


On 7/31/11, darren harris darren_g_har...@btinternet.com wrote:
 hi tom and all,

 the Audyssey Magazine does do a great deal I think to show just how
 effective this community can be.

 Ok I do think that some of the game releases are a joke, like the numbers
 games there are out there, hangman and the like, but also there have been
 some fantastic games out there as well. Castaways among the best of them,
 along with time of conflict, tank commander, yeah the story goes on.

 Also another point to note as well is that the Magazine also allows for
 people to share their experiences of games that weren't specifically
 designed with blind people and accessibility in mind, but are otherwise
 accessible. Core exiles for one, ashes of angels, unification wars and
many
 other titles. Also another point to consider as well is that the Magazine
 does have the ability to present a formal case for the inclusion of
 accessibility in other game titles.

 There are probably a lot more people subscribed to audiogames.net than
there
 are on this list. I mean let's 

Re: [Audyssey] building things in castaway

2011-07-31 Thread Jeremy Kaldobsky
Mattias, hover over a square on the map using the arrow keys.  Press enter and 
you will be given the list of buildings you can make.  Arrow to the one you 
want, hold shift, and press enter.  There will now be a construction site on 
the map in this location.  As long as you have peasants or builders, they will 
begin carrying supplies to the construction site, and finally they will 
complete the building for you.  Hopefully this helps get you past where you're 
stuck.

 how to do?
 i can select e.g house
 but after i select it nothing happen
 

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Re: [Audyssey] building things in castaway

2011-07-31 Thread mattias

when i press d and i think f i can see a list of peoples
but how to use them?
Jeremy Kaldobsky skrev 7/31/2011 3:52 PM:

Mattias, hover over a square on the map using the arrow keys.  Press enter and 
you will be given the list of buildings you can make.  Arrow to the one you 
want, hold shift, and press enter.  There will now be a construction site on 
the map in this location.  As long as you have peasants or builders, they will 
begin carrying supplies to the construction site, and finally they will 
complete the building for you.  Hopefully this helps get you past where you're 
stuck.


how to do?
i can select e.g house
but after i select it nothing happen



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Re: [Audyssey] tarzan jr. 7.0?

2011-07-31 Thread Shane Lowe

I don't know. someone told me that was the latest version.

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

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, July 31, 2011 12:19 AM
Subject: Re: [Audyssey] tarzan jr. 7.0?



Hi,
What in the world is that/ The latest version is on USA Games...there 
willbe

no more updates, and if that is later, I don't know.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Shane Lowe
Sent: Saturday, July 30, 2011 9:22 PM
To: Gamers Discussion list
Subject: [Audyssey] tarzan jr. 7.0?

can anyone upload and post a link to get tarzan jr. 7.0?

thanks,
Shane
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Re: [Audyssey] Easter Quest version 1.0.1 released

2011-07-31 Thread Yohandy

Michael,
Thanks for this new version. I really enjoy this little game. I don't know 
if any of these have been implemented, haven't checked out newest version 
yet, but here are some suggestions for future versions:
first, it'll be real useful if we had a key we could press to check how much 
time's left on the clock. T would be a good one. also, I'd suggest that the 
players and the dog's eggs status's are separate. it takes a while for the 
person to say you've earned x points and y eggs, etc. if we had 2 separate 
status keys we could check ours or the dog's eggs independently. if this 
can't be done, then a way to interrupt speech would be useful. also, I like 
playing the game with no music. if we could turn off the music completely, 
or if music settings were saved that'll be awesome. also it'll be great to 
turn off background sounds. I find them distracting. All I want to hear when 
I play are the eggs, and the dog. That's all I can think of right now. Keep 
up the great work, and I'm hoping to see some new games from you guys in the 
future!



- Original Message - 
From: Michael Taboada (AI5HF) ai...@hotmail.com

To: gamers@audyssey.org
Sent: Sunday, July 31, 2011 1:12 AM
Subject: [Audyssey] Easter Quest version 1.0.1 released



Hi all,
Just wanted to let everyone know that Easter Quest version 1.0.1 was 
released just now. I noticed that someone on our scoreboard was able to 
get nearly 1000 points, which made me think about the fact that we had no 
sound for 1000 points or higher. You can download it at the same link, 
http://mtgames.org/games or http://mtgames.org/games/easter_setup.exe.

Enjoy!
-Michael, MTGames and Kevin, Kevin A Games.
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Re: [Audyssey] treasure hunt tutorial

2011-07-31 Thread Shane Lowe
lol. ha ha ha! smiles! thanks. that http://mtgames.org/games or ould have 
been pretty great actually. glad you liked it.



- Original Message - 
From: shaun everiss sm.ever...@gmail.com

To: gamers@audyssey.org
Sent: Sunday, July 31, 2011 6:14 AM
Subject: [Audyssey] treasure hunt tutorial



Hi.
Well the only thing I can say about this is wow.
That was really cool, with the game and all the descussion.
I know it was not intended but the gang style fight in the middle  of it 
was cool.
However if you could have changed the hangup sound to a shotgun that would 
rock.

at least for that part.
Hmmm tresure hunt tutorial by a gangster or so.


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Re: [Audyssey] treasure hunt tutorial

2011-07-31 Thread Shane Lowe
currently, I don't have a host. I'm more than likely going to upload on 
blind cool tech for nohttp://mtgames.org/games or . if anyone has any good 
podcasting sites, please email me off list at

shanelohttp://mtgames.org/games or e...@insightbb.com
and, the blind cool tech site is,
http://http://mtgames.org/games or http://mtgames.org/games or 
http://mtgames.org/games or .blindcooltech.com


hth,
Shane

- Original Message - 
From: shaun everiss sm.ever...@gmail.com

To: gamers@audyssey.org
Sent: Sunday, July 31, 2011 6:19 AM
Subject: [Audyssey] treasure hunt tutorial



Hi.
I forgot to add to the message but what is the site with the podcast 
refured to on the show, I may want to listen to other shows as I really 
liked that one.



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Re: [Audyssey] tarzan jr. 7.0?

2011-07-31 Thread Shane Lowe

thanks much.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, July 31, 2011 8:32 AM
Subject: Re: [Audyssey] tarzan jr. 7.0?



Hi Shane,

Like I said the files for Tarzan Junior 7.0 are on the USA Games
server in the downloads directory. The direct links for the setup and
patch are below.


Tarzan Junior Setup
http://www.usagamesinteractive.com/downloads/pb-games/Tarzan-Junior-Setup.exe

Tarzan Junior Patch
http://www.usagamesinteractive.com/downloads/pb-games/Tarzan-Junior-Patch.exe

HTH


On 7/30/11, Shane Lowe shanel...@insightbb.com wrote:

can anyone upload and post a link to get tarzan jr. 7.0?

thanks,
Shane
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Re: [Audyssey] About the mag

2011-07-31 Thread Jeremy Kaldobsky
Clearly I'm the new guy around here, so I frequently ask dumb questions, 
surprise everyone by not knowing common things, and fail miserably while 
playing most audio games, Hahaha.  In one way, this is a good thing since I am 
still able to see things in this community from the perspective of an outsider. 
 As a new guy coming in, I was very excited to go and read the back issues of 
the magazine when I first heard about them.  I wasn't actually all that long 
ago either.

The old magazines were quite old, but I still enjoyed the articles.  Game 
reviews were interesting, but by far, the most interesting things were the 
articles that gave insight to the community, what it had been doing, and where 
it was planning to go.  Perhaps this was only so interesting because I was 
viewing past issues, and I could compare those goals with how things really 
turned out, but I still believe I would be just as interested in those types of 
articles today.

Some have suggested that the magazine should keep in mind, the possibility that 
mainstream gamers will read it, and so it should paint the community in the 
best possible light.  I agree, that is something we should consider, but I have 
to ask the question, what is do we hope to gain by mainstream readers that we 
impress with the magazine?  If our concern is audiogames being taken seriously, 
then we could accomplish that by including only the more unique games, as has 
been suggested.  I have a feeling that we need to broaden that goal.  I would 
suggest that a secondary goal is to attract people TO! the community, that 
would be able to help it continue to push forward.

The articles are the best way to do that.  By getting insight into the 
community, where it was, how it has changed, what it hopes to accomplish, and 
what efforts are currently trying to move us forward, it encourages people to 
theorize their own solutions.  As an example, my buddy Hatred recently joined 
up with the community.  Through conversations, he gradually learned the current 
state of the community, and where it wanted to go, and eventually he started 
sharing ideas with me for helping it get there.  Stuff that would pop into his 
mind simply because there was a problem to solve, and he is the type of person 
who enjoys looking for solutions.  Like myself, he became excited by the 
challenge of moving the community's games in some new directions, and now he is 
actively developing his first audio game.  Lol, Hatred is going to kill me for 
pulling him into this post.  :)

Anyway, the point I was aiming to make is that openly discussing where we want 
to go, and how we are trying to get there, is a great way to attract new 
problem solvers.  If the magazine reaches the right kind of people, who get 
excited about what is going on here in this community, it could lead to more 
good things.

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Re: [Audyssey] building things in castaway

2011-07-31 Thread Jeremy Kaldobsky
The people will automatically perform their jobs, you don't need to 
specifically control them.  When you use D and F it will select a person, then 
use A and S to assign them a job.  To begin with, it is good to have plenty of 
builders and peasants so that you can get your first buildings completed.

 when i press d and i think f i can
 see a list of peoples
 but how to use them?


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Re: [Audyssey] building things in castaway

2011-07-31 Thread mattias

but must i first pickup matreal for a house?
from the storehouse?
i can't find the storehouse
Kaldobsky skrev 7/31/2011 4:22 PM:

The people will automatically perform their jobs, you don't need to 
specifically control them.  When you use D and F it will select a person, then 
use A and S to assign them a job.  To begin with, it is good to have plenty of 
builders and peasants so that you can get your first buildings completed.


when i press d and i think f i can
see a list of peoples
but how to use them?


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Re: [Audyssey] Possible Bug in Castaways

2011-07-31 Thread Christina
Hi.
Thanks for adding in the deleting buildings feature.
Christina

- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: audyssey gamers@audyssey.org; Bill and Kristi Freeman 
bkshfree...@gmail.com
Sent: Saturday, July 30, 2011 4:10 AM
Subject: Re: [Audyssey] Possible Bug in Castaways


Until I saw your saved game Bill, I hadn't even thought about someone stripping 
every last resource from the map! Hahaha, 
clearly your game had been going for a long time and you had a lot of stone 
masons and miners. When the next version 
releases, you won't be able to actually run completely out of resources. If you 
use up everything on the map, your people 
will Very! slowly still gather resources, but they will have to wander off of 
the map to do it. It will serve as a 
punishment, because it will be so much slower, but it will at least keep people 
from being essentially defeated when they can 
never gain more lumber, bricks, or metal, that they may need to finish the 
mission.

I'll give some thought to your ideas for grouping the buildings. I'm actually 
in the process of coding hotkeys for assigning 
jobs. Enough people have brought that up lately, that it has moved to the top 
of my to-do list, lol. You can destroy 
buildings by selecting them and pressing Delete. This will also work to cancel 
a new construction that you realize is not 
what you wanted to build.

I think having people drop their current task immediately could have negative 
effects on how the game is played, but I'll 
keep it in mind. The Sapi messages were originally set up to not interrupt each 
other, and it was a nightmare haha, believe 
me.

Smarter messages is pretty high up on my to-do list, but I just haven't had 
time yet, and it is a rather time consuming task 
to do.

When it comes to online play, I am still working on a competitive mode. It will 
allow players to support their chosen 
kingdom, working to build it up toward victory, while attacking other to beat 
down the competition.



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Re: [Audyssey] Castaways, frustrated with the ship

2011-07-31 Thread Christina
Hi.
My veggies are usually pretty low so I usually end up building two veggie farms 
and then assign an extra farmer.
So, I have four farmers, one vineyard, one wheat farm, and two veggie farms.  
This gets the vegetable number up pretty 
quickly.
You just need to make sure you have enough peasants to do everything, as was 
said by others before.
HTH,
Christina

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Milos Przic milos.pr...@gmail.com; Gamers Discussion list 
gamers@audyssey.org
Sent: Saturday, July 30, 2011 8:05 AM
Subject: Re: [Audyssey] Castaways, frustrated with the ship


Hi,

That is a good question. For one thing it looks like your vegetable
production is low so you might want to assign a couple of extra
farmers and then start changing everyone else non-essential over to
peasants. Thing here is you need enough food to stock the ship, keep
the tavern running, and enough peasants to stock the ship and the
tavern at the same time. Otherwise your people will starve or the ship
won't get stocked.

