Weapons:
Pistol: six-bullet capacity, medium range, high clip spawn rate, low recovery
time between shots, moderate damage.
Shotgun: Two-bullet capacity, short range, moderate clip spawn rate, moderate
recovery time between shots, high damage.
Rifle: Five-bullet capacity, long range, moderate
hi,
i'm having problems finding the soundpack on the internet, most of the links
people post are outdated, most of them are 404, and i cant locate the soundpack
in the sendspace folder as well, and if there were sounds in there, it was
difficult to download them one by one, so, if someone has
Hey, Everyone I am looking for someone to host some accessible games.
If anyone would like to post these text base games on their website
that would be great. Just let me know if anyone on here would like to
do that if so then send me your email address so I can zip the games
for you to post
This really sounds quite interesting.
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Hello,
Depending on the size of those games, I may host them. But only host,
not write any descriptive page about them (unless you write one yourself).
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You can make
Reaction log file for 10-24-2011 By Jim Kitchen
Your average reaction time was .1341 seconds
Your fastest reaction time was .016
Your slowest reaction time was .204
you were faster than the record by .0044 seconds
The record reaction time was .1385 seconds, by Jim. on 10/6/2011
1 = .079
2
What would really be cool is if, when you ask that games be hosted on a
site, you give some info about them. They may already be posted somewhere,
or at several somewheres, and may not have to be posted on another site. It
would also let people know about the games to see if they are
I like it! This could make the game a lot more tactical and challenging.
- Original Message -
From: john jpcarnemo...@comcast.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, October 25, 2011 4:13 AM
Subject: Re: [Audyssey] Swamp Ideas
This really sounds quite
Just thought I bring you guys up on some exciting changes and upcoming events
on cyberassault.org port 1
If you like a mud with guns, grenades, zombies, yet you do not wish to go PK
like on the assault muds, this is the place for you.
We've boosted the max level up to 40, and a whole bunch
I really like it Kai! :D I'm hoping to get some time to work on the game
today, and I will probably be starting to implement some of these ideas. If
anyone has weapon sounds that really seem to fit then I'd appreciate if you
sent them to me. I have a few different gun sounds, but the rest
Ah, excellent! i lost the connection details for a while, so i'm
looking forward to getting back on.
On 10/25/11, Johnny Tai johnnyti...@shaw.ca wrote:
Just thought I bring you guys up on some exciting changes and upcoming
events on cyberassault.org port 1
If you like a mud with guns,
While I was at work I was giving the code a lot of thought. Currently I've
been offering a few ways to control movement which has been giving people more
variety, but is also making it very difficult to design things. I don't mean
to imply that designing the movement is difficult, what I mean
Personally, I'm all in favor for changing the controls to the fps standard.
I know some people won't be happy, but in this instance, I think that's just
a pity that has to become a reality. How can gaming for the blind move
forward if people are refusing to use a mouse for games when sighted
Hi.
someone was looking for Tarzan Junior today on the audiogames.net forum. He
stated he'd been to usa games but couldn't find it, and this unfortunately
seems true.
though the redirect link on audiogames.net seems to stil work (where I directed
him), I'm afraid that though there are links
I am personally very interested in learning the use of a mouse for game
control, and so will happily go with you. If you were charging for the
game, then I'd recommend that you make allowances for those who wish to only
use the keyboard, but since it's free, I'd suggest that you do what's best
Hi Jeremy,
I have always thought that in order for accessible games to evolve,
they have to get closer to the standards that their inaccessible
counterparts are at. therefore, i'm fully in favour of you changing
the layout to suit the need of the game. i know this may sound harsh,
but if people
As I memntioned earlier, i'm for at least an option to allow the
arrows to turn you five degrees in a given direction. This would
have the added bonus of being a (distance? angle? number?) that
people would be comfortable with, it having been in most, if not
all, of our fps games.
---
Gamers
John,
While this measurement system has been in all of the open-world titles for
the blind, if you can call them that, this is not what's in modern shooters,
or heck even shooters from 10 years ago! The point is that with mouse
control, you don't have to move in increments... the mouse points
The only thing one can say is that we'll have to agree to
disagree on this point. I'm of the opinion that whatever can be
done with the mouse can also be done with the keyboard, though I
lack the programming experience to actually prove this.
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If
Greetings jeremy.
I'm gathering up gun sounds now. Do you want sounds for the weapons I
suggested? any other sounds you need? Would you mind if I replaced some of
the existing ones?
kai
- Original Message -
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: Gamers Discussion list
Greetings jeremy.
I'm inclined to agree with the majority of sentiments. It's your project,
given at gratis, so do with it as you see fit. If the mouse movement system
affords more control, then why settle for the clunky keyboard method?
Question: Have you any familiarity with game
On a related note, we need a heading command to know which way we're facing
in the heat of the moment, without having to turn to find out.
Chris Bartlett
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You
Which client is used for this game?
Thanks,
Angela
- Original Message -
From: dan cook dan.sc...@gmail.com
To: Johnny Tai johnnyti...@shaw.ca; Gamers Discussion list
gamers@audyssey.org
Sent: Tuesday, October 25, 2011 12:28 PM
Subject: Re: [Audyssey] cyberassault game update
Ah,
Kai, I think it's been about 10 years since I last did game controller input so
I'll probably hold off on that until later, if I end up adding it at all. I've
never personally cared for using game controllers for playing games, so I never
really developed for them in any of my games over the
I think there is a monkeyturn soundpack and setup for it.
It seems to work well with almost any client though.
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Whatever mud client you prefer to use.
- Original Message -
From: Angela Lerma amle...@roadrunner.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, October 25, 2011 5:00 PM
Subject: Re: [Audyssey] cyberassault game update
Which client is used for this game?
Thanks,
If you want a voice actor, I can help out there. But I'm curious... why
pre-mixed sounds as opposed to separate ones?
- Original Message -
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, October 25, 2011 5:09 PM
Subject: Re:
I could also help out in the voice acting arena.
Chris Bartlett
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Clement Chou
Sent: Tuesday, October 25, 2011 8:21 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp
It all comes down to numbers. In pretty much any other game I would keep the
sounds separate and mix them in the code as necessary. Firing the gun requires
1 buffer, the bullet impact sound would be another, and the zombie's death
would be a 3rd. On each of these, the buffer is still in use
I'd also be happy to volunteer some voice-acting.
Christina
- Original Message -
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, October 25, 2011 8:09 PM
Subject: Re: [Audyssey] Swamp Ideas
Kai, I think it's been about 10 years
Okay, now it makes sense... but I hope you can at least code it so proper
sounds play at proper times. lol. I would hate to fire my gun and hear a hit
only to find out that it was a missed shot. :P And maybe I've always just
been ignorant.. but mainstream games always make that seem so simple.
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