HTH



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Re: [Audyssey] Castaways, frustrated with the ship

2011-07-31 Thread Christina
Did your vineyard have empty barrels?
When my farmers are being lazy, it's usually because there aren't any barrels 
waiting at the vineyard.
Christina

- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, July 30, 2011 9:26 AM
Subject: Re: [Audyssey] Castaways, frustrated with the ship


Well I had two farmers and anytime one was doing anything the other was 
always just standing around unless I had another farm. And sometimes even 
that didn't take care of the proglem.
We are the Knights who say...Ni!


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Re: [Audyssey] Castaways, frustrated with the ship

2011-07-31 Thread Christina
Hi.
Does green thumb effect wine production as well?

I also love union smashers and strong swimmers.
Christina

- Original Message - 
From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, July 30, 2011 9:57 AM
Subject: Re: [Audyssey] Castaways, frustrated with the ship


Green thumb is a favourite perk of mine, but I've found extra farmers handy 
even when playing without it.

I think I've tried all the perks and faults out now, and my personal 
favourite are union smasher and green thumb, sinse it just is helpful with 
many areas of production, and my favourite fault is light lunch, sinse it's 
easily overcome if you build farms first and assign a hunter, and then can 
play virtually fault free.

Dogfood also doesn't seem to have a massive affect on the game, but then 
again i don't tend to use hunters until I start needing firs, sinse 
fishermen are better as far as meat goes, thus injuries for hunters aren't 
too noticeable at that point in the game.

The other faults are pretty major each in their own way, all thumbs and 
trojan man make life much more difficult, while cosy and vedgitarian can 
completely change the overall mechanics of the game.

beware the GRue!


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Re: [Audyssey] Castaways tome bug

2011-07-31 Thread Christina
I got the same bug with Stone Masons.
Christina

- Original Message - 
From: dark d...@xgam.org
To: Gamers@audyssey.org
Sent: Saturday, July 30, 2011 10:10 AM
Subject: [Audyssey] Castaways tome bug


Hi.

I don't have a save file sinse unfortunately it is done, but i found the 
problem when trying to upgrade people with tomes.

When trying to upgrade the stone mason I was told that person couldn't be 
upgraded, however when i was trying to upgrade the 
carpenter who was lumberjacking at the time I was told the lumberjack had been 
turned from a stone mason to a stone carver, 
yet they are now a perminant lumberjack.

So, there apparently is the bug.

upgrading hunters seemed okay though.

Btw, might i suggest upgrade tomes be given on the basis of what job someone 
has assigned, not the job they are doing 
currently, sinse oterwise you'll need to wait until a builder is actually 
building to upgrade them, or they'll just become 
another serf.

Beware the grue!

Dark.
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Re: [Audyssey] castaways version 1.4b, with Jaws support!

2011-07-31 Thread Christina
Awesome!
Thanks, Jeremy.
Christina

- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: audyssey gamers@audyssey.org
Sent: Saturday, July 30, 2011 11:07 AM
Subject: [Audyssey] castaways version 1.4b, with Jaws support!


Version 1.4b has been posted.  This one has Jaws support, an ability for people 
to test out the French and Russian 
translations while I continue to work with those, and finally a new way to 
select jobs for your people that is Much! faster!

If you are a Jaws user, press Tab to finally get rid of the Sapi voice you hate 
so much!  haha.

While a person is selected, hold control, and press the letter your desired job 
begins with.  For example, pressing B will 
assign this person to be a builder, pressing B again will choose baker, and it 
will continue cycling through jobs that begin 
with B.

I'm still working on getting the game truly ready for translations, but in the 
mean time everyone can check out the French 
and Russian translations provided by Florie Bert, and Stacy from klango.  Here 
is how you can use them.  In your castaways 
directory, you will see French.txt and Russian.txt.  Pick the one you want to 
try, and rename it language.txt.  That's all! 
Just start up the game and it should be presented to you in that language.  
Keep in mind that the mission 2 stuff was added 
after the translators began working, so you will encounter a few messages that 
will remain English for now.  When you want to 
go back to using English in the game, just rename the language.txt file back to 
whatever it was originally.

The readme.txt file, Buildingguide.txt, and jobs guide.rtf files have also all 
been updated.

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Re: [Audyssey] About the mag

2011-07-31 Thread Thomas Ward
Hi Darren,

Yeah, I know. Unfortunately, even discussing this I'm afraid could
kick off another flame war since people are likely to be sensative
when it comes to discussing what is or isn't reasonable quality
control. It is true anyone has the right to create and play anything
they want, but, in my personal opinion, not every game meets a certain
mainstream standard of quality and development. This is somewhat of a
catch 22 situation since 99% of the developers here are self-taught,
figuring things out as they go,  and many don't have a real extensive
knowledge of mainstream games to begin with. In short, they lack
knowledge and experience that someone exposed to normal mainstream
standards would expect of them.

So if we hold up something like Shades of Doom as a type of goal or
standard we should aim for then a lot of developers are going to come
back with that's too hard orthat's unrealistically high even
though that's exactly the kind of standard for mainstreamgames and
gamers that we haven't reached yet. We are in some respects still
trying to get there, and some developers are far too quick to publish
something simple like BopIt instead of waiting to officially release
something like Q9, Tank Commander, or Shades of Doom. If we wait for
those developers to walk before they can run then of course we would
have a lot of waiting to do. So its a catch 22 situation to either
accept x number of simple games until they can produce something
better, or not hear from them at all until they produce something
better. I'm afraid I don't have an answer or solution for that issue
myself.

Cheers!


On 7/31/11, darren harris darren_g_har...@btinternet.com wrote:
 Hi tom,

 I agree actually. I think part of the problem here is that when everybody
 comes across a new game release, whatever it is, everybody swoops on it.
 that's not really the right way to be to be honest with you.

 Boppit whilst it can be fun to an extent really it's a kids game and to be
 honest I would shudder to put that out in the Magazine. it has to be said, I
 look at some of the writing on this list and other places with regards to
 games, I see topics such as this and I cringe thinking good god what if
 mainstream people see this? Don't get me wrong, we all have the right to
 enjoy what we wish and to talk about it but there is and can be a very
 obvious trade-off as a result.

 I think serious consideration needs to be given as to what is and what isn't
 deemed appropriate material for wide distribution of the Magazine. that's
 not to say we need to say no x rated games can be mentioned or games
 containing violence or such things, it's more about quality control. There's
 nothing wrong for example in mentioning there's a new developer coming in
 and learning what to do and all that. equally there's nothing wrong with a
 question and answer section to the Magazine for example, when said
 developers can indeed get the opportunity to ask various questions and
 answers can be sent to them personally or sent to the Magazine for inclusion
 in future issues. Indeed it would be nice to see answers to questions and
 people who aren't interested in that section can pass up on it and move on
 to something else that takes their interest. But yes, I do think some
 quality control is necessary.

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Re: [Audyssey] About the mag

2011-07-31 Thread Thomas Ward
Hi Jeremy,

Those are some very good points. In many ways when I joined the audio
games community I had similar observations and I guess ideas where the
community could go. That was about 10 or 11 years ago.

I was sighted for the majority of my early life, lost my sight
officially in the 90's, so I had a pretty good idea of what had been
available for the sighted mainstream market at the time. When i
started reading the mag so I could find out what games I could play or
expect to create I saw that most people were playing text adventures
or simple Dos games  like Monopoly, Hangman, and things of that
nature. The only developer who captured my immediate attention was GMA
because they had a real time submarine simulation, Lone Wolf, and they
were creating the world's first audio based first person shooter,
Shades of Doom. Coming from a mainstream background as I had those
were the games I naturally were most interested in because it wasn't
so different from games I already knew and enjoyed before I lost my
sight. In other words if we want to communicate and open dialog with
other mainstream gamers its something like Shades of Doom or Tank
Commander they will be interested in discussing. Anything less will
seem to them as not very advanced or worth while. At least that's how
I see it coming from that background myself.

It is because of that background I have the opinions and attitudes I
do have towards audio gaming. There is a reason I spent two years
developing a 3d game engine I call Genesis 3D, and there is a reason
I've adopted a number of features seen in the GMA Game engine. That
reason being over the next five years or so I plan to create games on
par with Halo, Tomb Raider, Jedi Knight, and any other game that has
had some commercial success in the mainstream market. Not necessarily
because it will make a lot of money but because it is a style and
standard of gaming that is rarely achieved by audio game developers
accept for a handful like GMA who are trying to reach the same goal as
I am.

What you are doing for this community is no less valuable. Castaways
is the best game I've seen since I don't know when. True it needs some
better sound effects and things like that, but as Dark said it is the
closest thing to Dwarf Fortress and games like that we have at the
time being. It is getting us headed in the right direction as far as I
am concerned and I'm all forward to bigger and more complex games of
this nature.

Cheers!


On 7/31/11, Jeremy Kaldobsky jer...@kaldobsky.com wrote:
 Clearly I'm the new guy around here, so I frequently ask dumb questions,
 surprise everyone by not knowing common things, and fail miserably while
 playing most audio games, Hahaha.  In one way, this is a good thing since I
 am still able to see things in this community from the perspective of an
 outsider.  As a new guy coming in, I was very excited to go and read the
 back issues of the magazine when I first heard about them.  I wasn't
 actually all that long ago either.

 The old magazines were quite old, but I still enjoyed the articles.  Game
 reviews were interesting, but by far, the most interesting things were the
 articles that gave insight to the community, what it had been doing, and
 where it was planning to go.  Perhaps this was only so interesting because I
 was viewing past issues, and I could compare those goals with how things
 really turned out, but I still believe I would be just as interested in
 those types of articles today.

 Some have suggested that the magazine should keep in mind, the possibility
 that mainstream gamers will read it, and so it should paint the community in
 the best possible light.  I agree, that is something we should consider, but
 I have to ask the question, what is do we hope to gain by mainstream readers
 that we impress with the magazine?  If our concern is audiogames being taken
 seriously, then we could accomplish that by including only the more unique
 games, as has been suggested.  I have a feeling that we need to broaden that
 goal.  I would suggest that a secondary goal is to attract people TO! the
 community, that would be able to help it continue to push forward.

 The articles are the best way to do that.  By getting insight into the
 community, where it was, how it has changed, what it hopes to accomplish,
 and what efforts are currently trying to move us forward, it encourages
 people to theorize their own solutions.  As an example, my buddy Hatred
 recently joined up with the community.  Through conversations, he gradually
 learned the current state of the community, and where it wanted to go, and
 eventually he started sharing ideas with me for helping it get there.  Stuff
 that would pop into his mind simply because there was a problem to solve,
 and he is the type of person who enjoys looking for solutions.  Like myself,
 he became excited by the challenge of moving the community's games in some
 new directions, and now he is actively developing his first 

Re: [Audyssey] Castaways, frustrated with the ship

2011-07-31 Thread Hayden Presley
Hi,
Personally, I like all thumbs and smuggled goods. Having the extra resource
here and there is more than handy, and I find that I don't have to build a
tavern right away if I want to get the brick and lumber productions going.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Christina
Sent: Sunday, July 31, 2011 9:37 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Castaways, frustrated with the ship

Hi.
Does green thumb effect wine production as well?

I also love union smashers and strong swimmers.
Christina

- Original Message - 
From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, July 30, 2011 9:57 AM
Subject: Re: [Audyssey] Castaways, frustrated with the ship


Green thumb is a favourite perk of mine, but I've found extra farmers handy 
even when playing without it.

I think I've tried all the perks and faults out now, and my personal 
favourite are union smasher and green thumb, sinse it just is helpful with 
many areas of production, and my favourite fault is light lunch, sinse it's 
easily overcome if you build farms first and assign a hunter, and then can 
play virtually fault free.

Dogfood also doesn't seem to have a massive affect on the game, but then 
again i don't tend to use hunters until I start needing firs, sinse 
fishermen are better as far as meat goes, thus injuries for hunters aren't 
too noticeable at that point in the game.

The other faults are pretty major each in their own way, all thumbs and 
trojan man make life much more difficult, while cosy and vedgitarian can 
completely change the overall mechanics of the game.

beware the GRue!


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Re: [Audyssey] building things in castaway

2011-07-31 Thread Hayden Presley
Hi,
Your peasants will gather the needed suplies for you. There is no finding
them yourself. The map is really only to set buildings.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of mattias
Sent: Sunday, July 31, 2011 9:26 AM
To: gamers@audyssey.org
Subject: Re: [Audyssey] building things in castaway

but must i first pickup matreal for a house?
from the storehouse?
i can't find the storehouse
Kaldobsky skrev 7/31/2011 4:22 PM:
 The people will automatically perform their jobs, you don't need to
specifically control them.  When you use D and F it will select a person,
then use A and S to assign them a job.  To begin with, it is good to have
plenty of builders and peasants so that you can get your first buildings
completed.

 when i press d and i think f i can
 see a list of peoples
 but how to use them?

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[Audyssey] Castaways version 1.5b Random maps, muting, and leatherworkers

2011-07-31 Thread Jeremy Kaldobsky
Version 1.5b has just been posted.  I am still working on the multi language 
feature, the multiplayer features, and the ability to change the priorities of 
your workers, but I did get enough stuff done that I felt a new update was in 
order.

When you go to play a mission, you will notice a new field in the menu list.  
Default map means that you will play the mission using the map designed to go 
along with this mission.  Pressing enter on this selection will change it to 
Random map.  Random maps will provide an extra challenge, because they were not 
specifically designed to control how quickly things happened.  For example, if 
there is randomly more open space leading off of the map, then Goblins will 
have more places to invade in from.

To keep things as stable as possible, picking the random map option actually 
randomizes in a somewhat unusual way.  The size of the map will remain the 
same, and water landmarks will not be changed.  All of the trees and rocks are 
randomly moved around but you still end up with the same number of each.  Also, 
the number of trees and rocks that normally fell along the outer edges of the 
map will still be the same, as an effort to give the Goblins approximately the 
same number of ways into your land.

When you use delete to destroy a building you have already built, you will 
receive half of the construction materials back as salvaged supplies.  If the 
number of supplies can't be evenly divided in half, it is rounded up to the 
next whole number.  So destroying a house, which originally cost you 3 lumber 
and 3 bricks, would give you 2 lumber and 2 bricks back.

To balance things differently, Butchers are only able to create a fur 33 
percent of the time they work on an animal carcass.  Many users reported a huge 
stockpile of furs building up as they played, and I felt the need to change 
things around a little.  Upgraded butchers are 66 percent successful at 
salvaging furs.

Monks no longer use cloth to create tomes!  Peasants will carry furs to your 
new Tannery, where a leatherworker will transform 1 fur into 1 piece of 
leather.  3 pieces of leather are now required to create a tome.  The leather 
working chain will be expanded upon in mission 3, when that is eventually 
added.  Monks now take 25 percent less time to create a tome, and unlike any 
other job, they will tell you how close they are to competition when you check 
on their progress.  Monks now double as leatherworkers.

Leatherworkers will double as butchers, when they have free time.

Hopefully combining the suggestions of so many people, the message mute list 
has finally been finished.  Press shift and ` (grauve key) to bring it up, 
arrow through it, and press enter to toggle the settings.  These settings are 
remembered from game to game, so don't forget that you've muted something.  
Rather than being job specific, many of the messages are now more generalized 
ideas such as the delivery of raw materials.  As always, I'm open to 
suggestions for adjusting this system, so please give it a try and see if you 
like it.

The Readme.txt, Buildingguide.txt, and jobs guide.rft files have all been 
updated.  the Jobs guide now includes information about how upgrading different 
jobs changes them.

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Re: [Audyssey] tarzan jr. 7.0?

2011-07-31 Thread Hayden Presley
Hi Shane,
Ah, cool. I haven't exactly been keeping track of version numbers so I
wouldn't know. :)

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Shane Lowe
Sent: Sunday, July 31, 2011 9:09 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] tarzan jr. 7.0?

I don't know. someone told me that was the latest version.

- Original Message - 
From: Hayden Presley hdpres...@hotmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, July 31, 2011 12:19 AM
Subject: Re: [Audyssey] tarzan jr. 7.0?


 Hi,
 What in the world is that/ The latest version is on USA Games...there 
 willbe
 no more updates, and if that is later, I don't know.

 Best Regards,
 Hayden


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Shane Lowe
 Sent: Saturday, July 30, 2011 9:22 PM
 To: Gamers Discussion list
 Subject: [Audyssey] tarzan jr. 7.0?

 can anyone upload and post a link to get tarzan jr. 7.0?

 thanks,
 Shane
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Re: [Audyssey] Castaways, frustrated with the ship

2011-07-31 Thread Jeremy Kaldobsky
yes, green thumb increases your vineyard growth as well.

 Hi.
 Does green thumb effect wine production as well?
 
 I also love union smashers and strong swimmers.
 Christina


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Re: [Audyssey] completing mission 2?

2011-07-31 Thread Hayden Presley
Hi,
SO we are  not trying to make a ship in mission 2?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Sunday, July 31, 2011 8:25 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] completing mission 2?

The map in mission 2 is considerably larger.  Mission 1 was a 16 by 16 map,
where mission 2 is a 26 by 26 map.

Dark is correct, in mission 2, the objective is to run raids against the
Yetti settlement until they have been completely killed off.  You use the
war tent to launch your attacks.


 Is the map different to that of
 mission 1? Is it the same size?

 Hi Kelvin.
 
 spoilage ahoy!
 
 to complete mission two you need to build a war tent. 
 From there (by 
 pressing backspace), you can send your troops off to the
 yeti city to kill 
 the yeti.
 
 max of five of each can go on a raide, eg, five knights,
 five sowldiers and 
 five rangers, (any more than five will stay at home).
 
 Rangers I believe stop knights from being killed.
 
 If you kill all the yeti, the mission is over.
 
 Hth.
 Beware the grue!
 
 Dark. 
 

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Re: [Audyssey] Castaways tome bug

2011-07-31 Thread Jeremy Kaldobsky
I've been looking, but I still haven't been able to experience this bug myself. 
 I'm sure there is a typo somewhere that I just haven't spotted yet.

 I got the same bug with Stone
 Masons.
 Christina


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Re: [Audyssey] completing mission 2?

2011-07-31 Thread Jeremy Kaldobsky
No sir, no ship in mission 2.  The winds aren't strong enough to pull the ship 
up the mountain.  :(  Although if they were, it would sure freak those Yetti 
out of their minds haha!

 Hi,
 SO we are  not trying to make a ship in mission 2?
 
 Best Regards,
 Hayden


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Re: [Audyssey] Castaways, frustrated with the ship

2011-07-31 Thread Christina
Hi.
Don't you need the tavern to feed your people though?
Or do the people start out with more energy if you pick these perks?
Christina

- Original Message - 
From: Hayden Presley hdpres...@hotmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, July 31, 2011 11:29 AM
Subject: Re: [Audyssey] Castaways, frustrated with the ship


Hi,
Personally, I like all thumbs and smuggled goods. Having the extra resource
here and there is more than handy, and I find that I don't have to build a
tavern right away if I want to get the brick and lumber productions going.

Best Regards,
Hayden


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Re: [Audyssey] Castaways, frustrated with the ship

2011-07-31 Thread Christina
Cool.
Thanks.
Christina

- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, July 31, 2011 11:36 AM
Subject: Re: [Audyssey] Castaways, frustrated with the ship


yes, green thumb increases your vineyard growth as well.

 Hi.
 Does green thumb effect wine production as well?
 
 I also love union smashers and strong swimmers.
 Christina


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Re: [Audyssey] Castaways version 1.5b Random maps, muting, and leatherworkers

2011-07-31 Thread Christina
Thanks, Jeremy.
Can't wait to try the leather workers!
Christina

- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: audyssey gamers@audyssey.org
Sent: Sunday, July 31, 2011 11:34 AM
Subject: [Audyssey] Castaways version 1.5b Random maps, muting,and 
leatherworkers


Version 1.5b has just been posted.  I am still working on the multi language 
feature, the multiplayer features, and the 
ability to change the priorities of your workers, but I did get enough stuff 
done that I felt a new update was in order.

When you go to play a mission, you will notice a new field in the menu list.  
Default map means that you will play the 
mission using the map designed to go along with this mission.  Pressing enter 
on this selection will change it to Random map. 
Random maps will provide an extra challenge, because they were not specifically 
designed to control how quickly things 
happened.  For example, if there is randomly more open space leading off of the 
map, then Goblins will have more places to 
invade in from.

To keep things as stable as possible, picking the random map option actually 
randomizes in a somewhat unusual way.  The size 
of the map will remain the same, and water landmarks will not be changed.  All 
of the trees and rocks are randomly moved 
around but you still end up with the same number of each.  Also, the number of 
trees and rocks that normally fell along the 
outer edges of the map will still be the same, as an effort to give the Goblins 
approximately the same number of ways into 
your land.

When you use delete to destroy a building you have already built, you will 
receive half of the construction materials back as 
salvaged supplies.  If the number of supplies can't be evenly divided in half, 
it is rounded up to the next whole number.  So 
destroying a house, which originally cost you 3 lumber and 3 bricks, would give 
you 2 lumber and 2 bricks back.

To balance things differently, Butchers are only able to create a fur 33 
percent of the time they work on an animal carcass. 
Many users reported a huge stockpile of furs building up as they played, and I 
felt the need to change things around a 
little.  Upgraded butchers are 66 percent successful at salvaging furs.

Monks no longer use cloth to create tomes!  Peasants will carry furs to your 
new Tannery, where a leatherworker will 
transform 1 fur into 1 piece of leather.  3 pieces of leather are now required 
to create a tome.  The leather working chain 
will be expanded upon in mission 3, when that is eventually added.  Monks now 
take 25 percent less time to create a tome, and 
unlike any other job, they will tell you how close they are to competition when 
you check on their progress.  Monks now 
double as leatherworkers.

Leatherworkers will double as butchers, when they have free time.

Hopefully combining the suggestions of so many people, the message mute list 
has finally been finished.  Press shift and ` 
(grauve key) to bring it up, arrow through it, and press enter to toggle the 
settings.  These settings are remembered from 
game to game, so don't forget that you've muted something.  Rather than being 
job specific, many of the messages are now more 
generalized ideas such as the delivery of raw materials.  As always, I'm open 
to suggestions for adjusting this system, so 
please give it a try and see if you like it.

The Readme.txt, Buildingguide.txt, and jobs guide.rft files have all been 
updated.  the Jobs guide now includes information 
about how upgrading different jobs changes them.

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[Audyssey] Castaways: Map Suggestion

2011-07-31 Thread Christina
Hi.
Would it be possible, Jeremy, or helpful to you, the other players, to put in a 
feature that will toggle you through different types of terrain?

For example, when I first start a game, I look for dense forests and stony 
fields.  It would be very convenient if I found a stony field and then could 
hit a key that would take me to or tell me where the other stony fields are 
located.
Christina
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Re: [Audyssey] About the mag

2011-07-31 Thread Jeremy Kaldobsky
Thank you Thomas.  It seems like we are on the same page here.  Of course we 
are concentrating on different things, the common thread is that we are seeing 
the importance of pushing forward.  You are hoping to push higher standards of 
development, I am trying to push for some different ideas that I haven't seen 
here, while I'm sure others are pushing for new interface ideas for existing 
game types.  In the future we need all of these things, and more!  We can't 
expect anyone to work on everything, but as long as we can get people pushing 
forward in their own unique way, it opens the door for the advancements to be 
combined.  It is inevitable that future developers will use game ideas someone 
had to pioneer, develop them to a quality standard someone had to push to 
happen, and use far greater controls which someone took the time to envision.  
A person pushing advancements down any path, will eventually work its way into 
everything else.

I wouldn't be qualified to handle this, but if anyone else feels up to it, I 
know what kind of articles I would be very interested in reading.  Pick some 
style of game that is popular now, I'll use side scroller as an example.  Write 
about the earlier games that used the style, pointing out how each improved the 
style and raised the bar for the next game.  I would love to read about game 
ideas, control features, level layouts, and so forth that clearly worked well 
and then showed up in later games.  Detailing how changes solved past problems, 
and bringing attention to what problems still seem to exist today, will help 
encourage people to theorize their own solutions to the problems.  Just off of 
the top of my head, how pits or raised platforms are handled seems to be 
something of a current issue.  People have tried different approaches in games, 
and I'm sure there Has! to have been a steady stream of advancement in this 
area.  I'm sure the sidescroller
 developers have ideas for how to further improve them down the road also.  
This kind of stuff is very interesting to me, because it would shed light on a 
puzzle which has been passed from developer to developer.  I might learn that 
my idea has been tried by someone, and I could read about how well or poorly it 
was received by the players.  Hopefully it would breed discussion, and speed up 
the rate of new advancements.

I'm just tossing ideas out there.  It is always annoying when someone suggests 
that a job be done, but doesn't volunteer to do it himself, lol!  For that, I 
apologize everyone!  :)

 Hi Jeremy,
 
 Those are some very good points. In many ways when I joined
 the audio
 games community I had similar observations and I guess
 ideas where the
 community could go. That was about 10 or 11 years ago.
 
 I was sighted for the majority of my early life, lost my
 sight
 officially in the 90's, so I had a pretty good idea of what
 had been
 available for the sighted mainstream market at the time.
 When i
 started reading the mag so I could find out what games I
 could play or
 expect to create I saw that most people were playing text
 adventures
 or simple Dos games  like Monopoly, Hangman, and
 things of that
 nature. The only developer who captured my immediate
 attention was GMA
 because they had a real time submarine simulation, Lone
 Wolf, and they
 were creating the world's first audio based first person
 shooter,
 Shades of Doom. Coming from a mainstream background as I
 had those
 were the games I naturally were most interested in because
 it wasn't
 so different from games I already knew and enjoyed before I
 lost my
 sight. In other words if we want to communicate and open
 dialog with
 other mainstream gamers its something like Shades of Doom
 or Tank
 Commander they will be interested in discussing. Anything
 less will
 seem to them as not very advanced or worth while. At least
 that's how
 I see it coming from that background myself.
 
 It is because of that background I have the opinions and
 attitudes I
 do have towards audio gaming. There is a reason I spent two
 years
 developing a 3d game engine I call Genesis 3D, and there is
 a reason
 I've adopted a number of features seen in the GMA Game
 engine. That
 reason being over the next five years or so I plan to
 create games on
 par with Halo, Tomb Raider, Jedi Knight, and any other game
 that has
 had some commercial success in the mainstream market. Not
 necessarily
 because it will make a lot of money but because it is a
 style and
 standard of gaming that is rarely achieved by audio game
 developers
 accept for a handful like GMA who are trying to reach the
 same goal as
 I am.
 
 What you are doing for this community is no less valuable.
 Castaways
 is the best game I've seen since I don't know when. True it
 needs some
 better sound effects and things like that, but as Dark said
 it is the
 closest thing to Dwarf Fortress and games like that we have
 at the
 time being. It is getting us headed in the right direction
 

Re: [Audyssey] Castaways: Map Suggestion

2011-07-31 Thread Jeremy Kaldobsky
Hmm, interesting idea.  Do you have any ideas for which keys should be used?  
lol, I always have the hardest time deciding which keys to use for stuff.

 Hi.
 Would it be possible, Jeremy, or helpful to you, the other
 players, to put in a feature that will toggle you through
 different types of terrain?
 
 For example, when I first start a game, I look for dense
 forests and stony fields.  It would be very convenient
 if I found a stony field and then could hit a key that would
 take me to or tell me where the other stony fields are
 located.
 Christina


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Re: [Audyssey] building things in castaway

2011-07-31 Thread mattias

i tryed now again
0 of 4 of a house
Hayden Presley skrev 7/31/2011 5:31 PM:

Hi,
Your peasants will gather the needed suplies for you. There is no finding
them yourself. The map is really only to set buildings.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of mattias
Sent: Sunday, July 31, 2011 9:26 AM
To: gamers@audyssey.org
Subject: Re: [Audyssey] building things in castaway

but must i first pickup matreal for a house?
from the storehouse?
i can't find the storehouse
Kaldobsky skrev 7/31/2011 4:22 PM:

The people will automatically perform their jobs, you don't need to

specifically control them.  When you use D and F it will select a person,
then use A and S to assign them a job.  To begin with, it is good to have
plenty of builders and peasants so that you can get your first buildings
completed.

when i press d and i think f i can
see a list of peoples
but how to use them?

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Re: [Audyssey] Easter Quest version 1.0.1 released

2011-07-31 Thread Michael Taboada (AI5HF)

Thanks for the feedback, I'll definitely consider it.

-Michael.
--
From: Yohandy yohand...@gmail.com
Sent: Sunday, July 31, 2011 9:10 AM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Easter Quest version 1.0.1 released


Michael,
Thanks for this new version. I really enjoy this little game. I don't know 
if any of these have been implemented, haven't checked out newest version 
yet, but here are some suggestions for future versions:
first, it'll be real useful if we had a key we could press to check how 
much time's left on the clock. T would be a good one. also, I'd suggest 
that the players and the dog's eggs status's are separate. it takes a 
while for the person to say you've earned x points and y eggs, etc. if we 
had 2 separate status keys we could check ours or the dog's eggs 
independently. if this can't be done, then a way to interrupt speech would 
be useful. also, I like playing the game with no music. if we could turn 
off the music completely, or if music settings were saved that'll be 
awesome. also it'll be great to turn off background sounds. I find them 
distracting. All I want to hear when I play are the eggs, and the dog. 
That's all I can think of right now. Keep up the great work, and I'm 
hoping to see some new games from you guys in the future!







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Re: [Audyssey] building things in castaway

2011-07-31 Thread Bryan Peterson

It can take a while sometimes.
We are the Knights who say...Ni!
- Original Message - 
From: mattias m...@mjw.se

To: gamers@audyssey.org
Sent: Sunday, July 31, 2011 10:27 AM
Subject: Re: [Audyssey] building things in castaway



i tryed now again
0 of 4 of a house
Hayden Presley skrev 7/31/2011 5:31 PM:

Hi,
Your peasants will gather the needed suplies for you. There is no finding
them yourself. The map is really only to set buildings.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of mattias
Sent: Sunday, July 31, 2011 9:26 AM
To: gamers@audyssey.org
Subject: Re: [Audyssey] building things in castaway

but must i first pickup matreal for a house?
from the storehouse?
i can't find the storehouse
Kaldobsky skrev 7/31/2011 4:22 PM:

The people will automatically perform their jobs, you don't need to

specifically control them.  When you use D and F it will select a person,
then use A and S to assign them a job.  To begin with, it is good to have
plenty of builders and peasants so that you can get your first buildings
completed.

when i press d and i think f i can
see a list of peoples
but how to use them?

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Re: [Audyssey] Castaways: Map Suggestion

2011-07-31 Thread Christina
Hmm.
j and k maybe?
Christina

- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, July 31, 2011 12:06 PM
Subject: Re: [Audyssey] Castaways: Map Suggestion


Hmm, interesting idea.  Do you have any ideas for which keys should be used?  
lol, I always have the hardest time deciding 
which keys to use for stuff.

 Hi.
 Would it be possible, Jeremy, or helpful to you, the other
 players, to put in a feature that will toggle you through
 different types of terrain?

 For example, when I first start a game, I look for dense
 forests and stony fields. It would be very convenient
 if I found a stony field and then could hit a key that would
 take me to or tell me where the other stony fields are
 located.
 Christina


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[Audyssey] Castaways: Storehouse Question

2011-07-31 Thread Christina
Hi.
I just want to be sure I understand this.
Everything that is produced goes through the storehouse first, right?
So, if I harvest vegetables, they go to the storehouse first and then the 
tavern?
If I make barrels, they go to the storehouse before getting transported to the 
vineyard?
Same for everything else?  Cloth and so on?
Thanks.
Christina
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Re: [Audyssey] Castaways: Storehouse Question

2011-07-31 Thread Jeremy Kaldobsky
Yep, that is exactly right.  This is why it is essential to put buildings near 
a storehouse.

 Hi.
 I just want to be sure I understand this.
 Everything that is produced goes through the storehouse
 first, right?
 So, if I harvest vegetables, they go to the storehouse
 first and then the tavern?
 If I make barrels, they go to the storehouse before getting
 transported to the vineyard?
 Same for everything else?  Cloth and so on?
 Thanks.
 Christina


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Re: [Audyssey] Castaways: Storehouse Question

2011-07-31 Thread Christina
Ok.  I thought so.  Just wanted to be sure.
Thanks.
Christina

- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, July 31, 2011 2:05 PM
Subject: Re: [Audyssey] Castaways: Storehouse Question


Yep, that is exactly right.  This is why it is essential to put buildings near 
a storehouse.



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Re: [Audyssey] About the mag

2011-07-31 Thread shaun everiss

Hi tom.
I aggree with you on all accounts.
Ok so I am a bit unfair.
Ok yeah when I wrote that post I realise I may have left some out.
Ok so maybe I am not as clued up as most.
Opensource is not a bad thing, but there are so many companies on the 
forum that who to list is a thing.
I guess my view has been from someone who is essentually on the 
outside looking in.

Yes its true I own a few comercial games.
I also have a lot of free games and I haveaccess to other misc games.
Its safe to say though that my view is from the soude though.
Although I do play games its not a major part of my life anymore.
It used to be but now I struggle to find time to even play stuff 
anymore though I do keep up to date.

Its true that I don't read every forum thread though.
At 12:02 a.m. 1/08/2011, you wrote:

Hi Shaun,

I think you are being overly pessimisticwhen it comes to your personal
views of the audio games community. Weather you realize it or not
there is quite a lot more going on than you have given credit for, and
I'd like to take this time to give some credit where credit is do and
perhaps give you a more positive outlook on the community in general.

Shaun wrote:

However since the issue release seems to only be one every time you
remember, or something, hmmm I don't know.

My reply:

I think that's a little unfair. Ron has had a number of personal
issues to deal with, some he is willing to discuss and some he is not,
but as with game development its all pretty much done on a voluntary
basis, and I think you can give the guy a break for putting the
magazine off until he was mentally, emotionally, and physically up to
taking on the magazine again. If he can now dedicate himself to a
quarterly release schedule that's great. If not we should be
understanding enough to see that he is only one person and is doing
this voluntarily on his own time and energy.

Shaun wrote:

There is almost no need for the letters section or the emails sections
as these are shoved on the list.

My reply:

Not everyone is  on the Audyssey list. Many are over on the
audiogames.net forum, not on this list, and there are likely some
people who aren't on either the forum or list who receive the
magazine. The letters/e-mails section is a great way for them to keep
up to speed with events without having to sub to the list or forum.

Shaun wrote:

There are so many opensource and freeware companies now that there are
to many to count.

My reply:

You make that sound like a bad thing, and it certainly is not. From my
perspective this makes the magazine all the more worth while as it
gives new freeware and open source developers another outlet to talk
about their games, announce their existence, and something we all can
read regardless of what list or forums we may be on.

While I might agree that someone's new Guess the Number game might not
be  particularly news or magazine worthy there have been a number of
free games that should be mentioned in the magazine. Jeremy has
released a surprising number of decent freeware games like Castaways
that certainly deserves mention in the magazine, and its possible
there are plenty of VI gamers who haven't tried Jeremy's games simply
because they are so new and perhaps just haven't heard the news.

Shaun wrote:

Development has slowed to barely a crawl. With most of the devs either
out of business, sitting on their buts as far as the rest probably
cares or working on their projects without putting out any news, and a
few other things the major community as it stands comercially is quite
dead and bare.

My reply:

I really think that is pretty unfair. Blind Adrenaline is continuing
to add games to the card room, and Che has become a leading commercial
developer because of it. Blastbay Studios, AKA Philip Bennefall, has
released a number of commercial and freeware products in a row
including BGT, Q9, Kryngle Crash, Palace Punch-Up, and is working on a
new commercial game as we speak. GMA released Time of Conflict last
year. BPC Programs released 3D Velocity in this past year as well.
Mysteries of the Ancients, my current commercial project, is scheduled
for release this fall. My point being that far from dead commercial
audio game developers have picked up production rather than slowed
down as you seem to suggest above.

Shaun wrote:

Jim kitchen is the only person doing any real stuff and that  has
slowed its mostly been data updates.

My reply:

Even if that were true there is nothing wrong with updates and
upgrades. However, Jim Kitchen has released Awesome Homer as well as
TJS in the past year in addition to those data updates you
mentioned. That's not bad for a single developer.

However, Jim isn't the only one doing stuff. Good grief, man, Jeremy
has released several games in the last year, and it would make sense
to give the guy a little bit of credit where credit is do. He has
actually been giving the audio games community more games to play
around with in the last few months than we have seen in 

Re: [Audyssey] About the mag

2011-07-31 Thread shaun everiss

I was not thinking of a full switchover to audio.
The text is still a good idea.
There are loads with dialup that I Know still and text is still good 
for some stuff.

I just thought it would make the mag more interactive if bits were audio.
Ie we could hear voices of devs and contributers a like.


At 12:11 a.m. 1/08/2011, you wrote:

Hi Shaun,

Well, with all do respect if we went to audio instead of a webzine
then in effect what we would have is a podcast. While I agree an
Audyssey podcast would be cool their are already technology podcasts
like this available such as those on Blind Cool tech. I don't think we
should confuse the magazine with a different format like a podcast as
we could certainly have both if that were something the community
would be interested in.

cheers!

On 7/31/11, shaun everiss sm.ever...@gmail.com wrote:
 on that note not that I want to detract from the mag or anything but
 we really need to branch into other formats like audio.
 Ofcause people could record things etc and I could probably put those
 together.
 I have time I'd need the place to put it up but i probably at least
 for the moment could put up stuff on a small schedual, at least semi
 reggularly.
 Ofcause this stuff if it got serious would either have to be
 donationware or subscription based or something as I would eventually
 have to buy a web site and domain which could be quite expensive.
 I know where I can get a good deal but at 160-200 a year to double
 that for a site and domain it does not come cheap.
 I experemented last month with a free site which didn't work well at
 all but I am confordent I could have a small wordpress site, and a
 downloads folder with no restrictions where people could grab things,
 Ofcause I have dropbox to.
 Still would have to think on what I would have to do about that.
 It may for example be cheaper to get a free webhost like 000webhost
 and upgrade my dropbox, but then use some external drives to host the
 files rather than the main drive or something.
 maybe get a sepperate system to handle things with a seperate dropbox
 if I could do  that.

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Re: [Audyssey] About the mag

2011-07-31 Thread shaun everiss
well ron I could always help with the podcast I have a field recorder 
and  a mic.
Due to internal bad soundcards I can't record input and output at 
once not without vertual audio cable which ofcause is not free and is 
not worth buying.
UNless there is an opensource or free thing that will do the same 
thing that would rock.


a.m. 1/08/2011, you wrote:

Hi

  Indeed doing a mag and a podcast would be an option.  As for the format
I'd have to give that some thought about articles, announcements and
reviews.  Though It would offer an opportunity to demo as well as announce
new games.  It's worth considering if there is enough interest.

Ron

- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, July 31, 2011 8:11 AM
Subject: Re: [Audyssey] About the mag


Hi Shaun,

Well, with all do respect if we went to audio instead of a webzine
then in effect what we would have is a podcast. While I agree an
Audyssey podcast would be cool their are already technology podcasts
like this available such as those on Blind Cool tech. I don't think we
should confuse the magazine with a different format like a podcast as
we could certainly have both if that were something the community
would be interested in.

cheers!

On 7/31/11, shaun everiss sm.ever...@gmail.com wrote:
 on that note not that I want to detract from the mag or anything but
 we really need to branch into other formats like audio.
 Ofcause people could record things etc and I could probably put those
 together.
 I have time I'd need the place to put it up but i probably at least
 for the moment could put up stuff on a small schedual, at least semi
 reggularly.
 Ofcause this stuff if it got serious would either have to be
 donationware or subscription based or something as I would eventually
 have to buy a web site and domain which could be quite expensive.
 I know where I can get a good deal but at 160-200 a year to double
 that for a site and domain it does not come cheap.
 I experemented last month with a free site which didn't work well at
 all but I am confordent I could have a small wordpress site, and a
 downloads folder with no restrictions where people could grab things,
 Ofcause I have dropbox to.
 Still would have to think on what I would have to do about that.
 It may for example be cheaper to get a free webhost like 000webhost
 and upgrade my dropbox, but then use some external drives to host the
 files rather than the main drive or something.
 maybe get a sepperate system to handle things with a seperate dropbox
 if I could do  that.

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Re: [Audyssey] About the mag

2011-07-31 Thread shaun everiss
The problem with the gaming releases, and such is even though every 
dev may be developing, it looks like that releases come out randomly 
even if they don't actually do it.
So we tend to swoop on a game firstly because something has actually 
happened, and then if its real good we will go at urnist.
I mean with a few acceptions can anyone remember when the last free 
game was released.

With the acception of all the ones that have been done this year that is.
THough maybe it should be when was the last comercial game released.
Well maybe thats easy, point is that anything and everything we swoop 
on because its new and we want to play it.
The major issue is that guess the number, arcade, racing and in fact 
a lot of bord and other emulated games are the most easy to write so 
thats what we push out.
With the acception of aprone who's games remind me of an rpg with 
interactive fiction and stratogy elements can we honestly say apart 
from mota and a few others that any really new games have conercially 
come out that have not emulated anything.
I have no idea but it doesn't look like it, though maybe I have 
forgot something important.

At 02:48 a.m. 1/08/2011, you wrote:

Hi Darren,

Yeah, I know. Unfortunately, even discussing this I'm afraid could
kick off another flame war since people are likely to be sensative
when it comes to discussing what is or isn't reasonable quality
control. It is true anyone has the right to create and play anything
they want, but, in my personal opinion, not every game meets a certain
mainstream standard of quality and development. This is somewhat of a
catch 22 situation since 99% of the developers here are self-taught,
figuring things out as they go,  and many don't have a real extensive
knowledge of mainstream games to begin with. In short, they lack
knowledge and experience that someone exposed to normal mainstream
standards would expect of them.

So if we hold up something like Shades of Doom as a type of goal or
standard we should aim for then a lot of developers are going to come
back with that's too hard orthat's unrealistically high even
though that's exactly the kind of standard for mainstreamgames and
gamers that we haven't reached yet. We are in some respects still
trying to get there, and some developers are far too quick to publish
something simple like BopIt instead of waiting to officially release
something like Q9, Tank Commander, or Shades of Doom. If we wait for
those developers to walk before they can run then of course we would
have a lot of waiting to do. So its a catch 22 situation to either
accept x number of simple games until they can produce something
better, or not hear from them at all until they produce something
better. I'm afraid I don't have an answer or solution for that issue
myself.

Cheers!


On 7/31/11, darren harris darren_g_har...@btinternet.com wrote:
 Hi tom,

 I agree actually. I think part of the problem here is that when everybody
 comes across a new game release, whatever it is, everybody swoops on it.
 that's not really the right way to be to be honest with you.

 Boppit whilst it can be fun to an extent really it's a kids game and to be
 honest I would shudder to put that out in the Magazine. it has to 
be said, I

 look at some of the writing on this list and other places with regards to
 games, I see topics such as this and I cringe thinking good god what if
 mainstream people see this? Don't get me wrong, we all have the right to
 enjoy what we wish and to talk about it but there is and can be a very
 obvious trade-off as a result.

 I think serious consideration needs to be given as to what is and 
what isn't

 deemed appropriate material for wide distribution of the Magazine. that's
 not to say we need to say no x rated games can be mentioned or games
 containing violence or such things, it's more about quality 
control. There's

 nothing wrong for example in mentioning there's a new developer coming in
 and learning what to do and all that. equally there's nothing wrong with a
 question and answer section to the Magazine for example, when said
 developers can indeed get the opportunity to ask various questions and
 answers can be sent to them personally or sent to the Magazine 
for inclusion

 in future issues. Indeed it would be nice to see answers to questions and
 people who aren't interested in that section can pass up on it and move on
 to something else that takes their interest. But yes, I do think some
 quality control is necessary.

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Re: [Audyssey] About the mag

2011-07-31 Thread shaun everiss

well tom its safe to say that most of us here are just starting.
Most don't have your background.
I sertainly don't.
When I started the most complex game I knew was intergalactic battle 
a graphics/menu game.

Yes compaired to mainstream we are probably not that attractive.
The point is that we have been stagnating in emulated arcade.
Its not a bad thing but if we need to move foreward we will have to 
bite the bullet and try to go mainstream etc.

Which brings up an interesting thing.
Unless you are sighted and know what stuff was  then you won't know 
what to really do.

I have never been sighted in my life.
You can go left right up down run left and right and jump.
I know that mainstream stuff goes so much more than that.
But there are limits in sounds, the number of sounds, etc.
Then there is the fact most of us don't have updated equipment.
And even if we have its not the most up to date.
Ie I have what would be quite an ancient second generation dulecore 
with no real hard drive or memmory requirements running on an 
extremely insecure os, and old ish hardware that won't go anywhere 
and being unable to run major things.
We are limited at least for a while to the fact most people will 
still have 32 bit systems.

I know for a fact a few still have single core systems.
Some may still use dos 6 and win98 still.
With acceptions with those with linux or apple mac systems Hmmm not sure.
Basically we are stuck with simple for a while I think until we get 
64 bit fully then we will be behind again.


So before we move foreward we need some online servey  For our 
systems and what features etc we could have in a game or just the system specs.
We need to know how many have medium spec systems like mine, to 
really old, to new to whatever, what os and what stuff  we will want.
I am thinking of making a test servey on surveymonkey or something 
just to see what things are like.

At 03:16 a.m. 1/08/2011, you wrote:

Hi Jeremy,

Those are some very good points. In many ways when I joined the audio
games community I had similar observations and I guess ideas where the
community could go. That was about 10 or 11 years ago.

I was sighted for the majority of my early life, lost my sight
officially in the 90's, so I had a pretty good idea of what had been
available for the sighted mainstream market at the time. When i
started reading the mag so I could find out what games I could play or
expect to create I saw that most people were playing text adventures
or simple Dos games  like Monopoly, Hangman, and things of that
nature. The only developer who captured my immediate attention was GMA
because they had a real time submarine simulation, Lone Wolf, and they
were creating the world's first audio based first person shooter,
Shades of Doom. Coming from a mainstream background as I had those
were the games I naturally were most interested in because it wasn't
so different from games I already knew and enjoyed before I lost my
sight. In other words if we want to communicate and open dialog with
other mainstream gamers its something like Shades of Doom or Tank
Commander they will be interested in discussing. Anything less will
seem to them as not very advanced or worth while. At least that's how
I see it coming from that background myself.

It is because of that background I have the opinions and attitudes I
do have towards audio gaming. There is a reason I spent two years
developing a 3d game engine I call Genesis 3D, and there is a reason
I've adopted a number of features seen in the GMA Game engine. That
reason being over the next five years or so I plan to create games on
par with Halo, Tomb Raider, Jedi Knight, and any other game that has
had some commercial success in the mainstream market. Not necessarily
because it will make a lot of money but because it is a style and
standard of gaming that is rarely achieved by audio game developers
accept for a handful like GMA who are trying to reach the same goal as
I am.

What you are doing for this community is no less valuable. Castaways
is the best game I've seen since I don't know when. True it needs some
better sound effects and things like that, but as Dark said it is the
closest thing to Dwarf Fortress and games like that we have at the
time being. It is getting us headed in the right direction as far as I
am concerned and I'm all forward to bigger and more complex games of
this nature.

Cheers!


On 7/31/11, Jeremy Kaldobsky jer...@kaldobsky.com wrote:
 Clearly I'm the new guy around here, so I frequently ask dumb questions,
 surprise everyone by not knowing common things, and fail miserably while
 playing most audio games, Hahaha.  In one way, this is a good thing since I
 am still able to see things in this community from the perspective of an
 outsider.  As a new guy coming in, I was very excited to go and read the
 back issues of the magazine when I first heard about them.  I wasn't
 actually all that long ago either.

 The old magazines were quite old, but I 

Re: [Audyssey] treasure hunt tutorial

2011-07-31 Thread burakyuksek

Hi,
How can we upload a potcast to blind cool teck? Thank you.
saygilar sevgiler.
- Original Message - 
From: Shane Lowe shanel...@insightbb.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, July 31, 2011 5:17 PM
Subject: Re: [Audyssey] treasure hunt tutorial


currently, I don't have a host. I'm more than likely going to upload on 
blind cool tech for nohttp://mtgames.org/games or . if anyone has any good 
podcasting sites, please email me off list at

shanelohttp://mtgames.org/games or e...@insightbb.com
and, the blind cool tech site is,
http://http://mtgames.org/games or http://mtgames.org/games or 
http://mtgames.org/games or .blindcooltech.com


hth,
Shane

- Original Message - 
From: shaun everiss sm.ever...@gmail.com

To: gamers@audyssey.org
Sent: Sunday, July 31, 2011 6:19 AM
Subject: [Audyssey] treasure hunt tutorial



Hi.
I forgot to add to the message but what is the site with the podcast 
refured to on the show, I may want to listen to other shows as I really 
liked that one.



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[Audyssey] Simple servey

2011-07-31 Thread shaun everiss

Hi.
This is with the free version of servey monkey.
Yeah I know its a bit vague but at least we should get some system specs.
I plan to send this at the audyssey forum.
This is only really a test servey though I really wish I could have a 
description of this thing.

Basically check everything that applies to you.
Through this I hope to achieve the round about position on what is 
the comman os for now, cpu and memmory and find a medium ground.

You will notice I don't include graphic cards.
or screenreaders.
Or any software.
As it is I have already shoved a lot in there.
Neither have I bothered with putting any demigraphics in here.
Right now I don't care really where people come from, I am not even 
releasing the servey publically.

My target is this list and the audiogames forum.
What others do with this link after that does not concern me.
Neither does it really concern me if this is even done or not.
It would be good so I get a general idea but really is not needed.
I guess I will have to put it on my wordpress to sigh
later


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[Audyssey] where is the link

2011-07-31 Thread shaun everiss

Hi.
oops
here it is
http://www.surveymonkey.com/s/H5ZYGVD


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Re: [Audyssey] completing mission 2?

2011-07-31 Thread dark

Hi darren.

Nope. The map for mission 2 is 26 x 26 and is completely different from 
mission one, to accomodate the different jobs.


Beware the grue!

Dark.
- Original Message - 
From: darren harris darren_g_har...@btinternet.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, July 31, 2011 10:33 AM
Subject: Re: [Audyssey] completing mission 2?



Is the map different to that of mission 1? Is it the same size?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: 31 July 2011 10:31
To: Gamers Discussion list
Subject: Re: [Audyssey] completing mission 2?

Hi Kelvin.

spoilage ahoy!

to complete mission two you need to build a war tent.  From there (by
pressing backspace), you can send your troops off to the yeti city to kill
the yeti.

max of five of each can go on a raide, eg, five knights, five sowldiers 
and

five rangers, (any more than five will stay at home).

Rangers I believe stop knights from being killed.

If you kill all the yeti, the mission is over.

Hth.
Beware the grue!

Dark.


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Re: [Audyssey] General Gaming Info

2011-07-31 Thread dark

Hi ron.

This is something of an ongoing debate, but I personally wouldn't count 
games like night of parasite, treasure hunt or entombed as first person 
sinse you don't actualy turn around in the game, you just hit up arrow for 
north, down for south etc.


this also means monster movement and your ability to track it is quite 
limited.


I'd class such things as third person top down views myself.

Beware the grue!

Dark. 



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Re: [Audyssey] Troopanum to the insane power^^!

2011-07-31 Thread Charles Rivard

s!
p!
o!
i!
l!
e!
r!
for level 15:

Stay in the middle and just blow those blasted ships away when they're in 
range.  The only time you should move away from the center is to pick up 
special objects, them move right back to the center and wait for more ships 
to blast.


---
Security is not the absence of danger.  It is the presence of the Lord.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, July 24, 2011 9:13 PM
Subject: Re: [Audyssey] Troopanum to the insane power^^!



Hi,

Wow! I'm impressed. I have never had five lives at the end on easy let
alone normal. Here is to admitting I'm not a very good troopenum
player.

By the time Lord Vector comes I'm down to my last two lives, last
super laser, last portal, whatever. Everyone says hold onto your
special items until Vector comes, but I find if I don't use them I'll
never get through levels 13 through 15 alive. They are just to hard to
get through using the standard laser. At least for me.


On 7/24/11, Hayden Presley hdpres...@hotmail.com wrote:

Hi,
I know David managed to get Vector the other night on normal, but only
because he had about five lives to juggle. I have never done that on 
normal,

though I've done it quite a few times on easy. The thing is that a lot of
the time you just have to follow Vector's ship...the bombs are way too 
hard

to actively try to avoid. I'd also recommend just plugging away...at that
point laser accuracy won't do ya much good.

Best Regards,
Hayden


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Re: [Audyssey] About the mag

2011-07-31 Thread dark

I agree with Tom on this.

Also, i might point out that there are things which are stil easier to write 
in an artical form than a podcast, and people who would find the one easier 
to produce than the other, pluss as I said before, the more formal setting 
of the magazine encourages people to take time over what they're doing.


Thus while a podcast might be nice to have too, i don't think it would be a 
viable replacement for the mag.


Beware the grue!

Dark. 



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Re: [Audyssey] Troopanum to the insane power^^!

2011-07-31 Thread Charles Rivard

How to get a high score from the first bonus level?  Here comes a s
p
o
i
l
e
r!


Start tapping the up arrow key like crazy during the introduction of the 
bonus level to rack up a bank of taps, so to speak.  Continue tapping it 
throughout the level.  I use a finger from each hand and hammer away at it 
as fast as I can all the time.  If you drift off course, only tap the 
appropriate right or left arrow key twice to get your ship back over the 
landing pad in the center.  The faster you hit that up arrow key, the longer 
you stay airborne, which is what racks up the points.

---
Security is not the absence of danger.  It is the presence of the Lord.

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

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, July 24, 2011 11:28 PM
Subject: Re: [Audyssey] Troopanum to the insane power^^!



Hi,
As for the first level, I take it you are continuously tapping the up 
arrow?

That was my original problem. I'd just love to know how in the world some
players get a hundred and eighty thousand or more? The most I've ever 
gotten

aws 132000 on the first level.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Sunday, July 24, 2011 11:17 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Troopanum to the insane power^^!

Hi Hayden,

Thanks. That answers my question. I've never beaten the second bonus
level on normal or higher so that's why I never have that many lives
going into a battle with Lord Vector. I don't do that well with the
bonus levels. The landing level is impossible for me as I always
crash, and the second bonus level overwelms me with supreme firepower.

On 7/24/11, Hayden Presley hdpres...@hotmail.com wrote:

Hi Thomas,
Well, it's impossible to get five lives on easy. On normal you get a 
fifth

life from the second bonus level, and on insane you can even get a sixth

if

you're good enough.

Best Regards,
Hayden


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Re: [Audyssey] Block Party Released!

2011-07-31 Thread Che

  very nice job man.
  when you guys play this, make sure you are planning ahead to maximize 
points, don't just blast the first blocks that connect. i found it takes 
more strategy than is at first apparent.

 and as always, read the read me, its short and will get you going quickly.
  congrats to Ryan for a very solid and well produced first title.
  Che


On 7/31/2011 2:33 PM, GreyMatter Info wrote:

Hello everyone,
Block Party is here! It's been four weeks, and there have been a few
setbacks, but the game is finally released. Block Party is a strategic
puzzle game which will challenge your mind to develop complex strategies.
Create chains of blocks, plot your moves, and rack up points as you exercise
your grey matter.
The game is absolutely free, and it can be found at http://is.gd/Vwzkh8.
I hope you enjoy it, and I welcome all feedback.
Good luck!
Sincerely,
Ryan Strunk, Grey Matter Productions
Unleash Your Potential!
P.S. For the full story on why I'm using dropbox instead of the Grey Matter
Productions website, stay tuned to the blog at
http://greymatterproductions.com/blog. To get the fastest-possible responses
for your questions and the latest updates, join us on twitter at
http://twitter.com/gmpupdates. You could have been playing this game 41
minutes ago!


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Re: [Audyssey] Troopanum to the insane power^^!

2011-07-31 Thread Hayden Presley
Hi Charles,
Unfortunately, that advice really does not hold. On easy, sure. But not on
the higher difficulties.

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Sunday, July 31, 2011 2:53 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Troopanum to the insane power^^!

s!
p!
o!
i!
l!
e!
r!
for level 15:

Stay in the middle and just blow those blasted ships away when they're in 
range.  The only time you should move away from the center is to pick up 
special objects, them move right back to the center and wait for more ships 
to blast.

---
Security is not the absence of danger.  It is the presence of the Lord.

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, July 24, 2011 9:13 PM
Subject: Re: [Audyssey] Troopanum to the insane power^^!


 Hi,

 Wow! I'm impressed. I have never had five lives at the end on easy let
 alone normal. Here is to admitting I'm not a very good troopenum
 player.

 By the time Lord Vector comes I'm down to my last two lives, last
 super laser, last portal, whatever. Everyone says hold onto your
 special items until Vector comes, but I find if I don't use them I'll
 never get through levels 13 through 15 alive. They are just to hard to
 get through using the standard laser. At least for me.


 On 7/24/11, Hayden Presley hdpres...@hotmail.com wrote:
 Hi,
 I know David managed to get Vector the other night on normal, but only
 because he had about five lives to juggle. I have never done that on 
 normal,
 though I've done it quite a few times on easy. The thing is that a lot of
 the time you just have to follow Vector's ship...the bombs are way too 
 hard
 to actively try to avoid. I'd also recommend just plugging away...at that
 point laser accuracy won't do ya much good.

 Best Regards,
 Hayden

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Re: [Audyssey] Block Party Released!

2011-07-31 Thread Jeremy Kaldobsky
I agree!  I am having a lot of fun playing this game, and I only took a break 
so that I could come here to say so.  A high score list would be a really neat 
addition, so that we could compete with each other lol.


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[Audyssey] Daigo exposed Evo 2011: awesome Street fighter geekiness.

2011-07-31 Thread Yohandy
  Whenever I watch Evo, or any gaming tournament for that matter, the 
recordings are usually very bad, and done with cameras operated by amateurs. 
so you can never fully appreciate what goes on in these matches. well blind 
people can't, because the audio sounds like garbage and there's lots of 
screaming and reactions from the crowd. This video isn't much different, 
however this time, we actually have Seth Killian from Capcom, and Daigo 
himself going into detail about a particular SF match held for Evo 2010, in 
which Daigo fought lamerboy. they go into awesome and totally geeky and 
technical explanations about the fight. after watching this I don't even 
know what to think. One thing's for certain though: I'll never win against 
these beasts lol. they eat and breath Street Fighter, and it is clear that 
none of us on this lists stands a chance. In fact I read an article 
somewhere in which Daigo claimed that street fighter was his full time job. 
They take gaming to a whole new level. it's hard to link the videos, so just 
google the phrase Daigo exposed. once results come up, click on each 
individual part on gamespot. don't be lazy now guys, this is some good stuff 
right here. part 4's unfortunately messed up and you'll only get to listen 
to about a minute or so for that section of the fight, but parts 1 2 3 and 5 
work perfectly. let me know what you guys think of this fight! which 
probably will only be Clement, as usual, but whatever. I'm starting to think 
we're the only 2 people here interested in video games, even though 
people on list would deny it. lol



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Re: [Audyssey] About the mag

2011-07-31 Thread Charles Rivard
His complaints are why I don't read his messages.  Your responses to them, 
which are right on the button, are why I do read yours.


Speaking of the mag, as the subject line indicates, I'm sure glad to hear 
that an issue will be out soon, with another to follow.  It is a one-stop 
place that gamers can obtain a comprehensive indication on what's going on 
in the VI gaming community, what to try or not to try based on firsthand 
experiences, and reports, by other VI gamers, and what may be in store for 
the future.


And speaking of articles for the mag, it's been a long time ago, so I don't 
remember if the two articles I wrote dealing with Hi Q were published. 
One told how to inexpensively make your own version of the game and what the 
object of the puzzle game is, the other gave the solution  So, Ron, if you 
have those articles, feel free to publish.  If you don't, I'll send them if 
I still have them.


One more thing, and I do apologize for this lengthy post:  Where can I 
download copies of all prior issues?  The folder that I had, containing all 
of the prior issues, has somehow gotten deleted.  They make such good 
reference material, I do want to get them all back.  Thanks much..


---
Security is not the absence of danger.  It is the presence of the Lord.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, July 31, 2011 7:02 AM
Subject: Re: [Audyssey] About the mag


Hi Shaun,

I think you are being overly pessimisticwhen it comes to your personal
views of the audio games community. Weather you realize it or not
there is quite a lot more going on than you have given credit for, and
I'd like to take this time to give some credit where credit is do and
perhaps give you a more positive outlook on the community in general.

Shaun wrote:

However since the issue release seems to only be one every time you
remember, or something, hmmm I don't know.

My reply:

I think that's a little unfair. Ron has had a number of personal
issues to deal with, some he is willing to discuss and some he is not,
but as with game development its all pretty much done on a voluntary
basis, and I think you can give the guy a break for putting the
magazine off until he was mentally, emotionally, and physically up to
taking on the magazine again. If he can now dedicate himself to a
quarterly release schedule that's great. If not we should be
understanding enough to see that he is only one person and is doing
this voluntarily on his own time and energy.

Shaun wrote:

There is almost no need for the letters section or the emails sections
as these are shoved on the list.

My reply:

Not everyone is  on the Audyssey list. Many are over on the
audiogames.net forum, not on this list, and there are likely some
people who aren't on either the forum or list who receive the
magazine. The letters/e-mails section is a great way for them to keep
up to speed with events without having to sub to the list or forum.

Shaun wrote:

There are so many opensource and freeware companies now that there are
to many to count.

My reply:

You make that sound like a bad thing, and it certainly is not. From my
perspective this makes the magazine all the more worth while as it
gives new freeware and open source developers another outlet to talk
about their games, announce their existence, and something we all can
read regardless of what list or forums we may be on.

While I might agree that someone's new Guess the Number game might not
be  particularly news or magazine worthy there have been a number of
free games that should be mentioned in the magazine. Jeremy has
released a surprising number of decent freeware games like Castaways
that certainly deserves mention in the magazine, and its possible
there are plenty of VI gamers who haven't tried Jeremy's games simply
because they are so new and perhaps just haven't heard the news.

Shaun wrote:

Development has slowed to barely a crawl. With most of the devs either
out of business, sitting on their buts as far as the rest probably
cares or working on their projects without putting out any news, and a
few other things the major community as it stands comercially is quite
dead and bare.

My reply:

I really think that is pretty unfair. Blind Adrenaline is continuing
to add games to the card room, and Che has become a leading commercial
developer because of it. Blastbay Studios, AKA Philip Bennefall, has
released a number of commercial and freeware products in a row
including BGT, Q9, Kryngle Crash, Palace Punch-Up, and is working on a
new commercial game as we speak. GMA released Time of Conflict last
year. BPC Programs released 3D Velocity in this past year as well.
Mysteries of the Ancients, my current commercial project, is scheduled
for release this fall. My point being that far from dead commercial
audio game developers have picked up production rather than slowed
down as you seem to suggest above.

Shaun wrote:


Re: [Audyssey] About the mag

2011-07-31 Thread Charles Rivard
I feel that what should be covered in the magazine are games that blind 
people can play, and it is up to the reader as to whether they are good or 
not.  Some people enjoy simple games that aren't complicated, others enjoy 
just the opposite.  All should be covered.  And, as Ron has pointed out many 
times in the magazine, if you want to write on a game, it doesn't matter 
whether someone else has already done so.  The number and variants of 
articles on any given game will show it's popularity.  We should not focus 
on the most advanced games in order to show how advanced the visually 
impaired games and gamers have become, or to impress the gaming community as 
a whole.  We should focus on what interests visually impaired gamers.


---
Security is not the absence of danger.  It is the presence of the Lord.

- Original Message - 
From: darren harris darren_g_har...@btinternet.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, July 31, 2011 7:20 AM
Subject: Re: [Audyssey] About the mag



hi tom and all,

the Audyssey Magazine does do a great deal I think to show just how
effective this community can be.

Ok I do think that some of the game releases are a joke, like the numbers
games there are out there, hangman and the like, but also there have been
some fantastic games out there as well. Castaways among the best of them,
along with time of conflict, tank commander, yeah the story goes on.

Also another point to note as well is that the Magazine also allows for
people to share their experiences of games that weren't specifically
designed with blind people and accessibility in mind, but are otherwise
accessible. Core exiles for one, ashes of angels, unification wars and 
many

other titles. Also another point to consider as well is that the Magazine
does have the ability to present a formal case for the inclusion of
accessibility in other game titles.

There are probably a lot more people subscribed to audiogames.net than 
there

are on this list. I mean let's face it if we had a list with thousands of
people on it and active, because it's emails you would be swamped so for
practical reasons it's best to assume that there are far more members on
audiogames.net. so having the Magazine and various ways of distribution is
and can only be a good thing.

I would say though however that the content does need to be more
streamlined. With the recent discussions on getting this community viewed
more favourably by a mainstream community, we aren't going to do it with
numbers games and Simon says type games. We have so many of those that 
quite
honestly we don't need any more and to be blunt the Magazine doesn't need 
it

either. It's poor representation.

Am not trying to offend anybody, far from it but equally it has to be said
that things do need to change with regards to what is brought out by some.
Having said that I think the Magazine does offer much more positive things
than negative on the whole. It just depends on what content is included.



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Re: [Audyssey] About the mag

2011-07-31 Thread Charles Rivard
Good points that I hadn't considered.  One thought, though, is that it sure 
boosts a programmer's morale when they see their name up in lights, so to 
speak, for the first time.  Maybe there should be a section entitled from 
new developers or something to that effect?  Not in every issue, but once 
in a while, there could be mention of what they've done in, say, the last 
year, maybe in the issue near Christmas?


---
Security is not the absence of danger.  It is the presence of the Lord.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, July 31, 2011 8:22 AM
Subject: Re: [Audyssey] About the mag



Hi Darren,

I do agree that the magazine could be streamlined by cutting out and
removing certain content that isn't up to par so to speak. Announcing
every simple freeware or amateur game might not be in our best
interests if we are hoping mainstream developers and gamers into our
ranks. Games like Guess the Numberor BopIt arent' that news worthy,
and I frankly feel that they probably shouldn't get much public
attention from the magazine.

I do think that we should be more professional about how we handle the
magazine and take our queue from professional gaming magazines. This
isn't being intended to be a put down, but mainstream magazines
generally don't publish news and articles on every single practice or
ametur game like Fred's Guess the Number out there. They tend to
publish articles and news based on established developers who have
reached a certain degree of quality and would be of interest to their
readers. If that sounds elitest so be it, but it doesn't hurt to think
about if the game being discussed would be of any real value to the
community at large rather than just filling space.

Let's be fair here. I know exactly how difficult it is to learn to
program, how much time, skill, and energy goes into programming games.
Every single developer starts with something extremely simple like
Blackjack, Guess the Number, or Paper Scissors Rock because they
require very little programming skill and experience to create. Every
developer starts with such simple games and slowly but surely create
more and more complex practice games until they are able to create the
next Shades of Doom or tank Commander. While there is nothing wrong
with helping a amateur developer with improving his/her Guess the
Number or Paper Scissors Rock game they are still only practice
amateur games. Such amateur developers should probably hold off
releasing anything official until they have released a product that
meets a reasonable standard of quality. Of course, what I would
consider a reasonable standard and what someone might consider a
reasonable standard could be quite different.

Cheers!


On 7/31/11, darren harris darren_g_har...@btinternet.com wrote:

hi tom and all,

the Audyssey Magazine does do a great deal I think to show just how
effective this community can be.

Ok I do think that some of the game releases are a joke, like the numbers
games there are out there, hangman and the like, but also there have been
some fantastic games out there as well. Castaways among the best of them,
along with time of conflict, tank commander, yeah the story goes on.

Also another point to note as well is that the Magazine also allows for
people to share their experiences of games that weren't specifically
designed with blind people and accessibility in mind, but are otherwise
accessible. Core exiles for one, ashes of angels, unification wars and 
many

other titles. Also another point to consider as well is that the Magazine
does have the ability to present a formal case for the inclusion of
accessibility in other game titles.

There are probably a lot more people subscribed to audiogames.net than 
there

are on this list. I mean let's face it if we had a list with thousands of
people on it and active, because it's emails you would be swamped so for
practical reasons it's best to assume that there are far more members on
audiogames.net. so having the Magazine and various ways of distribution 
is

and can only be a good thing.

I would say though however that the content does need to be more
streamlined. With the recent discussions on getting this community viewed
more favourably by a mainstream community, we aren't going to do it with
numbers games and Simon says type games. We have so many of those that 
quite
honestly we don't need any more and to be blunt the Magazine doesn't need 
it

either. It's poor representation.

Am not trying to offend anybody, far from it but equally it has to be 
said
that things do need to change with regards to what is brought out by 
some.
Having said that I think the Magazine does offer much more positive 
things

than negative on the whole. It just depends on what content is included.



---
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If you want to leave the list, send E-mail to
gamers-unsubscr...@audyssey.org.
You can 

Re: [Audyssey] About the mag

2011-07-31 Thread darren harris
Hi tom,

Well in the end, fact always wins over fiction. So really to be blunt again,
people need to stop burying their heads in the sand and face the music.
These simple games aren't going to cut it in the real world. They're good to
practice on I can see the logic in that in terms of how to get code working,
but equally that doesn't to my mind justify a release each time. how many
space invader clones do we have now? the only thing that hasn't really been
cloned to death is packman which is good because the job that Phil did with
packman talks is a masterpiece in it's own right. 

The facts are these:

1. Developers are indeed starting from scratch and learning as they go. This
I accept and openly acknowledge. I can't programme for the life of me so I'm
not going to sit here and debate how easy or difficult x game is to create.
2. whether a person is self-taught or whether you go to school and learn, we
all have to start somewhere. Again I totally accept this. But with
experience comes improved quality of product. It's just the same as with any
business venture. The longer you are in a given business providing you
survive, the more you can refine and train yourself to do better, produce a
better product or service. So to put this into the gaming context, the more
you progress the better games you can produce and also there's plenty of
knowledge and resources here to draw upon.

In the mainstream gaming community, too much cloning will simply bore people
and you won't have the attention you once had. Which in the long run can and
will only serve to damage you.

If the Audyssey Magazine is constantly full of these clones and there isn't
an effective streamlining process, then it will kill the Magazine. pure and
simple. Thus why gaming Magazines have a rating system for games and not
everything gets in. 

At the end of the day, it's the people that drive the types of games that
are produced and it's the Magazines that effectively report back to the
people. So my question is, in order to support the masses, are we going to
just accept that there can be a ton of low budget games out there to play
that aren't too different from each other? or is a little time and patients
worth the increase in the quality of game? That is the trade-off isn't it.
personally I'm content to sit back and see what happens. In other words, let
the developers do what they're best at. Let the newbies learn how to develop
to a set standard thus over time the wait will be less because the more
progressing developers there are out there, the increase in titles we'll see
over time.

If you yourself were working in the mainstream community and it was taking
as long as it's taking you now to develop your game, the simple fact is that
until your game is released, people will go and play other titles because
they are available and there. by adhering and accepting the lower quality
games we're doing ourselves much more harm than good in the long run in my
opinion.



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Re: [Audyssey] About the mag

2011-07-31 Thread Ron Schamerhorn
Hi Charles

  in #54 the first part of Hi-q was published and the second part or 
solution file is upcoming.  I appreciaite the contributions.  In fact that 
was never a game I ever solved without a few pegs left.  While talking about 
this do you have a solution for the single row version?  I think it's about 
15 holes or 14 pegs.  It usually was included with the plus sign styled 
bored.
  Thanks for the positive thoughts on the mag.

Talk soon
Ron

- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, July 31, 2011 5:40 PM
Subject: Re: [Audyssey] About the mag


His complaints are why I don't read his messages.  Your responses to them,
which are right on the button, are why I do read yours.

Speaking of the mag, as the subject line indicates, I'm sure glad to hear
that an issue will be out soon, with another to follow.  It is a one-stop
place that gamers can obtain a comprehensive indication on what's going on
in the VI gaming community, what to try or not to try based on firsthand
experiences, and reports, by other VI gamers, and what may be in store for
the future.

And speaking of articles for the mag, it's been a long time ago, so I don't
remember if the two articles I wrote dealing with Hi Q were published.
One told how to inexpensively make your own version of the game and what the
object of the puzzle game is, the other gave the solution  So, Ron, if you
have those articles, feel free to publish.  If you don't, I'll send them if
I still have them.

One more thing, and I do apologize for this lengthy post:  Where can I
download copies of all prior issues?  The folder that I had, containing all
of the prior issues, has somehow gotten deleted.  They make such good
reference material, I do want to get them all back.  Thanks much..

---
Security is not the absence of danger.  It is the presence of the Lord.

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, July 31, 2011 7:02 AM
Subject: Re: [Audyssey] About the mag


Hi Shaun,

I think you are being overly pessimisticwhen it comes to your personal
views of the audio games community. Weather you realize it or not
there is quite a lot more going on than you have given credit for, and
I'd like to take this time to give some credit where credit is do and
perhaps give you a more positive outlook on the community in general.

Shaun wrote:

However since the issue release seems to only be one every time you
remember, or something, hmmm I don't know.

My reply:

I think that's a little unfair. Ron has had a number of personal
issues to deal with, some he is willing to discuss and some he is not,
but as with game development its all pretty much done on a voluntary
basis, and I think you can give the guy a break for putting the
magazine off until he was mentally, emotionally, and physically up to
taking on the magazine again. If he can now dedicate himself to a
quarterly release schedule that's great. If not we should be
understanding enough to see that he is only one person and is doing
this voluntarily on his own time and energy.

Shaun wrote:

There is almost no need for the letters section or the emails sections
as these are shoved on the list.

My reply:

Not everyone is  on the Audyssey list. Many are over on the
audiogames.net forum, not on this list, and there are likely some
people who aren't on either the forum or list who receive the
magazine. The letters/e-mails section is a great way for them to keep
up to speed with events without having to sub to the list or forum.

Shaun wrote:

There are so many opensource and freeware companies now that there are
to many to count.

My reply:

You make that sound like a bad thing, and it certainly is not. From my
perspective this makes the magazine all the more worth while as it
gives new freeware and open source developers another outlet to talk
about their games, announce their existence, and something we all can
read regardless of what list or forums we may be on.

While I might agree that someone's new Guess the Number game might not
be  particularly news or magazine worthy there have been a number of
free games that should be mentioned in the magazine. Jeremy has
released a surprising number of decent freeware games like Castaways
that certainly deserves mention in the magazine, and its possible
there are plenty of VI gamers who haven't tried Jeremy's games simply
because they are so new and perhaps just haven't heard the news.

Shaun wrote:

Development has slowed to barely a crawl. With most of the devs either
out of business, sitting on their buts as far as the rest probably
cares or working on their projects without putting out any news, and a
few other things the major community as it stands comercially is quite
dead and bare.

My reply:

I really think that is pretty unfair. Blind Adrenaline is continuing
to add games to the card room, 

Re: [Audyssey] About the mag

2011-07-31 Thread Ron Schamerhorn
Hi Charles

  I like the idea of new devs.  As you mention it wouldn't be always in the 
mag as a new dev only happens every so often.  Mind having said that we've 
had two pop up in the last day or so.  But that seems more of an exception 
instead of the rule.  What I like about it is that it would act as somewhat 
of a filter.  It would allow folks to look at the new devs or not.  That 
might be to some folks taste.  Great idea and I think I'll steal it. *l*

Ron

- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, July 31, 2011 5:53 PM
Subject: Re: [Audyssey] About the mag


Good points that I hadn't considered.  One thought, though, is that it sure
boosts a programmer's morale when they see their name up in lights, so to
speak, for the first time.  Maybe there should be a section entitled from
new developers or something to that effect?  Not in every issue, but once
in a while, there could be mention of what they've done in, say, the last
year, maybe in the issue near Christmas?

---
Security is not the absence of danger.  It is the presence of the Lord.

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, July 31, 2011 8:22 AM
Subject: Re: [Audyssey] About the mag


 Hi Darren,

 I do agree that the magazine could be streamlined by cutting out and
 removing certain content that isn't up to par so to speak. Announcing
 every simple freeware or amateur game might not be in our best
 interests if we are hoping mainstream developers and gamers into our
 ranks. Games like Guess the Numberor BopIt arent' that news worthy,
 and I frankly feel that they probably shouldn't get much public
 attention from the magazine.

 I do think that we should be more professional about how we handle the
 magazine and take our queue from professional gaming magazines. This
 isn't being intended to be a put down, but mainstream magazines
 generally don't publish news and articles on every single practice or
 ametur game like Fred's Guess the Number out there. They tend to
 publish articles and news based on established developers who have
 reached a certain degree of quality and would be of interest to their
 readers. If that sounds elitest so be it, but it doesn't hurt to think
 about if the game being discussed would be of any real value to the
 community at large rather than just filling space.

 Let's be fair here. I know exactly how difficult it is to learn to
 program, how much time, skill, and energy goes into programming games.
 Every single developer starts with something extremely simple like
 Blackjack, Guess the Number, or Paper Scissors Rock because they
 require very little programming skill and experience to create. Every
 developer starts with such simple games and slowly but surely create
 more and more complex practice games until they are able to create the
 next Shades of Doom or tank Commander. While there is nothing wrong
 with helping a amateur developer with improving his/her Guess the
 Number or Paper Scissors Rock game they are still only practice
 amateur games. Such amateur developers should probably hold off
 releasing anything official until they have released a product that
 meets a reasonable standard of quality. Of course, what I would
 consider a reasonable standard and what someone might consider a
 reasonable standard could be quite different.

 Cheers!


 On 7/31/11, darren harris darren_g_har...@btinternet.com wrote:
 hi tom and all,

 the Audyssey Magazine does do a great deal I think to show just how
 effective this community can be.

 Ok I do think that some of the game releases are a joke, like the numbers
 games there are out there, hangman and the like, but also there have been
 some fantastic games out there as well. Castaways among the best of them,
 along with time of conflict, tank commander, yeah the story goes on.

 Also another point to note as well is that the Magazine also allows for
 people to share their experiences of games that weren't specifically
 designed with blind people and accessibility in mind, but are otherwise
 accessible. Core exiles for one, ashes of angels, unification wars and
 many
 other titles. Also another point to consider as well is that the Magazine
 does have the ability to present a formal case for the inclusion of
 accessibility in other game titles.

 There are probably a lot more people subscribed to audiogames.net than
 there
 are on this list. I mean let's face it if we had a list with thousands of
 people on it and active, because it's emails you would be swamped so for
 practical reasons it's best to assume that there are far more members on
 audiogames.net. so having the Magazine and various ways of distribution
 is
 and can only be a good thing.

 I would say though however that the content does need to be more
 streamlined. With the recent discussions on getting this 

Re: [Audyssey] Block Party Released!

2011-07-31 Thread shaun everiss

same here.
Start with the small grid and the smallest number of blocks.
I recomend you do it like that first.
After that see how far you can role with it.
At 08:19 a.m. 1/08/2011, you wrote:

  very nice job man.
  when you guys play this, make sure you are planning ahead to 
maximize points, don't just blast the first blocks that connect. i 
found it takes more strategy than is at first apparent.

 and as always, read the read me, its short and will get you going quickly.
  congrats to Ryan for a very solid and well produced first title.
  Che


On 7/31/2011 2:33 PM, GreyMatter Info wrote:

Hello everyone,
Block Party is here! It's been four weeks, and there have been a few
setbacks, but the game is finally released. Block Party is a strategic
puzzle game which will challenge your mind to develop complex strategies.
Create chains of blocks, plot your moves, and rack up points as you exercise
your grey matter.
The game is absolutely free, and it can be found at http://is.gd/Vwzkh8.
I hope you enjoy it, and I welcome all feedback.
Good luck!
Sincerely,
Ryan Strunk, Grey Matter Productions
Unleash Your Potential!
P.S. For the full story on why I'm using dropbox instead of the Grey Matter
Productions website, stay tuned to the blog at
http://greymatterproductions.com/blog. To get the fastest-possible responses
for your questions and the latest updates, join us on twitter at
http://twitter.com/gmpupdates. You could have been playing this game 41
minutes ago!


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Re: [Audyssey] About the mag

2011-07-31 Thread shaun everiss

I aggree.
We should focus on all games.
There is hardly an issue these days and hasn't for a bit, so at least 
for now we shouldn't be picky about goes in there.

At 09:47 a.m. 1/08/2011, you wrote:
I feel that what should be covered in the magazine are games that 
blind people can play, and it is up to the reader as to whether they 
are good or not.  Some people enjoy simple games that aren't 
complicated, others enjoy just the opposite.  All should be 
covered.  And, as Ron has pointed out many times in the magazine, if 
you want to write on a game, it doesn't matter whether someone else 
has already done so.  The number and variants of articles on any 
given game will show it's popularity.  We should not focus on the 
most advanced games in order to show how advanced the visually 
impaired games and gamers have become, or to impress the gaming 
community as a whole.  We should focus on what interests visually 
impaired gamers.


---
Security is not the absence of danger.  It is the presence of the Lord.

- Original Message - From: darren harris 
darren_g_har...@btinternet.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, July 31, 2011 7:20 AM
Subject: Re: [Audyssey] About the mag



hi tom and all,

the Audyssey Magazine does do a great deal I think to show just how
effective this community can be.

Ok I do think that some of the game releases are a joke, like the numbers
games there are out there, hangman and the like, but also there have been
some fantastic games out there as well. Castaways among the best of them,
along with time of conflict, tank commander, yeah the story goes on.

Also another point to note as well is that the Magazine also allows for
people to share their experiences of games that weren't specifically
designed with blind people and accessibility in mind, but are otherwise
accessible. Core exiles for one, ashes of angels, unification wars and many
other titles. Also another point to consider as well is that the Magazine
does have the ability to present a formal case for the inclusion of
accessibility in other game titles.

There are probably a lot more people subscribed to audiogames.net than there
are on this list. I mean let's face it if we had a list with thousands of
people on it and active, because it's emails you would be swamped so for
practical reasons it's best to assume that there are far more members on
audiogames.net. so having the Magazine and various ways of distribution is
and can only be a good thing.

I would say though however that the content does need to be more
streamlined. With the recent discussions on getting this community viewed
more favourably by a mainstream community, we aren't going to do it with
numbers games and Simon says type games. We have so many of those that quite
honestly we don't need any more and to be blunt the Magazine doesn't need it
either. It's poor representation.

Am not trying to offend anybody, far from it but equally it has to be said
that things do need to change with regards to what is brought out by some.
Having said that I think the Magazine does offer much more positive things
than negative on the whole. It just depends on what content is included.



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Re: [Audyssey] About the mag

2011-07-31 Thread shaun everiss

While we are talking about the mag and its formats.
I think the mag should be put up in plain marked html as well as the 
other text formats.
This is after all how a lot of us navigate things and I have often 
found it easier to navigate mags and news letters that traditionally 
ran in text only using html.

At 10:10 a.m. 1/08/2011, you wrote:

Hi Charles

  I like the idea of new devs.  As you mention it wouldn't be always in the
mag as a new dev only happens every so often.  Mind having said that we've
had two pop up in the last day or so.  But that seems more of an exception
instead of the rule.  What I like about it is that it would act as somewhat
of a filter.  It would allow folks to look at the new devs or not.  That
might be to some folks taste.  Great idea and I think I'll steal it. *l*

Ron

- Original Message -
From: Charles Rivard woofer...@sbcglobal.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, July 31, 2011 5:53 PM
Subject: Re: [Audyssey] About the mag


Good points that I hadn't considered.  One thought, though, is that it sure
boosts a programmer's morale when they see their name up in lights, so to
speak, for the first time.  Maybe there should be a section entitled from
new developers or something to that effect?  Not in every issue, but once
in a while, there could be mention of what they've done in, say, the last
year, maybe in the issue near Christmas?

---
Security is not the absence of danger.  It is the presence of the Lord.

- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, July 31, 2011 8:22 AM
Subject: Re: [Audyssey] About the mag


 Hi Darren,

 I do agree that the magazine could be streamlined by cutting out and
 removing certain content that isn't up to par so to speak. Announcing
 every simple freeware or amateur game might not be in our best
 interests if we are hoping mainstream developers and gamers into our
 ranks. Games like Guess the Numberor BopIt arent' that news worthy,
 and I frankly feel that they probably shouldn't get much public
 attention from the magazine.

 I do think that we should be more professional about how we handle the
 magazine and take our queue from professional gaming magazines. This
 isn't being intended to be a put down, but mainstream magazines
 generally don't publish news and articles on every single practice or
 ametur game like Fred's Guess the Number out there. They tend to
 publish articles and news based on established developers who have
 reached a certain degree of quality and would be of interest to their
 readers. If that sounds elitest so be it, but it doesn't hurt to think
 about if the game being discussed would be of any real value to the
 community at large rather than just filling space.

 Let's be fair here. I know exactly how difficult it is to learn to
 program, how much time, skill, and energy goes into programming games.
 Every single developer starts with something extremely simple like
 Blackjack, Guess the Number, or Paper Scissors Rock because they
 require very little programming skill and experience to create. Every
 developer starts with such simple games and slowly but surely create
 more and more complex practice games until they are able to create the
 next Shades of Doom or tank Commander. While there is nothing wrong
 with helping a amateur developer with improving his/her Guess the
 Number or Paper Scissors Rock game they are still only practice
 amateur games. Such amateur developers should probably hold off
 releasing anything official until they have released a product that
 meets a reasonable standard of quality. Of course, what I would
 consider a reasonable standard and what someone might consider a
 reasonable standard could be quite different.

 Cheers!


 On 7/31/11, darren harris darren_g_har...@btinternet.com wrote:
 hi tom and all,

 the Audyssey Magazine does do a great deal I think to show just how
 effective this community can be.

 Ok I do think that some of the game releases are a joke, like the numbers
 games there are out there, hangman and the like, but also there have been
 some fantastic games out there as well. Castaways among the best of them,
 along with time of conflict, tank commander, yeah the story goes on.

 Also another point to note as well is that the Magazine also allows for
 people to share their experiences of games that weren't specifically
 designed with blind people and accessibility in mind, but are otherwise
 accessible. Core exiles for one, ashes of angels, unification wars and
 many
 other titles. Also another point to consider as well is that the Magazine
 does have the ability to present a formal case for the inclusion of
 accessibility in other game titles.

 There are probably a lot more people subscribed to audiogames.net than
 there
 are on this list. I mean let's face it if we had a list with thousands of
 people on it and active, because it's emails 

Re: [Audyssey] problem with homer level 7

2011-07-31 Thread Jim Kitchen

Hi Tim,

There are five cars that you need to pass before you get to the car with Gonk 
and Marge in it.  Running into those cars slow you down, damage your car and 
make it more likely that you will run out of fuel.

I can send you an mp3 of me finishing level 7.

BFN

Jim

The only time you have too much fuel is when you're on fire.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] General Gaming Info

2011-07-31 Thread Jim Kitchen

Hi Brian,

Not strategy games but my Puppy 1 is an aerial dog fight game where you shoot 
down wave after wave of enemy planes.  And my new Awesome Homer game takes 
quick reflexes.

And yeah, I have been learning and programming games in Basic for 31 years, 
games for the blind in Basic for 21 years and games for the blind in Visual 
Basic for 11 years.

BFN

Jim

Kitchen's Inc, for games that are up to 110 percent funner to play.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] treasure hunt tutorial

2011-07-31 Thread Shane Lowe
smiles. that is what I need to know. I'll ask the list, and give my resalts 
here.


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, July 31, 2011 3:22 PM
Subject: Re: [Audyssey] treasure hunt tutorial



Hi,
How can we upload a potcast to blind cool teck? Thank you.
saygilar sevgiler.
- Original Message - 
From: Shane Lowe shanel...@insightbb.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, July 31, 2011 5:17 PM
Subject: Re: [Audyssey] treasure hunt tutorial


currently, I don't have a host. I'm more than likely going to upload on 
blind cool tech for nohttp://mtgames.org/games or . if anyone has any 
good podcasting sites, please email me off list at

shanelohttp://mtgames.org/games or e...@insightbb.com
and, the blind cool tech site is,
http://http://mtgames.org/games or http://mtgames.org/games or 
http://mtgames.org/games or .blindcooltech.com


hth,
Shane

- Original Message - 
From: shaun everiss sm.ever...@gmail.com

To: gamers@audyssey.org
Sent: Sunday, July 31, 2011 6:19 AM
Subject: [Audyssey] treasure hunt tutorial



Hi.
I forgot to add to the message but what is the site with the podcast 
refured to on the show, I may want to listen to other shows as I really 
liked that one.



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